From 12f61677e3edd2756392c178f27f30342282ea2f Mon Sep 17 00:00:00 2001 From: "tyasuh.taeragan@gmail.com" Date: Fri, 15 Oct 2021 17:26:26 -0400 Subject: [PATCH 1/6] Issues 1508 and 1506 --- doc/source/netscript/basicfunctions/toast.rst | 2 +- src/NetscriptFunctions/Bladeburner.ts | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/source/netscript/basicfunctions/toast.rst b/doc/source/netscript/basicfunctions/toast.rst index 16a9443af..eb3e581e0 100644 --- a/doc/source/netscript/basicfunctions/toast.rst +++ b/doc/source/netscript/basicfunctions/toast.rst @@ -7,7 +7,7 @@ toast() Netscript Function :param string message: message to display :param success|info|warning|error variant: color of the toast - Spawns a toast (those bottom left notifications). + Spawns a toast (those bottom right notifications, like "Game Saved!" ). Example: diff --git a/src/NetscriptFunctions/Bladeburner.ts b/src/NetscriptFunctions/Bladeburner.ts index b5aba6b0b..8ba84afb4 100644 --- a/src/NetscriptFunctions/Bladeburner.ts +++ b/src/NetscriptFunctions/Bladeburner.ts @@ -326,7 +326,7 @@ export function NetscriptBladeburner( checkBladeburnerCity("getCityEstimatedCommunities", cityName); const bladeburner = player.bladeburner; if (bladeburner === null) throw new Error("Should not be called without Bladeburner"); - return bladeburner.cities[cityName].commsEst; + return bladeburner.cities[cityName].comms; }, getCityChaos: function (cityName: any): any { helper.updateDynamicRam("getCityChaos", getRamCost("bladeburner", "getCityChaos")); From 2ed961c0d25e5f59fe18da29b9b08035e86a10c9 Mon Sep 17 00:00:00 2001 From: "tyasuh.taeragan@gmail.com" Date: Sat, 16 Oct 2021 23:09:35 -0400 Subject: [PATCH 2/6] #1522 Adressed and Corrected. --- src/Crime/CrimeHelpers.ts | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Crime/CrimeHelpers.ts b/src/Crime/CrimeHelpers.ts index 9eb60e5d1..c7d0fa50b 100644 --- a/src/Crime/CrimeHelpers.ts +++ b/src/Crime/CrimeHelpers.ts @@ -30,7 +30,7 @@ export function determineCrimeSuccess(p: IPlayer, type: string): boolean { } } -export function findCrime(roughName: string): Crime | null { +export function findCrime(roughName: string): Crime | null {roughName = roughName.toLowerCase(); if (roughName.includes("shoplift")) { return Crimes.Shoplift; } else if (roughName.includes("rob") && roughName.includes("store")) { From da02f8862a4e2358223e641441cd81716dcdfedf Mon Sep 17 00:00:00 2001 From: "tyasuh.taeragan@gmail.com" Date: Sat, 16 Oct 2021 23:47:11 -0400 Subject: [PATCH 3/6] Commented Changes --- .../bladeburnerapi/getCityCommunities.rst | 15 +++++++++++++++ .../getCityEstimatedCommunities.rst | 15 --------------- package-lock.json | 1 + src/Crime/CrimeHelpers.ts | 3 ++- src/NetscriptFunctions/Bladeburner.ts | 10 +++++----- 5 files changed, 23 insertions(+), 21 deletions(-) create mode 100644 doc/source/netscript/bladeburnerapi/getCityCommunities.rst delete mode 100644 doc/source/netscript/bladeburnerapi/getCityEstimatedCommunities.rst diff --git a/doc/source/netscript/bladeburnerapi/getCityCommunities.rst b/doc/source/netscript/bladeburnerapi/getCityCommunities.rst new file mode 100644 index 000000000..297c2f9e2 --- /dev/null +++ b/doc/source/netscript/bladeburnerapi/getCityCommunities.rst @@ -0,0 +1,15 @@ +getCityCommunities() Netscript Function +================================================ + +.. js:function:: getCityCommunities(cityName) + + :RAM cost: 4 GB + :param string cityName: Name of city. Case-sensitive + :returns: Confirmed number of Synthoid communities in the specified city, + or -1 if an invalid city was specified. + + Example: + + .. code-block:: javascript + + bladeburner.getCityCommunities("Sector-12"); // returns: 76 \ No newline at end of file diff --git a/doc/source/netscript/bladeburnerapi/getCityEstimatedCommunities.rst b/doc/source/netscript/bladeburnerapi/getCityEstimatedCommunities.rst deleted file mode 100644 index 34cace15f..000000000 --- a/doc/source/netscript/bladeburnerapi/getCityEstimatedCommunities.rst +++ /dev/null @@ -1,15 +0,0 @@ -getCityEstimatedCommunities() Netscript Function -================================================ - -.. js:function:: getCityEstimatedCommunities(cityName) - - :RAM cost: 4 GB - :param string cityName: Name of city. Case-sensitive - :returns: Estimated number of Synthoid communities in the specified city, - or -1 if an invalid city was specified. - - Example: - - .. code-block:: javascript - - bladeburner.getCityEstimatedCommunities("Sector-12"); // returns: 76 \ No newline at end of file diff --git a/package-lock.json b/package-lock.json index d227afec4..66626fdca 100644 --- a/package-lock.json +++ b/package-lock.json @@ -5,6 +5,7 @@ "requires": true, "packages": { "": { + "name": "bitburner", "version": "0.56.0", "hasInstallScript": true, "license": "SEE LICENSE IN license.txt", diff --git a/src/Crime/CrimeHelpers.ts b/src/Crime/CrimeHelpers.ts index c7d0fa50b..70374c648 100644 --- a/src/Crime/CrimeHelpers.ts +++ b/src/Crime/CrimeHelpers.ts @@ -30,7 +30,8 @@ export function determineCrimeSuccess(p: IPlayer, type: string): boolean { } } -export function findCrime(roughName: string): Crime | null {roughName = roughName.toLowerCase(); +export function findCrime(roughName: string): Crime | null { + roughName = roughName.toLowerCase(); if (roughName.includes("shoplift")) { return Crimes.Shoplift; } else if (roughName.includes("rob") && roughName.includes("store")) { diff --git a/src/NetscriptFunctions/Bladeburner.ts b/src/NetscriptFunctions/Bladeburner.ts index 8ba84afb4..775174ab5 100644 --- a/src/NetscriptFunctions/Bladeburner.ts +++ b/src/NetscriptFunctions/Bladeburner.ts @@ -32,7 +32,7 @@ export interface INetscriptBladeburner { getTeamSize(type?: any, name?: any): any; setTeamSize(type?: any, name?: any, size?: any): any; getCityEstimatedPopulation(cityName: any): any; - getCityEstimatedCommunities(cityName: any): any; + getCityCommunities(cityName: any): any; getCityChaos(cityName: any): any; getCity(): any; switchCity(cityName: any): any; @@ -320,10 +320,10 @@ export function NetscriptBladeburner( if (bladeburner === null) throw new Error("Should not be called without Bladeburner"); return bladeburner.cities[cityName].popEst; }, - getCityEstimatedCommunities: function (cityName: any): any { - helper.updateDynamicRam("getCityEstimatedCommunities", getRamCost("bladeburner", "getCityEstimatedCommunities")); - checkBladeburnerAccess("getCityEstimatedCommunities"); - checkBladeburnerCity("getCityEstimatedCommunities", cityName); + getCityCommunities: function (cityName: any): any { + helper.updateDynamicRam("getCityCommunities", getRamCost("bladeburner", "getCityCommunities")); + checkBladeburnerAccess("getCityCommunities"); + checkBladeburnerCity("getCityCommunities", cityName); const bladeburner = player.bladeburner; if (bladeburner === null) throw new Error("Should not be called without Bladeburner"); return bladeburner.cities[cityName].comms; From 850200c98d857f13eaff709e2c462bd6b7779607 Mon Sep 17 00:00:00 2001 From: "tyasuh.taeragan@gmail.com" Date: Sun, 17 Oct 2021 01:21:25 -0400 Subject: [PATCH 4/6] Corp UI Buyback Shares --- src/Corporation/ui/Overview.tsx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Corporation/ui/Overview.tsx b/src/Corporation/ui/Overview.tsx index 7bfc48dfa..242550d32 100644 --- a/src/Corporation/ui/Overview.tsx +++ b/src/Corporation/ui/Overview.tsx @@ -221,7 +221,7 @@ function PublicButtons({ rerender }: IPublicButtonsProps): React.ReactElement { setSellSharesOpen(false)} rerender={rerender} /> Buy back shares you that previously issued or sold at market price.}> - From d3ab0353f7a8d73731b406c6fa4270f80b692d56 Mon Sep 17 00:00:00 2001 From: "tyasuh.taeragan@gmail.com" Date: Sun, 17 Oct 2021 09:15:10 -0400 Subject: [PATCH 5/6] Typo Fix --- src/Corporation/ui/IssueDividendsModal.tsx | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Corporation/ui/IssueDividendsModal.tsx b/src/Corporation/ui/IssueDividendsModal.tsx index ea97cdcb8..902e6ceb3 100644 --- a/src/Corporation/ui/IssueDividendsModal.tsx +++ b/src/Corporation/ui/IssueDividendsModal.tsx @@ -53,8 +53,8 @@ export function IssueDividendsModal(props: IProps): React.ReactElement {

In order to issue dividends, simply allocate some percentage of your corporation's profits to dividends. This - percentage must be an integer between 0 and {CorporationConstants.DividendMaxPercentage}. (A percentage of 0 - means no dividends will be issued + percentage must be an integer between 0 and 50. (A percentage of 0 + means no dividends will be issued)

Two important things to note: From 7bda726e5f0b1000d27e25c7247489b877a54d90 Mon Sep 17 00:00:00 2001 From: Olivier Gagnon Date: Sun, 17 Oct 2021 14:31:21 -0400 Subject: [PATCH 6/6] build bugfixed --- main.bundle.js | 4 ++-- main.bundle.js.map | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/main.bundle.js b/main.bundle.js index 1dd045100..8d70a09bc 100644 --- a/main.bundle.js +++ b/main.bundle.js @@ -1,4 +1,4 @@ -!function(e){function t(t){for(var n,o,s=t[0],l=t[1],c=t[2],m=0,h=[];m hostname switch.\n * Fixed an exploit where you could send non-strings or numbers to other scripts.\n * Fixed issue when trying to work for a faction with a work type that doesn't exist while\n already working for that faction.\n * Fixed not being able to work for the CIA. (Don't ask)\n * nerf noodle bar\n"}},function(e,t,a){"use strict";a.d(t,"a",(function(){return n}));const 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_e(e,t=1){this.isWorking&&(this.workType==f.a.WorkTypeFaction?this.workForFaction(t)&&e.toFaction():this.workType==f.a.WorkTypeCreateProgram?this.createProgramWork(t)&&e.toTerminal():this.workType==f.a.WorkTypeStudyClass?this.takeClass(t)&&e.toCity():this.workType==f.a.WorkTypeCrime?this.commitCrime(t)&&e.toLocation(w.a[S.a.Slums]):this.workType==f.a.WorkTypeCompanyPartTime?this.workPartTime(t)&&e.toCity():this.work(t)&&e.toCity())}function we(){const e=X.a.find(e=>e.specialName===this.companyName);if(!e)return.5;const t=Object(R.d)(e.hostname);return t instanceof A.a&&t&&t.backdoorInstalled?.75:.5}function Ce(e){let t=!1;this.timeWorked+f.a._idleSpeed*e>=f.a.MillisecondsPer8Hours&&(t=!0,e=Math.round((f.a.MillisecondsPer8Hours-this.timeWorked)/f.a._idleSpeed)),this.timeWorked+=f.a._idleSpeed*e,this.workRepGainRate=this.getWorkRepGain(),this.processWorkEarnings(e);const a=u.a[this.companyName];return Object(G.a)(a,this.workRepGainRate,e),!!(t||this.timeWorked>=f.a.MillisecondsPer8Hours)&&(this.finishWork(!1),!0)}function Se(e,t=!1){e&&(this.workRepGained*=this.cancelationPenalty());u.a[this.companyName].playerReputation+=this.workRepGained,this.updateSkillLevels();let a=J.a.createElement(J.a.Fragment,null,"You earned a total of: ",J.a.createElement("br",null),J.a.createElement(V.a,{money:this.workMoneyGained}),J.a.createElement("br",null),J.a.createElement(z.a,{reputation:this.workRepGained})," reputation for the company ",J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking exp ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength exp ",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense exp ",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity exp ",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility exp ",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma exp",J.a.createElement("br",null));if(a=e?J.a.createElement(J.a.Fragment,null,"You worked a short shift of ",Object($.b)(this.timeWorked)," ",J.a.createElement("br",null),J.a.createElement("br",null),"Since you cancelled your work early, you only gained half of the reputation you earned. ",J.a.createElement("br",null),J.a.createElement("br",null),a):J.a.createElement(J.a.Fragment,null,"You worked a full shift of 8 hours! ",J.a.createElement("br",null),J.a.createElement("br",null),a),t||Object(K.a)(a),this.isWorking=!1,this.resetWorkStatus(),t){return"You worked a short shift of "+Object($.b)(this.timeWorked)+" and earned $"+U.a.formatMoney(this.workMoneyGained)+", "+U.a.formatReputation(this.workRepGained)+" reputation, "+U.a.formatExp(this.workHackExpGained)+" hacking exp, "+U.a.formatExp(this.workStrExpGained)+" strength exp, "+U.a.formatExp(this.workDefExpGained)+" defense exp, "+U.a.formatExp(this.workDexExpGained)+" dexterity exp, "+U.a.formatExp(this.workAgiExpGained)+" agility exp, and "+U.a.formatExp(this.workChaExpGained)+" charisma exp."}return""}function xe(e,t){this.resetWorkStatus(f.a.WorkTypeCompanyPartTime,t),this.isWorking=!0,this.focus=!0,this.companyName=t,this.workType=f.a.WorkTypeCompanyPartTime,this.workHackExpGainRate=this.getWorkHackExpGain(),this.workStrExpGainRate=this.getWorkStrExpGain(),this.workDefExpGainRate=this.getWorkDefExpGain(),this.workDexExpGainRate=this.getWorkDexExpGain(),this.workAgiExpGainRate=this.getWorkAgiExpGain(),this.workChaExpGainRate=this.getWorkChaExpGain(),this.workRepGainRate=this.getWorkRepGain(),this.workMoneyGainRate=this.getWorkMoneyGain(),this.timeNeededToCompleteWork=f.a.MillisecondsPer8Hours,e.toWork()}function Oe(e){let t=!1;return this.timeWorked+f.a._idleSpeed*e>=f.a.MillisecondsPer8Hours&&(t=!0,e=Math.round((f.a.MillisecondsPer8Hours-this.timeWorked)/f.a._idleSpeed)),this.timeWorked+=f.a._idleSpeed*e,this.workRepGainRate=this.getWorkRepGain(),this.processWorkEarnings(e),!!(t||this.timeWorked>=f.a.MillisecondsPer8Hours)&&(this.finishWorkPartTime(),!0)}function Te(e=!1){u.a[this.companyName].playerReputation+=this.workRepGained,this.updateSkillLevels();const t=J.a.createElement(J.a.Fragment,null,"You worked for ",Object($.b)(this.timeWorked),J.a.createElement("br",null),J.a.createElement("br",null),"You earned a total of: ",J.a.createElement("br",null),J.a.createElement(V.a,{money:this.workMoneyGained}),J.a.createElement("br",null),J.a.createElement(z.a,{reputation:this.workRepGained})," reputation for the company ",J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking exp ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength exp ",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense exp ",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity exp ",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility exp ",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma exp",J.a.createElement("br",null));if(e||Object(K.a)(t),this.isWorking=!1,this.resetWorkStatus(),e){return"You worked for "+Object($.b)(this.timeWorked)+" and earned a total of $"+U.a.formatMoney(this.workMoneyGained)+", "+U.a.formatReputation(this.workRepGained)+" reputation, "+U.a.formatExp(this.workHackExpGained)+" hacking exp, "+U.a.formatExp(this.workStrExpGained)+" strength exp, "+U.a.formatExp(this.workDefExpGained)+" defense exp, "+U.a.formatExp(this.workDexExpGained)+" dexterity exp, "+U.a.formatExp(this.workAgiExpGained)+" agility exp, and "+U.a.formatExp(this.workChaExpGained)+" charisma exp"}return""}function Me(){this.focus=!0}function Re(){this.focus=!1}function Ae(e,t){let a=1+t.favor/100;isNaN(a)&&(a=1),this.workRepGainRate*=a,this.workRepGainRate*=s.a.FactionWorkRepGain,this.isWorking=!0,this.focus=!0,this.workType=f.a.WorkTypeFaction,this.currentWorkFactionName=t.name,this.timeNeededToCompleteWork=f.a.MillisecondsPer20Hours,e.toWork()}function Pe(e,t){this.resetWorkStatus(f.a.WorkTypeFaction,t.name,f.a.FactionWorkHacking),this.workHackExpGainRate=.15*this.hacking_exp_mult*s.a.FactionWorkExpGain,this.workRepGainRate=(this.hacking_skill+this.intelligence)/f.a.MaxSkillLevel*this.faction_rep_mult*this.getIntelligenceBonus(.5),this.factionWorkType=f.a.FactionWorkHacking,this.currentWorkFactionDescription="carrying out hacking contracts",this.startFactionWork(e,t)}function Ne(e,t){this.resetWorkStatus(f.a.WorkTypeFaction,t.name,f.a.FactionWorkField),this.workHackExpGainRate=.1*this.hacking_exp_mult*s.a.FactionWorkExpGain,this.workStrExpGainRate=.1*this.strength_exp_mult*s.a.FactionWorkExpGain,this.workDefExpGainRate=.1*this.defense_exp_mult*s.a.FactionWorkExpGain,this.workDexExpGainRate=.1*this.dexterity_exp_mult*s.a.FactionWorkExpGain,this.workAgiExpGainRate=.1*this.agility_exp_mult*s.a.FactionWorkExpGain,this.workChaExpGainRate=.1*this.charisma_exp_mult*s.a.FactionWorkExpGain,this.workRepGainRate=Object(M.a)(this,t),this.factionWorkType=f.a.FactionWorkField,this.currentWorkFactionDescription="carrying out field missions",this.startFactionWork(e,t)}function Ie(e,t){this.resetWorkStatus(f.a.WorkTypeFaction,t.name,f.a.FactionWorkSecurity),this.workHackExpGainRate=.05*this.hacking_exp_mult*s.a.FactionWorkExpGain,this.workStrExpGainRate=.15*this.strength_exp_mult*s.a.FactionWorkExpGain,this.workDefExpGainRate=.15*this.defense_exp_mult*s.a.FactionWorkExpGain,this.workDexExpGainRate=.15*this.dexterity_exp_mult*s.a.FactionWorkExpGain,this.workAgiExpGainRate=.15*this.agility_exp_mult*s.a.FactionWorkExpGain,this.workChaExpGainRate=0*this.charisma_exp_mult*s.a.FactionWorkExpGain,this.workRepGainRate=Object(M.b)(this,t),this.factionWorkType=f.a.FactionWorkSecurity,this.currentWorkFactionDescription="performing security detail",this.startFactionWork(e,t)}function Fe(e){const t=v.a[this.currentWorkFactionName];switch(this.factionWorkType){case f.a.FactionWorkHacking:this.workRepGainRate=Object(M.c)(this,t);break;case f.a.FactionWorkField:this.workRepGainRate=Object(M.a)(this,t);break;case f.a.FactionWorkSecurity:this.workRepGainRate=Object(M.b)(this,t)}let a=!1;return this.timeWorked+f.a._idleSpeed*e>=f.a.MillisecondsPer20Hours&&(a=!0,e=Math.round((f.a.MillisecondsPer20Hours-this.timeWorked)/f.a._idleSpeed)),this.timeWorked+=f.a._idleSpeed*e,this.processWorkEarnings(e),!!(a||this.timeWorked>=f.a.MillisecondsPer20Hours)&&(this.finishFactionWork(!1),!0)}function je(e,t=!1){const a=v.a[this.currentWorkFactionName];if(a.playerReputation+=this.workRepGained,this.updateSkillLevels(),t||Object(K.a)(J.a.createElement(J.a.Fragment,null,"You worked for your faction ",a.name," for a total of ",Object($.b)(this.timeWorked)," ",J.a.createElement("br",null),J.a.createElement("br",null),"You earned a total of: ",J.a.createElement("br",null),J.a.createElement(V.a,{money:this.workMoneyGained}),J.a.createElement("br",null),J.a.createElement(z.a,{reputation:this.workRepGained})," reputation for the faction ",J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking exp ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength exp ",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense exp ",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity exp ",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility exp ",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma exp",J.a.createElement("br",null))),this.isWorking=!1,this.resetWorkStatus(),t){return"You worked for your faction "+a.name+" for a total of "+Object($.b)(this.timeWorked)+". You earned "+U.a.formatReputation(this.workRepGained)+" rep, "+U.a.formatExp(this.workHackExpGained)+" hacking exp, "+U.a.formatExp(this.workStrExpGained)+" str exp, "+U.a.formatExp(this.workDefExpGained)+" def exp, "+U.a.formatExp(this.workDexExpGained)+" dex exp, "+U.a.formatExp(this.workAgiExpGained)+" agi exp, and "+U.a.formatExp(this.workChaExpGained)+" cha exp."}return""}function De(){let e=1;const t=u.a[this.companyName];B.a[11]>0&&(e=1+t.favor/100);const a=this.jobs[this.companyName],n=d.a[a];return null==n?(console.error(`Could not find CompanyPosition object for ${a}. Work salary will be 0`),0):n.baseSalary*t.salaryMultiplier*this.work_money_mult*s.a.CompanyWorkMoney*e}function Be(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work hack exp gain will be 0"].join(" ")),0):a.hackingExpGain*e.expMultiplier*this.hacking_exp_mult*s.a.CompanyWorkExpGain}function Ge(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work str exp gain will be 0"].join(" ")),0):a.strengthExpGain*e.expMultiplier*this.strength_exp_mult*s.a.CompanyWorkExpGain}function Le(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work def exp gain will be 0"].join(" ")),0):a.defenseExpGain*e.expMultiplier*this.defense_exp_mult*s.a.CompanyWorkExpGain}function We(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work dex exp gain will be 0"].join(" ")),0):a.dexterityExpGain*e.expMultiplier*this.dexterity_exp_mult*s.a.CompanyWorkExpGain}function He(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work agi exp gain will be 0"].join(" ")),0):a.agilityExpGain*e.expMultiplier*this.agility_exp_mult*s.a.CompanyWorkExpGain}function Ue(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];return null==e||null==a?(console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work cha exp gain will be 0"].join(" ")),0):a.charismaExpGain*e.expMultiplier*this.charisma_exp_mult*s.a.CompanyWorkExpGain}function qe(){const e=u.a[this.companyName],t=this.jobs[this.companyName],a=d.a[t];if(null==e||null==a)return console.error(["Could not find Company object for "+this.companyName,`or CompanyPosition object for ${t}.`,"Work rep gain will be 0"].join(" ")),0;let n=a.calculateJobPerformance(this.hacking_skill,this.strength,this.defense,this.dexterity,this.agility,this.charisma);n+=this.intelligence/f.a.MaxSkillLevel;let r=1+e.favor/100;return isNaN(r)&&(r=1),n*this.company_rep_mult*r}function Ke(e,t,a,n){this.resetWorkStatus(),this.isWorking=!0,this.focus=!0,this.workType=f.a.WorkTypeCreateProgram,this.createProgramReqLvl=n,this.timeNeededToCompleteWork=a;for(let e=0;e=100)break;this.timeWorkedCreateProgram=n/100*this.timeNeededToCompleteWork,this.getHomeComputer().programs.splice(e,1)}}this.createProgramName=t,e.toWork()}function $e(e){const t=this.createProgramReqLvl;let a=this.hacking_skill/t*this.getIntelligenceBonus(3);return a=1+(a-1)/5,this.timeWorked+=f.a._idleSpeed*e,this.timeWorkedCreateProgram+=f.a._idleSpeed*e*a,this.timeWorkedCreateProgram>=this.timeNeededToCompleteWork&&(this.finishCreateProgramWork(!1),!0)}function ze(e){const t=this.createProgramName;if(!1===e)Object(K.a)("You've finished creating "+t+"!
The new program can be found on your home computer."),this.getHomeComputer().programs.push(t);else{const e=t+"-"+(Math.floor(this.timeWorkedCreateProgram/this.timeNeededToCompleteWork*1e4)/100).toString()+"%-INC";this.getHomeComputer().programs.push(e)}return e||this.gainIntelligenceExp(this.createProgramReqLvl/f.a.IntelligenceProgramBaseExpGain),this.isWorking=!1,this.resetWorkStatus(),"You've finished creating "+t+"! The new program can be found on your home computer."}function Ve(e,t,a,n){this.resetWorkStatus(),this.isWorking=!0,this.focus=!0,this.workType=f.a.WorkTypeStudyClass,this.className=n;const r=1e3/f.a._idleSpeed;let i=0,o=0,l=0,c=0,u=0,m=0,h=0;const d=this.hashManager;switch(n){case f.a.ClassStudyComputerScience:o=f.a.ClassStudyComputerScienceBaseExp*a/r*d.getStudyMult();break;case f.a.ClassDataStructures:i=f.a.ClassDataStructuresBaseCost*t/r,o=f.a.ClassDataStructuresBaseExp*a/r*d.getStudyMult();break;case f.a.ClassNetworks:i=f.a.ClassNetworksBaseCost*t/r,o=f.a.ClassNetworksBaseExp*a/r*d.getStudyMult();break;case f.a.ClassAlgorithms:i=f.a.ClassAlgorithmsBaseCost*t/r,o=f.a.ClassAlgorithmsBaseExp*a/r*d.getStudyMult();break;case f.a.ClassManagement:i=f.a.ClassManagementBaseCost*t/r,h=f.a.ClassManagementBaseExp*a/r*d.getStudyMult();break;case f.a.ClassLeadership:i=f.a.ClassLeadershipBaseCost*t/r,h=f.a.ClassLeadershipBaseExp*a/r*d.getStudyMult();break;case f.a.ClassGymStrength:i=f.a.ClassGymBaseCost*t/r,l=a/r*d.getTrainingMult();break;case f.a.ClassGymDefense:i=f.a.ClassGymBaseCost*t/r,c=a/r*d.getTrainingMult();break;case f.a.ClassGymDexterity:i=f.a.ClassGymBaseCost*t/r,u=a/r*d.getTrainingMult();break;case f.a.ClassGymAgility:i=f.a.ClassGymBaseCost*t/r,m=a/r*d.getTrainingMult();break;default:throw new Error("ERR: Invalid/unrecognized class name")}this.workMoneyLossRate=i,this.workHackExpGainRate=o*this.hacking_exp_mult*s.a.ClassGymExpGain,this.workStrExpGainRate=l*this.strength_exp_mult*s.a.ClassGymExpGain,this.workDefExpGainRate=c*this.defense_exp_mult*s.a.ClassGymExpGain,this.workDexExpGainRate=u*this.dexterity_exp_mult*s.a.ClassGymExpGain,this.workAgiExpGainRate=m*this.agility_exp_mult*s.a.ClassGymExpGain,this.workChaExpGainRate=h*this.charisma_exp_mult*s.a.ClassGymExpGain,e.toWork()}function Ye(e){return this.timeWorked+=f.a._idleSpeed*e,this.processWorkEarnings(e),!1}function Je(e=!1){if(this.gainIntelligenceExp(f.a.IntelligenceClassBaseExpGain*Math.round(this.timeWorked/1e3)),this.workMoneyGained>0)throw new Error("ERR: Somehow gained money while taking class");if(this.updateSkillLevels(),e||Object(K.a)(J.a.createElement(J.a.Fragment,null,"After ",this.className," for ",Object($.b)(this.timeWorked),", ",J.a.createElement("br",null),"you spent a total of ",J.a.createElement(V.a,{money:-this.workMoneyGained}),". ",J.a.createElement("br",null),J.a.createElement("br",null),"You earned a total of: ",J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking exp ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength exp ",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense exp ",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity exp ",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility exp ",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma exp",J.a.createElement("br",null))),this.isWorking=!1,e){const e="After "+this.className+" for "+Object($.b)(this.timeWorked)+", you spent a total of "+U.a.formatMoney(-1*this.workMoneyGained)+". You earned a total of: "+U.a.formatExp(this.workHackExpGained)+" hacking exp, "+U.a.formatExp(this.workStrExpGained)+" strength exp, "+U.a.formatExp(this.workDefExpGained)+" defense exp, "+U.a.formatExp(this.workDexExpGained)+" dexterity exp, "+U.a.formatExp(this.workAgiExpGained)+" agility exp, and "+U.a.formatExp(this.workChaExpGained)+" charisma exp";return this.resetWorkStatus(),e}return this.resetWorkStatus(),""}function Xe(e,t,a,n,r,i,o,l,c,u,m=null){this.crimeType=t,this.resetWorkStatus(),this.isWorking=!0,this.focus=!0,this.workType=f.a.WorkTypeCrime,null!==m&&(this.committingCrimeThruSingFn=!0,this.singFnCrimeWorkerScript=m),this.workHackExpGained=a*this.hacking_exp_mult*s.a.CrimeExpGain,this.workStrExpGained=n*this.strength_exp_mult*s.a.CrimeExpGain,this.workDefExpGained=r*this.defense_exp_mult*s.a.CrimeExpGain,this.workDexExpGained=i*this.dexterity_exp_mult*s.a.CrimeExpGain,this.workAgiExpGained=o*this.agility_exp_mult*s.a.CrimeExpGain,this.workChaExpGained=l*this.charisma_exp_mult*s.a.CrimeExpGain,this.workMoneyGained=c*this.crime_money_mult*s.a.CrimeMoney,this.timeNeededToCompleteWork=u,e.toWork()}function Qe(e){return this.timeWorked+=f.a._idleSpeed*e,this.timeWorked>=this.timeNeededToCompleteWork&&(this.finishCrime(!1),!0)}function Ze(e){if(!e){if(Object(y.a)(this,this.crimeType)){let e=null;for(const t in b.a)if(b.a[t].type==this.crimeType){e=b.a[t];break}if(null==e)return Object(K.a)(`ERR: Unrecognized crime type (${this.crimeType}). This is probably a bug please contact the developer`),"";this.gainMoney(this.workMoneyGained),this.recordMoneySource(this.workMoneyGained,"crime"),this.karma-=e.karma,this.numPeopleKilled+=e.kills,e.intelligence_exp>0&&this.gainIntelligenceExp(e.intelligence_exp),this.workHackExpGained*=2,this.workStrExpGained*=2,this.workDefExpGained*=2,this.workDexExpGained*=2,this.workAgiExpGained*=2,this.workChaExpGained*=2;const t=this.singFnCrimeWorkerScript;this.committingCrimeThruSingFn&&null!==t?null==t.disableLogs.ALL&&null==t.disableLogs.commitCrime&&t.scriptRef.log("Crime successful! Gained "+U.a.formatMoney(this.workMoneyGained)+", "+U.a.formatExp(this.workHackExpGained)+" hack exp, "+U.a.formatExp(this.workStrExpGained)+" str exp, "+U.a.formatExp(this.workDefExpGained)+" def exp, "+U.a.formatExp(this.workDexExpGained)+" dex exp, "+U.a.formatExp(this.workAgiExpGained)+" agi exp, "+U.a.formatExp(this.workChaExpGained)+" cha exp."):Object(K.a)(J.a.createElement(J.a.Fragment,null,"Crime successful!",J.a.createElement("br",null),J.a.createElement("br",null),"You gained:",J.a.createElement("br",null),J.a.createElement(V.a,{money:this.workMoneyGained}),J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking experience ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength experience",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense experience",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity experience",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility experience",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma experience"))}else{this.workHackExpGained/=2,this.workStrExpGained/=2,this.workDefExpGained/=2,this.workDexExpGained/=2,this.workAgiExpGained/=2,this.workChaExpGained/=2;const e=this.singFnCrimeWorkerScript;this.committingCrimeThruSingFn&&null!==e?null==e.disableLogs.ALL&&null==e.disableLogs.commitCrime&&e.scriptRef.log("Crime failed! Gained "+U.a.formatExp(this.workHackExpGained)+" hack exp, "+U.a.formatExp(this.workStrExpGained)+" str exp, "+U.a.formatExp(this.workDefExpGained)+" def exp, "+U.a.formatExp(this.workDexExpGained)+" dex exp, "+U.a.formatExp(this.workAgiExpGained)+" agi exp, "+U.a.formatExp(this.workChaExpGained)+" cha exp."):Object(K.a)(J.a.createElement(J.a.Fragment,null,"Crime failed!",J.a.createElement("br",null),J.a.createElement("br",null),"You gained:",J.a.createElement("br",null),U.a.formatExp(this.workHackExpGained)," hacking experience ",J.a.createElement("br",null),U.a.formatExp(this.workStrExpGained)," strength experience",J.a.createElement("br",null),U.a.formatExp(this.workDefExpGained)," defense experience",J.a.createElement("br",null),U.a.formatExp(this.workDexExpGained)," dexterity experience",J.a.createElement("br",null),U.a.formatExp(this.workAgiExpGained)," agility experience",J.a.createElement("br",null),U.a.formatExp(this.workChaExpGained)," charisma experience"))}this.gainHackingExp(this.workHackExpGained),this.gainStrengthExp(this.workStrExpGained),this.gainDefenseExp(this.workDefExpGained),this.gainDexterityExp(this.workDexExpGained),this.gainAgilityExp(this.workAgiExpGained),this.gainCharismaExp(this.workChaExpGained)}return this.committingCrimeThruSingFn=!1,this.singFnCrimeWorkerScript=null,this.isWorking=!1,this.crimeType="",this.resetWorkStatus(),""}function et(){if(!this.isWorking)return"";let e="";switch(this.workType){case f.a.WorkTypeStudyClass:e=this.finishClass(!0);break;case f.a.WorkTypeCompany:e=this.finishWork(!0,!0);break;case f.a.WorkTypeCompanyPartTime:e=this.finishWorkPartTime(!0);break;case f.a.WorkTypeFaction:e=this.finishFactionWork(!0,!0);break;case f.a.WorkTypeCreateProgram:e=this.finishCreateProgramWork(!0);break;case f.a.WorkTypeCrime:e=this.finishCrime(!0);break;default:return console.error(`Unrecognized work type (${this.workType})`),""}return e}function tt(e){return"number"!=typeof e?(console.warn("Player.takeDamage() called without a numeric argument: "+e),!1):(this.hp-=e,this.hp<=0&&(this.hospitalize(),!0))}function at(e){"number"==typeof e?(this.hp+=e,this.hp>this.max_hp&&(this.hp=this.max_hp)):console.warn("Player.regenerateHp() called without a numeric argument: "+e)}function nt(){const e=Object(L.b)(this);return!1===N.a.SuppressHospitalizationPopup&&Object(K.a)(J.a.createElement(J.a.Fragment,null,"You were in critical condition! You were taken to the hospital where luckily they were able to save your life. You were charged ",J.a.createElement(V.a,{money:e}))),this.loseMoney(e),this.recordMoneySource(-1*e,"hospitalization"),this.hp=this.max_hp,e}function rt(e,t=!1){let a=null;""!==this.companyName&&(a=u.a[this.companyName]);const n=this.jobs[this.companyName],r=u.a[this.location];if(!(r instanceof c.a))return console.error(`Could not find company that matches the location: ${this.location}. Player.applyToCompany() failed`),!1;let i=e;if(!this.isQualified(r,i)){const e=Object(h.a)(r,i);return t||Object(K.a)("Unforunately, you do not qualify for this position
"+e),!1}for(;;){const e=Object(m.a)(i);if(null==e)break;if(!r.hasPosition(e))break;if(!this.isQualified(r,e))break;i=e}if(null!=a&&a.name==r.name&&i.name==n){const e=Object(m.a)(i);if(null==e)return t||Object(K.a)("You are already at the highest position for your field! No promotion available"),!1;if(r.hasPosition(e)){if(!t){const t=Object(h.a)(r,e);Object(K.a)("Unfortunately, you do not qualify for a promotion
"+t)}return!1}return t||Object(K.a)("You are already at the highest position for your field! No promotion available"),!1}return this.jobs[r.name]=i.name,this.companyName=this.location,t||Object(K.a)("Congratulations! You were offered a new job at "+this.companyName+" as a "+i.name+"!"),!0}function it(e,t){let a=null;if(""!==this.companyName&&(a=u.a[this.companyName]),null==a||a.name!=e.name)return t;const n=this.jobs[this.companyName],r=d.a[n];return r.isSoftwareJob()&&t.isSoftwareJob()||r.isITJob()&&t.isITJob()||r.isBusinessJob()&&t.isBusinessJob()||r.isSecurityEngineerJob()&&t.isSecurityEngineerJob()||r.isNetworkEngineerJob()&&t.isNetworkEngineerJob()||r.isSecurityJob()&&t.isSecurityJob()||r.isAgentJob()&&t.isAgentJob()||r.isSoftwareConsultantJob()&&t.isSoftwareConsultantJob()||r.isBusinessConsultantJob()&&t.isBusinessConsultantJob()||r.isPartTimeJob()&&t.isPartTimeJob()?Object(m.a)(r):t}function ot(e){this.isWorking=!1,this.companyName="",delete this.jobs[e]}function st(e=!1){return this.applyForJob(d.a[p.j[0]],e)}function lt(e=!1){return this.applyForJob(d.a[p.k[0]],e)}function ct(e=!1){return this.applyForJob(d.a[p.d[0]],e)}function ut(e=!1){const t=u.a[this.location];return this.isQualified(t,d.a[p.i[0]])?this.applyForJob(d.a[p.i[0]],e):(e||Object(K.a)("Unforunately, you do not qualify for this position"),!1)}function mt(e=!1){const t=u.a[this.location];if(this.isQualified(t,d.a[p.f[0]])){const t=d.a[p.f[0]];return this.applyForJob(t,e)}return e||Object(K.a)("Unforunately, you do not qualify for this position"),!1}function ht(e=!1){return this.applyForJob(d.a[p.b[0]],e)}function dt(e=!1){return this.applyForJob(d.a[p.c[0]],e)}function pt(e=!1){return this.applyForJob(d.a[p.h[2]],e)}function ft(e=!1){const t=u.a[this.location];if(this.isQualified(t,d.a[p.a[0]])){const t=d.a[p.a[0]];return this.applyForJob(t,e)}return e||Object(K.a)("Unforunately, you do not qualify for this position"),!1}function gt(e=!1){const t=u.a[this.location];return this.isQualified(t,d.a[p.e[1]])?(this.companyName=t.name,this.jobs[t.name]=p.e[1],e||Object(K.a)("Congratulations, you are now employed at "+this.companyName),!0):(e||Object(K.a)("Unforunately, you do not qualify for this position"),!1)}function yt(e=!1){const t=u.a[this.location];return this.isQualified(t,d.a[p.g[1]])?(this.jobs[t.name]=p.g[1],e||Object(K.a)("Congratulations, you are now employed part-time at "+this.companyName),!0):(e||Object(K.a)("Unforunately, you do not qualify for this position"),!1)}function bt(e=!1){const t=u.a[this.location];return this.isQualified(t,d.a[p.e[0]])?(this.companyName=t.name,this.jobs[t.name]=p.e[0],e||Object(K.a)("Congratulations, you are now employed as a waiter at "+this.companyName),!0):(e||Object(K.a)("Unforunately, you do not qualify for this position"),!1)}function Et(e=!1){const t=u.a[this.location];return this.isQualified(t,d.a[p.g[0]])?(this.companyName=t.name,this.jobs[t.name]=p.g[0],e||Object(K.a)("Congratulations, you are now employed as a part-time waiter at "+this.companyName),!0):(e||Object(K.a)("Unforunately, you do not qualify for this position"),!1)}function vt(e,t){const a=e.jobStatReqOffset,n=t.requiredHacking>0?t.requiredHacking+a:0,r=t.requiredStrength>0?t.requiredStrength+a:0,i=t.requiredDefense>0?t.requiredDefense+a:0,o=t.requiredDexterity>0?t.requiredDexterity+a:0,s=t.requiredDexterity>0?t.requiredDexterity+a:0,l=t.requiredCharisma>0?t.requiredCharisma+a:0;return this.hacking_skill>=n&&this.strength>=r&&this.defense>=i&&this.dexterity>=o&&this.agility>=s&&this.charisma>=l&&e.playerReputation>=t.requiredReputation}function kt(e=!0){e&&this.resetMultipliers();for(let e=0;et}const i=v.a.Illuminati;!i.isBanned&&!i.isMember&&!i.alreadyInvited&&t>=30&&this.money.gte(15e10)&&this.hacking_skill>=1500&&this.strength>=1200&&this.defense>=1200&&this.dexterity>=1200&&this.agility>=1200&&e.push(i);const o=v.a.Daedalus;!o.isBanned&&!o.isMember&&!o.alreadyInvited&&t>=Math.round(30*s.a.DaedalusAugsRequirement)&&this.money.gte(1e11)&&(this.hacking_skill>=2500||this.strength>=1500&&this.defense>=1500&&this.dexterity>=1500&&this.agility>=1500)&&e.push(o);const l=v.a["The Covenant"];!l.isBanned&&!l.isMember&&!l.alreadyInvited&&t>=20&&this.money.gte(75e9)&&this.hacking_skill>=850&&this.strength>=850&&this.defense>=850&&this.dexterity>=850&&this.agility>=850&&e.push(l);const c=v.a.ECorp;c.isBanned||c.isMember||c.alreadyInvited||!r(S.a.AevumECorp)||e.push(c);const m=v.a.MegaCorp;m.isBanned||m.isMember||m.alreadyInvited||!r(S.a.Sector12MegaCorp)||e.push(m);const h=v.a["Bachman & Associates"];h.isBanned||h.isMember||h.alreadyInvited||!r(S.a.AevumBachmanAndAssociates)||e.push(h);const d=v.a["Blade Industries"];d.isBanned||d.isMember||d.alreadyInvited||!r(S.a.Sector12BladeIndustries)||e.push(d);const p=v.a.NWO;p.isBanned||p.isMember||p.alreadyInvited||!r(S.a.VolhavenNWO)||e.push(p);const g=v.a["Clarke Incorporated"];g.isBanned||g.isMember||g.alreadyInvited||!r(S.a.AevumClarkeIncorporated)||e.push(g);const y=v.a["OmniTek Incorporated"];y.isBanned||y.isMember||y.alreadyInvited||!r(S.a.VolhavenOmniTekIncorporated)||e.push(y);const b=v.a["Four Sigma"];b.isBanned||b.isMember||b.alreadyInvited||!r(S.a.Sector12FourSigma)||e.push(b);const E=v.a["KuaiGong International"];E.isBanned||E.isMember||E.alreadyInvited||!r(S.a.ChongqingKuaiGongInternational)||e.push(E);const k=v.a["Fulcrum Secret Technologies"],_=Object(R.d)(I.a.FulcrumSecretTechnologies);if(!(_ instanceof A.a))throw new Error("Fulcrum Secret Technologies should be normal server");null==_?console.error("Could not find Fulcrum Secret Technologies Server"):k.isBanned||k.isMember||k.alreadyInvited||!_.backdoorInstalled||!r(S.a.AevumFulcrumTechnologies,25e4)||e.push(k);const w=v.a.BitRunners,x=Object(R.d)(I.a.BitRunnersServer);if(!(x instanceof A.a))throw new Error("BitRunners should be normal server");null==x?console.error("Could not find BitRunners Server"):w.isBanned||w.isMember||!x.backdoorInstalled||w.alreadyInvited||e.push(w);const O=v.a["The Black Hand"],T=Object(R.d)(I.a.TheBlackHandServer);if(!(T instanceof A.a))throw new Error("TheBlackHand should be normal server");null==T?console.error("Could not find The Black Hand Server"):O.isBanned||O.isMember||!T.backdoorInstalled||O.alreadyInvited||e.push(O);const M=v.a.NiteSec,P=Object(R.d)(I.a.NiteSecServer);if(!(P instanceof A.a))throw new Error("NiteSec should be normal server");null==P?console.error("Could not find NiteSec Server"):M.isBanned||M.isMember||!P.backdoorInstalled||M.alreadyInvited||e.push(M);const N=v.a.Chongqing;N.isBanned||N.isMember||N.alreadyInvited||!this.money.gte(2e7)||this.city!=C.a.Chongqing||e.push(N);const F=v.a["Sector-12"];F.isBanned||F.isMember||F.alreadyInvited||!this.money.gte(15e6)||this.city!=C.a.Sector12||e.push(F);const j=v.a["New Tokyo"];j.isBanned||j.isMember||j.alreadyInvited||!this.money.gte(2e7)||this.city!=C.a.NewTokyo||e.push(j);const D=v.a.Aevum;D.isBanned||D.isMember||D.alreadyInvited||!this.money.gte(4e7)||this.city!=C.a.Aevum||e.push(D);const B=v.a.Ishima;B.isBanned||B.isMember||B.alreadyInvited||!this.money.gte(3e7)||this.city!=C.a.Ishima||e.push(B);const G=v.a.Volhaven;G.isBanned||G.isMember||G.alreadyInvited||!this.money.gte(5e7)||this.city!=C.a.Volhaven||e.push(G);const L=v.a["Speakers for the Dead"];!L.isBanned&&!L.isMember&&!L.alreadyInvited&&this.hacking_skill>=100&&this.strength>=300&&this.defense>=300&&this.dexterity>=300&&this.agility>=300&&this.numPeopleKilled>=30&&this.karma<=-45&&!a.includes(S.a.Sector12CIA)&&!a.includes(S.a.Sector12NSA)&&e.push(L);const H=v.a["The Dark Army"];!H.isBanned&&!H.isMember&&!H.alreadyInvited&&this.hacking_skill>=300&&this.strength>=300&&this.defense>=300&&this.dexterity>=300&&this.agility>=300&&this.city==C.a.Chongqing&&this.numPeopleKilled>=5&&this.karma<=-45&&!a.includes(S.a.Sector12CIA)&&!a.includes(S.a.Sector12NSA)&&e.push(H);const U=v.a["The Syndicate"];!U.isBanned&&!U.isMember&&!U.alreadyInvited&&this.hacking_skill>=200&&this.strength>=200&&this.defense>=200&&this.dexterity>=200&&this.agility>=200&&(this.city==C.a.Aevum||this.city==C.a.Sector12)&&this.money.gte(1e7)&&this.karma<=-90&&!a.includes(S.a.Sector12CIA)&&!a.includes(S.a.Sector12NSA)&&e.push(U);const q=v.a.Silhouette;!q.isBanned&&!q.isMember&&!q.alreadyInvited&&(n.includes("Chief Technology Officer")||n.includes("Chief Financial Officer")||n.includes("Chief Executive Officer"))&&this.money.gte(15e6)&&this.karma<=-22&&e.push(q);const K=v.a.Tetrads;!K.isBanned&&!K.isMember&&!K.alreadyInvited&&(this.city==C.a.Chongqing||this.city==C.a.NewTokyo||this.city==C.a.Ishima)&&this.strength>=75&&this.defense>=75&&this.dexterity>=75&&this.agility>=75&&this.karma<=-18&&e.push(K);const $=v.a["Slum Snakes"];!$.isBanned&&!$.isMember&&!$.alreadyInvited&&this.strength>=30&&this.defense>=30&&this.dexterity>=30&&this.agility>=30&&this.karma<=-9&&this.money.gte(1e6)&&e.push($);const z=v.a.Netburners;let V=0,Y=0,J=0;for(let e=0;e=80&&V>=8&&Y>=4&&J>=100&&e.push(z);const X=v.a["Tian Di Hui"];X.isBanned||X.isMember||X.alreadyInvited||!this.money.gte(1e6)||!(this.hacking_skill>=50)||this.city!=C.a.Chongqing&&this.city!=C.a.NewTokyo&&this.city!=C.a.Ishima||e.push(X);const Q=v.a.CyberSec,Z=Object(R.d)(I.a.CyberSecServer);if(!(Z instanceof A.a))throw new Error("cybersec should be normal server");return null==Z?console.error("Could not find CyberSec Server"):Q.isBanned||Q.isMember||!Z.backdoorInstalled||Q.alreadyInvited||e.push(Q),e}function Ct(e){this.bitNodeN=e}function St(e){for(const t in this.queuedAugmentations)if(this.queuedAugmentations[t].name==e)return void console.warn(`tried to queue ${e} twice, this may be a bug`);for(const t in this.augmentations)if(this.augmentations[t].name==e)return void console.warn(`tried to queue ${e} twice, this may be a bug`);this.queuedAugmentations.push(new i.a(e))}function xt(e,t=1){if(null==e||null==e.type||null==e)return"No reward for this contract";switch(e.type){case l.c.FactionReputation:if(null==e.name||!(v.a[e.name]instanceof E.a))return e.type=l.c.FactionReputationAll,this.gainCodingContractReward(e);const a=f.a.CodingContractBaseFactionRepGain*t;return v.a[e.name].playerReputation+=a,`Gained ${a} faction reputation for ${e.name}`;case l.c.FactionReputationAll:const n=f.a.CodingContractBaseFactionRepGain*t,r=["Bladeburners"],i=this.factions.slice().filter(e=>!r.includes(e));if(0==i.length)return e.type=l.c.Money,this.gainCodingContractReward(e,t);const o=Math.floor(n/i.length);for(const e of i)v.a[e]instanceof E.a&&(v.a[e].playerReputation+=o);return`Gained ${o} reputation for each of the following factions: ${i.toString()}`;case l.c.CompanyReputation:{if(null==e.name||!(u.a[e.name]instanceof c.a))return e.type=l.c.FactionReputationAll,this.gainCodingContractReward(e);const a=f.a.CodingContractBaseCompanyRepGain*t;return u.a[e.name].playerReputation+=a,`Gained ${a} company reputation for ${e.name}`}case l.c.Money:default:{const e=f.a.CodingContractBaseMoneyGain*t*s.a.CodingContractMoney;return this.gainMoney(e),this.recordMoneySource(e,"codingcontract"),"Gained "+U.a.formatMoney(e)}}}function Ot(e){return null==_.a[e]?(console.warn("Player.travel() called with invalid city: "+e),!1):(this.city=e,!0)}function Tt(e){return null==w.a[e]?(console.warn("Player.gotoLocation() called with invalid location: "+e),!1):(this.location=e,!0)}function Mt(){return 10===this.bitNodeN||B.a[10]>0}function Rt(e){this.exploits.includes(e)||this.exploits.push(e)}function At(e){return Object(T.a)(this.intelligence,e)}function Pt(){return this.moneySourceA.casino}function Nt(e){return this.hasOwnProperty(e)?this[e]:1}function It(e,t){this.hasOwnProperty(e)&&(this[e]=t)}function Ft(e){const t=this.sourceFiles.find(t=>t.n===e);return t?t.lvl:0}},,function(e,t,a){"use strict";a.d(t,"a",(function(){return n}));const n={Operations:"Operations",Engineer:"Engineer",Business:"Business",Management:"Management",RandD:"Research & Development",Training:"Training",Unassigned:"Unassigned"}},,function(e,t,a){"use strict";a.d(t,"a",(function(){return c}));var n=a(460),r=a(8),i=a(720),o=a(274),s=a(21);function l(e,t,a){return t in e?Object.defineProperty(e,t,{value:a,enumerable:!0,configurable:!0,writable:!0}):e[t]=a,e}class c extends n.a{constructor(e={hostname:"",ip:Object(o.a)()}){super(e),l(this,"backdoorInstalled",!1),l(this,"baseDifficulty",1),l(this,"hackDifficulty",1),l(this,"minDifficulty",1),l(this,"moneyAvailable",0),l(this,"moneyMax",0),l(this,"numOpenPortsRequired",5),l(this,"openPortCount",0),l(this,"purchasedByPlayer",!1),l(this,"requiredHackingSkill",1),l(this,"serverGrowth",1),this.hostname.startsWith("hacknet-node-")&&(this.hostname=Object(i.a)(10)),this.purchasedByPlayer=null!=e.purchasedByPlayer&&e.purchasedByPlayer,this.maxRam=null!=e.maxRam?e.maxRam:0,this.requiredHackingSkill=null!=e.requiredHackingSkill?e.requiredHackingSkill:1,this.moneyAvailable=null!=e.moneyAvailable?e.moneyAvailable*r.a.ServerStartingMoney:0,this.moneyMax=25*this.moneyAvailable*r.a.ServerMaxMoney,this.hackDifficulty=null!=e.hackDifficulty?e.hackDifficulty*r.a.ServerStartingSecurity:1,this.baseDifficulty=this.hackDifficulty,this.minDifficulty=Math.max(1,Math.round(this.hackDifficulty/3)),this.serverGrowth=null!=e.serverGrowth?e.serverGrowth:1,this.numOpenPortsRequired=null!=e.numOpenPortsRequired?e.numOpenPortsRequired:5}capDifficulty(){this.hackDifficulty100&&(this.hackDifficulty=100)}changeMinimumSecurity(e,t=!1){t?this.minDifficulty*=e:this.minDifficulty+=e,this.minDifficulty=Math.max(1,this.minDifficulty)}changeMaximumMoney(e){if(this.moneyMax>1e13){const t=this.moneyMax-1e13;e=1+(e-1)/Math.log(t)/Math.log(8)}this.moneyMax*=e}fortify(e){this.hackDifficulty+=e,this.capDifficulty()}weaken(e){this.hackDifficulty-=e*r.a.ServerWeakenRate,this.capDifficulty()}toJSON(){return Object(s.b)("Server",this)}static fromJSON(e){return Object(s.a)(c,e.data)}}s.c.constructors.Server=c},,function(e,t,a){"use strict";a.d(t,"a",(function(){return s})),a.d(t,"d",(function(){return l})),a.d(t,"b",(function(){return c})),a.d(t,"c",(function(){return u})),a.d(t,"e",(function(){return m}));var n=a(0),r=a.n(n),i=a(107),o=a(119);const s={Energy:"Energy",Utilities:"Water Utilities",Agriculture:"Agriculture",Fishing:"Fishing",Mining:"Mining",Food:"Food",Tobacco:"Tobacco",Chemical:"Chemical",Pharmaceutical:"Pharmaceutical",Computer:"Computer 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The properties of graphene allow the plating to mitigate damage from any fire or electrical traumas.",defense_mult:2.2});T.addToFactions(["The Syndicate","Fulcrum Secret Technologies","Illuminati","Daedalus","The Covenant"]),C(o.a.SubdermalArmor)&&delete r.a[o.a.SubdermalArmor],E(T);const M=new n.a({name:o.a.WiredReflexes,repCost:1250,moneyCost:25e5,info:"Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, supercharging the spread of neural signals and increasing reflex speed.",agility_mult:1.05,dexterity_mult:1.05});M.addToFactions(["Tian Di Hui","Slum Snakes","Sector-12","Volhaven","Aevum","Ishima","The Syndicate","The Dark Army","Speakers for the Dead"]),C(o.a.WiredReflexes)&&delete r.a[o.a.WiredReflexes],E(M);const R=new n.a({name:o.a.GrapheneBoneLacings,repCost:1125e3,moneyCost:425e7,info:"Graphene is grafted and fused into the skeletal structure, enhancing bone density and tensile strength.",strength_mult:1.7,defense_mult:1.7});R.addToFactions(["Fulcrum Secret Technologies","The Covenant"]),C(o.a.GrapheneBoneLacings)&&delete r.a[o.a.GrapheneBoneLacings],E(R);const A=new n.a({name:o.a.BionicSpine,repCost:45e3,moneyCost:125e6,info:"The spine is reconstructed using plasteel and carbon fibers. It is now capable of stimulating and regulating neural signals passing through the spinal cord, improving senses and reaction speed. The 'Bionic Spine' also interfaces with all other 'Bionic' implants.",strength_mult:1.15,defense_mult:1.15,agility_mult:1.15,dexterity_mult:1.15});A.addToFactions(["Speakers for the Dead","The Syndicate","KuaiGong International","OmniTek Incorporated","Blade Industries"]),C(o.a.BionicSpine)&&delete r.a[o.a.BionicSpine],E(A);const P=new n.a({name:o.a.GrapheneBionicSpine,repCost:1625e3,moneyCost:6e9,info:"An upgrade to the 'Bionic Spine' augmentation. The spine is fused with graphene which enhances durability and supercharges all body functions.",prereqs:[o.a.BionicSpine],strength_mult:1.6,defense_mult:1.6,agility_mult:1.6,dexterity_mult:1.6});P.addToFactions(["Fulcrum Secret Technologies","ECorp"]),C(o.a.GrapheneBionicSpine)&&delete r.a[o.a.GrapheneBionicSpine],E(P);const N=new n.a({name:o.a.BionicLegs,repCost:15e4,moneyCost:375e6,info:"Cybernetic legs, created from plasteel and carbon fibers, enhance running speed.",agility_mult:1.6});N.addToFactions(["Speakers for the Dead","The Syndicate","KuaiGong International","OmniTek Incorporated","Blade Industries"]),C(o.a.BionicLegs)&&delete r.a[o.a.BionicLegs],E(N);const I=new n.a({name:o.a.GrapheneBionicLegs,repCost:75e4,moneyCost:45e8,info:"An upgrade to the 'Bionic Legs' augmentation. The legs are fused with graphene, greatly enhancing jumping ability.",prereqs:[o.a.BionicLegs],agility_mult:2.5});I.addToFactions(["MegaCorp","ECorp","Fulcrum Secret Technologies"]),C(o.a.GrapheneBionicLegs)&&delete r.a[o.a.GrapheneBionicLegs],E(I);const F=new n.a({name:o.a.SpeechProcessor,repCost:7500,moneyCost:5e7,info:"A cochlear implant with an embedded computer that analyzes incoming speech. The embedded computer processes characteristics of incoming speech, such as tone and inflection, to pick up on subtle cues and aid in social interactions.",charisma_mult:1.2});F.addToFactions(["Tian Di Hui","Chongqing","Sector-12","New Tokyo","Aevum","Ishima","Volhaven","Silhouette"]),C(o.a.SpeechProcessor)&&delete r.a[o.a.SpeechProcessor],E(F);const j=new n.a({name:o.a.TITN41Injection,repCost:25e3,moneyCost:19e7,info:"TITN is a series of viruses that targets and alters the sequences of human DNA in genes that control personality. The TITN-41 strain alters these genes so that the subject becomes more outgoing and socialable.",charisma_mult:1.15,charisma_exp_mult:1.15});j.addToFactions(["Silhouette"]),C(o.a.TITN41Injection)&&delete r.a[o.a.TITN41Injection],E(j);const D=new n.a({name:o.a.EnhancedSocialInteractionImplant,repCost:375e3,moneyCost:1375e6,info:"A cranial implant that greatly assists in the user's ability to analyze social situations and interactions. The system uses a wide variety of factors such as facial expressions, body language, and the voice tone, and inflection to determine the best course of action during socialsituations. The implant also uses deep learning software to continuously learn new behaviorpatterns and how to best respond.",charisma_mult:1.6,charisma_exp_mult:1.6});D.addToFactions(["Bachman & Associates","NWO","Clarke Incorporated","OmniTek Incorporated","Four Sigma"]),C(o.a.EnhancedSocialInteractionImplant)&&delete r.a[o.a.EnhancedSocialInteractionImplant],E(D);const B=new n.a({name:o.a.BitWire,repCost:3750,moneyCost:1e7,info:"A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing capabilities.",hacking_mult:1.05});B.addToFactions(["CyberSec","NiteSec"]),C(o.a.BitWire)&&delete r.a[o.a.BitWire],E(B);const G=new n.a({name:o.a.ArtificialBioNeuralNetwork,repCost:275e3,moneyCost:3e9,info:"A network consisting of millions of nanoprocessors is embedded into the brain. The network is meant to mimic the way a biological brain solves a problem, with each nanoprocessor acting similar to the way a neuron would in a neural network. However, these nanoprocessors are programmed to perform computations much faster than organic neurons, allowing the user to solve much more complex problems at a much faster rate.",hacking_speed_mult:1.03,hacking_money_mult:1.15,hacking_mult:1.12});G.addToFactions(["BitRunners","Fulcrum Secret Technologies"]),C(o.a.ArtificialBioNeuralNetwork)&&delete r.a[o.a.ArtificialBioNeuralNetwork],E(G);const L=new n.a({name:o.a.ArtificialSynapticPotentiation,repCost:6250,moneyCost:8e7,info:"The body is injected with a chemical that artificially induces synaptic potentiation, otherwise known as the strengthening of synapses. This results in enhanced cognitive abilities.",hacking_speed_mult:1.02,hacking_chance_mult:1.05,hacking_exp_mult:1.05});L.addToFactions(["The Black Hand","NiteSec"]),C(o.a.ArtificialSynapticPotentiation)&&delete r.a[o.a.ArtificialSynapticPotentiation],E(L);const W=new n.a({name:o.a.EnhancedMyelinSheathing,repCost:1e5,moneyCost:1375e6,info:"Electrical signals are used to induce a new, artificial form of myelinogenesis in the human body. This process results in the proliferation of new, synthetic myelin sheaths in the nervous system. These myelin sheaths can propogate neuro-signals much faster than their organic counterparts, leading to greater processing speeds and better brain function.",hacking_speed_mult:1.03,hacking_exp_mult:1.1,hacking_mult:1.08});W.addToFactions(["Fulcrum Secret Technologies","BitRunners","The Black Hand"]),C(o.a.EnhancedMyelinSheathing)&&delete r.a[o.a.EnhancedMyelinSheathing],E(W);const H=new n.a({name:o.a.SynapticEnhancement,repCost:2e3,moneyCost:75e5,info:"A small cranial implant that continuously uses weak electrical signals to stimulate the brain and induce stronger synaptic activity. This improves the user's cognitive abilities.",hacking_speed_mult:1.03});H.addToFactions(["CyberSec","Aevum"]),C(o.a.SynapticEnhancement)&&delete r.a[o.a.SynapticEnhancement],E(H);const U=new n.a({name:o.a.NeuralRetentionEnhancement,repCost:2e4,moneyCost:25e7,info:"Chemical injections are used to permanently alter and strengthen the brain's neuronal circuits, strengthening the ability to retain information.",hacking_exp_mult:1.25});U.addToFactions(["NiteSec"]),C(o.a.NeuralRetentionEnhancement)&&delete r.a[o.a.NeuralRetentionEnhancement],E(U);const q=new n.a({name:o.a.DataJack,repCost:112500,moneyCost:45e7,info:"A brain implant that provides an interface for direct, wireless communication between a computer's main memory and the mind. This implant allows the user to not only access a computer's memory, but also alter and delete it.",hacking_money_mult:1.25});q.addToFactions(["BitRunners","The Black Hand","NiteSec","Chongqing","New Tokyo"]),C(o.a.DataJack)&&delete r.a[o.a.DataJack],E(q);const K=new n.a({name:o.a.ENM,repCost:15e3,moneyCost:25e7,info:"A thin device embedded inside the arm containing a wireless module capable of connecting to nearby networks. Once connected, the Netburner Module is capable of capturing and processing all of the traffic on that network. By itself, the Embedded Netburner Module does not do much, but a variety of very powerful upgrades can be installed that allow you to fully control the traffic on a network.",hacking_mult:1.08});K.addToFactions(["BitRunners","The Black Hand","NiteSec","ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Blade Industries"]),C(o.a.ENM)&&delete r.a[o.a.ENM],E(K);const $=new n.a({name:o.a.ENMCore,repCost:175e3,moneyCost:25e8,info:"The Core library is an implant that upgrades the firmware of the Embedded Netburner Module. This upgrade allows the Embedded Netburner Module to generate its own data on a network.",prereqs:[o.a.ENM],hacking_speed_mult:1.03,hacking_money_mult:1.1,hacking_chance_mult:1.03,hacking_exp_mult:1.07,hacking_mult:1.07});$.addToFactions(["BitRunners","The Black Hand","ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Blade Industries"]),C(o.a.ENMCore)&&delete r.a[o.a.ENMCore],E($);const z=new n.a({name:o.a.ENMCoreV2,repCost:1e6,moneyCost:45e8,info:"The Core V2 library is an implant that upgrades the firmware of the Embedded Netburner Module. This upgraded firmware allows the Embedded Netburner Module to control information on a network by re-routing traffic, spoofing IP addresses, and altering the data inside network packets.",prereqs:[o.a.ENMCore],hacking_speed_mult:1.05,hacking_money_mult:1.3,hacking_chance_mult:1.05,hacking_exp_mult:1.15,hacking_mult:1.08});z.addToFactions(["BitRunners","ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Blade Industries","OmniTek Incorporated","KuaiGong International"]),C(o.a.ENMCoreV2)&&delete r.a[o.a.ENMCoreV2],E(z);const V=new n.a({name:o.a.ENMCoreV3,repCost:175e4,moneyCost:75e8,info:"The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into any device on a network.",prereqs:[o.a.ENMCoreV2],hacking_speed_mult:1.05,hacking_money_mult:1.4,hacking_chance_mult:1.1,hacking_exp_mult:1.25,hacking_mult:1.1});V.addToFactions(["ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Daedalus","The Covenant","Illuminati"]),C(o.a.ENMCoreV3)&&delete r.a[o.a.ENMCoreV3],E(V);const Y=new n.a({name:o.a.ENMAnalyzeEngine,repCost:625e3,moneyCost:6e9,info:"Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster that vastly outperforms the Netburner Module's native single-core processor.",prereqs:[o.a.ENM],hacking_speed_mult:1.1});Y.addToFactions(["ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Daedalus","The Covenant","Illuminati"]),C(o.a.ENMAnalyzeEngine)&&delete r.a[o.a.ENMAnalyzeEngine],E(Y);const J=new n.a({name:o.a.ENMDMA,repCost:1e6,moneyCost:7e9,info:"This implant installs a Direct Memory Access (DMA) controller into the Embedded Netburner Module. This allows the Module to send and receive data directly to and from the main memory of devices on a network.",prereqs:[o.a.ENM],hacking_money_mult:1.4,hacking_chance_mult:1.2});J.addToFactions(["ECorp","MegaCorp","Fulcrum Secret Technologies","NWO","Daedalus","The Covenant","Illuminati"]),C(o.a.ENMDMA)&&delete r.a[o.a.ENMDMA],E(J);const X=new n.a({name:o.a.Neuralstimulator,repCost:5e4,moneyCost:3e9,info:"A cranial implant that intelligently stimulates certain areas of the brain in order to improve cognitive functions.",hacking_speed_mult:1.02,hacking_chance_mult:1.1,hacking_exp_mult:1.12});X.addToFactions(["The Black Hand","Chongqing","Sector-12","New Tokyo","Aevum","Ishima","Volhaven","Bachman & Associates","Clarke Incorporated","Four Sigma"]),C(o.a.Neuralstimulator)&&delete r.a[o.a.Neuralstimulator],E(X);const Q=new n.a({name:o.a.NeuralAccelerator,repCost:2e5,moneyCost:175e7,info:"A microprocessor that accelerates the processing speed of biological neural networks. This is a cranial implant that is embedded inside the brain.",hacking_mult:1.1,hacking_exp_mult:1.15,hacking_money_mult:1.2});Q.addToFactions(["BitRunners"]),C(o.a.NeuralAccelerator)&&delete r.a[o.a.NeuralAccelerator],E(Q);const Z=new n.a({name:o.a.CranialSignalProcessorsG1,repCost:1e4,moneyCost:7e7,info:"The first generation of Cranial Signal Processors. Cranial Signal Processors are a set of specialized microprocessors that are attached to neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations so that the brain doesn't have to.",hacking_speed_mult:1.01,hacking_mult:1.05});Z.addToFactions(["CyberSec"]),C(o.a.CranialSignalProcessorsG1)&&delete r.a[o.a.CranialSignalProcessorsG1],E(Z);const ee=new n.a({name:o.a.CranialSignalProcessorsG2,repCost:18750,moneyCost:125e6,info:"The second generation of Cranial Signal Processors. Cranial Signal Processors are a set of specialized microprocessors that are attached to neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations so that the brain doesn't have to.",prereqs:[o.a.CranialSignalProcessorsG1],hacking_speed_mult:1.02,hacking_chance_mult:1.05,hacking_mult:1.07});ee.addToFactions(["CyberSec","NiteSec"]),C(o.a.CranialSignalProcessorsG2)&&delete r.a[o.a.CranialSignalProcessorsG2],E(ee);const te=new n.a({name:o.a.CranialSignalProcessorsG3,repCost:5e4,moneyCost:55e7,info:"The third generation of Cranial Signal Processors. Cranial Signal Processors are a set of specialized microprocessors that are attached to neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations so that the brain doesn't have to.",prereqs:[o.a.CranialSignalProcessorsG2],hacking_speed_mult:1.02,hacking_money_mult:1.15,hacking_mult:1.09});te.addToFactions(["NiteSec","The Black Hand","BitRunners"]),C(o.a.CranialSignalProcessorsG3)&&delete r.a[o.a.CranialSignalProcessorsG3],E(te);const ae=new n.a({name:o.a.CranialSignalProcessorsG4,repCost:125e3,moneyCost:11e8,info:"The fourth generation of Cranial Signal Processors. Cranial Signal Processors are a set of specialized microprocessors that are attached to neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations so that the brain doesn't have to.",prereqs:[o.a.CranialSignalProcessorsG3],hacking_speed_mult:1.02,hacking_money_mult:1.2,hacking_grow_mult:1.25});ae.addToFactions(["The Black Hand","BitRunners"]),C(o.a.CranialSignalProcessorsG4)&&delete r.a[o.a.CranialSignalProcessorsG4],E(ae);const ne=new n.a({name:o.a.CranialSignalProcessorsG5,repCost:25e4,moneyCost:225e7,info:"The fifth generation of Cranial Signal Processors. Cranial Signal Processors are a set of specialized microprocessors that are attached to neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations so that the brain doesn't have to.",prereqs:[o.a.CranialSignalProcessorsG4],hacking_mult:1.3,hacking_money_mult:1.25,hacking_grow_mult:1.75});ne.addToFactions(["BitRunners"]),C(o.a.CranialSignalProcessorsG5)&&delete r.a[o.a.CranialSignalProcessorsG5],E(ne);const re=new n.a({name:o.a.NeuronalDensification,repCost:187500,moneyCost:1375e6,info:"The brain is surgically re-engineered to have increased neuronal density by decreasing the neuron gap junction. Then, the body is genetically modified to enhance the production and capabilities of its neural stem cells.",hacking_mult:1.15,hacking_exp_mult:1.1,hacking_speed_mult:1.03});re.addToFactions(["Clarke Incorporated"]),C(o.a.NeuronalDensification)&&delete r.a[o.a.NeuronalDensification],E(re);const ie=new n.a({name:o.a.NuoptimalInjectorImplant,repCost:5e3,moneyCost:2e7,info:"This torso implant automatically injects nootropic supplements into the bloodstream to improve memory, increase focus, and provide other cognitive enhancements.",company_rep_mult:1.2});ie.addToFactions(["Tian Di Hui","Volhaven","New Tokyo","Chongqing","Clarke Incorporated","Four Sigma","Bachman & Associates"]),C(o.a.NuoptimalInjectorImplant)&&delete r.a[o.a.NuoptimalInjectorImplant],E(ie);const oe=new n.a({name:o.a.SpeechEnhancement,repCost:2500,moneyCost:125e5,info:"An advanced neural implant that improves your speaking abilities, making you more convincing and likable in conversations and overall improving your social interactions.",company_rep_mult:1.1,charisma_mult:1.1});oe.addToFactions(["Tian Di Hui","Speakers for the Dead","Four Sigma","KuaiGong International","Clarke Incorporated","Bachman & Associates"]),C(o.a.SpeechEnhancement)&&delete r.a[o.a.SpeechEnhancement],E(oe);const se=new n.a({name:o.a.FocusWire,repCost:75e3,moneyCost:9e8,info:"A cranial implant that stops procrastination by blocking specific neural pathways in the brain.",hacking_exp_mult:1.05,strength_exp_mult:1.05,defense_exp_mult:1.05,dexterity_exp_mult:1.05,agility_exp_mult:1.05,charisma_exp_mult:1.05,company_rep_mult:1.1,work_money_mult:1.2});se.addToFactions(["Bachman & Associates","Clarke Incorporated","Four Sigma","KuaiGong International"]),C(o.a.FocusWire)&&delete r.a[o.a.FocusWire],E(se);const le=new n.a({name:o.a.PCDNI,repCost:375e3,moneyCost:375e7,info:"Installs a Direct-Neural Interface jack into your arm that is compatible with most computers. Connecting to a computer through this jack allows you to interface with it using the brain's electrochemical signals.",company_rep_mult:1.3,hacking_mult:1.08});le.addToFactions(["Four Sigma","OmniTek Incorporated","ECorp","Blade Industries"]),C(o.a.PCDNI)&&delete r.a[o.a.PCDNI],E(le);const ce=new n.a({name:o.a.PCDNIOptimizer,repCost:5e5,moneyCost:45e8,info:"This is a submodule upgrade to the PC Direct-Neural Interface augmentation. It improves the performance of the interface and gives the user more control options to a connected computer.",prereqs:[o.a.PCDNI],company_rep_mult:1.75,hacking_mult:1.1});ce.addToFactions(["Fulcrum Secret Technologies","ECorp","Blade Industries"]),C(o.a.PCDNIOptimizer)&&delete r.a[o.a.PCDNIOptimizer],E(ce);const ue=new n.a({name:o.a.PCDNINeuralNetwork,repCost:15e5,moneyCost:75e8,info:"This is an additional installation that upgrades the functionality of the PC Direct-Neural Interface augmentation. When connected to a computer, The Neural Network upgrade allows the user to use their own brain's processing power to aid the computer in computational tasks.",prereqs:[o.a.PCDNI],company_rep_mult:2,hacking_mult:1.1,hacking_speed_mult:1.05});ue.addToFactions(["Fulcrum Secret Technologies"]),C(o.a.PCDNINeuralNetwork)&&delete r.a[o.a.PCDNINeuralNetwork],E(ue);const me=new n.a({name:o.a.ADRPheromone1,repCost:3750,moneyCost:175e5,info:"The body is genetically re-engineered so that it produces the ADR-V1 pheromone, an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, triggers feelings of admiration and approval in other people.",company_rep_mult:1.1,faction_rep_mult:1.1});me.addToFactions(["Tian Di Hui","The Syndicate","NWO","MegaCorp","Four Sigma"]),C(o.a.ADRPheromone1)&&delete r.a[o.a.ADRPheromone1],E(me);const he=new n.a({name:o.a.ADRPheromone2,repCost:62500,moneyCost:55e7,info:"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, which is similar to but more potent than ADR-V1. This pheromone, when excreted, triggers feelings of admiration, approval, and respect in others.",company_rep_mult:1.2,faction_rep_mult:1.2});he.addToFactions(["Silhouette","Four Sigma","Bachman & Associates","Clarke Incorporated"]),C(o.a.ADRPheromone2)&&delete r.a[o.a.ADRPheromone2],E(he);const de=new n.a({name:o.a.ShadowsSimulacrum,repCost:37500,moneyCost:4e8,info:"A crude but functional matter phase-shifter module that is embedded in the brainstem and cerebellum. This augmentation was developed by criminal organizations and allows the user to project and control holographic simulacrums within a large radius. These simulacrums are commonly used for espionage and surveillance work.",company_rep_mult:1.15,faction_rep_mult:1.15});de.addToFactions(["The Syndicate","The Dark Army","Speakers for the Dead"]),C(o.a.ShadowsSimulacrum)&&delete r.a[o.a.ShadowsSimulacrum],E(de);const pe=new n.a({name:o.a.HacknetNodeCPUUpload,repCost:3750,moneyCost:11e6,info:"Uploads the architecture and design details of a Hacknet Node's CPU into the brain. This allows the user to engineer custom hardware and software for the Hacknet Node that provides better performance.",hacknet_node_money_mult:1.15,hacknet_node_purchase_cost_mult:.85});pe.addToFactions(["Netburners"]),C(o.a.HacknetNodeCPUUpload)&&delete r.a[o.a.HacknetNodeCPUUpload],E(pe);const fe=new n.a({name:o.a.HacknetNodeCacheUpload,repCost:2500,moneyCost:55e5,info:"Uploads the architecture and design details of a Hacknet Node's main-memory cache into the brain. This allows the user to engineer custom cache hardware for the Hacknet Node that offers better performance.",hacknet_node_money_mult:1.1,hacknet_node_level_cost_mult:.85});fe.addToFactions(["Netburners"]),C(o.a.HacknetNodeCacheUpload)&&delete r.a[o.a.HacknetNodeCacheUpload],E(fe);const ge=new n.a({name:o.a.HacknetNodeNICUpload,repCost:1875,moneyCost:45e5,info:"Uploads the architecture and design details of a Hacknet Node's Network Interface Card (NIC) into the brain. This allows the user to engineer a custom NIC for the Hacknet Node that offers better performance.",hacknet_node_money_mult:1.1,hacknet_node_purchase_cost_mult:.9});ge.addToFactions(["Netburners"]),C(o.a.HacknetNodeNICUpload)&&delete r.a[o.a.HacknetNodeNICUpload],E(ge);const ye=new n.a({name:o.a.HacknetNodeKernelDNI,repCost:7500,moneyCost:4e7,info:"Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a Hacknet Node. This lets the user access and manipulate the Node's kernel using electrochemical signals.",hacknet_node_money_mult:1.25});ye.addToFactions(["Netburners"]),C(o.a.HacknetNodeKernelDNI)&&delete r.a[o.a.HacknetNodeKernelDNI],E(ye);const be=new n.a({name:o.a.HacknetNodeCoreDNI,repCost:12500,moneyCost:6e7,info:"Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a Hacknet Node. This lets the user access and manipulate the Node's processing logic using electrochemical signals.",hacknet_node_money_mult:1.45});be.addToFactions(["Netburners"]),C(o.a.HacknetNodeCoreDNI)&&delete r.a[o.a.HacknetNodeCoreDNI],E(be);const Ee=new n.a({name:o.a.NeuroFluxGovernor,repCost:1250,moneyCost:375e4,info:"A device that is embedded in the back of the neck. The NeuroFlux Governor monitors and regulates nervous impulses coming to and from the spinal column, essentially 'governing' the body. By doing so, it improves the functionality of the body's nervous system.",stats:b.a.createElement(b.a.Fragment,null,"This special augmentation can be leveled up infinitely. Each level of this augmentation increases ALL multipliers by 1%, stacking multiplicatively."),hacking_chance_mult:1.01,hacking_speed_mult:1.01,hacking_money_mult:1.01,hacking_grow_mult:1.01,hacking_mult:1.01,strength_mult:1.01,defense_mult:1.01,dexterity_mult:1.01,agility_mult:1.01,charisma_mult:1.01,hacking_exp_mult:1.01,strength_exp_mult:1.01,defense_exp_mult:1.01,dexterity_exp_mult:1.01,agility_exp_mult:1.01,charisma_exp_mult:1.01,company_rep_mult:1.01,faction_rep_mult:1.01,crime_money_mult:1.01,crime_success_mult:1.01,hacknet_node_money_mult:1.01,hacknet_node_purchase_cost_mult:.99,hacknet_node_ram_cost_mult:.99,hacknet_node_core_cost_mult:.99,hacknet_node_level_cost_mult:.99,work_money_mult:1.01});let ve=0;for(let e=0;e=0;e--)if(u.a.queuedAugmentations[e].name===o.a.NeuroFluxGovernor){t=e;break}for(let a=0;a"}return u.a.queuedAugmentations=[],Object(p.a)("You slowly drift to sleep as scientists put you under in order to install the following Augmentations:
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i{constructor(e="",t="",a=0,n=0,i=0,o=0,s={}){r(this,"difficulty",0),r(this,"karma",0),r(this,"kills",0),r(this,"money",0),r(this,"name",""),r(this,"time",0),r(this,"type",""),r(this,"hacking_success_weight",0),r(this,"strength_success_weight",0),r(this,"defense_success_weight",0),r(this,"dexterity_success_weight",0),r(this,"agility_success_weight",0),r(this,"charisma_success_weight",0),r(this,"hacking_exp",0),r(this,"strength_exp",0),r(this,"defense_exp",0),r(this,"dexterity_exp",0),r(this,"agility_exp",0),r(this,"charisma_exp",0),r(this,"intelligence_exp",0),this.name=e,this.type=t,this.time=a,this.money=n,this.difficulty=i,this.karma=o,this.hacking_success_weight=s.hacking_success_weight?s.hacking_success_weight:0,this.strength_success_weight=s.strength_success_weight?s.strength_success_weight:0,this.defense_success_weight=s.defense_success_weight?s.defense_success_weight:0,this.dexterity_success_weight=s.dexterity_success_weight?s.dexterity_success_weight:0,this.agility_success_weight=s.agility_success_weight?s.agility_success_weight:0,this.charisma_success_weight=s.charisma_success_weight?s.charisma_success_weight:0,this.hacking_exp=s.hacking_exp?s.hacking_exp:0,this.strength_exp=s.strength_exp?s.strength_exp:0,this.defense_exp=s.defense_exp?s.defense_exp:0,this.dexterity_exp=s.dexterity_exp?s.dexterity_exp:0,this.agility_exp=s.agility_exp?s.agility_exp:0,this.charisma_exp=s.charisma_exp?s.charisma_exp:0,this.intelligence_exp=s.intelligence_exp?s.intelligence_exp:0,this.kills=s.kills?s.kills:0}commit(e,t,a=1,n=null){return a<=0&&(a=1),t.startCrime(e,this.type,this.hacking_exp/a,this.strength_exp/a,this.defense_exp/a,this.dexterity_exp/a,this.agility_exp/a,this.charisma_exp/a,this.money/a,this.time,n),this.time}successRate(e){let t=this.hacking_success_weight*e.hacking_skill+this.strength_success_weight*e.strength+this.defense_success_weight*e.defense+this.dexterity_success_weight*e.dexterity+this.agility_success_weight*e.agility+this.charisma_success_weight*e.charisma+n.a.IntelligenceCrimeWeight*e.intelligence;return t/=n.a.MaxSkillLevel,t/=this.difficulty,t*=e.crime_success_mult,t*=e.getIntelligenceBonus(1),Math.min(t,1)}}},function(e,t,a){"use strict";a.d(t,"b",(function(){return c})),a.d(t,"a",(function(){return u}));var n=a(8),r=a(22),i=a(7),o=a(227),s=a(343);function l(e,t,a){return t in e?Object.defineProperty(e,t,{value:a,enumerable:!0,configurable:!0,writable:!0}):e[t]=a,e}function c(){return{hack:0,str:0,def:0,dex:0,agi:0,cha:0,money:0}}class u{constructor(){l(this,"hacking_skill",1),l(this,"strength",1),l(this,"defense",1),l(this,"dexterity",1),l(this,"agility",1),l(this,"charisma",1),l(this,"intelligence",1),l(this,"hp",10),l(this,"max_hp",10),l(this,"hacking_exp",0),l(this,"strength_exp",0),l(this,"defense_exp",0),l(this,"dexterity_exp",0),l(this,"agility_exp",0),l(this,"charisma_exp",0),l(this,"intelligence_exp",0),l(this,"hacking_mult",1),l(this,"strength_mult",1),l(this,"defense_mult",1),l(this,"dexterity_mult",1),l(this,"agility_mult",1),l(this,"charisma_mult",1),l(this,"hacking_exp_mult",1),l(this,"strength_exp_mult",1),l(this,"defense_exp_mult",1),l(this,"dexterity_exp_mult",1),l(this,"agility_exp_mult",1),l(this,"charisma_exp_mult",1),l(this,"hacking_chance_mult",1),l(this,"hacking_speed_mult",1),l(this,"hacking_money_mult",1),l(this,"hacking_grow_mult",1),l(this,"company_rep_mult",1),l(this,"faction_rep_mult",1),l(this,"crime_money_mult",1),l(this,"crime_success_mult",1),l(this,"work_money_mult",1),l(this,"hacknet_node_money_mult",1),l(this,"hacknet_node_purchase_cost_mult",1),l(this,"hacknet_node_ram_cost_mult",1),l(this,"hacknet_node_core_cost_mult",1),l(this,"hacknet_node_level_cost_mult",1),l(this,"bladeburner_max_stamina_mult",1),l(this,"bladeburner_stamina_gain_mult",1),l(this,"bladeburner_analysis_mult",1),l(this,"bladeburner_success_chance_mult",1),l(this,"augmentations",[]),l(this,"queuedAugmentations",[]),l(this,"city",r.a.Sector12)}applyAugmentation(e){for(const t in e.mults)null==this[t]?console.warn("Augmentation has unrecognized multiplier property: "+t):this[t]*=e.mults[t]}calculateStat(e,t=1){return Object(o.b)(e,t)}getFactionFieldWorkRepGain(){return.9*(this.hacking_skill/i.a.MaxSkillLevel+this.strength/i.a.MaxSkillLevel+this.defense/i.a.MaxSkillLevel+this.dexterity/i.a.MaxSkillLevel+this.agility/i.a.MaxSkillLevel+this.charisma/i.a.MaxSkillLevel)/5.5*this.faction_rep_mult}getFactionHackingWorkRepGain(){return this.hacking_skill/i.a.MaxSkillLevel*this.faction_rep_mult}getFactionSecurityWorkRepGain(){return.9*(this.hacking_skill/i.a.MaxSkillLevel+this.strength/i.a.MaxSkillLevel+this.defense/i.a.MaxSkillLevel+this.dexterity/i.a.MaxSkillLevel+this.agility/i.a.MaxSkillLevel)/4.5*this.faction_rep_mult}resetMultipliers(){this.hacking_mult=1,this.strength_mult=1,this.defense_mult=1,this.dexterity_mult=1,this.agility_mult=1,this.charisma_mult=1,this.hacking_exp_mult=1,this.strength_exp_mult=1,this.defense_exp_mult=1,this.dexterity_exp_mult=1,this.agility_exp_mult=1,this.charisma_exp_mult=1,this.company_rep_mult=1,this.faction_rep_mult=1,this.crime_money_mult=1,this.crime_success_mult=1,this.work_money_mult=1}updateStatLevels(){this.hacking_skill=Math.max(1,Math.floor(this.calculateStat(this.hacking_exp,this.hacking_mult*n.a.HackingLevelMultiplier))),this.strength=Math.max(1,Math.floor(this.calculateStat(this.strength_exp,this.strength_mult*n.a.StrengthLevelMultiplier))),this.defense=Math.max(1,Math.floor(this.calculateStat(this.defense_exp,this.defense_mult*n.a.DefenseLevelMultiplier))),this.dexterity=Math.max(1,Math.floor(this.calculateStat(this.dexterity_exp,this.dexterity_mult*n.a.DexterityLevelMultiplier))),this.agility=Math.max(1,Math.floor(this.calculateStat(this.agility_exp,this.agility_mult*n.a.AgilityLevelMultiplier))),this.charisma=Math.max(1,Math.floor(this.calculateStat(this.charisma_exp,this.charisma_mult*n.a.CharismaLevelMultiplier)));const e=this.hp/this.max_hp;this.max_hp=Math.floor(10+this.defense/10),this.hp=Math.round(this.max_hp*e)}getIntelligenceBonus(e){return Object(s.a)(this.intelligence,e)}}},,,,,,,,,,,,function(e,t,a){"use strict";a.d(t,"a",(function(){return s})),a.d(t,"b",(function(){return l}));var n=a(0),r=a.n(n),i=a(8);class o{constructor(e,t,a,n="",i=r.a.createElement(r.a.Fragment,null)){this.number=e,this.difficulty=t,this.name=a,this.desc=n,this.info=i}}const s={};function l(e){null==e.bitNodeN&&(e.bitNodeN=1);for(const e in i.a)i.a.hasOwnProperty(e)&&(i.a[e]=1);switch(e.bitNodeN){case 1:break;case 2:i.a.HackingLevelMultiplier=.8,i.a.ServerGrowthRate=.8,i.a.ServerMaxMoney=.2,i.a.ServerStartingMoney=.4,i.a.CrimeMoney=3,i.a.InfiltrationMoney=3,i.a.FactionWorkRepGain=.5,i.a.FactionPassiveRepGain=0,i.a.GangKarmaRequirement=0,i.a.PurchasedServerSoftcap=1.4;break;case 3:i.a.HackingLevelMultiplier=.8,i.a.RepToDonateToFaction=.5,i.a.AugmentationRepCost=3,i.a.AugmentationMoneyCost=3,i.a.ServerMaxMoney=.2,i.a.ServerStartingMoney=.2,i.a.ServerGrowthRate=.2,i.a.ScriptHackMoney=.2,i.a.CompanyWorkMoney=.25,i.a.CrimeMoney=.25,i.a.HacknetNodeMoney=.25,i.a.HomeComputerRamCost=1.5,i.a.PurchasedServerCost=2,i.a.GangKarmaRequirement=3,i.a.PurchasedServerSoftcap=1.4;break;case 4:i.a.ServerMaxMoney=.15,i.a.ServerStartingMoney=.75,i.a.ScriptHackMoney=.2,i.a.CompanyWorkMoney=.1,i.a.CrimeMoney=.2,i.a.HacknetNodeMoney=.05,i.a.CompanyWorkExpGain=.5,i.a.ClassGymExpGain=.5,i.a.FactionWorkExpGain=.5,i.a.HackExpGain=.4,i.a.CrimeExpGain=.5,i.a.FactionWorkRepGain=.75,i.a.PurchasedServerSoftcap=1.3;break;case 5:i.a.ServerMaxMoney=2,i.a.ServerStartingSecurity=2,i.a.ServerStartingMoney=.5,i.a.ScriptHackMoney=.15,i.a.HacknetNodeMoney=.2,i.a.CrimeMoney=.5,i.a.InfiltrationRep=1.5,i.a.InfiltrationMoney=1.5,i.a.AugmentationMoneyCost=2,i.a.HackExpGain=.5,i.a.CorporationValuation=.5,i.a.PurchasedServerSoftcap=1.3;break;case 6:i.a.HackingLevelMultiplier=.35,i.a.ServerMaxMoney=.4,i.a.ServerStartingMoney=.5,i.a.ServerStartingSecurity=1.5,i.a.ScriptHackMoney=.75,i.a.CompanyWorkMoney=.5,i.a.CrimeMoney=.75,i.a.InfiltrationMoney=.75,i.a.CorporationValuation=.2,i.a.HacknetNodeMoney=.2,i.a.FactionPassiveRepGain=0,i.a.HackExpGain=.25,i.a.DaedalusAugsRequirement=1.166,i.a.GangKarmaRequirement=5,i.a.PurchasedServerSoftcap=2;break;case 7:i.a.BladeburnerRank=.6,i.a.BladeburnerSkillCost=2,i.a.AugmentationMoneyCost=3,i.a.HackingLevelMultiplier=.35,i.a.ServerMaxMoney=.4,i.a.ServerStartingMoney=.5,i.a.ServerStartingSecurity=1.5,i.a.ScriptHackMoney=.5,i.a.CompanyWorkMoney=.5,i.a.CrimeMoney=.75,i.a.InfiltrationMoney=.75,i.a.CorporationValuation=.2,i.a.HacknetNodeMoney=.2,i.a.FactionPassiveRepGain=0,i.a.HackExpGain=.25,i.a.FourSigmaMarketDataCost=2,i.a.FourSigmaMarketDataApiCost=2,i.a.DaedalusAugsRequirement=1.166,i.a.GangKarmaRequirement=5,i.a.PurchasedServerSoftcap=2;break;case 8:i.a.ScriptHackMoney=.3,i.a.ScriptHackMoneyGain=0,i.a.ManualHackMoney=0,i.a.CompanyWorkMoney=0,i.a.CrimeMoney=0,i.a.HacknetNodeMoney=0,i.a.InfiltrationMoney=0,i.a.RepToDonateToFaction=0,i.a.CorporationValuation=0,i.a.CodingContractMoney=0,i.a.GangKarmaRequirement=10,i.a.PurchasedServerSoftcap=5;break;case 9:i.a.HackingLevelMultiplier=.4,i.a.StrengthLevelMultiplier=.45,i.a.DefenseLevelMultiplier=.45,i.a.DexterityLevelMultiplier=.45,i.a.AgilityLevelMultiplier=.45,i.a.CharismaLevelMultiplier=.45,i.a.PurchasedServerLimit=0,i.a.HomeComputerRamCost=5,i.a.CrimeMoney=.5,i.a.ScriptHackMoney=.1,i.a.HackExpGain=.05,i.a.ServerStartingMoney=.1,i.a.ServerMaxMoney=.1,i.a.ServerStartingSecurity=2.5,i.a.CorporationValuation=.5,i.a.FourSigmaMarketDataCost=5,i.a.FourSigmaMarketDataApiCost=4,i.a.BladeburnerRank=.9,i.a.BladeburnerSkillCost=1.2,i.a.GangKarmaRequirement=3;break;case 10:i.a.HackingLevelMultiplier=.2,i.a.StrengthLevelMultiplier=.4,i.a.DefenseLevelMultiplier=.4,i.a.DexterityLevelMultiplier=.4,i.a.AgilityLevelMultiplier=.4,i.a.CharismaLevelMultiplier=.4,i.a.CompanyWorkMoney=.5,i.a.CrimeMoney=.5,i.a.HacknetNodeMoney=.5,i.a.ManualHackMoney=.5,i.a.ScriptHackMoney=.5,i.a.CodingContractMoney=.5,i.a.InfiltrationMoney=.5,i.a.CorporationValuation=.5,i.a.AugmentationMoneyCost=5,i.a.AugmentationRepCost=2,i.a.HomeComputerRamCost=1.5,i.a.PurchasedServerCost=5,i.a.PurchasedServerLimit=.6,i.a.PurchasedServerMaxRam=.5,i.a.BladeburnerRank=.8,i.a.GangKarmaRequirement=3,i.a.PurchasedServerSoftcap=1.2;break;case 11:i.a.HackingLevelMultiplier=.5,i.a.HackExpGain=.5,i.a.ServerMaxMoney=.1,i.a.ServerStartingMoney=.1,i.a.ServerGrowthRate=.2,i.a.ServerWeakenRate=2,i.a.CrimeMoney=3,i.a.CompanyWorkMoney=.5,i.a.HacknetNodeMoney=.1,i.a.AugmentationMoneyCost=2,i.a.InfiltrationMoney=2.5,i.a.InfiltrationRep=2.5,i.a.CorporationValuation=.1,i.a.CodingContractMoney=.25,i.a.FourSigmaMarketDataCost=4,i.a.FourSigmaMarketDataApiCost=4,i.a.PurchasedServerSoftcap=2.2;break;case 12:{let t=0;for(let a=0;a
\n
\n \n );\n}\n","/**\n * Event emitter that triggers when scripts are started/stopped\n */\nimport { EventEmitter } from \"../utils/EventEmitter\";\n\nexport const WorkerScriptStartStopEventEmitter = new EventEmitter<[]>();\n","/**\n * Implementation for what happens when you destroy a BitNode\n */\nimport React from \"react\";\nimport { Player } from \"./Player\";\nimport { prestigeSourceFile } from \"./Prestige\";\nimport { PlayerOwnedSourceFile } from \"./SourceFile/PlayerOwnedSourceFile\";\nimport { SourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { SourceFiles } from \"./SourceFile/SourceFiles\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { IRouter } from \"./ui/Router\";\n\nexport let redPillFlag = false;\n\nexport function setRedPillFlag(b: boolean): void {\n redPillFlag = b;\n}\n\nfunction giveSourceFile(bitNodeNumber: number): void {\n const sourceFileKey = \"SourceFile\" + bitNodeNumber.toString();\n const sourceFile = SourceFiles[sourceFileKey];\n if (sourceFile == null) {\n console.error(`Could not find source file for Bit node: ${bitNodeNumber}`);\n return;\n }\n\n // Check if player already has this source file\n let alreadyOwned = false;\n let ownedSourceFile = null;\n for (let i = 0; i < Player.sourceFiles.length; ++i) {\n if (Player.sourceFiles[i].n === bitNodeNumber) {\n alreadyOwned = true;\n ownedSourceFile = Player.sourceFiles[i];\n break;\n }\n }\n\n if (alreadyOwned && ownedSourceFile) {\n if (ownedSourceFile.lvl >= 3 && ownedSourceFile.n !== 12) {\n dialogBoxCreate(\n \"The Source-File for the BitNode you just destroyed, \" + sourceFile.name + \", \" + \"is already at max level!\",\n );\n } else {\n ++ownedSourceFile.lvl;\n dialogBoxCreate(\n sourceFile.name +\n \" was upgraded to level \" +\n ownedSourceFile.lvl +\n \" for \" +\n \"destroying its corresponding BitNode!\",\n );\n }\n } else {\n const playerSrcFile = new PlayerOwnedSourceFile(bitNodeNumber, 1);\n Player.sourceFiles.push(playerSrcFile);\n if (bitNodeNumber === 5 && Player.intelligence === 0) {\n // Artificial Intelligence\n Player.intelligence = 1;\n }\n dialogBoxCreate(\n <>\n You received a Source-File for destroying a BitNode!\n
\n
\n {sourceFile.name}\n
\n
\n {sourceFile.info}\n ,\n );\n }\n}\n\nexport function enterBitNode(router: IRouter, flume: boolean, destroyedBitNode: number, newBitNode: number): void {\n if (!flume) {\n giveSourceFile(destroyedBitNode);\n } else {\n if (SourceFileFlags[5] === 0 && newBitNode !== 5) {\n Player.intelligence = 0;\n Player.intelligence_exp = 0;\n }\n }\n if (newBitNode === 5 && Player.intelligence === 0) {\n Player.intelligence = 1;\n }\n redPillFlag = false;\n // Set new Bit Node\n Player.bitNodeN = newBitNode;\n\n if (newBitNode === 6) {\n router.toBladeburnerCinematic();\n } else {\n router.toTerminal();\n }\n prestigeSourceFile(flume);\n}\n","import { DarkWebItem } from \"./DarkWebItem\";\nimport { IMap } from \"../types\";\nimport { Programs } from \"../Programs/Programs\";\n\nexport const DarkWebItems: IMap = {\n BruteSSHProgram: new DarkWebItem(Programs.BruteSSHProgram.name, 500e3, \"Opens up SSH Ports\"),\n FTPCrackProgram: new DarkWebItem(Programs.FTPCrackProgram.name, 1500e3, \"Opens up FTP Ports\"),\n RelaySMTPProgram: new DarkWebItem(Programs.RelaySMTPProgram.name, 5e6, \"Opens up SMTP Ports\"),\n HTTPWormProgram: new DarkWebItem(Programs.HTTPWormProgram.name, 30e6, \"Opens up HTTP Ports\"),\n SQLInjectProgram: new DarkWebItem(Programs.SQLInjectProgram.name, 250e6, \"Opens up SQL Ports\"),\n DeepscanV1: new DarkWebItem(Programs.DeepscanV1.name, 500000, \"Enables 'scan-analyze' with a depth up to 5\"),\n DeepscanV2: new DarkWebItem(Programs.DeepscanV2.name, 25e6, \"Enables 'scan-analyze' with a depth up to 10\"),\n AutolinkProgram: new DarkWebItem(Programs.AutoLink.name, 1e6, \"Enables direct connect via 'scan-analyze'\"),\n ServerProfilerProgram: new DarkWebItem(\n Programs.ServerProfiler.name,\n 1e6,\n \"Displays hacking and Netscript-related information about a server\",\n ),\n};\n","import { Player } from \"../Player\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { addOffset } from \"../utils/helpers/addOffset\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { BladeburnerConstants } from \"./data/Constants\";\nimport { IBladeburner } from \"./IBladeburner\";\nimport { IAction, ISuccessChanceParams } from \"./IAction\";\n\nclass StatsMultiplier {\n [key: string]: number;\n\n hack = 0;\n str = 0;\n def = 0;\n dex = 0;\n agi = 0;\n cha = 0;\n int = 0;\n}\n\nexport interface IActionParams {\n name?: string;\n level?: number;\n maxLevel?: number;\n autoLevel?: boolean;\n baseDifficulty?: number;\n difficultyFac?: number;\n rewardFac?: number;\n successes?: number;\n failures?: number;\n rankGain?: number;\n rankLoss?: number;\n hpLoss?: number;\n hpLost?: number;\n isStealth?: boolean;\n isKill?: boolean;\n count?: number;\n weights?: StatsMultiplier;\n decays?: StatsMultiplier;\n teamCount?: number;\n}\n\nexport class Action implements IAction {\n name = \"\";\n\n // Difficulty scales with level. See getDifficulty() method\n level = 1;\n maxLevel = 1;\n autoLevel = true;\n baseDifficulty = 100;\n difficultyFac = 1.01;\n\n // Rank increase/decrease is affected by this exponent\n rewardFac = 1.02;\n\n successes = 0;\n failures = 0;\n\n // All of these scale with level/difficulty\n rankGain = 0;\n rankLoss = 0;\n hpLoss = 0;\n hpLost = 0;\n\n // Action Category. Current categories are stealth and kill\n isStealth = false;\n isKill = false;\n\n /**\n * Number of this contract remaining, and its growth rate\n * Growth rate is an integer and the count will increase by that integer every \"cycle\"\n */\n count: number = getRandomInt(1e3, 25e3);\n\n // Weighting of each stat in determining action success rate\n weights: StatsMultiplier = {\n hack: 1 / 7,\n str: 1 / 7,\n def: 1 / 7,\n dex: 1 / 7,\n agi: 1 / 7,\n cha: 1 / 7,\n int: 1 / 7,\n };\n // Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)\n decays: StatsMultiplier = {\n hack: 0.9,\n str: 0.9,\n def: 0.9,\n dex: 0.9,\n agi: 0.9,\n cha: 0.9,\n int: 0.9,\n };\n teamCount = 0;\n\n // Base Class for Contracts, Operations, and BlackOps\n constructor(params: IActionParams | null = null) {\n // | null = null\n if (params && params.name) this.name = params.name;\n\n if (params && params.baseDifficulty) this.baseDifficulty = addOffset(params.baseDifficulty, 10);\n if (params && params.difficultyFac) this.difficultyFac = params.difficultyFac;\n\n if (params && params.rewardFac) this.rewardFac = params.rewardFac;\n if (params && params.rankGain) this.rankGain = params.rankGain;\n if (params && params.rankLoss) this.rankLoss = params.rankLoss;\n if (params && params.hpLoss) this.hpLoss = params.hpLoss;\n\n if (params && params.isStealth) this.isStealth = params.isStealth;\n if (params && params.isKill) this.isKill = params.isKill;\n\n if (params && params.count) this.count = params.count;\n\n if (params && params.weights) this.weights = params.weights;\n if (params && params.decays) this.decays = params.decays;\n\n // Check to make sure weights are summed properly\n let sum = 0;\n for (const weight in this.weights) {\n if (this.weights.hasOwnProperty(weight)) {\n sum += this.weights[weight];\n }\n }\n if (sum - 1 >= 10 * Number.EPSILON) {\n throw new Error(\n \"Invalid weights when constructing Action \" +\n this.name +\n \". The weights should sum up to 1. They sum up to :\" +\n 1,\n );\n }\n\n for (const decay in this.decays) {\n if (this.decays.hasOwnProperty(decay)) {\n if (this.decays[decay] > 1) {\n throw new Error(\n \"Invalid decays when constructing \" + \"Action \" + this.name + \". \" + \"Decay value cannot be greater than 1\",\n );\n }\n }\n }\n }\n\n getDifficulty(): number {\n const difficulty = this.baseDifficulty * Math.pow(this.difficultyFac, this.level - 1);\n if (isNaN(difficulty)) {\n throw new Error(\"Calculated NaN in Action.getDifficulty()\");\n }\n return difficulty;\n }\n\n /**\n * Tests for success. Should be called when an action has completed\n * @param inst {Bladeburner} - Bladeburner instance\n */\n attempt(inst: IBladeburner): boolean {\n return Math.random() < this.getSuccessChance(inst);\n }\n\n // To be implemented by subtypes\n getActionTimePenalty(): number {\n return 1;\n }\n\n getActionTime(inst: IBladeburner): number {\n const difficulty = this.getDifficulty();\n let baseTime = difficulty / BladeburnerConstants.DifficultyToTimeFactor;\n const skillFac = inst.skillMultipliers.actionTime; // Always < 1\n\n const effAgility = Player.agility * inst.skillMultipliers.effAgi;\n const effDexterity = Player.dexterity * inst.skillMultipliers.effDex;\n const statFac =\n 0.5 *\n (Math.pow(effAgility, BladeburnerConstants.EffAgiExponentialFactor) +\n Math.pow(effDexterity, BladeburnerConstants.EffDexExponentialFactor) +\n effAgility / BladeburnerConstants.EffAgiLinearFactor +\n effDexterity / BladeburnerConstants.EffDexLinearFactor); // Always > 1\n\n baseTime = Math.max(1, (baseTime * skillFac) / statFac);\n\n return Math.ceil(baseTime * this.getActionTimePenalty());\n }\n\n // For actions that have teams. To be implemented by subtypes.\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n getTeamSuccessBonus(inst: IBladeburner): number {\n return 1;\n }\n\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n getActionTypeSkillSuccessBonus(inst: IBladeburner): number {\n return 1;\n }\n\n getChaosCompetencePenalty(inst: IBladeburner, params: ISuccessChanceParams): number {\n const city = inst.getCurrentCity();\n if (params.est) {\n return Math.pow(city.popEst / BladeburnerConstants.PopulationThreshold, BladeburnerConstants.PopulationExponent);\n } else {\n return Math.pow(city.pop / BladeburnerConstants.PopulationThreshold, BladeburnerConstants.PopulationExponent);\n }\n }\n\n getChaosDifficultyBonus(inst: IBladeburner /*, params: ISuccessChanceParams*/): number {\n const city = inst.getCurrentCity();\n if (city.chaos > BladeburnerConstants.ChaosThreshold) {\n const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);\n const mult = Math.pow(diff, 0.1);\n return mult;\n }\n\n return 1;\n }\n\n getEstSuccessChance(inst: IBladeburner): number[] {\n function clamp(x: number): number {\n return Math.max(0, Math.min(x, 1));\n }\n const est = this.getSuccessChance(inst, { est: true });\n const real = this.getSuccessChance(inst);\n const diff = Math.abs(real - est);\n let low = real - diff;\n let high = real + diff;\n const city = inst.getCurrentCity();\n const r = city.pop / city.popEst;\n\n if (r < 1) low *= r;\n else high *= r;\n return [clamp(low), clamp(high)];\n }\n\n /**\n * @inst - Bladeburner Object\n * @params - options:\n * est (bool): Get success chance estimate instead of real success chance\n */\n getSuccessChance(inst: IBladeburner, params: ISuccessChanceParams = { est: false }): number {\n if (inst == null) {\n throw new Error(\"Invalid Bladeburner instance passed into Action.getSuccessChance\");\n }\n let difficulty = this.getDifficulty();\n let competence = 0;\n for (const stat in this.weights) {\n if (this.weights.hasOwnProperty(stat)) {\n const playerStatLvl = Player.queryStatFromString(stat);\n const key = \"eff\" + stat.charAt(0).toUpperCase() + stat.slice(1);\n let effMultiplier = inst.skillMultipliers[key];\n if (effMultiplier == null) {\n console.error(`Failed to find Bladeburner Skill multiplier for: ${stat}`);\n effMultiplier = 1;\n }\n competence += this.weights[stat] * Math.pow(effMultiplier * playerStatLvl, this.decays[stat]);\n }\n }\n competence *= Player.getIntelligenceBonus(0.75);\n competence *= inst.calculateStaminaPenalty();\n\n competence *= this.getTeamSuccessBonus(inst);\n\n competence *= this.getChaosCompetencePenalty(inst, params);\n difficulty *= this.getChaosDifficultyBonus(inst);\n\n if (this.name == \"Raid\" && inst.getCurrentCity().comms <= 0) {\n return 0;\n }\n\n // Factor skill multipliers into success chance\n competence *= inst.skillMultipliers.successChanceAll;\n competence *= this.getActionTypeSkillSuccessBonus(inst);\n if (this.isStealth) {\n competence *= inst.skillMultipliers.successChanceStealth;\n }\n if (this.isKill) {\n competence *= inst.skillMultipliers.successChanceKill;\n }\n\n // Augmentation multiplier\n competence *= Player.bladeburner_success_chance_mult;\n\n if (isNaN(competence)) {\n throw new Error(\"Competence calculated as NaN in Action.getSuccessChance()\");\n }\n return Math.min(1, competence / difficulty);\n }\n\n getSuccessesNeededForNextLevel(baseSuccessesPerLevel: number): number {\n return Math.ceil(0.5 * this.maxLevel * (2 * baseSuccessesPerLevel + (this.maxLevel - 1)));\n }\n\n setMaxLevel(baseSuccessesPerLevel: number): void {\n if (this.successes >= this.getSuccessesNeededForNextLevel(baseSuccessesPerLevel)) {\n ++this.maxLevel;\n }\n }\n\n toJSON(): any {\n return Generic_toJSON(\"Action\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Action {\n return Generic_fromJSON(Action, value.data);\n }\n}\n\nReviver.constructors.Action = Action;\n","/**\n * Adds a random offset to a number within a certain percentage\n * @example\n * // Returns between 95-105\n * addOffset(100, 5);\n * @example\n * // Returns between 63-77\n * addOffSet(70, 10);\n * @param midpoint The number to be the midpoint of the offset range\n * @param percentage The percentage (in a range of 0-100) to offset\n */\nexport function addOffset(midpoint: number, percentage: number): number {\n const maxPercent = 100;\n if (percentage < 0 || percentage > maxPercent) {\n return midpoint;\n }\n\n const offset: number = midpoint * (percentage / maxPercent);\n\n // Double the range to account for both sides of the midpoint.\n // tslint:disable-next-line:no-magic-numbers\n return midpoint + (Math.random() * (offset * 2) - offset);\n}\n","export enum RamCalculationErrorCode {\n SyntaxError = -1,\n ImportError = -2,\n URLImportError = -3,\n}\n","export const GangConstants: {\n GangRespectToReputationRatio: number;\n MaximumGangMembers: number;\n CyclesPerTerritoryAndPowerUpdate: number;\n AscensionMultiplierRatio: number;\n Names: string[];\n} = {\n // Respect is divided by this to get rep gain\n GangRespectToReputationRatio: 25,\n MaximumGangMembers: 12,\n CyclesPerTerritoryAndPowerUpdate: 100,\n // Portion of upgrade multiplier that is kept after ascending\n AscensionMultiplierRatio: 0.15,\n // Names of possible Gangs\n Names: [\n \"Slum Snakes\",\n \"Tetrads\",\n \"The Syndicate\",\n \"The Dark Army\",\n \"Speakers for the Dead\",\n \"NiteSec\",\n \"The Black Hand\",\n ],\n};\n","/**\n * The worker agent for running a script instance. Each running script instance\n * has its own underlying WorkerScript object.\n *\n * Note that these objects are not saved and re-loaded when the game is refreshed.\n * Instead, whenever the game is opened, WorkerScripts are re-created from\n * RunningScript objects\n */\nimport { Environment } from \"./Environment\";\nimport { RamCostConstants } from \"./RamCostGenerator\";\n\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { Script } from \"../Script/Script\";\nimport { GetServer } from \"../Server/AllServers\";\nimport { BaseServer } from \"../Server/BaseServer\";\nimport { IMap } from \"../types\";\n\nexport class WorkerScript {\n /**\n * Script's arguments\n */\n args: any[];\n\n /**\n * Copy of the script's code\n */\n code = \"\";\n\n /**\n * Holds the timeoutID (numeric value) for whenever this script is blocked by a\n * timed Netscript function. i.e. Holds the return value of setTimeout()\n */\n delay: number | null = null;\n\n /**\n * Holds the Promise resolve() function for when the script is \"blocked\" by an async op\n */\n delayResolve?: () => void;\n\n /**\n * Stores names of all functions that have logging disabled\n */\n disableLogs: IMap = {};\n\n /**\n * Used for dynamic RAM calculation. Stores names of all functions that have\n * already been checked by this script.\n * TODO: Could probably just combine this with loadedFns?\n */\n dynamicLoadedFns: IMap = {};\n\n /**\n * Tracks dynamic RAM usage\n */\n dynamicRamUsage: number = RamCostConstants.ScriptBaseRamCost;\n\n /**\n * Netscript Environment for this script\n */\n env: Environment;\n\n /**\n * Status message in case of script error. Currently unused I think\n */\n errorMessage = \"\";\n\n /**\n * Used for static RAM calculation. Stores names of all functions that have\n * already been checked by this script\n */\n loadedFns: IMap = {};\n\n /**\n * Filename of script\n */\n name: string;\n\n /**\n * Script's output/return value. Currently not used or implemented\n */\n output = \"\";\n\n /**\n * Process ID. Must be an integer. Used for efficient script\n * killing and removal.\n */\n pid: number;\n\n /**\n * Script's Static RAM usage. Equivalent to underlying script's RAM usage\n */\n ramUsage = 0;\n\n /**\n * Whether or not this workerScript is currently running\n */\n running = false;\n\n /**\n * Reference to underlying RunningScript object\n */\n scriptRef: RunningScript;\n\n /**\n * IP Address on which this script is running\n */\n hostname: string;\n\n /**\n * Function called when the script ends.\n */\n atExit: any;\n\n constructor(runningScriptObj: RunningScript, pid: number, nsFuncsGenerator?: (ws: WorkerScript) => any) {\n this.name = runningScriptObj.filename;\n this.hostname = runningScriptObj.server;\n\n const sanitizedPid = Math.round(pid);\n if (typeof sanitizedPid !== \"number\" || isNaN(sanitizedPid)) {\n throw new Error(`Invalid PID when constructing WorkerScript: ${pid}`);\n }\n this.pid = sanitizedPid;\n runningScriptObj.pid = sanitizedPid;\n\n // Get the underlying script's code\n const server = GetServer(this.hostname);\n if (server == null) {\n throw new Error(`WorkerScript constructed with invalid server ip: ${this.hostname}`);\n }\n let found = false;\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === this.name) {\n found = true;\n this.code = server.scripts[i].code;\n }\n }\n if (!found) {\n throw new Error(`WorkerScript constructed with invalid script filename: ${this.name}`);\n }\n this.scriptRef = runningScriptObj;\n this.args = runningScriptObj.args.slice();\n this.env = new Environment(null);\n if (typeof nsFuncsGenerator === \"function\") {\n this.env.vars = nsFuncsGenerator(this);\n }\n this.env.set(\"args\", runningScriptObj.args.slice());\n }\n\n /**\n * Returns the Server on which this script is running\n */\n getServer(): BaseServer {\n const server = GetServer(this.hostname);\n if (server == null) throw new Error(`Script ${this.name} pid ${this.pid} is running on non-existent server?`);\n return server;\n }\n\n /**\n * Returns the Script object for the underlying script.\n * Returns null if it cannot be found (which would be a bug)\n */\n getScript(): Script | null {\n const server = this.getServer();\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === this.name) {\n return server.scripts[i];\n }\n }\n\n console.error(\n \"Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong\",\n );\n return null;\n }\n\n /**\n * Returns the script with the specified filename on the specified server,\n * or null if it cannot be found\n */\n getScriptOnServer(fn: string, server: BaseServer): Script | null {\n if (server == null) {\n server = this.getServer();\n }\n\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === fn) {\n return server.scripts[i];\n }\n }\n\n return null;\n }\n\n shouldLog(fn: string): boolean {\n return this.disableLogs[fn] == null;\n }\n\n log(func: string, txt: string): void {\n if (this.shouldLog(func)) {\n if (func && txt) {\n this.scriptRef.log(`${func}: ${txt}`);\n } else if (func) {\n this.scriptRef.log(func);\n } else {\n this.scriptRef.log(txt);\n }\n }\n }\n\n print(txt: string): void {\n this.scriptRef.log(txt);\n }\n}\n","import { getRandomByte } from \"./helpers/getRandomByte\";\n\n/**\n * Generate a random IP address\n * Does not check to see if the IP already exists in the game\n */\nexport function createRandomIp(): string {\n const ip: string = getRandomByte(99) + \".\" + getRandomByte(9) + \".\" + getRandomByte(9) + \".\" + getRandomByte(9);\n\n return ip;\n}\n","/**\n * Does a shallow compare of two arrays to determine if they are equal.\n * @param a1 The first array\n * @param a2 The second array\n */\nexport function compareArrays(a1: T[], a2: T[]): boolean {\n if (a1.length !== a2.length) {\n return false;\n }\n\n for (let i = 0; i < a1.length; ++i) {\n if (Array.isArray(a1[i])) {\n // If the other element is not an array, then these cannot be equal\n if (!Array.isArray(a2[i])) {\n return false;\n }\n\n const elem1 = a1[i] as any;\n const elem2 = a2[i] as any;\n if (!compareArrays(elem1, elem2)) {\n return false;\n }\n } else if (a1[i] !== a2[i]) {\n return false;\n }\n }\n\n return true;\n}\n","// The Research Map is an object that holds all Corporation Research objects\n// as values. They are identified by their names\nimport { Research, IConstructorParams } from \"./Research\";\nimport { researchMetadata } from \"./data/ResearchMetadata\";\nimport { IMap } from \"../types\";\n\nexport const ResearchMap: IMap = {};\n\nfunction addResearch(p: IConstructorParams): void {\n if (ResearchMap[p.name] != null) {\n console.warn(`Duplicate Research being defined: ${p.name}`);\n }\n ResearchMap[p.name] = new Research(p);\n}\n\nfor (const metadata of researchMetadata) {\n addResearch(metadata);\n}\n","import * as React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n favor: {\n color: theme.colors.rep,\n },\n }),\n);\n\nexport function Favor({ favor }: { favor: number | string }): React.ReactElement {\n const classes = useStyles();\n return {typeof favor === \"number\" ? numeralWrapper.formatFavor(favor) : favor};\n}\n","import React from \"react\";\nimport { createTheme, ThemeProvider, Theme, StyledEngineProvider } from \"@mui/material/styles\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport { Settings } from \"../../Settings/Settings\";\n\nexport const ThemeEvents = new EventEmitter<[]>();\n\ndeclare module \"@mui/material/styles\" {\n interface Theme {\n colors: {\n hp: React.CSSProperties[\"color\"];\n money: React.CSSProperties[\"color\"];\n hack: React.CSSProperties[\"color\"];\n combat: React.CSSProperties[\"color\"];\n cha: React.CSSProperties[\"color\"];\n int: React.CSSProperties[\"color\"];\n rep: React.CSSProperties[\"color\"];\n };\n }\n interface ThemeOptions {\n colors: {\n hp: React.CSSProperties[\"color\"];\n money: React.CSSProperties[\"color\"];\n hack: React.CSSProperties[\"color\"];\n combat: React.CSSProperties[\"color\"];\n cha: React.CSSProperties[\"color\"];\n int: React.CSSProperties[\"color\"];\n rep: React.CSSProperties[\"color\"];\n };\n }\n}\n\nlet theme: Theme;\n\nexport function refreshTheme(): void {\n theme = createTheme({\n colors: {\n hp: Settings.theme.hp,\n money: Settings.theme.money,\n hack: Settings.theme.hack,\n combat: Settings.theme.combat,\n cha: Settings.theme.cha,\n int: Settings.theme.int,\n rep: Settings.theme.rep,\n },\n palette: {\n primary: {\n light: Settings.theme.primarylight,\n main: Settings.theme.primary,\n dark: Settings.theme.primarydark,\n },\n secondary: {\n light: Settings.theme.secondarylight,\n main: Settings.theme.secondary,\n dark: Settings.theme.secondarydark,\n },\n error: {\n light: Settings.theme.errorlight,\n main: Settings.theme.error,\n dark: Settings.theme.errordark,\n },\n info: {\n light: Settings.theme.infolight,\n main: Settings.theme.info,\n dark: Settings.theme.infodark,\n },\n warning: {\n light: Settings.theme.warninglight,\n main: Settings.theme.warning,\n dark: Settings.theme.warningdark,\n },\n background: {\n default: Settings.theme.black,\n paper: Settings.theme.well,\n },\n action: {\n disabled: Settings.theme.disabled,\n },\n },\n typography: {\n fontFamily:\n \"Lucida Console, Lucida Sans Unicode, Fira Mono, Consolas, Courier New, Courier, monospace, Times New Roman\",\n button: {\n textTransform: \"none\",\n },\n },\n components: {\n MuiInputBase: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.well,\n color: Settings.theme.primary,\n },\n input: {\n \"&::placeholder\": {\n userSelect: \"none\",\n color: Settings.theme.primarydark,\n },\n },\n },\n },\n\n MuiInput: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.well,\n borderBottomColor: \"#fff\",\n },\n underline: {\n \"&:hover\": {\n borderBottomColor: Settings.theme.primarydark,\n },\n \"&:before\": {\n borderBottomColor: Settings.theme.primary,\n },\n \"&:after\": {\n borderBottomColor: Settings.theme.primarylight,\n },\n },\n },\n },\n\n MuiInputLabel: {\n styleOverrides: {\n root: {\n color: Settings.theme.primarydark, // why is this switched?\n userSelect: \"none\",\n \"&:before\": {\n color: Settings.theme.primarylight,\n },\n },\n },\n },\n MuiButton: {\n styleOverrides: {\n root: {\n backgroundColor: \"#333\",\n border: \"1px solid \" + Settings.theme.well,\n // color: Settings.theme.primary,\n \"&:hover\": {\n backgroundColor: Settings.theme.black,\n },\n\n borderRadius: 0,\n },\n },\n },\n MuiSelect: {\n styleOverrides: {\n icon: {\n color: Settings.theme.primary,\n },\n },\n defaultProps: {\n variant: \"standard\",\n },\n },\n MuiTextField: {\n defaultProps: {\n variant: \"standard\",\n },\n },\n MuiTypography: {\n defaultProps: {\n color: \"primary\",\n },\n },\n MuiMenu: {\n styleOverrides: {\n list: {\n backgroundColor: Settings.theme.well,\n },\n },\n },\n MuiMenuItem: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiAccordionSummary: {\n styleOverrides: {\n root: {\n backgroundColor: \"#111\",\n },\n },\n },\n MuiAccordionDetails: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.black,\n },\n },\n },\n MuiIconButton: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiTooltip: {\n styleOverrides: {\n tooltip: {\n fontSize: \"1em\",\n color: Settings.theme.primary,\n backgroundColor: Settings.theme.well,\n borderRadius: 0,\n border: \"2px solid white\",\n maxWidth: \"100vh\",\n },\n },\n defaultProps: {\n disableInteractive: true,\n },\n },\n MuiSlider: {\n styleOverrides: {\n valueLabel: {\n color: Settings.theme.primary,\n backgroundColor: Settings.theme.well,\n },\n },\n },\n MuiDrawer: {\n styleOverrides: {\n paper: {\n \"&::-webkit-scrollbar\": {\n // webkit\n display: \"none\",\n },\n scrollbarWidth: \"none\", // firefox\n backgroundColor: Settings.theme.black,\n },\n paperAnchorDockedLeft: {\n borderRight: \"1px solid \" + Settings.theme.welllight,\n },\n },\n },\n MuiDivider: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.welllight,\n },\n },\n },\n MuiFormControlLabel: {\n styleOverrides: {\n root: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiSwitch: {\n styleOverrides: {\n switchBase: {\n color: Settings.theme.primarydark,\n },\n track: {\n backgroundColor: Settings.theme.welllight,\n },\n },\n },\n MuiPaper: {\n styleOverrides: {\n root: {\n borderRadius: 0,\n backgroundColor: Settings.theme.black,\n border: \"1px solid \" + Settings.theme.welllight,\n },\n },\n },\n MuiTablePagination: {\n styleOverrides: {\n select: {\n color: Settings.theme.primary,\n },\n selectLabel: {\n color: Settings.theme.primary,\n },\n displayedRows: {\n color: Settings.theme.primary,\n },\n },\n },\n MuiTab: {\n styleOverrides: {\n textColorPrimary: {\n color: Settings.theme.secondary,\n \"&.Mui-selected\": {\n color: Settings.theme.primary,\n },\n },\n },\n },\n MuiAlert: {\n styleOverrides: {\n root: {\n backgroundColor: Settings.theme.black,\n borderRadius: 0,\n border: \"1px solid \" + Settings.theme.well,\n },\n standardSuccess: {\n color: Settings.theme.primaryLight,\n },\n standardError: {\n color: Settings.theme.errorlight,\n },\n standardWarning: {\n color: Settings.theme.warninglight,\n },\n standardInfo: {\n color: Settings.theme.infolight,\n },\n },\n },\n },\n });\n}\nrefreshTheme();\n\ninterface IProps {\n children: JSX.Element[] | JSX.Element;\n}\n\nexport const TTheme = ({ children }: IProps): React.ReactElement => (\n \n {children}\n \n);\n","/**\n * Sleeves are bodies that contain the player's cloned consciousness.\n * The player can use these bodies to perform different tasks synchronously.\n *\n * Each sleeve is its own individual, meaning it has its own stats/exp\n *\n * Sleeves are unlocked in BitNode-10.\n */\nimport { SleeveTaskType } from \"./SleeveTaskTypesEnum\";\n\nimport { IPlayer } from \"../IPlayer\";\nimport { Person, ITaskTracker, createTaskTracker } from \"../Person\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\n\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\n\nimport { Crime } from \"../../Crime/Crime\";\nimport { Crimes } from \"../../Crime/Crimes\";\n\nimport { Companies } from \"../../Company/Companies\";\nimport { Company } from \"../../Company/Company\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport { CompanyPositions } from \"../../Company/CompanyPositions\";\n\nimport { CONSTANTS } from \"../../Constants\";\n\nimport { Faction } from \"../../Faction/Faction\";\nimport { Factions } from \"../../Faction/Factions\";\nimport { FactionWorkType } from \"../../Faction/FactionWorkTypeEnum\";\n\nimport { CityName } from \"../../Locations/data/CityNames\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../../utils/JSONReviver\";\n\nexport class Sleeve extends Person {\n /**\n * Stores the name of the class that the player is currently taking\n */\n className = \"\";\n\n /**\n * Stores the type of crime the sleeve is currently attempting\n * Must match the name of a Crime object\n */\n crimeType = \"\";\n\n /**\n * Enum value for current task\n */\n currentTask: SleeveTaskType = SleeveTaskType.Idle;\n\n /**\n * Contains details about the sleeve's current task. The info stored\n * in this depends on the task type\n *\n * Faction/Company Work: Name of Faction/Company\n * Crime: Money earned if successful\n * Class/Gym: Name of university/gym\n */\n currentTaskLocation = \"\";\n\n /**\n * Maximum amount of time (in milliseconds) that can be spent on current task.\n */\n currentTaskMaxTime = 0;\n\n /**\n * Milliseconds spent on current task\n */\n currentTaskTime = 0;\n\n /**\n * Keeps track of experience earned for other sleeves\n */\n earningsForSleeves: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of experience + money earned for player\n */\n earningsForPlayer: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of experienced earned in the current task/action\n */\n earningsForTask: ITaskTracker = createTaskTracker();\n\n /**\n * Keeps track of what type of work sleeve is doing for faction, if applicable\n */\n factionWorkType: FactionWorkType = FactionWorkType.None;\n\n /**\n * Records experience gain rate for the current task\n */\n gainRatesForTask: ITaskTracker = createTaskTracker();\n\n /**\n * String that stores what stat the sleeve is training at the gym\n */\n gymStatType = \"\";\n\n /**\n * Keeps track of events/notifications for this sleeve\n */\n logs: string[] = [];\n\n /**\n * Clone retains 'memory' synchronization (and maybe exp?) upon prestige/installing Augs\n */\n memory = 1;\n\n /**\n * Sleeve shock. Number between 0 and 100\n * Trauma/shock that comes with being in a sleeve. Experience earned\n * is multipled by shock%. This gets applied before synchronization\n *\n * Reputation earned is also multiplied by shock%\n */\n shock = 1;\n\n /**\n * Stored number of game \"loop\" cycles\n */\n storedCycles = 0;\n\n /**\n * Synchronization. Number between 0 and 100\n * When experience is earned by sleeve, both the player and the sleeve get\n * sync% of the experience earned. Other sleeves get sync^2% of exp\n */\n sync = 1;\n\n constructor(p: IPlayer | null = null) {\n super();\n if (p != null) {\n this.shockRecovery(p);\n }\n }\n\n /**\n * Commit crimes\n */\n commitCrime(p: IPlayer, crimeKey: string): boolean {\n const crime: Crime | null = Crimes[crimeKey];\n if (!(crime instanceof Crime)) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.gainRatesForTask.hack = crime.hacking_exp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.str = crime.strength_exp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.def = crime.defense_exp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.dex = crime.dexterity_exp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.agi = crime.agility_exp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.cha = crime.charisma_exp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;\n this.gainRatesForTask.money = crime.money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;\n\n this.currentTaskLocation = String(this.gainRatesForTask.money);\n\n this.crimeType = crimeKey;\n this.currentTaskMaxTime = crime.time;\n this.currentTask = SleeveTaskType.Crime;\n return true;\n }\n\n /**\n * Called to stop the current task\n */\n finishTask(p: IPlayer): ITaskTracker {\n let retValue: ITaskTracker = createTaskTracker(); // Amount of exp to be gained by other sleeves\n\n if (this.currentTask === SleeveTaskType.Crime) {\n // For crimes, all experience and money is gained at the end\n if (this.currentTaskTime >= this.currentTaskMaxTime) {\n const crime: Crime | null = Crimes[this.crimeType];\n if (!(crime instanceof Crime)) {\n console.error(`Invalid data stored in sleeve.crimeType: ${this.crimeType}`);\n this.resetTaskStatus();\n return retValue;\n }\n if (Math.random() < crime.successRate(this)) {\n // Success\n const successGainRates: ITaskTracker = createTaskTracker();\n\n const keysForIteration: (keyof ITaskTracker)[] = Object.keys(successGainRates) as (keyof ITaskTracker)[];\n for (let i = 0; i < keysForIteration.length; ++i) {\n const key = keysForIteration[i];\n successGainRates[key] = this.gainRatesForTask[key] * 2;\n }\n retValue = this.gainExperience(p, successGainRates);\n this.gainMoney(p, this.gainRatesForTask);\n\n p.karma -= crime.karma * (this.sync / 100);\n } else {\n retValue = this.gainExperience(p, this.gainRatesForTask);\n }\n\n // Do not reset task to IDLE\n this.currentTaskTime = 0;\n return retValue;\n }\n } else {\n // For other crimes... I dont think anything else needs to be done\n }\n\n this.resetTaskStatus();\n\n return retValue;\n }\n\n /**\n * Earn experience for any stats (supports multiple)\n * This function also handles experience propogating to Player and other sleeves\n */\n gainExperience(p: IPlayer, exp: ITaskTracker, numCycles = 1, fromOtherSleeve = false): ITaskTracker {\n // If the experience is coming from another sleeve, it is not multiplied by anything.\n // Also the player does not earn anything\n if (fromOtherSleeve) {\n if (exp.hack > 0) {\n this.hacking_exp += exp.hack;\n }\n\n if (exp.str > 0) {\n this.strength_exp += exp.str;\n }\n\n if (exp.def > 0) {\n this.defense_exp += exp.def;\n }\n\n if (exp.dex > 0) {\n this.dexterity_exp += exp.dex;\n }\n\n if (exp.agi > 0) {\n this.agility_exp += exp.agi;\n }\n\n if (exp.cha > 0) {\n this.charisma_exp += exp.cha;\n }\n\n return createTaskTracker();\n }\n\n // Experience is first multiplied by shock. Then 'synchronization'\n // is accounted for\n\n const multFac = (this.shock / 100) * (this.sync / 100) * numCycles;\n const pHackExp = exp.hack * multFac;\n const pStrExp = exp.str * multFac;\n const pDefExp = exp.def * multFac;\n const pDexExp = exp.dex * multFac;\n const pAgiExp = exp.agi * multFac;\n const pChaExp = exp.cha * multFac;\n\n // Experience is gained by both this sleeve and player\n if (pHackExp > 0) {\n this.hacking_exp += pHackExp;\n p.gainHackingExp(pHackExp);\n this.earningsForPlayer.hack += pHackExp;\n this.earningsForTask.hack += pHackExp;\n }\n\n if (pStrExp > 0) {\n this.strength_exp += pStrExp;\n p.gainStrengthExp(pStrExp);\n this.earningsForPlayer.str += pStrExp;\n this.earningsForTask.str += pStrExp;\n }\n\n if (pDefExp > 0) {\n this.defense_exp += pDefExp;\n p.gainDefenseExp(pDefExp);\n this.earningsForPlayer.def += pDefExp;\n this.earningsForTask.def += pDefExp;\n }\n\n if (pDexExp > 0) {\n this.dexterity_exp += pDexExp;\n p.gainDexterityExp(pDexExp);\n this.earningsForPlayer.dex += pDexExp;\n this.earningsForTask.dex += pDexExp;\n }\n\n if (pAgiExp > 0) {\n this.agility_exp += pAgiExp;\n p.gainAgilityExp(pAgiExp);\n this.earningsForPlayer.agi += pAgiExp;\n this.earningsForTask.agi += pAgiExp;\n }\n\n if (pChaExp > 0) {\n this.charisma_exp += pChaExp;\n p.gainCharismaExp(pChaExp);\n this.earningsForPlayer.cha += pChaExp;\n this.earningsForTask.cha += pChaExp;\n }\n\n // Record earnings for other sleeves\n this.earningsForSleeves.hack += pHackExp * (this.sync / 100);\n this.earningsForSleeves.str += pStrExp * (this.sync / 100);\n this.earningsForSleeves.def += pDefExp * (this.sync / 100);\n this.earningsForSleeves.dex += pDexExp * (this.sync / 100);\n this.earningsForSleeves.agi += pAgiExp * (this.sync / 100);\n this.earningsForSleeves.cha += pChaExp * (this.sync / 100);\n\n // Return the experience to be gained by other sleeves\n return {\n hack: pHackExp * (this.sync / 100),\n str: pStrExp * (this.sync / 100),\n def: pDefExp * (this.sync / 100),\n dex: pDexExp * (this.sync / 100),\n agi: pAgiExp * (this.sync / 100),\n cha: pChaExp * (this.sync / 100),\n money: 0,\n };\n }\n\n /**\n * Earn money for player\n */\n gainMoney(p: IPlayer, task: ITaskTracker, numCycles = 1): void {\n const gain: number = task.money * numCycles;\n this.earningsForTask.money += gain;\n this.earningsForPlayer.money += gain;\n p.gainMoney(gain);\n p.recordMoneySource(gain, \"sleeves\");\n }\n\n /**\n * Returns the cost of upgrading this sleeve's memory by a certain amount\n */\n getMemoryUpgradeCost(n: number): number {\n const amt = Math.round(n);\n if (amt < 0) {\n return 0;\n }\n\n if (this.memory + amt > 100) {\n return this.getMemoryUpgradeCost(100 - this.memory);\n }\n\n const mult = 1.02;\n const baseCost = 1e12;\n let currCost = 0;\n let currMemory = this.memory - 1;\n for (let i = 0; i < n; ++i) {\n currCost += Math.pow(mult, currMemory);\n ++currMemory;\n }\n\n return currCost * baseCost;\n }\n\n /**\n * Gets reputation gain for the current task\n * Only applicable when working for company or faction\n */\n getRepGain(p: IPlayer): number {\n if (this.currentTask === SleeveTaskType.Faction) {\n let favorMult = 1;\n const fac: Faction | null = Factions[this.currentTaskLocation];\n if (fac != null) {\n favorMult = 1 + fac.favor / 100;\n }\n\n switch (this.factionWorkType) {\n case FactionWorkType.Hacking:\n return this.getFactionHackingWorkRepGain() * (this.shock / 100) * favorMult;\n case FactionWorkType.Field:\n return this.getFactionFieldWorkRepGain() * (this.shock / 100) * favorMult;\n case FactionWorkType.Security:\n return this.getFactionSecurityWorkRepGain() * (this.shock / 100) * favorMult;\n default:\n console.warn(`Invalid Sleeve.factionWorkType property in Sleeve.getRepGain(): ${this.factionWorkType}`);\n return 0;\n }\n } else if (this.currentTask === SleeveTaskType.Company) {\n const companyName: string = this.currentTaskLocation;\n const company: Company | null = Companies[companyName];\n if (company == null) {\n console.error(`Invalid company found when trying to calculate rep gain: ${companyName}`);\n return 0;\n }\n\n const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];\n if (companyPosition == null) {\n console.error(`Invalid company position name found when trying to calculate rep gain: ${p.jobs[companyName]}`);\n return 0;\n }\n\n const jobPerformance: number = companyPosition.calculateJobPerformance(\n this.hacking_skill,\n this.strength,\n this.defense,\n this.dexterity,\n this.agility,\n this.charisma,\n );\n const favorMult = 1 + company.favor / 100;\n\n return jobPerformance * this.company_rep_mult * favorMult;\n } else {\n return 0;\n }\n }\n\n installAugmentation(aug: Augmentation): void {\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n this.applyAugmentation(aug);\n this.augmentations.push({ name: aug.name, level: 1 });\n this.updateStatLevels();\n }\n\n log(entry: string): void {\n const MaxLogSize = 50;\n this.logs.push(entry);\n if (this.logs.length > MaxLogSize) {\n this.logs.shift();\n }\n }\n\n /**\n * Called on every sleeve for a Source File prestige\n */\n prestige(p: IPlayer): void {\n // Reset exp\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n\n // Reset task-related stuff\n this.resetTaskStatus();\n this.earningsForSleeves = createTaskTracker();\n this.earningsForPlayer = createTaskTracker();\n this.shockRecovery(p);\n\n // Reset augs and multipliers\n this.augmentations = [];\n this.resetMultipliers();\n\n // Reset sleeve-related stats\n this.shock = 1;\n this.storedCycles = 0;\n this.sync = Math.max(this.memory, 1);\n\n this.logs = [];\n }\n\n /**\n * Process loop\n * Returns an object containing the amount of experience that should be\n * transferred to all other sleeves\n */\n process(p: IPlayer, numCycles = 1): ITaskTracker | null {\n // Only process once every second (5 cycles)\n const CyclesPerSecond = 1000 / CONSTANTS.MilliPerCycle;\n this.storedCycles += numCycles;\n if (this.storedCycles < CyclesPerSecond) {\n return null;\n }\n\n let cyclesUsed = this.storedCycles;\n cyclesUsed = Math.min(cyclesUsed, 15);\n let time = cyclesUsed * CONSTANTS.MilliPerCycle;\n if (this.currentTaskMaxTime !== 0 && this.currentTaskTime + time > this.currentTaskMaxTime) {\n time = this.currentTaskMaxTime - this.currentTaskTime;\n cyclesUsed = Math.floor(time / CONSTANTS.MilliPerCycle);\n\n if (time < 0 || cyclesUsed < 0) {\n console.warn(`Sleeve.process() calculated negative cycle usage`);\n time = 0;\n cyclesUsed = 0;\n }\n }\n\n this.currentTaskTime += time;\n\n // Shock gradually goes towards 100\n this.shock = Math.min(100, this.shock + 0.0001 * cyclesUsed);\n\n let retValue: ITaskTracker = createTaskTracker();\n switch (this.currentTask) {\n case SleeveTaskType.Idle:\n break;\n case SleeveTaskType.Class:\n case SleeveTaskType.Gym:\n this.updateTaskGainRates(p);\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n break;\n case SleeveTaskType.Faction: {\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n\n // Gain faction reputation\n const fac: Faction = Factions[this.currentTaskLocation];\n if (!(fac instanceof Faction)) {\n console.error(`Invalid faction for Sleeve task: ${this.currentTaskLocation}`);\n break;\n }\n\n fac.playerReputation += this.getRepGain(p) * cyclesUsed;\n break;\n }\n case SleeveTaskType.Company: {\n retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);\n this.gainMoney(p, this.gainRatesForTask, cyclesUsed);\n\n const company: Company = Companies[this.currentTaskLocation];\n if (!(company instanceof Company)) {\n console.error(`Invalid company for Sleeve task: ${this.currentTaskLocation}`);\n break;\n }\n\n company.playerReputation += this.getRepGain(p) * cyclesUsed;\n break;\n }\n case SleeveTaskType.Recovery:\n this.shock = Math.min(100, this.shock + 0.0002 * cyclesUsed);\n if (this.shock >= 100) this.resetTaskStatus();\n break;\n case SleeveTaskType.Synchro:\n this.sync = Math.min(100, this.sync + p.getIntelligenceBonus(0.5) * 0.0002 * cyclesUsed);\n if (this.sync >= 100) this.resetTaskStatus();\n break;\n default:\n break;\n }\n\n if (this.currentTaskMaxTime !== 0 && this.currentTaskTime >= this.currentTaskMaxTime) {\n if (this.currentTask === SleeveTaskType.Crime) {\n retValue = this.finishTask(p);\n } else {\n this.finishTask(p);\n }\n }\n\n this.updateStatLevels();\n\n this.storedCycles -= cyclesUsed;\n\n return retValue;\n }\n\n /**\n * Resets all parameters used to keep information about the current task\n */\n resetTaskStatus(): void {\n this.earningsForTask = createTaskTracker();\n this.gainRatesForTask = createTaskTracker();\n this.currentTask = SleeveTaskType.Idle;\n this.currentTaskTime = 0;\n this.currentTaskMaxTime = 0;\n this.factionWorkType = FactionWorkType.None;\n this.crimeType = \"\";\n this.currentTaskLocation = \"\";\n this.gymStatType = \"\";\n this.className = \"\";\n }\n\n shockRecovery(p: IPlayer): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.currentTask = SleeveTaskType.Recovery;\n return true;\n }\n\n synchronize(p: IPlayer): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n this.currentTask = SleeveTaskType.Synchro;\n return true;\n }\n\n /**\n * Take a course at a university\n */\n takeUniversityCourse(p: IPlayer, universityName: string, className: string): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n // Set exp/money multipliers based on which university.\n // Also check that the sleeve is in the right city\n let costMult = 1;\n switch (universityName.toLowerCase()) {\n case LocationName.AevumSummitUniversity.toLowerCase():\n if (this.city !== CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumSummitUniversity;\n costMult = 4;\n break;\n case LocationName.Sector12RothmanUniversity.toLowerCase():\n if (this.city !== CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12RothmanUniversity;\n costMult = 3;\n break;\n case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase():\n if (this.city !== CityName.Volhaven) {\n return false;\n }\n this.currentTaskLocation = LocationName.VolhavenZBInstituteOfTechnology;\n costMult = 5;\n break;\n default:\n return false;\n }\n\n // Set experience/money gains based on class\n switch (className.toLowerCase()) {\n case \"study computer science\":\n break;\n case \"data structures\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassDataStructuresBaseCost * costMult);\n break;\n case \"networks\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassNetworksBaseCost * costMult);\n break;\n case \"algorithms\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassAlgorithmsBaseCost * costMult);\n break;\n case \"management\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassManagementBaseCost * costMult);\n break;\n case \"leadership\":\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassLeadershipBaseCost * costMult);\n break;\n default:\n return false;\n }\n\n this.className = className;\n this.currentTask = SleeveTaskType.Class;\n return true;\n }\n\n /**\n * Travel to another City. Costs money from player\n */\n travel(p: IPlayer, newCity: CityName): boolean {\n p.loseMoney(CONSTANTS.TravelCost);\n this.city = newCity;\n\n return true;\n }\n\n tryBuyAugmentation(p: IPlayer, aug: Augmentation): boolean {\n if (!p.canAfford(aug.startingCost)) {\n return false;\n }\n\n // Verify that this sleeve does not already have that augmentation.\n if (this.augmentations.some((a) => a.name === aug.name)) {\n return false;\n }\n\n p.loseMoney(aug.startingCost);\n this.installAugmentation(aug);\n return true;\n }\n\n updateTaskGainRates(p: IPlayer): void {\n if (this.currentTask === SleeveTaskType.Class) {\n let expMult = 1;\n switch (this.currentTaskLocation.toLowerCase()) {\n case LocationName.AevumSummitUniversity.toLowerCase():\n expMult = 3;\n break;\n case LocationName.Sector12RothmanUniversity.toLowerCase():\n expMult = 2;\n break;\n case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase():\n expMult = 4;\n break;\n default:\n return;\n }\n\n const totalExpMult = expMult * p.hashManager.getStudyMult();\n switch (this.className.toLowerCase()) {\n case \"study computer science\":\n this.gainRatesForTask.hack =\n CONSTANTS.ClassStudyComputerScienceBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"data structures\":\n this.gainRatesForTask.hack = CONSTANTS.ClassDataStructuresBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"networks\":\n this.gainRatesForTask.hack = CONSTANTS.ClassNetworksBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"algorithms\":\n this.gainRatesForTask.hack = CONSTANTS.ClassAlgorithmsBaseExp * totalExpMult * this.hacking_exp_mult;\n break;\n case \"management\":\n this.gainRatesForTask.cha = CONSTANTS.ClassManagementBaseExp * totalExpMult * this.charisma_exp_mult;\n break;\n case \"leadership\":\n this.gainRatesForTask.cha = CONSTANTS.ClassLeadershipBaseExp * totalExpMult * this.charisma_exp_mult;\n break;\n default:\n break;\n }\n\n return;\n }\n\n if (this.currentTask === SleeveTaskType.Gym) {\n // Get gym exp multiplier\n let expMult = 1;\n switch (this.currentTaskLocation.toLowerCase()) {\n case LocationName.AevumCrushFitnessGym.toLowerCase():\n expMult = 2;\n break;\n case LocationName.AevumSnapFitnessGym.toLowerCase():\n expMult = 5;\n break;\n case LocationName.Sector12IronGym.toLowerCase():\n expMult = 1;\n break;\n case LocationName.Sector12PowerhouseGym.toLowerCase():\n expMult = 10;\n break;\n case LocationName.VolhavenMilleniumFitnessGym.toLowerCase():\n expMult = 4;\n break;\n default:\n return;\n }\n\n // Set stat gain rate\n const baseGymExp = 1;\n const totalExpMultiplier = p.hashManager.getTrainingMult() * expMult;\n const sanitizedStat: string = this.gymStatType.toLowerCase();\n if (sanitizedStat.includes(\"str\")) {\n this.gainRatesForTask.str = baseGymExp * totalExpMultiplier * this.strength_exp_mult;\n } else if (sanitizedStat.includes(\"def\")) {\n this.gainRatesForTask.def = baseGymExp * totalExpMultiplier * this.defense_exp_mult;\n } else if (sanitizedStat.includes(\"dex\")) {\n this.gainRatesForTask.dex = baseGymExp * totalExpMultiplier * this.dexterity_exp_mult;\n } else if (sanitizedStat.includes(\"agi\")) {\n this.gainRatesForTask.agi = baseGymExp * totalExpMultiplier * this.agility_exp_mult;\n }\n\n return;\n }\n\n console.warn(`Sleeve.updateTaskGainRates() called for unexpected task type ${this.currentTask}`);\n }\n\n upgradeMemory(n: number): void {\n if (n < 0) {\n console.warn(`Sleeve.upgradeMemory() called with negative value: ${n}`);\n return;\n }\n\n this.memory = Math.min(100, Math.round(this.memory + n));\n }\n\n /**\n * Start work for one of the player's companies\n * Returns boolean indicating success\n */\n workForCompany(p: IPlayer, companyName: string): boolean {\n if (!(Companies[companyName] instanceof Company) || p.jobs[companyName] == null) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n const company: Company | null = Companies[companyName];\n const companyPosition: CompanyPosition | null = CompanyPositions[p.jobs[companyName]];\n if (company == null) {\n return false;\n }\n if (companyPosition == null) {\n return false;\n }\n this.gainRatesForTask.money =\n companyPosition.baseSalary *\n company.salaryMultiplier *\n this.work_money_mult *\n BitNodeMultipliers.CompanyWorkMoney;\n this.gainRatesForTask.hack =\n companyPosition.hackingExpGain *\n company.expMultiplier *\n this.hacking_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.str =\n companyPosition.strengthExpGain *\n company.expMultiplier *\n this.strength_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.def =\n companyPosition.defenseExpGain *\n company.expMultiplier *\n this.defense_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.dex =\n companyPosition.dexterityExpGain *\n company.expMultiplier *\n this.dexterity_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.agi =\n companyPosition.agilityExpGain *\n company.expMultiplier *\n this.agility_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n this.gainRatesForTask.cha =\n companyPosition.charismaExpGain *\n company.expMultiplier *\n this.charisma_exp_mult *\n BitNodeMultipliers.CompanyWorkExpGain;\n\n this.currentTaskLocation = companyName;\n this.currentTask = SleeveTaskType.Company;\n\n return true;\n }\n\n /**\n * Start work for one of the player's factions\n * Returns boolean indicating success\n */\n workForFaction(p: IPlayer, factionName: string, workType: string): boolean {\n if (factionName === \"\") {\n return false;\n }\n if (!(Factions[factionName] instanceof Faction) || !p.factions.includes(factionName)) {\n return false;\n }\n\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n const factionInfo = Factions[factionName].getInfo();\n\n // Set type of work (hacking/field/security), and the experience gains\n const sanitizedWorkType: string = workType.toLowerCase();\n if (sanitizedWorkType.includes(\"hack\")) {\n if (!factionInfo.offerHackingWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Hacking;\n this.gainRatesForTask.hack = 0.15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else if (sanitizedWorkType.includes(\"field\")) {\n if (!factionInfo.offerFieldWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Field;\n this.gainRatesForTask.hack = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.str = 0.1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.def = 0.1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.dex = 0.1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.agi = 0.1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.cha = 0.1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else if (sanitizedWorkType.includes(\"security\")) {\n if (!factionInfo.offerSecurityWork) {\n return false;\n }\n this.factionWorkType = FactionWorkType.Security;\n this.gainRatesForTask.hack = 0.1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.str = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.def = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.dex = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n this.gainRatesForTask.agi = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\n } else {\n return false;\n }\n\n this.currentTaskLocation = factionName;\n this.currentTask = SleeveTaskType.Faction;\n\n return true;\n }\n\n /**\n * Begin a gym workout task\n */\n workoutAtGym(p: IPlayer, gymName: string, stat: string): boolean {\n if (this.currentTask !== SleeveTaskType.Idle) {\n this.finishTask(p);\n } else {\n this.resetTaskStatus();\n }\n\n // Set exp/money multipliers based on which university.\n // Also check that the sleeve is in the right city\n let costMult = 1;\n switch (gymName.toLowerCase()) {\n case LocationName.AevumCrushFitnessGym.toLowerCase():\n if (this.city != CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumCrushFitnessGym;\n costMult = 3;\n break;\n case LocationName.AevumSnapFitnessGym.toLowerCase():\n if (this.city != CityName.Aevum) {\n return false;\n }\n this.currentTaskLocation = LocationName.AevumSnapFitnessGym;\n costMult = 10;\n break;\n case LocationName.Sector12IronGym.toLowerCase():\n if (this.city != CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12IronGym;\n costMult = 1;\n break;\n case LocationName.Sector12PowerhouseGym.toLowerCase():\n if (this.city != CityName.Sector12) {\n return false;\n }\n this.currentTaskLocation = LocationName.Sector12PowerhouseGym;\n costMult = 20;\n break;\n case LocationName.VolhavenMilleniumFitnessGym.toLowerCase():\n if (this.city != CityName.Volhaven) {\n return false;\n }\n this.currentTaskLocation = LocationName.VolhavenMilleniumFitnessGym;\n costMult = 7;\n break;\n default:\n return false;\n }\n\n // Set experience/money gains based on class\n const sanitizedStat: string = stat.toLowerCase();\n\n // Set cost\n this.gainRatesForTask.money = -1 * (CONSTANTS.ClassGymBaseCost * costMult);\n\n // Validate \"stat\" argument\n if (\n !sanitizedStat.includes(\"str\") &&\n !sanitizedStat.includes(\"def\") &&\n !sanitizedStat.includes(\"dex\") &&\n !sanitizedStat.includes(\"agi\")\n ) {\n return false;\n }\n\n this.gymStatType = stat;\n this.currentTask = SleeveTaskType.Gym;\n\n return true;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Sleeve\", this);\n }\n\n /**\n * Initiatizes a Sleeve object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Sleeve {\n return Generic_fromJSON(Sleeve, value.data);\n }\n}\n\nReviver.constructors.Sleeve = Sleeve;\n","import { TextFile } from \"../TextFile\";\nimport { Script } from \"../Script/Script\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IRouter } from \"../ui/Router\";\nimport { Settings } from \"../Settings/Settings\";\nimport { getTimestamp } from \"../utils/helpers/getTimestamp\";\n\nexport class Output {\n text: string;\n color: \"inherit\" | \"initial\" | \"primary\" | \"secondary\" | \"error\" | \"textPrimary\" | \"textSecondary\" | undefined;\n constructor(\n text: string,\n color: \"inherit\" | \"initial\" | \"primary\" | \"secondary\" | \"error\" | \"textPrimary\" | \"textSecondary\" | undefined,\n ) {\n if (Settings.EnableTimestamps) text = \"[\" + getTimestamp() + \"] \" + text;\n this.text = text;\n this.color = color;\n }\n}\n\nexport class Link {\n hostname: string;\n dashes: string;\n constructor(dashes: string, hostname: string) {\n if (Settings.EnableTimestamps) dashes = \"[\" + getTimestamp() + \"] \" + dashes;\n this.hostname = hostname;\n this.dashes = dashes;\n }\n}\n\nexport class TTimer {\n time: number;\n timeLeft: number;\n action: \"h\" | \"b\" | \"a\" | \"g\" | \"w\";\n\n constructor(time: number, action: \"h\" | \"b\" | \"a\" | \"g\" | \"w\") {\n this.time = time;\n this.timeLeft = time;\n this.action = action;\n }\n}\n\nexport interface ITerminal {\n action: TTimer | null;\n\n commandHistory: string[];\n commandHistoryIndex: number;\n\n outputHistory: (Output | Link)[];\n\n // True if a Coding Contract prompt is opened\n contractOpen: boolean;\n\n // Full Path of current directory\n // Excludes the trailing forward slash\n currDir: string;\n\n print(s: string): void;\n error(s: string): void;\n\n clear(): void;\n startAnalyze(): void;\n startBackdoor(player: IPlayer): void;\n startHack(player: IPlayer): void;\n startGrow(player: IPlayer): void;\n startWeaken(player: IPlayer): void;\n finishHack(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n finishGrow(player: IPlayer, cancelled?: boolean): void;\n finishWeaken(player: IPlayer, cancelled?: boolean): void;\n finishBackdoor(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n finishAnalyze(player: IPlayer, cancelled?: boolean): void;\n finishAction(router: IRouter, player: IPlayer, cancelled?: boolean): void;\n getFilepath(filename: string): string;\n getFile(player: IPlayer, filename: string): Script | TextFile | string | null;\n getScript(player: IPlayer, filename: string): Script | null;\n getTextFile(player: IPlayer, filename: string): TextFile | null;\n getLitFile(player: IPlayer, filename: string): string | null;\n cwd(): string;\n setcwd(dir: string): void;\n runContract(player: IPlayer, name: string): void;\n executeScanAnalyzeCommand(player: IPlayer, depth?: number, all?: boolean): void;\n connectToServer(player: IPlayer, server: string): void;\n executeCommand(router: IRouter, player: IPlayer, command: string): void;\n executeCommands(router: IRouter, player: IPlayer, commands: string): void;\n // If there was any changes, will return true, once.\n process(router: IRouter, player: IPlayer, cycles: number): void;\n prestige(): void;\n getProgressText(): string;\n}\n","import { EventEmitter } from \"../utils/EventEmitter\";\nexport const TerminalEvents = new EventEmitter<[]>();\nexport const TerminalClearEvents = new EventEmitter<[]>();\n","export class DarkWebItem {\n program: string;\n price: number;\n description: string;\n\n constructor(program: string, price: number, description: string) {\n this.program = program;\n this.price = price;\n this.description = description;\n }\n}\n","import { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\n\nexport class Message {\n // Name of Message file\n filename = \"\";\n\n // The text contains in the Message\n msg = \"\";\n\n // Flag indicating whether this Message has been received by the player\n recvd = false;\n\n constructor(filename = \"\", msg = \"\") {\n this.filename = filename;\n this.msg = msg;\n this.recvd = false;\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"Message\", this);\n }\n\n // Initializes a Message Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Message {\n return Generic_fromJSON(Message, value.data);\n }\n}\n\nReviver.constructors.Message = Message;\n","/**\n * Helper functions for determine whether Limit and Stop orders should\n * be executed (and executing them)\n */\nimport { buyStock, sellStock, shortStock, sellShort } from \"./BuyingAndSelling\";\nimport { IOrderBook } from \"./IOrderBook\";\nimport { IStockMarket } from \"./IStockMarket\";\nimport { Order } from \"./Order\";\nimport { Stock } from \"./Stock\";\n\nimport { OrderTypes } from \"./data/OrderTypes\";\nimport { PositionTypes } from \"./data/PositionTypes\";\n\nimport { IMap } from \"../types\";\n\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { Money } from \"../ui/React/Money\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nimport * as React from \"react\";\n\nexport interface IProcessOrderRefs {\n stockMarket: IStockMarket;\n symbolToStockMap: IMap;\n}\n\n/**\n * Search for all orders of a specific type and execute them if appropriate\n * @param {Stock} stock - Stock for which orders should be processed\n * @param {OrderTypes} orderType - Type of order to check (Limit/Stop buy/sell)\n * @param {PositionTypes} posType - Long or short\n * @param {IProcessOrderRefs} refs - References to objects/functions that are required for this function\n */\nexport function processOrders(\n stock: Stock,\n orderType: OrderTypes,\n posType: PositionTypes,\n refs: IProcessOrderRefs,\n): void {\n const orderBook = refs.stockMarket[\"Orders\"];\n if (orderBook == null) {\n const orders: IOrderBook = {};\n for (const name in refs.stockMarket) {\n const stock = refs.stockMarket[name];\n if (!(stock instanceof Stock)) {\n continue;\n }\n orders[stock.symbol] = [];\n }\n refs.stockMarket[\"Orders\"] = orders;\n return; // Newly created, so no orders to process\n }\n let stockOrders = orderBook[stock.symbol];\n if (stockOrders == null || !(stockOrders.constructor === Array)) {\n console.error(`Invalid Order book for ${stock.symbol} in processOrders(): ${stockOrders}`);\n stockOrders = [];\n return;\n }\n\n for (const order of stockOrders) {\n if (order.type === orderType && order.pos === posType) {\n switch (order.type) {\n case OrderTypes.LimitBuy:\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.LimitSell:\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.StopBuy:\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n case OrderTypes.StopSell:\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\n executeOrder(/*66*/ order, refs);\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\n executeOrder(/*66*/ order, refs);\n }\n break;\n default:\n console.warn(`Invalid order type: ${order.type}`);\n return;\n }\n }\n }\n}\n\n/**\n * Execute a Stop or Limit Order.\n * @param {Order} order - Order being executed\n * @param {IProcessOrderRefs} refs - References to objects/functions that are required for this function\n */\nfunction executeOrder(order: Order, refs: IProcessOrderRefs): void {\n const stock = refs.symbolToStockMap[order.stockSymbol];\n if (!(stock instanceof Stock)) {\n console.error(`Could not find stock for this order: ${order.stockSymbol}`);\n return;\n }\n const stockMarket = refs.stockMarket;\n const orderBook = stockMarket[\"Orders\"];\n const stockOrders = orderBook[stock.symbol];\n\n // When orders are executed, the buying and selling functions shouldn't\n // emit popup dialog boxes. This options object configures the functions for that\n const opts = {\n suppressDialog: true,\n };\n\n let res = true;\n let isBuy = false;\n switch (order.type) {\n case OrderTypes.LimitBuy:\n case OrderTypes.StopBuy:\n isBuy = true;\n if (order.pos === PositionTypes.Long) {\n res = buyStock(stock, order.shares, null, opts) && res;\n } else if (order.pos === PositionTypes.Short) {\n res = shortStock(stock, order.shares, null, opts) && res;\n }\n break;\n case OrderTypes.LimitSell:\n case OrderTypes.StopSell:\n if (order.pos === PositionTypes.Long) {\n res = sellStock(stock, order.shares, null, opts) && res;\n } else if (order.pos === PositionTypes.Short) {\n res = sellShort(stock, order.shares, null, opts) && res;\n }\n break;\n default:\n console.warn(`Invalid order type: ${order.type}`);\n return;\n }\n\n // Position type, for logging/message purposes\n const pos = order.pos === PositionTypes.Long ? \"Long\" : \"Short\";\n\n if (res) {\n for (let i = 0; i < stockOrders.length; ++i) {\n if (order == stockOrders[i]) {\n stockOrders.splice(i, 1);\n dialogBoxCreate(\n <>\n {order.type} for {stock.symbol} @ ({pos}) was filled (\n {numeralWrapper.formatShares(Math.round(order.shares))} shares)\n ,\n );\n return;\n }\n }\n\n console.error(\"Could not find the following Order in Order Book: \");\n console.error(order);\n } else {\n if (isBuy) {\n dialogBoxCreate(\n <>\n Failed to execute {order.type} for {stock.symbol} @ ({pos}). This is most likely\n because you do not have enough money or the order would exceed the stock's maximum number of shares\n ,\n );\n }\n }\n}\n","import { CorporationState } from \"./CorporationState\";\nimport { CorporationUnlockUpgrade, CorporationUnlockUpgrades } from \"./data/CorporationUnlockUpgrades\";\nimport { CorporationUpgrade, CorporationUpgrades } from \"./data/CorporationUpgrades\";\nimport { Warehouse } from \"./Warehouse\";\nimport { CorporationConstants } from \"./data/Constants\";\nimport { Industry } from \"./Industry\";\n\nimport { BitNodeMultipliers } from \"../BitNode/BitNodeMultipliers\";\nimport { showLiterature } from \"../Literature/LiteratureHelpers\";\nimport { LiteratureNames } from \"../Literature/data/LiteratureNames\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\nimport { isString } from \"../utils/helpers/isString\";\n\n// UI Related Imports\n\nimport Decimal from \"decimal.js\";\n\ninterface IParams {\n name?: string;\n}\n\nexport class Corporation {\n name = \"The Corporation\";\n\n //A division/business sector is represented by the object:\n divisions: Industry[] = [];\n\n //Financial stats\n funds = new Decimal(150e9);\n revenue = new Decimal(0);\n expenses = new Decimal(0);\n fundingRound = 0;\n public = false; //Publicly traded\n totalShares = CorporationConstants.INITIALSHARES; // Total existing shares\n numShares = CorporationConstants.INITIALSHARES; // Total shares owned by player\n shareSalesUntilPriceUpdate = CorporationConstants.SHARESPERPRICEUPDATE;\n shareSaleCooldown = 0; // Game cycles until player can sell shares again\n issueNewSharesCooldown = 0; // Game cycles until player can issue shares again\n dividendPercentage = 0;\n dividendTaxPercentage = 50;\n issuedShares = 0;\n sharePrice = 0;\n storedCycles = 0;\n\n unlockUpgrades: number[];\n upgrades: number[];\n upgradeMultipliers: number[];\n\n state = new CorporationState();\n\n constructor(params: IParams = {}) {\n this.name = params.name ? params.name : \"The Corporation\";\n const numUnlockUpgrades = Object.keys(CorporationUnlockUpgrades).length;\n const numUpgrades = Object.keys(CorporationUpgrades).length;\n this.unlockUpgrades = Array(numUnlockUpgrades).fill(0);\n this.upgrades = Array(numUpgrades).fill(0);\n this.upgradeMultipliers = Array(numUpgrades).fill(1);\n }\n\n addFunds(amt: number): void {\n if (!isFinite(amt)) {\n console.error(\"Trying to add invalid amount of funds. Report to a developper.\");\n return;\n }\n this.funds = this.funds.plus(amt);\n }\n\n getState(): string {\n return this.state.getState();\n }\n\n storeCycles(numCycles = 1): void {\n this.storedCycles += numCycles;\n }\n\n process(player: IPlayer): void {\n if (this.storedCycles >= CorporationConstants.CyclesPerIndustryStateCycle) {\n const state = this.getState();\n const marketCycles = 1;\n const gameCycles = marketCycles * CorporationConstants.CyclesPerIndustryStateCycle;\n this.storedCycles -= gameCycles;\n\n this.divisions.forEach((ind) => {\n ind.process(marketCycles, state, this);\n });\n\n // Process cooldowns\n if (this.shareSaleCooldown > 0) {\n this.shareSaleCooldown -= gameCycles;\n }\n if (this.issueNewSharesCooldown > 0) {\n this.issueNewSharesCooldown -= gameCycles;\n }\n\n //At the start of a new cycle, calculate profits from previous cycle\n if (state === \"START\") {\n this.revenue = new Decimal(0);\n this.expenses = new Decimal(0);\n this.divisions.forEach((ind) => {\n if (ind.lastCycleRevenue === -Infinity || ind.lastCycleRevenue === Infinity) {\n return;\n }\n if (ind.lastCycleExpenses === -Infinity || ind.lastCycleExpenses === Infinity) {\n return;\n }\n this.revenue = this.revenue.plus(ind.lastCycleRevenue);\n this.expenses = this.expenses.plus(ind.lastCycleExpenses);\n });\n const profit = this.revenue.minus(this.expenses);\n const cycleProfit = profit.times(marketCycles * CorporationConstants.SecsPerMarketCycle);\n if (isNaN(this.funds) || this.funds === Infinity || this.funds === -Infinity) {\n dialogBoxCreate(\n \"There was an error calculating your Corporations funds and they got reset to 0. \" +\n \"This is a bug. Please report to game developer.

\" +\n \"(Your funds have been set to $150b for the inconvenience)\",\n );\n this.funds = new Decimal(150e9);\n }\n\n // Process dividends\n if (this.dividendPercentage > 0 && cycleProfit > 0) {\n // Validate input again, just to be safe\n if (\n isNaN(this.dividendPercentage) ||\n this.dividendPercentage < 0 ||\n this.dividendPercentage > CorporationConstants.DividendMaxPercentage * 100\n ) {\n console.error(`Invalid Corporation dividend percentage: ${this.dividendPercentage}`);\n } else {\n const totalDividends = (this.dividendPercentage / 100) * cycleProfit;\n const retainedEarnings = cycleProfit - totalDividends;\n const dividendsPerShare = totalDividends / this.totalShares;\n const profit = this.numShares * dividendsPerShare * (1 - this.dividendTaxPercentage / 100);\n player.gainMoney(profit);\n player.recordMoneySource(profit, \"corporation\");\n this.addFunds(retainedEarnings);\n }\n } else {\n this.addFunds(cycleProfit);\n }\n\n this.updateSharePrice();\n }\n\n this.state.nextState();\n }\n }\n\n determineValuation(): number {\n let val,\n profit = this.revenue.minus(this.expenses).toNumber();\n if (this.public) {\n // Account for dividends\n if (this.dividendPercentage > 0) {\n profit *= (100 - this.dividendPercentage) / 100;\n }\n\n val = this.funds.toNumber() + profit * 85e3;\n val *= Math.pow(1.1, this.divisions.length);\n val = Math.max(val, 0);\n } else {\n val = 10e9 + Math.max(this.funds.toNumber(), 0) / 3; //Base valuation\n if (profit > 0) {\n val += profit * 315e3;\n val *= Math.pow(1.1, this.divisions.length);\n } else {\n val = 10e9 * Math.pow(1.1, this.divisions.length);\n }\n val -= val % 1e6; //Round down to nearest millionth\n }\n return val * BitNodeMultipliers.CorporationValuation;\n }\n\n getTargetSharePrice(): number {\n // Note: totalShares - numShares is not the same as issuedShares because\n // issuedShares does not account for private investors\n return this.determineValuation() / (2 * (this.totalShares - this.numShares) + 1);\n }\n\n updateSharePrice(): void {\n const targetPrice = this.getTargetSharePrice();\n if (this.sharePrice <= targetPrice) {\n this.sharePrice *= 1 + Math.random() * 0.01;\n } else {\n this.sharePrice *= 1 - Math.random() * 0.01;\n }\n if (this.sharePrice <= 0.01) {\n this.sharePrice = 0.01;\n }\n }\n\n immediatelyUpdateSharePrice(): void {\n this.sharePrice = this.getTargetSharePrice();\n }\n\n // Calculates how much money will be made and what the resulting stock price\n // will be when the player sells his/her shares\n // @return - [Player profit, final stock price, end shareSalesUntilPriceUpdate property]\n calculateShareSale(numShares: number): [number, number, number] {\n let sharesTracker = numShares;\n let sharesUntilUpdate = this.shareSalesUntilPriceUpdate;\n let sharePrice = this.sharePrice;\n let sharesSold = 0;\n let profit = 0;\n\n const maxIterations = Math.ceil(numShares / CorporationConstants.SHARESPERPRICEUPDATE);\n if (isNaN(maxIterations) || maxIterations > 10e6) {\n console.error(\n `Something went wrong or unexpected when calculating share sale. Maxiterations calculated to be ${maxIterations}`,\n );\n return [0, 0, 0];\n }\n\n for (let i = 0; i < maxIterations; ++i) {\n if (sharesTracker < sharesUntilUpdate) {\n profit += sharePrice * sharesTracker;\n sharesUntilUpdate -= sharesTracker;\n break;\n } else {\n profit += sharePrice * sharesUntilUpdate;\n sharesUntilUpdate = CorporationConstants.SHARESPERPRICEUPDATE;\n sharesTracker -= sharesUntilUpdate;\n sharesSold += sharesUntilUpdate;\n\n // Calculate what new share price would be\n sharePrice = this.determineValuation() / (2 * (this.totalShares + sharesSold - this.numShares));\n }\n }\n\n return [profit, sharePrice, sharesUntilUpdate];\n }\n\n convertCooldownToString(cd: number): string {\n // The cooldown value is based on game cycles. Convert to a simple string\n const seconds = cd / 5;\n\n const SecondsPerMinute = 60;\n const SecondsPerHour = 3600;\n\n if (seconds > SecondsPerHour) {\n return `${Math.floor(seconds / SecondsPerHour)} hour(s)`;\n } else if (seconds > SecondsPerMinute) {\n return `${Math.floor(seconds / SecondsPerMinute)} minute(s)`;\n } else {\n return `${Math.floor(seconds)} second(s)`;\n }\n }\n\n //One time upgrades that unlock new features\n unlock(upgrade: CorporationUnlockUpgrade): void {\n const upgN = upgrade[0],\n price = upgrade[1];\n while (this.unlockUpgrades.length <= upgN) {\n this.unlockUpgrades.push(0);\n }\n if (this.funds.lt(price)) {\n dialogBoxCreate(\"You don't have enough funds to unlock this!\");\n return;\n }\n this.unlockUpgrades[upgN] = 1;\n this.funds = this.funds.minus(price);\n\n // Apply effects for one-time upgrades\n if (upgN === 5) {\n this.dividendTaxPercentage -= 5;\n } else if (upgN === 6) {\n this.dividendTaxPercentage -= 10;\n }\n }\n\n //Levelable upgrades\n upgrade(upgrade: CorporationUpgrade): void {\n const upgN = upgrade[0],\n basePrice = upgrade[1],\n priceMult = upgrade[2],\n upgradeAmt = upgrade[3]; //Amount by which the upgrade multiplier gets increased (additive)\n while (this.upgrades.length <= upgN) {\n this.upgrades.push(0);\n }\n while (this.upgradeMultipliers.length <= upgN) {\n this.upgradeMultipliers.push(1);\n }\n const totalCost = basePrice * Math.pow(priceMult, this.upgrades[upgN]);\n if (this.funds.lt(totalCost)) {\n dialogBoxCreate(\"You don't have enough funds to purchase this!\");\n return;\n }\n ++this.upgrades[upgN];\n this.funds = this.funds.minus(totalCost);\n\n //Increase upgrade multiplier\n this.upgradeMultipliers[upgN] = 1 + this.upgrades[upgN] * upgradeAmt;\n\n //If storage size is being updated, update values in Warehouse objects\n if (upgN === 1) {\n for (let i = 0; i < this.divisions.length; ++i) {\n const industry = this.divisions[i];\n for (const city in industry.warehouses) {\n const warehouse = industry.warehouses[city];\n if (warehouse === 0) continue;\n if (industry.warehouses.hasOwnProperty(city) && warehouse instanceof Warehouse) {\n warehouse.updateSize(this, industry);\n }\n }\n }\n }\n }\n\n getProductionMultiplier(): number {\n const mult = this.upgradeMultipliers[0];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getStorageMultiplier(): number {\n const mult = this.upgradeMultipliers[1];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getDreamSenseGain(): number {\n const gain = this.upgradeMultipliers[2] - 1;\n return gain <= 0 ? 0 : gain;\n }\n\n getAdvertisingMultiplier(): number {\n const mult = this.upgradeMultipliers[3];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeCreMultiplier(): number {\n const mult = this.upgradeMultipliers[4];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeChaMultiplier(): number {\n const mult = this.upgradeMultipliers[5];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeIntMultiplier(): number {\n const mult = this.upgradeMultipliers[6];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getEmployeeEffMultiplier(): number {\n const mult = this.upgradeMultipliers[7];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getSalesMultiplier(): number {\n const mult = this.upgradeMultipliers[8];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n getScientificResearchMultiplier(): number {\n const mult = this.upgradeMultipliers[9];\n if (isNaN(mult) || mult < 1) {\n return 1;\n } else {\n return mult;\n }\n }\n\n // Adds the Corporation Handbook (Starter Guide) to the player's home computer.\n // This is a lit file that gives introductory info to the player\n // This occurs when the player clicks the \"Getting Started Guide\" button on the overview panel\n getStarterGuide(player: IPlayer): void {\n // Check if player already has Corporation Handbook\n const homeComp = player.getHomeComputer();\n let hasHandbook = false;\n const handbookFn = LiteratureNames.CorporationManagementHandbook;\n for (let i = 0; i < homeComp.messages.length; ++i) {\n if (isString(homeComp.messages[i]) && homeComp.messages[i] === handbookFn) {\n hasHandbook = true;\n break;\n }\n }\n\n if (!hasHandbook) {\n homeComp.messages.push(handbookFn);\n }\n showLiterature(handbookFn);\n return;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Corporation\", this);\n }\n\n /**\n * Initiatizes a Corporation object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Corporation {\n return Generic_fromJSON(Corporation, value.data);\n }\n}\n\nReviver.constructors.Corporation = Corporation;\n","import { IBladeburner } from \"./IBladeburner\";\nimport { BladeburnerConstants } from \"./data/Constants\";\nimport { Action, IActionParams } from \"./Action\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport interface IOperationParams extends IActionParams {\n reqdRank?: number;\n teamCount?: number;\n}\n\nexport class Operation extends Action {\n reqdRank = 100;\n teamCount = 0;\n\n constructor(params: IOperationParams | null = null) {\n super(params);\n if (params && params.reqdRank) this.reqdRank = params.reqdRank;\n if (params && params.teamCount) this.teamCount = params.teamCount;\n }\n\n // For actions that have teams. To be implemented by subtypes.\n getTeamSuccessBonus(inst: IBladeburner): number {\n if (this.teamCount && this.teamCount > 0) {\n this.teamCount = Math.min(this.teamCount, inst.teamSize);\n const teamMultiplier = Math.pow(this.teamCount, 0.05);\n return teamMultiplier;\n }\n\n return 1;\n }\n\n getActionTypeSkillSuccessBonus(inst: IBladeburner): number {\n return inst.skillMultipliers.successChanceOperation;\n }\n\n getChaosDifficultyBonus(inst: IBladeburner /*, params: ISuccessChanceParams*/): number {\n const city = inst.getCurrentCity();\n if (city.chaos > BladeburnerConstants.ChaosThreshold) {\n const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);\n const mult = Math.pow(diff, 0.1);\n return mult;\n }\n\n return 1;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"Operation\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Operation {\n return Generic_fromJSON(Operation, value.data);\n }\n}\n\nReviver.constructors.Operation = Operation;\n","export class PlayerOwnedAugmentation {\n level = 1;\n name = \"\";\n\n constructor(name = \"\") {\n this.name = name;\n }\n}\n\nexport interface IPlayerOwnedAugmentation {\n level: number;\n name: string;\n}\n","import { Augmentations } from \"./Augmentation/Augmentations\";\nimport { augmentationExists, initAugmentations } from \"./Augmentation/AugmentationHelpers\";\nimport { AugmentationNames } from \"./Augmentation/data/AugmentationNames\";\nimport { initBitNodeMultipliers } from \"./BitNode/BitNode\";\nimport { Bladeburner } from \"./Bladeburner/Bladeburner\";\nimport { Companies, initCompanies } from \"./Company/Companies\";\nimport { resetIndustryResearchTrees } from \"./Corporation/IndustryData\";\nimport { Programs } from \"./Programs/Programs\";\nimport { Faction } from \"./Faction/Faction\";\nimport { Factions, initFactions } from \"./Faction/Factions\";\nimport { joinFaction } from \"./Faction/FactionHelpers\";\nimport { updateHashManagerCapacity } from \"./Hacknet/HacknetHelpers\";\nimport { initMessages } from \"./Message/MessageHelpers\";\nimport { prestigeWorkerScripts } from \"./NetscriptWorker\";\nimport { Player } from \"./Player\";\nimport { Router } from \"./ui/GameRoot\";\nimport { resetPidCounter } from \"./Netscript/Pid\";\nimport { LiteratureNames } from \"./Literature/data/LiteratureNames\";\n\nimport { GetServer, AddToAllServers, initForeignServers, prestigeAllServers } from \"./Server/AllServers\";\nimport { prestigeHomeComputer } from \"./Server/ServerHelpers\";\nimport { SourceFileFlags, updateSourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { SpecialServers } from \"./Server/data/SpecialServers\";\nimport { deleteStockMarket, initStockMarket, initSymbolToStockMap } from \"./StockMarket/StockMarket\";\nimport { Terminal } from \"./Terminal\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\n\nimport Decimal from \"decimal.js\";\n\nconst BitNode8StartingMoney = 250e6;\n\n// Prestige by purchasing augmentation\nfunction prestigeAugmentation(): void {\n initBitNodeMultipliers(Player);\n\n const maintainMembership = Player.factions.filter(function (faction) {\n return Factions[faction].getInfo().keep;\n });\n Player.prestigeAugmentation();\n\n // Delete all Worker Scripts objects\n prestigeWorkerScripts();\n\n const homeComp = Player.getHomeComputer();\n // Delete all servers except home computer\n prestigeAllServers();\n\n // Reset home computer (only the programs) and add to AllServers\n AddToAllServers(homeComp);\n prestigeHomeComputer(homeComp);\n\n if (augmentationExists(AugmentationNames.Neurolink) && Augmentations[AugmentationNames.Neurolink].owned) {\n homeComp.programs.push(Programs.FTPCrackProgram.name);\n homeComp.programs.push(Programs.RelaySMTPProgram.name);\n }\n if (augmentationExists(AugmentationNames.CashRoot) && Augmentations[AugmentationNames.CashRoot].owned) {\n Player.setMoney(1e6);\n homeComp.programs.push(Programs.BruteSSHProgram.name);\n }\n if (augmentationExists(AugmentationNames.PCMatrix) && Augmentations[AugmentationNames.PCMatrix].owned) {\n homeComp.programs.push(Programs.DeepscanV1.name);\n homeComp.programs.push(Programs.AutoLink.name);\n }\n\n // Re-create foreign servers\n initForeignServers(Player.getHomeComputer());\n\n // Gain favor for Companies\n for (const member in Companies) {\n if (Companies.hasOwnProperty(member)) {\n Companies[member].gainFavor();\n }\n }\n\n // Gain favor for factions\n for (const member in Factions) {\n if (Factions.hasOwnProperty(member)) {\n Factions[member].gainFavor();\n }\n }\n\n // Stop a Terminal action if there is onerror\n if (Terminal.action !== null) {\n Terminal.finishAction(Router, Player, true);\n }\n Terminal.clear();\n\n // Re-initialize things - This will update any changes\n initFactions(); // Factions must be initialized before augmentations\n\n Player.factions = Player.factions.concat(maintainMembership);\n Player.factions.map((f) => (Factions[f].isMember = true));\n initAugmentations(); // Calls reapplyAllAugmentations() and resets Player multipliers\n Player.reapplyAllSourceFiles();\n initCompanies();\n\n // Messages\n initMessages();\n\n // Gang\n const gang = Player.gang;\n if (Player.inGang() && gang !== null) {\n const faction = Factions[gang.facName];\n if (faction instanceof Faction) {\n joinFaction(faction);\n }\n }\n\n // Cancel Bladeburner action\n if (Player.bladeburner instanceof Bladeburner) {\n Player.bladeburner.prestige();\n }\n\n // BitNode 8: Ghost of Wall Street\n if (Player.bitNodeN === 8) {\n Player.money = new Decimal(BitNode8StartingMoney);\n }\n if (Player.bitNodeN === 8 || SourceFileFlags[8] > 0) {\n Player.hasWseAccount = true;\n Player.hasTixApiAccess = true;\n }\n\n // Reset Stock market\n if (Player.hasWseAccount) {\n initStockMarket();\n initSymbolToStockMap();\n }\n\n // Red Pill\n if (augmentationExists(AugmentationNames.TheRedPill) && Augmentations[AugmentationNames.TheRedPill].owned) {\n const WorldDaemon = GetServer(SpecialServers.WorldDaemon);\n const DaedalusServer = GetServer(SpecialServers.DaedalusServer);\n if (WorldDaemon && DaedalusServer) {\n WorldDaemon.serversOnNetwork.push(DaedalusServer.hostname);\n DaedalusServer.serversOnNetwork.push(WorldDaemon.hostname);\n }\n }\n\n resetPidCounter();\n}\n\n// Prestige by destroying Bit Node and gaining a Source File\nfunction prestigeSourceFile(flume: boolean): void {\n initBitNodeMultipliers(Player);\n updateSourceFileFlags(Player);\n\n Player.prestigeSourceFile();\n prestigeWorkerScripts(); // Delete all Worker Scripts objects\n\n const homeComp = Player.getHomeComputer();\n\n // Delete all servers except home computer\n prestigeAllServers(); // Must be done before initForeignServers()\n\n // Reset home computer (only the programs) and add to AllServers\n AddToAllServers(homeComp);\n prestigeHomeComputer(homeComp);\n\n // Re-create foreign servers\n initForeignServers(Player.getHomeComputer());\n\n if (SourceFileFlags[9] >= 2) {\n homeComp.setMaxRam(128);\n } else if (SourceFileFlags[1] > 0) {\n homeComp.setMaxRam(32);\n } else {\n homeComp.setMaxRam(8);\n }\n homeComp.cpuCores = 1;\n\n // Reset favor for Companies\n for (const member in Companies) {\n if (Companies.hasOwnProperty(member)) {\n Companies[member].favor = 0;\n }\n }\n\n // Reset favor for factions\n for (const member in Factions) {\n if (Factions.hasOwnProperty(member)) {\n Factions[member].favor = 0;\n }\n }\n\n // Stop a Terminal action if there is one\n if (Terminal.action !== null) {\n Terminal.finishAction(Router, Player, true);\n }\n\n // Delete all Augmentations\n for (const name in Augmentations) {\n if (Augmentations.hasOwnProperty(name)) {\n delete Augmentations[name];\n }\n }\n\n // Give levels of NeuroFluxGoverner for Source-File 12. Must be done here before Augmentations are recalculated\n if (SourceFileFlags[12] > 0) {\n Player.augmentations.push({\n name: AugmentationNames.NeuroFluxGovernor,\n level: SourceFileFlags[12],\n });\n }\n\n // Re-initialize things - This will update any changes\n initFactions(); // Factions must be initialized before augmentations\n initAugmentations(); // Calls reapplyAllAugmentations() and resets Player multipliers\n Player.reapplyAllSourceFiles();\n initCompanies();\n\n // Messages\n initMessages();\n\n // BitNode 3: Corporatocracy\n if (Player.bitNodeN === 3) {\n homeComp.messages.push(LiteratureNames.CorporationManagementHandbook);\n dialogBoxCreate(\n \"You received a copy of the Corporation Management Handbook on your home computer. \" +\n \"Read it if you need help getting started with Corporations!\",\n );\n }\n\n // BitNode 8: Ghost of Wall Street\n if (Player.bitNodeN === 8) {\n Player.money = new Decimal(BitNode8StartingMoney);\n }\n if (Player.bitNodeN === 8 || SourceFileFlags[8] > 0) {\n Player.hasWseAccount = true;\n Player.hasTixApiAccess = true;\n }\n\n // Bit Node 10: Digital Carbon\n if (Player.bitNodeN === 10) {\n dialogBoxCreate(\"Visit VitaLife in New Tokyo if you'd like to purchase a new sleeve!\");\n }\n\n // Reset Stock market, gang, and corporation\n if (Player.hasWseAccount) {\n initStockMarket();\n initSymbolToStockMap();\n } else {\n deleteStockMarket();\n }\n\n Player.gang = null;\n Player.corporation = null;\n resetIndustryResearchTrees();\n Player.bladeburner = null;\n\n // Source-File 9 (level 3) effect\n if (SourceFileFlags[9] >= 3) {\n const hserver = Player.createHacknetServer();\n\n hserver.level = 100;\n hserver.cores = 10;\n hserver.cache = 5;\n hserver.updateHashRate(Player.hacknet_node_money_mult);\n hserver.updateHashCapacity();\n updateHashManagerCapacity(Player);\n }\n\n // Gain int exp\n if (SourceFileFlags[5] !== 0 && !flume) Player.gainIntelligenceExp(300);\n\n resetPidCounter();\n}\n\nexport { prestigeAugmentation, prestigeSourceFile };\n","import { CONSTANTS } from \"../Constants\";\nimport * as names from \"./data/companypositionnames\";\n\n/* tslint:disable:completed-docs */\n\nexport interface IConstructorParams {\n name: string;\n nextPosition: string | null;\n baseSalary: number;\n repMultiplier: number;\n\n reqdHacking?: number;\n reqdStrength?: number;\n reqdDefense?: number;\n reqdDexterity?: number;\n reqdAgility?: number;\n reqdCharisma?: number;\n reqdReputation?: number;\n\n hackingEffectiveness?: number;\n strengthEffectiveness?: number;\n defenseEffectiveness?: number;\n dexterityEffectiveness?: number;\n agilityEffectiveness?: number;\n charismaEffectiveness?: number;\n\n hackingExpGain?: number;\n strengthExpGain?: number;\n defenseExpGain?: number;\n dexterityExpGain?: number;\n agilityExpGain?: number;\n charismaExpGain?: number;\n}\n\nexport class CompanyPosition {\n /**\n * Position title\n */\n name: string;\n\n /**\n * Title of next position to be promoted to\n */\n nextPosition: string | null;\n\n /**\n * Base salary for this position ($ per 200ms game cycle)\n * Will be multiplier by a company-specific multiplier for final salary\n */\n baseSalary: number;\n\n /**\n * Reputation multiplier\n */\n repMultiplier: number;\n\n /**\n * Required stats to earn this position\n */\n requiredAgility: number;\n requiredCharisma: number;\n requiredDefense: number;\n requiredDexterity: number;\n requiredHacking: number;\n requiredStrength: number;\n\n /**\n * Required company reputation to earn this position\n */\n requiredReputation: number;\n\n /**\n * Effectiveness of each stat time for job performance\n */\n hackingEffectiveness: number;\n strengthEffectiveness: number;\n defenseEffectiveness: number;\n dexterityEffectiveness: number;\n agilityEffectiveness: number;\n charismaEffectiveness: number;\n\n /**\n * Experience gain for performing job (per 200ms game cycle)\n */\n hackingExpGain: number;\n strengthExpGain: number;\n defenseExpGain: number;\n dexterityExpGain: number;\n agilityExpGain: number;\n charismaExpGain: number;\n\n constructor(p: IConstructorParams) {\n this.name = p.name;\n this.nextPosition = p.nextPosition;\n this.baseSalary = p.baseSalary;\n this.repMultiplier = p.repMultiplier;\n\n this.requiredHacking = p.reqdHacking != null ? p.reqdHacking : 0;\n this.requiredStrength = p.reqdStrength != null ? p.reqdStrength : 0;\n this.requiredDefense = p.reqdDefense != null ? p.reqdDefense : 0;\n this.requiredDexterity = p.reqdDexterity != null ? p.reqdDexterity : 0;\n this.requiredAgility = p.reqdAgility != null ? p.reqdAgility : 0;\n this.requiredCharisma = p.reqdCharisma != null ? p.reqdCharisma : 0;\n this.requiredReputation = p.reqdReputation != null ? p.reqdReputation : 0;\n\n this.hackingEffectiveness = p.hackingEffectiveness != null ? p.hackingEffectiveness : 0;\n this.strengthEffectiveness = p.strengthEffectiveness != null ? p.strengthEffectiveness : 0;\n this.defenseEffectiveness = p.defenseEffectiveness != null ? p.defenseEffectiveness : 0;\n this.dexterityEffectiveness = p.dexterityEffectiveness != null ? p.dexterityEffectiveness : 0;\n this.agilityEffectiveness = p.agilityEffectiveness != null ? p.agilityEffectiveness : 0;\n this.charismaEffectiveness = p.charismaEffectiveness != null ? p.charismaEffectiveness : 0;\n\n if (\n Math.round(\n this.hackingEffectiveness +\n this.strengthEffectiveness +\n this.defenseEffectiveness +\n this.dexterityEffectiveness +\n this.agilityEffectiveness +\n this.charismaEffectiveness,\n ) !== 100\n ) {\n console.error(`CompanyPosition ${this.name} parameters do not sum to 100`);\n }\n\n this.hackingExpGain = p.hackingExpGain != null ? p.hackingExpGain : 0;\n this.strengthExpGain = p.strengthExpGain != null ? p.strengthExpGain : 0;\n this.defenseExpGain = p.defenseExpGain != null ? p.defenseExpGain : 0;\n this.dexterityExpGain = p.dexterityExpGain != null ? p.dexterityExpGain : 0;\n this.agilityExpGain = p.agilityExpGain != null ? p.agilityExpGain : 0;\n this.charismaExpGain = p.charismaExpGain != null ? p.charismaExpGain : 0;\n }\n\n calculateJobPerformance(hack: number, str: number, def: number, dex: number, agi: number, cha: number): number {\n const hackRatio: number = (this.hackingEffectiveness * hack) / CONSTANTS.MaxSkillLevel;\n const strRatio: number = (this.strengthEffectiveness * str) / CONSTANTS.MaxSkillLevel;\n const defRatio: number = (this.defenseEffectiveness * def) / CONSTANTS.MaxSkillLevel;\n const dexRatio: number = (this.dexterityEffectiveness * dex) / CONSTANTS.MaxSkillLevel;\n const agiRatio: number = (this.agilityEffectiveness * agi) / CONSTANTS.MaxSkillLevel;\n const chaRatio: number = (this.charismaEffectiveness * cha) / CONSTANTS.MaxSkillLevel;\n\n let reputationGain: number =\n (this.repMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio)) / 100;\n if (isNaN(reputationGain)) {\n console.error(\"Company reputation gain calculated to be NaN\");\n reputationGain = 0;\n }\n\n return reputationGain;\n }\n\n isSoftwareJob(): boolean {\n return names.SoftwareCompanyPositions.includes(this.name);\n }\n\n isITJob(): boolean {\n return names.ITCompanyPositions.includes(this.name);\n }\n\n isSecurityEngineerJob(): boolean {\n return names.SecurityEngineerCompanyPositions.includes(this.name);\n }\n\n isNetworkEngineerJob(): boolean {\n return names.NetworkEngineerCompanyPositions.includes(this.name);\n }\n\n isBusinessJob(): boolean {\n return names.BusinessCompanyPositions.includes(this.name);\n }\n\n isSecurityJob(): boolean {\n return names.SecurityCompanyPositions.includes(this.name);\n }\n\n isAgentJob(): boolean {\n return names.AgentCompanyPositions.includes(this.name);\n }\n\n isSoftwareConsultantJob(): boolean {\n return names.SoftwareConsultantCompanyPositions.includes(this.name);\n }\n\n isBusinessConsultantJob(): boolean {\n return names.BusinessConsultantCompanyPositions.includes(this.name);\n }\n\n isPartTimeJob(): boolean {\n return names.PartTimeCompanyPositions.includes(this.name);\n }\n}\n","import React from \"react\";\nimport { SourceFile } from \"./SourceFile\";\nimport { IMap } from \"../types\";\n\nexport const SourceFiles: IMap = {};\n\nSourceFiles[\"SourceFile1\"] = new SourceFile(\n 1,\n (\n <>\n This Source-File lets the player start with 32GB of RAM on his/her home computer. It also increases all of the\n player's multipliers by:\n
\n
\n Level 1: 16%\n
\n Level 2: 24%\n
\n Level 3: 28%\n \n ),\n);\nSourceFiles[\"SourceFile2\"] = new SourceFile(\n 2,\n (\n <>\n This Source-File allows you to form gangs in other BitNodes once your karma decreases to a certain value. It also\n increases the player's crime success rate, crime money, and charisma multipliers by:\n
\n
\n Level 1: 24%\n
\n Level 2: 36%\n
\n Level 3: 42%\n \n ),\n);\nSourceFiles[\"SourceFile3\"] = new SourceFile(\n 3,\n (\n <>\n This Source-File lets you create corporations on other BitNodes (although some BitNodes will disable this\n mechanic). This Source-File also increases your charisma and company salary multipliers by:\n
\n Level 1: 8%\n
\n Level 2: 12%\n
\n Level 3: 14%\n \n ),\n);\nSourceFiles[\"SourceFile4\"] = new SourceFile(\n 4,\n (\n <>\n This Source-File lets you access and use the Singularity Functions in every BitNode. Every level of this\n Source-File opens up more of the Singularity Functions you can use.\n \n ),\n);\nSourceFiles[\"SourceFile5\"] = new SourceFile(\n 5,\n (\n <>\n This Source-File grants a special new stat called Intelligence. Intelligence is unique because it is permanent and\n persistent (it never gets reset back to 1). However, gaining Intelligence experience is much slower than other\n stats, and it is also hidden (you won't know when you gain experience and how much). Higher Intelligence levels\n will boost your production for many actions in the game. In addition, this Source-File will unlock the\n getBitNodeMultipliers() and getServer() Netscript functions, as well as the formulas API, and will raise all of\n your hacking-related multipliers by:\n
\n
\n Level 1: 8%\n
\n Level 2: 12%\n
\n Level 3: 14%\n \n ),\n);\nSourceFiles[\"SourceFile6\"] = new SourceFile(\n 6,\n (\n <>\n This Source-File allows you to access the NSA's Bladeburner Division in other BitNodes. In addition, this\n Source-File will raise both the level and experience gain rate of all your combat stats by:\n
\n
\n Level 1: 8%\n
\n Level 2: 12%\n
\n Level 3: 14%\n \n ),\n);\nSourceFiles[\"SourceFile7\"] = new SourceFile(\n 7,\n (\n <>\n This Source-File allows you to access the Bladeburner Netscript API in other BitNodes. In addition, this\n Source-File will increase all of your Bladeburner multipliers by:\n
\n
\n Level 1: 8%\n
\n Level 2: 12%\n
\n Level 3: 14%\n \n ),\n);\nSourceFiles[\"SourceFile8\"] = new SourceFile(\n 8,\n (\n <>\n This Source-File grants the following benefits:\n
\n
\n Level 1: Permanent access to WSE and TIX API\n
\n Level 2: Ability to short stocks in other BitNodes\n
\n Level 3: Ability to use limit/stop orders in other BitNodes\n
\n
\n This Source-File also increases your hacking growth multipliers by:\n
\n Level 1: 12%\n
\n Level 2: 18%\n
\n Level 3: 21%\n \n ),\n);\nSourceFiles[\"SourceFile9\"] = new SourceFile(\n 9,\n (\n <>\n This Source-File grants the following benefits:\n
\n
\n Level 1: Permanently unlocks the Hacknet Server in other BitNodes\n
\n Level 2: You start with 128GB of RAM on your home computer when entering a new BitNode\n
\n Level 3: Grants a highly-upgraded Hacknet Server when entering a new BitNode\n
\n
\n (Note that the Level 3 effect of this Source-File only applies when entering a new BitNode, NOT when installing\n Augmentations)\n
\n
\n This Source-File also increases your hacknet multipliers by:\n
\n Level 1: 8%\n
\n Level 2: 12%\n
\n Level 3: 14%\n \n ),\n);\nSourceFiles[\"SourceFile10\"] = new SourceFile(\n 10,\n (\n <>\n This Source-File unlocks Sleeve technology in other BitNodes. Each level of this Source-File also grants you a\n Duplicate Sleeve\n \n ),\n);\nSourceFiles[\"SourceFile11\"] = new SourceFile(\n 11,\n (\n <>\n This Source-File makes it so that company favor increases BOTH the player's salary and reputation gain rate at\n that company by 1% per favor (rather than just the reputation gain). This Source-File also increases the player's\n company salary and reputation gain multipliers by:\n
\n
\n Level 1: 32%\n
\n Level 2: 48%\n
\n Level 3: 56%\n
\n
\n It also reduces the price increase for every aug bought by:\n
\n
\n Level 1: 4%\n
\n Level 2: 6%\n
\n Level 3: 7%\n \n ),\n);\nSourceFiles[\"SourceFile12\"] = new SourceFile(\n 12,\n <>This Source-File lets the player start with Neuroflux Governor equal to the level of this Source-File.,\n);\n","/**\n * Class representing a Script instance that is actively running.\n * A Script can have multiple active instances\n */\nimport { Script } from \"./Script\";\nimport { Settings } from \"../Settings/Settings\";\nimport { IMap } from \"../types\";\nimport { Terminal } from \"../Terminal\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { getTimestamp } from \"../utils/helpers/getTimestamp\";\n\nexport class RunningScript {\n // Script arguments\n args: any[] = [];\n\n // Map of [key: hostname] -> Hacking data. Used for offline progress calculations.\n // Hacking data format: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\n dataMap: IMap = {};\n\n // Script filename\n filename = \"\";\n\n // This script's logs. An array of log entries\n logs: string[] = [];\n\n // Flag indicating whether the logs have been updated since\n // the last time the UI was updated\n logUpd = false;\n\n // Total amount of hacking experience earned from this script when offline\n offlineExpGained = 0;\n\n // Total amount of money made by this script when offline\n offlineMoneyMade = 0;\n\n // Number of seconds that the script has been running offline\n offlineRunningTime = 0.01;\n\n // Total amount of hacking experience earned from this script when online\n onlineExpGained = 0;\n\n // Total amount of money made by this script when online\n onlineMoneyMade = 0;\n\n // Number of seconds that this script has been running online\n onlineRunningTime = 0.01;\n\n // Process ID. Must be an integer and equals the PID of corresponding WorkerScript\n pid = -1;\n\n // How much RAM this script uses for ONE thread\n ramUsage = 0;\n\n // hostname of the server on which this script is running\n server = \"\";\n\n // Number of threads that this script is running with\n threads = 1;\n\n constructor(script: Script | null = null, args: any[] = []) {\n if (script == null) {\n return;\n }\n this.filename = script.filename;\n this.args = args;\n this.server = script.server;\n this.ramUsage = script.ramUsage;\n }\n\n log(txt: string): void {\n if (this.logs.length > Settings.MaxLogCapacity) {\n this.logs.shift();\n }\n\n let logEntry = txt;\n if (Settings.EnableTimestamps) {\n logEntry = \"[\" + getTimestamp() + \"] \" + logEntry;\n }\n\n this.logs.push(logEntry);\n this.logUpd = true;\n }\n\n displayLog(): void {\n for (let i = 0; i < this.logs.length; ++i) {\n Terminal.print(this.logs[i]);\n }\n }\n\n clearLog(): void {\n this.logs.length = 0;\n }\n\n // Update the moneyStolen and numTimesHack maps when hacking\n recordHack(hostname: string, moneyGained: number, n = 1): void {\n if (this.dataMap[hostname] == null || this.dataMap[hostname].constructor !== Array) {\n this.dataMap[hostname] = [0, 0, 0, 0];\n }\n this.dataMap[hostname][0] += moneyGained;\n this.dataMap[hostname][1] += n;\n }\n\n // Update the grow map when calling grow()\n recordGrow(hostname: string, n = 1): void {\n if (this.dataMap[hostname] == null || this.dataMap[hostname].constructor !== Array) {\n this.dataMap[hostname] = [0, 0, 0, 0];\n }\n this.dataMap[hostname][2] += n;\n }\n\n // Update the weaken map when calling weaken() {\n recordWeaken(hostname: string, n = 1): void {\n if (this.dataMap[hostname] == null || this.dataMap[hostname].constructor !== Array) {\n this.dataMap[hostname] = [0, 0, 0, 0];\n }\n this.dataMap[hostname][3] += n;\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"RunningScript\", this);\n }\n\n // Initializes a RunningScript Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): RunningScript {\n return Generic_fromJSON(RunningScript, value.data);\n }\n}\n\nReviver.constructors.RunningScript = RunningScript;\n","import React from \"react\";\n\nimport { IBladeburner } from \"../IBladeburner\";\nimport { BlackOperation } from \"../BlackOperation\";\nimport { use } from \"../../ui/Context\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n type: number;\n name: string;\n rerender: () => void;\n}\nexport function StartButton(props: IProps): React.ReactElement {\n const player = use.Player();\n const action = props.bladeburner.getActionObject({ name: props.name, type: props.type });\n if (action == null) {\n throw new Error(\"Failed to get Operation Object for: \" + props.name);\n }\n let disabled = false;\n if (action.count < 1) {\n disabled = true;\n }\n if (props.name === \"Raid\" && props.bladeburner.getCurrentCity().comms === 0) {\n disabled = true;\n }\n\n if (action instanceof BlackOperation && props.bladeburner.rank < action.reqdRank) {\n disabled = true;\n }\n function onStart(): void {\n if (disabled) return;\n props.bladeburner.action.type = props.type;\n props.bladeburner.action.name = props.name;\n props.bladeburner.startAction(player, props.bladeburner.action);\n props.rerender();\n }\n\n return (\n \n );\n}\n","interface RNG {\n random(): number;\n}\n\n/*\n * very bad RNG, meant to be used as introduction to RNG manipulation. It has a\n * period of 1024.\n */\nclass RNG0 implements RNG {\n x: number;\n m = 1024;\n a = 341;\n c = 1;\n\n constructor() {\n this.x = 0;\n this.reset();\n }\n\n step(): void {\n this.x = (this.a * this.x + this.c) % this.m;\n }\n\n random(): number {\n this.step();\n return this.x / this.m;\n }\n\n reset(): void {\n this.x = new Date().getTime() % this.m;\n }\n}\n\nexport const BadRNG: RNG0 = new RNG0();\n\n/*\n * Wichmann–Hill PRNG\n * The period is 6e12.\n */\nexport class WHRNG implements RNG {\n s1 = 0;\n s2 = 0;\n s3 = 0;\n\n constructor(totalPlaytime: number) {\n // This one is seeded by the players total play time.\n const v: number = (totalPlaytime / 1000) % 30000;\n this.s1 = v;\n this.s2 = v;\n this.s3 = v;\n }\n\n step(): void {\n this.s1 = (171 * this.s1) % 30269;\n this.s2 = (172 * this.s2) % 30307;\n this.s3 = (170 * this.s3) % 30323;\n }\n\n random(): number {\n this.step();\n return (this.s1 / 30269.0 + this.s2 / 30307.0 + this.s3 / 30323.0) % 1.0;\n }\n}\n","/**\n * Class representing a script file.\n *\n * This does NOT represent a script that is actively running and\n * being evaluated. See RunningScript for that\n */\nimport { calculateRamUsage } from \"./RamCalculations\";\nimport { ScriptUrl } from \"./ScriptUrl\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { roundToTwo } from \"../utils/helpers/roundToTwo\";\n\nlet globalModuleSequenceNumber = 0;\n\nexport class Script {\n // Code for this script\n code = \"\";\n\n // Filename for the script file\n filename = \"\";\n\n // url of the script if any, only for NS2.\n url = \"\";\n\n // The dynamic module generated for this script when it is run.\n // This is only applicable for NetscriptJS\n module: any = \"\";\n\n // The timestamp when when the script was last updated.\n moduleSequenceNumber: number;\n\n // Only used with NS2 scripts; the list of dependency script filenames. This is constructed\n // whenever the script is first evaluated, and therefore may be out of date if the script\n // has been updated since it was last run.\n dependencies: ScriptUrl[] = [];\n\n // Amount of RAM this Script requres to run\n ramUsage = 0;\n\n // hostname of server that this script is on.\n server = \"\";\n\n constructor(fn = \"\", code = \"\", server = \"\", otherScripts: Script[] = []) {\n this.filename = fn;\n this.code = code;\n this.ramUsage = 0;\n this.server = server; // hostname of server this script is on\n this.module = \"\";\n this.moduleSequenceNumber = ++globalModuleSequenceNumber;\n if (this.code !== \"\") {\n this.updateRamUsage(otherScripts);\n }\n }\n\n /**\n * Download the script as a file\n */\n download(): void {\n const filename = this.filename + \".js\";\n const file = new Blob([this.code], { type: \"text/plain\" });\n const navigator = window.navigator as any;\n if (navigator.msSaveOrOpenBlob) {\n // IE10+\n navigator.msSaveOrOpenBlob(file, filename);\n } else {\n // Others\n const a = document.createElement(\"a\"),\n url = URL.createObjectURL(file);\n a.href = url;\n a.download = filename;\n document.body.appendChild(a);\n a.click();\n setTimeout(function () {\n document.body.removeChild(a);\n window.URL.revokeObjectURL(url);\n }, 0);\n }\n }\n\n /**\n * Marks this script as having been updated. It will be recompiled next time something tries\n * to exec it.\n */\n markUpdated(): void {\n this.module = \"\";\n this.moduleSequenceNumber = ++globalModuleSequenceNumber;\n }\n\n /**\n * Save a script from the script editor\n * @param {string} code - The new contents of the script\n * @param {Script[]} otherScripts - Other scripts on the server. Used to process imports\n */\n saveScript(filename: string, code: string, hostname: string, otherScripts: Script[]): void {\n // Update code and filename\n this.code = code.replace(/^\\s+|\\s+$/g, \"\");\n\n this.filename = filename;\n this.server = hostname;\n this.updateRamUsage(otherScripts);\n this.markUpdated();\n }\n\n /**\n * Calculates and updates the script's RAM usage based on its code\n * @param {Script[]} otherScripts - Other scripts on the server. Used to process imports\n */\n async updateRamUsage(otherScripts: Script[]): Promise {\n const res = await calculateRamUsage(this.code, otherScripts);\n if (res > 0) {\n this.ramUsage = roundToTwo(res);\n }\n this.markUpdated();\n }\n\n imports(): string[] {\n return [];\n }\n\n // Serialize the current object to a JSON save state\n toJSON(): any {\n return Generic_toJSON(\"Script\", this);\n }\n\n // Initializes a Script Object from a JSON save state\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Script {\n return Generic_fromJSON(Script, value.data);\n }\n}\n\nReviver.constructors.Script = Script;\n","/**\n * This is a central class for storing and managing the player's hashes,\n * which are generated by Hacknet Servers\n *\n * It is also used to keep track of what upgrades the player has bought with\n * his hashes, and contains method for grabbing the data/multipliers from\n * those upgrades\n */\nimport { HashUpgrades } from \"./HashUpgrades\";\nimport { HashUpgrade } from \"./HashUpgrade\";\n\nimport { IMap } from \"../types\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class HashManager {\n // Max number of hashes this can hold. Equal to the sum of capacities of\n // all Hacknet Servers\n capacity = 0;\n\n // Number of hashes currently in storage\n hashes = 0;\n\n // Map of Hash Upgrade Name -> levels in that upgrade\n upgrades: IMap = {};\n\n constructor() {\n for (const name in HashUpgrades) {\n this.upgrades[name] = 0;\n }\n }\n\n /**\n * Generic helper function for getting a multiplier from a HashUpgrade\n */\n getMult(upgName: string): number {\n const upg = HashUpgrades[upgName];\n const currLevel = this.upgrades[upgName];\n if (upg == null || currLevel == null) {\n console.error(`Could not find Hash Study upgrade`);\n return 1;\n }\n\n return 1 + (upg.value * currLevel) / 100;\n }\n\n /**\n * One of the Hash upgrades improves studying. This returns that multiplier\n */\n getStudyMult(): number {\n const upgName = \"Improve Studying\";\n\n return this.getMult(upgName);\n }\n\n /**\n * One of the Hash upgrades improves gym training. This returns that multiplier\n */\n getTrainingMult(): number {\n const upgName = \"Improve Gym Training\";\n\n return this.getMult(upgName);\n }\n\n getUpgrade(upgName: string): HashUpgrade | null {\n const upg = HashUpgrades[upgName];\n if (!upg) {\n console.error(`Invalid Upgrade Name given to HashManager.getUpgrade(): ${upgName}`);\n return null;\n }\n return upg;\n }\n\n /**\n * Get the cost (in hashes) of an upgrade\n */\n getUpgradeCost(upgName: string): number {\n const upg = this.getUpgrade(upgName);\n const currLevel = this.upgrades[upgName];\n if (upg == null || currLevel == null) {\n console.error(`Invalid Upgrade Name given to HashManager.getUpgradeCost(): ${upgName}`);\n return Infinity;\n }\n\n return upg.getCost(currLevel);\n }\n\n prestige(): void {\n for (const name in HashUpgrades) {\n this.upgrades[name] = 0;\n }\n this.hashes = 0;\n\n // When prestiging, player's hacknet nodes are always reset. So capacity = 0\n this.updateCapacity(0);\n }\n\n /**\n * Reverts an upgrade and refunds the hashes used to buy it\n */\n refundUpgrade(upgName: string): void {\n const upg = HashUpgrades[upgName];\n\n // Reduce the level first, so we get the right cost\n --this.upgrades[upgName];\n\n const currLevel = this.upgrades[upgName];\n if (upg == null || currLevel == null || currLevel < 0) {\n console.error(`Invalid Upgrade Name given to HashManager.upgrade(): ${upgName}`);\n return;\n }\n\n const cost = upg.getCost(currLevel);\n this.hashes += cost;\n }\n\n storeHashes(numHashes: number): void {\n this.hashes += numHashes;\n this.hashes = Math.min(this.hashes, this.capacity);\n }\n\n updateCapacity(newCap: number): void {\n if (newCap < 0) {\n this.capacity = 0;\n }\n this.capacity = Math.max(newCap, 0);\n }\n\n /**\n * Returns boolean indicating whether or not the upgrade was successfully purchased\n * Note that this does NOT actually implement the effect\n */\n upgrade(upgName: string): boolean {\n const upg = HashUpgrades[upgName];\n if (upg == null) {\n console.error(`Invalid Upgrade Name given to HashManager.upgrade(): ${upgName}`);\n return false;\n }\n\n const cost = this.getUpgradeCost(upgName);\n\n if (this.hashes < cost) {\n return false;\n }\n\n this.hashes -= cost;\n ++this.upgrades[upgName];\n\n return true;\n }\n\n //Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"HashManager\", this);\n }\n\n // Initiatizes a HashManager object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): HashManager {\n return Generic_fromJSON(HashManager, value.data);\n }\n}\n\nReviver.constructors.HashManager = HashManager;\n","import {\n CodingContract,\n CodingContractRewardType,\n CodingContractTypes,\n ICodingContractReward,\n} from \"./CodingContracts\";\nimport { Factions } from \"./Faction/Factions\";\nimport { Player } from \"./Player\";\nimport { GetServer, GetAllServers } from \"./Server/AllServers\";\nimport { SpecialServers } from \"./Server/data/SpecialServers\";\nimport { Server } from \"./Server/Server\";\nimport { BaseServer } from \"./Server/BaseServer\";\n\nimport { getRandomInt } from \"./utils/helpers/getRandomInt\";\n\nexport function generateRandomContract(): void {\n // First select a random problem type\n const problemType = getRandomProblemType();\n\n // Then select a random reward type. 'Money' will always be the last reward type\n const reward = getRandomReward();\n\n // Choose random server\n const randServer = getRandomServer();\n\n const contractFn = getRandomFilename(randServer, reward);\n const contract = new CodingContract(contractFn, problemType, reward);\n\n randServer.addContract(contract);\n}\n\nexport function generateRandomContractOnHome(): void {\n // First select a random problem type\n const problemType = getRandomProblemType();\n\n // Then select a random reward type. 'Money' will always be the last reward type\n const reward = getRandomReward();\n\n // Choose random server\n const serv = Player.getHomeComputer();\n\n const contractFn = getRandomFilename(serv, reward);\n const contract = new CodingContract(contractFn, problemType, reward);\n\n serv.addContract(contract);\n}\n\ninterface IGenerateContractParams {\n problemType?: string;\n server?: string;\n fn?: string;\n}\n\nexport function generateContract(params: IGenerateContractParams): void {\n // Problem Type\n let problemType;\n const problemTypes = Object.keys(CodingContractTypes);\n if (params.problemType != null && problemTypes.includes(params.problemType)) {\n problemType = params.problemType;\n } else {\n problemType = getRandomProblemType();\n }\n\n // Reward Type - This is always random for now\n const reward = getRandomReward();\n\n // Server\n let server;\n if (params.server != null) {\n server = GetServer(params.server);\n if (server == null) {\n server = getRandomServer();\n }\n } else {\n server = getRandomServer();\n }\n\n // Filename\n let fn;\n if (params.fn != null) {\n fn = params.fn;\n } else {\n fn = getRandomFilename(server, reward);\n }\n\n const contract = new CodingContract(fn, problemType, reward);\n server.addContract(contract);\n}\n\n// Ensures that a contract's reward type is valid\nfunction sanitizeRewardType(rewardType: CodingContractRewardType): CodingContractRewardType {\n let type = rewardType; // Create copy\n\n const factionsThatAllowHacking = Player.factions.filter((fac) => {\n try {\n return Factions[fac].getInfo().offerHackingWork;\n } catch (e) {\n console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);\n return false;\n }\n });\n if (type === CodingContractRewardType.FactionReputation && factionsThatAllowHacking.length === 0) {\n type = CodingContractRewardType.CompanyReputation;\n }\n if (type === CodingContractRewardType.FactionReputationAll && factionsThatAllowHacking.length === 0) {\n type = CodingContractRewardType.CompanyReputation;\n }\n if (type === CodingContractRewardType.CompanyReputation && Object.keys(Player.jobs).length === 0) {\n type = CodingContractRewardType.Money;\n }\n\n return type;\n}\n\nfunction getRandomProblemType(): string {\n const problemTypes = Object.keys(CodingContractTypes);\n const randIndex = getRandomInt(0, problemTypes.length - 1);\n\n return problemTypes[randIndex];\n}\n\nfunction getRandomReward(): ICodingContractReward {\n const reward: ICodingContractReward = {\n name: \"\",\n type: getRandomInt(0, CodingContractRewardType.Money),\n };\n reward.type = sanitizeRewardType(reward.type);\n\n // Add additional information based on the reward type\n const factionsThatAllowHacking = Player.factions.filter((fac) => {\n try {\n return Factions[fac].getInfo().offerHackingWork;\n } catch (e) {\n console.error(`Error when trying to filter Hacking Factions for Coding Contract Generation: ${e}`);\n return false;\n }\n });\n\n switch (reward.type) {\n case CodingContractRewardType.FactionReputation: {\n // Get a random faction that player is a part of. That\n // faction must allow hacking contracts\n const numFactions = factionsThatAllowHacking.length;\n const randFaction = factionsThatAllowHacking[getRandomInt(0, numFactions - 1)];\n reward.name = randFaction;\n break;\n }\n case CodingContractRewardType.CompanyReputation: {\n const allJobs = Object.keys(Player.jobs);\n if (allJobs.length > 0) {\n reward.name = allJobs[getRandomInt(0, allJobs.length - 1)];\n } else {\n reward.type = CodingContractRewardType.Money;\n }\n break;\n }\n default:\n break;\n }\n\n return reward;\n}\n\nfunction getRandomServer(): BaseServer {\n const servers = GetAllServers();\n let randIndex = getRandomInt(0, servers.length - 1);\n let randServer = servers[randIndex];\n\n // An infinite loop shouldn't ever happen, but to be safe we'll use\n // a for loop with a limited number of tries\n for (let i = 0; i < 200; ++i) {\n if (\n randServer instanceof Server &&\n !randServer.purchasedByPlayer &&\n randServer.hostname !== SpecialServers.WorldDaemon\n ) {\n break;\n }\n randIndex = getRandomInt(0, servers.length - 1);\n randServer = servers[randIndex];\n }\n\n return randServer;\n}\n\nfunction getRandomFilename(server: BaseServer, reward: ICodingContractReward): string {\n let contractFn = `contract-${getRandomInt(0, 1e6)}`;\n\n for (let i = 0; i < 1000; ++i) {\n if (\n server.contracts.filter((c: CodingContract) => {\n return c.fn === contractFn;\n }).length <= 0\n ) {\n break;\n }\n contractFn = `contract-${getRandomInt(0, 1e6)}`;\n }\n\n if (reward.name) {\n contractFn += `-${reward.name.replace(/\\s/g, \"\")}`;\n }\n\n return contractFn;\n}\n","import { EventEmitter } from \"../../utils/EventEmitter\";\nexport const ITutorialEvents = new EventEmitter<[]>();\n","import { Crimes } from \"./Crimes\";\nimport { Crime } from \"./Crime\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nexport function determineCrimeSuccess(p: IPlayer, type: string): boolean {\n let chance = 0;\n let found = false;\n for (const i in Crimes) {\n const crime = Crimes[i];\n if (crime.type == type) {\n chance = crime.successRate(p);\n found = true;\n break;\n }\n }\n\n if (!found) {\n dialogBoxCreate(`ERR: Unrecognized crime type: ${type} This is probably a bug please contact the developer`);\n return false;\n }\n\n if (Math.random() <= chance) {\n //Success\n return true;\n } else {\n //Failure\n return false;\n }\n}\n\nexport function findCrime(roughName: string): Crime | null {\n if (roughName.includes(\"shoplift\")) {\n return Crimes.Shoplift;\n } else if (roughName.includes(\"rob\") && roughName.includes(\"store\")) {\n return Crimes.RobStore;\n } else if (roughName.includes(\"mug\")) {\n return Crimes.Mug;\n } else if (roughName.includes(\"larceny\")) {\n return Crimes.Larceny;\n } else if (roughName.includes(\"drugs\")) {\n return Crimes.DealDrugs;\n } else if (roughName.includes(\"bond\") && roughName.includes(\"forge\")) {\n return Crimes.BondForgery;\n } else if (roughName.includes(\"traffick\") && roughName.includes(\"arms\")) {\n return Crimes.TraffickArms;\n } else if (roughName.includes(\"homicide\")) {\n return Crimes.Homicide;\n } else if (roughName.includes(\"grand\") && roughName.includes(\"auto\")) {\n return Crimes.GrandTheftAuto;\n } else if (roughName.includes(\"kidnap\")) {\n return Crimes.Kidnap;\n } else if (roughName.includes(\"assassinate\") || roughName.includes(\"assassination\")) {\n return Crimes.Assassination;\n } else if (roughName.includes(\"heist\")) {\n return Crimes.Heist;\n }\n\n return null;\n}\n","import { Factions } from \"./Faction/Factions\";\nimport { IPlayer } from \"./PersonObjects/IPlayer\";\n\nexport let LastExportBonus = 0;\n\nconst bonusTimer = 24 * 60 * 60 * 1000; // 24h\nexport function canGetBonus(): boolean {\n const now = new Date().getTime();\n if (now - LastExportBonus > bonusTimer) return true;\n return false;\n}\n\nexport function onExport(p: IPlayer): void {\n if (!canGetBonus()) return;\n for (const facName of p.factions) {\n Factions[facName].favor++;\n }\n LastExportBonus = new Date().getTime();\n}\n\nexport function setLastExportBonus(unixTime: number): void {\n LastExportBonus = unixTime;\n}\n","import { EmployeePositions } from \"./EmployeePositions\";\nimport { CorporationConstants } from \"./data/Constants\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { generateRandomString } from \"../utils/StringHelperFunctions\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { Employee } from \"./Employee\";\nimport { IIndustry } from \"./IIndustry\";\nimport { ICorporation } from \"./ICorporation\";\n\ninterface IParams {\n loc?: string;\n size?: number;\n}\n\nexport class OfficeSpace {\n loc: string;\n size: number;\n minEne = 0;\n maxEne = 100;\n minHap = 0;\n maxHap = 100;\n maxMor = 100;\n employees: Employee[] = [];\n employeeProd: { [key: string]: number } = {\n [EmployeePositions.Operations]: 0,\n [EmployeePositions.Engineer]: 0,\n [EmployeePositions.Business]: 0,\n [EmployeePositions.Management]: 0,\n [EmployeePositions.RandD]: 0,\n total: 0,\n };\n\n constructor(params: IParams = {}) {\n this.loc = params.loc ? params.loc : \"\";\n this.size = params.size ? params.size : 1;\n }\n\n atCapacity(): boolean {\n return this.employees.length >= this.size;\n }\n\n process(marketCycles = 1, corporation: ICorporation, industry: IIndustry): number {\n // HRBuddy AutoRecruitment and training\n if (industry.hasResearch(\"HRBuddy-Recruitment\") && !this.atCapacity()) {\n const emp = this.hireRandomEmployee();\n if (industry.hasResearch(\"HRBuddy-Training\") && emp !== undefined) {\n emp.pos = EmployeePositions.Training;\n }\n }\n\n // Process Office properties\n this.maxEne = 100;\n this.maxHap = 100;\n this.maxMor = 100;\n if (industry.hasResearch(\"Go-Juice\")) {\n this.maxEne += 10;\n }\n if (industry.hasResearch(\"JoyWire\")) {\n this.maxHap += 10;\n }\n if (industry.hasResearch(\"Sti.mu\")) {\n this.maxMor += 10;\n }\n\n // Calculate changes in Morale/Happiness/Energy for Employees\n let perfMult = 1; //Multiplier for employee morale/happiness/energy based on company performance\n if (corporation.funds < 0 && industry.lastCycleRevenue < 0) {\n perfMult = Math.pow(0.99, marketCycles);\n } else if (corporation.funds > 0 && industry.lastCycleRevenue > 0) {\n perfMult = Math.pow(1.01, marketCycles);\n }\n\n const hasAutobrew = industry.hasResearch(\"AutoBrew\");\n const hasAutoparty = industry.hasResearch(\"AutoPartyManager\");\n\n let salaryPaid = 0;\n for (let i = 0; i < this.employees.length; ++i) {\n const emp = this.employees[i];\n if (hasAutoparty) {\n emp.mor = this.maxMor;\n emp.hap = this.maxHap;\n } else {\n emp.mor *= perfMult;\n emp.hap *= perfMult;\n emp.mor = Math.min(emp.mor, this.maxMor);\n emp.hap = Math.min(emp.hap, this.maxHap);\n }\n\n if (hasAutobrew) {\n emp.ene = this.maxEne;\n } else {\n emp.ene *= perfMult;\n emp.ene = Math.min(emp.ene, this.maxEne);\n }\n\n const salary = emp.process(marketCycles, this);\n salaryPaid += salary;\n }\n\n this.calculateEmployeeProductivity(corporation, industry);\n return salaryPaid;\n }\n\n calculateEmployeeProductivity(corporation: ICorporation, industry: IIndustry): void {\n //Reset\n for (const name in this.employeeProd) {\n this.employeeProd[name] = 0;\n }\n\n let total = 0;\n for (let i = 0; i < this.employees.length; ++i) {\n const employee = this.employees[i];\n const prod = employee.calculateProductivity(corporation, industry);\n this.employeeProd[employee.pos] += prod;\n total += prod;\n }\n this.employeeProd.total = total;\n }\n\n hireRandomEmployee(): Employee | undefined {\n if (this.atCapacity()) return;\n if (document.getElementById(\"cmpy-mgmt-hire-employee-popup\") != null) return;\n\n //Generate three random employees (meh, decent, amazing)\n const int = getRandomInt(50, 100),\n cha = getRandomInt(50, 100),\n exp = getRandomInt(50, 100),\n cre = getRandomInt(50, 100),\n eff = getRandomInt(50, 100),\n sal = CorporationConstants.EmployeeSalaryMultiplier * (int + cha + exp + cre + eff);\n\n const emp = new Employee({\n intelligence: int,\n charisma: cha,\n experience: exp,\n creativity: cre,\n efficiency: eff,\n salary: sal,\n });\n\n const name = generateRandomString(7);\n\n for (let i = 0; i < this.employees.length; ++i) {\n if (this.employees[i].name === name) {\n return this.hireRandomEmployee();\n }\n }\n emp.name = name;\n this.employees.push(emp);\n\n return emp;\n }\n\n //Finds the first unassigned employee and assigns its to the specified job\n assignEmployeeToJob(job: string): boolean {\n for (let i = 0; i < this.employees.length; ++i) {\n if (this.employees[i].pos === EmployeePositions.Unassigned) {\n this.employees[i].pos = job;\n return true;\n }\n }\n return false;\n }\n\n //Finds the first employee with the given job and unassigns it\n unassignEmployeeFromJob(job: string): boolean {\n for (let i = 0; i < this.employees.length; ++i) {\n if (this.employees[i].pos === job) {\n this.employees[i].pos = EmployeePositions.Unassigned;\n return true;\n }\n }\n return false;\n }\n\n copy(): OfficeSpace {\n const office = new OfficeSpace();\n office.loc = this.loc;\n office.size = this.size;\n office.minEne = this.minEne;\n office.maxEne = this.maxEne;\n office.minHap = this.minHap;\n office.maxHap = this.maxHap;\n office.maxMor = this.maxMor;\n office.employeeProd = {\n [EmployeePositions.Operations]: this.employeeProd[EmployeePositions.Operations],\n [EmployeePositions.Engineer]: this.employeeProd[EmployeePositions.Engineer],\n [EmployeePositions.Business]: this.employeeProd[EmployeePositions.Business],\n [EmployeePositions.Management]: this.employeeProd[EmployeePositions.Management],\n [EmployeePositions.RandD]: this.employeeProd[EmployeePositions.RandD],\n total: this.employeeProd[\"total\"],\n };\n office.employees = [];\n for (const employee of this.employees) {\n office.employees.push(employee.copy());\n }\n return office;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"OfficeSpace\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): OfficeSpace {\n return Generic_fromJSON(OfficeSpace, value.data);\n }\n}\n\nReviver.constructors.OfficeSpace = OfficeSpace;\n","import { IMap } from \"../types\";\n\nexport type IndustryUpgrade = [number, number, number, number, string, string];\n\n// Industry upgrades\n// The data structure is an array with the following format:\n// [index in array, base price, price mult, benefit mult (if applicable), name, desc]\nexport const IndustryUpgrades: IMap = {\n \"0\": [0, 500e3, 1, 1.05, \"Coffee\", \"Provide your employees with coffee, increasing their energy by 5%.\"],\n \"1\": [\n 1,\n 1e9,\n 1.06,\n 1.03,\n \"AdVert.Inc\",\n \"Hire AdVert.Inc to advertise your company. Each level of \" +\n \"this upgrade grants your company a static increase of 3 and 1 to its awareness and \" +\n \"popularity, respectively. It will then increase your company's awareness by 1%, and its popularity \" +\n \"by a random percentage between 1% and 3%. These effects are increased by other upgrades \" +\n \"that increase the power of your advertising.\",\n ],\n};\n","/**\n * This is an object that is used to keep track of where all of the player's\n * money is coming from (or going to)\n */\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"./JSONReviver\";\n\nexport class MoneySourceTracker {\n // eslint-disable-next-line @typescript-eslint/ban-types\n [key: string]: number | Function;\n\n bladeburner = 0;\n casino = 0;\n class = 0;\n codingcontract = 0;\n corporation = 0;\n crime = 0;\n gang = 0;\n hacking = 0;\n hacknetnode = 0;\n hospitalization = 0;\n infiltration = 0;\n sleeves = 0;\n stock = 0;\n total = 0;\n work = 0;\n\n // Record money earned\n record(amt: number, source: string): void {\n const sanitizedSource = source.toLowerCase();\n if (typeof this[sanitizedSource] !== \"number\") {\n console.warn(`MoneySourceTracker.record() called with invalid source: ${source}`);\n return;\n }\n\n (this[sanitizedSource] as number) += amt;\n this.total += amt;\n }\n\n // Reset the money tracker by setting all stats to 0\n reset(): void {\n for (const prop in this) {\n if (typeof this[prop] === \"number\") {\n (this[prop] as number) = 0;\n }\n }\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"MoneySourceTracker\", this);\n }\n\n // Initiatizes a MoneySourceTracker object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): MoneySourceTracker {\n return Generic_fromJSON(MoneySourceTracker, value.data);\n }\n}\n\nReviver.constructors.MoneySourceTracker = MoneySourceTracker;\n","/**\n * Returns a MM/DD HH:MM timestamp for the current time\n */\nexport function getTimestamp(): string {\n const d: Date = new Date();\n // A negative slice value takes from the end of the string rather than the beginning.\n const stringWidth = -2;\n const formattedHours: string = `0${d.getHours()}`.slice(stringWidth);\n const formattedMinutes: string = `0${d.getMinutes()}`.slice(stringWidth);\n\n return `${d.getMonth() + 1}/${d.getDate()} ${formattedHours}:${formattedMinutes}`;\n}\n","import React, { useState, useEffect } from \"react\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\n\nexport const AlertEvents = new EventEmitter<[string | JSX.Element]>();\n\ninterface Alert {\n id: string;\n text: string | JSX.Element;\n}\n\nlet i = 0;\nexport function AlertManager(): React.ReactElement {\n const [alerts, setAlerts] = useState([]);\n useEffect(\n () =>\n AlertEvents.subscribe((text: string | JSX.Element) => {\n const id = i + \"\";\n i++;\n setAlerts((old) => {\n return [\n ...old,\n {\n id: id,\n text: text,\n },\n ];\n });\n }),\n [],\n );\n\n function close(): void {\n setAlerts((old) => {\n return old.slice(1, 1e99);\n });\n }\n\n return (\n <>\n {alerts.length > 0 && (\n \n \n {alerts[0].text}\n \n \n )}\n \n );\n}\n","export function calculateIntelligenceBonus(intelligence: number, weight = 1): number {\n return 1 + (weight * Math.pow(intelligence, 0.8)) / 600;\n}\n","import { CONSTANTS } from \"../Constants\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nexport function getHospitalizationCost(p: IPlayer): number {\n let money;\n if (typeof p.money === \"number\") {\n money = p.money;\n } else {\n money = p.money.toNumber();\n }\n\n if (money < 0) {\n return 0;\n }\n\n return Math.min(money * 0.1, (p.max_hp - p.hp) * CONSTANTS.HospitalCostPerHp);\n}\n\nexport function calculateHospitalizationCost(p: IPlayer, damage: number): number {\n const oldhp = p.hp;\n p.hp -= damage;\n const cost = getHospitalizationCost(p);\n p.hp = oldhp;\n return cost;\n}\n","import React, { useEffect } from \"react\";\nimport { useSnackbar, SnackbarProvider as SB } from \"notistack\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport Alert from \"@mui/material/Alert\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n children: React.ReactNode | React.ReactNode[];\n}\n\nexport function SnackbarProvider(props: IProps): React.ReactElement {\n return (\n \n {props.children}\n \n );\n}\n\nexport const SnackbarEvents = new EventEmitter<[string, \"success\" | \"warning\" | \"error\" | \"info\"]>();\n\nexport function Snackbar(): React.ReactElement {\n const { enqueueSnackbar } = useSnackbar();\n\n useEffect(() =>\n SnackbarEvents.subscribe((s, variant) =>\n enqueueSnackbar({s}, {\n content: (k, m) => {m},\n variant: variant,\n }),\n ),\n );\n return <>;\n // return (\n // setOpen(false)}\n // >\n // \n // Game Saved!\n // \n // \n // );\n}\n","function getDB(): Promise {\n return new Promise((resolve, reject) => {\n if (!window.indexedDB) {\n reject(\"Indexed DB does not exists\");\n }\n /**\n * DB is called bitburnerSave\n * Object store is called savestring\n * key for the Object store is called save\n * Version `1` is important\n */\n const indexedDbRequest: IDBOpenDBRequest = window.indexedDB.open(\"bitburnerSave\", 1);\n\n // This is called when there's no db to begin with. It's important, don't remove it.\n indexedDbRequest.onupgradeneeded = function (this: IDBRequest) {\n const db = this.result;\n db.createObjectStore(\"savestring\");\n };\n\n indexedDbRequest.onerror = function (this: IDBRequest, ev: Event) {\n reject(`Failed to get IDB ${ev}`);\n };\n\n indexedDbRequest.onsuccess = function (this: IDBRequest) {\n const db = this.result;\n if (!db) {\n reject(\"database loadign result was undefined\");\n return;\n }\n resolve(db.transaction([\"savestring\"], \"readwrite\").objectStore(\"savestring\"));\n };\n });\n}\n\nexport function load(): Promise {\n return new Promise(async (resolve, reject) => {\n await getDB()\n .then((db) => {\n return new Promise((resolve, reject) => {\n const request: IDBRequest = db.get(\"save\");\n request.onerror = function (this: IDBRequest, ev: Event) {\n reject(\"Error in Database request to get savestring: \" + ev);\n };\n\n request.onsuccess = function (this: IDBRequest) {\n resolve(this.result);\n };\n }).then((saveString) => resolve(saveString));\n })\n .catch((r) => reject(r));\n });\n}\n\nexport function save(saveString: string): Promise {\n return getDB().then((db) => {\n return new Promise((resolve, reject) => {\n // We'll save to both localstorage and indexedDb\n const request = db.put(saveString, \"save\");\n\n request.onerror = function (e) {\n reject(\"Error saving game to IndexedDB: \" + e);\n };\n\n request.onsuccess = () => resolve();\n });\n });\n}\n\nexport function deleteGame(): Promise {\n return getDB().then((db) => {\n db.delete(\"save\");\n });\n}\n","import { EmployeePositions } from \"./EmployeePositions\";\nimport { MaterialSizes } from \"./MaterialSizes\";\nimport { IIndustry } from \"./IIndustry\";\nimport { ProductRatingWeights, IProductRatingWeight } from \"./ProductRatingWeights\";\n\nimport { createCityMap } from \"../Locations/createCityMap\";\nimport { IMap } from \"../types\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\n\ninterface IConstructorParams {\n name?: string;\n demand?: number;\n competition?: number;\n markup?: number;\n createCity?: string;\n designCost?: number;\n advCost?: number;\n quality?: number;\n performance?: number;\n durability?: number;\n reliability?: number;\n aesthetics?: number;\n features?: number;\n loc?: string;\n size?: number;\n req?: IMap;\n}\n\nexport class Product {\n // Product name\n name = \"\";\n\n // The demand for this Product in the market. Gradually decreases\n dmd = 0;\n\n // How much competition there is in the market for this Product\n cmp = 0;\n\n // Markup. Affects how high of a price you can charge for this Product\n // without suffering a loss in the # of sales\n mku = 0;\n\n // Production cost - estimation of how much money it costs to make this Product\n pCost = 0;\n\n // Sell cost\n sCost: string | number = 0;\n\n // Variables for handling the creation process of this Product\n fin = false; // Whether this Product has finished being created\n prog = 0; // Creation progress - A number betwee 0-100 representing percentage\n createCity = \"\"; // City in which the product is/was being created\n designCost = 0; // How much money was invested into designing this Product\n advCost = 0; // How much money was invested into advertising this Product\n\n // Aggregate score for this Product's 'rating'\n // This is based on the stats/properties below. The weighting of the\n // stats/properties below differs between different industries\n rat = 0;\n\n // Stats/properties of this Product\n qlt = 0;\n per = 0;\n dur = 0;\n rel = 0;\n aes = 0;\n fea = 0;\n\n // Data refers to the production, sale, and quantity of the products\n // These values are specific to a city\n // For each city, the data is [qty, prod, sell]\n data: IMap = createCityMap([0, 0, 0]);\n\n // Location of this Product\n // Only applies for location-based products like restaurants/hospitals\n loc = \"\";\n\n // How much space 1 unit of the Product takes (in the warehouse)\n // Not applicable for all Products\n siz = 0;\n\n // Material requirements. An object that maps the name of a material to how much it requires\n // to make 1 unit of the product.\n reqMats: IMap = {};\n\n // Data to keep track of whether production/sale of this Product is\n // manually limited. These values are specific to a city\n // [Whether production/sale is limited, limit amount]\n prdman: IMap = createCityMap([false, 0]);\n sllman: IMap = createCityMap([false, 0]);\n\n // Flags that signal whether automatic sale pricing through Market TA is enabled\n marketTa1 = false;\n marketTa2 = false;\n marketTa2Price: IMap = createCityMap(0);\n\n constructor(params: IConstructorParams = {}) {\n this.name = params.name ? params.name : \"\";\n this.dmd = params.demand ? params.demand : 0;\n this.cmp = params.competition ? params.competition : 0;\n this.mku = params.markup ? params.markup : 0;\n this.createCity = params.createCity ? params.createCity : \"\";\n this.designCost = params.designCost ? params.designCost : 0;\n this.advCost = params.advCost ? params.advCost : 0;\n this.qlt = params.quality ? params.quality : 0;\n this.per = params.performance ? params.performance : 0;\n this.dur = params.durability ? params.durability : 0;\n this.rel = params.reliability ? params.reliability : 0;\n this.aes = params.aesthetics ? params.aesthetics : 0;\n this.fea = params.features ? params.features : 0;\n this.loc = params.loc ? params.loc : \"\";\n this.siz = params.size ? params.size : 0;\n this.reqMats = params.req ? params.req : {};\n }\n\n // empWorkMult is a multiplier that increases progress rate based on\n // productivity of employees\n createProduct(marketCycles = 1, empWorkMult = 1): void {\n if (this.fin) {\n return;\n }\n this.prog += marketCycles * 0.01 * empWorkMult;\n }\n\n // @param industry - Industry object. Reference to industry that makes this Product\n finishProduct(employeeProd: { [key: string]: number }, industry: IIndustry): void {\n this.fin = true;\n\n //Calculate properties\n const progrMult = this.prog / 100;\n\n const engrRatio = employeeProd[EmployeePositions.Engineer] / employeeProd[\"total\"];\n const mgmtRatio = employeeProd[EmployeePositions.Management] / employeeProd[\"total\"];\n const rndRatio = employeeProd[EmployeePositions.RandD] / employeeProd[\"total\"];\n const opsRatio = employeeProd[EmployeePositions.Operations] / employeeProd[\"total\"];\n const busRatio = employeeProd[EmployeePositions.Business] / employeeProd[\"total\"];\n const designMult = 1 + Math.pow(this.designCost, 0.1) / 100;\n const balanceMult = 1.2 * engrRatio + 0.9 * mgmtRatio + 1.3 * rndRatio + 1.5 * opsRatio + busRatio;\n const sciMult = 1 + Math.pow(industry.sciResearch.qty, industry.sciFac) / 800;\n const totalMult = progrMult * balanceMult * designMult * sciMult;\n\n this.qlt =\n totalMult *\n (0.1 * employeeProd[EmployeePositions.Engineer] +\n 0.05 * employeeProd[EmployeePositions.Management] +\n 0.05 * employeeProd[EmployeePositions.RandD] +\n 0.02 * employeeProd[EmployeePositions.Operations] +\n 0.02 * employeeProd[EmployeePositions.Business]);\n this.per =\n totalMult *\n (0.15 * employeeProd[EmployeePositions.Engineer] +\n 0.02 * employeeProd[EmployeePositions.Management] +\n 0.02 * employeeProd[EmployeePositions.RandD] +\n 0.02 * employeeProd[EmployeePositions.Operations] +\n 0.02 * employeeProd[EmployeePositions.Business]);\n this.dur =\n totalMult *\n (0.05 * employeeProd[EmployeePositions.Engineer] +\n 0.02 * employeeProd[EmployeePositions.Management] +\n 0.08 * employeeProd[EmployeePositions.RandD] +\n 0.05 * employeeProd[EmployeePositions.Operations] +\n 0.05 * employeeProd[EmployeePositions.Business]);\n this.rel =\n totalMult *\n (0.02 * employeeProd[EmployeePositions.Engineer] +\n 0.08 * employeeProd[EmployeePositions.Management] +\n 0.02 * employeeProd[EmployeePositions.RandD] +\n 0.05 * employeeProd[EmployeePositions.Operations] +\n 0.08 * employeeProd[EmployeePositions.Business]);\n this.aes =\n totalMult *\n (0.0 * employeeProd[EmployeePositions.Engineer] +\n 0.08 * employeeProd[EmployeePositions.Management] +\n 0.05 * employeeProd[EmployeePositions.RandD] +\n 0.02 * employeeProd[EmployeePositions.Operations] +\n 0.1 * employeeProd[EmployeePositions.Business]);\n this.fea =\n totalMult *\n (0.08 * employeeProd[EmployeePositions.Engineer] +\n 0.05 * employeeProd[EmployeePositions.Management] +\n 0.02 * employeeProd[EmployeePositions.RandD] +\n 0.05 * employeeProd[EmployeePositions.Operations] +\n 0.05 * employeeProd[EmployeePositions.Business]);\n this.calculateRating(industry);\n const advMult = 1 + Math.pow(this.advCost, 0.1) / 100;\n const busmgtgRatio = Math.max(busRatio + mgmtRatio, 1 / employeeProd[\"total\"]);\n this.mku = 100 / (advMult * Math.pow(this.qlt + 0.001, 0.65) * busmgtgRatio);\n\n // I actually don't understand well enough to know if this is right.\n // I'm adding this to prevent a crash.\n if (this.mku === 0 || !isFinite(this.mku)) this.mku = 1;\n\n this.dmd =\n industry.awareness === 0 ? 20 : Math.min(100, advMult * (100 * (industry.popularity / industry.awareness)));\n this.cmp = getRandomInt(0, 70);\n\n //Calculate the product's required materials\n //For now, just set it to be the same as the requirements to make materials\n for (const matName in industry.reqMats) {\n if (industry.reqMats.hasOwnProperty(matName)) {\n const reqMat = industry.reqMats[matName];\n if (reqMat === undefined) continue;\n this.reqMats[matName] = reqMat;\n }\n }\n\n //Calculate the product's size\n //For now, just set it to be the same size as the requirements to make materials\n this.siz = 0;\n for (const matName in industry.reqMats) {\n const reqMat = industry.reqMats[matName];\n if (reqMat === undefined) continue;\n this.siz += MaterialSizes[matName] * reqMat;\n }\n }\n\n calculateRating(industry: IIndustry): void {\n const weights: IProductRatingWeight = ProductRatingWeights[industry.type];\n if (weights == null) {\n console.error(`Could not find product rating weights for: ${industry}`);\n return;\n }\n this.rat = 0;\n this.rat += weights.Quality ? this.qlt * weights.Quality : 0;\n this.rat += weights.Performance ? this.per * weights.Performance : 0;\n this.rat += weights.Durability ? this.dur * weights.Durability : 0;\n this.rat += weights.Reliability ? this.rel * weights.Reliability : 0;\n this.rat += weights.Aesthetics ? this.aes * weights.Aesthetics : 0;\n this.rat += weights.Features ? this.fea * weights.Features : 0;\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"Product\", this);\n }\n\n // Initiatizes a Product object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Product {\n return Generic_fromJSON(Product, value.data);\n }\n}\n\nReviver.constructors.Product = Product;\n","import { BladeburnerConstants } from \"./data/Constants\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { addOffset } from \"../utils/helpers/addOffset\";\n\ninterface IChangePopulationByCountParams {\n estChange: number;\n estOffset: number;\n}\n\ninterface IChangePopulationByPercentageParams {\n nonZero: boolean;\n changeEstEqually: boolean;\n}\n\nexport class City {\n /**\n * Name of the city.\n */\n name = \"\";\n\n /**\n * Population of the city.\n */\n pop = 0;\n\n /**\n * Population estimation of the city.\n */\n popEst = 0;\n\n /**\n * Number of communities in the city.\n */\n comms = 0;\n\n /**\n * Chaos level of the city.\n */\n chaos = 0;\n\n constructor(name: string = BladeburnerConstants.CityNames[2]) {\n this.name = name;\n\n // Synthoid population and estimate\n this.pop = getRandomInt(BladeburnerConstants.PopulationThreshold, 1.5 * BladeburnerConstants.PopulationThreshold);\n this.popEst = this.pop * (Math.random() + 0.5);\n\n // Number of Synthoid communities population and estimate\n this.comms = getRandomInt(5, 150);\n this.chaos = 0;\n }\n\n /**\n * p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)\n */\n changeChaosByPercentage(p: number): void {\n if (isNaN(p)) {\n throw new Error(\"NaN passed into City.chaosChaosByPercentage()\");\n }\n if (p === 0) {\n return;\n }\n this.chaos += this.chaos * (p / 100);\n if (this.chaos < 0) {\n this.chaos = 0;\n }\n }\n\n improvePopulationEstimateByCount(n: number): void {\n if (isNaN(n)) {\n throw new Error(\"NaN passeed into City.improvePopulationEstimateByCount()\");\n }\n if (this.popEst < this.pop) {\n this.popEst += n;\n if (this.popEst > this.pop) {\n this.popEst = this.pop;\n }\n } else if (this.popEst > this.pop) {\n this.popEst -= n;\n if (this.popEst < this.pop) {\n this.popEst = this.pop;\n }\n }\n }\n\n /**\n * p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)\n */\n improvePopulationEstimateByPercentage(p: number, skillMult = 1): void {\n p = p * skillMult;\n if (isNaN(p)) {\n throw new Error(\"NaN passed into City.improvePopulationEstimateByPercentage()\");\n }\n if (this.popEst < this.pop) {\n ++this.popEst; // In case estimate is 0\n this.popEst *= 1 + p / 100;\n if (this.popEst > this.pop) {\n this.popEst = this.pop;\n }\n } else if (this.popEst > this.pop) {\n this.popEst *= 1 - p / 100;\n if (this.popEst < this.pop) {\n this.popEst = this.pop;\n }\n }\n }\n\n /**\n * @params options:\n * estChange(int): How much the estimate should change by\n * estOffset(int): Add offset to estimate (offset by percentage)\n */\n changePopulationByCount(n: number, params: IChangePopulationByCountParams = { estChange: 0, estOffset: 0 }): void {\n if (isNaN(n)) {\n throw new Error(\"NaN passed into City.changePopulationByCount()\");\n }\n this.pop += n;\n if (params.estChange && !isNaN(params.estChange)) {\n this.popEst += params.estChange;\n }\n if (params.estOffset) {\n this.popEst = addOffset(this.popEst, params.estOffset);\n }\n this.popEst = Math.max(this.popEst, 0);\n }\n\n /**\n * @p is the percentage, not the multiplier. e.g. pass in p = 5 for 5%\n * @params options:\n * changeEstEqually(bool) - Change the population estimate by an equal amount\n * nonZero (bool) - Set to true to ensure that population always changes by at least 1\n */\n changePopulationByPercentage(\n p: number,\n params: IChangePopulationByPercentageParams = {\n nonZero: false,\n changeEstEqually: false,\n },\n ): number {\n if (isNaN(p)) {\n throw new Error(\"NaN passed into City.changePopulationByPercentage()\");\n }\n if (p === 0) {\n return 0;\n }\n let change = Math.round(this.pop * (p / 100));\n\n // Population always changes by at least 1\n if (params.nonZero && change === 0) {\n p > 0 ? (change = 1) : (change = -1);\n }\n\n this.pop += change;\n if (params.changeEstEqually) {\n this.popEst += change;\n if (this.popEst < 0) {\n this.popEst = 0;\n }\n }\n return change;\n }\n\n changeChaosByCount(n: number): void {\n if (isNaN(n)) {\n throw new Error(\"NaN passed into City.changeChaosByCount()\");\n }\n if (n === 0) {\n return;\n }\n this.chaos += n;\n if (this.chaos < 0) {\n this.chaos = 0;\n }\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"City\", this);\n }\n\n /**\n * Initiatizes a City object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): City {\n return Generic_fromJSON(City, value.data);\n }\n}\n\nReviver.constructors.City = City;\n","import { Factions } from \"../../Faction/Factions\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { Gang } from \"../../Gang/Gang\";\nimport { SourceFileFlags } from \"../../SourceFile/SourceFileFlags\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { IPlayer } from \"../IPlayer\";\n\n// Amount of negative karma needed to manage a gang in BitNodes other than 2\nconst GangKarmaRequirement = -54000;\n\nexport function canAccessGang(this: IPlayer): boolean {\n if (this.bitNodeN === 2) {\n return true;\n }\n if (SourceFileFlags[2] <= 0) {\n return false;\n }\n\n return this.karma <= BitNodeMultipliers.GangKarmaRequirement * GangKarmaRequirement;\n}\n\nexport function getGangFaction(this: IPlayer): Faction {\n const gang = this.gang;\n if (gang === null) {\n throw new Error(\"Cannot get gang faction because player is not in a gang.\");\n }\n const fac = Factions[gang.facName];\n if (fac == null) {\n throw new Error(`Gang has invalid faction name: ${gang.facName}`);\n }\n\n return fac;\n}\n\nexport function getGangName(this: IPlayer): string {\n if (!this.inGang()) return \"\";\n const gang = this.gang;\n if (gang === null) {\n throw new Error(\"Cannot get gang faction because player is not in a gang.\");\n }\n return gang.facName;\n}\n\nexport function hasGangWith(this: IPlayer, facName: string): boolean {\n if (!this.inGang()) return false;\n const gang = this.gang;\n if (gang === null) {\n throw new Error(\"Cannot get gang faction because player is not in a gang.\");\n }\n return gang.facName === facName;\n}\n\nexport function inGang(this: IPlayer): boolean {\n if (this.gang == null || this.gang == undefined) {\n return false;\n }\n\n return this.gang instanceof Gang;\n}\n\nexport function startGang(this: IPlayer, factionName: string, hacking: boolean): void {\n this.gang = new Gang(factionName, hacking);\n\n const fac = Factions[factionName];\n if (fac == null) {\n throw new Error(`Invalid faction name when creating gang: ${factionName}`);\n }\n fac.playerReputation = 0;\n}\n","/**\n * Class representing a City in the game\n */\nimport { CityName } from \"./data/CityNames\";\nimport { LocationName } from \"./data/LocationNames\";\n\nexport class City {\n /**\n * List of all locations in this city\n */\n locations: LocationName[];\n\n /**\n * Name of this city\n */\n name: CityName;\n\n /**\n * Metro map ascii art\n */\n asciiArt: string;\n\n constructor(name: CityName, locations: LocationName[] = [], asciiArt = \"\") {\n this.name = name;\n this.locations = locations;\n this.asciiArt = asciiArt;\n }\n\n addLocation(loc: LocationName): void {\n this.locations.push(loc);\n }\n}\n","/**\n * React component for a selectable option on the Faction UI. These\n * options including working for the faction, hacking missions, purchasing\n * augmentations, etc.\n */\nimport * as React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Paper from \"@mui/material/Paper\";\nimport Box from \"@mui/material/Box\";\n\ntype IProps = {\n buttonText: string;\n infoText: string;\n onClick: (e: React.MouseEvent) => void;\n};\n\nexport function Option(props: IProps): React.ReactElement {\n return (\n \n \n \n {props.infoText}\n \n \n );\n}\n","/**\n * React component for the tickers configuration section of the Stock Market UI.\n * This config lets you change the way stock tickers are displayed (watchlist,\n * all/portoflio mode, etc)\n */\nimport * as React from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\nexport enum TickerDisplayMode {\n AllStocks,\n Portfolio,\n}\n\ntype IProps = {\n changeDisplayMode: () => void;\n changeWatchlistFilter: (e: React.ChangeEvent) => void;\n tickerDisplayMode: TickerDisplayMode;\n};\n\nfunction DisplayModeButton(props: IProps): React.ReactElement {\n let txt = \"\";\n let tooltip = \"\";\n if (props.tickerDisplayMode === TickerDisplayMode.Portfolio) {\n txt = \"Switch to 'All Stocks' Mode\";\n tooltip = \"Displays all stocks on the WSE\";\n } else {\n txt = \"Switch to 'Portfolio' Mode\";\n tooltip = \"Displays only the stocks for which you have shares or orders\";\n }\n\n return (\n {tooltip}}>\n \n \n );\n}\n\nexport function StockTickersConfig(props: IProps): React.ReactElement {\n return (\n <>\n \n
\n \n \n );\n}\n","/**\n * Server and HacknetServer-related methods for the Player class (PlayerObject)\n */\nimport { IPlayer } from \"../IPlayer\";\n\nimport { CONSTANTS } from \"../../Constants\";\n\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { Server } from \"../../Server/Server\";\nimport { BaseServer } from \"../../Server/BaseServer\";\nimport { HacknetServer } from \"../../Hacknet/HacknetServer\";\nimport { GetServer, AddToAllServers, createUniqueRandomIp } from \"../../Server/AllServers\";\nimport { SpecialServers } from \"../../Server/data/SpecialServers\";\n\nexport function hasTorRouter(this: IPlayer): boolean {\n return !!GetServer(SpecialServers.DarkWeb);\n}\n\nexport function getCurrentServer(this: IPlayer): BaseServer {\n const server = GetServer(this.currentServer);\n if (server === null) throw new Error(\"somehow connected to a server that does not exist.\");\n return server;\n}\n\nexport function getHomeComputer(this: IPlayer): Server {\n const home = GetServer(\"home\");\n if (home instanceof Server) return home;\n throw new Error(\"home computer was not a normal server\");\n}\n\nexport function getUpgradeHomeRamCost(this: IPlayer): number {\n //Calculate how many times ram has been upgraded (doubled)\n const currentRam = this.getHomeComputer().maxRam;\n const numUpgrades = Math.log2(currentRam);\n\n //Calculate cost\n //Have cost increase by some percentage each time RAM has been upgraded\n const mult = Math.pow(1.58, numUpgrades);\n const cost = currentRam * CONSTANTS.BaseCostFor1GBOfRamHome * mult * BitNodeMultipliers.HomeComputerRamCost;\n return cost;\n}\n\nexport function getUpgradeHomeCoresCost(this: IPlayer): number {\n return 1e9 * Math.pow(7.5, this.getHomeComputer().cpuCores);\n}\n\nexport function createHacknetServer(this: IPlayer): HacknetServer {\n const numOwned = this.hacknetNodes.length;\n const name = `hacknet-node-${numOwned}`;\n const server = new HacknetServer({\n adminRights: true,\n hostname: name,\n ip: createUniqueRandomIp(),\n // player: this,\n });\n this.hacknetNodes.push(server.hostname);\n\n // Configure the HacknetServer to actually act as a Server\n AddToAllServers(server);\n const homeComputer = this.getHomeComputer();\n homeComputer.serversOnNetwork.push(server.hostname);\n server.serversOnNetwork.push(SpecialServers.Home);\n\n return server;\n}\n","import { IMap } from \"../../types\";\n\nexport type CorporationUnlockUpgrade = [number, number, string, string];\n\n// Corporation Unlock Upgrades\n// Upgrades for entire corporation, unlocks features, either you have it or you dont\n// The data structure is an array with the following format:\n// [index in Corporation feature upgrades array, price, name, description]\nexport const CorporationUnlockUpgrades: IMap = {\n //Lets you export goods\n \"0\": [\n 0,\n 20e9,\n \"Export\",\n \"Develop infrastructure to export your materials to your other facilities. \" +\n \"This allows you to move materials around between different divisions and cities.\",\n ],\n\n //Lets you buy exactly however many required materials you need for production\n \"1\": [\n 1,\n 25e9,\n \"Smart Supply\",\n \"Use advanced AI to anticipate your supply needs. \" +\n \"This allows you to purchase exactly however many materials you need for production.\",\n ],\n\n //Displays each material/product's demand\n \"2\": [\n 2,\n 5e9,\n \"Market Research - Demand\",\n \"Mine and analyze market data to determine the demand of all resources. \" +\n \"The demand attribute, which affects sales, will be displayed for every material and product.\",\n ],\n\n //Display's each material/product's competition\n \"3\": [\n 3,\n 5e9,\n \"Market Data - Competition\",\n \"Mine and analyze market data to determine how much competition there is on the market \" +\n \"for all resources. The competition attribute, which affects sales, will be displayed for \" +\n \"every material and product.\",\n ],\n \"4\": [\n 4,\n 10e9,\n \"VeChain\",\n \"Use AI and blockchain technology to identify where you can improve your supply chain systems. \" +\n \"This upgrade will allow you to view a wide array of useful statistics about your \" +\n \"Corporation.\",\n ],\n \"5\": [\n 5,\n 500e9,\n \"Shady Accounting\",\n \"Utilize unscrupulous accounting practices and pay off government officials to save money \" +\n \"on taxes. This reduces the dividend tax rate by 5%.\",\n ],\n \"6\": [\n 6,\n 2e12,\n \"Government Partnership\",\n \"Help national governments further their agendas in exchange for lowered taxes. \" +\n \"This reduces the dividend tax rate by 10%\",\n ],\n};\n","import { IMap } from \"../../types\";\n\nexport type CorporationUpgrade = [number, number, number, number, string, string];\n\n// Corporation Upgrades\n// Upgrades for entire corporation, levelable upgrades\n// The data structure is an array with the following format\n// [index in Corporation upgrades array, base price, price mult, benefit mult (additive), name, desc]\nexport const CorporationUpgrades: IMap = {\n //Smart factories, increases production\n \"0\": [\n 0,\n 2e9,\n 1.06,\n 0.03,\n \"Smart Factories\",\n \"Advanced AI automatically optimizes the operation and productivity \" +\n \"of factories. Each level of this upgrade increases your global production by 3% (additive).\",\n ],\n\n //Smart warehouses, increases storage size\n \"1\": [\n 1,\n 2e9,\n 1.06,\n 0.1,\n \"Smart Storage\",\n \"Advanced AI automatically optimizes your warehouse storage methods. \" +\n \"Each level of this upgrade increases your global warehouse storage size by 10% (additive).\",\n ],\n\n //Advertise through dreams, passive popularity/ awareness gain\n \"2\": [\n 2,\n 4e9,\n 1.1,\n 0.001,\n \"DreamSense\",\n \"Use DreamSense LCC Technologies to advertise your corporation \" +\n \"to consumers through their dreams. Each level of this upgrade provides a passive \" +\n \"increase in awareness of all of your companies (divisions) by 0.004 / market cycle,\" +\n \"and in popularity by 0.001 / market cycle. A market cycle is approximately \" +\n \"15 seconds.\",\n ],\n\n //Makes advertising more effective\n \"3\": [\n 3,\n 4e9,\n 1.5,\n 0.005,\n \"Wilson Analytics\",\n \"Purchase data and analysis from Wilson, a marketing research \" +\n \"firm. Each level of this upgrades increases the effectiveness of your \" +\n \"advertising by 0.5% (additive).\",\n ],\n\n //Augmentation for employees, increases cre\n \"4\": [\n 4,\n 1e9,\n 1.06,\n 0.1,\n \"Nuoptimal Nootropic Injector Implants\",\n \"Purchase the Nuoptimal Nootropic \" +\n \"Injector augmentation for your employees. Each level of this upgrade \" +\n \"globally increases the creativity of your employees by 10% (additive).\",\n ],\n\n //Augmentation for employees, increases cha\n \"5\": [\n 5,\n 1e9,\n 1.06,\n 0.1,\n \"Speech Processor Implants\",\n \"Purchase the Speech Processor augmentation for your employees. \" +\n \"Each level of this upgrade globally increases the charisma of your employees by 10% (additive).\",\n ],\n\n //Augmentation for employees, increases int\n \"6\": [\n 6,\n 1e9,\n 1.06,\n 0.1,\n \"Neural Accelerators\",\n \"Purchase the Neural Accelerator augmentation for your employees. \" +\n \"Each level of this upgrade globally increases the intelligence of your employees \" +\n \"by 10% (additive).\",\n ],\n\n //Augmentation for employees, increases eff\n \"7\": [\n 7,\n 1e9,\n 1.06,\n 0.1,\n \"FocusWires\",\n \"Purchase the FocusWire augmentation for your employees. Each level \" +\n \"of this upgrade globally increases the efficiency of your employees by 10% (additive).\",\n ],\n\n //Improves sales of materials/products\n \"8\": [\n 8,\n 1e9,\n 1.07,\n 0.01,\n \"ABC SalesBots\",\n \"Always Be Closing. Purchase these robotic salesmen to increase the amount of \" +\n \"materials and products you sell. Each level of this upgrade globally increases your sales \" +\n \"by 1% (additive).\",\n ],\n\n //Improves scientific research rate\n \"9\": [\n 9,\n 5e9,\n 1.07,\n 0.05,\n \"Project Insight\",\n \"Purchase 'Project Insight', a R&D service provided by the secretive \" +\n \"Fulcrum Technologies. Each level of this upgrade globally increases the amount of \" +\n \"Scientific Research you produce by 5% (additive).\",\n ],\n};\n","import React from \"react\";\nimport { CityName } from \"../../Locations/data/CityNames\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ninterface ICityProps {\n currentCity: CityName;\n city: CityName;\n onTravel: (city: CityName) => void;\n}\n\nfunction City(props: ICityProps): React.ReactElement {\n if (props.city !== props.currentCity) {\n return (\n {props.city}}>\n props.onTravel(props.city)}\n style={{ color: \"white\", lineHeight: \"1em\", whiteSpace: \"pre\", cursor: \"pointer\" }}\n >\n {props.city[0]}\n \n \n );\n }\n return {props.city[0]};\n}\n\ninterface IProps {\n currentCity: CityName;\n onTravel: (city: CityName) => void;\n}\n\nexport function WorldMap(props: IProps): React.ReactElement {\n // prettier-ignore\n return (\n <>\n ,_ . ._. _. .\n , _-\\','|~\\~ ~/ ;-'_ _-' ,;_;_, ~~-\n /~~-\\_/-'~'--' \\~~| ', ,' / / ~|-_\\_/~/~ ~~--~~~~'--_\n / ,/'-/~ '\\ ,' _ , ','|~ ._/-, /~\n ~/-'~\\_, '-,| '|. ' ~ ,\\ /'~ / /_ /~\n .-~ '| '',\\~|\\ _\\~ ,_ , /,\n '\\ /'~ |_/~\\\\,-,~ \\ \" ,_,/ |\n | / ._-~'\\_ _~| \\ ) \n \\ __-\\ '/ ~ |\\ \\_ / ~\n ., '\\ |, ~-_ - | \\\\_' ~| /\\ \\~ ,\n ~-_' _; '\\ '-, \\,' /\\/ |\n '\\_,~'\\_ \\_ _, /' ' |, /|'\n / \\_ ~ | / \\ ~'; -,_.\n | ~\\ | | , '-_, ,; ~ ~\\\n \\, / \\ / /| ,-, , -,\n | ,/ | |' |/ ,- ~ \\ '.\n ,| ,/ \\ ,/ \\ |\n / | ~ -~~-, / _\n | ,-' ~ /\n / ,' ~\n ',| ~\n ~'\n \n );\n}\n","import React from \"react\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { StealthIcon } from \"./StealthIcon\";\nimport { KillIcon } from \"./KillIcon\";\nimport { IAction } from \"../IAction\";\nimport { IBladeburner } from \"../IBladeburner\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n action: IAction;\n}\n\nexport function SuccessChance(props: IProps): React.ReactElement {\n const estimatedSuccessChance = props.action.getEstSuccessChance(props.bladeburner);\n\n let chance = <>;\n if (estimatedSuccessChance[0] === estimatedSuccessChance[1]) {\n chance = <>{formatNumber(estimatedSuccessChance[0] * 100, 1)}%;\n } else {\n chance = (\n <>\n {formatNumber(estimatedSuccessChance[0] * 100, 1)}% ~ {formatNumber(estimatedSuccessChance[1] * 100, 1)}%\n \n );\n }\n\n return (\n <>\n Estimated success chance: {chance} {props.action.isStealth ? : <>}\n {props.action.isKill ? : <>}\n \n );\n}\n","import React from \"react\";\nimport { Modal } from \"./Modal\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n children: JSX.Element[] | JSX.Element | React.ReactElement[] | React.ReactElement;\n}\n\nexport function StaticModal(props: IProps): React.ReactElement {\n return (\n \n {props.children}\n \n );\n}\n","import React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Reputation } from \"../../ui/React/Reputation\";\n\nexport function ReputationRate({ reputation }: { reputation: number }): React.ReactElement {\n return ;\n}\n","import { substituteAliases } from \"../Alias\";\n// Helper function that checks if an argument (which is a string) is a valid number\nfunction isNumber(str: string): boolean {\n if (typeof str != \"string\") {\n return false;\n } // Only process strings\n return !isNaN(str as unknown as number) && !isNaN(parseFloat(str));\n}\nexport function ParseCommands(commands: string): string[] {\n // Sanitize input\n commands = commands.trim();\n // Replace all extra whitespace in command with a single space\n commands = commands.replace(/\\s\\s+/g, \" \");\n\n const match = commands.match(/(?:'[^']*'|\"[^\"]*\"|[^;\"])*/g);\n if (!match) return [];\n // Split commands and execute sequentially\n const allCommands = match\n .map(substituteAliases)\n .map((c) => c.match(/(?:'[^']*'|\"[^\"]*\"|[^;\"])*/g))\n .flat();\n\n const out: string[] = [];\n for (const c of allCommands) {\n if (c === null) continue;\n if (c.match(/^\\s*$/)) {\n continue;\n } // Don't run commands that only have whitespace\n out.push(c.trim());\n }\n return out;\n}\n\nexport function ParseCommand(command: string): (string | number)[] {\n // This will be used to keep track of whether we're in a quote. This is for situations\n // like the alias command:\n // alias run=\"run NUKE.exe\"\n // We want the run=\"run NUKE.exe\" to be parsed as a single command, so this flag\n // will keep track of whether we have a quote in\n let inQuote = ``;\n\n // Returns an array with the command and its arguments in each index\n // Properly handles quotation marks (e.g. `run foo.script \"the sun\"` will return [run, foo.script, the sun])\n const args = [];\n let start = 0,\n i = 0;\n let prevChar = \"\"; // Previous character\n while (i < command.length) {\n let escaped = false; // Check for escaped quotation marks\n if (i >= 1) {\n prevChar = command.charAt(i - 1);\n if (prevChar === \"\\\\\") {\n escaped = true;\n }\n }\n\n const c = command.charAt(i);\n if (c === '\"') {\n // Double quotes\n if (!escaped && prevChar === \" \") {\n const endQuote = command.indexOf('\"', i + 1);\n if (endQuote !== -1 && (endQuote === command.length - 1 || command.charAt(endQuote + 1) === \" \")) {\n args.push(command.substr(i + 1, endQuote - i - 1));\n if (endQuote === command.length - 1) {\n start = i = endQuote + 1;\n } else {\n start = i = endQuote + 2; // Skip the space\n }\n continue;\n }\n } else {\n if (inQuote === ``) {\n inQuote = `\"`;\n } else if (inQuote === `\"`) {\n inQuote = ``;\n }\n }\n } else if (c === \"'\") {\n // Single quotes, same thing as above\n if (!escaped && prevChar === \" \") {\n const endQuote = command.indexOf(\"'\", i + 1);\n if (endQuote !== -1 && (endQuote === command.length - 1 || command.charAt(endQuote + 1) === \" \")) {\n args.push(command.substr(i + 1, endQuote - i - 1));\n if (endQuote === command.length - 1) {\n start = i = endQuote + 1;\n } else {\n start = i = endQuote + 2; // Skip the space\n }\n continue;\n }\n } else {\n if (inQuote === ``) {\n inQuote = `'`;\n } else if (inQuote === `'`) {\n inQuote = ``;\n }\n }\n } else if (c === \" \" && inQuote === ``) {\n const arg = command.substr(start, i - start);\n\n // If this is a number, convert it from a string to number\n if (isNumber(arg)) {\n args.push(parseFloat(arg));\n } else {\n args.push(arg);\n }\n\n start = i + 1;\n }\n ++i;\n }\n\n // Add the last argument\n if (start !== i) {\n const arg = command.substr(start, i - start);\n\n // If this is a number, convert it from string to number\n if (isNumber(arg)) {\n args.push(parseFloat(arg));\n } else {\n args.push(arg);\n }\n }\n\n return args;\n}\n","/**\n * Implements the purchasing of extra Duplicate Sleeves from The Covenant,\n * as well as the purchasing of upgrades (memory)\n */\n\nexport const MaxSleevesFromCovenant = 5;\nexport const BaseCostPerSleeve = 10e12;\n","/**\n * Rounds a number to two decimal places.\n * @param decimal A decimal value to trim to two places.\n */\nexport function roundToTwo(decimal: number): number {\n const leftShift: number = Math.round(parseFloat(`${decimal}e+2`));\n\n return +`${leftShift}e-2`;\n}\n","import { DarkWebItems } from \"./DarkWebItems\";\n\nimport { Player } from \"../Player\";\nimport { Terminal } from \"../Terminal\";\nimport { SpecialServers } from \"../Server/data/SpecialServers\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\n\n//Posts a \"help\" message if connected to DarkWeb\nexport function checkIfConnectedToDarkweb(): void {\n const server = Player.getCurrentServer();\n if (server !== null && SpecialServers.DarkWeb == server.hostname) {\n Terminal.print(\n \"You are now connected to the dark web. From the dark web you can purchase illegal items. \" +\n \"Use the 'buy -l' command to display a list of all the items you can buy. Use 'buy [item-name] \" +\n \"to purchase an item.\",\n );\n }\n}\n\nexport function listAllDarkwebItems(): void {\n for (const key in DarkWebItems) {\n const item = DarkWebItems[key];\n Terminal.print(`${item.program} - ${numeralWrapper.formatMoney(item.price)} - ${item.description}`);\n }\n}\n\nexport function buyDarkwebItem(itemName: string): void {\n itemName = itemName.toLowerCase();\n\n // find the program that matches, if any\n let item = null;\n for (const key in DarkWebItems) {\n const i = DarkWebItems[key];\n if (i.program.toLowerCase() == itemName) {\n item = i;\n }\n }\n\n // return if invalid\n if (item === null) {\n Terminal.print(\"Unrecognized item: \" + itemName);\n return;\n }\n\n // return if the player already has it.\n if (Player.hasProgram(item.program)) {\n Terminal.print(\"You already have the \" + item.program + \" program\");\n return;\n }\n\n // return if the player doesn't have enough money\n if (Player.money.lt(item.price)) {\n Terminal.print(\"Not enough money to purchase \" + item.program);\n return;\n }\n\n // buy and push\n Player.loseMoney(item.price);\n Player.getHomeComputer().programs.push(item.program);\n Terminal.print(\n \"You have purchased the \" + item.program + \" program. The new program can be found on your home computer.\",\n );\n}\n","/**\n * TODO\n * Add police clashes\n * balance point to keep them from running out of control\n */\n\nimport { Faction } from \"../Faction/Faction\";\nimport { Factions } from \"../Faction/Factions\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\n\nimport { exceptionAlert } from \"../utils/helpers/exceptionAlert\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\n\nimport { GangMemberUpgrade } from \"./GangMemberUpgrade\";\nimport { GangConstants } from \"./data/Constants\";\nimport { CONSTANTS } from \"../Constants\";\nimport { GangMemberTasks } from \"./GangMemberTasks\";\nimport { IAscensionResult } from \"./IAscensionResult\";\n\nimport { AllGangs } from \"./AllGangs\";\nimport { GangMember } from \"./GangMember\";\n\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\nexport class Gang {\n facName: string;\n members: GangMember[];\n wanted: number;\n respect: number;\n\n isHackingGang: boolean;\n\n respectGainRate: number;\n wantedGainRate: number;\n moneyGainRate: number;\n\n storedCycles: number;\n\n storedTerritoryAndPowerCycles: number;\n\n territoryClashChance: number;\n territoryWarfareEngaged: boolean;\n\n notifyMemberDeath: boolean;\n\n constructor(facName = \"\", hacking = false) {\n this.facName = facName;\n this.members = [];\n this.wanted = 1;\n this.respect = 1;\n\n this.isHackingGang = hacking;\n\n this.respectGainRate = 0;\n this.wantedGainRate = 0;\n this.moneyGainRate = 0;\n\n // When processing gains, this stores the number of cycles until some\n // limit is reached, and then calculates and applies the gains only at that limit\n this.storedCycles = 0;\n\n // Separate variable to keep track of cycles for Territry + Power gang, which\n // happens on a slower \"clock\" than normal processing\n this.storedTerritoryAndPowerCycles = 0;\n\n this.territoryClashChance = 0;\n this.territoryWarfareEngaged = false;\n\n this.notifyMemberDeath = true;\n }\n\n getPower(): number {\n return AllGangs[this.facName].power;\n }\n\n getTerritory(): number {\n return AllGangs[this.facName].territory;\n }\n\n process(numCycles = 1, player: IPlayer): void {\n const CyclesPerSecond = 1000 / CONSTANTS._idleSpeed;\n\n if (isNaN(numCycles)) {\n console.error(`NaN passed into Gang.process(): ${numCycles}`);\n }\n this.storedCycles += numCycles;\n\n // Only process if there are at least 2 seconds, and at most 5 seconds\n if (this.storedCycles < 2 * CyclesPerSecond) return;\n const cycles = Math.min(this.storedCycles, 5 * CyclesPerSecond);\n\n try {\n this.processGains(cycles, player);\n this.processExperienceGains(cycles);\n this.processTerritoryAndPowerGains(cycles);\n this.storedCycles -= cycles;\n } catch (e: any) {\n console.error(`Exception caught when processing Gang: ${e}`);\n }\n }\n\n processGains(numCycles = 1, player: IPlayer): void {\n // Get gains per cycle\n let moneyGains = 0;\n let respectGains = 0;\n let wantedLevelGains = 0;\n let justice = 0;\n for (let i = 0; i < this.members.length; ++i) {\n respectGains += this.members[i].calculateRespectGain(this);\n moneyGains += this.members[i].calculateMoneyGain(this);\n const wantedLevelGain = this.members[i].calculateWantedLevelGain(this);\n wantedLevelGains += wantedLevelGain;\n if (this.members[i].getTask().baseWanted < 0) justice++; // this member is lowering wanted.\n }\n this.respectGainRate = respectGains;\n this.wantedGainRate = wantedLevelGains;\n this.moneyGainRate = moneyGains;\n const gain = respectGains * numCycles;\n this.respect += gain;\n // Faction reputation gains is respect gain divided by some constant\n const fac = Factions[this.facName];\n if (!(fac instanceof Faction)) {\n dialogBoxCreate(\n \"ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev\",\n );\n throw new Error(\"Could not find the faction associated with this gang.\");\n }\n const favorMult = 1 + fac.favor / 100;\n\n fac.playerReputation += (player.faction_rep_mult * gain * favorMult) / GangConstants.GangRespectToReputationRatio;\n\n // Keep track of respect gained per member\n for (let i = 0; i < this.members.length; ++i) {\n this.members[i].recordEarnedRespect(numCycles, this);\n }\n if (!(this.wanted === 1 && wantedLevelGains < 0)) {\n const oldWanted = this.wanted;\n let newWanted = oldWanted + wantedLevelGains * numCycles;\n newWanted = newWanted * (1 - justice * 0.001); // safeguard\n // Prevent overflow\n if (wantedLevelGains <= 0 && newWanted > oldWanted) newWanted = 1;\n\n this.wanted = newWanted;\n if (this.wanted < 1) this.wanted = 1;\n }\n player.gainMoney(moneyGains * numCycles);\n player.recordMoneySource(moneyGains * numCycles, \"gang\");\n }\n\n processTerritoryAndPowerGains(numCycles = 1): void {\n this.storedTerritoryAndPowerCycles += numCycles;\n if (this.storedTerritoryAndPowerCycles < GangConstants.CyclesPerTerritoryAndPowerUpdate) return;\n this.storedTerritoryAndPowerCycles -= GangConstants.CyclesPerTerritoryAndPowerUpdate;\n\n // Process power first\n const gangName = this.facName;\n for (const name in AllGangs) {\n if (AllGangs.hasOwnProperty(name)) {\n if (name == gangName) {\n AllGangs[name].power += this.calculatePower();\n } else {\n // All NPC gangs get random power gains\n const gainRoll = Math.random();\n if (gainRoll < 0.5) {\n // Multiplicative gain (50% chance)\n // This is capped per cycle, to prevent it from getting out of control\n const multiplicativeGain = AllGangs[name].power * 0.005;\n AllGangs[name].power += Math.min(0.85, multiplicativeGain);\n } else {\n // Additive gain (50% chance)\n const additiveGain = 0.75 * gainRoll * AllGangs[name].territory;\n AllGangs[name].power += additiveGain;\n }\n }\n }\n }\n\n // Determine if territory should be processed\n if (this.territoryWarfareEngaged) {\n this.territoryClashChance = 1;\n } else if (this.territoryClashChance > 0) {\n // Engagement turned off, but still a positive clash chance. So there's\n // still a chance of clashing but it slowly goes down over time\n this.territoryClashChance = Math.max(0, this.territoryClashChance - 0.01);\n }\n\n // Then process territory\n for (let i = 0; i < GangConstants.Names.length; ++i) {\n const others = GangConstants.Names.filter((e) => {\n return e !== GangConstants.Names[i];\n });\n const other = getRandomInt(0, others.length - 1);\n\n const thisGang = GangConstants.Names[i];\n const otherGang = others[other];\n\n // If either of the gangs involved in this clash is the player, determine\n // whether to skip or process it using the clash chance\n if (thisGang === gangName || otherGang === gangName) {\n if (!(Math.random() < this.territoryClashChance)) continue;\n }\n\n const thisPwr = AllGangs[thisGang].power;\n const otherPwr = AllGangs[otherGang].power;\n const thisChance = thisPwr / (thisPwr + otherPwr);\n\n function calculateTerritoryGain(winGang: string, loseGang: string): number {\n const powerBonus = Math.max(1, 1 + Math.log(AllGangs[winGang].power / AllGangs[loseGang].power) / Math.log(50));\n const gains = Math.min(AllGangs[loseGang].territory, powerBonus * 0.0001 * (Math.random() + 0.5));\n return gains;\n }\n\n if (Math.random() < thisChance) {\n if (AllGangs[otherGang].territory <= 0) return;\n const territoryGain = calculateTerritoryGain(thisGang, otherGang);\n AllGangs[thisGang].territory += territoryGain;\n AllGangs[otherGang].territory -= territoryGain;\n if (thisGang === gangName) {\n this.clash(true); // Player won\n AllGangs[otherGang].power *= 1 / 1.01;\n } else if (otherGang === gangName) {\n this.clash(false); // Player lost\n } else {\n AllGangs[otherGang].power *= 1 / 1.01;\n }\n } else {\n if (AllGangs[thisGang].territory <= 0) return;\n const territoryGain = calculateTerritoryGain(otherGang, thisGang);\n AllGangs[thisGang].territory -= territoryGain;\n AllGangs[otherGang].territory += territoryGain;\n if (thisGang === gangName) {\n this.clash(false); // Player lost\n } else if (otherGang === gangName) {\n this.clash(true); // Player won\n AllGangs[thisGang].power *= 1 / 1.01;\n } else {\n AllGangs[thisGang].power *= 1 / 1.01;\n }\n }\n }\n }\n\n processExperienceGains(numCycles = 1): void {\n for (let i = 0; i < this.members.length; ++i) {\n this.members[i].gainExperience(numCycles);\n this.members[i].updateSkillLevels();\n }\n }\n\n clash(won = false): void {\n // Determine if a gang member should die\n let baseDeathChance = 0.01;\n if (won) baseDeathChance /= 2;\n // If the clash was lost, the player loses a small percentage of power\n else AllGangs[this.facName].power *= 1 / 1.008;\n\n // Deaths can only occur during X% of clashes\n if (Math.random() < 0.65) return;\n\n for (let i = this.members.length - 1; i >= 0; --i) {\n const member = this.members[i];\n\n // Only members assigned to Territory Warfare can die\n if (member.task !== \"Territory Warfare\") continue;\n\n // Chance to die is decreased based on defense\n const modifiedDeathChance = baseDeathChance / Math.pow(member.def, 0.6);\n if (Math.random() < modifiedDeathChance) {\n this.killMember(member);\n }\n }\n }\n\n canRecruitMember(): boolean {\n if (this.members.length >= GangConstants.MaximumGangMembers) return false;\n return this.respect >= this.getRespectNeededToRecruitMember();\n }\n\n getRespectNeededToRecruitMember(): number {\n // First N gang members are free (can be recruited at 0 respect)\n const numFreeMembers = 3;\n if (this.members.length < numFreeMembers) return 0;\n\n const i = this.members.length - (numFreeMembers - 1);\n return Math.pow(5, i);\n }\n\n recruitMember(name: string): boolean {\n name = String(name);\n if (name === \"\" || !this.canRecruitMember()) return false;\n\n // Check for already-existing names\n const sameNames = this.members.filter((m) => m.name === name);\n if (sameNames.length >= 1) return false;\n\n const member = new GangMember(name);\n this.members.push(member);\n return true;\n }\n\n // Money and Respect gains multiplied by this number (< 1)\n getWantedPenalty(): number {\n return this.respect / (this.respect + this.wanted);\n }\n\n //Calculates power GAIN, which is added onto the Gang's existing power\n calculatePower(): number {\n let memberTotal = 0;\n for (let i = 0; i < this.members.length; ++i) {\n if (!GangMemberTasks.hasOwnProperty(this.members[i].task) || this.members[i].task !== \"Territory Warfare\")\n continue;\n memberTotal += this.members[i].calculatePower();\n }\n return 0.015 * Math.max(0.002, this.getTerritory()) * memberTotal;\n }\n\n killMember(member: GangMember): void {\n // Player loses a percentage of total respect, plus whatever respect that member has earned\n const totalRespect = this.respect;\n const lostRespect = 0.05 * totalRespect + member.earnedRespect;\n this.respect = Math.max(0, totalRespect - lostRespect);\n\n for (let i = 0; i < this.members.length; ++i) {\n if (member.name === this.members[i].name) {\n this.members.splice(i, 1);\n break;\n }\n }\n\n // Notify of death\n if (this.notifyMemberDeath) {\n dialogBoxCreate(`${member.name} was killed in a gang clash! You lost ${lostRespect} respect`);\n }\n }\n\n ascendMember(member: GangMember, workerScript?: WorkerScript): IAscensionResult {\n try {\n const res = member.ascend();\n this.respect = Math.max(1, this.respect - res.respect);\n if (workerScript) {\n workerScript.log(\"ascend\", `Ascended Gang member ${member.name}`);\n }\n return res;\n } catch (e: any) {\n if (workerScript == null) {\n exceptionAlert(e);\n }\n throw e; // Re-throw, will be caught in the Netscript Function\n }\n }\n\n // Cost of upgrade gets cheaper as gang increases in respect + power\n getDiscount(): number {\n const power = this.getPower();\n const respect = this.respect;\n\n const respectLinearFac = 5e6;\n const powerLinearFac = 1e6;\n const discount =\n Math.pow(respect, 0.01) + respect / respectLinearFac + Math.pow(power, 0.01) + power / powerLinearFac - 1;\n return Math.max(1, discount);\n }\n\n // Returns only valid tasks for this gang. Excludes 'Unassigned'\n getAllTaskNames(): string[] {\n return Object.keys(GangMemberTasks).filter((taskName: string) => {\n const task = GangMemberTasks[taskName];\n if (task == null) return false;\n if (task.name === \"Unassigned\") return false;\n // yes you need both checks\n return this.isHackingGang === task.isHacking || !this.isHackingGang === task.isCombat;\n });\n }\n\n getUpgradeCost(upg: GangMemberUpgrade | null): number {\n if (upg == null) {\n return Infinity;\n }\n return upg.cost / this.getDiscount();\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Gang\", this);\n }\n\n /**\n * Initiatizes a Gang object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Gang {\n return Generic_fromJSON(Gang, value.data);\n }\n}\n\nReviver.constructors.Gang = Gang;\n","import { workerScripts } from \"./WorkerScripts\";\n\nlet pidCounter = 1;\n\n/**\n * Find and return the next availble PID for a script\n */\nexport function generateNextPid(): number {\n let tempCounter = pidCounter;\n\n // Cap the number of search iterations at some arbitrary value to avoid\n // infinite loops. We'll assume that players wont have 1mil+ running scripts\n let found = false;\n for (let i = 0; i < 1e6; ) {\n if (!workerScripts.has(tempCounter + i)) {\n found = true;\n tempCounter = tempCounter + i;\n break;\n }\n\n if (i === Number.MAX_SAFE_INTEGER - 1) {\n i = 1;\n } else {\n ++i;\n }\n }\n\n if (found) {\n pidCounter = tempCounter + 1;\n if (pidCounter >= Number.MAX_SAFE_INTEGER) {\n pidCounter = 1;\n }\n\n return tempCounter;\n } else {\n return -1;\n }\n}\n\nexport function resetPidCounter(): void {\n pidCounter = 1;\n}\n","import { vsprintf, sprintf } from \"sprintf-js\";\n\nimport { getRamCost } from \"./Netscript/RamCostGenerator\";\nimport { WorkerScriptStartStopEventEmitter } from \"./Netscript/WorkerScriptStartStopEventEmitter\";\n\nimport { BitNodeMultipliers } from \"./BitNode/BitNodeMultipliers\";\nimport { findCrime } from \"./Crime/CrimeHelpers\";\nimport { Company } from \"./Company/Company\";\nimport { Companies } from \"./Company/Companies\";\nimport { CompanyPosition } from \"./Company/CompanyPosition\";\nimport { CompanyPositions } from \"./Company/CompanyPositions\";\nimport { CONSTANTS } from \"./Constants\";\nimport { DarkWebItems } from \"./DarkWeb/DarkWebItems\";\nimport {\n calculateHackingChance,\n calculateHackingExpGain,\n calculatePercentMoneyHacked,\n calculateHackingTime,\n calculateGrowTime,\n calculateWeakenTime,\n} from \"./Hacking\";\nimport { AllGangs } from \"./Gang/AllGangs\";\nimport { Factions, factionExists } from \"./Faction/Factions\";\nimport { joinFaction } from \"./Faction/FactionHelpers\";\nimport { netscriptCanGrow, netscriptCanHack, netscriptCanWeaken } from \"./Hacking/netscriptCanHack\";\n\nimport { HacknetServer } from \"./Hacknet/HacknetServer\";\nimport { CityName } from \"./Locations/data/CityNames\";\nimport { LocationName } from \"./Locations/data/LocationNames\";\nimport { Terminal } from \"./Terminal\";\n\nimport { Player } from \"./Player\";\nimport { Programs } from \"./Programs/Programs\";\nimport { Script } from \"./Script/Script\";\nimport { findRunningScript, findRunningScriptByPid } from \"./Script/ScriptHelpers\";\nimport { isScriptFilename } from \"./Script/isScriptFilename\";\nimport { PromptEvent } from \"./ui/React/PromptManager\";\n\nimport { GetServer, GetAllServers, DeleteServer, AddToAllServers, createUniqueRandomIp } from \"./Server/AllServers\";\nimport { RunningScript } from \"./Script/RunningScript\";\nimport {\n getServerOnNetwork,\n numCycleForGrowth,\n processSingleServerGrowth,\n safetlyCreateUniqueServer,\n} from \"./Server/ServerHelpers\";\nimport { getPurchaseServerCost, getPurchaseServerLimit, getPurchaseServerMaxRam } from \"./Server/ServerPurchases\";\nimport { Server } from \"./Server/Server\";\nimport { SourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { influenceStockThroughServerHack, influenceStockThroughServerGrow } from \"./StockMarket/PlayerInfluencing\";\n\nimport { isValidFilePath, removeLeadingSlash } from \"./Terminal/DirectoryHelpers\";\nimport { TextFile, getTextFile, createTextFile } from \"./TextFile\";\n\nimport { NetscriptPorts, runScriptFromScript } from \"./NetscriptWorker\";\nimport { killWorkerScript } from \"./Netscript/killWorkerScript\";\nimport { workerScripts } from \"./Netscript/WorkerScripts\";\nimport { WorkerScript } from \"./Netscript/WorkerScript\";\nimport { makeRuntimeRejectMsg, netscriptDelay, resolveNetscriptRequestedThreads } from \"./NetscriptEvaluator\";\nimport { Router } from \"./ui/GameRoot\";\n\nimport { numeralWrapper } from \"./ui/numeralFormat\";\nimport { convertTimeMsToTimeElapsedString } from \"./utils/StringHelperFunctions\";\nimport { SpecialServers } from \"./Server/data/SpecialServers\";\n\nimport { LogBoxEvents } from \"./ui/React/LogBoxManager\";\nimport { arrayToString } from \"./utils/helpers/arrayToString\";\nimport { isString } from \"./utils/helpers/isString\";\n\nimport { Faction } from \"./Faction/Faction\";\nimport { Page } from \"./ui/Router\";\n\nimport { BaseServer } from \"./Server/BaseServer\";\nimport { INetscriptGang, NetscriptGang } from \"./NetscriptFunctions/Gang\";\nimport { INetscriptSleeve, NetscriptSleeve } from \"./NetscriptFunctions/Sleeve\";\nimport { INetscriptExtra, NetscriptExtra } from \"./NetscriptFunctions/Extra\";\nimport { INetscriptHacknet, NetscriptHacknet } from \"./NetscriptFunctions/Hacknet\";\nimport { INetscriptBladeburner, NetscriptBladeburner } from \"./NetscriptFunctions/Bladeburner\";\nimport { INetscriptCodingContract, NetscriptCodingContract } from \"./NetscriptFunctions/CodingContract\";\nimport { INetscriptCorporation, NetscriptCorporation } from \"./NetscriptFunctions/Corporation\";\nimport { INetscriptFormulas, NetscriptFormulas } from \"./NetscriptFunctions/Formulas\";\nimport { INetscriptAugmentations, NetscriptAugmentations } from \"./NetscriptFunctions/Augmentations\";\nimport { INetscriptStockMarket, NetscriptStockMarket } from \"./NetscriptFunctions/StockMarket\";\n\nimport { toNative } from \"./NetscriptFunctions/toNative\";\n\nimport { dialogBoxCreate } from \"./ui/React/DialogBox\";\nimport { SnackbarEvents } from \"./ui/React/Snackbar\";\nimport { Locations } from \"./Locations/Locations\";\nimport { Flags } from \"./NetscriptFunctions/Flags\";\n\ninterface NS extends INetscriptExtra, INetscriptAugmentations, INetscriptStockMarket {\n [key: string]: any;\n hacknet: INetscriptHacknet;\n gang: INetscriptGang;\n sleeve: INetscriptSleeve;\n bladeburner: INetscriptBladeburner;\n codingcontract: INetscriptCodingContract;\n corporation: INetscriptCorporation;\n formulas: INetscriptFormulas;\n}\n\nfunction NetscriptFunctions(workerScript: WorkerScript): NS {\n const updateDynamicRam = function (fnName: string, ramCost: number): void {\n if (workerScript.dynamicLoadedFns[fnName]) {\n return;\n }\n workerScript.dynamicLoadedFns[fnName] = true;\n\n let threads = workerScript.scriptRef.threads;\n if (typeof threads !== \"number\") {\n console.warn(`WorkerScript detected NaN for threadcount for ${workerScript.name} on ${workerScript.hostname}`);\n threads = 1;\n }\n\n workerScript.dynamicRamUsage += ramCost * threads;\n if (workerScript.dynamicRamUsage > 1.01 * workerScript.ramUsage) {\n throw makeRuntimeRejectMsg(\n workerScript,\n `Dynamic RAM usage calculated to be greater than initial RAM usage on fn: ${fnName}.\n This is probably because you somehow circumvented the static RAM calculation.\n\n Dynamic RAM Usage: ${numeralWrapper.formatRAM(workerScript.dynamicRamUsage)}\n Static RAM Usage: ${numeralWrapper.formatRAM(workerScript.ramUsage)}\n\n One of these could be the reason:\n * Using eval() to get a reference to a ns function\n   const scan = eval('ns.scan');\n\n * Using map access to do the same\n   const scan = ns['scan'];\n\n * Saving script in the improper order.\n   Increase the cost of an imported script, save it, then run the\n   parent. To fix this just re-open & save every script in order\n   from most imported to least imported (parent script).\n\n Sorry :(`,\n );\n }\n };\n\n /**\n * Gets the Server for a specific hostname/ip, throwing an error\n * if the server doesn't exist.\n * @param {string} ip - Hostname or IP of the server\n * @param {string} callingFnName - Name of calling function. For logging purposes\n * @returns {Server} The specified Server\n */\n const safeGetServer = function (ip: string, callingFnName: string): BaseServer {\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(callingFnName, `Invalid IP/hostname: ${ip}`);\n }\n return server;\n };\n\n /**\n * Searches for and returns the RunningScript object for the specified script.\n * If the 'fn' argument is not specified, this returns the current RunningScript.\n * @param {string} fn - Filename of script\n * @param {string} ip - Hostname/ip of the server on which the script resides\n * @param {any[]} scriptArgs - Running script's arguments\n * @returns {RunningScript}\n * Running script identified by the parameters, or null if no such script\n * exists, or the current running script if the first argument 'fn'\n * is not specified.\n */\n const getRunningScript = function (fn: any, ip: any, callingFnName: any, scriptArgs: any): RunningScript | null {\n if (typeof callingFnName !== \"string\" || callingFnName === \"\") {\n callingFnName = \"getRunningScript\";\n }\n\n if (!Array.isArray(scriptArgs)) {\n throw makeRuntimeRejectMsg(\n workerScript,\n `Invalid scriptArgs argument passed into getRunningScript() from ${callingFnName}(). ` +\n `This is probably a bug. Please report to game developer`,\n );\n }\n\n if (fn != null && typeof fn === \"string\") {\n // Get Logs of another script\n if (ip == null) {\n ip = workerScript.hostname;\n }\n const server = safeGetServer(ip, callingFnName);\n\n return findRunningScript(fn, scriptArgs, server);\n }\n\n // If no arguments are specified, return the current RunningScript\n return workerScript.scriptRef;\n };\n\n const getRunningScriptByPid = function (pid: any, callingFnName: any): RunningScript | null {\n if (typeof callingFnName !== \"string\" || callingFnName === \"\") {\n callingFnName = \"getRunningScriptgetRunningScriptByPid\";\n }\n\n for (const server of GetAllServers()) {\n const runningScript = findRunningScriptByPid(pid, server);\n if (runningScript) return runningScript;\n }\n return null;\n };\n\n /**\n * Helper function for getting the error log message when the user specifies\n * a nonexistent running script\n * @param {string} fn - Filename of script\n * @param {string} ip - Hostname/ip of the server on which the script resides\n * @param {any[]} scriptArgs - Running script's arguments\n * @returns {string} Error message to print to logs\n */\n const getCannotFindRunningScriptErrorMessage = function (fn: any, ip: any, scriptArgs: any): string {\n if (!Array.isArray(scriptArgs)) {\n scriptArgs = [];\n }\n\n return `Cannot find running script ${fn} on server ${ip} with args: ${arrayToString(scriptArgs)}`;\n };\n\n /**\n * Used to fail a function if the function's target is a Hacknet Server.\n * This is used for functions that should run on normal Servers, but not Hacknet Servers\n * @param {Server} server - Target server\n * @param {string} callingFn - Name of calling function. For logging purposes\n * @returns {boolean} True if the server is a Hacknet Server, false otherwise\n */\n const failOnHacknetServer = function (server: any, callingFn: any = \"\"): boolean {\n if (server instanceof HacknetServer) {\n workerScript.log(callingFn, `Does not work on Hacknet Servers`);\n return true;\n } else {\n return false;\n }\n };\n\n const makeRuntimeErrorMsg = function (caller: string, msg: string): string {\n const errstack = new Error().stack;\n if (errstack === undefined) throw new Error(\"how did we not throw an error?\");\n const stack = errstack.split(\"\\n\").slice(1);\n const scripts = workerScript.getServer().scripts;\n const userstack = [];\n for (const stackline of stack) {\n let filename;\n for (const script of scripts) {\n if (script.url && stackline.includes(script.url)) {\n filename = script.filename;\n }\n for (const dependency of script.dependencies) {\n if (stackline.includes(dependency.url)) {\n filename = dependency.filename;\n }\n }\n }\n if (!filename) continue;\n\n interface ILine {\n line: string;\n func: string;\n }\n\n function parseChromeStackline(line: string): ILine | null {\n const lineRe = /.*:(\\d+):\\d+.*/;\n const funcRe = /.*at (.+) \\(.*/;\n\n const lineMatch = line.match(lineRe);\n const funcMatch = line.match(funcRe);\n if (lineMatch && funcMatch) {\n return { line: lineMatch[1], func: funcMatch[1] };\n }\n return null;\n }\n let call = { line: \"-1\", func: \"unknown\" };\n const chromeCall = parseChromeStackline(stackline);\n if (chromeCall) {\n call = chromeCall;\n }\n\n function parseFirefoxStackline(line: string): ILine | null {\n const lineRe = /.*:(\\d+):\\d+$/;\n const lineMatch = line.match(lineRe);\n\n const lio = line.lastIndexOf(\"@\");\n\n if (lineMatch && lio !== -1) {\n return { line: lineMatch[1], func: line.slice(0, lio) };\n }\n return null;\n }\n\n const firefoxCall = parseFirefoxStackline(stackline);\n if (firefoxCall) {\n call = firefoxCall;\n }\n\n userstack.push(`${filename}:L${call.line}@${call.func}`);\n }\n\n workerScript.log(caller, msg);\n let rejectMsg = `${caller}: ${msg}`;\n if (userstack.length !== 0) rejectMsg += `

Stack:
${userstack.join(\"
\")}`;\n return makeRuntimeRejectMsg(workerScript, rejectMsg);\n };\n\n const checkSingularityAccess = function (func: any, n: any): void {\n if (Player.bitNodeN !== 4) {\n if (SourceFileFlags[4] < n) {\n throw makeRuntimeErrorMsg(func, `This singularity function requires Source-File 4-${n} to run.`);\n }\n }\n };\n\n const getCompany = function (func: any, name: any): Company {\n const company = Companies[name];\n if (company == null || !(company instanceof Company)) {\n throw makeRuntimeErrorMsg(func, `Invalid company name: '${name}'`);\n }\n return company;\n };\n\n const getFaction = function (func: any, name: any): Faction {\n if (!factionExists(name)) {\n throw makeRuntimeErrorMsg(func, `Invalid faction name: '${name}`);\n }\n\n return Factions[name];\n };\n\n const hack = function (ip: any, manual: any, { threads: requestedThreads, stock }: any = {}): Promise {\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"hack\", \"Takes 1 argument.\");\n }\n const threads = resolveNetscriptRequestedThreads(workerScript, \"hack\", requestedThreads);\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n throw makeRuntimeErrorMsg(\"hack\", `Invalid IP/hostname: ${ip}.`);\n }\n\n if (server == null) {\n throw makeRuntimeErrorMsg(\"hack\", `Invalid IP/hostname: ${ip}.`);\n }\n\n // Calculate the hacking time\n const hackingTime = calculateHackingTime(server, Player); // This is in seconds\n\n // No root access or skill level too low\n const canHack = netscriptCanHack(server, Player);\n if (!canHack.res) {\n throw makeRuntimeErrorMsg(\"hack\", canHack.msg || \"\");\n }\n\n workerScript.log(\n \"hack\",\n `Executing ${ip} in ${convertTimeMsToTimeElapsedString(\n hackingTime * 1000,\n true,\n )} (t=${numeralWrapper.formatThreads(threads)})`,\n );\n\n return netscriptDelay(hackingTime * 1000, workerScript).then(function () {\n if (workerScript.env.stopFlag) {\n return Promise.reject(workerScript);\n }\n const hackChance = calculateHackingChance(server, Player);\n const rand = Math.random();\n let expGainedOnSuccess = calculateHackingExpGain(server, Player) * threads;\n const expGainedOnFailure = expGainedOnSuccess / 4;\n if (rand < hackChance) {\n // Success!\n const percentHacked = calculatePercentMoneyHacked(server, Player);\n let maxThreadNeeded = Math.ceil((1 / percentHacked) * (server.moneyAvailable / server.moneyMax));\n if (isNaN(maxThreadNeeded)) {\n // Server has a 'max money' of 0 (probably). We'll set this to an arbitrarily large value\n maxThreadNeeded = 1e6;\n }\n\n let moneyDrained = Math.floor(server.moneyAvailable * percentHacked) * threads;\n\n // Over-the-top safety checks\n if (moneyDrained <= 0) {\n moneyDrained = 0;\n expGainedOnSuccess = expGainedOnFailure;\n }\n if (moneyDrained > server.moneyAvailable) {\n moneyDrained = server.moneyAvailable;\n }\n server.moneyAvailable -= moneyDrained;\n if (server.moneyAvailable < 0) {\n server.moneyAvailable = 0;\n }\n\n const moneyGained = moneyDrained * BitNodeMultipliers.ScriptHackMoneyGain;\n\n Player.gainMoney(moneyGained);\n workerScript.scriptRef.onlineMoneyMade += moneyGained;\n Player.scriptProdSinceLastAug += moneyGained;\n Player.recordMoneySource(moneyGained, \"hacking\");\n workerScript.scriptRef.recordHack(server.hostname, moneyGained, threads);\n Player.gainHackingExp(expGainedOnSuccess);\n workerScript.scriptRef.onlineExpGained += expGainedOnSuccess;\n workerScript.log(\n \"hack\",\n `Successfully hacked '${server.hostname}' for ${numeralWrapper.formatMoney(\n moneyGained,\n )} and ${numeralWrapper.formatExp(expGainedOnSuccess)} exp (t=${numeralWrapper.formatThreads(threads)})`,\n );\n server.fortify(CONSTANTS.ServerFortifyAmount * Math.min(threads, maxThreadNeeded));\n if (stock) {\n influenceStockThroughServerHack(server, moneyGained);\n }\n if (manual) {\n server.backdoorInstalled = true;\n }\n return Promise.resolve(moneyGained);\n } else {\n // Player only gains 25% exp for failure?\n Player.gainHackingExp(expGainedOnFailure);\n workerScript.scriptRef.onlineExpGained += expGainedOnFailure;\n workerScript.log(\n \"hack\",\n `Failed to hack '${server.hostname}'. Gained ${numeralWrapper.formatExp(\n expGainedOnFailure,\n )} exp (t=${numeralWrapper.formatThreads(threads)})`,\n );\n return Promise.resolve(0);\n }\n });\n };\n\n const argsToString = function (args: any[]): string {\n let out = \"\";\n for (let arg of args) {\n arg = toNative(arg);\n if (typeof arg === \"object\") {\n out += JSON.stringify(arg);\n continue;\n }\n out += `${arg}`;\n }\n\n return out;\n };\n\n const helper = {\n updateDynamicRam: updateDynamicRam,\n makeRuntimeErrorMsg: makeRuntimeErrorMsg,\n string: (funcName: string, argName: string, v: any): string => {\n if (typeof v === \"string\") return v;\n if (typeof v === \"number\") return v + \"\"; // cast to string;\n throw makeRuntimeErrorMsg(funcName, `${argName} should be a string`);\n },\n number: (funcName: string, argName: string, v: any): number => {\n if (typeof v === \"number\") return v;\n if (!isNaN(v) && !isNaN(parseFloat(v))) return parseFloat(v);\n throw makeRuntimeErrorMsg(funcName, `${argName} should be a number`);\n },\n boolean: (v: any): boolean => {\n return !!v; // Just convert it to boolean.\n },\n getServer: safeGetServer,\n checkSingularityAccess: checkSingularityAccess,\n getFaction: getFaction,\n };\n\n const gang = NetscriptGang(Player, workerScript, helper);\n const sleeve = NetscriptSleeve(Player, workerScript, helper);\n const extra = NetscriptExtra(Player, workerScript);\n const hacknet = NetscriptHacknet(Player, workerScript, helper);\n const bladeburner = NetscriptBladeburner(Player, workerScript, helper);\n const codingcontract = NetscriptCodingContract(Player, workerScript, helper);\n const corporation = NetscriptCorporation(Player, workerScript, helper);\n const formulas = NetscriptFormulas(Player, workerScript, helper);\n const augmentations = NetscriptAugmentations(Player, workerScript, helper);\n const stockmarket = NetscriptStockMarket(Player, workerScript, helper);\n\n const functions = {\n hacknet: hacknet,\n sprintf: sprintf,\n vsprintf: vsprintf,\n scan: function (ip: any = workerScript.hostname): any {\n updateDynamicRam(\"scan\", getRamCost(\"scan\"));\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"scan\", `Invalid IP/hostname: ${ip}.`);\n }\n const out = [];\n for (let i = 0; i < server.serversOnNetwork.length; i++) {\n const s = getServerOnNetwork(server, i);\n if (s === null) continue;\n const entry = s.hostname;\n if (entry == null) {\n continue;\n }\n out.push(entry);\n }\n workerScript.log(\"scan\", `returned ${server.serversOnNetwork.length} connections for ${server.hostname}`);\n return out;\n },\n hack: function (ip: any, { threads: requestedThreads, stock }: any = {}): any {\n updateDynamicRam(\"hack\", getRamCost(\"hack\"));\n return hack(ip, false, { threads: requestedThreads, stock: stock });\n },\n hackAnalyzeThreads: function (ip: any, hackAmount: any): any {\n updateDynamicRam(\"hackAnalyzeThreads\", getRamCost(\"hackAnalyzeThreads\"));\n\n // Check argument validity\n const server = safeGetServer(ip, \"hackAnalyzeThreads\");\n if (!(server instanceof Server)) {\n workerScript.log(\"hackAnalyzeThreads\", \"Cannot be executed on this server.\");\n return -1;\n }\n if (isNaN(hackAmount)) {\n throw makeRuntimeErrorMsg(\n \"hackAnalyzeThreads\",\n `Invalid growth argument passed into hackAnalyzeThreads: ${hackAmount}. Must be numeric.`,\n );\n }\n\n if (hackAmount < 0 || hackAmount > server.moneyAvailable) {\n return -1;\n }\n\n const percentHacked = calculatePercentMoneyHacked(server, Player);\n\n return hackAmount / Math.floor(server.moneyAvailable * percentHacked);\n },\n hackAnalyzePercent: function (ip: any): any {\n updateDynamicRam(\"hackAnalyzePercent\", getRamCost(\"hackAnalyzePercent\"));\n\n const server = safeGetServer(ip, \"hackAnalyzePercent\");\n if (!(server instanceof Server)) {\n workerScript.log(\"hackAnalyzePercent\", \"Cannot be executed on this server.\");\n return false;\n }\n\n return calculatePercentMoneyHacked(server, Player) * 100;\n },\n hackChance: function (ip: any): any {\n updateDynamicRam(\"hackChance\", getRamCost(\"hackChance\"));\n\n const server = safeGetServer(ip, \"hackChance\");\n if (!(server instanceof Server)) {\n workerScript.log(\"hackChance\", \"Cannot be executed on this server.\");\n return false;\n }\n\n return calculateHackingChance(server, Player);\n },\n sleep: function (time: any): any {\n if (time === undefined) {\n throw makeRuntimeErrorMsg(\"sleep\", \"Takes 1 argument.\");\n }\n workerScript.log(\"sleep\", `Sleeping for ${time} milliseconds`);\n return netscriptDelay(time, workerScript).then(function () {\n return Promise.resolve(true);\n });\n },\n grow: function (ip: any, { threads: requestedThreads, stock }: any = {}): any {\n updateDynamicRam(\"grow\", getRamCost(\"grow\"));\n const threads = resolveNetscriptRequestedThreads(workerScript, \"grow\", requestedThreads);\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"grow\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"grow\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"grow\", `Invalid IP/hostname: ${ip}.`);\n }\n\n const host = GetServer(workerScript.hostname);\n if (host === null) {\n throw new Error(\"Workerscript host is null\");\n }\n\n // No root access or skill level too low\n const canHack = netscriptCanGrow(server);\n if (!canHack.res) {\n throw makeRuntimeErrorMsg(\"grow\", canHack.msg || \"\");\n }\n\n const growTime = calculateGrowTime(server, Player);\n workerScript.log(\n \"grow\",\n `Executing on '${server.hostname}' in ${convertTimeMsToTimeElapsedString(\n growTime * 1000,\n true,\n )} (t=${numeralWrapper.formatThreads(threads)}).`,\n );\n return netscriptDelay(growTime * 1000, workerScript).then(function () {\n if (workerScript.env.stopFlag) {\n return Promise.reject(workerScript);\n }\n const moneyBefore = server.moneyAvailable <= 0 ? 1 : server.moneyAvailable;\n processSingleServerGrowth(server, threads, Player, host.cpuCores);\n const moneyAfter = server.moneyAvailable;\n workerScript.scriptRef.recordGrow(server.hostname, threads);\n const expGain = calculateHackingExpGain(server, Player) * threads;\n const logGrowPercent = moneyAfter / moneyBefore - 1;\n workerScript.log(\n \"grow\",\n `Available money on '${server.hostname}' grown by ${numeralWrapper.formatPercentage(\n logGrowPercent,\n 6,\n )}. Gained ${numeralWrapper.formatExp(expGain)} hacking exp (t=${numeralWrapper.formatThreads(threads)}).`,\n );\n workerScript.scriptRef.onlineExpGained += expGain;\n Player.gainHackingExp(expGain);\n if (stock) {\n influenceStockThroughServerGrow(server, moneyAfter - moneyBefore);\n }\n return Promise.resolve(moneyAfter / moneyBefore);\n });\n },\n growthAnalyze: function (ip: any, growth: any, cores: any = 1): any {\n updateDynamicRam(\"growthAnalyze\", getRamCost(\"growthAnalyze\"));\n\n // Check argument validity\n const server = safeGetServer(ip, \"growthAnalyze\");\n if (!(server instanceof Server)) {\n workerScript.log(\"growthAnalyze\", \"Cannot be executed on this server.\");\n return false;\n }\n if (typeof growth !== \"number\" || isNaN(growth) || growth < 1 || !isFinite(growth)) {\n throw makeRuntimeErrorMsg(\"growthAnalyze\", `Invalid argument: growth must be numeric and >= 1, is ${growth}.`);\n }\n\n return numCycleForGrowth(server, Number(growth), Player, cores);\n },\n weaken: function (ip: any, { threads: requestedThreads }: any = {}): any {\n updateDynamicRam(\"weaken\", getRamCost(\"weaken\"));\n const threads = resolveNetscriptRequestedThreads(workerScript, \"weaken\", requestedThreads);\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"weaken\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"weaken\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"weaken\", `Invalid IP/hostname: ${ip}`);\n }\n\n // No root access or skill level too low\n const canHack = netscriptCanWeaken(server);\n if (!canHack.res) {\n throw makeRuntimeErrorMsg(\"weaken\", canHack.msg || \"\");\n }\n\n const weakenTime = calculateWeakenTime(server, Player);\n workerScript.log(\n \"weaken\",\n `Executing on '${server.hostname}' in ${convertTimeMsToTimeElapsedString(\n weakenTime * 1000,\n true,\n )} (t=${numeralWrapper.formatThreads(threads)})`,\n );\n return netscriptDelay(weakenTime * 1000, workerScript).then(function () {\n if (workerScript.env.stopFlag) return Promise.reject(workerScript);\n const host = GetServer(workerScript.hostname);\n if (host === null) {\n workerScript.log(\"weaken\", \"Server is null, did it die?\");\n return Promise.resolve(0);\n }\n const coreBonus = 1 + (host.cpuCores - 1) / 16;\n server.weaken(CONSTANTS.ServerWeakenAmount * threads * coreBonus);\n workerScript.scriptRef.recordWeaken(server.hostname, threads);\n const expGain = calculateHackingExpGain(server, Player) * threads;\n workerScript.log(\n \"weaken\",\n `'${server.hostname}' security level weakened to ${server.hackDifficulty}. Gained ${numeralWrapper.formatExp(\n expGain,\n )} hacking exp (t=${numeralWrapper.formatThreads(threads)})`,\n );\n workerScript.scriptRef.onlineExpGained += expGain;\n Player.gainHackingExp(expGain);\n return Promise.resolve(CONSTANTS.ServerWeakenAmount * threads);\n });\n },\n print: function (...args: any[]): void {\n if (args.length === 0) {\n throw makeRuntimeErrorMsg(\"print\", \"Takes at least 1 argument.\");\n }\n workerScript.print(argsToString(args));\n },\n tprint: function (...args: any[]): void {\n if (args.length === 0) {\n throw makeRuntimeErrorMsg(\"tprint\", \"Takes at least 1 argument.\");\n }\n Terminal.print(`${workerScript.scriptRef.filename}: ${argsToString(args)}`);\n },\n tprintf: function (format: any, ...args: any): any {\n Terminal.print(vsprintf(format, args));\n },\n clearLog: function (): any {\n workerScript.scriptRef.clearLog();\n },\n disableLog: function (fn: any): any {\n if (fn === \"ALL\") {\n for (fn in possibleLogs) {\n workerScript.disableLogs[fn] = true;\n }\n workerScript.log(\"disableLog\", `Disabled logging for all functions`);\n } else if (possibleLogs[fn] === undefined) {\n throw makeRuntimeErrorMsg(\"disableLog\", `Invalid argument: ${fn}.`);\n } else {\n workerScript.disableLogs[fn] = true;\n workerScript.log(\"disableLog\", `Disabled logging for ${fn}`);\n }\n },\n enableLog: function (fn: any): any {\n if (possibleLogs[fn] === undefined) {\n throw makeRuntimeErrorMsg(\"enableLog\", `Invalid argument: ${fn}.`);\n }\n delete workerScript.disableLogs[fn];\n workerScript.log(\"enableLog\", `Enabled logging for ${fn}`);\n },\n isLogEnabled: function (fn: any): any {\n if (possibleLogs[fn] === undefined) {\n throw makeRuntimeErrorMsg(\"isLogEnabled\", `Invalid argument: ${fn}.`);\n }\n return workerScript.disableLogs[fn] ? false : true;\n },\n getScriptLogs: function (fn: any, ip: any, ...scriptArgs: any): any {\n const runningScriptObj = getRunningScript(fn, ip, \"getScriptLogs\", scriptArgs);\n if (runningScriptObj == null) {\n workerScript.log(\"getScriptLogs\", getCannotFindRunningScriptErrorMessage(fn, ip, scriptArgs));\n return \"\";\n }\n\n return runningScriptObj.logs.slice();\n },\n tail: function (fn: any, ip: any = workerScript.hostname, ...scriptArgs: any): any {\n let runningScriptObj;\n if (arguments.length === 0) {\n runningScriptObj = workerScript.scriptRef;\n } else if (typeof fn === \"number\") {\n runningScriptObj = getRunningScriptByPid(fn, \"tail\");\n } else {\n runningScriptObj = getRunningScript(fn, ip, \"tail\", scriptArgs);\n }\n if (runningScriptObj == null) {\n workerScript.log(\"tail\", getCannotFindRunningScriptErrorMessage(fn, ip, scriptArgs));\n return;\n }\n\n LogBoxEvents.emit(runningScriptObj);\n },\n nuke: function (ip: any): any {\n updateDynamicRam(\"nuke\", getRamCost(\"nuke\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"nuke\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"nuke\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"nuke\", `Invalid IP/hostname: ${ip}.`);\n }\n if (!Player.hasProgram(Programs.NukeProgram.name)) {\n throw makeRuntimeErrorMsg(\"nuke\", \"You do not have the NUKE.exe virus!\");\n }\n if (server.openPortCount < server.numOpenPortsRequired) {\n throw makeRuntimeErrorMsg(\"nuke\", \"Not enough ports opened to use NUKE.exe virus.\");\n }\n if (server.hasAdminRights) {\n workerScript.log(\"nuke\", `Already have root access to '${server.hostname}'.`);\n } else {\n server.hasAdminRights = true;\n workerScript.log(\"nuke\", `Executed NUKE.exe virus on '${server.hostname}' to gain root access.`);\n }\n return true;\n },\n brutessh: function (ip: any): any {\n updateDynamicRam(\"brutessh\", getRamCost(\"brutessh\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"brutessh\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"brutessh\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"brutessh\", `Invalid IP/hostname: ${ip}.`);\n }\n if (!Player.hasProgram(Programs.BruteSSHProgram.name)) {\n throw makeRuntimeErrorMsg(\"brutessh\", \"You do not have the BruteSSH.exe program!\");\n }\n if (!server.sshPortOpen) {\n workerScript.log(\"brutessh\", `Executed BruteSSH.exe on '${server.hostname}' to open SSH port (22).`);\n server.sshPortOpen = true;\n ++server.openPortCount;\n } else {\n workerScript.log(\"brutessh\", `SSH Port (22) already opened on '${server.hostname}'.`);\n }\n return true;\n },\n ftpcrack: function (ip: any): any {\n updateDynamicRam(\"ftpcrack\", getRamCost(\"ftpcrack\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"ftpcrack\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"ftpcrack\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"ftpcrack\", `Invalid IP/hostname: ${ip}.`);\n }\n if (!Player.hasProgram(Programs.FTPCrackProgram.name)) {\n throw makeRuntimeErrorMsg(\"ftpcrack\", \"You do not have the FTPCrack.exe program!\");\n }\n if (!server.ftpPortOpen) {\n workerScript.log(\"ftpcrack\", `Executed FTPCrack.exe on '${server.hostname}' to open FTP port (21).`);\n server.ftpPortOpen = true;\n ++server.openPortCount;\n } else {\n workerScript.log(\"ftpcrack\", `FTP Port (21) already opened on '${server.hostname}'.`);\n }\n return true;\n },\n relaysmtp: function (ip: any): any {\n updateDynamicRam(\"relaysmtp\", getRamCost(\"relaysmtp\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"relaysmtp\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"relaysmtp\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"relaysmtp\", `Invalid IP/hostname: ${ip}.`);\n }\n if (!Player.hasProgram(Programs.RelaySMTPProgram.name)) {\n throw makeRuntimeErrorMsg(\"relaysmtp\", \"You do not have the relaySMTP.exe program!\");\n }\n if (!server.smtpPortOpen) {\n workerScript.log(\"relaysmtp\", `Executed relaySMTP.exe on '${server.hostname}' to open SMTP port (25).`);\n server.smtpPortOpen = true;\n ++server.openPortCount;\n } else {\n workerScript.log(\"relaysmtp\", `SMTP Port (25) already opened on '${server.hostname}'.`);\n }\n return true;\n },\n httpworm: function (ip: any): any {\n updateDynamicRam(\"httpworm\", getRamCost(\"httpworm\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"httpworm\", \"Takes 1 argument\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"httpworm\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"httpworm\", `Invalid IP/hostname: ${ip}`);\n }\n if (!Player.hasProgram(Programs.HTTPWormProgram.name)) {\n throw makeRuntimeErrorMsg(\"httpworm\", \"You do not have the HTTPWorm.exe program!\");\n }\n if (!server.httpPortOpen) {\n workerScript.log(\"httpworm\", `Executed HTTPWorm.exe on '${server.hostname}' to open HTTP port (80).`);\n server.httpPortOpen = true;\n ++server.openPortCount;\n } else {\n workerScript.log(\"httpworm\", `HTTP Port (80) already opened on '${server.hostname}'.`);\n }\n return true;\n },\n sqlinject: function (ip: any): any {\n updateDynamicRam(\"sqlinject\", getRamCost(\"sqlinject\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"sqlinject\", \"Takes 1 argument.\");\n }\n const server = GetServer(ip);\n if (!(server instanceof Server)) {\n workerScript.log(\"sqlinject\", \"Cannot be executed on this server.\");\n return false;\n }\n if (server == null) {\n throw makeRuntimeErrorMsg(\"sqlinject\", `Invalid IP/hostname: ${ip}`);\n }\n if (!Player.hasProgram(Programs.SQLInjectProgram.name)) {\n throw makeRuntimeErrorMsg(\"sqlinject\", \"You do not have the SQLInject.exe program!\");\n }\n if (!server.sqlPortOpen) {\n workerScript.log(\"sqlinject\", `Executed SQLInject.exe on '${server.hostname}' to open SQL port (1433).`);\n server.sqlPortOpen = true;\n ++server.openPortCount;\n } else {\n workerScript.log(\"sqlinject\", `SQL Port (1433) already opened on '${server.hostname}'.`);\n }\n return true;\n },\n run: function (scriptname: any, threads: any = 1, ...args: any[]): any {\n updateDynamicRam(\"run\", getRamCost(\"run\"));\n if (scriptname === undefined) {\n throw makeRuntimeErrorMsg(\"run\", \"Usage: run(scriptname, [numThreads], [arg1], [arg2]...)\");\n }\n if (isNaN(threads) || threads <= 0) {\n throw makeRuntimeErrorMsg(\"run\", `Invalid thread count. Must be numeric and > 0, is ${threads}`);\n }\n const scriptServer = GetServer(workerScript.hostname);\n if (scriptServer == null) {\n throw makeRuntimeErrorMsg(\"run\", \"Could not find server. This is a bug. Report to dev.\");\n }\n\n return runScriptFromScript(\"run\", scriptServer, scriptname, args, workerScript, threads);\n },\n exec: function (scriptname: any, ip: any, threads: any = 1, ...args: any[]): any {\n updateDynamicRam(\"exec\", getRamCost(\"exec\"));\n if (scriptname === undefined || ip === undefined) {\n throw makeRuntimeErrorMsg(\"exec\", \"Usage: exec(scriptname, server, [numThreads], [arg1], [arg2]...)\");\n }\n if (isNaN(threads) || threads <= 0) {\n throw makeRuntimeErrorMsg(\"exec\", `Invalid thread count. Must be numeric and > 0, is ${threads}`);\n }\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"exec\", `Invalid IP/hostname: ${ip}`);\n }\n return runScriptFromScript(\"exec\", server, scriptname, args, workerScript, threads);\n },\n spawn: function (scriptname: any, threads: any, ...args: any[]): any {\n updateDynamicRam(\"spawn\", getRamCost(\"spawn\"));\n if (!scriptname || !threads) {\n throw makeRuntimeErrorMsg(\"spawn\", \"Usage: spawn(scriptname, threads)\");\n }\n\n const spawnDelay = 10;\n setTimeout(() => {\n if (isNaN(threads) || threads <= 0) {\n throw makeRuntimeErrorMsg(\"spawn\", `Invalid thread count. Must be numeric and > 0, is ${threads}`);\n }\n const scriptServer = GetServer(workerScript.hostname);\n if (scriptServer == null) {\n throw makeRuntimeErrorMsg(\"spawn\", \"Could not find server. This is a bug. Report to dev\");\n }\n\n return runScriptFromScript(\"spawn\", scriptServer, scriptname, args, workerScript, threads);\n }, spawnDelay * 1e3);\n\n workerScript.log(\"spawn\", `Will execute '${scriptname}' in ${spawnDelay} seconds`);\n\n workerScript.running = false; // Prevent workerScript from \"finishing execution naturally\"\n if (killWorkerScript(workerScript)) {\n workerScript.log(\"spawn\", \"Exiting...\");\n }\n },\n kill: function (filename: any, ip: any, ...scriptArgs: any): any {\n updateDynamicRam(\"kill\", getRamCost(\"kill\"));\n\n let res;\n const killByPid = typeof filename === \"number\";\n if (killByPid) {\n // Kill by pid\n res = killWorkerScript(filename);\n } else {\n // Kill by filename/ip\n if (filename === undefined || ip === undefined) {\n throw makeRuntimeErrorMsg(\"kill\", \"Usage: kill(scriptname, server, [arg1], [arg2]...)\");\n }\n\n const server = safeGetServer(ip, \"kill\");\n const runningScriptObj = getRunningScript(filename, ip, \"kill\", scriptArgs);\n if (runningScriptObj == null) {\n workerScript.log(\"kill\", getCannotFindRunningScriptErrorMessage(filename, ip, scriptArgs));\n return false;\n }\n\n res = killWorkerScript(runningScriptObj, server.hostname);\n }\n\n if (res) {\n if (killByPid) {\n workerScript.log(\"kill\", `Killing script with PID ${filename}`);\n } else {\n workerScript.log(\"kill\", `Killing '${filename}' on '${ip}' with args: ${arrayToString(scriptArgs)}.`);\n }\n return true;\n } else {\n if (killByPid) {\n workerScript.log(\"kill\", `No script with PID ${filename}`);\n } else {\n workerScript.log(\"kill\", `No such script '${filename}' on '${ip}' with args: ${arrayToString(scriptArgs)}`);\n }\n return false;\n }\n },\n killall: function (ip: any = workerScript.hostname): any {\n updateDynamicRam(\"killall\", getRamCost(\"killall\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"killall\", \"Takes 1 argument\");\n }\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"killall\", `Invalid IP/hostname: ${ip}`);\n }\n const scriptsRunning = server.runningScripts.length > 0;\n for (let i = server.runningScripts.length - 1; i >= 0; --i) {\n killWorkerScript(server.runningScripts[i], server.hostname, false);\n }\n WorkerScriptStartStopEventEmitter.emit();\n workerScript.log(\n \"killall\",\n `Killing all scripts on '${server.hostname}'. May take a few minutes for the scripts to die.`,\n );\n\n return scriptsRunning;\n },\n exit: function (): any {\n workerScript.running = false; // Prevent workerScript from \"finishing execution naturally\"\n if (killWorkerScript(workerScript)) {\n workerScript.log(\"exit\", \"Exiting...\");\n } else {\n workerScript.log(\"exit\", \"Failed. This is a bug. Report to dev.\");\n }\n },\n scp: function (scriptname: any, ip1: any, ip2: any): any {\n updateDynamicRam(\"scp\", getRamCost(\"scp\"));\n if (arguments.length !== 2 && arguments.length !== 3) {\n throw makeRuntimeErrorMsg(\"scp\", \"Takes 2 or 3 arguments\");\n }\n if (scriptname && scriptname.constructor === Array) {\n // Recursively call scp on all elements of array\n let res = false;\n scriptname.forEach(function (script) {\n if (NetscriptFunctions(workerScript).scp(script, ip1, ip2)) {\n res = true;\n }\n });\n return res;\n }\n\n // Invalid file type\n if (!isValidFilePath(scriptname)) {\n throw makeRuntimeErrorMsg(\"scp\", `Invalid filename: '${scriptname}'`);\n }\n\n // Invalid file name\n if (!scriptname.endsWith(\".lit\") && !isScriptFilename(scriptname) && !scriptname.endsWith(\"txt\")) {\n throw makeRuntimeErrorMsg(\"scp\", \"Only works for .script, .lit, and .txt files\");\n }\n\n let destServer, currServ;\n\n if (ip2 != null) {\n // 3 Argument version: scriptname, source, destination\n if (scriptname === undefined || ip1 === undefined || ip2 === undefined) {\n throw makeRuntimeErrorMsg(\"scp\", \"Takes 2 or 3 arguments\");\n }\n destServer = GetServer(ip2);\n if (destServer == null) {\n throw makeRuntimeErrorMsg(\"scp\", `Invalid IP/hostname: ${ip2}`);\n }\n\n currServ = GetServer(ip1);\n if (currServ == null) {\n throw makeRuntimeErrorMsg(\"scp\", `Invalid IP/hostname: ${ip1}`);\n }\n } else if (ip1 != null) {\n // 2 Argument version: scriptname, destination\n if (scriptname === undefined || ip1 === undefined) {\n throw makeRuntimeErrorMsg(\"scp\", \"Takes 2 or 3 arguments\");\n }\n destServer = GetServer(ip1);\n if (destServer == null) {\n throw makeRuntimeErrorMsg(\"scp\", `Invalid IP/hostname: ${ip1}`);\n }\n\n currServ = GetServer(workerScript.hostname);\n if (currServ == null) {\n throw makeRuntimeErrorMsg(\"scp\", \"Could not find server ip for this script. This is a bug. Report to dev.\");\n }\n } else {\n throw makeRuntimeErrorMsg(\"scp\", \"Takes 2 or 3 arguments\");\n }\n\n // Scp for lit files\n if (scriptname.endsWith(\".lit\")) {\n let found = false;\n for (let i = 0; i < currServ.messages.length; ++i) {\n if (currServ.messages[i] == scriptname) {\n found = true;\n break;\n }\n }\n\n if (!found) {\n workerScript.log(\"scp\", `File '${scriptname}' does not exist.`);\n return false;\n }\n\n for (let i = 0; i < destServer.messages.length; ++i) {\n if (destServer.messages[i] === scriptname) {\n workerScript.log(\"scp\", `File '${scriptname}' copied over to '${destServer.hostname}'.`);\n return true; // Already exists\n }\n }\n destServer.messages.push(scriptname);\n workerScript.log(\"scp\", `File '${scriptname}' copied over to '${destServer.hostname}'.`);\n return true;\n }\n\n // Scp for text files\n if (scriptname.endsWith(\".txt\")) {\n let txtFile;\n for (let i = 0; i < currServ.textFiles.length; ++i) {\n if (currServ.textFiles[i].fn === scriptname) {\n txtFile = currServ.textFiles[i];\n break;\n }\n }\n if (txtFile === undefined) {\n workerScript.log(\"scp\", `File '${scriptname}' does not exist.`);\n return false;\n }\n\n for (let i = 0; i < destServer.textFiles.length; ++i) {\n if (destServer.textFiles[i].fn === scriptname) {\n // Overwrite\n destServer.textFiles[i].text = txtFile.text;\n workerScript.log(\"scp\", `File '${scriptname}' copied over to '${destServer.hostname}'.`);\n return true;\n }\n }\n const newFile = new TextFile(txtFile.fn, txtFile.text);\n destServer.textFiles.push(newFile);\n workerScript.log(\"scp\", `File '${scriptname}' copied over to '${destServer.hostname}'.`);\n return true;\n }\n\n // Scp for script files\n let sourceScript = null;\n for (let i = 0; i < currServ.scripts.length; ++i) {\n if (scriptname == currServ.scripts[i].filename) {\n sourceScript = currServ.scripts[i];\n break;\n }\n }\n if (sourceScript == null) {\n workerScript.log(\"scp\", `File '${scriptname}' does not exist.`);\n return false;\n }\n\n // Overwrite script if it already exists\n for (let i = 0; i < destServer.scripts.length; ++i) {\n if (scriptname == destServer.scripts[i].filename) {\n workerScript.log(\"scp\", `WARNING: File '${scriptname}' overwritten on '${destServer.hostname}'`);\n const oldScript = destServer.scripts[i];\n // If it's the exact same file don't actually perform the\n // copy to avoid recompiling uselessly. Players tend to scp\n // liberally.\n if (oldScript.code === sourceScript.code) return true;\n oldScript.code = sourceScript.code;\n oldScript.ramUsage = sourceScript.ramUsage;\n oldScript.markUpdated();\n return true;\n }\n }\n\n // Create new script if it does not already exist\n const newScript = new Script(scriptname);\n newScript.code = sourceScript.code;\n newScript.ramUsage = sourceScript.ramUsage;\n newScript.server = destServer.hostname;\n destServer.scripts.push(newScript);\n workerScript.log(\"scp\", `File '${scriptname}' copied over to '${destServer.hostname}'.`);\n return true;\n },\n ls: function (ip: any, grep: any): any {\n updateDynamicRam(\"ls\", getRamCost(\"ls\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"ls\", \"Usage: ls(ip/hostname, [grep filter])\");\n }\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"ls\", `Invalid IP/hostname: ${ip}`);\n }\n\n // Get the grep filter, if one exists\n let filter = \"\";\n if (arguments.length >= 2) {\n filter = grep.toString();\n }\n\n const allFiles = [];\n for (let i = 0; i < server.programs.length; i++) {\n if (filter) {\n if (server.programs[i].includes(filter)) {\n allFiles.push(server.programs[i]);\n }\n } else {\n allFiles.push(server.programs[i]);\n }\n }\n for (let i = 0; i < server.scripts.length; i++) {\n if (filter) {\n if (server.scripts[i].filename.includes(filter)) {\n allFiles.push(server.scripts[i].filename);\n }\n } else {\n allFiles.push(server.scripts[i].filename);\n }\n }\n for (let i = 0; i < server.messages.length; i++) {\n if (filter) {\n const msg = server.messages[i];\n if (msg.includes(filter)) {\n allFiles.push(msg);\n }\n } else {\n allFiles.push(server.messages[i]);\n }\n }\n\n for (let i = 0; i < server.textFiles.length; i++) {\n if (filter) {\n if (server.textFiles[i].fn.includes(filter)) {\n allFiles.push(server.textFiles[i].fn);\n }\n } else {\n allFiles.push(server.textFiles[i].fn);\n }\n }\n\n for (let i = 0; i < server.contracts.length; ++i) {\n if (filter) {\n if (server.contracts[i].fn.includes(filter)) {\n allFiles.push(server.contracts[i].fn);\n }\n } else {\n allFiles.push(server.contracts[i].fn);\n }\n }\n\n // Sort the files alphabetically then print each\n allFiles.sort();\n return allFiles;\n },\n ps: function (ip: any = workerScript.hostname): any {\n updateDynamicRam(\"ps\", getRamCost(\"ps\"));\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"ps\", `Invalid IP/hostname: ${ip}`);\n }\n const processes = [];\n for (const i in server.runningScripts) {\n const script = server.runningScripts[i];\n processes.push({\n filename: script.filename,\n threads: script.threads,\n args: script.args.slice(),\n pid: script.pid,\n });\n }\n return processes;\n },\n hasRootAccess: function (ip: any): any {\n updateDynamicRam(\"hasRootAccess\", getRamCost(\"hasRootAccess\"));\n if (ip === undefined) {\n throw makeRuntimeErrorMsg(\"hasRootAccess\", \"Takes 1 argument\");\n }\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"hasRootAccess\", `Invalid IP/hostname: ${ip}`);\n }\n return server.hasAdminRights;\n },\n getIp: function (): any {\n updateDynamicRam(\"getIp\", getRamCost(\"getIp\"));\n const scriptServer = GetServer(workerScript.hostname);\n if (scriptServer == null) {\n throw makeRuntimeErrorMsg(\"getIp\", \"Could not find server. This is a bug. Report to dev.\");\n }\n return scriptServer.hostname;\n },\n getHostname: function (): any {\n updateDynamicRam(\"getHostname\", getRamCost(\"getHostname\"));\n const scriptServer = GetServer(workerScript.hostname);\n if (scriptServer == null) {\n throw makeRuntimeErrorMsg(\"getHostname\", \"Could not find server. This is a bug. Report to dev.\");\n }\n return scriptServer.hostname;\n },\n getHackingLevel: function (): any {\n updateDynamicRam(\"getHackingLevel\", getRamCost(\"getHackingLevel\"));\n Player.updateSkillLevels();\n workerScript.log(\"getHackingLevel\", `returned ${Player.hacking_skill}`);\n return Player.hacking_skill;\n },\n getHackingMultipliers: function (): any {\n updateDynamicRam(\"getHackingMultipliers\", getRamCost(\"getHackingMultipliers\"));\n return {\n chance: Player.hacking_chance_mult,\n speed: Player.hacking_speed_mult,\n money: Player.hacking_money_mult,\n growth: Player.hacking_grow_mult,\n };\n },\n getHacknetMultipliers: function (): any {\n updateDynamicRam(\"getHacknetMultipliers\", getRamCost(\"getHacknetMultipliers\"));\n return {\n production: Player.hacknet_node_money_mult,\n purchaseCost: Player.hacknet_node_purchase_cost_mult,\n ramCost: Player.hacknet_node_ram_cost_mult,\n coreCost: Player.hacknet_node_core_cost_mult,\n levelCost: Player.hacknet_node_level_cost_mult,\n };\n },\n getBitNodeMultipliers: function (): any {\n updateDynamicRam(\"getBitNodeMultipliers\", getRamCost(\"getBitNodeMultipliers\"));\n if (SourceFileFlags[5] <= 0 && Player.bitNodeN !== 5) {\n throw makeRuntimeErrorMsg(\"getBitNodeMultipliers\", \"Requires Source-File 5 to run.\");\n }\n const copy = Object.assign({}, BitNodeMultipliers);\n return copy;\n },\n getServer: function (ip: any): any {\n updateDynamicRam(\"getServer\", getRamCost(\"getServer\"));\n const server = safeGetServer(ip, \"getServer\");\n const copy = Object.assign({}, server);\n // These fields should be hidden.\n copy.contracts = [];\n copy.messages = [];\n copy.runningScripts = [];\n copy.scripts = [];\n copy.textFiles = [];\n copy.programs = [];\n copy.serversOnNetwork = [];\n return copy;\n },\n getServerMoneyAvailable: function (ip: any): any {\n updateDynamicRam(\"getServerMoneyAvailable\", getRamCost(\"getServerMoneyAvailable\"));\n const server = safeGetServer(ip, \"getServerMoneyAvailable\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 0;\n }\n if (failOnHacknetServer(server, \"getServerMoneyAvailable\")) {\n return 0;\n }\n if (server.hostname == \"home\") {\n // Return player's money\n workerScript.log(\n \"getServerMoneyAvailable\",\n `returned player's money: ${numeralWrapper.formatMoney(Player.money.toNumber())}`,\n );\n return Player.money.toNumber();\n }\n workerScript.log(\n \"getServerMoneyAvailable\",\n `returned ${numeralWrapper.formatMoney(server.moneyAvailable)} for '${server.hostname}'`,\n );\n return server.moneyAvailable;\n },\n getServerSecurityLevel: function (ip: any): any {\n updateDynamicRam(\"getServerSecurityLevel\", getRamCost(\"getServerSecurityLevel\"));\n const server = safeGetServer(ip, \"getServerSecurityLevel\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 1;\n }\n if (failOnHacknetServer(server, \"getServerSecurityLevel\")) {\n return 1;\n }\n workerScript.log(\n \"getServerSecurityLevel\",\n `returned ${numeralWrapper.formatServerSecurity(server.hackDifficulty)} for '${server.hostname}'`,\n );\n return server.hackDifficulty;\n },\n getServerBaseSecurityLevel: function (ip: any): any {\n updateDynamicRam(\"getServerBaseSecurityLevel\", getRamCost(\"getServerBaseSecurityLevel\"));\n const server = safeGetServer(ip, \"getServerBaseSecurityLevel\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 1;\n }\n if (failOnHacknetServer(server, \"getServerBaseSecurityLevel\")) {\n return 1;\n }\n workerScript.log(\n \"getServerBaseSecurityLevel\",\n `returned ${numeralWrapper.formatServerSecurity(server.baseDifficulty)} for '${server.hostname}'`,\n );\n return server.baseDifficulty;\n },\n getServerMinSecurityLevel: function (ip: any): any {\n updateDynamicRam(\"getServerMinSecurityLevel\", getRamCost(\"getServerMinSecurityLevel\"));\n const server = safeGetServer(ip, \"getServerMinSecurityLevel\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 1;\n }\n if (failOnHacknetServer(server, \"getServerMinSecurityLevel\")) {\n return 1;\n }\n workerScript.log(\n \"getServerMinSecurityLevel\",\n `returned ${numeralWrapper.formatServerSecurity(server.minDifficulty)} for ${server.hostname}`,\n );\n return server.minDifficulty;\n },\n getServerRequiredHackingLevel: function (ip: any): any {\n updateDynamicRam(\"getServerRequiredHackingLevel\", getRamCost(\"getServerRequiredHackingLevel\"));\n const server = safeGetServer(ip, \"getServerRequiredHackingLevel\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 1;\n }\n if (failOnHacknetServer(server, \"getServerRequiredHackingLevel\")) {\n return 1;\n }\n workerScript.log(\n \"getServerRequiredHackingLevel\",\n `returned ${numeralWrapper.formatSkill(server.requiredHackingSkill)} for '${server.hostname}'`,\n );\n return server.requiredHackingSkill;\n },\n getServerMaxMoney: function (ip: any): any {\n updateDynamicRam(\"getServerMaxMoney\", getRamCost(\"getServerMaxMoney\"));\n const server = safeGetServer(ip, \"getServerMaxMoney\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 0;\n }\n if (failOnHacknetServer(server, \"getServerMaxMoney\")) {\n return 0;\n }\n workerScript.log(\n \"getServerMaxMoney\",\n `returned ${numeralWrapper.formatMoney(server.moneyMax)} for '${server.hostname}'`,\n );\n return server.moneyMax;\n },\n getServerGrowth: function (ip: any): any {\n updateDynamicRam(\"getServerGrowth\", getRamCost(\"getServerGrowth\"));\n const server = safeGetServer(ip, \"getServerGrowth\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 1;\n }\n if (failOnHacknetServer(server, \"getServerGrowth\")) {\n return 1;\n }\n workerScript.log(\"getServerGrowth\", `returned ${server.serverGrowth} for '${server.hostname}'`);\n return server.serverGrowth;\n },\n getServerNumPortsRequired: function (ip: any): any {\n updateDynamicRam(\"getServerNumPortsRequired\", getRamCost(\"getServerNumPortsRequired\"));\n const server = safeGetServer(ip, \"getServerNumPortsRequired\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getServerNumPortsRequired\", \"Cannot be executed on this server.\");\n return 5;\n }\n if (failOnHacknetServer(server, \"getServerNumPortsRequired\")) {\n return 5;\n }\n workerScript.log(\"getServerNumPortsRequired\", `returned ${server.numOpenPortsRequired} for '${server.hostname}'`);\n return server.numOpenPortsRequired;\n },\n getServerRam: function (ip: any): any {\n updateDynamicRam(\"getServerRam\", getRamCost(\"getServerRam\"));\n const server = safeGetServer(ip, \"getServerRam\");\n workerScript.log(\n \"getServerRam\",\n `returned [${numeralWrapper.formatRAM(server.maxRam)}, ${numeralWrapper.formatRAM(server.ramUsed)}]`,\n );\n return [server.maxRam, server.ramUsed];\n },\n getServerMaxRam: function (ip: any): any {\n updateDynamicRam(\"getServerMaxRam\", getRamCost(\"getServerMaxRam\"));\n const server = safeGetServer(ip, \"getServerMaxRam\");\n workerScript.log(\"getServerMaxRam\", `returned ${numeralWrapper.formatRAM(server.maxRam)}`);\n return server.maxRam;\n },\n getServerUsedRam: function (ip: any): any {\n updateDynamicRam(\"getServerUsedRam\", getRamCost(\"getServerUsedRam\"));\n const server = safeGetServer(ip, \"getServerUsedRam\");\n workerScript.log(\"getServerUsedRam\", `returned ${numeralWrapper.formatRAM(server.ramUsed)}`);\n return server.ramUsed;\n },\n serverExists: function (ip: any): any {\n updateDynamicRam(\"serverExists\", getRamCost(\"serverExists\"));\n return GetServer(ip) !== null;\n },\n fileExists: function (filename: any, ip: any = workerScript.hostname): any {\n updateDynamicRam(\"fileExists\", getRamCost(\"fileExists\"));\n if (filename === undefined) {\n throw makeRuntimeErrorMsg(\"fileExists\", \"Usage: fileExists(scriptname, [server])\");\n }\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"fileExists\", `Invalid IP/hostname: ${ip}`);\n }\n for (let i = 0; i < server.scripts.length; ++i) {\n if (filename == server.scripts[i].filename) {\n return true;\n }\n }\n for (let i = 0; i < server.programs.length; ++i) {\n if (filename.toLowerCase() == server.programs[i].toLowerCase()) {\n return true;\n }\n }\n for (let i = 0; i < server.messages.length; ++i) {\n if (filename.toLowerCase() === server.messages[i]) {\n return true;\n }\n }\n const txtFile = getTextFile(filename, server);\n if (txtFile != null) {\n return true;\n }\n return false;\n },\n isRunning: function (fn: any, ip: any = workerScript.hostname, ...scriptArgs: any): any {\n updateDynamicRam(\"isRunning\", getRamCost(\"isRunning\"));\n if (fn === undefined || ip === undefined) {\n throw makeRuntimeErrorMsg(\"isRunning\", \"Usage: isRunning(scriptname, server, [arg1], [arg2]...)\");\n }\n if (typeof fn === \"number\") {\n return getRunningScriptByPid(fn, \"isRunning\") != null;\n } else {\n return getRunningScript(fn, ip, \"isRunning\", scriptArgs) != null;\n }\n },\n ...stockmarket,\n getPurchasedServerLimit: function (): any {\n updateDynamicRam(\"getPurchasedServerLimit\", getRamCost(\"getPurchasedServerLimit\"));\n\n return getPurchaseServerLimit();\n },\n getPurchasedServerMaxRam: function (): any {\n updateDynamicRam(\"getPurchasedServerMaxRam\", getRamCost(\"getPurchasedServerMaxRam\"));\n\n return getPurchaseServerMaxRam();\n },\n getPurchasedServerCost: function (ram: any): any {\n updateDynamicRam(\"getPurchasedServerCost\", getRamCost(\"getPurchasedServerCost\"));\n\n const cost = getPurchaseServerCost(ram);\n if (cost === Infinity) {\n workerScript.log(\"getPurchasedServerCost\", `Invalid argument: ram='${ram}'`);\n return Infinity;\n }\n\n return cost;\n },\n purchaseServer: function (hostname: any, ram: any): any {\n updateDynamicRam(\"purchaseServer\", getRamCost(\"purchaseServer\"));\n let hostnameStr = String(hostname);\n hostnameStr = hostnameStr.replace(/\\s+/g, \"\");\n if (hostnameStr == \"\") {\n workerScript.log(\"purchaseServer\", `Invalid argument: hostname='${hostnameStr}'`);\n return \"\";\n }\n\n if (Player.purchasedServers.length >= getPurchaseServerLimit()) {\n workerScript.log(\n \"purchaseServer\",\n `You have reached the maximum limit of ${getPurchaseServerLimit()} servers. You cannot purchase any more.`,\n );\n return \"\";\n }\n\n const cost = getPurchaseServerCost(ram);\n if (cost === Infinity) {\n workerScript.log(\"purchaseServer\", `Invalid argument: ram='${ram}'`);\n return \"\";\n }\n\n if (Player.money.lt(cost)) {\n workerScript.log(\n \"purchaseServer\",\n `Not enough money to purchase server. Need ${numeralWrapper.formatMoney(cost)}`,\n );\n return \"\";\n }\n const newServ = safetlyCreateUniqueServer({\n ip: createUniqueRandomIp(),\n hostname: hostnameStr,\n organizationName: \"\",\n isConnectedTo: false,\n adminRights: true,\n purchasedByPlayer: true,\n maxRam: ram,\n });\n AddToAllServers(newServ);\n\n Player.purchasedServers.push(newServ.hostname);\n const homeComputer = Player.getHomeComputer();\n homeComputer.serversOnNetwork.push(newServ.hostname);\n newServ.serversOnNetwork.push(homeComputer.hostname);\n Player.loseMoney(cost);\n workerScript.log(\n \"purchaseServer\",\n `Purchased new server with hostname '${newServ.hostname}' for ${numeralWrapper.formatMoney(cost)}`,\n );\n return newServ.hostname;\n },\n deleteServer: function (hostname: any): any {\n updateDynamicRam(\"deleteServer\", getRamCost(\"deleteServer\"));\n let hostnameStr = String(hostname);\n hostnameStr = hostnameStr.replace(/\\s\\s+/g, \"\");\n const server = GetServer(hostnameStr);\n if (!(server instanceof Server)) {\n workerScript.log(\"deleteServer\", `Invalid argument: hostname='${hostnameStr}'`);\n return false;\n }\n if (server == null) {\n workerScript.log(\"deleteServer\", `Invalid argument: hostname='${hostnameStr}'`);\n return false;\n }\n\n if (!server.purchasedByPlayer || server.hostname === \"home\") {\n workerScript.log(\"deleteServer\", \"Cannot delete non-purchased server.\");\n return false;\n }\n\n const ip = server.hostname;\n\n // Can't delete server you're currently connected to\n if (server.isConnectedTo) {\n workerScript.log(\"deleteServer\", \"You are currently connected to the server you are trying to delete.\");\n return false;\n }\n\n // A server cannot delete itself\n if (ip === workerScript.hostname) {\n workerScript.log(\"deleteServer\", \"Cannot delete the server this script is running on.\");\n return false;\n }\n\n // Delete all scripts running on server\n if (server.runningScripts.length > 0) {\n workerScript.log(\n \"deleteServer\",\n `Cannot delete server '${server.hostname}' because it still has scripts running.`,\n );\n return false;\n }\n\n // Delete from player's purchasedServers array\n let found = false;\n for (let i = 0; i < Player.purchasedServers.length; ++i) {\n if (ip == Player.purchasedServers[i]) {\n found = true;\n Player.purchasedServers.splice(i, 1);\n break;\n }\n }\n\n if (!found) {\n workerScript.log(\n \"deleteServer\",\n `Could not identify server ${server.hostname} as a purchased server. This is a bug. Report to dev.`,\n );\n return false;\n }\n\n // Delete from all servers\n DeleteServer(ip);\n\n // Delete from home computer\n found = false;\n const homeComputer = Player.getHomeComputer();\n for (let i = 0; i < homeComputer.serversOnNetwork.length; ++i) {\n if (ip == homeComputer.serversOnNetwork[i]) {\n homeComputer.serversOnNetwork.splice(i, 1);\n workerScript.log(\"deleteServer\", `Deleted server '${hostnameStr}`);\n return true;\n }\n }\n // Wasn't found on home computer\n workerScript.log(\n \"deleteServer\",\n `Could not find server ${server.hostname} as a purchased server. This is a bug. Report to dev.`,\n );\n return false;\n },\n getPurchasedServers: function (hostname: any = true): any {\n updateDynamicRam(\"getPurchasedServers\", getRamCost(\"getPurchasedServers\"));\n const res: string[] = [];\n Player.purchasedServers.forEach(function (ip) {\n if (hostname) {\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"getPurchasedServers\", \"Could not find server. This is a bug. Report to dev.\");\n }\n res.push(server.hostname);\n } else {\n res.push(ip);\n }\n });\n return res;\n },\n write: function (port: any, data: any = \"\", mode: any = \"a\"): any {\n updateDynamicRam(\"write\", getRamCost(\"write\"));\n if (!isNaN(port)) {\n // Write to port\n // Port 1-10\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"write\",\n `Trying to write to invalid port: ${port}. Only ports 1-${CONSTANTS.NumNetscriptPorts} are valid.`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"write\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n return iport.write(data);\n } else if (isString(port)) {\n // Write to script or text file\n let fn = port;\n if (!isValidFilePath(fn)) {\n throw makeRuntimeErrorMsg(\"write\", `Invalid filepath: ${fn}`);\n }\n\n if (fn.lastIndexOf(\"/\") === 0) {\n fn = removeLeadingSlash(fn);\n }\n\n // Coerce 'data' to be a string\n try {\n data = String(data);\n } catch (e: any) {\n throw makeRuntimeErrorMsg(\"write\", `Invalid data (${e}). Data being written must be convertible to a string`);\n }\n\n const server = workerScript.getServer();\n if (server == null) {\n throw makeRuntimeErrorMsg(\"write\", \"Error getting Server. This is a bug. Report to dev.\");\n }\n if (isScriptFilename(fn)) {\n // Write to script\n let script = workerScript.getScriptOnServer(fn, server);\n if (script == null) {\n // Create a new script\n script = new Script(fn, data, server.hostname, server.scripts);\n server.scripts.push(script);\n return script.updateRamUsage(server.scripts);\n }\n mode === \"w\" ? (script.code = data) : (script.code += data);\n return script.updateRamUsage(server.scripts);\n } else {\n // Write to text file\n const txtFile = getTextFile(fn, server);\n if (txtFile == null) {\n createTextFile(fn, data, server);\n return Promise.resolve();\n }\n if (mode === \"w\") {\n txtFile.write(data);\n } else {\n txtFile.append(data);\n }\n }\n return Promise.resolve();\n } else {\n throw makeRuntimeErrorMsg(\"write\", `Invalid argument: ${port}`);\n }\n },\n tryWrite: function (port: any, data: any = \"\"): any {\n updateDynamicRam(\"tryWrite\", getRamCost(\"tryWrite\"));\n if (!isNaN(port)) {\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"tryWrite\",\n `Invalid port: ${port}. Only ports 1-${CONSTANTS.NumNetscriptPorts} are valid.`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"tryWrite\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n return iport.tryWrite(data);\n } else {\n throw makeRuntimeErrorMsg(\"tryWrite\", `Invalid argument: ${port}`);\n }\n },\n read: function (port: any): any {\n updateDynamicRam(\"read\", getRamCost(\"read\"));\n if (!isNaN(port)) {\n // Read from port\n // Port 1-10\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"read\",\n `Invalid port: ${port}. Only ports 1-${CONSTANTS.NumNetscriptPorts} are valid.`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"read\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n const x = iport.read();\n return x;\n } else if (isString(port)) {\n // Read from script or text file\n const fn = port;\n const server = GetServer(workerScript.hostname);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"read\", \"Error getting Server. This is a bug. Report to dev.\");\n }\n if (isScriptFilename(fn)) {\n // Read from script\n const script = workerScript.getScriptOnServer(fn, server);\n if (script == null) {\n return \"\";\n }\n return script.code;\n } else {\n // Read from text file\n const txtFile = getTextFile(fn, server);\n if (txtFile !== null) {\n return txtFile.text;\n } else {\n return \"\";\n }\n }\n } else {\n throw makeRuntimeErrorMsg(\"read\", `Invalid argument: ${port}`);\n }\n },\n peek: function (port: any): any {\n updateDynamicRam(\"peek\", getRamCost(\"peek\"));\n if (isNaN(port)) {\n throw makeRuntimeErrorMsg(\n \"peek\",\n `Invalid argument. Must be a port number between 1 and ${CONSTANTS.NumNetscriptPorts}, is ${port}`,\n );\n }\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"peek\",\n `Invalid argument. Must be a port number between 1 and ${CONSTANTS.NumNetscriptPorts}, is ${port}`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"peek\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n const x = iport.peek();\n return x;\n },\n clear: function (port: any): any {\n updateDynamicRam(\"clear\", getRamCost(\"clear\"));\n if (!isNaN(port)) {\n // Clear port\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"clear\",\n `Trying to clear invalid port: ${port}. Only ports 1-${CONSTANTS.NumNetscriptPorts} are valid`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"clear\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n return iport.clear();\n } else if (isString(port)) {\n // Clear text file\n const fn = port;\n const server = GetServer(workerScript.hostname);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"clear\", \"Error getting Server. This is a bug. Report to dev.\");\n }\n const txtFile = getTextFile(fn, server);\n if (txtFile != null) {\n txtFile.write(\"\");\n }\n } else {\n throw makeRuntimeErrorMsg(\"clear\", `Invalid argument: ${port}`);\n }\n return 0;\n },\n getPortHandle: function (port: any): any {\n updateDynamicRam(\"getPortHandle\", getRamCost(\"getPortHandle\"));\n if (isNaN(port)) {\n throw makeRuntimeErrorMsg(\n \"getPortHandle\",\n `Invalid port: ${port} Must be an integer between 1 and ${CONSTANTS.NumNetscriptPorts}.`,\n );\n }\n port = Math.round(port);\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\n throw makeRuntimeErrorMsg(\n \"getPortHandle\",\n `Invalid port: ${port}. Only ports 1-${CONSTANTS.NumNetscriptPorts} are valid.`,\n );\n }\n const iport = NetscriptPorts[port - 1];\n if (iport == null || !(iport instanceof Object)) {\n throw makeRuntimeErrorMsg(\"getPortHandle\", `Could not find port: ${port}. This is a bug. Report to dev.`);\n }\n return iport;\n },\n rm: function (fn: any, ip: any): any {\n updateDynamicRam(\"rm\", getRamCost(\"rm\"));\n\n if (ip == null || ip === \"\") {\n ip = workerScript.hostname;\n }\n const s = safeGetServer(ip, \"rm\");\n\n const status = s.removeFile(fn);\n if (!status.res) {\n workerScript.log(\"rm\", status.msg + \"\");\n }\n\n return status.res;\n },\n scriptRunning: function (scriptname: any, ip: any): any {\n updateDynamicRam(\"scriptRunning\", getRamCost(\"scriptRunning\"));\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"scriptRunning\", `Invalid IP/hostname: ${ip}`);\n }\n for (let i = 0; i < server.runningScripts.length; ++i) {\n if (server.runningScripts[i].filename == scriptname) {\n return true;\n }\n }\n return false;\n },\n scriptKill: function (scriptname: any, ip: any): any {\n updateDynamicRam(\"scriptKill\", getRamCost(\"scriptKill\"));\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"scriptKill\", `Invalid IP/hostname: ${ip}`);\n }\n let suc = false;\n for (let i = 0; i < server.runningScripts.length; ++i) {\n if (server.runningScripts[i].filename == scriptname) {\n killWorkerScript(server.runningScripts[i], server.hostname);\n suc = true;\n }\n }\n return suc;\n },\n getScriptName: function (): any {\n return workerScript.name;\n },\n getScriptRam: function (scriptname: any, ip: any = workerScript.hostname): any {\n updateDynamicRam(\"getScriptRam\", getRamCost(\"getScriptRam\"));\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"getScriptRam\", `Invalid IP/hostname: ${ip}`);\n }\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename == scriptname) {\n return server.scripts[i].ramUsage;\n }\n }\n return 0;\n },\n getRunningScript: function (fn: any, ip: any, ...args: any[]): any {\n updateDynamicRam(\"getRunningScript\", getRamCost(\"getRunningScript\"));\n\n let runningScript;\n if (args.length === 0) {\n runningScript = workerScript.scriptRef;\n } else if (typeof fn === \"number\") {\n runningScript = getRunningScriptByPid(fn, \"getRunningScript\");\n } else {\n const scriptArgs = [];\n for (let i = 2; i < args.length; ++i) {\n scriptArgs.push(args[i]);\n }\n runningScript = getRunningScript(fn, ip, \"getRunningScript\", scriptArgs);\n }\n if (runningScript === null) return null;\n return {\n args: runningScript.args.slice(),\n filename: runningScript.filename,\n logs: runningScript.logs.slice(),\n offlineExpGained: runningScript.offlineExpGained,\n offlineMoneyMade: runningScript.offlineMoneyMade,\n offlineRunningTime: runningScript.offlineRunningTime,\n onlineExpGained: runningScript.onlineExpGained,\n onlineMoneyMade: runningScript.onlineMoneyMade,\n onlineRunningTime: runningScript.onlineRunningTime,\n pid: runningScript.pid,\n ramUsage: runningScript.ramUsage,\n server: runningScript.server,\n threads: runningScript.threads,\n };\n },\n getHackTime: function (ip: any): any {\n updateDynamicRam(\"getHackTime\", getRamCost(\"getHackTime\"));\n const server = safeGetServer(ip, \"getHackTime\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getHackTime\", \"invalid for this kind of server\");\n return Infinity;\n }\n if (failOnHacknetServer(server, \"getHackTime\")) {\n return Infinity;\n }\n\n return calculateHackingTime(server, Player); // Returns seconds\n },\n getGrowTime: function (ip: any): any {\n updateDynamicRam(\"getGrowTime\", getRamCost(\"getGrowTime\"));\n const server = safeGetServer(ip, \"getGrowTime\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getGrowTime\", \"invalid for this kind of server\");\n return Infinity;\n }\n if (failOnHacknetServer(server, \"getGrowTime\")) {\n return Infinity;\n }\n\n return calculateGrowTime(server, Player); // Returns seconds\n },\n getWeakenTime: function (ip: any): any {\n updateDynamicRam(\"getWeakenTime\", getRamCost(\"getWeakenTime\"));\n const server = safeGetServer(ip, \"getWeakenTime\");\n if (!(server instanceof Server)) {\n workerScript.log(\"getWeakenTime\", \"invalid for this kind of server\");\n return Infinity;\n }\n if (failOnHacknetServer(server, \"getWeakenTime\")) {\n return Infinity;\n }\n\n return calculateWeakenTime(server, Player); // Returns seconds\n },\n getScriptIncome: function (scriptname: any, ip: any, ...args: any[]): any {\n updateDynamicRam(\"getScriptIncome\", getRamCost(\"getScriptIncome\"));\n if (arguments.length === 0) {\n const res = [];\n\n // First element is total income of all currently running scripts\n let total = 0;\n for (const script of workerScripts.values()) {\n total += script.scriptRef.onlineMoneyMade / script.scriptRef.onlineRunningTime;\n }\n res.push(total);\n\n // Second element is total income you've earned from scripts since you installed Augs\n res.push(Player.scriptProdSinceLastAug / (Player.playtimeSinceLastAug / 1000));\n return res;\n } else {\n // Get income for a particular script\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"getScriptIncome\", `Invalid IP/hostnamed: ${ip}`);\n }\n const runningScriptObj = findRunningScript(scriptname, args, server);\n if (runningScriptObj == null) {\n workerScript.log(\n \"getScriptIncome\",\n `No such script '${scriptname}' on '${server.hostname}' with args: ${arrayToString(args)}`,\n );\n return -1;\n }\n return runningScriptObj.onlineMoneyMade / runningScriptObj.onlineRunningTime;\n }\n },\n getScriptExpGain: function (scriptname: any, ip: any, ...args: any[]): any {\n updateDynamicRam(\"getScriptExpGain\", getRamCost(\"getScriptExpGain\"));\n if (arguments.length === 0) {\n let total = 0;\n for (const ws of workerScripts.values()) {\n total += ws.scriptRef.onlineExpGained / ws.scriptRef.onlineRunningTime;\n }\n return total;\n } else {\n // Get income for a particular script\n const server = GetServer(ip);\n if (server == null) {\n throw makeRuntimeErrorMsg(\"getScriptExpGain\", `Invalid IP/hostnamed: ${ip}`);\n }\n const runningScriptObj = findRunningScript(scriptname, args, server);\n if (runningScriptObj == null) {\n workerScript.log(\n \"getScriptExpGain\",\n `No such script '${scriptname}' on '${server.hostname}' with args: ${arrayToString(args)}`,\n );\n return -1;\n }\n return runningScriptObj.onlineExpGained / runningScriptObj.onlineRunningTime;\n }\n },\n nFormat: function (n: any, format: any): any {\n if (isNaN(n) || isNaN(parseFloat(n)) || typeof format !== \"string\") {\n return \"\";\n }\n\n return numeralWrapper.format(parseFloat(n), format);\n },\n tFormat: function (milliseconds: any, milliPrecision: any = false): any {\n return convertTimeMsToTimeElapsedString(milliseconds, milliPrecision);\n },\n getTimeSinceLastAug: function (): any {\n updateDynamicRam(\"getTimeSinceLastAug\", getRamCost(\"getTimeSinceLastAug\"));\n return Player.playtimeSinceLastAug;\n },\n alert: function (message: any): void {\n dialogBoxCreate(message);\n },\n toast: function (message: any, variant: any = \"success\"): void {\n if (![\"success\", \"info\", \"warning\", \"error\"].includes(variant))\n throw new Error(`variant must be one of \"success\", \"info\", \"warning\", or \"error\"`);\n SnackbarEvents.emit(message, variant);\n },\n prompt: function (txt: any): any {\n if (!isString(txt)) {\n txt = JSON.stringify(txt);\n }\n\n return new Promise(function (resolve) {\n PromptEvent.emit({\n txt: txt,\n resolve: resolve,\n });\n });\n },\n wget: async function (url: any, target: any, ip: any = workerScript.hostname): Promise {\n if (!isScriptFilename(target) && !target.endsWith(\".txt\")) {\n workerScript.log(\"wget\", `Invalid target file: '${target}'. Must be a script or text file.`);\n return Promise.resolve(false);\n }\n const s = safeGetServer(ip, \"wget\");\n return new Promise(function (resolve) {\n $.get(\n url,\n function (data) {\n let res;\n if (isScriptFilename(target)) {\n res = s.writeToScriptFile(target, data);\n } else {\n res = s.writeToTextFile(target, data);\n }\n if (!res.success) {\n workerScript.log(\"wget\", \"Failed.\");\n return resolve(false);\n }\n if (res.overwritten) {\n workerScript.log(\"wget\", `Successfully retrieved content and overwrote '${target}' on '${ip}'`);\n return resolve(true);\n }\n workerScript.log(\"wget\", `Successfully retrieved content to new file '${target}' on '${ip}'`);\n return resolve(true);\n },\n \"text\",\n ).fail(function (e) {\n workerScript.log(\"wget\", JSON.stringify(e));\n return resolve(false);\n });\n });\n },\n getFavorToDonate: function (): any {\n updateDynamicRam(\"getFavorToDonate\", getRamCost(\"getFavorToDonate\"));\n return Math.floor(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);\n },\n\n /* Singularity Functions */\n goToLocation: function (locationName: any): boolean {\n const location = Object.values(Locations).find((l) => l.name === locationName);\n if (!location) {\n workerScript.log(\"goToLocation\", `No location named ${locationName}`);\n return false;\n }\n if (Player.city !== location.city) {\n workerScript.log(\"goToLocation\", `No location named ${locationName} in ${Player.city}`);\n return false;\n }\n Router.toLocation(location);\n return true;\n },\n universityCourse: function (universityName: any, className: any): any {\n updateDynamicRam(\"universityCourse\", getRamCost(\"universityCourse\"));\n checkSingularityAccess(\"universityCourse\", 1);\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"universityCourse\", txt);\n }\n\n let costMult, expMult;\n switch (universityName.toLowerCase()) {\n case LocationName.AevumSummitUniversity.toLowerCase():\n if (Player.city != CityName.Aevum) {\n workerScript.log(\n \"universityCourse\",\n \"You cannot study at 'Summit University' because you are not in 'Aevum'.\",\n );\n return false;\n }\n Player.gotoLocation(LocationName.AevumSummitUniversity);\n costMult = 4;\n expMult = 3;\n break;\n case LocationName.Sector12RothmanUniversity.toLowerCase():\n if (Player.city != CityName.Sector12) {\n workerScript.log(\n \"universityCourse\",\n \"You cannot study at 'Rothman University' because you are not in 'Sector-12'.\",\n );\n return false;\n }\n Player.location = LocationName.Sector12RothmanUniversity;\n costMult = 3;\n expMult = 2;\n break;\n case LocationName.VolhavenZBInstituteOfTechnology.toLowerCase():\n if (Player.city != CityName.Volhaven) {\n workerScript.log(\n \"universityCourse\",\n \"You cannot study at 'ZB Institute of Technology' because you are not in 'Volhaven'.\",\n );\n return false;\n }\n Player.location = LocationName.VolhavenZBInstituteOfTechnology;\n costMult = 5;\n expMult = 4;\n break;\n default:\n workerScript.log(\"universityCourse\", `Invalid university name: '${universityName}'.`);\n return false;\n }\n\n let task;\n switch (className.toLowerCase()) {\n case \"Study Computer Science\".toLowerCase():\n task = CONSTANTS.ClassStudyComputerScience;\n break;\n case \"Data Structures\".toLowerCase():\n task = CONSTANTS.ClassDataStructures;\n break;\n case \"Networks\".toLowerCase():\n task = CONSTANTS.ClassNetworks;\n break;\n case \"Algorithms\".toLowerCase():\n task = CONSTANTS.ClassAlgorithms;\n break;\n case \"Management\".toLowerCase():\n task = CONSTANTS.ClassManagement;\n break;\n case \"Leadership\".toLowerCase():\n task = CONSTANTS.ClassLeadership;\n break;\n default:\n workerScript.log(\"universityCourse\", `Invalid class name: ${className}.`);\n return false;\n }\n Player.startClass(Router, costMult, expMult, task);\n workerScript.log(\"universityCourse\", `Started ${task} at ${universityName}`);\n return true;\n },\n\n gymWorkout: function (gymName: any, stat: any): any {\n updateDynamicRam(\"gymWorkout\", getRamCost(\"gymWorkout\"));\n checkSingularityAccess(\"gymWorkout\", 1);\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"gymWorkout\", txt);\n }\n let costMult, expMult;\n switch (gymName.toLowerCase()) {\n case LocationName.AevumCrushFitnessGym.toLowerCase():\n if (Player.city != CityName.Aevum) {\n workerScript.log(\"gymWorkout\", \"You cannot workout at 'Crush Fitness' because you are not in 'Aevum'.\");\n return false;\n }\n Player.location = LocationName.AevumCrushFitnessGym;\n costMult = 3;\n expMult = 2;\n break;\n case LocationName.AevumSnapFitnessGym.toLowerCase():\n if (Player.city != CityName.Aevum) {\n workerScript.log(\"gymWorkout\", \"You cannot workout at 'Snap Fitness' because you are not in 'Aevum'.\");\n return false;\n }\n Player.location = LocationName.AevumSnapFitnessGym;\n costMult = 10;\n expMult = 5;\n break;\n case LocationName.Sector12IronGym.toLowerCase():\n if (Player.city != CityName.Sector12) {\n workerScript.log(\"gymWorkout\", \"You cannot workout at 'Iron Gym' because you are not in 'Sector-12'.\");\n return false;\n }\n Player.location = LocationName.Sector12IronGym;\n costMult = 1;\n expMult = 1;\n break;\n case LocationName.Sector12PowerhouseGym.toLowerCase():\n if (Player.city != CityName.Sector12) {\n workerScript.log(\n \"gymWorkout\",\n \"You cannot workout at 'Powerhouse Gym' because you are not in 'Sector-12'.\",\n );\n return false;\n }\n Player.location = LocationName.Sector12PowerhouseGym;\n costMult = 20;\n expMult = 10;\n break;\n case LocationName.VolhavenMilleniumFitnessGym.toLowerCase():\n if (Player.city != CityName.Volhaven) {\n workerScript.log(\n \"gymWorkout\",\n \"You cannot workout at 'Millenium Fitness Gym' because you are not in 'Volhaven'.\",\n );\n return false;\n }\n Player.location = LocationName.VolhavenMilleniumFitnessGym;\n costMult = 7;\n expMult = 4;\n break;\n default:\n workerScript.log(\"gymWorkout\", `Invalid gym name: ${gymName}. gymWorkout() failed`);\n return false;\n }\n\n switch (stat.toLowerCase()) {\n case \"strength\".toLowerCase():\n case \"str\".toLowerCase():\n Player.startClass(Router, costMult, expMult, CONSTANTS.ClassGymStrength);\n break;\n case \"defense\".toLowerCase():\n case \"def\".toLowerCase():\n Player.startClass(Router, costMult, expMult, CONSTANTS.ClassGymDefense);\n break;\n case \"dexterity\".toLowerCase():\n case \"dex\".toLowerCase():\n Player.startClass(Router, costMult, expMult, CONSTANTS.ClassGymDexterity);\n break;\n case \"agility\".toLowerCase():\n case \"agi\".toLowerCase():\n Player.startClass(Router, costMult, expMult, CONSTANTS.ClassGymAgility);\n break;\n default:\n workerScript.log(\"gymWorkout\", `Invalid stat: ${stat}.`);\n return false;\n }\n workerScript.log(\"gymWorkout\", `Started training ${stat} at ${gymName}`);\n return true;\n },\n\n travelToCity: function (cityname: any): any {\n updateDynamicRam(\"travelToCity\", getRamCost(\"travelToCity\"));\n checkSingularityAccess(\"travelToCity\", 1);\n\n switch (cityname) {\n case CityName.Aevum:\n case CityName.Chongqing:\n case CityName.Sector12:\n case CityName.NewTokyo:\n case CityName.Ishima:\n case CityName.Volhaven:\n if (Player.money.lt(CONSTANTS.TravelCost)) {\n throw makeRuntimeErrorMsg(\"travelToCity\", \"Not enough money to travel.\");\n }\n Player.loseMoney(CONSTANTS.TravelCost);\n Player.city = cityname;\n workerScript.log(\"travelToCity\", `Traveled to ${cityname}`);\n return true;\n default:\n workerScript.log(\"travelToCity\", `Invalid city name: '${cityname}'.`);\n return false;\n }\n },\n\n purchaseTor: function (): any {\n updateDynamicRam(\"purchaseTor\", getRamCost(\"purchaseTor\"));\n checkSingularityAccess(\"purchaseTor\", 1);\n\n if (Player.hasTorRouter()) {\n workerScript.log(\"purchaseTor\", \"You already have a TOR router!\");\n return false;\n }\n\n if (Player.money.lt(CONSTANTS.TorRouterCost)) {\n workerScript.log(\"purchaseTor\", \"You cannot afford to purchase a Tor router.\");\n return false;\n }\n Player.loseMoney(CONSTANTS.TorRouterCost);\n\n const darkweb = safetlyCreateUniqueServer({\n ip: createUniqueRandomIp(),\n hostname: \"darkweb\",\n organizationName: \"\",\n isConnectedTo: false,\n adminRights: false,\n purchasedByPlayer: false,\n maxRam: 1,\n });\n AddToAllServers(darkweb);\n\n Player.getHomeComputer().serversOnNetwork.push(darkweb.hostname);\n darkweb.serversOnNetwork.push(Player.getHomeComputer().hostname);\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\n workerScript.log(\"purchaseTor\", \"You have purchased a Tor router!\");\n return true;\n },\n purchaseProgram: function (programName: any): any {\n updateDynamicRam(\"purchaseProgram\", getRamCost(\"purchaseProgram\"));\n checkSingularityAccess(\"purchaseProgram\", 1);\n\n if (!Player.hasTorRouter()) {\n workerScript.log(\"purchaseProgram\", \"You do not have the TOR router.\");\n return false;\n }\n\n programName = programName.toLowerCase();\n\n let item = null;\n for (const key in DarkWebItems) {\n const i = DarkWebItems[key];\n if (i.program.toLowerCase() == programName) {\n item = i;\n }\n }\n\n if (item == null) {\n workerScript.log(\"purchaseProgram\", `Invalid program name: '${programName}.`);\n return false;\n }\n\n if (Player.money.lt(item.price)) {\n workerScript.log(\n \"purchaseProgram\",\n `Not enough money to purchase '${item.program}'. Need ${numeralWrapper.formatMoney(item.price)}`,\n );\n return false;\n }\n\n if (Player.hasProgram(item.program)) {\n workerScript.log(\"purchaseProgram\", `You already have the '${item.program}' program`);\n return true;\n }\n\n Player.loseMoney(item.price);\n Player.getHomeComputer().programs.push(item.program);\n workerScript.log(\n \"purchaseProgram\",\n `You have purchased the '${item.program}' program. The new program can be found on your home computer.`,\n );\n return true;\n },\n getCurrentServer: function (): any {\n updateDynamicRam(\"getCurrentServer\", getRamCost(\"getCurrentServer\"));\n checkSingularityAccess(\"getCurrentServer\", 1);\n return Player.getCurrentServer().hostname;\n },\n connect: function (hostname: any): any {\n updateDynamicRam(\"connect\", getRamCost(\"connect\"));\n checkSingularityAccess(\"connect\", 1);\n if (!hostname) {\n throw makeRuntimeErrorMsg(\"connect\", `Invalid hostname: '${hostname}'`);\n }\n\n const target = GetServer(hostname);\n if (target == null) {\n throw makeRuntimeErrorMsg(\"connect\", `Invalid hostname: '${hostname}'`);\n return;\n }\n\n if (hostname === \"home\") {\n Player.getCurrentServer().isConnectedTo = false;\n Player.currentServer = Player.getHomeComputer().hostname;\n Player.getCurrentServer().isConnectedTo = true;\n Terminal.setcwd(\"/\");\n return true;\n }\n\n const server = Player.getCurrentServer();\n for (let i = 0; i < server.serversOnNetwork.length; i++) {\n const other = getServerOnNetwork(server, i);\n if (other === null) continue;\n if (other.hostname == hostname) {\n Player.getCurrentServer().isConnectedTo = false;\n Player.currentServer = target.hostname;\n Player.getCurrentServer().isConnectedTo = true;\n Terminal.setcwd(\"/\");\n return true;\n }\n }\n\n return false;\n },\n manualHack: function (): any {\n updateDynamicRam(\"manualHack\", getRamCost(\"manualHack\"));\n checkSingularityAccess(\"manualHack\", 1);\n const server = Player.getCurrentServer();\n return hack(server.hostname, true);\n },\n installBackdoor: function (): any {\n updateDynamicRam(\"installBackdoor\", getRamCost(\"installBackdoor\"));\n checkSingularityAccess(\"installBackdoor\", 1);\n const baseserver = Player.getCurrentServer();\n if (!(baseserver instanceof Server)) {\n workerScript.log(\"installBackdoor\", \"cannot backdoor this kind of server\");\n return Promise.resolve();\n }\n const server = baseserver as Server;\n const installTime = (calculateHackingTime(server, Player) / 4) * 1000;\n\n // No root access or skill level too low\n const canHack = netscriptCanHack(server, Player);\n if (!canHack.res) {\n throw makeRuntimeErrorMsg(\"installBackdoor\", canHack.msg || \"\");\n }\n\n workerScript.log(\n \"installBackdoor\",\n `Installing backdoor on '${server.hostname}' in ${convertTimeMsToTimeElapsedString(installTime, true)}`,\n );\n\n return netscriptDelay(installTime, workerScript).then(function () {\n if (workerScript.env.stopFlag) {\n return Promise.reject(workerScript);\n }\n workerScript.log(\"installBackdoor\", `Successfully installed backdoor on '${server.hostname}'`);\n\n server.backdoorInstalled = true;\n\n if (SpecialServers.WorldDaemon === server.hostname) {\n Router.toBitVerse(false, false);\n }\n return Promise.resolve();\n });\n },\n getStats: function (): any {\n updateDynamicRam(\"getStats\", getRamCost(\"getStats\"));\n checkSingularityAccess(\"getStats\", 1);\n workerScript.log(\"getStats\", `getStats is deprecated, please use getPlayer`);\n\n return {\n hacking: Player.hacking_skill,\n strength: Player.strength,\n defense: Player.defense,\n dexterity: Player.dexterity,\n agility: Player.agility,\n charisma: Player.charisma,\n intelligence: Player.intelligence,\n };\n },\n getCharacterInformation: function (): any {\n updateDynamicRam(\"getCharacterInformation\", getRamCost(\"getCharacterInformation\"));\n checkSingularityAccess(\"getCharacterInformation\", 1);\n workerScript.log(\"getCharacterInformation\", `getCharacterInformation is deprecated, please use getPlayer`);\n\n return {\n bitnode: Player.bitNodeN,\n city: Player.city,\n factions: Player.factions.slice(),\n hp: Player.hp,\n jobs: Object.keys(Player.jobs),\n jobTitles: Object.values(Player.jobs),\n maxHp: Player.max_hp,\n mult: {\n agility: Player.agility_mult,\n agilityExp: Player.agility_exp_mult,\n companyRep: Player.company_rep_mult,\n crimeMoney: Player.crime_money_mult,\n crimeSuccess: Player.crime_success_mult,\n defense: Player.defense_mult,\n defenseExp: Player.defense_exp_mult,\n dexterity: Player.dexterity_mult,\n dexterityExp: Player.dexterity_exp_mult,\n factionRep: Player.faction_rep_mult,\n hacking: Player.hacking_mult,\n hackingExp: Player.hacking_exp_mult,\n strength: Player.strength_mult,\n strengthExp: Player.strength_exp_mult,\n workMoney: Player.work_money_mult,\n },\n timeWorked: Player.timeWorked,\n tor: Player.hasTorRouter(),\n workHackExpGain: Player.workHackExpGained,\n workStrExpGain: Player.workStrExpGained,\n workDefExpGain: Player.workDefExpGained,\n workDexExpGain: Player.workDexExpGained,\n workAgiExpGain: Player.workAgiExpGained,\n workChaExpGain: Player.workChaExpGained,\n workRepGain: Player.workRepGained,\n workMoneyGain: Player.workMoneyGained,\n hackingExp: Player.hacking_exp,\n strengthExp: Player.strength_exp,\n defenseExp: Player.defense_exp,\n dexterityExp: Player.dexterity_exp,\n agilityExp: Player.agility_exp,\n charismaExp: Player.charisma_exp,\n };\n },\n getPlayer: function (): any {\n updateDynamicRam(\"getPlayer\", getRamCost(\"getPlayer\"));\n\n const data = {\n hacking_skill: Player.hacking_skill,\n hp: Player.hp,\n max_hp: Player.max_hp,\n strength: Player.strength,\n defense: Player.defense,\n dexterity: Player.dexterity,\n agility: Player.agility,\n charisma: Player.charisma,\n intelligence: Player.intelligence,\n hacking_chance_mult: Player.hacking_chance_mult,\n hacking_speed_mult: Player.hacking_speed_mult,\n hacking_money_mult: Player.hacking_money_mult,\n hacking_grow_mult: Player.hacking_grow_mult,\n hacking_exp: Player.hacking_exp,\n strength_exp: Player.strength_exp,\n defense_exp: Player.defense_exp,\n dexterity_exp: Player.dexterity_exp,\n agility_exp: Player.agility_exp,\n charisma_exp: Player.charisma_exp,\n hacking_mult: Player.hacking_mult,\n strength_mult: Player.strength_mult,\n defense_mult: Player.defense_mult,\n dexterity_mult: Player.dexterity_mult,\n agility_mult: Player.agility_mult,\n charisma_mult: Player.charisma_mult,\n hacking_exp_mult: Player.hacking_exp_mult,\n strength_exp_mult: Player.strength_exp_mult,\n defense_exp_mult: Player.defense_exp_mult,\n dexterity_exp_mult: Player.dexterity_exp_mult,\n agility_exp_mult: Player.agility_exp_mult,\n charisma_exp_mult: Player.charisma_exp_mult,\n company_rep_mult: Player.company_rep_mult,\n faction_rep_mult: Player.faction_rep_mult,\n numPeopleKilled: Player.numPeopleKilled,\n money: Player.money.toNumber(),\n city: Player.city,\n location: Player.location,\n companyName: Player.companyName,\n crime_money_mult: Player.crime_money_mult,\n crime_success_mult: Player.crime_success_mult,\n isWorking: Player.isWorking,\n workType: Player.workType,\n currentWorkFactionName: Player.currentWorkFactionName,\n currentWorkFactionDescription: Player.currentWorkFactionDescription,\n workHackExpGainRate: Player.workHackExpGainRate,\n workStrExpGainRate: Player.workStrExpGainRate,\n workDefExpGainRate: Player.workDefExpGainRate,\n workDexExpGainRate: Player.workDexExpGainRate,\n workAgiExpGainRate: Player.workAgiExpGainRate,\n workChaExpGainRate: Player.workChaExpGainRate,\n workRepGainRate: Player.workRepGainRate,\n workMoneyGainRate: Player.workMoneyGainRate,\n workMoneyLossRate: Player.workMoneyLossRate,\n workHackExpGained: Player.workHackExpGained,\n workStrExpGained: Player.workStrExpGained,\n workDefExpGained: Player.workDefExpGained,\n workDexExpGained: Player.workDexExpGained,\n workAgiExpGained: Player.workAgiExpGained,\n workChaExpGained: Player.workChaExpGained,\n workRepGained: Player.workRepGained,\n workMoneyGained: Player.workMoneyGained,\n createProgramName: Player.createProgramName,\n createProgramReqLvl: Player.createProgramReqLvl,\n className: Player.className,\n crimeType: Player.crimeType,\n work_money_mult: Player.work_money_mult,\n hacknet_node_money_mult: Player.hacknet_node_money_mult,\n hacknet_node_purchase_cost_mult: Player.hacknet_node_purchase_cost_mult,\n hacknet_node_ram_cost_mult: Player.hacknet_node_ram_cost_mult,\n hacknet_node_core_cost_mult: Player.hacknet_node_core_cost_mult,\n hacknet_node_level_cost_mult: Player.hacknet_node_level_cost_mult,\n hasWseAccount: Player.hasWseAccount,\n hasTixApiAccess: Player.hasTixApiAccess,\n has4SData: Player.has4SData,\n has4SDataTixApi: Player.has4SDataTixApi,\n bladeburner_max_stamina_mult: Player.bladeburner_max_stamina_mult,\n bladeburner_stamina_gain_mult: Player.bladeburner_stamina_gain_mult,\n bladeburner_analysis_mult: Player.bladeburner_analysis_mult,\n bladeburner_success_chance_mult: Player.bladeburner_success_chance_mult,\n bitNodeN: Player.bitNodeN,\n totalPlaytime: Player.totalPlaytime,\n playtimeSinceLastAug: Player.playtimeSinceLastAug,\n playtimeSinceLastBitnode: Player.playtimeSinceLastBitnode,\n jobs: {},\n factions: Player.factions.slice(),\n tor: Player.hasTorRouter(),\n };\n Object.assign(data.jobs, Player.jobs);\n return data;\n },\n hospitalize: function (): any {\n updateDynamicRam(\"hospitalize\", getRamCost(\"hospitalize\"));\n checkSingularityAccess(\"hospitalize\", 1);\n if (Player.isWorking || Router.page() === Page.Infiltration || Router.page() === Page.BitVerse) {\n workerScript.log(\"hospitalize\", \"Cannot go to the hospital because the player is busy.\");\n return;\n }\n return Player.hospitalize();\n },\n isBusy: function (): any {\n updateDynamicRam(\"isBusy\", getRamCost(\"isBusy\"));\n checkSingularityAccess(\"isBusy\", 1);\n return Player.isWorking || Router.page() === Page.Infiltration || Router.page() === Page.BitVerse;\n },\n stopAction: function (): any {\n updateDynamicRam(\"stopAction\", getRamCost(\"stopAction\"));\n checkSingularityAccess(\"stopAction\", 1);\n if (Player.isWorking) {\n Router.toTerminal();\n const txt = Player.singularityStopWork();\n workerScript.log(\"stopAction\", txt);\n return true;\n }\n return false;\n },\n upgradeHomeCores: function (): any {\n updateDynamicRam(\"upgradeHomeCores\", getRamCost(\"upgradeHomeCores\"));\n checkSingularityAccess(\"upgradeHomeCores\", 2);\n\n // Check if we're at max cores\n const homeComputer = Player.getHomeComputer();\n if (homeComputer.cpuCores >= 8) {\n workerScript.log(\"upgradeHomeCores\", `Your home computer is at max cores.`);\n return false;\n }\n\n const cost = Player.getUpgradeHomeCoresCost();\n if (Player.money.lt(cost)) {\n workerScript.log(\"upgradeHomeCores\", `You don't have enough money. Need ${numeralWrapper.formatMoney(cost)}`);\n return false;\n }\n\n homeComputer.cpuCores += 1;\n Player.loseMoney(cost);\n\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\n workerScript.log(\n \"upgradeHomeCores\",\n `Purchased an additional core for home computer! It now has ${homeComputer.cpuCores} cores.`,\n );\n return true;\n },\n getUpgradeHomeCoresCost: function (): any {\n updateDynamicRam(\"getUpgradeHomeCoresCost\", getRamCost(\"getUpgradeHomeCoresCost\"));\n checkSingularityAccess(\"getUpgradeHomeCoresCost\", 2);\n\n return Player.getUpgradeHomeCoresCost();\n },\n upgradeHomeRam: function (): any {\n updateDynamicRam(\"upgradeHomeRam\", getRamCost(\"upgradeHomeRam\"));\n checkSingularityAccess(\"upgradeHomeRam\", 2);\n\n // Check if we're at max RAM\n const homeComputer = Player.getHomeComputer();\n if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {\n workerScript.log(\"upgradeHomeRam\", `Your home computer is at max RAM.`);\n return false;\n }\n\n const cost = Player.getUpgradeHomeRamCost();\n if (Player.money.lt(cost)) {\n workerScript.log(\"upgradeHomeRam\", `You don't have enough money. Need ${numeralWrapper.formatMoney(cost)}`);\n return false;\n }\n\n homeComputer.maxRam *= 2;\n Player.loseMoney(cost);\n\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\n workerScript.log(\n \"upgradeHomeRam\",\n `Purchased additional RAM for home computer! It now has ${numeralWrapper.formatRAM(\n homeComputer.maxRam,\n )} of RAM.`,\n );\n return true;\n },\n getUpgradeHomeRamCost: function (): any {\n updateDynamicRam(\"getUpgradeHomeRamCost\", getRamCost(\"getUpgradeHomeRamCost\"));\n checkSingularityAccess(\"getUpgradeHomeRamCost\", 2);\n\n return Player.getUpgradeHomeRamCost();\n },\n workForCompany: function (companyName: any): any {\n updateDynamicRam(\"workForCompany\", getRamCost(\"workForCompany\"));\n checkSingularityAccess(\"workForCompany\", 2);\n\n // Sanitize input\n if (companyName == null) {\n companyName = Player.companyName;\n }\n\n // Make sure its a valid company\n if (companyName == null || companyName === \"\" || !(Companies[companyName] instanceof Company)) {\n workerScript.log(\"workForCompany\", `Invalid company: '${companyName}'`);\n return false;\n }\n\n // Make sure player is actually employed at the comapny\n if (!Object.keys(Player.jobs).includes(companyName)) {\n workerScript.log(\"workForCompany\", `You do not have a job at '${companyName}'`);\n return false;\n }\n\n // Check to make sure company position data is valid\n const companyPositionName = Player.jobs[companyName];\n const companyPosition = CompanyPositions[companyPositionName];\n if (companyPositionName === \"\" || !(companyPosition instanceof CompanyPosition)) {\n workerScript.log(\"workForCompany\", \"You do not have a job\");\n return false;\n }\n\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"workForCompany\", txt);\n }\n\n if (companyPosition.isPartTimeJob()) {\n Player.startWorkPartTime(Router, companyName);\n } else {\n Player.startWork(Router, companyName);\n }\n workerScript.log(\"workForCompany\", `Began working at '${Player.companyName}' as a '${companyPositionName}'`);\n return true;\n },\n applyToCompany: function (companyName: any, field: any): any {\n updateDynamicRam(\"applyToCompany\", getRamCost(\"applyToCompany\"));\n checkSingularityAccess(\"applyToCompany\", 2);\n getCompany(\"applyToCompany\", companyName);\n\n Player.location = companyName;\n let res;\n switch (field.toLowerCase()) {\n case \"software\":\n res = Player.applyForSoftwareJob(true);\n break;\n case \"software consultant\":\n res = Player.applyForSoftwareConsultantJob(true);\n break;\n case \"it\":\n res = Player.applyForItJob(true);\n break;\n case \"security engineer\":\n res = Player.applyForSecurityEngineerJob(true);\n break;\n case \"network engineer\":\n res = Player.applyForNetworkEngineerJob(true);\n break;\n case \"business\":\n res = Player.applyForBusinessJob(true);\n break;\n case \"business consultant\":\n res = Player.applyForBusinessConsultantJob(true);\n break;\n case \"security\":\n res = Player.applyForSecurityJob(true);\n break;\n case \"agent\":\n res = Player.applyForAgentJob(true);\n break;\n case \"employee\":\n res = Player.applyForEmployeeJob(true);\n break;\n case \"part-time employee\":\n res = Player.applyForPartTimeEmployeeJob(true);\n break;\n case \"waiter\":\n res = Player.applyForWaiterJob(true);\n break;\n case \"part-time waiter\":\n res = Player.applyForPartTimeWaiterJob(true);\n break;\n default:\n workerScript.log(\"applyToCompany\", `Invalid job: '${field}'.`);\n return false;\n }\n // TODO https://github.com/danielyxie/bitburner/issues/1378\n // The Player object's applyForJob function can return string with special error messages\n // if (isString(res)) {\n // workerScript.log(\"applyToCompany\", res);\n // return false;\n // }\n if (res) {\n workerScript.log(\n \"applyToCompany\",\n `You were offered a new job at '${companyName}' as a '${Player.jobs[companyName]}'`,\n );\n } else {\n workerScript.log(\n \"applyToCompany\",\n `You failed to get a new job/promotion at '${companyName}' in the '${field}' field.`,\n );\n }\n return res;\n },\n getCompanyRep: function (companyName: any): any {\n updateDynamicRam(\"getCompanyRep\", getRamCost(\"getCompanyRep\"));\n checkSingularityAccess(\"getCompanyRep\", 2);\n const company = getCompany(\"getCompanyRep\", companyName);\n return company.playerReputation;\n },\n getCompanyFavor: function (companyName: any): any {\n updateDynamicRam(\"getCompanyFavor\", getRamCost(\"getCompanyFavor\"));\n checkSingularityAccess(\"getCompanyFavor\", 2);\n const company = getCompany(\"getCompanyFavor\", companyName);\n return company.favor;\n },\n getCompanyFavorGain: function (companyName: any): any {\n updateDynamicRam(\"getCompanyFavorGain\", getRamCost(\"getCompanyFavorGain\"));\n checkSingularityAccess(\"getCompanyFavorGain\", 2);\n const company = getCompany(\"getCompanyFavorGain\", companyName);\n return company.getFavorGain()[0];\n },\n checkFactionInvitations: function (): any {\n updateDynamicRam(\"checkFactionInvitations\", getRamCost(\"checkFactionInvitations\"));\n checkSingularityAccess(\"checkFactionInvitations\", 2);\n // Make a copy of Player.factionInvitations\n return Player.factionInvitations.slice();\n },\n joinFaction: function (name: any): any {\n updateDynamicRam(\"joinFaction\", getRamCost(\"joinFaction\"));\n checkSingularityAccess(\"joinFaction\", 2);\n getFaction(\"joinFaction\", name);\n\n if (!Player.factionInvitations.includes(name)) {\n workerScript.log(\"joinFaction\", `You have not been invited by faction '${name}'`);\n return false;\n }\n const fac = Factions[name];\n joinFaction(fac);\n\n // Update Faction Invitation list to account for joined + banned factions\n for (let i = 0; i < Player.factionInvitations.length; ++i) {\n if (Player.factionInvitations[i] == name || Factions[Player.factionInvitations[i]].isBanned) {\n Player.factionInvitations.splice(i, 1);\n i--;\n }\n }\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\n workerScript.log(\"joinFaction\", `Joined the '${name}' faction.`);\n return true;\n },\n workForFaction: function (name: any, type: any): any {\n updateDynamicRam(\"workForFaction\", getRamCost(\"workForFaction\"));\n checkSingularityAccess(\"workForFaction\", 2);\n getFaction(\"workForFaction\", name);\n\n // if the player is in a gang and the target faction is any of the gang faction, fail\n if (Player.inGang() && AllGangs[name] !== undefined) {\n workerScript.log(\"workForFaction\", `Faction '${name}' does not offer work at the moment.`);\n return;\n }\n\n if (!Player.factions.includes(name)) {\n workerScript.log(\"workForFaction\", `You are not a member of '${name}'`);\n return false;\n }\n\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"workForFaction\", txt);\n }\n\n const fac = Factions[name];\n // Arrays listing factions that allow each time of work\n const hackAvailable = [\n \"Illuminati\",\n \"Daedalus\",\n \"The Covenant\",\n \"ECorp\",\n \"MegaCorp\",\n \"Bachman & Associates\",\n \"Blade Industries\",\n \"NWO\",\n \"Clarke Incorporated\",\n \"OmniTek Incorporated\",\n \"Four Sigma\",\n \"KuaiGong International\",\n \"Fulcrum Secret Technologies\",\n \"BitRunners\",\n \"The Black Hand\",\n \"NiteSec\",\n \"Chongqing\",\n \"Sector-12\",\n \"New Tokyo\",\n \"Aevum\",\n \"Ishima\",\n \"Volhaven\",\n \"Speakers for the Dead\",\n \"The Dark Army\",\n \"The Syndicate\",\n \"Silhouette\",\n \"Netburners\",\n \"Tian Di Hui\",\n \"CyberSec\",\n ];\n const fdWkAvailable = [\n \"Illuminati\",\n \"Daedalus\",\n \"The Covenant\",\n \"ECorp\",\n \"MegaCorp\",\n \"Bachman & Associates\",\n \"Blade Industries\",\n \"NWO\",\n \"Clarke Incorporated\",\n \"OmniTek Incorporated\",\n \"Four Sigma\",\n \"KuaiGong International\",\n \"The Black Hand\",\n \"Chongqing\",\n \"Sector-12\",\n \"New Tokyo\",\n \"Aevum\",\n \"Ishima\",\n \"Volhaven\",\n \"Speakers for the Dead\",\n \"The Dark Army\",\n \"The Syndicate\",\n \"Silhouette\",\n \"Tetrads\",\n \"Slum Snakes\",\n ];\n const scWkAvailable = [\n \"ECorp\",\n \"MegaCorp\",\n \"Bachman & Associates\",\n \"Blade Industries\",\n \"NWO\",\n \"Clarke Incorporated\",\n \"OmniTek Incorporated\",\n \"Four Sigma\",\n \"KuaiGong International\",\n \"Fulcrum Secret Technologies\",\n \"Chongqing\",\n \"Sector-12\",\n \"New Tokyo\",\n \"Aevum\",\n \"Ishima\",\n \"Volhaven\",\n \"Speakers for the Dead\",\n \"The Syndicate\",\n \"Tetrads\",\n \"Slum Snakes\",\n \"Tian Di Hui\",\n ];\n\n switch (type.toLowerCase()) {\n case \"hacking\":\n case \"hacking contracts\":\n case \"hackingcontracts\":\n if (!hackAvailable.includes(fac.name)) {\n workerScript.log(\"workForFaction\", `Faction '${fac.name}' do not need help with hacking contracts.`);\n return false;\n }\n Player.startFactionHackWork(Router, fac);\n workerScript.log(\"workForFaction\", `Started carrying out hacking contracts for '${fac.name}'`);\n return true;\n case \"field\":\n case \"fieldwork\":\n case \"field work\":\n if (!fdWkAvailable.includes(fac.name)) {\n workerScript.log(\"workForFaction\", `Faction '${fac.name}' do not need help with field missions.`);\n return false;\n }\n Player.startFactionFieldWork(Router, fac);\n workerScript.log(\"workForFaction\", `Started carrying out field missions for '${fac.name}'`);\n return true;\n case \"security\":\n case \"securitywork\":\n case \"security work\":\n if (!scWkAvailable.includes(fac.name)) {\n workerScript.log(\"workForFaction\", `Faction '${fac.name}' do not need help with security work.`);\n return false;\n }\n Player.startFactionSecurityWork(Router, fac);\n workerScript.log(\"workForFaction\", `Started carrying out security work for '${fac.name}'`);\n return true;\n default:\n workerScript.log(\"workForFaction\", `Invalid work type: '${type}`);\n }\n return true;\n },\n getFactionRep: function (name: any): any {\n updateDynamicRam(\"getFactionRep\", getRamCost(\"getFactionRep\"));\n checkSingularityAccess(\"getFactionRep\", 2);\n const faction = getFaction(\"getFactionRep\", name);\n return faction.playerReputation;\n },\n getFactionFavor: function (name: any): any {\n updateDynamicRam(\"getFactionFavor\", getRamCost(\"getFactionFavor\"));\n checkSingularityAccess(\"getFactionFavor\", 2);\n const faction = getFaction(\"getFactionFavor\", name);\n return faction.favor;\n },\n getFactionFavorGain: function (name: any): any {\n updateDynamicRam(\"getFactionFavorGain\", getRamCost(\"getFactionFavorGain\"));\n checkSingularityAccess(\"getFactionFavorGain\", 2);\n const faction = getFaction(\"getFactionFavorGain\", name);\n return faction.getFavorGain()[0];\n },\n donateToFaction: function (name: any, amt: any): any {\n updateDynamicRam(\"donateToFaction\", getRamCost(\"donateToFaction\"));\n checkSingularityAccess(\"donateToFaction\", 3);\n const faction = getFaction(\"donateToFaction\", name);\n\n if (typeof amt !== \"number\" || amt <= 0) {\n workerScript.log(\"donateToFaction\", `Invalid donation amount: '${amt}'.`);\n return false;\n }\n if (Player.money.lt(amt)) {\n workerScript.log(\n \"donateToFaction\",\n `You do not have enough money to donate ${numeralWrapper.formatMoney(amt)} to '${name}'`,\n );\n return false;\n }\n const repNeededToDonate = Math.round(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);\n if (faction.favor < repNeededToDonate) {\n workerScript.log(\n \"donateToFaction\",\n `You do not have enough favor to donate to this faction. Have ${faction.favor}, need ${repNeededToDonate}`,\n );\n return false;\n }\n const repGain = (amt / CONSTANTS.DonateMoneyToRepDivisor) * Player.faction_rep_mult;\n faction.playerReputation += repGain;\n Player.loseMoney(amt);\n workerScript.log(\n \"donateToFaction\",\n `${numeralWrapper.formatMoney(amt)} donated to '${name}' for ${numeralWrapper.formatReputation(\n repGain,\n )} reputation`,\n );\n return true;\n },\n createProgram: function (name: any): any {\n updateDynamicRam(\"createProgram\", getRamCost(\"createProgram\"));\n checkSingularityAccess(\"createProgram\", 3);\n\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"createProgram\", txt);\n }\n\n name = name.toLowerCase();\n\n let p = null;\n for (const key in Programs) {\n if (Programs[key].name.toLowerCase() == name) {\n p = Programs[key];\n }\n }\n\n if (p == null) {\n workerScript.log(\"createProgram\", `The specified program does not exist: '${name}`);\n return false;\n }\n\n if (Player.hasProgram(p.name)) {\n workerScript.log(\"createProgram\", `You already have the '${p.name}' program`);\n return false;\n }\n\n const create = p.create;\n if (create === null) {\n workerScript.log(\"createProgram\", `You cannot create the '${p.name}' program`);\n return false;\n }\n\n if (!create.req(Player)) {\n workerScript.log(\"createProgram\", `Hacking level is too low to create '${p.name}' (level ${create.level} req)`);\n return false;\n }\n\n Player.startCreateProgramWork(Router, p.name, create.time, create.level);\n workerScript.log(\"createProgram\", `Began creating program: '${name}'`);\n return true;\n },\n commitCrime: function (crimeRoughName: any): any {\n updateDynamicRam(\"commitCrime\", getRamCost(\"commitCrime\"));\n checkSingularityAccess(\"commitCrime\", 3);\n\n if (Player.isWorking) {\n const txt = Player.singularityStopWork();\n workerScript.log(\"commitCrime\", txt);\n }\n\n // Set Location to slums\n Player.gotoLocation(LocationName.Slums);\n\n const crime = findCrime(crimeRoughName.toLowerCase());\n if (crime == null) {\n // couldn't find crime\n throw makeRuntimeErrorMsg(\"commitCrime\", `Invalid crime: '${crimeRoughName}'`);\n }\n workerScript.log(\"commitCrime\", `Attempting to commit ${crime.name}...`);\n return crime.commit(Router, Player, 1, workerScript);\n },\n getCrimeChance: function (crimeRoughName: any): any {\n updateDynamicRam(\"getCrimeChance\", getRamCost(\"getCrimeChance\"));\n checkSingularityAccess(\"getCrimeChance\", 3);\n\n const crime = findCrime(crimeRoughName.toLowerCase());\n if (crime == null) {\n throw makeRuntimeErrorMsg(\"getCrimeChance\", `Invalid crime: ${crimeRoughName}`);\n }\n\n return crime.successRate(Player);\n },\n getCrimeStats: function (crimeRoughName: any): any {\n updateDynamicRam(\"getCrimeStats\", getRamCost(\"getCrimeStats\"));\n checkSingularityAccess(\"getCrimeStats\", 3);\n\n const crime = findCrime(crimeRoughName.toLowerCase());\n if (crime == null) {\n throw makeRuntimeErrorMsg(\"getCrimeStats\", `Invalid crime: ${crimeRoughName}`);\n }\n\n return Object.assign({}, crime);\n },\n\n ...augmentations,\n\n gang: gang,\n bladeburner: bladeburner,\n codingcontract: codingcontract,\n sleeve: sleeve,\n corporation: corporation,\n\n formulas: formulas,\n\n atExit: function (f: any): void {\n if (typeof f !== \"function\") {\n throw makeRuntimeErrorMsg(\"atExit\", \"argument should be function\");\n }\n workerScript.atExit = f;\n },\n flags: Flags(workerScript.args),\n ...extra,\n };\n\n function getFunctionNames(obj: NS, prefix: string): string[] {\n const functionNames: string[] = [];\n for (const [key, value] of Object.entries(obj)) {\n if (typeof value == \"function\") {\n functionNames.push(prefix + key);\n } else if (typeof value == \"object\") {\n functionNames.push(...getFunctionNames(value, key + \".\"));\n }\n }\n return functionNames;\n }\n\n const possibleLogs = Object.fromEntries([...getFunctionNames(functions, \"\")].map((a) => [a, true]));\n\n return functions;\n} // End NetscriptFunction()\n\nexport { NetscriptFunctions };\n","/**\n * Implementation of the mechanisms that allow the player to affect the\n * Stock Market\n */\nimport { Stock } from \"./Stock\";\nimport { StockMarket } from \"./StockMarket\";\n\nimport { Company } from \"../Company/Company\";\nimport { Server } from \"../Server/Server\";\n\n// Change in second-order forecast due to hacks/grows\nexport const forecastForecastChangeFromHack = 0.1;\n\n// Change in second-order forecast due to company work\nexport const forecastForecastChangeFromCompanyWork = 0.001;\n\n/**\n * Potentially decreases a stock's second-order forecast when its corresponding\n * server is hacked. The chance of the hack decreasing the stock's second-order\n * forecast is dependent on what percentage of the server's money is hacked\n * @param {Server} server - Server being hack()ed\n * @param {number} moneyHacked - Amount of money stolen from the server\n */\nexport function influenceStockThroughServerHack(server: Server, moneyHacked: number): void {\n const orgName = server.organizationName;\n let stock: Stock | null = null;\n if (typeof orgName === \"string\" && orgName !== \"\") {\n stock = StockMarket[orgName];\n }\n if (!(stock instanceof Stock)) {\n return;\n }\n\n const percTotalMoneyHacked = moneyHacked / server.moneyMax;\n if (Math.random() < percTotalMoneyHacked) {\n stock.changeForecastForecast(stock.otlkMagForecast - forecastForecastChangeFromHack);\n }\n}\n\n/**\n * Potentially increases a stock's second-order forecast when its corresponding\n * server is grown (grow()). The chance of the grow() to increase the stock's\n * second-order forecast is dependent on how much money is added to the server\n * @param {Server} server - Server being grow()n\n * @param {number} moneyHacked - Amount of money added to the server\n */\nexport function influenceStockThroughServerGrow(server: Server, moneyGrown: number): void {\n const orgName = server.organizationName;\n let stock: Stock | null = null;\n if (typeof orgName === \"string\" && orgName !== \"\") {\n stock = StockMarket[orgName];\n }\n if (!(stock instanceof Stock)) {\n return;\n }\n\n const percTotalMoneyGrown = moneyGrown / server.moneyMax;\n if (Math.random() < percTotalMoneyGrown) {\n stock.changeForecastForecast(stock.otlkMagForecast + forecastForecastChangeFromHack);\n }\n}\n\n/**\n * Potentially increases a stock's second-order forecast when the player works for\n * its corresponding company.\n * @param {Company} company - Company being worked for\n * @param {number} performanceMult - Effectiveness of player's work. Affects influence\n * @param {number} cyclesOfWork - # game cycles of work being processed\n */\nexport function influenceStockThroughCompanyWork(\n company: Company,\n performanceMult: number,\n cyclesOfWork: number,\n): void {\n const compName = company.name;\n let stock: Stock | null = null;\n if (typeof compName === \"string\" && compName !== \"\") {\n stock = StockMarket[compName];\n }\n if (!(stock instanceof Stock)) {\n return;\n }\n\n if (Math.random() < 0.002 * cyclesOfWork) {\n const change = forecastForecastChangeFromCompanyWork * performanceMult;\n stock.changeForecastForecast(stock.otlkMagForecast + change);\n }\n}\n","import { Company } from \"./Company\";\nimport { CompanyPosition } from \"./CompanyPosition\";\n\n/**\n * Returns a string with the given CompanyPosition's stat requirements\n */\n\nexport function getJobRequirementText(company: Company, pos: CompanyPosition, tooltiptext = false): string {\n let reqText = \"\";\n const offset: number = company.jobStatReqOffset;\n const reqHacking: number = pos.requiredHacking > 0 ? pos.requiredHacking + offset : 0;\n const reqStrength: number = pos.requiredStrength > 0 ? pos.requiredStrength + offset : 0;\n const reqDefense: number = pos.requiredDefense > 0 ? pos.requiredDefense + offset : 0;\n const reqDexterity: number = pos.requiredDexterity > 0 ? pos.requiredDexterity + offset : 0;\n const reqAgility: number = pos.requiredDexterity > 0 ? pos.requiredDexterity + offset : 0;\n const reqCharisma: number = pos.requiredCharisma > 0 ? pos.requiredCharisma + offset : 0;\n const reqRep: number = pos.requiredReputation;\n if (tooltiptext) {\n reqText = \"Requires:
\";\n reqText += reqHacking.toString() + \" hacking
\";\n reqText += reqStrength.toString() + \" strength
\";\n reqText += reqDefense.toString() + \" defense
\";\n reqText += reqDexterity.toString() + \" dexterity
\";\n reqText += reqAgility.toString() + \" agility
\";\n reqText += reqCharisma.toString() + \" charisma
\";\n reqText += reqRep.toString() + \" reputation\";\n } else {\n reqText = \"(Requires \";\n if (reqHacking > 0) {\n reqText += reqHacking + \" hacking, \";\n }\n if (reqStrength > 0) {\n reqText += reqStrength + \" strength, \";\n }\n if (reqDefense > 0) {\n reqText += reqDefense + \" defense, \";\n }\n if (reqDexterity > 0) {\n reqText += reqDexterity + \" dexterity, \";\n }\n if (reqAgility > 0) {\n reqText += reqAgility + \" agility, \";\n }\n if (reqCharisma > 0) {\n reqText += reqCharisma + \" charisma, \";\n }\n if (reqRep > 1) {\n reqText += reqRep + \" reputation, \";\n }\n reqText = reqText.substring(0, reqText.length - 2);\n reqText += \")\";\n }\n return reqText;\n}\n","import React, { useState } from \"react\";\n\nimport { CinematicLine } from \"./CinematicLine\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n lines: string[];\n auto?: boolean;\n onDone?: () => void;\n}\n\nexport function CinematicText(props: IProps): React.ReactElement {\n const [i, setI] = useState(0);\n const [done, setDone] = useState(false);\n\n function advance(): void {\n const newI = i + 1;\n setI(newI);\n if (newI >= props.lines.length) {\n if (props.onDone && props.auto) props.onDone();\n setDone(true);\n }\n }\n\n return (\n <>\n {props.lines.slice(0, i).map((line, i) => (\n {line}\n ))}\n {props.lines.length > i && }\n {!props.auto && props.onDone && done && }\n \n );\n}\n","import { getRandomInt } from \"./getRandomInt\";\n\n/**\n * Gets a random value in the range of a byte (0 - 255), or up to the maximum.\n * @param max The maximum value (up to 255).\n */\nexport function getRandomByte(max: number): number {\n // Technically 2^8 is 256, but the values are 0-255, not 1-256.\n const byteMaximum = 255;\n const upper: number = Math.max(Math.min(max, byteMaximum), 0);\n\n return getRandomInt(0, upper);\n}\n","import { getRandomInt } from \"../../utils/helpers/getRandomInt\";\n\nexport const Growths: {\n [key: string]: (() => number) | undefined;\n [\"Tracking\"]: () => number;\n [\"Bounty Hunter\"]: () => number;\n [\"Retirement\"]: () => number;\n [\"Investigation\"]: () => number;\n [\"Undercover Operation\"]: () => number;\n [\"Sting Operation\"]: () => number;\n [\"Raid\"]: () => number;\n [\"Stealth Retirement Operation\"]: () => number;\n [\"Assassination\"]: () => number;\n} = {\n Tracking: () => getRandomInt(5, 75) / 20,\n \"Bounty Hunter\": () => getRandomInt(5, 75) / 20,\n Retirement: () => getRandomInt(5, 75) / 20,\n Investigation: () => getRandomInt(10, 40) / 20,\n \"Undercover Operation\": () => getRandomInt(10, 40) / 20,\n \"Sting Operation\": () => getRandomInt(3, 40) / 20,\n Raid: () => getRandomInt(2, 40) / 20,\n \"Stealth Retirement Operation\": () => getRandomInt(1, 20) / 20,\n Assassination: () => getRandomInt(1, 20) / 20,\n};\n","/**\n * Functions used to determine whether the target can be hacked (or grown/weakened).\n * Meant to be used for Netscript implementation\n *\n * The returned status object's message should be used for logging in Netscript\n */\nimport { IReturnStatus } from \"../types\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Server } from \"../Server/Server\";\n\nfunction baseCheck(server: Server, fnName: string): IReturnStatus {\n const hostname = server.hostname;\n\n if (!(\"requiredHackingSkill\" in server)) {\n return {\n res: false,\n msg: `Cannot ${fnName} ${hostname} server because it is a Hacknet Node`,\n };\n }\n\n if (server.hasAdminRights === false) {\n return {\n res: false,\n msg: `Cannot ${fnName} ${hostname} server because you do not have root access`,\n };\n }\n\n return { res: true };\n}\n\nexport function netscriptCanHack(server: Server, p: IPlayer): IReturnStatus {\n const initialCheck = baseCheck(server, \"hack\");\n if (!initialCheck.res) {\n return initialCheck;\n }\n\n const s = server;\n if (s.requiredHackingSkill > p.hacking_skill) {\n return {\n res: false,\n msg: `Cannot hack ${server.hostname} server because your hacking skill is not high enough`,\n };\n }\n\n return { res: true };\n}\n\nexport function netscriptCanGrow(server: Server): IReturnStatus {\n return baseCheck(server, \"grow\");\n}\n\nexport function netscriptCanWeaken(server: Server): IReturnStatus {\n return baseCheck(server, \"weaken\");\n}\n","/**\n * Utility function that creates a \"city map\", which is an object where\n * each city is a key (property).\n *\n * This map uses the official name of the city, NOT its key in the 'Cities' object\n */\nimport { Cities } from \"./Cities\";\nimport { IMap } from \"../types\";\n\nexport function createCityMap(initValue: T): IMap {\n const map: IMap = {};\n const cities = Object.keys(Cities);\n for (let i = 0; i < cities.length; ++i) {\n map[cities[i]] = initValue;\n }\n\n return map;\n}\n","/**\n * Represents a Hand of cards.\n *\n * This class is IMMUTABLE\n */\n\nimport { Card } from \"./Card\";\n\nexport class Hand {\n constructor(readonly cards: readonly Card[]) {}\n\n addCards(...cards: Card[]): Hand {\n return new Hand([...this.cards, ...cards]);\n }\n\n removeByIndex(i: number): Hand {\n if (i >= this.cards.length) {\n throw new Error(`Tried to remove invalid card from Hand by index: ${i}`);\n }\n\n return new Hand([...this.cards.slice().splice(i, 1)]);\n }\n}\n","/**\n * React Component for a button that initiates a transaction on the Stock Market UI\n * (Buy, Sell, Buy Max, etc.)\n */\nimport * as React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\ntype IProps = {\n onClick: () => void;\n text: string;\n tooltip?: JSX.Element | null;\n};\n\nexport function StockTickerTxButton(props: IProps): React.ReactElement {\n return (\n {props.tooltip} : \"\"}>\n \n \n );\n}\n","/**\n * Abstract Base Class for any Server object\n */\nimport { CodingContract } from \"../CodingContracts\";\nimport { RunningScript } from \"../Script/RunningScript\";\nimport { Script } from \"../Script/Script\";\nimport { isValidFilePath } from \"../Terminal/DirectoryHelpers\";\nimport { TextFile } from \"../TextFile\";\nimport { IReturnStatus } from \"../types\";\n\nimport { isScriptFilename } from \"../Script/isScriptFilename\";\n\nimport { createRandomIp } from \"../utils/IPAddress\";\nimport { compareArrays } from \"../utils/helpers/compareArrays\";\n\ninterface IConstructorParams {\n adminRights?: boolean;\n hostname: string;\n ip?: string;\n isConnectedTo?: boolean;\n maxRam?: number;\n organizationName?: string;\n}\n\ninterface writeResult {\n success: boolean;\n overwritten: boolean;\n}\n\nexport class BaseServer {\n // Coding Contract files on this server\n contracts: CodingContract[] = [];\n\n // How many CPU cores this server has. Maximum of 8.\n // Currently, this only affects hacking missions\n cpuCores = 1;\n\n // Flag indicating whether the FTP port is open\n ftpPortOpen = false;\n\n // Flag indicating whether player has admin/root access to this server\n hasAdminRights = false;\n\n // Hostname. Must be unique\n hostname = \"\";\n\n // Flag indicating whether HTTP Port is open\n httpPortOpen = false;\n\n // IP Address. Must be unique\n ip = \"\";\n\n // Flag indicating whether player is curently connected to this server\n isConnectedTo = false;\n\n // RAM (GB) available on this server\n maxRam = 0;\n\n // Message files AND Literature files on this Server\n // For Literature files, this array contains only the filename (string)\n // For Messages, it contains the actual Message object\n // TODO Separate literature files into its own property\n messages: string[] = [];\n\n // Name of company/faction/etc. that this server belongs to.\n // Optional, not applicable to all Servers\n organizationName = \"\";\n\n // Programs on this servers. Contains only the names of the programs\n programs: string[] = [];\n\n // RAM (GB) used. i.e. unavailable RAM\n ramUsed = 0;\n\n // RunningScript files on this server\n runningScripts: RunningScript[] = [];\n\n // Script files on this Server\n scripts: Script[] = [];\n\n // Contains the IP Addresses of all servers that are immediately\n // reachable from this one\n serversOnNetwork: string[] = [];\n\n // Flag indicating whether SMTP Port is open\n smtpPortOpen = false;\n\n // Flag indicating whether SQL Port is open\n sqlPortOpen = false;\n\n // Flag indicating whether the SSH Port is open\n sshPortOpen = false;\n\n // Text files on this server\n textFiles: TextFile[] = [];\n\n constructor(params: IConstructorParams = { hostname: \"\", ip: createRandomIp() }) {\n this.ip = params.ip ? params.ip : createRandomIp();\n\n this.hostname = params.hostname;\n this.organizationName = params.organizationName != null ? params.organizationName : \"\";\n this.isConnectedTo = params.isConnectedTo != null ? params.isConnectedTo : false;\n\n //Access information\n this.hasAdminRights = params.adminRights != null ? params.adminRights : false;\n }\n\n addContract(contract: CodingContract): void {\n this.contracts.push(contract);\n }\n\n getContract(contractName: string): CodingContract | null {\n for (const contract of this.contracts) {\n if (contract.fn === contractName) {\n return contract;\n }\n }\n return null;\n }\n\n /**\n * Find an actively running script on this server\n * @param scriptName - Filename of script to search for\n * @param scriptArgs - Arguments that script is being run with\n * @returns RunningScript for the specified active script\n * Returns null if no such script can be found\n */\n getRunningScript(scriptName: string, scriptArgs: any[]): RunningScript | null {\n for (const rs of this.runningScripts) {\n if (rs.filename === scriptName && compareArrays(rs.args, scriptArgs)) {\n return rs;\n }\n }\n\n return null;\n }\n\n /**\n * Given the name of the script, returns the corresponding\n * Script object on the server (if it exists)\n */\n getScript(scriptName: string): Script | null {\n for (let i = 0; i < this.scripts.length; i++) {\n if (this.scripts[i].filename === scriptName) {\n return this.scripts[i];\n }\n }\n\n return null;\n }\n\n /**\n * Returns boolean indicating whether the given script is running on this server\n */\n isRunning(fn: string): boolean {\n for (const runningScriptObj of this.runningScripts) {\n if (runningScriptObj.filename === fn) {\n return true;\n }\n }\n\n return false;\n }\n\n removeContract(contract: CodingContract): void {\n if (contract instanceof CodingContract) {\n this.contracts = this.contracts.filter((c) => {\n return c.fn !== contract.fn;\n });\n } else {\n this.contracts = this.contracts.filter((c) => {\n return c.fn !== contract;\n });\n }\n }\n\n /**\n * Remove a file from the server\n * @param fn {string} Name of file to be deleted\n * @returns {IReturnStatus} Return status object indicating whether or not file was deleted\n */\n removeFile(fn: string): IReturnStatus {\n if (fn.endsWith(\".exe\") || fn.match(/^.+\\.exe-\\d+(?:\\.\\d*)?%-INC$/) != null) {\n for (let i = 0; i < this.programs.length; ++i) {\n if (this.programs[i] === fn) {\n this.programs.splice(i, 1);\n return { res: true };\n }\n }\n } else if (isScriptFilename(fn)) {\n for (let i = 0; i < this.scripts.length; ++i) {\n if (this.scripts[i].filename === fn) {\n if (this.isRunning(fn)) {\n return {\n res: false,\n msg: \"Cannot delete a script that is currently running!\",\n };\n }\n\n this.scripts.splice(i, 1);\n return { res: true };\n }\n }\n } else if (fn.endsWith(\".lit\")) {\n for (let i = 0; i < this.messages.length; ++i) {\n const f = this.messages[i];\n if (typeof f === \"string\" && f === fn) {\n this.messages.splice(i, 1);\n return { res: true };\n }\n }\n } else if (fn.endsWith(\".txt\")) {\n for (let i = 0; i < this.textFiles.length; ++i) {\n if (this.textFiles[i].fn === fn) {\n this.textFiles.splice(i, 1);\n return { res: true };\n }\n }\n } else if (fn.endsWith(\".cct\")) {\n for (let i = 0; i < this.contracts.length; ++i) {\n if (this.contracts[i].fn === fn) {\n this.contracts.splice(i, 1);\n return { res: true };\n }\n }\n }\n\n return { res: false, msg: \"No such file exists\" };\n }\n\n /**\n * Called when a script is run on this server.\n * All this function does is add a RunningScript object to the\n * `runningScripts` array. It does NOT check whether the script actually can\n * be run.\n */\n runScript(script: RunningScript): void {\n this.runningScripts.push(script);\n }\n\n setMaxRam(ram: number): void {\n this.maxRam = ram;\n }\n\n /**\n * Write to a script file\n * Overwrites existing files. Creates new files if the script does not eixst\n */\n writeToScriptFile(fn: string, code: string): writeResult {\n const ret = { success: false, overwritten: false };\n if (!isValidFilePath(fn) || !isScriptFilename(fn)) {\n return ret;\n }\n\n // Check if the script already exists, and overwrite it if it does\n for (let i = 0; i < this.scripts.length; ++i) {\n if (fn === this.scripts[i].filename) {\n const script = this.scripts[i];\n script.code = code;\n script.updateRamUsage(this.scripts);\n script.markUpdated();\n ret.overwritten = true;\n ret.success = true;\n return ret;\n }\n }\n\n // Otherwise, create a new script\n const newScript = new Script(fn, code, this.hostname, this.scripts);\n this.scripts.push(newScript);\n ret.success = true;\n return ret;\n }\n\n // Write to a text file\n // Overwrites existing files. Creates new files if the text file does not exist\n writeToTextFile(fn: string, txt: string): writeResult {\n const ret = { success: false, overwritten: false };\n if (!isValidFilePath(fn) || !fn.endsWith(\"txt\")) {\n return ret;\n }\n\n // Check if the text file already exists, and overwrite if it does\n for (let i = 0; i < this.textFiles.length; ++i) {\n if (this.textFiles[i].fn === fn) {\n ret.overwritten = true;\n this.textFiles[i].text = txt;\n ret.success = true;\n return ret;\n }\n }\n\n // Otherwise create a new text file\n const newFile = new TextFile(fn, txt);\n this.textFiles.push(newFile);\n ret.success = true;\n return ret;\n }\n}\n","import React, { useState, useEffect } from \"react\";\nimport { KEY } from \"../../utils/helpers/keyCodes\";\n\nimport { CodingContract, CodingContractTypes } from \"../../CodingContracts\";\nimport { CopyableText } from \"./CopyableText\";\nimport { Modal } from \"./Modal\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n c: CodingContract;\n onClose: () => void;\n onAttempt: (answer: string) => void;\n}\n\nexport const CodingContractEvent = new EventEmitter<[IProps]>();\n\nexport function CodingContractModal(): React.ReactElement {\n const [props, setProps] = useState(null);\n const [answer, setAnswer] = useState(\"\");\n\n useEffect(() => {\n CodingContractEvent.subscribe((props) => setProps(props));\n });\n if (props === null) return <>;\n\n function onChange(event: React.ChangeEvent): void {\n setAnswer(event.target.value);\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (props === null) return;\n // React just won't cooperate on this one.\n // \"React.KeyboardEvent\" seems like the right type but\n // whatever ...\n const value = (event.target as any).value;\n\n if (event.keyCode === KEY.ENTER && value !== \"\") {\n event.preventDefault();\n props.onAttempt(answer);\n }\n }\n\n function close(): void {\n if (props === null) return;\n props.onClose();\n setProps(null);\n }\n\n const contractType = CodingContractTypes[props.c.type];\n const description = [];\n for (const [i, value] of contractType.desc(props.c.data).split(\"\\n\").entries())\n description.push(\" }}>);\n return (\n \n \n \n You are attempting to solve a Coding Contract. You have {props.c.getMaxNumTries() - props.c.tries} tries\n remaining, after which the contract will self-destruct.\n \n
\n {description}\n
\n {\n props.onAttempt(answer);\n close();\n }}\n >\n Solve\n \n ),\n }}\n />\n
\n );\n}\n","/**\n * Implements RAM Calculation functionality.\n *\n * Uses the acorn.js library to parse a script's code into an AST and\n * recursively walk through that AST, calculating RAM usage along\n * the way\n */\nimport * as walk from \"acorn-walk\";\nimport { parse } from \"acorn\";\n\nimport { RamCalculationErrorCode } from \"./RamCalculationErrorCodes\";\n\nimport { RamCosts, RamCostConstants } from \"../Netscript/RamCostGenerator\";\nimport { Script } from \"../Script/Script\";\nimport { WorkerScript } from \"../Netscript/WorkerScript\";\n\n// These special strings are used to reference the presence of a given logical\n// construct within a user script.\nconst specialReferenceIF = \"__SPECIAL_referenceIf\";\nconst specialReferenceFOR = \"__SPECIAL_referenceFor\";\nconst specialReferenceWHILE = \"__SPECIAL_referenceWhile\";\n\n// The global scope of a script is registered under this key during parsing.\nconst memCheckGlobalKey = \".__GLOBAL__\";\n\n/**\n * Parses code into an AST and walks through it recursively to calculate\n * RAM usage. Also accounts for imported modules.\n * @param {Script[]} otherScripts - All other scripts on the server. Used to account for imported scripts\n * @param {string} codeCopy - The code being parsed\n * @param {WorkerScript} workerScript - Object containing RAM costs of Netscript functions. Also used to\n * keep track of what functions have/havent been accounted for\n */\nasync function parseOnlyRamCalculate(\n otherScripts: Script[],\n code: string,\n workerScript: WorkerScript,\n): Promise {\n try {\n /**\n * Maps dependent identifiers to their dependencies.\n *\n * The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.\n * It depends on all the functions declared in the module, all the global scopes\n * of its imports, and any identifiers referenced in this global scope. Each\n * function depends on all the identifiers referenced internally.\n * We walk the dependency graph to calculate RAM usage, given that some identifiers\n * reference Netscript functions which have a RAM cost.\n */\n let dependencyMap: { [key: string]: string[] } = {};\n\n // Scripts we've parsed.\n const completedParses = new Set();\n\n // Scripts we've discovered that need to be parsed.\n const parseQueue: string[] = [];\n\n // Parses a chunk of code with a given module name, and updates parseQueue and dependencyMap.\n function parseCode(code: string, moduleName: string): void {\n const result = parseOnlyCalculateDeps(code, moduleName);\n completedParses.add(moduleName);\n\n // Add any additional modules to the parse queue;\n for (let i = 0; i < result.additionalModules.length; ++i) {\n if (!completedParses.has(result.additionalModules[i])) {\n parseQueue.push(result.additionalModules[i]);\n }\n }\n\n // Splice all the references in\n dependencyMap = Object.assign(dependencyMap, result.dependencyMap);\n }\n\n // Parse the initial module, which is the \"main\" script that is being run\n const initialModule = \"__SPECIAL_INITIAL_MODULE__\";\n parseCode(code, initialModule);\n\n // Process additional modules, which occurs if the \"main\" script has any imports\n while (parseQueue.length > 0) {\n const nextModule = parseQueue.shift();\n if (nextModule === undefined) throw new Error(\"nextModule should not be undefined\");\n\n // Additional modules can either be imported from the web (in which case we use\n // a dynamic import), or from other in-game scripts\n let code;\n if (nextModule.startsWith(\"https://\") || nextModule.startsWith(\"http://\")) {\n try {\n // eslint-disable-next-line no-await-in-loop\n const module = await eval(\"import(nextModule)\");\n code = \"\";\n for (const prop in module) {\n if (typeof module[prop] === \"function\") {\n code += module[prop].toString() + \";\\n\";\n }\n }\n } catch (e) {\n console.error(`Error dynamically importing module from ${nextModule} for RAM calculations: ${e}`);\n return RamCalculationErrorCode.URLImportError;\n }\n } else {\n if (!Array.isArray(otherScripts)) {\n console.warn(`parseOnlyRamCalculate() not called with array of scripts`);\n return RamCalculationErrorCode.ImportError;\n }\n\n let script = null;\n const fn = nextModule.startsWith(\"./\") ? nextModule.slice(2) : nextModule;\n for (const s of otherScripts) {\n if (s.filename === fn) {\n script = s;\n break;\n }\n }\n\n if (script == null) {\n return RamCalculationErrorCode.ImportError; // No such script on the server\n }\n\n code = script.code;\n }\n\n parseCode(code, nextModule);\n }\n\n // Finally, walk the reference map and generate a ram cost. The initial set of keys to scan\n // are those that start with __SPECIAL_INITIAL_MODULE__.\n let ram = RamCostConstants.ScriptBaseRamCost;\n const unresolvedRefs = Object.keys(dependencyMap).filter((s) => s.startsWith(initialModule));\n const resolvedRefs = new Set();\n while (unresolvedRefs.length > 0) {\n const ref = unresolvedRefs.shift();\n if (ref === undefined) throw new Error(\"ref should not be undefined\");\n\n // Check if this is one of the special keys, and add the appropriate ram cost if so.\n if (ref === \"hacknet\" && !resolvedRefs.has(\"hacknet\")) {\n ram += RamCostConstants.ScriptHacknetNodesRamCost;\n }\n if (ref === \"document\" && !resolvedRefs.has(\"document\")) {\n ram += RamCostConstants.ScriptDomRamCost;\n }\n if (ref === \"window\" && !resolvedRefs.has(\"window\")) {\n ram += RamCostConstants.ScriptDomRamCost;\n }\n\n resolvedRefs.add(ref);\n\n if (ref.endsWith(\".*\")) {\n // A prefix reference. We need to find all matching identifiers.\n const prefix = ref.slice(0, ref.length - 2);\n for (const ident of Object.keys(dependencyMap).filter((k) => k.startsWith(prefix))) {\n for (const dep of dependencyMap[ident] || []) {\n if (!resolvedRefs.has(dep)) unresolvedRefs.push(dep);\n }\n }\n } else {\n // An exact reference. Add all dependencies of this ref.\n for (const dep of dependencyMap[ref] || []) {\n if (!resolvedRefs.has(dep)) unresolvedRefs.push(dep);\n }\n }\n\n // Check if this identifier is a function in the workerScript environment.\n // If it is, then we need to get its RAM cost.\n try {\n function applyFuncRam(func: any): number {\n if (typeof func === \"function\") {\n try {\n let res;\n if (func.constructor.name === \"AsyncFunction\") {\n res = 0; // Async functions will always be 0 RAM\n } else {\n res = func.apply(null, []);\n }\n if (typeof res === \"number\") {\n return res;\n }\n return 0;\n } catch (e) {\n console.error(`Error applying function: ${e}`);\n return 0;\n }\n } else {\n return 0;\n }\n }\n\n // Only count each function once\n if (workerScript.loadedFns[ref]) {\n continue;\n } else {\n workerScript.loadedFns[ref] = true;\n }\n\n // This accounts for namespaces (Bladeburner, CodingCpntract, etc.)\n let func;\n if (ref in workerScript.env.vars.bladeburner) {\n func = workerScript.env.vars.bladeburner[ref];\n } else if (ref in workerScript.env.vars.codingcontract) {\n func = workerScript.env.vars.codingcontract[ref];\n } else if (ref in workerScript.env.vars.gang) {\n func = workerScript.env.vars.gang[ref];\n } else if (ref in workerScript.env.vars.sleeve) {\n func = workerScript.env.vars.sleeve[ref];\n } else {\n func = workerScript.env.vars[ref];\n }\n ram += applyFuncRam(func);\n } catch (error) {\n continue;\n }\n }\n return ram;\n } catch (error) {\n // console.info(\"parse or eval error: \", error);\n // This is not unexpected. The user may be editing a script, and it may be in\n // a transitory invalid state.\n return RamCalculationErrorCode.SyntaxError;\n }\n}\n\n/**\n * Helper function that parses a single script. It returns a map of all dependencies,\n * which are items in the code's AST that potentially need to be evaluated\n * for RAM usage calculations. It also returns an array of additional modules\n * that need to be parsed (i.e. are 'import'ed scripts).\n */\nfunction parseOnlyCalculateDeps(code: string, currentModule: string): any {\n const ast = parse(code, { sourceType: \"module\", ecmaVersion: \"latest\" });\n\n // Everything from the global scope goes in \".\". Everything else goes in \".function\", where only\n // the outermost layer of functions counts.\n const globalKey = currentModule + memCheckGlobalKey;\n const dependencyMap: { [key: string]: Set | undefined } = {};\n dependencyMap[globalKey] = new Set();\n\n // If we reference this internal name, we're really referencing that external name.\n // Filled when we import names from other modules.\n const internalToExternal: { [key: string]: string | undefined } = {};\n\n const additionalModules: string[] = [];\n\n // References get added pessimistically. They are added for thisModule.name, name, and for\n // any aliases.\n function addRef(key: string, name: string): void {\n const s = dependencyMap[key] || (dependencyMap[key] = new Set());\n const external = internalToExternal[name];\n if (external !== undefined) {\n s.add(external);\n }\n s.add(currentModule + \".\" + name);\n s.add(name); // For builtins like hack.\n }\n\n //A list of identifiers that resolve to \"native Javascript code\"\n const objectPrototypeProperties = Object.getOwnPropertyNames(Object.prototype);\n\n // If we discover a dependency identifier, state.key is the dependent identifier.\n // walkDeeper is for doing recursive walks of expressions in composites that we handle.\n function commonVisitors(): any {\n return {\n Identifier: (node: any, st: any) => {\n if (objectPrototypeProperties.includes(node.name)) {\n return;\n }\n addRef(st.key, node.name);\n },\n WhileStatement: (node: any, st: any, walkDeeper: any) => {\n addRef(st.key, specialReferenceWHILE);\n node.test && walkDeeper(node.test, st);\n node.body && walkDeeper(node.body, st);\n },\n DoWhileStatement: (node: any, st: any, walkDeeper: any) => {\n addRef(st.key, specialReferenceWHILE);\n node.test && walkDeeper(node.test, st);\n node.body && walkDeeper(node.body, st);\n },\n ForStatement: (node: any, st: any, walkDeeper: any) => {\n addRef(st.key, specialReferenceFOR);\n node.init && walkDeeper(node.init, st);\n node.test && walkDeeper(node.test, st);\n node.update && walkDeeper(node.update, st);\n node.body && walkDeeper(node.body, st);\n },\n IfStatement: (node: any, st: any, walkDeeper: any) => {\n addRef(st.key, specialReferenceIF);\n node.test && walkDeeper(node.test, st);\n node.consequent && walkDeeper(node.consequent, st);\n node.alternate && walkDeeper(node.alternate, st);\n },\n MemberExpression: (node: any, st: any, walkDeeper: any) => {\n node.object && walkDeeper(node.object, st);\n node.property && walkDeeper(node.property, st);\n },\n };\n }\n\n walk.recursive(\n ast,\n { key: globalKey },\n Object.assign(\n {\n ImportDeclaration: (node: any, st: any) => {\n const importModuleName = node.source.value;\n additionalModules.push(importModuleName);\n\n // This module's global scope refers to that module's global scope, no matter how we\n // import it.\n const set = dependencyMap[st.key];\n if (set === undefined) throw new Error(\"set should not be undefined\");\n set.add(importModuleName + memCheckGlobalKey);\n\n for (let i = 0; i < node.specifiers.length; ++i) {\n const spec = node.specifiers[i];\n if (spec.imported !== undefined && spec.local !== undefined) {\n // We depend on specific things.\n internalToExternal[spec.local.name] = importModuleName + \".\" + spec.imported.name;\n } else {\n // We depend on everything.\n const set = dependencyMap[st.key];\n if (set === undefined) throw new Error(\"set should not be undefined\");\n set.add(importModuleName + \".*\");\n }\n }\n },\n FunctionDeclaration: (node: any) => {\n const key = currentModule + \".\" + node.id.name;\n walk.recursive(node, { key: key }, commonVisitors());\n },\n },\n commonVisitors(),\n ),\n );\n\n return { dependencyMap: dependencyMap, additionalModules: additionalModules };\n}\n\n/**\n * Calculate's a scripts RAM Usage\n * @param {string} codeCopy - The script's code\n * @param {Script[]} otherScripts - All other scripts on the server.\n * Used to account for imported scripts\n */\nexport async function calculateRamUsage(\n codeCopy: string,\n otherScripts: Script[],\n): Promise {\n // We don't need a real WorkerScript for this. Just an object that keeps\n // track of whatever's needed for RAM calculations\n const workerScript = {\n loadedFns: {},\n env: {\n vars: RamCosts,\n },\n } as WorkerScript;\n\n try {\n return await parseOnlyRamCalculate(otherScripts, codeCopy, workerScript);\n } catch (e) {\n console.error(`Failed to parse script for RAM calculations:`);\n console.error(e);\n return RamCalculationErrorCode.SyntaxError;\n }\n\n return RamCalculationErrorCode.SyntaxError;\n}\n","// tslint:disable:max-file-line-count\n\n// This could actually be a JSON file as it should be constant metadata to be imported...\nimport { IMinMaxRange } from \"../../types\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\nimport { LiteratureNames } from \"../../Literature/data/LiteratureNames\";\nimport { SpecialServers } from \"./SpecialServers\";\n\n/**\n * The metadata describing the base state of servers on the network.\n * These values will be adjusted based on Bitnode multipliers when the Server objects are built out.\n */\ninterface IServerMetadata {\n /**\n * When populated, the base security level of the server.\n */\n hackDifficulty?: number | IMinMaxRange;\n\n /**\n * The DNS name of the server.\n */\n hostname: string;\n\n /**\n * When populated, the files will be added to the server when created.\n */\n literature?: string[];\n\n /**\n * When populated, the exponent of 2^x amount of RAM the server has.\n * This should be in the range of 1-20, to match the Player's max RAM.\n */\n maxRamExponent?: number | IMinMaxRange;\n\n /**\n * How much money the server starts out with.\n */\n moneyAvailable: number | IMinMaxRange;\n\n /**\n * The number of network layers away from the `home` server.\n * This value is between 1 and 15.\n * If this is not populated, @specialName should be.\n */\n networkLayer?: number | IMinMaxRange;\n\n /**\n * The number of ports that must be opened before the player can execute NUKE.\n */\n numOpenPortsRequired: number;\n\n /**\n * The organization that the server belongs to.\n */\n organizationName: string;\n\n /**\n * The minimum hacking level before the player can run NUKE.\n */\n requiredHackingSkill: number | IMinMaxRange;\n\n /**\n * The growth factor for the server.\n */\n serverGrowth?: number | IMinMaxRange;\n\n /**\n * A \"unique\" server that has special implications when the player manually hacks it.\n */\n specialName?: string;\n\n [key: string]: any;\n}\n\n/**\n * The metadata for building up the servers on the network.\n */\nexport const serverMetadata: IServerMetadata[] = [\n {\n hackDifficulty: 99,\n hostname: \"ecorp\",\n moneyAvailable: {\n max: 70e9,\n min: 30e9,\n },\n networkLayer: 15,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumECorp,\n requiredHackingSkill: {\n max: 1400,\n min: 1050,\n },\n serverGrowth: 99,\n specialName: LocationName.AevumECorp,\n },\n {\n hackDifficulty: 99,\n hostname: \"megacorp\",\n moneyAvailable: {\n max: 60e9,\n min: 40e9,\n },\n networkLayer: 15,\n numOpenPortsRequired: 5,\n organizationName: LocationName.Sector12MegaCorp,\n requiredHackingSkill: {\n max: 1350,\n min: 1100,\n },\n serverGrowth: 99,\n specialName: LocationName.Sector12MegaCorp,\n },\n {\n hackDifficulty: {\n max: 88,\n min: 72,\n },\n hostname: \"b-and-a\",\n moneyAvailable: {\n max: 30e9,\n min: 15e9,\n },\n networkLayer: 14,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumBachmanAndAssociates,\n requiredHackingSkill: {\n max: 1150,\n min: 900,\n },\n serverGrowth: {\n max: 80,\n min: 60,\n },\n specialName: LocationName.AevumBachmanAndAssociates,\n },\n {\n hackDifficulty: {\n max: 97,\n min: 88,\n },\n hostname: \"blade\",\n literature: [LiteratureNames.BeyondMan],\n maxRamExponent: {\n max: 9,\n min: 5,\n },\n moneyAvailable: {\n max: 40e9,\n min: 10e9,\n },\n networkLayer: 14,\n numOpenPortsRequired: 5,\n organizationName: LocationName.Sector12BladeIndustries,\n requiredHackingSkill: {\n max: 1200,\n min: 900,\n },\n serverGrowth: {\n max: 85,\n min: 55,\n },\n specialName: LocationName.Sector12BladeIndustries,\n },\n {\n hackDifficulty: 99,\n hostname: \"nwo\",\n literature: [LiteratureNames.TheHiddenWorld],\n moneyAvailable: {\n max: 40e9,\n min: 20e9,\n },\n networkLayer: 14,\n numOpenPortsRequired: 5,\n organizationName: LocationName.VolhavenNWO,\n requiredHackingSkill: {\n max: 1300,\n min: 950,\n },\n serverGrowth: {\n max: 95,\n min: 65,\n },\n specialName: LocationName.VolhavenNWO,\n },\n {\n hackDifficulty: {\n max: 65,\n min: 45,\n },\n hostname: \"clarkinc\",\n literature: [LiteratureNames.BeyondMan, LiteratureNames.CostOfImmortality],\n moneyAvailable: {\n max: 25e9,\n min: 15e9,\n },\n networkLayer: 14,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumClarkeIncorporated,\n requiredHackingSkill: {\n max: 1250,\n min: 950,\n },\n serverGrowth: {\n max: 75,\n min: 45,\n },\n specialName: LocationName.AevumClarkeIncorporated,\n },\n {\n hackDifficulty: {\n max: 99,\n min: 90,\n },\n hostname: \"omnitek\",\n literature: [LiteratureNames.CodedIntelligence, LiteratureNames.HistoryOfSynthoids],\n maxRamExponent: {\n max: 9,\n min: 7,\n },\n moneyAvailable: {\n max: 22e9,\n min: 13e9,\n },\n networkLayer: 13,\n numOpenPortsRequired: 5,\n organizationName: LocationName.VolhavenOmniTekIncorporated,\n requiredHackingSkill: {\n max: 1100,\n min: 900,\n },\n serverGrowth: {\n max: 99,\n min: 95,\n },\n specialName: LocationName.VolhavenOmniTekIncorporated,\n },\n {\n hackDifficulty: {\n max: 75,\n min: 55,\n },\n hostname: \"4sigma\",\n moneyAvailable: {\n max: 25e9,\n min: 15e9,\n },\n networkLayer: 13,\n numOpenPortsRequired: 5,\n organizationName: LocationName.Sector12FourSigma,\n requiredHackingSkill: {\n max: 1250,\n min: 900,\n },\n serverGrowth: {\n max: 99,\n min: 75,\n },\n specialName: LocationName.Sector12FourSigma,\n },\n {\n hackDifficulty: {\n max: 99,\n min: 95,\n },\n hostname: \"kuai-gong\",\n moneyAvailable: {\n max: 30e9,\n min: 20e9,\n },\n networkLayer: 13,\n numOpenPortsRequired: 5,\n organizationName: LocationName.ChongqingKuaiGongInternational,\n requiredHackingSkill: {\n max: 1300,\n min: 950,\n },\n serverGrowth: {\n max: 99,\n min: 90,\n },\n specialName: LocationName.ChongqingKuaiGongInternational,\n },\n {\n hackDifficulty: {\n max: 97,\n min: 83,\n },\n hostname: \"fulcrumtech\",\n literature: [LiteratureNames.SimulatedReality],\n maxRamExponent: {\n max: 11,\n min: 7,\n },\n moneyAvailable: {\n max: 1800e6,\n min: 1400e6,\n },\n networkLayer: 12,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumFulcrumTechnologies,\n requiredHackingSkill: {\n max: 1250,\n min: 950,\n },\n serverGrowth: {\n max: 99,\n min: 80,\n },\n specialName: LocationName.AevumFulcrumTechnologies,\n },\n {\n hackDifficulty: 99,\n hostname: \"fulcrumassets\",\n moneyAvailable: 1e6,\n networkLayer: 15,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumFulcrumTechnologies,\n requiredHackingSkill: {\n max: 1600,\n min: 1100,\n },\n serverGrowth: 1,\n specialName: SpecialServers.FulcrumSecretTechnologies,\n },\n {\n hackDifficulty: {\n max: 92,\n min: 78,\n },\n hostname: \"stormtech\",\n moneyAvailable: {\n max: 1200e6,\n min: 1000e6,\n },\n networkLayer: 12,\n numOpenPortsRequired: 5,\n organizationName: LocationName.IshimaStormTechnologies,\n requiredHackingSkill: {\n max: 1075,\n min: 875,\n },\n serverGrowth: {\n max: 92,\n min: 68,\n },\n specialName: LocationName.IshimaStormTechnologies,\n },\n {\n hackDifficulty: {\n max: 96,\n min: 84,\n },\n hostname: \"defcomm\",\n moneyAvailable: {\n max: 950e6,\n min: 800e6,\n },\n networkLayer: 9,\n numOpenPortsRequired: 5,\n organizationName: LocationName.NewTokyoDefComm,\n requiredHackingSkill: {\n max: 1050,\n min: 850,\n },\n serverGrowth: {\n max: 73,\n min: 47,\n },\n specialName: LocationName.NewTokyoDefComm,\n },\n {\n hackDifficulty: {\n max: 90,\n min: 70,\n },\n hostname: \"infocomm\",\n moneyAvailable: {\n max: 900e6,\n min: 600e6,\n },\n networkLayer: 10,\n numOpenPortsRequired: 5,\n organizationName: \"InfoComm\",\n requiredHackingSkill: {\n max: 950,\n min: 875,\n },\n serverGrowth: {\n max: 75,\n min: 35,\n },\n },\n {\n hackDifficulty: {\n max: 95,\n min: 85,\n },\n hostname: \"helios\",\n literature: [LiteratureNames.BeyondMan],\n maxRamExponent: {\n max: 8,\n min: 5,\n },\n moneyAvailable: {\n max: 750e6,\n min: 550e6,\n },\n networkLayer: 12,\n numOpenPortsRequired: 5,\n organizationName: LocationName.VolhavenHeliosLabs,\n requiredHackingSkill: {\n max: 900,\n min: 800,\n },\n serverGrowth: {\n max: 80,\n min: 70,\n },\n specialName: LocationName.VolhavenHeliosLabs,\n },\n {\n hackDifficulty: {\n max: 90,\n min: 80,\n },\n hostname: \"vitalife\",\n literature: [LiteratureNames.AGreenTomorrow],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 800e6,\n min: 700e6,\n },\n networkLayer: 12,\n numOpenPortsRequired: 5,\n organizationName: LocationName.NewTokyoVitaLife,\n requiredHackingSkill: {\n max: 900,\n min: 775,\n },\n serverGrowth: {\n max: 80,\n min: 60,\n },\n specialName: LocationName.NewTokyoVitaLife,\n },\n {\n hackDifficulty: {\n max: 95,\n min: 85,\n },\n hostname: \"icarus\",\n moneyAvailable: {\n max: 1000e6,\n min: 900e6,\n },\n networkLayer: 9,\n numOpenPortsRequired: 5,\n organizationName: LocationName.Sector12IcarusMicrosystems,\n requiredHackingSkill: {\n max: 925,\n min: 850,\n },\n serverGrowth: {\n max: 95,\n min: 85,\n },\n specialName: LocationName.Sector12IcarusMicrosystems,\n },\n {\n hackDifficulty: {\n max: 90,\n min: 80,\n },\n hostname: \"univ-energy\",\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 1200e6,\n min: 1100e6,\n },\n networkLayer: 9,\n numOpenPortsRequired: 4,\n organizationName: LocationName.Sector12UniversalEnergy,\n requiredHackingSkill: {\n max: 900,\n min: 800,\n },\n serverGrowth: {\n max: 90,\n min: 80,\n },\n specialName: LocationName.Sector12UniversalEnergy,\n },\n {\n hackDifficulty: {\n max: 80,\n min: 70,\n },\n hostname: \"titan-labs\",\n literature: [LiteratureNames.CodedIntelligence],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 900000000,\n min: 750000000,\n },\n networkLayer: 11,\n numOpenPortsRequired: 5,\n organizationName: \"Titan Laboratories\",\n requiredHackingSkill: {\n max: 875,\n min: 800,\n },\n serverGrowth: {\n max: 80,\n min: 60,\n },\n },\n {\n hackDifficulty: {\n max: 75,\n min: 65,\n },\n hostname: \"microdyne\",\n literature: [LiteratureNames.SyntheticMuscles],\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 700000000,\n min: 500000000,\n },\n networkLayer: 11,\n numOpenPortsRequired: 5,\n organizationName: \"Microdyne Technologies\",\n requiredHackingSkill: {\n max: 875,\n min: 800,\n },\n serverGrowth: {\n max: 90,\n min: 70,\n },\n },\n {\n hackDifficulty: {\n max: 80,\n min: 70,\n },\n hostname: \"taiyang-digital\",\n literature: [LiteratureNames.AGreenTomorrow, LiteratureNames.BrighterThanTheSun],\n moneyAvailable: {\n max: 900000000,\n min: 800000000,\n },\n networkLayer: 10,\n numOpenPortsRequired: 5,\n organizationName: \"Taiyang Digital\",\n requiredHackingSkill: {\n max: 950,\n min: 850,\n },\n serverGrowth: {\n max: 80,\n min: 70,\n },\n },\n {\n hackDifficulty: {\n max: 65,\n min: 55,\n },\n hostname: \"galactic-cyber\",\n moneyAvailable: {\n max: 850000000,\n min: 750000000,\n },\n networkLayer: 7,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumGalacticCybersystems,\n requiredHackingSkill: {\n max: 875,\n min: 825,\n },\n serverGrowth: {\n max: 90,\n min: 70,\n },\n specialName: LocationName.AevumGalacticCybersystems,\n },\n {\n hackDifficulty: {\n max: 90,\n min: 80,\n },\n hostname: \"aerocorp\",\n literature: [LiteratureNames.ManAndMachine],\n moneyAvailable: {\n max: 1200000000,\n min: 1000000000,\n },\n networkLayer: 7,\n numOpenPortsRequired: 5,\n organizationName: LocationName.AevumAeroCorp,\n requiredHackingSkill: {\n max: 925,\n min: 850,\n },\n serverGrowth: {\n max: 65,\n min: 55,\n },\n specialName: LocationName.AevumAeroCorp,\n },\n {\n hackDifficulty: {\n max: 95,\n min: 85,\n },\n hostname: \"omnia\",\n literature: [LiteratureNames.HistoryOfSynthoids],\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 1000000000,\n min: 900000000,\n },\n networkLayer: 8,\n numOpenPortsRequired: 5,\n organizationName: LocationName.VolhavenOmniaCybersystems,\n requiredHackingSkill: {\n max: 950,\n min: 850,\n },\n serverGrowth: {\n max: 70,\n min: 60,\n },\n specialName: LocationName.VolhavenOmniaCybersystems,\n },\n {\n hackDifficulty: {\n max: 65,\n min: 55,\n },\n hostname: \"zb-def\",\n literature: [LiteratureNames.SyntheticMuscles],\n moneyAvailable: {\n max: 1100000000,\n min: 900000000,\n },\n networkLayer: 10,\n numOpenPortsRequired: 4,\n organizationName: \"ZB Defense Industries\",\n requiredHackingSkill: {\n max: 825,\n min: 775,\n },\n serverGrowth: {\n max: 75,\n min: 65,\n },\n },\n {\n hackDifficulty: {\n max: 80,\n min: 60,\n },\n hostname: \"applied-energetics\",\n moneyAvailable: {\n max: 1000000000,\n min: 700000000,\n },\n networkLayer: 11,\n numOpenPortsRequired: 4,\n organizationName: \"Applied Energetics\",\n requiredHackingSkill: {\n max: 850,\n min: 775,\n },\n serverGrowth: {\n max: 75,\n min: 70,\n },\n },\n {\n hackDifficulty: {\n max: 80,\n min: 70,\n },\n hostname: \"solaris\",\n literature: [LiteratureNames.AGreenTomorrow, LiteratureNames.TheFailedFrontier],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 900000000,\n min: 700000000,\n },\n networkLayer: 9,\n numOpenPortsRequired: 5,\n organizationName: LocationName.ChongqingSolarisSpaceSystems,\n requiredHackingSkill: {\n max: 850,\n min: 750,\n },\n serverGrowth: {\n max: 80,\n min: 70,\n },\n specialName: LocationName.ChongqingSolarisSpaceSystems,\n },\n {\n hackDifficulty: {\n max: 85,\n min: 75,\n },\n hostname: \"deltaone\",\n moneyAvailable: {\n max: 1700000000,\n min: 1300000000,\n },\n networkLayer: 8,\n numOpenPortsRequired: 5,\n organizationName: LocationName.Sector12DeltaOne,\n requiredHackingSkill: {\n max: 900,\n min: 800,\n },\n serverGrowth: {\n max: 70,\n min: 50,\n },\n specialName: LocationName.Sector12DeltaOne,\n },\n {\n hackDifficulty: {\n max: 85,\n min: 75,\n },\n hostname: \"global-pharm\",\n literature: [LiteratureNames.AGreenTomorrow],\n maxRamExponent: {\n max: 6,\n min: 3,\n },\n moneyAvailable: {\n max: 1750000000,\n min: 1500000000,\n },\n networkLayer: 7,\n numOpenPortsRequired: 4,\n organizationName: LocationName.NewTokyoGlobalPharmaceuticals,\n requiredHackingSkill: {\n max: 850,\n min: 750,\n },\n serverGrowth: {\n max: 90,\n min: 80,\n },\n specialName: LocationName.NewTokyoGlobalPharmaceuticals,\n },\n {\n hackDifficulty: {\n max: 80,\n min: 60,\n },\n hostname: \"nova-med\",\n moneyAvailable: {\n max: 1250000000,\n min: 1100000000,\n },\n networkLayer: 10,\n numOpenPortsRequired: 4,\n organizationName: LocationName.IshimaNovaMedical,\n requiredHackingSkill: {\n max: 850,\n min: 775,\n },\n serverGrowth: {\n max: 85,\n min: 65,\n },\n specialName: LocationName.IshimaNovaMedical,\n },\n {\n hackDifficulty: {\n max: 90,\n min: 70,\n },\n hostname: \"zeus-med\",\n moneyAvailable: {\n max: 1500000000,\n min: 1300000000,\n },\n networkLayer: 9,\n numOpenPortsRequired: 5,\n organizationName: \"Zeus Medical\",\n requiredHackingSkill: {\n max: 850,\n min: 800,\n },\n serverGrowth: {\n max: 80,\n min: 70,\n },\n },\n {\n hackDifficulty: {\n max: 80,\n min: 70,\n },\n hostname: \"unitalife\",\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 1100000000,\n min: 1000000000,\n },\n networkLayer: 8,\n numOpenPortsRequired: 4,\n organizationName: \"UnitaLife Group\",\n requiredHackingSkill: {\n max: 825,\n min: 775,\n },\n serverGrowth: {\n max: 80,\n min: 70,\n },\n },\n {\n hackDifficulty: {\n max: 80,\n min: 60,\n },\n hostname: \"lexo-corp\",\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 800000000,\n min: 700000000,\n },\n networkLayer: 6,\n numOpenPortsRequired: 4,\n organizationName: LocationName.VolhavenLexoCorp,\n requiredHackingSkill: {\n max: 750,\n min: 650,\n },\n serverGrowth: {\n max: 65,\n min: 55,\n },\n specialName: LocationName.VolhavenLexoCorp,\n },\n {\n hackDifficulty: {\n max: 60,\n min: 40,\n },\n hostname: \"rho-construction\",\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 700000000,\n min: 500000000,\n },\n networkLayer: 6,\n numOpenPortsRequired: 3,\n organizationName: LocationName.AevumRhoConstruction,\n requiredHackingSkill: {\n max: 525,\n min: 475,\n },\n serverGrowth: {\n max: 60,\n min: 40,\n },\n specialName: LocationName.AevumRhoConstruction,\n },\n {\n hackDifficulty: {\n max: 70,\n min: 50,\n },\n hostname: \"alpha-ent\",\n literature: [LiteratureNames.Sector12Crime],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 750000000,\n min: 600000000,\n },\n networkLayer: 6,\n numOpenPortsRequired: 4,\n organizationName: LocationName.Sector12AlphaEnterprises,\n requiredHackingSkill: {\n max: 600,\n min: 500,\n },\n serverGrowth: {\n max: 60,\n min: 50,\n },\n specialName: LocationName.Sector12AlphaEnterprises,\n },\n {\n hackDifficulty: {\n max: 80,\n min: 70,\n },\n hostname: \"aevum-police\",\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 400000000,\n min: 200000000,\n },\n networkLayer: 6,\n numOpenPortsRequired: 4,\n organizationName: LocationName.AevumPolice,\n requiredHackingSkill: {\n max: 450,\n min: 400,\n },\n serverGrowth: {\n max: 50,\n min: 30,\n },\n specialName: LocationName.AevumPolice,\n },\n {\n hackDifficulty: {\n max: 55,\n min: 45,\n },\n hostname: \"rothman-uni\",\n literature: [\n LiteratureNames.SecretSocieties,\n LiteratureNames.TheFailedFrontier,\n LiteratureNames.TensionsInTechRace,\n ],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 250000000,\n min: 175000000,\n },\n networkLayer: 5,\n numOpenPortsRequired: 3,\n organizationName: LocationName.Sector12RothmanUniversity,\n requiredHackingSkill: {\n max: 430,\n min: 370,\n },\n serverGrowth: {\n max: 45,\n min: 35,\n },\n specialName: LocationName.Sector12RothmanUniversity,\n },\n {\n hackDifficulty: {\n max: 85,\n min: 65,\n },\n hostname: \"zb-institute\",\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 1100000000,\n min: 800000000,\n },\n networkLayer: 5,\n numOpenPortsRequired: 5,\n organizationName: LocationName.VolhavenZBInstituteOfTechnology,\n requiredHackingSkill: {\n max: 775,\n min: 725,\n },\n serverGrowth: {\n max: 85,\n min: 75,\n },\n specialName: LocationName.VolhavenZBInstituteOfTechnology,\n },\n {\n hackDifficulty: {\n max: 65,\n min: 45,\n },\n hostname: \"summit-uni\",\n literature: [LiteratureNames.SecretSocieties, LiteratureNames.TheFailedFrontier, LiteratureNames.SyntheticMuscles],\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: {\n max: 350000000,\n min: 200000000,\n },\n networkLayer: 5,\n numOpenPortsRequired: 3,\n organizationName: LocationName.AevumSummitUniversity,\n requiredHackingSkill: {\n max: 475,\n min: 425,\n },\n serverGrowth: {\n max: 60,\n min: 40,\n },\n specialName: LocationName.AevumSummitUniversity,\n },\n {\n hackDifficulty: {\n max: 80,\n min: 60,\n },\n hostname: \"syscore\",\n moneyAvailable: {\n max: 600000000,\n min: 400000000,\n },\n networkLayer: 5,\n numOpenPortsRequired: 4,\n organizationName: LocationName.VolhavenSysCoreSecurities,\n requiredHackingSkill: {\n max: 650,\n min: 550,\n },\n serverGrowth: {\n max: 70,\n min: 60,\n },\n specialName: LocationName.VolhavenSysCoreSecurities,\n },\n {\n hackDifficulty: {\n max: 70,\n min: 60,\n },\n hostname: \"catalyst\",\n literature: [LiteratureNames.TensionsInTechRace],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: {\n max: 550000000,\n min: 300000000,\n },\n networkLayer: 5,\n numOpenPortsRequired: 3,\n organizationName: \"Catalyst Ventures\",\n requiredHackingSkill: {\n max: 450,\n min: 400,\n },\n serverGrowth: {\n max: 55,\n min: 25,\n },\n },\n {\n hackDifficulty: {\n max: 45,\n min: 35,\n },\n hostname: \"the-hub\",\n maxRamExponent: {\n max: 6,\n min: 3,\n },\n moneyAvailable: {\n max: 200000000,\n min: 150000000,\n },\n networkLayer: 4,\n numOpenPortsRequired: 2,\n organizationName: \"The Hub\",\n requiredHackingSkill: {\n max: 325,\n min: 275,\n },\n serverGrowth: {\n max: 55,\n min: 45,\n },\n },\n {\n hackDifficulty: {\n max: 65,\n min: 55,\n },\n hostname: \"comptek\",\n literature: [LiteratureNames.ManAndMachine],\n moneyAvailable: {\n max: 250000000,\n min: 220000000,\n },\n networkLayer: 4,\n numOpenPortsRequired: 3,\n organizationName: LocationName.VolhavenCompuTek,\n requiredHackingSkill: {\n max: 400,\n min: 300,\n },\n serverGrowth: {\n max: 65,\n min: 45,\n },\n specialName: LocationName.VolhavenCompuTek,\n },\n {\n hackDifficulty: {\n max: 80,\n min: 60,\n },\n hostname: \"netlink\",\n literature: [LiteratureNames.SimulatedReality],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: 275000000,\n networkLayer: 4,\n numOpenPortsRequired: 3,\n organizationName: LocationName.AevumNetLinkTechnologies,\n requiredHackingSkill: {\n max: 425,\n min: 375,\n },\n serverGrowth: {\n max: 75,\n min: 45,\n },\n specialName: LocationName.AevumNetLinkTechnologies,\n },\n {\n hackDifficulty: {\n max: 65,\n min: 35,\n },\n hostname: \"johnson-ortho\",\n moneyAvailable: {\n max: 85000000,\n min: 70000000,\n },\n networkLayer: 4,\n numOpenPortsRequired: 2,\n organizationName: \"Johnson Orthopedics\",\n requiredHackingSkill: {\n max: 300,\n min: 250,\n },\n serverGrowth: {\n max: 65,\n min: 35,\n },\n },\n {\n hackDifficulty: 1,\n hostname: \"n00dles\",\n literature: [],\n maxRamExponent: 2,\n moneyAvailable: 70000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: LocationName.NewTokyoNoodleBar,\n requiredHackingSkill: 1,\n serverGrowth: 3000,\n specialName: LocationName.NewTokyoNoodleBar,\n },\n {\n hackDifficulty: 10,\n hostname: \"foodnstuff\",\n literature: [LiteratureNames.Sector12Crime],\n maxRamExponent: 4,\n moneyAvailable: 2000000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: LocationName.Sector12FoodNStuff,\n requiredHackingSkill: 1,\n serverGrowth: 5,\n specialName: LocationName.Sector12FoodNStuff,\n },\n {\n hackDifficulty: 10,\n hostname: \"sigma-cosmetics\",\n maxRamExponent: 4,\n moneyAvailable: 2300000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: \"Sigma Cosmetics\",\n requiredHackingSkill: 5,\n serverGrowth: 10,\n },\n {\n hackDifficulty: 15,\n hostname: \"joesguns\",\n maxRamExponent: 4,\n moneyAvailable: 2500000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: LocationName.Sector12JoesGuns,\n requiredHackingSkill: 10,\n serverGrowth: 20,\n specialName: LocationName.Sector12JoesGuns,\n },\n {\n hackDifficulty: 25,\n hostname: \"zer0\",\n maxRamExponent: 5,\n moneyAvailable: 7500000,\n networkLayer: 2,\n numOpenPortsRequired: 1,\n organizationName: \"ZER0 Nightclub\",\n requiredHackingSkill: 75,\n serverGrowth: 40,\n },\n {\n hackDifficulty: 20,\n hostname: \"nectar-net\",\n maxRamExponent: 4,\n moneyAvailable: 2750000,\n networkLayer: 2,\n numOpenPortsRequired: 0,\n organizationName: \"Nectar Nightclub Network\",\n requiredHackingSkill: 20,\n serverGrowth: 25,\n },\n {\n hackDifficulty: 25,\n hostname: \"neo-net\",\n literature: [LiteratureNames.TheHiddenWorld],\n maxRamExponent: 5,\n moneyAvailable: 5000000,\n networkLayer: 3,\n numOpenPortsRequired: 1,\n organizationName: \"Neo Nightclub Network\",\n requiredHackingSkill: 50,\n serverGrowth: 25,\n },\n {\n hackDifficulty: 30,\n hostname: \"silver-helix\",\n literature: [LiteratureNames.NewTriads],\n maxRamExponent: 6,\n moneyAvailable: 45000000,\n networkLayer: 3,\n numOpenPortsRequired: 2,\n organizationName: \"Silver Helix\",\n requiredHackingSkill: 150,\n serverGrowth: 30,\n },\n {\n hackDifficulty: 15,\n hostname: \"hong-fang-tea\",\n literature: [LiteratureNames.BrighterThanTheSun],\n maxRamExponent: 4,\n moneyAvailable: 3000000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: \"HongFang Teahouse\",\n requiredHackingSkill: 30,\n serverGrowth: 20,\n },\n {\n hackDifficulty: 15,\n hostname: \"harakiri-sushi\",\n maxRamExponent: 4,\n moneyAvailable: 4000000,\n networkLayer: 1,\n numOpenPortsRequired: 0,\n organizationName: \"HaraKiri Sushi Bar Network\",\n requiredHackingSkill: 40,\n serverGrowth: 40,\n },\n {\n hackDifficulty: 20,\n hostname: \"phantasy\",\n maxRamExponent: 5,\n moneyAvailable: 24000000,\n networkLayer: 3,\n numOpenPortsRequired: 2,\n organizationName: \"Phantasy Club\",\n requiredHackingSkill: 100,\n serverGrowth: 35,\n },\n {\n hackDifficulty: 15,\n hostname: \"max-hardware\",\n maxRamExponent: 5,\n moneyAvailable: 10000000,\n networkLayer: 2,\n numOpenPortsRequired: 1,\n organizationName: \"Max Hardware Store\",\n requiredHackingSkill: 80,\n serverGrowth: 30,\n },\n {\n hackDifficulty: {\n max: 35,\n min: 25,\n },\n hostname: \"omega-net\",\n literature: [LiteratureNames.TheNewGod],\n maxRamExponent: 5,\n moneyAvailable: {\n max: 70000000,\n min: 60000000,\n },\n networkLayer: 3,\n numOpenPortsRequired: 2,\n organizationName: LocationName.IshimaOmegaSoftware,\n requiredHackingSkill: {\n max: 220,\n min: 180,\n },\n serverGrowth: {\n max: 40,\n min: 30,\n },\n specialName: LocationName.IshimaOmegaSoftware,\n },\n {\n hackDifficulty: {\n max: 45,\n min: 35,\n },\n hostname: \"crush-fitness\",\n moneyAvailable: {\n max: 60000000,\n min: 40000000,\n },\n networkLayer: 4,\n numOpenPortsRequired: 2,\n organizationName: \"Crush Fitness\",\n requiredHackingSkill: {\n max: 275,\n min: 225,\n },\n serverGrowth: {\n max: 33,\n min: 27,\n },\n specialName: LocationName.AevumCrushFitnessGym,\n },\n {\n hackDifficulty: 30,\n hostname: \"iron-gym\",\n maxRamExponent: 5,\n moneyAvailable: 20000000,\n networkLayer: 1,\n numOpenPortsRequired: 1,\n organizationName: \"Iron Gym Network\",\n requiredHackingSkill: 100,\n serverGrowth: 20,\n specialName: LocationName.Sector12IronGym,\n },\n {\n hackDifficulty: {\n max: 55,\n min: 45,\n },\n hostname: \"millenium-fitness\",\n maxRamExponent: {\n max: 8,\n min: 4,\n },\n moneyAvailable: 250000000,\n networkLayer: 6,\n numOpenPortsRequired: 3,\n organizationName: \"Millenium Fitness Network\",\n requiredHackingSkill: {\n max: 525,\n min: 475,\n },\n serverGrowth: {\n max: 45,\n min: 25,\n },\n specialName: LocationName.VolhavenMilleniumFitnessGym,\n },\n {\n hackDifficulty: {\n max: 65,\n min: 55,\n },\n hostname: \"powerhouse-fitness\",\n maxRamExponent: {\n max: 6,\n min: 4,\n },\n moneyAvailable: 900000000,\n networkLayer: 14,\n numOpenPortsRequired: 5,\n organizationName: \"Powerhouse Fitness\",\n requiredHackingSkill: {\n max: 1100,\n min: 950,\n },\n serverGrowth: {\n max: 60,\n min: 50,\n },\n specialName: LocationName.Sector12PowerhouseGym,\n },\n {\n hackDifficulty: {\n max: 60,\n min: 40,\n },\n hostname: \"snap-fitness\",\n moneyAvailable: 450000000,\n networkLayer: 7,\n numOpenPortsRequired: 4,\n organizationName: \"Snap Fitness\",\n requiredHackingSkill: {\n max: 800,\n min: 675,\n },\n serverGrowth: {\n max: 60,\n min: 40,\n },\n specialName: LocationName.AevumSnapFitnessGym,\n },\n {\n hackDifficulty: 0,\n hostname: \"run4theh111z\",\n literature: [LiteratureNames.SimulatedReality, LiteratureNames.TheNewGod],\n maxRamExponent: {\n max: 9,\n min: 5,\n },\n moneyAvailable: 0,\n networkLayer: 11,\n numOpenPortsRequired: 4,\n organizationName: \"The Runners\",\n requiredHackingSkill: {\n max: 550,\n min: 505,\n },\n serverGrowth: 0,\n specialName: SpecialServers.BitRunnersServer,\n },\n {\n hackDifficulty: 0,\n hostname: \"I.I.I.I\",\n literature: [LiteratureNames.DemocracyIsDead],\n maxRamExponent: {\n max: 8,\n min: 4,\n },\n moneyAvailable: 0,\n networkLayer: 5,\n numOpenPortsRequired: 3,\n organizationName: \"I.I.I.I\",\n requiredHackingSkill: {\n max: 365,\n min: 340,\n },\n serverGrowth: 0,\n specialName: SpecialServers.TheBlackHandServer,\n },\n {\n hackDifficulty: 0,\n hostname: \"avmnite-02h\",\n literature: [LiteratureNames.DemocracyIsDead],\n maxRamExponent: {\n max: 7,\n min: 4,\n },\n moneyAvailable: 0,\n networkLayer: 4,\n numOpenPortsRequired: 2,\n organizationName: \"NiteSec\",\n requiredHackingSkill: {\n max: 220,\n min: 202,\n },\n serverGrowth: 0,\n specialName: SpecialServers.NiteSecServer,\n },\n {\n hackDifficulty: 0,\n hostname: \".\",\n maxRamExponent: 4,\n moneyAvailable: 0,\n networkLayer: 13,\n numOpenPortsRequired: 4,\n organizationName: \".\",\n requiredHackingSkill: {\n max: 550,\n min: 505,\n },\n serverGrowth: 0,\n specialName: SpecialServers.TheDarkArmyServer,\n },\n {\n hackDifficulty: 0,\n hostname: \"CSEC\",\n literature: [LiteratureNames.DemocracyIsDead],\n maxRamExponent: 3,\n moneyAvailable: 0,\n networkLayer: 2,\n numOpenPortsRequired: 1,\n organizationName: \"CyberSec\",\n requiredHackingSkill: {\n max: 60,\n min: 51,\n },\n serverGrowth: 0,\n specialName: SpecialServers.CyberSecServer,\n },\n {\n hackDifficulty: 0,\n hostname: \"The-Cave\",\n literature: [LiteratureNames.AlphaOmega],\n moneyAvailable: 0,\n networkLayer: 15,\n numOpenPortsRequired: 5,\n organizationName: \"Helios\",\n requiredHackingSkill: 925,\n serverGrowth: 0,\n specialName: SpecialServers.DaedalusServer,\n },\n {\n hackDifficulty: 0,\n hostname: \"w0r1d_d43m0n\",\n moneyAvailable: 0,\n numOpenPortsRequired: 5,\n organizationName: \"w0r1d_d43m0n\",\n requiredHackingSkill: 3000,\n serverGrowth: 0,\n specialName: SpecialServers.WorldDaemon,\n },\n];\n","import React, { useState, useEffect } from \"react\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nexport const BitFlumeEvent = new EventEmitter<[]>();\n\nexport function BitFlumeModal(): React.ReactElement {\n const router = use.Router();\n const [open, setOpen] = useState(false);\n function flume(): void {\n router.toBitVerse(true, false);\n setOpen(false);\n }\n\n useEffect(() => BitFlumeEvent.subscribe(() => setOpen(true)), []);\n\n return (\n setOpen(false)}>\n \n WARNING: USING THIS PROGRAM WILL CAUSE YOU TO LOSE ALL OF YOUR PROGRESS ON THE CURRENT BITNODE.\n
\n
\n Do you want to travel to the BitNode Nexus? This allows you to reset the current BitNode and select a new one.\n
\n
\n
\n \n
\n );\n}\n","import { Literatures } from \"./Literatures\";\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\nexport function showLiterature(fn: string): void {\n const litObj = Literatures[fn];\n if (litObj == null) {\n return;\n }\n const txt = `${litObj.title}

${litObj.txt}`;\n dialogBoxCreate(txt);\n}\n","import React from \"react\";\nimport { IMap } from \"../types\";\n\n/**\n * Contains the \"information\" property for all the Factions, which is just a description of each faction\n */\nexport class FactionInfo {\n /**\n * The multiplier to apply to augmentation base purchase price.\n */\n augmentationPriceMult: number;\n\n /**\n * The multiplier to apply to augmentation reputation base requirement.\n */\n augmentationRepRequirementMult: number;\n\n /**\n * The names of all other factions considered to be enemies to this faction.\n */\n enemies: string[];\n\n /**\n * The descriptive text to show on the faction's page.\n */\n infoText: JSX.Element;\n\n /**\n * A flag indicating if the faction supports field work to earn reputation.\n */\n offerFieldWork: boolean;\n\n /**\n * A flag indicating if the faction supports hacking missions to earn reputation.\n */\n offerHackingMission: boolean;\n\n /**\n * A flag indicating if the faction supports hacking work to earn reputation.\n */\n offerHackingWork: boolean;\n\n /**\n * A flag indicating if the faction supports security work to earn reputation.\n */\n offerSecurityWork: boolean;\n\n /**\n * Keep faction on install.\n */\n keep: boolean;\n\n /**\n * Special faction\n */\n special: boolean;\n\n constructor(\n infoText: JSX.Element,\n enemies: string[],\n offerHackingMission: boolean,\n offerHackingWork: boolean,\n offerFieldWork: boolean,\n offerSecurityWork: boolean,\n special: boolean,\n keep: boolean,\n ) {\n this.infoText = infoText;\n this.enemies = enemies;\n this.offerHackingMission = offerHackingMission;\n this.offerHackingWork = offerHackingWork;\n this.offerFieldWork = offerFieldWork;\n this.offerSecurityWork = offerSecurityWork;\n\n // These are always all 1 for now.\n this.augmentationPriceMult = 1;\n this.augmentationRepRequirementMult = 1;\n this.keep = keep;\n this.special = special;\n }\n\n offersWork(): boolean {\n return this.offerFieldWork || this.offerHackingMission || this.offerHackingWork || this.offerSecurityWork;\n }\n}\n\n/**\n * A map of all factions and associated info to them.\n */\n// tslint:disable-next-line:variable-name\nexport const FactionInfos: IMap = {\n // Endgame\n Illuminati: new FactionInfo(\n (\n <>\n Humanity never changes. No matter how civilized society becomes, it will eventually fall back into chaos. And\n from this chaos, we are the invisible hand that guides them to order.{\" \"}\n \n ),\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n Daedalus: new FactionInfo(\n <>Yesterday we obeyed kings and bent our necks to emperors. Today we kneel only to truth.,\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n \"The Covenant\": new FactionInfo(\n (\n <>\n Surrender yourself. Give up your empty individuality to become part of something great, something eternal.\n Become a slave. Submit your mind, body, and soul. Only then can you set yourself free.\n
\n
\n Only then can you discover immortality.\n \n ),\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n // Megacorporations, each forms its own faction\n ECorp: new FactionInfo(\n (\n <>\n ECorp's mission is simple: to connect the world of today with the technology of tomorrow. With our wide range of\n Internet-related software and commercial hardware, ECorp makes the world's information universally accessible.\n \n ),\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n MegaCorp: new FactionInfo(\n (\n <>\n MegaCorp does what no other dares to do. We imagine. We create. We invent. We create what others have never even\n dreamed of. Our work fills the world's needs for food, water, power, and transporation on an unprecendented\n scale, in ways that no other company can.\n
\n
\n In our labs and factories and on the ground with customers, MegaCorp is ushering in a new era for the world.\n \n ),\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"Bachman & Associates\": new FactionInfo(\n (\n <>\n Where Law and Business meet - thats where we are.\n
\n
\n Legal Insight - Business Instinct - Innovative Experience.\n \n ),\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"Blade Industries\": new FactionInfo(<>Augmentation is Salvation., [], true, true, true, true, false, true),\n\n NWO: new FactionInfo(\n (\n <>\n Humans don't truly desire freedom. They want to be observed, understood, and judged. They want to be given\n purpose and direction in life. That is why they created God. And that is why they created civilization - not\n because of willingness, but because of a need to be incorporated into higher orders of structure and meaning.\n \n ),\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"Clarke Incorporated\": new FactionInfo(\n <>The Power of the Genome - Unlocked.,\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"OmniTek Incorporated\": new FactionInfo(\n <>Simply put, our mission is to design and build robots that make a difference.,\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"Four Sigma\": new FactionInfo(\n (\n <>\n The scientific method is the best way to approach investing. Big strategies backed up with big data. Driven by\n deep learning and innovative ideas. And improved by iteration. That's Four Sigma.\n \n ),\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n \"KuaiGong International\": new FactionInfo(\n <>Dream big. Work hard. Make history.,\n [],\n true,\n true,\n true,\n true,\n false,\n true,\n ),\n\n // Other Corporations\n \"Fulcrum Secret Technologies\": new FactionInfo(\n (\n <>\n The human organism has an innate desire to worship. That is why they created gods. If there were no gods, it\n would be necessary to create them. And now we can.\n \n ),\n [],\n true,\n true,\n false,\n true,\n false,\n true,\n ),\n\n // Hacker groups\n BitRunners: new FactionInfo(\n (\n <>\n Our entire lives are controlled by bits. All of our actions, our thoughts, our personal information. It's all\n transformed into bits, stored in bits, communicated through bits. It’s impossible for any person to move, to\n live, to operate at any level without the use of bits. And when a person moves, lives, and operates, they leave\n behind their bits, mere traces of seemingly meaningless fragments of information. But these bits can be\n reconstructed. Transformed. Used.\n
\n
\n Those who run the bits, run the world.\n \n ),\n [],\n true,\n true,\n false,\n false,\n false,\n false,\n ),\n\n \"The Black Hand\": new FactionInfo(\n (\n <>\n The world, so afraid of strong government, now has no government. Only power - Digital power. Financial power.\n Technological power. And those at the top rule with an invisible hand. They built a society where the rich get\n richer, and everyone else suffers.\n
\n
\n So much pain. So many lives. Their darkness must end.\n \n ),\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n // prettier-ignore\n NiteSec: new FactionInfo(<>\n{\" __..__ \"}
\n{\" _.nITESECNIt. \"}
\n{\" .-'NITESECNITESEc. \"}
\n{\" .' NITESECNITESECn \"}
\n{\" / NITESECNITESEC; \"}
\n{\" : :NITESECNITESEC; \"}
\n{\" ; $ NITESECNITESECN \"}
\n{\" : _, ,N'ITESECNITESEC \"}
\n{\" : .+^^`, : `NITESECNIT \"}
\n{\" ) /), `-,-=,NITESECNI \"}
\n{\" / ^ ,-;|NITESECN; \"}
\n{\" / _.' '-';NITESECN \"}
\n{\" ( , ,-''`^NITE' \"}
\n{\" )` :`. .' \"}
\n{\" )-- ; `- / \"}
\n{\" ' _.-' : \"}
\n{\" ( _.-' . \"}
\n{\" ------. \"}
\n{\" . \"}
\n{\" _.nIt \"}
\n{\" _.nITESECNi \"}
\n{\" nITESECNIT^' \"}
\n{\" NITE^' ___ \"}
\n{\" / .gP''''Tp. \"}
\n{\" : d' . `b \"}
\n{\" ; d' o `b ; \"}
\n{\" / d; `b| \"}
\n{\" /, $; @ `: \"}
\n{\" /' $$ ; \"}
\n{\" .' $$b o | \"}
\n{\" .' d$$$; : \"}
\n{\" / .d$$$$; , ; \"}
\n{\" d .dNITESEC $ | \"}
\n{\" :bp.__.gNITESEC$$ :$ ; \"}
\n{\" NITESECNITESECNIT $$b : \"}
,\n [],\n true,\n true,\n false,\n false,\n false,\n false,\n ),\n\n // City factions, essentially governments\n Aevum: new FactionInfo(\n <>The Silicon City.,\n [\"Chongqing\", \"New Tokyo\", \"Ishima\", \"Volhaven\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n Chongqing: new FactionInfo(\n <>Serve the People.,\n [\"Sector-12\", \"Aevum\", \"Volhaven\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n Ishima: new FactionInfo(\n <>The East Asian Order of the Future.,\n [\"Sector-12\", \"Aevum\", \"Volhaven\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n \"New Tokyo\": new FactionInfo(\n <>Asia's World City.,\n [\"Sector-12\", \"Aevum\", \"Volhaven\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n \"Sector-12\": new FactionInfo(\n <>The City of the Future.,\n [\"Chongqing\", \"New Tokyo\", \"Ishima\", \"Volhaven\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n Volhaven: new FactionInfo(\n <>Benefit, Honor, and Glory.,\n [\"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\", \"Ishima\"],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n\n // Criminal Organizations/Gangs\n \"Speakers for the Dead\": new FactionInfo(\n <>It is better to reign in Hell than to serve in Heaven.,\n [],\n true,\n true,\n true,\n true,\n false,\n false,\n ),\n\n \"The Dark Army\": new FactionInfo(\n <>The World doesn't care about right or wrong. It only cares about power.,\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n \"The Syndicate\": new FactionInfo(<>Honor holds you back., [], true, true, true, true, false, false),\n\n Silhouette: new FactionInfo(\n (\n <>\n Corporations have filled the void of power left behind by the collapse of Western government. The issue is\n they've become so big that you don't know who they're working for. And if you're employed at one of these\n corporations, you don't even know who you're working for.\n
\n
\n That's terror. Terror, fear, and corruption. All born into the system, all propagated by the system.\n \n ),\n [],\n true,\n true,\n true,\n false,\n false,\n false,\n ),\n\n Tetrads: new FactionInfo(\n <>Following the mandate of Heaven and carrying out the way.,\n [],\n false,\n false,\n true,\n true,\n false,\n false,\n ),\n\n \"Slum Snakes\": new FactionInfo(<>Slum Snakes rule!, [], false, false, true, true, false, false),\n\n // Earlygame factions - factions the player will prestige with early on that don't belong in other categories.\n Netburners: new FactionInfo(<>{\"~~//*>H4CK||3T 8URN3R5**>?>\\\\~~\"}, [], true, true, false, false, false, false),\n\n \"Tian Di Hui\": new FactionInfo(<>Obey Heaven and work righteously., [], true, true, false, true, false, false),\n\n CyberSec: new FactionInfo(\n (\n <>\n The Internet is the first thing that was built that we don't fully understand, the largest experiment in anarchy\n that we have ever had. And as the world becomes increasingly dominated by it, society approaches the brink of\n total chaos. We serve only to protect society, to protect humanity, to protect the world from imminent collapse.\n \n ),\n [],\n true,\n true,\n false,\n false,\n false,\n false,\n ),\n\n // Special Factions\n Bladeburners: new FactionInfo(\n (\n <>\n It's too bad they won't live. But then again, who does?\n
\n
\n Note that for this faction, reputation can only be gained through Bladeburner actions. Completing Bladeburner\n contracts/operations will increase your reputation.\n \n ),\n [],\n false,\n false,\n false,\n false,\n true,\n false,\n ),\n};\n","import React, { useState, useEffect } from \"react\";\nimport { joinFaction } from \"../FactionHelpers\";\nimport { Faction } from \"../Faction\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nexport const InvitationEvent = new EventEmitter<[Faction]>();\n\nexport function InvitationModal(): React.ReactElement {\n const [faction, setFaction] = useState(null);\n const player = use.Player();\n function join(): void {\n if (faction === null) return;\n //Remove from invited factions\n const i = player.factionInvitations.findIndex((facName) => facName === faction.name);\n if (i === -1) {\n console.error(\"Could not find faction in Player.factionInvitations\");\n }\n joinFaction(faction);\n setFaction(null);\n }\n\n useEffect(() => InvitationEvent.subscribe((faction) => setFaction(faction)), []);\n\n return (\n setFaction(null)}>\n You have received a faction invitation.\n \n Would you like to join {(faction || { name: \"\" }).name}?
\n
\n Warning: Joining this faction may prevent you from joining other factions during this run!\n
\n \n \n
\n );\n}\n","import { ITaskParams, ITerritory } from \"./ITaskParams\";\n\nexport class GangMemberTask {\n name: string;\n desc: string;\n\n isHacking: boolean;\n isCombat: boolean;\n\n baseRespect: number;\n baseWanted: number;\n baseMoney: number;\n\n hackWeight: number;\n strWeight: number;\n defWeight: number;\n dexWeight: number;\n agiWeight: number;\n chaWeight: number;\n\n difficulty: number;\n\n territory: ITerritory;\n\n // Defines tasks that Gang Members can work on\n constructor(name: string, desc: string, isHacking: boolean, isCombat: boolean, params: ITaskParams) {\n this.name = name;\n this.desc = desc;\n\n // Flags that describe whether this Task is applicable for Hacking/Combat gangs\n this.isHacking = isHacking;\n this.isCombat = isCombat;\n\n // Base gain rates for respect/wanted/money\n this.baseRespect = params.baseRespect ? params.baseRespect : 0;\n this.baseWanted = params.baseWanted ? params.baseWanted : 0;\n this.baseMoney = params.baseMoney ? params.baseMoney : 0;\n\n // Weighting for the effect that each stat has on the tasks effectiveness.\n // Weights must add up to 100\n this.hackWeight = params.hackWeight ? params.hackWeight : 0;\n this.strWeight = params.strWeight ? params.strWeight : 0;\n this.defWeight = params.defWeight ? params.defWeight : 0;\n this.dexWeight = params.dexWeight ? params.dexWeight : 0;\n this.agiWeight = params.agiWeight ? params.agiWeight : 0;\n this.chaWeight = params.chaWeight ? params.chaWeight : 0;\n\n if (\n Math.round(\n this.hackWeight + this.strWeight + this.defWeight + this.dexWeight + this.agiWeight + this.chaWeight,\n ) != 100\n ) {\n console.error(`GangMemberTask ${this.name} weights do not add up to 100`);\n }\n\n // 1 - 100\n this.difficulty = params.difficulty ? params.difficulty : 1;\n\n // Territory Factors. Exponential factors that dictate how territory affects gains\n // Formula: Territory Mutiplier = (Territory * 100) ^ factor / 100\n // So factor should be > 1 if something should scale exponentially with territory\n // and should be < 1 if it should have diminshing returns\n this.territory = params.territory ? params.territory : { money: 1, respect: 1, wanted: 1 };\n }\n}\n","export class PlayerOwnedSourceFile {\n // Source-File level\n lvl = 1;\n\n // Source-File number\n n = 1;\n\n constructor(n: number, level: number) {\n this.n = n;\n this.lvl = level;\n }\n}\n\nexport interface IPlayerOwnedSourceFile {\n lvl: number;\n n: number;\n}\n","import * as acorn from \"acorn\";\n/**\n * @license\n * JavaScript Interpreter\n *\n * Copyright 2013 Google Inc.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n\n/**\n * @fileoverview Interpreting JavaScript in JavaScript.\n * @author fraser@google.com (Neil Fraser)\n */\n(\"use strict\");\n\n/**\n * Create a new interpreter.\n * @param {string|!Object} code Raw JavaScript text or AST.\n * @param {Function=} opt_initFunc Optional initialization function. Used to\n * define APIs. When called it is passed the interpreter object and the\n * global scope object.\n * @param {Number} Bitburner-specific number used for determining exception line numbers\n * @constructor\n */\nvar Interpreter = function (code, opt_initFunc, lineOffset = 0) {\n this.sourceCode = code;\n this.sourceCodeLineOffset = lineOffset;\n if (typeof code === \"string\") {\n code = acorn.parse(code, Interpreter.PARSE_OPTIONS);\n }\n this.ast = code;\n this.initFunc_ = opt_initFunc;\n this.paused_ = false;\n this.polyfills_ = [];\n // Unique identifier for native functions. Used in serialization.\n this.functionCounter_ = 0;\n // Map node types to our step function names; a property lookup is faster\n // than string concatenation with \"step\" prefix.\n this.stepFunctions_ = Object.create(null);\n var stepMatch = /^step([A-Z]\\w*)$/;\n var m;\n for (var methodName in this) {\n if (typeof this[methodName] === \"function\" && (m = methodName.match(stepMatch))) {\n this.stepFunctions_[m[1]] = this[methodName].bind(this);\n }\n }\n // Create and initialize the global scope.\n this.global = this.createScope(this.ast, null);\n // Run the polyfills.\n this.ast = acorn.parse(this.polyfills_.join(\"\\n\"), Interpreter.PARSE_OPTIONS);\n this.polyfills_ = undefined; // Allow polyfill strings to garbage collect.\n this.stripLocations_(this.ast, undefined, undefined);\n var state = new Interpreter.State(this.ast, this.global);\n state.done = false;\n this.stateStack = [state];\n this.run();\n this.value = undefined;\n // Point at the main program.\n this.ast = code;\n var state = new Interpreter.State(this.ast, this.global);\n state.done = false;\n this.stateStack.length = 0;\n this.stateStack[0] = state;\n // Get a handle on Acorn's node_t object. It's tricky to access.\n this.nodeConstructor = state.node.constructor;\n // Preserve publicly properties from being pruned/renamed by JS compilers.\n // Add others as needed.\n this[\"stateStack\"] = this.stateStack;\n};\n\n/**\n * @const {!Object} Configuration used for all Acorn parsing.\n */\nInterpreter.PARSE_OPTIONS = {\n ecmaVersion: 5,\n locations: true,\n};\n\n/**\n * Property descriptor of readonly properties.\n */\nInterpreter.READONLY_DESCRIPTOR = {\n configurable: true,\n enumerable: true,\n writable: false,\n};\n\n/**\n * Property descriptor of non-enumerable properties.\n */\nInterpreter.NONENUMERABLE_DESCRIPTOR = {\n configurable: true,\n enumerable: false,\n writable: true,\n};\n\n/**\n * Property descriptor of readonly, non-enumerable properties.\n */\nInterpreter.READONLY_NONENUMERABLE_DESCRIPTOR = {\n configurable: true,\n enumerable: false,\n writable: false,\n};\n\n/**\n * Property descriptor of variables.\n */\nInterpreter.VARIABLE_DESCRIPTOR = {\n configurable: false,\n enumerable: true,\n writable: true,\n};\n\n/**\n * Unique symbol for indicating that a step has encountered an error, has\n * added it to the stack, and will be thrown within the user's program.\n * When STEP_ERROR is thrown in the JS-Interpreter, the error can be ignored.\n */\nInterpreter.STEP_ERROR = {};\n\n/**\n * Unique symbol for indicating that a reference is a variable on the scope,\n * not an object property.\n */\nInterpreter.SCOPE_REFERENCE = {};\n\n/**\n * Unique symbol for indicating, when used as the value of the value\n * parameter in calls to setProperty and friends, that the value\n * should be taken from the property descriptor instead.\n */\nInterpreter.VALUE_IN_DESCRIPTOR = {};\n\n/**\n * For cycle detection in array to string and error conversion;\n * see spec bug github.com/tc39/ecma262/issues/289\n * Since this is for atomic actions only, it can be a class property.\n */\nInterpreter.toStringCycles_ = [];\n\n/**\n * Determine error/exception line number in Bitburner source code\n * @param {Object} AST Node that causes Error/Exception\n */\nInterpreter.prototype.getErrorLineNumber = function (node) {\n var code = this.sourceCode;\n if (node == null || node.start == null) {\n return NaN;\n }\n try {\n code = code.substring(0, node.start);\n return (code.match(/\\n/g) || []).length + 1 - this.sourceCodeLineOffset;\n } catch (e) {\n return NaN;\n }\n};\n\n/**\n * Generate the appropriate line number error message for Bitburner\n * @param {Number} lineNumber\n */\nInterpreter.prototype.getErrorLineNumberMessage = function (lineNumber) {\n if (isNaN(lineNumber)) {\n return \" (Unknown line number)\";\n } else if (lineNumber <= 0) {\n return \" (Error occurred in an imported function)\";\n } else {\n return (\n \" (Line Number \" +\n lineNumber +\n \". This line number is probably incorrect \" +\n \"if your script is importing any functions. This is being worked on)\"\n );\n }\n};\n\n/**\n * Add more code to the interpreter.\n * @param {string|!Object} code Raw JavaScript text or AST.\n */\nInterpreter.prototype.appendCode = function (code) {\n var state = this.stateStack[0];\n if (!state || state.node[\"type\"] !== \"Program\") {\n throw Error(\"Expecting original AST to start with a Program node.\");\n }\n if (typeof code === \"string\") {\n code = acorn.parse(code, Interpreter.PARSE_OPTIONS);\n }\n if (!code || code[\"type\"] !== \"Program\") {\n throw Error(\"Expecting new AST to start with a Program node.\");\n }\n this.populateScope_(code, state.scope);\n // Append the new program to the old one.\n for (var i = 0, node; (node = code[\"body\"][i]); i++) {\n state.node[\"body\"].push(node);\n }\n state.done = false;\n};\n\n/**\n * Execute one step of the interpreter.\n * @return {boolean} True if a step was executed, false if no more instructions.\n */\nInterpreter.prototype.step = function () {\n var stack = this.stateStack;\n var state = stack[stack.length - 1];\n if (!state) {\n return false;\n }\n var node = state.node,\n type = node[\"type\"];\n if (type === \"Program\" && state.done) {\n return false;\n } else if (this.paused_) {\n return true;\n }\n try {\n var nextState = this.stepFunctions_[type](stack, state, node);\n } catch (e) {\n // Eat any step errors. They have been thrown on the stack.\n if (e !== Interpreter.STEP_ERROR) {\n // Uh oh. This is a real error in the JS-Interpreter. Rethrow.\n throw e;\n }\n }\n if (nextState) {\n stack.push(nextState);\n }\n if (!node[\"end\"]) {\n // This is polyfill code. Keep executing until we arrive at user code.\n return this.step();\n }\n return true;\n};\n\n/**\n * Execute the interpreter to program completion. Vulnerable to infinite loops.\n * @return {boolean} True if a execution is asynchronously blocked,\n * false if no more instructions.\n */\nInterpreter.prototype.run = function () {\n while (!this.paused_ && this.step()) {}\n return this.paused_;\n};\n\n/**\n * Initialize the global scope with buitin properties and functions.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initGlobalScope = function (scope) {\n // Initialize uneditable global properties.\n this.setProperty(scope, \"NaN\", NaN, Interpreter.READONLY_DESCRIPTOR);\n this.setProperty(scope, \"Infinity\", Infinity, Interpreter.READONLY_DESCRIPTOR);\n this.setProperty(scope, \"undefined\", undefined, Interpreter.READONLY_DESCRIPTOR);\n this.setProperty(scope, \"window\", scope, Interpreter.READONLY_DESCRIPTOR);\n this.setProperty(scope, \"this\", scope, Interpreter.READONLY_DESCRIPTOR);\n this.setProperty(scope, \"self\", scope); // Editable.\n\n // Create the objects which will become Object.prototype and\n // Function.prototype, which are needed to bootstrap everything else.\n this.OBJECT_PROTO = new Interpreter.Object(null);\n this.FUNCTION_PROTO = new Interpreter.Object(this.OBJECT_PROTO);\n // Initialize global objects.\n this.initFunction(scope);\n this.initObject(scope);\n // Unable to set scope's parent prior (OBJECT did not exist).\n // Note that in a browser this would be 'Window', whereas in Node.js it would\n // be 'Object'. This interpreter is closer to Node in that it has no DOM.\n scope.proto = this.OBJECT_PROTO;\n this.setProperty(scope, \"constructor\", this.OBJECT, Interpreter.NONENUMERABLE_DESCRIPTOR);\n this.initArray(scope);\n this.initString(scope);\n this.initBoolean(scope);\n this.initNumber(scope);\n this.initDate(scope);\n this.initRegExp(scope);\n this.initError(scope);\n this.initMath(scope);\n this.initJSON(scope);\n\n // Initialize global functions.\n var thisInterpreter = this;\n var func = this.createNativeFunction(function (x) {\n throw EvalError(\"Can't happen\");\n }, false);\n func.eval = true;\n this.setProperty(scope, \"eval\", func);\n\n this.setProperty(scope, \"parseInt\", this.createNativeFunction(parseInt, false));\n this.setProperty(scope, \"parseFloat\", this.createNativeFunction(parseFloat, false));\n\n this.setProperty(scope, \"isNaN\", this.createNativeFunction(isNaN, false));\n\n this.setProperty(scope, \"isFinite\", this.createNativeFunction(isFinite, false));\n\n var strFunctions = [\n [escape, \"escape\"],\n [unescape, \"unescape\"],\n [decodeURI, \"decodeURI\"],\n [decodeURIComponent, \"decodeURIComponent\"],\n [encodeURI, \"encodeURI\"],\n [encodeURIComponent, \"encodeURIComponent\"],\n ];\n for (var i = 0; i < strFunctions.length; i++) {\n var wrapper = (function (nativeFunc) {\n return function (str) {\n try {\n return nativeFunc(str);\n } catch (e) {\n // decodeURI('%xy') will throw an error. Catch and rethrow.\n thisInterpreter.throwException(thisInterpreter.URI_ERROR, e.message);\n }\n };\n })(strFunctions[i][0]);\n this.setProperty(\n scope,\n strFunctions[i][1],\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n }\n // Preserve publicly properties from being pruned/renamed by JS compilers.\n // Add others as needed.\n this[\"OBJECT\"] = this.OBJECT;\n this[\"OBJECT_PROTO\"] = this.OBJECT_PROTO;\n this[\"FUNCTION\"] = this.FUNCTION;\n this[\"FUNCTION_PROTO\"] = this.FUNCTION_PROTO;\n this[\"ARRAY\"] = this.ARRAY;\n this[\"ARRAY_PROTO\"] = this.ARRAY_PROTO;\n this[\"REGEXP\"] = this.REGEXP;\n this[\"REGEXP_PROTO\"] = this.REGEXP_PROTO;\n this[\"DATE\"] = this.DATE;\n this[\"DATE_PROTO\"] = this.DATE_PROTO;\n // The following properties are obsolete. Do not use.\n this[\"UNDEFINED\"] = undefined;\n this[\"NULL\"] = null;\n this[\"NAN\"] = NaN;\n this[\"TRUE\"] = true;\n this[\"FALSE\"] = false;\n this[\"STRING_EMPTY\"] = \"\";\n this[\"NUMBER_ZERO\"] = 0;\n this[\"NUMBER_ONE\"] = 1;\n\n // Run any user-provided initialization.\n if (this.initFunc_) {\n this.initFunc_(this, scope);\n }\n};\n\n/**\n * Initialize the Function class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initFunction = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n var identifierRegexp = /^[A-Za-z_$][\\w$]*$/;\n // Function constructor.\n wrapper = function (var_args) {\n if (thisInterpreter.calledWithNew()) {\n // Called as new Function().\n var newFunc = this;\n } else {\n // Called as Function().\n var newFunc = thisInterpreter.createObjectProto(thisInterpreter.FUNCTION_PROTO);\n }\n if (arguments.length) {\n var code = String(arguments[arguments.length - 1]);\n } else {\n var code = \"\";\n }\n var argsStr = Array.prototype.slice.call(arguments, 0, -1).join(\",\").trim();\n if (argsStr) {\n var args = argsStr.split(/\\s*,\\s*/);\n for (var i = 0; i < args.length; i++) {\n var name = args[i];\n if (!identifierRegexp.test(name)) {\n thisInterpreter.throwException(thisInterpreter.SYNTAX_ERROR, \"Invalid function argument: \" + name);\n }\n }\n argsStr = args.join(\", \");\n }\n // Interestingly, the scope for constructed functions is the global scope,\n // even if they were constructed in some other scope.\n newFunc.parentScope = thisInterpreter.global;\n // Acorn needs to parse code in the context of a function or else 'return'\n // statements will be syntax errors.\n try {\n var ast = acorn.parse(\"(function(\" + argsStr + \") {\" + code + \"})\", Interpreter.PARSE_OPTIONS);\n } catch (e) {\n // Acorn threw a SyntaxError. Rethrow as a trappable error.\n thisInterpreter.throwException(thisInterpreter.SYNTAX_ERROR, \"Invalid code: \" + e.message);\n }\n if (ast[\"body\"].length !== 1) {\n // Function('a', 'return a + 6;}; {alert(1);');\n thisInterpreter.throwException(thisInterpreter.SYNTAX_ERROR, \"Invalid code in function body.\");\n }\n newFunc.node = ast[\"body\"][0][\"expression\"];\n thisInterpreter.setProperty(newFunc, \"length\", newFunc.node[\"length\"], Interpreter.READONLY_DESCRIPTOR);\n return newFunc;\n };\n wrapper.id = this.functionCounter_++;\n this.FUNCTION = this.createObjectProto(this.FUNCTION_PROTO);\n\n this.setProperty(scope, \"Function\", this.FUNCTION);\n // Manually setup type and prototype because createObj doesn't recognize\n // this object as a function (this.FUNCTION did not exist).\n this.setProperty(this.FUNCTION, \"prototype\", this.FUNCTION_PROTO);\n this.FUNCTION.nativeFunc = wrapper;\n\n // Configure Function.prototype.\n this.setProperty(this.FUNCTION_PROTO, \"constructor\", this.FUNCTION, Interpreter.NONENUMERABLE_DESCRIPTOR);\n this.FUNCTION_PROTO.nativeFunc = function () {};\n this.FUNCTION_PROTO.nativeFunc.id = this.functionCounter_++;\n this.setProperty(this.FUNCTION_PROTO, \"length\", 0, Interpreter.READONLY_DESCRIPTOR);\n\n var boxThis = function (value) {\n // In non-strict mode 'this' must be an object.\n if ((!value || !value.isObject) && !thisInterpreter.getScope().strict) {\n if (value === undefined || value === null) {\n // 'Undefined' and 'null' are changed to global object.\n value = thisInterpreter.global;\n } else {\n // Primitives must be boxed in non-strict mode.\n var box = thisInterpreter.createObjectProto(thisInterpreter.getPrototype(value));\n box.data = value;\n value = box;\n }\n }\n return value;\n };\n\n wrapper = function (thisArg, args) {\n var state = thisInterpreter.stateStack[thisInterpreter.stateStack.length - 1];\n // Rewrite the current 'CallExpression' to apply a different function.\n state.func_ = this;\n // Assign the 'this' object.\n state.funcThis_ = boxThis(thisArg);\n // Bind any provided arguments.\n state.arguments_ = [];\n if (args !== null && args !== undefined) {\n if (args.isObject) {\n state.arguments_ = thisInterpreter.arrayPseudoToNative(args);\n } else {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, \"CreateListFromArrayLike called on non-object\");\n }\n }\n state.doneExec_ = false;\n };\n this.setNativeFunctionPrototype(this.FUNCTION, \"apply\", wrapper);\n\n wrapper = function (thisArg /*, var_args */) {\n var state = thisInterpreter.stateStack[thisInterpreter.stateStack.length - 1];\n // Rewrite the current 'CallExpression' to call a different function.\n state.func_ = this;\n // Assign the 'this' object.\n state.funcThis_ = boxThis(thisArg);\n // Bind any provided arguments.\n state.arguments_ = [];\n for (var i = 1; i < arguments.length; i++) {\n state.arguments_.push(arguments[i]);\n }\n state.doneExec_ = false;\n };\n this.setNativeFunctionPrototype(this.FUNCTION, \"call\", wrapper);\n\n this.polyfills_.push(\n // Polyfill copied from:\n // developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_objects/Function/bind\n \"Object.defineProperty(Function.prototype, 'bind',\",\n \"{configurable: true, writable: true, value:\",\n \"function(oThis) {\",\n \"if (typeof this !== 'function') {\",\n \"throw TypeError('What is trying to be bound is not callable');\",\n \"}\",\n \"var aArgs = Array.prototype.slice.call(arguments, 1),\",\n \"fToBind = this,\",\n \"fNOP = function() {},\",\n \"fBound = function() {\",\n \"return fToBind.apply(this instanceof fNOP\",\n \"? this\",\n \": oThis,\",\n \"aArgs.concat(Array.prototype.slice.call(arguments)));\",\n \"};\",\n \"if (this.prototype) {\",\n \"fNOP.prototype = this.prototype;\",\n \"}\",\n \"fBound.prototype = new fNOP();\",\n \"return fBound;\",\n \"}\",\n \"});\",\n \"\",\n );\n\n // Function has no parent to inherit from, so it needs its own mandatory\n // toString and valueOf functions.\n wrapper = function () {\n return this.toString();\n };\n this.setNativeFunctionPrototype(this.FUNCTION, \"toString\", wrapper);\n this.setProperty(\n this.FUNCTION,\n \"toString\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n wrapper = function () {\n return this.valueOf();\n };\n this.setNativeFunctionPrototype(this.FUNCTION, \"valueOf\", wrapper);\n this.setProperty(\n this.FUNCTION,\n \"valueOf\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n};\n\n/**\n * Initialize the Object class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initObject = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // Object constructor.\n wrapper = function (value) {\n if (value === undefined || value === null) {\n // Create a new object.\n if (thisInterpreter.calledWithNew()) {\n // Called as new Object().\n return this;\n } else {\n // Called as Object().\n return thisInterpreter.createObjectProto(thisInterpreter.OBJECT_PROTO);\n }\n }\n if (!value.isObject) {\n // Wrap the value as an object.\n var box = thisInterpreter.createObjectProto(thisInterpreter.getPrototype(value));\n box.data = value;\n return box;\n }\n // Return the provided object.\n return value;\n };\n this.OBJECT = this.createNativeFunction(wrapper, true);\n // Throw away the created prototype and use the root prototype.\n this.setProperty(this.OBJECT, \"prototype\", this.OBJECT_PROTO);\n this.setProperty(this.OBJECT_PROTO, \"constructor\", this.OBJECT, Interpreter.NONENUMERABLE_DESCRIPTOR);\n this.setProperty(scope, \"Object\", this.OBJECT);\n\n /**\n * Checks if the provided value is null or undefined.\n * If so, then throw an error in the call stack.\n * @param {Interpreter.Value} value Value to check.\n */\n var throwIfNullUndefined = function (value) {\n if (value === undefined || value === null) {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, \"Cannot convert '\" + value + \"' to object\");\n }\n };\n\n // Static methods on Object.\n wrapper = function (obj) {\n throwIfNullUndefined(obj);\n var props = obj.isObject ? obj.properties : obj;\n return thisInterpreter.arrayNativeToPseudo(Object.getOwnPropertyNames(props));\n };\n this.setProperty(\n this.OBJECT,\n \"getOwnPropertyNames\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (obj) {\n throwIfNullUndefined(obj);\n if (obj.isObject) {\n obj = obj.properties;\n }\n return thisInterpreter.arrayNativeToPseudo(Object.keys(obj));\n };\n this.setProperty(\n this.OBJECT,\n \"keys\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (proto) {\n // Support for the second argument is the responsibility of a polyfill.\n if (proto === null) {\n return thisInterpreter.createObjectProto(null);\n }\n if (proto === undefined || !proto.isObject) {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, \"Object prototype may only be an Object or null\");\n }\n return thisInterpreter.createObjectProto(proto);\n };\n this.setProperty(\n this.OBJECT,\n \"create\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n // Add a polyfill to handle create's second argument.\n this.polyfills_.push(\n \"(function() {\",\n \"var create_ = Object.create;\",\n \"Object.create = function(proto, props) {\",\n \"var obj = create_(proto);\",\n \"props && Object.defineProperties(obj, props);\",\n \"return obj;\",\n \"};\",\n \"})();\",\n \"\",\n );\n\n wrapper = function (obj, prop, descriptor) {\n prop = String(prop);\n if (!obj || !obj.isObject) {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, \"Object.defineProperty called on non-object\");\n }\n if (!descriptor || !descriptor.isObject) {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, \"Property description must be an object\");\n }\n if (!obj.properties[prop] && obj.preventExtensions) {\n thisInterpreter.throwException(\n thisInterpreter.TYPE_ERROR,\n \"Can't define property '\" + prop + \"', object is not extensible\",\n );\n }\n // The polyfill guarantees no inheritance and no getter functions.\n // Therefore the descriptor properties map is the native object needed.\n thisInterpreter.setProperty(obj, prop, Interpreter.VALUE_IN_DESCRIPTOR, descriptor.properties);\n return obj;\n };\n this.setProperty(\n this.OBJECT,\n \"defineProperty\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n this.polyfills_.push(\n // Flatten the descriptor to remove any inheritance or getter functions.\n \"(function() {\",\n \"var defineProperty_ = Object.defineProperty;\",\n \"Object.defineProperty = function(obj, prop, d1) {\",\n \"var d2 = {};\",\n \"if ('configurable' in d1) d2.configurable = d1.configurable;\",\n \"if ('enumerable' in d1) d2.enumerable = d1.enumerable;\",\n \"if ('writable' in d1) d2.writable = d1.writable;\",\n \"if ('value' in d1) d2.value = d1.value;\",\n \"if ('get' in d1) d2.get = d1.get;\",\n \"if ('set' in d1) d2.set = d1.set;\",\n \"return defineProperty_(obj, prop, d2);\",\n \"};\",\n \"})();\",\n\n \"Object.defineProperty(Object, 'defineProperties',\",\n \"{configurable: true, writable: true, value:\",\n \"function(obj, props) {\",\n \"var keys = Object.keys(props);\",\n \"for (var i = 0; i < keys.length; i++) {\",\n \"Object.defineProperty(obj, keys[i], props[keys[i]]);\",\n \"}\",\n \"return obj;\",\n \"}\",\n \"});\",\n \"\",\n );\n\n wrapper = function (obj, prop) {\n if (!obj || !obj.isObject) {\n thisInterpreter.throwException(\n thisInterpreter.TYPE_ERROR,\n \"Object.getOwnPropertyDescriptor called on non-object\",\n );\n }\n prop = String(prop);\n if (!(prop in obj.properties)) {\n return undefined;\n }\n var descriptor = Object.getOwnPropertyDescriptor(obj.properties, prop);\n var getter = obj.getter[prop];\n var setter = obj.setter[prop];\n\n if (getter || setter) {\n descriptor.get = getter;\n descriptor.set = setter;\n delete descriptor.value;\n delete descriptor.writable;\n }\n // Preserve value, but remove it for the nativeToPseudo call.\n var value = descriptor.value;\n var hasValue = \"value\" in descriptor;\n delete descriptor.value;\n var pseudoDescriptor = thisInterpreter.nativeToPseudo(descriptor);\n if (hasValue) {\n thisInterpreter.setProperty(pseudoDescriptor, \"value\", value);\n }\n return pseudoDescriptor;\n };\n this.setProperty(\n this.OBJECT,\n \"getOwnPropertyDescriptor\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (obj) {\n throwIfNullUndefined(obj);\n return thisInterpreter.getPrototype(obj);\n };\n this.setProperty(\n this.OBJECT,\n \"getPrototypeOf\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (obj) {\n return Boolean(obj) && !obj.preventExtensions;\n };\n this.setProperty(\n this.OBJECT,\n \"isExtensible\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (obj) {\n if (obj && obj.isObject) {\n obj.preventExtensions = true;\n }\n return obj;\n };\n this.setProperty(\n this.OBJECT,\n \"preventExtensions\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n // Instance methods on Object.\n this.setNativeFunctionPrototype(this.OBJECT, \"toString\", Interpreter.Object.prototype.toString);\n this.setNativeFunctionPrototype(this.OBJECT, \"toLocaleString\", Interpreter.Object.prototype.toString);\n this.setNativeFunctionPrototype(this.OBJECT, \"valueOf\", Interpreter.Object.prototype.valueOf);\n\n wrapper = function (prop) {\n throwIfNullUndefined(this);\n if (!this.isObject) {\n return this.hasOwnProperty(prop);\n }\n return String(prop) in this.properties;\n };\n this.setNativeFunctionPrototype(this.OBJECT, \"hasOwnProperty\", wrapper);\n\n wrapper = function (prop) {\n throwIfNullUndefined(this);\n if (!this.isObject) {\n return this.propertyIsEnumerable(prop);\n }\n return Object.prototype.propertyIsEnumerable.call(this.properties, prop);\n };\n this.setNativeFunctionPrototype(this.OBJECT, \"propertyIsEnumerable\", wrapper);\n\n wrapper = function (obj) {\n while (true) {\n // Note, circular loops shouldn't be possible.\n obj = thisInterpreter.getPrototype(obj);\n if (!obj) {\n // No parent; reached the top.\n return false;\n }\n if (obj === this) {\n return true;\n }\n }\n };\n this.setNativeFunctionPrototype(this.OBJECT, \"isPrototypeOf\", wrapper);\n};\n\n/**\n * Initialize the Array class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initArray = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // Array constructor.\n wrapper = function (var_args) {\n if (thisInterpreter.calledWithNew()) {\n // Called as new Array().\n var newArray = this;\n } else {\n // Called as Array().\n var newArray = thisInterpreter.createObjectProto(thisInterpreter.ARRAY_PROTO);\n }\n var first = arguments[0];\n if (arguments.length === 1 && typeof first === \"number\") {\n if (isNaN(Interpreter.legalArrayLength(first))) {\n thisInterpreter.throwException(thisInterpreter.RANGE_ERROR, \"Invalid array length\");\n }\n newArray.properties.length = first;\n } else {\n for (var i = 0; i < arguments.length; i++) {\n newArray.properties[i] = arguments[i];\n }\n newArray.properties.length = i;\n }\n return newArray;\n };\n this.ARRAY = this.createNativeFunction(wrapper, true);\n this.ARRAY_PROTO = this.ARRAY.properties[\"prototype\"];\n this.setProperty(scope, \"Array\", this.ARRAY);\n\n // Static methods on Array.\n wrapper = function (obj) {\n return obj && obj.class === \"Array\";\n };\n this.setProperty(\n this.ARRAY,\n \"isArray\",\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n // Instance methods on Array.\n wrapper = function () {\n return Array.prototype.pop.call(this.properties);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"pop\", wrapper);\n\n wrapper = function (var_args) {\n return Array.prototype.push.apply(this.properties, arguments);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"push\", wrapper);\n\n wrapper = function () {\n return Array.prototype.shift.call(this.properties);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"shift\", wrapper);\n\n wrapper = function (var_args) {\n return Array.prototype.unshift.apply(this.properties, arguments);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"unshift\", wrapper);\n\n wrapper = function () {\n Array.prototype.reverse.call(this.properties);\n return this;\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"reverse\", wrapper);\n\n wrapper = function (index, howmany /*, var_args*/) {\n var list = Array.prototype.splice.apply(this.properties, arguments);\n return thisInterpreter.arrayNativeToPseudo(list);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"splice\", wrapper);\n\n wrapper = function (opt_begin, opt_end) {\n var list = Array.prototype.slice.call(this.properties, opt_begin, opt_end);\n return thisInterpreter.arrayNativeToPseudo(list);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"slice\", wrapper);\n\n wrapper = function (opt_separator) {\n return Array.prototype.join.call(this.properties, opt_separator);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"join\", wrapper);\n\n wrapper = function (var_args) {\n var list = [];\n var length = 0;\n // Start by copying the current array.\n var iLength = thisInterpreter.getProperty(this, \"length\");\n for (var i = 0; i < iLength; i++) {\n if (thisInterpreter.hasProperty(this, i)) {\n var element = thisInterpreter.getProperty(this, i);\n list[length] = element;\n }\n length++;\n }\n // Loop through all arguments and copy them in.\n for (var i = 0; i < arguments.length; i++) {\n var value = arguments[i];\n if (thisInterpreter.isa(value, thisInterpreter.ARRAY)) {\n var jLength = thisInterpreter.getProperty(value, \"length\");\n for (var j = 0; j < jLength; j++) {\n if (thisInterpreter.hasProperty(value, j)) {\n list[length] = thisInterpreter.getProperty(value, j);\n }\n length++;\n }\n } else {\n list[length] = value;\n }\n }\n return thisInterpreter.arrayNativeToPseudo(list);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"concat\", wrapper);\n\n wrapper = function (searchElement, opt_fromIndex) {\n return Array.prototype.indexOf.apply(this.properties, arguments);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"indexOf\", wrapper);\n\n wrapper = function (searchElement, opt_fromIndex) {\n return Array.prototype.lastIndexOf.apply(this.properties, arguments);\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"lastIndexOf\", wrapper);\n\n wrapper = function () {\n Array.prototype.sort.call(this.properties);\n return this;\n };\n this.setNativeFunctionPrototype(this.ARRAY, \"sort\", wrapper);\n\n this.polyfills_.push(\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/every\n \"Object.defineProperty(Array.prototype, 'every',\",\n \"{configurable: true, writable: true, value:\",\n \"function(callbackfn, thisArg) {\",\n \"if (!this || typeof callbackfn !== 'function') throw TypeError();\",\n \"var T, k;\",\n \"var O = Object(this);\",\n \"var len = O.length >>> 0;\",\n \"if (arguments.length > 1) T = thisArg;\",\n \"k = 0;\",\n \"while (k < len) {\",\n \"if (k in O && !callbackfn.call(T, O[k], k, O)) return false;\",\n \"k++;\",\n \"}\",\n \"return true;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/filter\n \"Object.defineProperty(Array.prototype, 'filter',\",\n \"{configurable: true, writable: true, value:\",\n \"function(fun/*, thisArg*/) {\",\n \"if (this === void 0 || this === null || typeof fun !== 'function') throw TypeError();\",\n \"var t = Object(this);\",\n \"var len = t.length >>> 0;\",\n \"var res = [];\",\n \"var thisArg = arguments.length >= 2 ? arguments[1] : void 0;\",\n \"for (var i = 0; i < len; i++) {\",\n \"if (i in t) {\",\n \"var val = t[i];\",\n \"if (fun.call(thisArg, val, i, t)) res.push(val);\",\n \"}\",\n \"}\",\n \"return res;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // https://tc39.github.io/ecma262/#sec-array.prototype.find\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/find\n \"if (!Array.prototype.find) {\",\n \"Object.defineProperty(Array.prototype, 'find', {\",\n \"value: function(predicate) {\",\n \"if (this == null) {\",\n \"throw new TypeError('\\\"this\\\" is null or not defined');\",\n \"}\",\n \"var o = Object(this);\",\n \"var len = o.length >>> 0;\",\n \"if (typeof predicate !== 'function') {\",\n \"throw new TypeError('predicate must be a function');\",\n \"}\",\n \"var thisArg = arguments[1];\",\n \"var k = 0;\",\n \"while (k < len) {\",\n \"var kValue = o[k];\",\n \"if (predicate.call(thisArg, kValue, k, o)) {\",\n \"return kValue;\",\n \"}\",\n \"k++;\",\n \"}\",\n \"return undefined;\",\n \"},\",\n \"configurable: true,\",\n \"writable: true\",\n \"});\",\n \"}\",\n\n // Poly fill copied from:\n // https://tc39.github.io/ecma262/#sec-array.prototype.findIndex\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/findIndex\n \"if (!Array.prototype.findIndex) {\",\n \"Object.defineProperty(Array.prototype, 'findIndex', {\",\n \"value: function(predicate) {\",\n \"if (this == null) {\",\n \"throw new TypeError('\\\"this\\\" is null or not defined');\",\n \"}\",\n \"var o = Object(this);\",\n \"var len = o.length >>> 0;\",\n \"if (typeof predicate !== 'function') {\",\n \"throw new TypeError('predicate must be a function');\",\n \"}\",\n \"var thisArg = arguments[1];\",\n \"var k = 0;\",\n \"while (k < len) {\",\n \"var kValue = o[k];\",\n \"if (predicate.call(thisArg, kValue, k, o)) {\",\n \"return k;\",\n \"}\",\n \"k++;\",\n \"}\",\n \"return -1;\",\n \"},\",\n \"configurable: true,\",\n \"writable: true\",\n \"});\",\n \"}\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach\n \"Object.defineProperty(Array.prototype, 'forEach',\",\n \"{configurable: true, writable: true, value:\",\n \"function(callback, thisArg) {\",\n \"if (!this || typeof callback !== 'function') throw TypeError();\",\n \"var T, k;\",\n \"var O = Object(this);\",\n \"var len = O.length >>> 0;\",\n \"if (arguments.length > 1) T = thisArg;\",\n \"k = 0;\",\n \"while (k < len) {\",\n \"if (k in O) callback.call(T, O[k], k, O);\",\n \"k++;\",\n \"}\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/includes#Polyfill\n \"Object.defineProperty(Array.prototype, 'includes', {\",\n \"value: function(searchElement, fromIndex) {\",\n \"if (this == null) {\",\n \"throw new TypeError('\\\"this\\\" is null or not defined');\",\n \"}\",\n \"// 1. Let O be ? ToObject(this value).\",\n \"var o = Object(this);\",\n '// 2. Let len be ? ToLength(? Get(O, \"length\")).',\n \"var len = o.length >>> 0;\",\n \"// 3. If len is 0, return false.\",\n \"if (len === 0) {\",\n \"return false;\",\n \"}\",\n \"// 4. Let n be ? ToInteger(fromIndex).\",\n \"// (If fromIndex is undefined, this step produces the value 0.)\",\n \"var n = fromIndex | 0;\",\n \"// 5. If n ≥ 0, then\",\n \"// a. Let k be n.\",\n \"// 6. Else n < 0,\",\n \"// a. Let k be len + n.\",\n \"// b. If k < 0, let k be 0.\",\n \"var k = Math.max(n >= 0 ? n : len - Math.abs(n), 0);\",\n \"function sameValueZero(x, y) {\",\n \"return x === y || (typeof x === 'number' && typeof y === 'number' && isNaN(x) && isNaN(y));\",\n \"}\",\n \"// 7. Repeat, while k < len\",\n \"while (k < len) {\",\n \"// a. Let elementK be the result of ? Get(O, ! ToString(k)).\",\n \"// b. If SameValueZero(searchElement, elementK) is true, return true.\",\n \"if (sameValueZero(o[k], searchElement)) {\",\n \"return true;\",\n \"}\",\n \"// c. Increase k by 1. \",\n \"k++;\",\n \"}\",\n \"// 8. Return false\",\n \"return false;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/map\n \"Object.defineProperty(Array.prototype, 'map',\",\n \"{configurable: true, writable: true, value:\",\n \"function(callback, thisArg) {\",\n \"if (!this || typeof callback !== 'function') new TypeError;\",\n \"var T, A, k;\",\n \"var O = Object(this);\",\n \"var len = O.length >>> 0;\",\n \"if (arguments.length > 1) T = thisArg;\",\n \"A = new Array(len);\",\n \"k = 0;\",\n \"while (k < len) {\",\n \"if (k in O) A[k] = callback.call(T, O[k], k, O);\",\n \"k++;\",\n \"}\",\n \"return A;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/Reduce\n \"Object.defineProperty(Array.prototype, 'reduce',\",\n \"{configurable: true, writable: true, value:\",\n \"function(callback /*, initialValue*/) {\",\n \"if (!this || typeof callback !== 'function') throw TypeError();\",\n \"var t = Object(this), len = t.length >>> 0, k = 0, value;\",\n \"if (arguments.length === 2) {\",\n \"value = arguments[1];\",\n \"} else {\",\n \"while (k < len && !(k in t)) k++;\",\n \"if (k >= len) {\",\n \"throw TypeError('Reduce of empty array with no initial value');\",\n \"}\",\n \"value = t[k++];\",\n \"}\",\n \"for (; k < len; k++) {\",\n \"if (k in t) value = callback(value, t[k], k, t);\",\n \"}\",\n \"return value;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/ReduceRight\n \"Object.defineProperty(Array.prototype, 'reduceRight',\",\n \"{configurable: true, writable: true, value:\",\n \"function(callback /*, initialValue*/) {\",\n \"if (null === this || 'undefined' === typeof this || 'function' !== typeof callback) throw TypeError();\",\n \"var t = Object(this), len = t.length >>> 0, k = len - 1, value;\",\n \"if (arguments.length >= 2) {\",\n \"value = arguments[1];\",\n \"} else {\",\n \"while (k >= 0 && !(k in t)) k--;\",\n \"if (k < 0) {\",\n \"throw TypeError('Reduce of empty array with no initial value');\",\n \"}\",\n \"value = t[k--];\",\n \"}\",\n \"for (; k >= 0; k--) {\",\n \"if (k in t) value = callback(value, t[k], k, t);\",\n \"}\",\n \"return value;\",\n \"}\",\n \"});\",\n\n // Polyfill copied from:\n // developer.mozilla.org/docs/Web/JavaScript/Reference/Global_Objects/Array/some\n \"Object.defineProperty(Array.prototype, 'some',\",\n \"{configurable: true, writable: true, value:\",\n \"function(fun/*, thisArg*/) {\",\n \"if (!this || typeof fun !== 'function') throw TypeError();\",\n \"var t = Object(this);\",\n \"var len = t.length >>> 0;\",\n \"var thisArg = arguments.length >= 2 ? arguments[1] : void 0;\",\n \"for (var i = 0; i < len; i++) {\",\n \"if (i in t && fun.call(thisArg, t[i], i, t)) {\",\n \"return true;\",\n \"}\",\n \"}\",\n \"return false;\",\n \"}\",\n \"});\",\n\n \"(function() {\",\n \"var sort_ = Array.prototype.sort;\",\n \"Array.prototype.sort = function(opt_comp) {\",\n // Fast native sort.\n \"if (typeof opt_comp !== 'function') {\",\n \"return sort_.call(this);\",\n \"}\",\n // Slow bubble sort.\n \"for (var i = 0; i < this.length; i++) {\",\n \"var changes = 0;\",\n \"for (var j = 0; j < this.length - i - 1; j++) {\",\n \"if (opt_comp(this[j], this[j + 1]) > 0) {\",\n \"var swap = this[j];\",\n \"this[j] = this[j + 1];\",\n \"this[j + 1] = swap;\",\n \"changes++;\",\n \"}\",\n \"}\",\n \"if (!changes) break;\",\n \"}\",\n \"return this;\",\n \"};\",\n \"})();\",\n\n \"Object.defineProperty(Array.prototype, 'toLocaleString',\",\n \"{configurable: true, writable: true, value:\",\n \"function() {\",\n \"var out = [];\",\n \"for (var i = 0; i < this.length; i++) {\",\n \"out[i] = (this[i] === null || this[i] === undefined) ? '' : this[i].toLocaleString();\",\n \"}\",\n \"return out.join(',');\",\n \"}\",\n \"});\",\n \"\",\n );\n};\n\n/**\n * Initialize the String class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initString = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // String constructor.\n wrapper = function (value) {\n value = String(value);\n if (thisInterpreter.calledWithNew()) {\n // Called as new String().\n this.data = value;\n return this;\n } else {\n // Called as String().\n return value;\n }\n };\n this.STRING = this.createNativeFunction(wrapper, true);\n this.setProperty(scope, \"String\", this.STRING);\n\n // Static methods on String.\n this.setProperty(\n this.STRING,\n \"fromCharCode\",\n this.createNativeFunction(String.fromCharCode, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n // Instance methods on String.\n // Methods with exclusively primitive arguments.\n var functions = [\n \"charAt\",\n \"charCodeAt\",\n \"concat\",\n \"indexOf\",\n \"lastIndexOf\",\n \"slice\",\n \"substr\",\n \"substring\",\n \"toLocaleLowerCase\",\n \"toLocaleUpperCase\",\n \"toLowerCase\",\n \"toUpperCase\",\n \"trim\",\n ];\n for (var i = 0; i < functions.length; i++) {\n this.setNativeFunctionPrototype(this.STRING, functions[i], String.prototype[functions[i]]);\n }\n\n wrapper = function (compareString, locales, options) {\n locales = locales ? thisInterpreter.pseudoToNative(locales) : undefined;\n options = options ? thisInterpreter.pseudoToNative(options) : undefined;\n return String(this).localeCompare(compareString, locales, options);\n };\n this.setNativeFunctionPrototype(this.STRING, \"localeCompare\", wrapper);\n\n wrapper = function (separator, limit) {\n if (thisInterpreter.isa(separator, thisInterpreter.REGEXP)) {\n separator = separator.data;\n }\n var jsList = String(this).split(separator, limit);\n return thisInterpreter.arrayNativeToPseudo(jsList);\n };\n this.setNativeFunctionPrototype(this.STRING, \"split\", wrapper);\n\n wrapper = function (regexp) {\n if (thisInterpreter.isa(regexp, thisInterpreter.REGEXP)) {\n regexp = regexp.data;\n }\n var m = String(this).match(regexp);\n return m && thisInterpreter.arrayNativeToPseudo(m);\n };\n this.setNativeFunctionPrototype(this.STRING, \"match\", wrapper);\n\n wrapper = function (regexp) {\n if (thisInterpreter.isa(regexp, thisInterpreter.REGEXP)) {\n regexp = regexp.data;\n }\n return String(this).search(regexp);\n };\n this.setNativeFunctionPrototype(this.STRING, \"search\", wrapper);\n\n wrapper = function (substr, newSubstr) {\n // Support for function replacements is the responsibility of a polyfill.\n if (thisInterpreter.isa(substr, thisInterpreter.REGEXP)) {\n substr = substr.data;\n }\n return String(this).replace(substr, newSubstr);\n };\n this.setNativeFunctionPrototype(this.STRING, \"replace\", wrapper);\n // Add a polyfill to handle replace's second argument being a function.\n this.polyfills_.push(\n \"(function() {\",\n \"var replace_ = String.prototype.replace;\",\n \"String.prototype.replace = function(substr, newSubstr) {\",\n \"if (typeof newSubstr !== 'function') {\",\n // string.replace(string|regexp, string)\n \"return replace_.call(this, substr, newSubstr);\",\n \"}\",\n \"var str = this;\",\n \"if (substr instanceof RegExp) {\", // string.replace(regexp, function)\n \"var subs = [];\",\n \"var m = substr.exec(str);\",\n \"while (m) {\",\n \"m.push(m.index, str);\",\n \"var inject = newSubstr.apply(null, m);\",\n \"subs.push([m.index, m[0].length, inject]);\",\n \"m = substr.global ? substr.exec(str) : null;\",\n \"}\",\n \"for (var i = subs.length - 1; i >= 0; i--) {\",\n \"str = str.substring(0, subs[i][0]) + subs[i][2] + \" + \"str.substring(subs[i][0] + subs[i][1]);\",\n \"}\",\n \"} else {\", // string.replace(string, function)\n \"var i = str.indexOf(substr);\",\n \"if (i !== -1) {\",\n \"var inject = newSubstr(str.substr(i, substr.length), i, str);\",\n \"str = str.substring(0, i) + inject + \" + \"str.substring(i + substr.length);\",\n \"}\",\n \"}\",\n \"return str;\",\n \"};\",\n \"})();\",\n\n // Polyfill copied from:\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/endsWith\n \"if (!String.prototype.endsWith) {\",\n \"String.prototype.endsWith = function(search, this_len) {\",\n \"if (this_len === undefined || this_len > this.length) {\",\n \"this_len = this.length;\",\n \"}\",\n \"return this.substring(this_len - search.length, this_len) === search;\",\n \"};\",\n \"}\",\n\n //Polyfill copied from:\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/includes\n \"if (!String.prototype.includes) {\",\n \"String.prototype.includes = function(search, start) {\",\n \"'use strict';\",\n \"if (typeof start !== 'number') {\",\n \"start = 0;\",\n \"}\",\n \" \",\n \"if (start + search.length > this.length) {\",\n \"return false;\",\n \"} else {\",\n \"return this.indexOf(search, start) !== -1;\",\n \"}\",\n \"};\",\n \"}\",\n\n // Polyfill copied from:\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/startsWith\n \"if (!String.prototype.startsWith) {\",\n \"String.prototype.startsWith = function(search, pos) {\",\n \"return this.substr(!pos || pos < 0 ? 0 : +pos, search.length) === search;\",\n \"};\",\n \"}\",\n\n \"\",\n );\n};\n\n/**\n * Initialize the Boolean class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initBoolean = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // Boolean constructor.\n wrapper = function (value) {\n value = Boolean(value);\n if (thisInterpreter.calledWithNew()) {\n // Called as new Boolean().\n this.data = value;\n return this;\n } else {\n // Called as Boolean().\n return value;\n }\n };\n this.BOOLEAN = this.createNativeFunction(wrapper, true);\n this.setProperty(scope, \"Boolean\", this.BOOLEAN);\n};\n\n/**\n * Initialize the Number class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initNumber = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // Number constructor.\n wrapper = function (value) {\n value = Number(value);\n if (thisInterpreter.calledWithNew()) {\n // Called as new Number().\n this.data = value;\n return this;\n } else {\n // Called as Number().\n return value;\n }\n };\n this.NUMBER = this.createNativeFunction(wrapper, true);\n this.setProperty(scope, \"Number\", this.NUMBER);\n\n var numConsts = [\"MAX_VALUE\", \"MIN_VALUE\", \"NaN\", \"NEGATIVE_INFINITY\", \"POSITIVE_INFINITY\"];\n for (var i = 0; i < numConsts.length; i++) {\n this.setProperty(this.NUMBER, numConsts[i], Number[numConsts[i]], Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n }\n\n // Instance methods on Number.\n wrapper = function (fractionDigits) {\n try {\n return Number(this).toExponential(fractionDigits);\n } catch (e) {\n // Throws if fractionDigits isn't within 0-20.\n thisInterpreter.throwException(thisInterpreter.ERROR, e.message);\n }\n };\n this.setNativeFunctionPrototype(this.NUMBER, \"toExponential\", wrapper);\n\n wrapper = function (digits) {\n try {\n return Number(this).toFixed(digits);\n } catch (e) {\n // Throws if digits isn't within 0-20.\n thisInterpreter.throwException(thisInterpreter.ERROR, e.message);\n }\n };\n this.setNativeFunctionPrototype(this.NUMBER, \"toFixed\", wrapper);\n\n wrapper = function (precision) {\n try {\n return Number(this).toPrecision(precision);\n } catch (e) {\n // Throws if precision isn't within range (depends on implementation).\n thisInterpreter.throwException(thisInterpreter.ERROR, e.message);\n }\n };\n this.setNativeFunctionPrototype(this.NUMBER, \"toPrecision\", wrapper);\n\n wrapper = function (radix) {\n try {\n return Number(this).toString(radix);\n } catch (e) {\n // Throws if radix isn't within 2-36.\n thisInterpreter.throwException(thisInterpreter.ERROR, e.message);\n }\n };\n this.setNativeFunctionPrototype(this.NUMBER, \"toString\", wrapper);\n\n wrapper = function (locales, options) {\n locales = locales ? thisInterpreter.pseudoToNative(locales) : undefined;\n options = options ? thisInterpreter.pseudoToNative(options) : undefined;\n return Number(this).toLocaleString(locales, options);\n };\n this.setNativeFunctionPrototype(this.NUMBER, \"toLocaleString\", wrapper);\n};\n\n/**\n * Initialize the Date class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initDate = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // Date constructor.\n wrapper = function (value, var_args) {\n if (!thisInterpreter.calledWithNew()) {\n // Called as Date().\n // Calling Date() as a function returns a string, no arguments are heeded.\n return Date();\n }\n // Called as new Date().\n var args = [null].concat(Array.from(arguments));\n this.data = new (Function.prototype.bind.apply(Date, args))();\n return this;\n };\n this.DATE = this.createNativeFunction(wrapper, true);\n this.DATE_PROTO = this.DATE.properties[\"prototype\"];\n this.setProperty(scope, \"Date\", this.DATE);\n\n // Static methods on Date.\n this.setProperty(this.DATE, \"now\", this.createNativeFunction(Date.now, false), Interpreter.NONENUMERABLE_DESCRIPTOR);\n\n this.setProperty(\n this.DATE,\n \"parse\",\n this.createNativeFunction(Date.parse, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n\n this.setProperty(this.DATE, \"UTC\", this.createNativeFunction(Date.UTC, false), Interpreter.NONENUMERABLE_DESCRIPTOR);\n\n // Instance methods on Date.\n var functions = [\n \"getDate\",\n \"getDay\",\n \"getFullYear\",\n \"getHours\",\n \"getMilliseconds\",\n \"getMinutes\",\n \"getMonth\",\n \"getSeconds\",\n \"getTime\",\n \"getTimezoneOffset\",\n \"getUTCDate\",\n \"getUTCDay\",\n \"getUTCFullYear\",\n \"getUTCHours\",\n \"getUTCMilliseconds\",\n \"getUTCMinutes\",\n \"getUTCMonth\",\n \"getUTCSeconds\",\n \"getYear\",\n \"setDate\",\n \"setFullYear\",\n \"setHours\",\n \"setMilliseconds\",\n \"setMinutes\",\n \"setMonth\",\n \"setSeconds\",\n \"setTime\",\n \"setUTCDate\",\n \"setUTCFullYear\",\n \"setUTCHours\",\n \"setUTCMilliseconds\",\n \"setUTCMinutes\",\n \"setUTCMonth\",\n \"setUTCSeconds\",\n \"setYear\",\n \"toDateString\",\n \"toISOString\",\n \"toJSON\",\n \"toGMTString\",\n \"toLocaleDateString\",\n \"toLocaleString\",\n \"toLocaleTimeString\",\n \"toTimeString\",\n \"toUTCString\",\n ];\n for (var i = 0; i < functions.length; i++) {\n wrapper = (function (nativeFunc) {\n return function (var_args) {\n var args = [];\n for (var i = 0; i < arguments.length; i++) {\n args[i] = thisInterpreter.pseudoToNative(arguments[i]);\n }\n return this.data[nativeFunc].apply(this.data, args);\n };\n })(functions[i]);\n this.setNativeFunctionPrototype(this.DATE, functions[i], wrapper);\n }\n};\n\n/**\n * Initialize Regular Expression object.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initRegExp = function (scope) {\n var thisInterpreter = this;\n var wrapper;\n // RegExp constructor.\n wrapper = function (pattern, flags) {\n if (thisInterpreter.calledWithNew()) {\n // Called as new RegExp().\n var rgx = this;\n } else {\n // Called as RegExp().\n var rgx = thisInterpreter.createObjectProto(thisInterpreter.REGEXP_PROTO);\n }\n pattern = pattern ? pattern.toString() : \"\";\n flags = flags ? flags.toString() : \"\";\n thisInterpreter.populateRegExp(rgx, new RegExp(pattern, flags));\n return rgx;\n };\n this.REGEXP = this.createNativeFunction(wrapper, true);\n this.REGEXP_PROTO = this.REGEXP.properties[\"prototype\"];\n this.setProperty(scope, \"RegExp\", this.REGEXP);\n\n this.setProperty(\n this.REGEXP.properties[\"prototype\"],\n \"global\",\n undefined,\n Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR,\n );\n this.setProperty(\n this.REGEXP.properties[\"prototype\"],\n \"ignoreCase\",\n undefined,\n Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR,\n );\n this.setProperty(\n this.REGEXP.properties[\"prototype\"],\n \"multiline\",\n undefined,\n Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR,\n );\n this.setProperty(\n this.REGEXP.properties[\"prototype\"],\n \"source\",\n \"(?:)\",\n Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR,\n );\n\n wrapper = function (str) {\n return this.data.test(str);\n };\n this.setNativeFunctionPrototype(this.REGEXP, \"test\", wrapper);\n\n wrapper = function (str) {\n str = str.toString();\n // Get lastIndex from wrapped regex, since this is settable.\n this.data.lastIndex = Number(thisInterpreter.getProperty(this, \"lastIndex\"));\n var match = this.data.exec(str);\n thisInterpreter.setProperty(this, \"lastIndex\", this.data.lastIndex);\n\n if (match) {\n var result = thisInterpreter.createObjectProto(thisInterpreter.ARRAY_PROTO);\n for (var i = 0; i < match.length; i++) {\n thisInterpreter.setProperty(result, i, match[i]);\n }\n // match has additional properties.\n thisInterpreter.setProperty(result, \"index\", match.index);\n thisInterpreter.setProperty(result, \"input\", match.input);\n return result;\n }\n return null;\n };\n this.setNativeFunctionPrototype(this.REGEXP, \"exec\", wrapper);\n};\n\n/**\n * Initialize the Error class.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initError = function (scope) {\n var thisInterpreter = this;\n // Error constructor.\n this.ERROR = this.createNativeFunction(function (opt_message) {\n if (thisInterpreter.calledWithNew()) {\n // Called as new Error().\n var newError = this;\n } else {\n // Called as Error().\n var newError = thisInterpreter.createObject(thisInterpreter.ERROR);\n }\n if (opt_message) {\n thisInterpreter.setProperty(newError, \"message\", String(opt_message), Interpreter.NONENUMERABLE_DESCRIPTOR);\n }\n return newError;\n }, true);\n this.setProperty(scope, \"Error\", this.ERROR);\n this.setProperty(this.ERROR.properties[\"prototype\"], \"message\", \"\", Interpreter.NONENUMERABLE_DESCRIPTOR);\n this.setProperty(this.ERROR.properties[\"prototype\"], \"name\", \"Error\", Interpreter.NONENUMERABLE_DESCRIPTOR);\n\n var createErrorSubclass = function (name) {\n var constructor = thisInterpreter.createNativeFunction(function (opt_message) {\n if (thisInterpreter.calledWithNew()) {\n // Called as new XyzError().\n var newError = this;\n } else {\n // Called as XyzError().\n var newError = thisInterpreter.createObject(constructor);\n }\n if (opt_message) {\n thisInterpreter.setProperty(newError, \"message\", String(opt_message), Interpreter.NONENUMERABLE_DESCRIPTOR);\n }\n return newError;\n }, true);\n thisInterpreter.setProperty(constructor, \"prototype\", thisInterpreter.createObject(thisInterpreter.ERROR));\n thisInterpreter.setProperty(\n constructor.properties[\"prototype\"],\n \"name\",\n name,\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n thisInterpreter.setProperty(scope, name, constructor);\n\n return constructor;\n };\n\n this.EVAL_ERROR = createErrorSubclass(\"EvalError\");\n this.RANGE_ERROR = createErrorSubclass(\"RangeError\");\n this.REFERENCE_ERROR = createErrorSubclass(\"ReferenceError\");\n this.SYNTAX_ERROR = createErrorSubclass(\"SyntaxError\");\n this.TYPE_ERROR = createErrorSubclass(\"TypeError\");\n this.URI_ERROR = createErrorSubclass(\"URIError\");\n};\n\n/**\n * Initialize Math object.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initMath = function (scope) {\n var thisInterpreter = this;\n var myMath = this.createObjectProto(this.OBJECT_PROTO);\n this.setProperty(scope, \"Math\", myMath);\n var mathConsts = [\"E\", \"LN2\", \"LN10\", \"LOG2E\", \"LOG10E\", \"PI\", \"SQRT1_2\", \"SQRT2\"];\n for (var i = 0; i < mathConsts.length; i++) {\n this.setProperty(myMath, mathConsts[i], Math[mathConsts[i]], Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n }\n var numFunctions = [\n \"abs\",\n \"acos\",\n \"asin\",\n \"atan\",\n \"atan2\",\n \"ceil\",\n \"cos\",\n \"exp\",\n \"floor\",\n \"log\",\n \"max\",\n \"min\",\n \"pow\",\n \"random\",\n \"round\",\n \"sin\",\n \"sqrt\",\n \"tan\",\n ];\n for (var i = 0; i < numFunctions.length; i++) {\n this.setProperty(\n myMath,\n numFunctions[i],\n this.createNativeFunction(Math[numFunctions[i]], false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n }\n};\n\n/**\n * Initialize JSON object.\n * @param {!Interpreter.Object} scope Global scope.\n */\nInterpreter.prototype.initJSON = function (scope) {\n var thisInterpreter = this;\n var myJSON = thisInterpreter.createObjectProto(this.OBJECT_PROTO);\n this.setProperty(scope, \"JSON\", myJSON);\n\n var wrapper = function (text) {\n try {\n var nativeObj = JSON.parse(text.toString());\n } catch (e) {\n thisInterpreter.throwException(thisInterpreter.SYNTAX_ERROR, e.message);\n }\n return thisInterpreter.nativeToPseudo(nativeObj);\n };\n this.setProperty(myJSON, \"parse\", this.createNativeFunction(wrapper, false));\n\n wrapper = function (value) {\n var nativeObj = thisInterpreter.pseudoToNative(value);\n try {\n var str = JSON.stringify(nativeObj);\n } catch (e) {\n thisInterpreter.throwException(thisInterpreter.TYPE_ERROR, e.message);\n }\n return str;\n };\n this.setProperty(myJSON, \"stringify\", this.createNativeFunction(wrapper, false));\n};\n\n/**\n * Is an object of a certain class?\n * @param {Interpreter.Value} child Object to check.\n * @param {Interpreter.Object} constructor Constructor of object.\n * @return {boolean} True if object is the class or inherits from it.\n * False otherwise.\n */\nInterpreter.prototype.isa = function (child, constructor) {\n if (child === null || child === undefined || !constructor) {\n return false;\n }\n var proto = constructor.properties[\"prototype\"];\n if (child === proto) {\n return true;\n }\n // The first step up the prototype chain is harder since the child might be\n // a primitive value. Subsequent steps can just follow the .proto property.\n child = this.getPrototype(child);\n while (child) {\n if (child === proto) {\n return true;\n }\n child = child.proto;\n }\n return false;\n};\n\n/**\n * Is a value a legal integer for an array length?\n * @param {Interpreter.Value} x Value to check.\n * @return {number} Zero, or a positive integer if the value can be\n * converted to such. NaN otherwise.\n */\nInterpreter.legalArrayLength = function (x) {\n var n = x >>> 0;\n // Array length must be between 0 and 2^32-1 (inclusive).\n return n === Number(x) ? n : NaN;\n};\n\n/**\n * Is a value a legal integer for an array index?\n * @param {Interpreter.Value} x Value to check.\n * @return {number} Zero, or a positive integer if the value can be\n * converted to such. NaN otherwise.\n */\nInterpreter.legalArrayIndex = function (x) {\n var n = x >>> 0;\n // Array index cannot be 2^32-1, otherwise length would be 2^32.\n // 0xffffffff is 2^32-1.\n return String(n) === String(x) && n !== 0xffffffff ? n : NaN;\n};\n\n/**\n * Typedef for JS values.\n * @typedef {!Interpreter.Object|boolean|number|string|undefined|null}\n */\nInterpreter.Value;\n\n/**\n * Class for an object.\n * @param {Interpreter.Object} proto Prototype object or null.\n * @constructor\n */\nInterpreter.Object = function (proto) {\n this.getter = Object.create(null);\n this.setter = Object.create(null);\n this.properties = Object.create(null);\n this.proto = proto;\n};\n\n/** @type {Interpreter.Object} */\nInterpreter.Object.prototype.proto = null;\n\n/** @type {boolean} */\nInterpreter.Object.prototype.isObject = true;\n\n/** @type {string} */\nInterpreter.Object.prototype.class = \"Object\";\n\n/** @type {Date|RegExp|boolean|number|string|undefined|null} */\nInterpreter.Object.prototype.data = null;\n\n/**\n * Convert this object into a string.\n * @return {string} String value.\n * @override\n */\nInterpreter.Object.prototype.toString = function () {\n if (this.class === \"Array\") {\n // Array\n var cycles = Interpreter.toStringCycles_;\n cycles.push(this);\n try {\n var strs = [];\n for (var i = 0; i < this.properties.length; i++) {\n var value = this.properties[i];\n strs[i] = value && value.isObject && cycles.indexOf(value) !== -1 ? \"...\" : value;\n }\n } finally {\n cycles.pop();\n }\n return strs.join(\",\");\n }\n if (this.class === \"Error\") {\n var cycles = Interpreter.toStringCycles_;\n if (cycles.indexOf(this) !== -1) {\n return \"[object Error]\";\n }\n var name, message;\n // Bug: Does not support getters and setters for name or message.\n var obj = this;\n do {\n if (\"name\" in obj.properties) {\n name = obj.properties[\"name\"];\n break;\n }\n } while ((obj = obj.proto));\n var obj = this;\n do {\n if (\"message\" in obj.properties) {\n message = obj.properties[\"message\"];\n break;\n }\n } while ((obj = obj.proto));\n cycles.push(this);\n try {\n name = name && name.toString();\n message = message && message.toString();\n } finally {\n cycles.pop();\n }\n return message ? name + \": \" + message : String(name);\n }\n\n // RegExp, Date, and boxed primitives.\n if (this.data !== null) {\n return String(this.data);\n }\n\n return \"[object \" + this.class + \"]\";\n};\n\n/**\n * Return the object's value.\n * @return {Interpreter.Value} Value.\n * @override\n */\nInterpreter.Object.prototype.valueOf = function () {\n if (this.data === undefined || this.data === null || this.data instanceof RegExp) {\n return this; // An Object.\n }\n if (this.data instanceof Date) {\n return this.data.valueOf(); // Milliseconds.\n }\n return /** @type {(boolean|number|string)} */ (this.data); // Boxed primitive.\n};\n\n/**\n * Create a new data object based on a constructor's prototype.\n * @param {Interpreter.Object} constructor Parent constructor function,\n * or null if scope object.\n * @return {!Interpreter.Object} New data object.\n */\nInterpreter.prototype.createObject = function (constructor) {\n return this.createObjectProto(constructor && constructor.properties[\"prototype\"]);\n};\n\n/**\n * Create a new data object based on a prototype.\n * @param {Interpreter.Object} proto Prototype object.\n * @return {!Interpreter.Object} New data object.\n */\nInterpreter.prototype.createObjectProto = function (proto) {\n if (typeof proto !== \"object\") {\n throw Error(\"Non object prototype\");\n }\n var obj = new Interpreter.Object(proto);\n // Functions have prototype objects.\n if (this.isa(obj, this.FUNCTION)) {\n this.setProperty(obj, \"prototype\", this.createObjectProto(this.OBJECT_PROTO || null));\n obj.class = \"Function\";\n }\n // Arrays have length.\n if (this.isa(obj, this.ARRAY)) {\n this.setProperty(obj, \"length\", 0, {\n configurable: false,\n enumerable: false,\n writable: true,\n });\n obj.class = \"Array\";\n }\n if (this.isa(obj, this.ERROR)) {\n obj.class = \"Error\";\n }\n return obj;\n};\n\n/**\n * Initialize a pseudo regular expression object based on a native regular\n * expression object.\n * @param {!Interpreter.Object} pseudoRegexp The existing object to set.\n * @param {!RegExp} nativeRegexp The native regular expression.\n */\nInterpreter.prototype.populateRegExp = function (pseudoRegexp, nativeRegexp) {\n pseudoRegexp.data = nativeRegexp;\n // lastIndex is settable, all others are read-only attributes\n this.setProperty(pseudoRegexp, \"lastIndex\", nativeRegexp.lastIndex, Interpreter.NONENUMERABLE_DESCRIPTOR);\n this.setProperty(pseudoRegexp, \"source\", nativeRegexp.source, Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n this.setProperty(pseudoRegexp, \"global\", nativeRegexp.global, Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n this.setProperty(pseudoRegexp, \"ignoreCase\", nativeRegexp.ignoreCase, Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n this.setProperty(pseudoRegexp, \"multiline\", nativeRegexp.multiline, Interpreter.READONLY_NONENUMERABLE_DESCRIPTOR);\n};\n\n/**\n * Create a new function.\n * @param {!Object} node AST node defining the function.\n * @param {!Object} scope Parent scope.\n * @return {!Interpreter.Object} New function.\n */\nInterpreter.prototype.createFunction = function (node, scope) {\n var func = this.createObjectProto(this.FUNCTION_PROTO);\n func.parentScope = scope;\n func.node = node;\n this.setProperty(func, \"length\", func.node[\"params\"].length, Interpreter.READONLY_DESCRIPTOR);\n return func;\n};\n\n/**\n * Create a new native function.\n * @param {!Function} nativeFunc JavaScript function.\n * @param {boolean=} opt_constructor If true, the function's\n * prototype will have its constructor property set to the function.\n * If false, the function cannot be called as a constructor (e.g. escape).\n * Defaults to undefined.\n * @return {!Interpreter.Object} New function.\n */\nInterpreter.prototype.createNativeFunction = function (nativeFunc, opt_constructor) {\n var func = this.createObjectProto(this.FUNCTION_PROTO);\n func.nativeFunc = nativeFunc;\n nativeFunc.id = this.functionCounter_++;\n this.setProperty(func, \"length\", nativeFunc.length, Interpreter.READONLY_DESCRIPTOR);\n if (opt_constructor) {\n this.setProperty(func.properties[\"prototype\"], \"constructor\", func, Interpreter.NONENUMERABLE_DESCRIPTOR);\n } else if (opt_constructor === false) {\n func.illegalConstructor = true;\n this.setProperty(func, \"prototype\", undefined);\n }\n return func;\n};\n\n/**\n * Create a new native asynchronous function.\n * @param {!Function} asyncFunc JavaScript function.\n * @return {!Interpreter.Object} New function.\n */\nInterpreter.prototype.createAsyncFunction = function (asyncFunc) {\n var func = this.createObjectProto(this.FUNCTION_PROTO);\n func.asyncFunc = asyncFunc;\n asyncFunc.id = this.functionCounter_++;\n this.setProperty(func, \"length\", asyncFunc.length, Interpreter.READONLY_DESCRIPTOR);\n return func;\n};\n\n/**\n * Converts from a native JS object or value to a JS interpreter object.\n * Can handle JSON-style values, does NOT handle cycles.\n * @param {*} nativeObj The native JS object to be converted.\n * @return {Interpreter.Value} The equivalent JS interpreter object.\n */\nInterpreter.prototype.nativeToPseudo = function (nativeObj) {\n if ((typeof nativeObj !== \"object\" && typeof nativeObj !== \"function\") || nativeObj === null) {\n return nativeObj;\n }\n\n if (nativeObj instanceof RegExp) {\n var pseudoRegexp = this.createObjectProto(this.REGEXP_PROTO);\n this.populateRegExp(pseudoRegexp, nativeObj);\n return pseudoRegexp;\n }\n\n if (nativeObj instanceof Date) {\n var pseudoDate = this.createObjectProto(this.DATE_PROTO);\n pseudoDate.data = nativeObj;\n return pseudoDate;\n }\n\n if (nativeObj instanceof Function) {\n var interpreter = this;\n var wrapper = function () {\n return interpreter.nativeToPseudo(\n nativeObj.apply(\n interpreter,\n Array.prototype.slice.call(arguments).map(function (i) {\n return interpreter.pseudoToNative(i);\n }),\n ),\n );\n };\n return this.createNativeFunction(wrapper, undefined);\n }\n\n var pseudoObj;\n if (Array.isArray(nativeObj)) {\n // Array.\n pseudoObj = this.createObjectProto(this.ARRAY_PROTO);\n for (var i = 0; i < nativeObj.length; i++) {\n if (i in nativeObj) {\n this.setProperty(pseudoObj, i, this.nativeToPseudo(nativeObj[i]));\n }\n }\n } else {\n // Object.\n pseudoObj = this.createObjectProto(this.OBJECT_PROTO);\n for (var key in nativeObj) {\n this.setProperty(pseudoObj, key, this.nativeToPseudo(nativeObj[key]));\n }\n }\n return pseudoObj;\n};\n\n/**\n * Converts from a JS interpreter object to native JS object.\n * Can handle JSON-style values, plus cycles.\n * @param {Interpreter.Value} pseudoObj The JS interpreter object to be\n * converted.\n * @param {Object=} opt_cycles Cycle detection (used in recursive calls).\n * @return {*} The equivalent native JS object or value.\n */\nInterpreter.prototype.pseudoToNative = function (pseudoObj, opt_cycles) {\n if ((typeof pseudoObj !== \"object\" && typeof pseudoObj !== \"function\") || pseudoObj === null) {\n return pseudoObj;\n }\n\n if (this.isa(pseudoObj, this.REGEXP)) {\n // Regular expression.\n return pseudoObj.data;\n }\n\n if (this.isa(pseudoObj, this.DATE)) {\n // Date.\n return pseudoObj.data;\n }\n\n var cycles = opt_cycles || {\n pseudo: [],\n native: [],\n };\n var i = cycles.pseudo.indexOf(pseudoObj);\n if (i !== -1) {\n return cycles.native[i];\n }\n cycles.pseudo.push(pseudoObj);\n var nativeObj;\n if (this.isa(pseudoObj, this.ARRAY)) {\n // Array.\n nativeObj = [];\n cycles.native.push(nativeObj);\n var length = this.getProperty(pseudoObj, \"length\");\n for (var i = 0; i < length; i++) {\n if (this.hasProperty(pseudoObj, i)) {\n nativeObj[i] = this.pseudoToNative(this.getProperty(pseudoObj, i), cycles);\n }\n }\n } else {\n // Object.\n nativeObj = {};\n cycles.native.push(nativeObj);\n var val;\n for (var key in pseudoObj.properties) {\n val = pseudoObj.properties[key];\n nativeObj[key] = this.pseudoToNative(val, cycles);\n }\n }\n cycles.pseudo.pop();\n cycles.native.pop();\n return nativeObj;\n};\n\n/**\n * Converts from a native JS array to a JS interpreter array.\n * Does handle non-numeric properties (like str.match's index prop).\n * Does NOT recurse into the array's contents.\n * @param {!Array} nativeArray The JS array to be converted.\n * @return {!Interpreter.Object} The equivalent JS interpreter array.\n */\nInterpreter.prototype.arrayNativeToPseudo = function (nativeArray) {\n var pseudoArray = this.createObjectProto(this.ARRAY_PROTO);\n var props = Object.getOwnPropertyNames(nativeArray);\n for (var i = 0; i < props.length; i++) {\n this.setProperty(pseudoArray, props[i], nativeArray[props[i]]);\n }\n return pseudoArray;\n};\n\n/**\n * Converts from a JS interpreter array to native JS array.\n * Does handle non-numeric properties (like str.match's index prop).\n * Does NOT recurse into the array's contents.\n * @param {!Interpreter.Object} pseudoArray The JS interpreter array,\n * or JS interpreter object pretending to be an array.\n * @return {!Array} The equivalent native JS array.\n */\nInterpreter.prototype.arrayPseudoToNative = function (pseudoArray) {\n var nativeArray = [];\n for (var key in pseudoArray.properties) {\n nativeArray[key] = this.getProperty(pseudoArray, key);\n }\n // pseudoArray might be an object pretending to be an array. In this case\n // it's possible that length is non-existent, invalid, or smaller than the\n // largest defined numeric property. Set length explicitly here.\n nativeArray.length = Interpreter.legalArrayLength(this.getProperty(pseudoArray, \"length\")) || 0;\n return nativeArray;\n};\n\n/**\n * Look up the prototype for this value.\n * @param {Interpreter.Value} value Data object.\n * @return {Interpreter.Object} Prototype object, null if none.\n */\nInterpreter.prototype.getPrototype = function (value) {\n switch (typeof value) {\n case \"number\":\n return this.NUMBER.properties[\"prototype\"];\n case \"boolean\":\n return this.BOOLEAN.properties[\"prototype\"];\n case \"string\":\n return this.STRING.properties[\"prototype\"];\n }\n if (value) {\n return value.proto;\n }\n return null;\n};\n\n/**\n * Fetch a property value from a data object.\n * @param {Interpreter.Value} obj Data object.\n * @param {Interpreter.Value} name Name of property.\n * @param {Acorn AST Node} node Node that triggered this function. Used by Bitburner for getting error line numbers\n * @return {Interpreter.Value} Property value (may be undefined).\n */\nInterpreter.prototype.getProperty = function (obj, name, node) {\n name = String(name);\n if (obj === undefined || obj === null) {\n let lineNum;\n if (node != null && node.loc != null && node.loc.start != null) {\n lineNum = node.loc.start.line;\n }\n this.throwException(this.TYPE_ERROR, \"Cannot read property '\" + name + \"' of \" + obj, lineNum);\n }\n if (name === \"length\") {\n // Special cases for magic length property.\n if (this.isa(obj, this.STRING)) {\n return String(obj).length;\n }\n } else if (name.charCodeAt(0) < 0x40) {\n // Might have numbers in there?\n // Special cases for string array indexing\n if (this.isa(obj, this.STRING)) {\n var n = Interpreter.legalArrayIndex(name);\n if (!isNaN(n) && n < String(obj).length) {\n return String(obj)[n];\n }\n }\n }\n do {\n if (obj.properties && name in obj.properties) {\n var getter = obj.getter[name];\n if (getter) {\n // Flag this function as being a getter and thus needing immediate\n // execution (rather than being the value of the property).\n getter.isGetter = true;\n return getter;\n }\n return obj.properties[name];\n }\n } while ((obj = this.getPrototype(obj)));\n return undefined;\n};\n\n/**\n * Does the named property exist on a data object.\n * @param {Interpreter.Value} obj Data object.\n * @param {Interpreter.Value} name Name of property.\n * @return {boolean} True if property exists.\n */\nInterpreter.prototype.hasProperty = function (obj, name) {\n if (!obj.isObject) {\n throw TypeError(\"Primitive data type has no properties\");\n }\n name = String(name);\n if (name === \"length\" && this.isa(obj, this.STRING)) {\n return true;\n }\n if (this.isa(obj, this.STRING)) {\n var n = Interpreter.legalArrayIndex(name);\n if (!isNaN(n) && n < String(obj).length) {\n return true;\n }\n }\n do {\n if (obj.properties && name in obj.properties) {\n return true;\n }\n } while ((obj = this.getPrototype(obj)));\n return false;\n};\n\n/**\n * Set a property value on a data object.\n * @param {!Interpreter.Object} obj Data object.\n * @param {Interpreter.Value} name Name of property.\n * @param {Interpreter.Value} value New property value.\n * Use Interpreter.VALUE_IN_DESCRIPTOR if value is handled by\n * descriptor instead.\n * @param {Object=} opt_descriptor Optional descriptor object.\n * @return {!Interpreter.Object|undefined} Returns a setter function if one\n * needs to be called, otherwise undefined.\n */\nInterpreter.prototype.setProperty = function (obj, name, value, opt_descriptor) {\n name = String(name);\n if (obj === undefined || obj === null) {\n this.throwException(this.TYPE_ERROR, \"Cannot set property '\" + name + \"' of \" + obj);\n }\n if (\n opt_descriptor &&\n (\"get\" in opt_descriptor || \"set\" in opt_descriptor) &&\n (\"value\" in opt_descriptor || \"writable\" in opt_descriptor)\n ) {\n this.throwException(\n this.TYPE_ERROR,\n \"Invalid property descriptor. \" + \"Cannot both specify accessors and a value or writable attribute\",\n );\n }\n var strict = !this.stateStack || this.getScope().strict;\n if (!obj.isObject) {\n if (strict) {\n this.throwException(this.TYPE_ERROR, \"Can't create property '\" + name + \"' on '\" + obj + \"'\");\n }\n return;\n }\n if (this.isa(obj, this.STRING)) {\n var n = Interpreter.legalArrayIndex(name);\n if (name === \"length\" || (!isNaN(n) && n < String(obj).length)) {\n // Can't set length or letters on String objects.\n if (strict) {\n this.throwException(\n this.TYPE_ERROR,\n \"Cannot assign to read only \" + \"property '\" + name + \"' of String '\" + obj.data + \"'\",\n );\n }\n return;\n }\n }\n if (obj.class === \"Array\") {\n // Arrays have a magic length variable that is bound to the elements.\n var length = obj.properties.length;\n var i;\n if (name === \"length\") {\n // Delete elements if length is smaller.\n if (opt_descriptor) {\n if (!(\"value\" in opt_descriptor)) {\n return;\n }\n value = opt_descriptor.value;\n }\n value = Interpreter.legalArrayLength(value);\n if (isNaN(value)) {\n this.throwException(this.RANGE_ERROR, \"Invalid array length\");\n }\n if (value < length) {\n for (i in obj.properties) {\n i = Interpreter.legalArrayIndex(i);\n if (!isNaN(i) && value <= i) {\n delete obj.properties[i];\n }\n }\n }\n } else if (!isNaN((i = Interpreter.legalArrayIndex(name)))) {\n // Increase length if this index is larger.\n obj.properties.length = Math.max(length, i + 1);\n }\n }\n if (obj.preventExtensions && !(name in obj.properties)) {\n if (strict) {\n this.throwException(this.TYPE_ERROR, \"Can't add property '\" + name + \"', object is not extensible\");\n }\n return;\n }\n if (opt_descriptor) {\n // Define the property.\n if (\"get\" in opt_descriptor) {\n if (opt_descriptor.get) {\n obj.getter[name] = opt_descriptor.get;\n } else {\n delete obj.getter[name];\n }\n }\n if (\"set\" in opt_descriptor) {\n if (opt_descriptor.set) {\n obj.setter[name] = opt_descriptor.set;\n } else {\n delete obj.setter[name];\n }\n }\n var descriptor = {};\n if (\"configurable\" in opt_descriptor) {\n descriptor.configurable = opt_descriptor.configurable;\n }\n if (\"enumerable\" in opt_descriptor) {\n descriptor.enumerable = opt_descriptor.enumerable;\n }\n if (\"writable\" in opt_descriptor) {\n descriptor.writable = opt_descriptor.writable;\n delete obj.getter[name];\n delete obj.setter[name];\n }\n if (\"value\" in opt_descriptor) {\n descriptor.value = opt_descriptor.value;\n delete obj.getter[name];\n delete obj.setter[name];\n } else if (value !== Interpreter.VALUE_IN_DESCRIPTOR) {\n descriptor.value = value;\n delete obj.getter[name];\n delete obj.setter[name];\n }\n try {\n Object.defineProperty(obj.properties, name, descriptor);\n } catch (e) {\n this.throwException(this.TYPE_ERROR, \"Cannot redefine property: \" + name);\n }\n } else {\n // Set the property.\n if (value === Interpreter.VALUE_IN_DESCRIPTOR) {\n throw ReferenceError(\"Value not specified.\");\n }\n // Determine the parent (possibly self) where the property is defined.\n var defObj = obj;\n while (!(name in defObj.properties)) {\n defObj = this.getPrototype(defObj);\n if (!defObj) {\n // This is a new property.\n defObj = obj;\n break;\n }\n }\n if (defObj.setter && defObj.setter[name]) {\n return defObj.setter[name];\n }\n if (defObj.getter && defObj.getter[name]) {\n if (strict) {\n this.throwException(\n this.TYPE_ERROR,\n \"Cannot set property '\" + name + \"' of object '\" + obj + \"' which only has a getter\",\n );\n }\n } else {\n // No setter, simple assignment.\n try {\n obj.properties[name] = value;\n } catch (e) {\n if (strict) {\n this.throwException(\n this.TYPE_ERROR,\n \"Cannot assign to read only \" + \"property '\" + name + \"' of object '\" + obj + \"'\",\n );\n }\n }\n }\n }\n};\n\n/**\n * Convenience method for adding a native function as a non-enumerable property\n * onto an object's prototype.\n * @param {!Interpreter.Object} obj Data object.\n * @param {Interpreter.Value} name Name of property.\n * @param {!Function} wrapper Function object.\n */\nInterpreter.prototype.setNativeFunctionPrototype = function (obj, name, wrapper) {\n this.setProperty(\n obj.properties[\"prototype\"],\n name,\n this.createNativeFunction(wrapper, false),\n Interpreter.NONENUMERABLE_DESCRIPTOR,\n );\n};\n\n/**\n * Returns the current scope from the stateStack.\n * @return {!Interpreter.Object} Current scope dictionary.\n */\nInterpreter.prototype.getScope = function () {\n var scope = this.stateStack[this.stateStack.length - 1].scope;\n if (!scope) {\n throw Error(\"No scope found.\");\n }\n return scope;\n};\n\n/**\n * Create a new scope dictionary.\n * @param {!Object} node AST node defining the scope container\n * (e.g. a function).\n * @param {Interpreter.Object} parentScope Scope to link to.\n * @return {!Interpreter.Object} New scope.\n */\nInterpreter.prototype.createScope = function (node, parentScope) {\n var scope = this.createObjectProto(null);\n scope.parentScope = parentScope;\n if (!parentScope) {\n this.initGlobalScope(scope);\n }\n this.populateScope_(node, scope);\n\n // Determine if this scope starts with 'use strict'.\n scope.strict = false;\n if (parentScope && parentScope.strict) {\n scope.strict = true;\n } else {\n var firstNode = node[\"body\"] && node[\"body\"][0];\n if (\n firstNode &&\n firstNode.expression &&\n firstNode.expression[\"type\"] === \"Literal\" &&\n firstNode.expression.value === \"use strict\"\n ) {\n scope.strict = true;\n }\n }\n return scope;\n};\n\n/**\n * Create a new special scope dictionary. Similar to createScope(), but\n * doesn't assume that the scope is for a function body.\n * This is used for 'catch' clauses and 'with' statements.\n * @param {!Interpreter.Object} parentScope Scope to link to.\n * @param {Interpreter.Object=} opt_scope Optional object to transform into\n * scope.\n * @return {!Interpreter.Object} New scope.\n */\nInterpreter.prototype.createSpecialScope = function (parentScope, opt_scope) {\n if (!parentScope) {\n throw Error(\"parentScope required\");\n }\n var scope = opt_scope || this.createObjectProto(null);\n scope.parentScope = parentScope;\n scope.strict = parentScope.strict;\n return scope;\n};\n\n/**\n * Retrieves a value from the scope chain.\n * @param {string} name Name of variable.\n * @param {Acorn AST Node} node Node that triggered this function. Used by Bitburner for getting error line number\n * @return {Interpreter.Value} Any value.\n * May be flagged as being a getter and thus needing immediate execution\n * (rather than being the value of the property).\n */\nInterpreter.prototype.getValueFromScope = function (name, node) {\n var scope = this.getScope();\n while (scope && scope !== this.global) {\n if (name in scope.properties) {\n return scope.properties[name];\n }\n scope = scope.parentScope;\n }\n // The root scope is also an object which has inherited properties and\n // could also have getters.\n if (scope === this.global && this.hasProperty(scope, name)) {\n return this.getProperty(scope, name);\n }\n // Typeof operator is unique: it can safely look at non-defined variables.\n var prevNode = this.stateStack[this.stateStack.length - 1].node;\n if (prevNode[\"type\"] === \"UnaryExpression\" && prevNode[\"operator\"] === \"typeof\") {\n return undefined;\n }\n\n var lineNum;\n if (node != null && node.loc != null && node.loc.start != null) {\n lineNum = node.loc.start.line;\n }\n this.throwException(this.REFERENCE_ERROR, name + \" is not defined\", lineNum);\n};\n\n/**\n * Sets a value to the current scope.\n * @param {string} name Name of variable.\n * @param {Interpreter.Value} value Value.\n * @return {!Interpreter.Object|undefined} Returns a setter function if one\n * needs to be called, otherwise undefined.\n */\nInterpreter.prototype.setValueToScope = function (name, value) {\n var scope = this.getScope();\n var strict = scope.strict;\n while (scope && scope !== this.global) {\n if (name in scope.properties) {\n scope.properties[name] = value;\n return undefined;\n }\n scope = scope.parentScope;\n }\n // The root scope is also an object which has readonly properties and\n // could also have setters.\n if (scope === this.global && (!strict || this.hasProperty(scope, name))) {\n return this.setProperty(scope, name, value);\n }\n this.throwException(this.REFERENCE_ERROR, name + \" is not defined\");\n};\n\n/**\n * Create a new scope for the given node.\n * @param {!Object} node AST node (program or function).\n * @param {!Interpreter.Object} scope Scope dictionary to populate.\n * @private\n */\nInterpreter.prototype.populateScope_ = function (node, scope) {\n if (node[\"type\"] === \"VariableDeclaration\") {\n for (var i = 0; i < node[\"declarations\"].length; i++) {\n this.setProperty(scope, node[\"declarations\"][i][\"id\"][\"name\"], undefined, Interpreter.VARIABLE_DESCRIPTOR);\n }\n } else if (node[\"type\"] === \"FunctionDeclaration\") {\n this.setProperty(scope, node[\"id\"][\"name\"], this.createFunction(node, scope), Interpreter.VARIABLE_DESCRIPTOR);\n return; // Do not recurse into function.\n } else if (node[\"type\"] === \"FunctionExpression\") {\n return; // Do not recurse into function.\n } else if (node[\"type\"] === \"ExpressionStatement\") {\n return; // Expressions can't contain variable/function declarations.\n }\n var nodeClass = node[\"constructor\"];\n for (var name in node) {\n var prop = node[name];\n if (prop && typeof prop === \"object\") {\n if (Array.isArray(prop)) {\n for (var i = 0; i < prop.length; i++) {\n if (prop[i] && prop[i].constructor === nodeClass) {\n this.populateScope_(prop[i], scope);\n }\n }\n } else {\n if (prop.constructor === nodeClass) {\n this.populateScope_(prop, scope);\n }\n }\n }\n }\n};\n\n/**\n * Remove start and end values from AST, or set start and end values to a\n * constant value. Used to remove highlighting from polyfills and to set\n * highlighting in an eval to cover the entire eval expression.\n * @param {!Object} node AST node.\n * @param {number=} start Starting character of all nodes, or undefined.\n * @param {number=} end Ending character of all nodes, or undefined.\n * @private\n */\nInterpreter.prototype.stripLocations_ = function (node, start, end) {\n if (start) {\n node[\"start\"] = start;\n } else {\n delete node[\"start\"];\n }\n if (end) {\n node[\"end\"] = end;\n } else {\n delete node[\"end\"];\n }\n for (var name in node) {\n if (node.hasOwnProperty(name)) {\n var prop = node[name];\n if (prop && typeof prop === \"object\") {\n this.stripLocations_(prop, start, end);\n }\n }\n }\n};\n\n/**\n * Is the current state directly being called with as a construction with 'new'.\n * @return {boolean} True if 'new foo()', false if 'foo()'.\n */\nInterpreter.prototype.calledWithNew = function () {\n return this.stateStack[this.stateStack.length - 1].isConstructor;\n};\n\n/**\n * Gets a value from the scope chain or from an object property.\n * @param {!Array} ref Name of variable or object/propname tuple.\n * @param {Acorn AST Node} node Node that triggered this function. Used by Bitburner for getting error line number\n * @return {Interpreter.Value} Any value.\n * May be flagged as being a getter and thus needing immediate execution\n * (rather than being the value of the property).\n */\nInterpreter.prototype.getValue = function (ref, node) {\n if (ref[0] === Interpreter.SCOPE_REFERENCE) {\n // A null/varname variable lookup.\n return this.getValueFromScope(ref[1], node);\n } else {\n // An obj/prop components tuple (foo.bar).\n return this.getProperty(ref[0], ref[1], node);\n }\n};\n\n/**\n * Sets a value to the scope chain or to an object property.\n * @param {!Array} ref Name of variable or object/propname tuple.\n * @param {Interpreter.Value} value Value.\n * @return {!Interpreter.Object|undefined} Returns a setter function if one\n * needs to be called, otherwise undefined.\n */\nInterpreter.prototype.setValue = function (ref, value) {\n if (ref[0] === Interpreter.SCOPE_REFERENCE) {\n // A null/varname variable lookup.\n return this.setValueToScope(ref[1], value);\n } else {\n // An obj/prop components tuple (foo.bar).\n return this.setProperty(ref[0], ref[1], value);\n }\n};\n\n/**\n * Completion Value Types.\n * @enum {number}\n */\nInterpreter.Completion = {\n NORMAL: 0,\n BREAK: 1,\n CONTINUE: 2,\n RETURN: 3,\n THROW: 4,\n};\n\n/**\n * Throw an exception in the interpreter that can be handled by an\n * interpreter try/catch statement. If unhandled, a real exception will\n * be thrown. Can be called with either an error class and a message, or\n * with an actual object to be thrown.\n * @param {!Interpreter.Object} errorClass Type of error (if message is\n * provided) or the value to throw (if no message).\n * @param {string=} opt_message Message being thrown.\n */\nInterpreter.prototype.throwException = function (errorClass, opt_message, lineNumber) {\n if (opt_message === undefined) {\n var error = errorClass; // This is a value to throw, not an error class.\n } else {\n var error = this.createObject(errorClass);\n this.setProperty(error, \"message\", opt_message, Interpreter.NONENUMERABLE_DESCRIPTOR);\n }\n var lineNumErrorMsg;\n if (lineNumber != null) {\n lineNumErrorMsg = this.getErrorLineNumberMessage(lineNumber);\n }\n this.unwind(Interpreter.Completion.THROW, error, undefined, lineNumErrorMsg);\n // Abort anything related to the current step.\n throw Interpreter.STEP_ERROR;\n};\n\n/**\n * Unwind the stack to the innermost relevant enclosing TryStatement,\n * For/ForIn/WhileStatement or Call/NewExpression. If this results in\n * the stack being completely unwound the thread will be terminated\n * and the appropriate error being thrown.\n * @param {Interpreter.Completion} type Completion type.\n * @param {Interpreter.Value=} value Value computed, returned or thrown.\n * @param {string=} label Target label for break or return.\n */\nInterpreter.prototype.unwind = function (type, value, label, lineNumberMsg = \"\") {\n if (type === Interpreter.Completion.NORMAL) {\n throw TypeError(\"Should not unwind for NORMAL completions\");\n }\n\n for (var stack = this.stateStack; stack.length > 0; stack.pop()) {\n var state = stack[stack.length - 1];\n switch (state.node[\"type\"]) {\n case \"TryStatement\":\n state.cv = { type: type, value: value, label: label };\n return;\n case \"CallExpression\":\n case \"NewExpression\":\n if (type === Interpreter.Completion.RETURN) {\n state.value = value;\n return;\n } else if (type !== Interpreter.Completion.THROW) {\n throw Error(\"Unsynatctic break/continue not rejected by Acorn\");\n }\n }\n if (type === Interpreter.Completion.BREAK) {\n if (label ? state.labels && state.labels.indexOf(label) !== -1 : state.isLoop || state.isSwitch) {\n stack.pop();\n return;\n }\n } else if (type === Interpreter.Completion.CONTINUE) {\n if (label ? state.labels && state.labels.indexOf(label) !== -1 : state.isLoop) {\n return;\n }\n }\n }\n\n // Unhandled completion. Throw a real error.\n var realError;\n if (this.isa(value, this.ERROR)) {\n var errorTable = {\n EvalError: EvalError,\n RangeError: RangeError,\n ReferenceError: ReferenceError,\n SyntaxError: SyntaxError,\n TypeError: TypeError,\n URIError: URIError,\n };\n var name = this.getProperty(value, \"name\").toString();\n var message = this.getProperty(value, \"message\").valueOf();\n var type = errorTable[name] || Error;\n realError = type(message + lineNumberMsg);\n } else {\n realError = String(value) + lineNumberMsg;\n }\n throw realError;\n};\n\n/**\n * Create a call to a getter function.\n * @param {!Interpreter.Object} func Function to execute.\n * @param {!Interpreter.Object|!Array} left\n * Name of variable or object/propname tuple.\n * @private\n */\nInterpreter.prototype.createGetter_ = function (func, left) {\n // Normally 'this' will be specified as the object component (o.x).\n // Sometimes 'this' is explicitly provided (o).\n var funcThis = Array.isArray(left) ? left[0] : left;\n var node = new this.nodeConstructor();\n node[\"type\"] = \"CallExpression\";\n var state = new Interpreter.State(node, this.stateStack[this.stateStack.length - 1].scope);\n state.doneCallee_ = true;\n state.funcThis_ = funcThis;\n state.func_ = func;\n state.doneArgs_ = true;\n state.arguments_ = [];\n return state;\n};\n\n/**\n * Create a call to a setter function.\n * @param {!Interpreter.Object} func Function to execute.\n * @param {!Interpreter.Object|!Array} left\n * Name of variable or object/propname tuple.\n * @param {Interpreter.Value} value Value to set.\n * @private\n */\nInterpreter.prototype.createSetter_ = function (func, left, value) {\n // Normally 'this' will be specified as the object component (o.x).\n // Sometimes 'this' is implicitly the global object (x).\n var funcThis = Array.isArray(left) ? left[0] : this.global;\n var node = new this.nodeConstructor();\n node[\"type\"] = \"CallExpression\";\n var state = new Interpreter.State(node, this.stateStack[this.stateStack.length - 1].scope);\n state.doneCallee_ = true;\n state.funcThis_ = funcThis;\n state.func_ = func;\n state.doneArgs_ = true;\n state.arguments_ = [value];\n return state;\n};\n\n/**\n * Class for a state.\n * @param {!Object} node AST node for the state.\n * @param {!Interpreter.Object} scope Scope object for the state.\n * @constructor\n */\nInterpreter.State = function (node, scope) {\n this.node = node;\n this.scope = scope;\n};\n\n///////////////////////////////////////////////////////////////////////////////\n// Functions to handle each node type.\n///////////////////////////////////////////////////////////////////////////////\n\nInterpreter.prototype[\"stepArrayExpression\"] = function (stack, state, node) {\n var elements = node[\"elements\"];\n var n = state.n_ || 0;\n if (!state.array_) {\n state.array_ = this.createObjectProto(this.ARRAY_PROTO);\n state.array_.properties.length = elements.length;\n } else {\n this.setProperty(state.array_, n, state.value);\n n++;\n }\n while (n < elements.length) {\n // Skip missing elements - they're not defined, not undefined.\n if (elements[n]) {\n state.n_ = n;\n return new Interpreter.State(elements[n], state.scope);\n }\n n++;\n }\n stack.pop();\n stack[stack.length - 1].value = state.array_;\n};\n\nInterpreter.prototype[\"stepAssignmentExpression\"] = function (stack, state, node) {\n if (!state.doneLeft_) {\n state.doneLeft_ = true;\n var nextState = new Interpreter.State(node[\"left\"], state.scope);\n nextState.components = true;\n return nextState;\n }\n if (!state.doneRight_) {\n if (!state.leftReference_) {\n state.leftReference_ = state.value;\n }\n if (state.doneGetter_) {\n state.leftValue_ = state.value;\n }\n if (!state.doneGetter_ && node[\"operator\"] !== \"=\") {\n var leftValue = this.getValue(state.leftReference_, node);\n state.leftValue_ = leftValue;\n if (leftValue && typeof leftValue === \"object\" && leftValue.isGetter) {\n // Clear the getter flag and call the getter function.\n leftValue.isGetter = false;\n state.doneGetter_ = true;\n var func = /** @type {!Interpreter.Object} */ (leftValue);\n return this.createGetter_(func, state.leftReference_);\n }\n }\n state.doneRight_ = true;\n return new Interpreter.State(node[\"right\"], state.scope);\n }\n if (state.doneSetter_) {\n // Return if setter function.\n // Setter method on property has completed.\n // Ignore its return value, and use the original set value instead.\n stack.pop();\n stack[stack.length - 1].value = state.setterValue_;\n return;\n }\n var value = state.leftValue_;\n var rightValue = state.value;\n switch (node[\"operator\"]) {\n case \"=\":\n value = rightValue;\n break;\n case \"+=\":\n value += rightValue;\n break;\n case \"-=\":\n value -= rightValue;\n break;\n case \"*=\":\n value *= rightValue;\n break;\n case \"/=\":\n value /= rightValue;\n break;\n case \"%=\":\n value %= rightValue;\n break;\n case \"<<=\":\n value <<= rightValue;\n break;\n case \">>=\":\n value >>= rightValue;\n break;\n case \">>>=\":\n value >>>= rightValue;\n break;\n case \"&=\":\n value &= rightValue;\n break;\n case \"^=\":\n value ^= rightValue;\n break;\n case \"|=\":\n value |= rightValue;\n break;\n default:\n throw SyntaxError(\"Unknown assignment expression: \" + node[\"operator\"]);\n }\n var setter = this.setValue(state.leftReference_, value);\n if (setter) {\n state.doneSetter_ = true;\n state.setterValue_ = value;\n return this.createSetter_(setter, state.leftReference_, value);\n }\n // Return if no setter function.\n stack.pop();\n stack[stack.length - 1].value = value;\n};\n\nInterpreter.prototype[\"stepBinaryExpression\"] = function (stack, state, node) {\n if (!state.doneLeft_) {\n state.doneLeft_ = true;\n return new Interpreter.State(node[\"left\"], state.scope);\n }\n if (!state.doneRight_) {\n state.doneRight_ = true;\n state.leftValue_ = state.value;\n return new Interpreter.State(node[\"right\"], state.scope);\n }\n stack.pop();\n var leftValue = state.leftValue_;\n var rightValue = state.value;\n var value;\n switch (node[\"operator\"]) {\n case \"==\":\n value = leftValue == rightValue;\n break;\n case \"!=\":\n value = leftValue != rightValue;\n break;\n case \"===\":\n value = leftValue === rightValue;\n break;\n case \"!==\":\n value = leftValue !== rightValue;\n break;\n case \">\":\n value = leftValue > rightValue;\n break;\n case \">=\":\n value = leftValue >= rightValue;\n break;\n case \"<\":\n value = leftValue < rightValue;\n break;\n case \"<=\":\n value = leftValue <= rightValue;\n break;\n case \"+\":\n value = leftValue + rightValue;\n break;\n case \"-\":\n value = leftValue - rightValue;\n break;\n case \"*\":\n value = leftValue * rightValue;\n break;\n case \"/\":\n value = leftValue / rightValue;\n break;\n case \"%\":\n value = leftValue % rightValue;\n break;\n case \"&\":\n value = leftValue & rightValue;\n break;\n case \"|\":\n value = leftValue | rightValue;\n break;\n case \"^\":\n value = leftValue ^ rightValue;\n break;\n case \"<<\":\n value = leftValue << rightValue;\n break;\n case \">>\":\n value = leftValue >> rightValue;\n break;\n case \">>>\":\n value = leftValue >>> rightValue;\n break;\n case \"in\":\n if (!rightValue || !rightValue.isObject) {\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.TYPE_ERROR, \"'in' expects an object, not '\" + rightValue + \"'\", lineNum);\n }\n value = this.hasProperty(rightValue, leftValue);\n break;\n case \"instanceof\":\n if (!this.isa(rightValue, this.FUNCTION)) {\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.TYPE_ERROR, \"Right-hand side of instanceof is not an object\", lineNum);\n }\n value = leftValue.isObject ? this.isa(leftValue, rightValue) : false;\n break;\n default:\n throw SyntaxError(\"Unknown binary operator: \" + node[\"operator\"]);\n }\n stack[stack.length - 1].value = value;\n};\n\nInterpreter.prototype[\"stepBlockStatement\"] = function (stack, state, node) {\n var n = state.n_ || 0;\n var expression = node[\"body\"][n];\n if (expression) {\n state.n_ = n + 1;\n return new Interpreter.State(expression, state.scope);\n }\n stack.pop();\n};\n\nInterpreter.prototype[\"stepBreakStatement\"] = function (stack, state, node) {\n var label = node[\"label\"] && node[\"label\"][\"name\"];\n this.unwind(Interpreter.Completion.BREAK, undefined, label);\n};\n\nInterpreter.prototype[\"stepCallExpression\"] = function (stack, state, node) {\n if (!state.doneCallee_) {\n state.doneCallee_ = 1;\n // Components needed to determine value of 'this'.\n var nextState = new Interpreter.State(node[\"callee\"], state.scope);\n nextState.components = true;\n return nextState;\n }\n if (state.doneCallee_ === 1) {\n // Determine value of the function.\n state.doneCallee_ = 2;\n var func = state.value;\n if (Array.isArray(func)) {\n state.func_ = this.getValue(func, node);\n if (func[0] === Interpreter.SCOPE_REFERENCE) {\n // (Globally or locally) named function. Is it named 'eval'?\n state.directEval_ = func[1] === \"eval\";\n } else {\n // Method function, 'this' is object (ignored if invoked as 'new').\n state.funcThis_ = func[0];\n }\n func = state.func_;\n if (func && typeof func === \"object\" && func.isGetter) {\n // Clear the getter flag and call the getter function.\n func.isGetter = false;\n state.doneCallee_ = 1;\n return this.createGetter_(/** @type {!Interpreter.Object} */ (func), state.value);\n }\n } else {\n // Already evaluated function: (function(){...})();\n state.func_ = func;\n }\n state.arguments_ = [];\n state.n_ = 0;\n }\n var func = state.func_;\n if (!state.doneArgs_) {\n if (state.n_ !== 0) {\n state.arguments_.push(state.value);\n }\n if (node[\"arguments\"][state.n_]) {\n return new Interpreter.State(node[\"arguments\"][state.n_++], state.scope);\n }\n // Determine value of 'this' in function.\n if (node[\"type\"] === \"NewExpression\") {\n if (func.illegalConstructor) {\n // Illegal: new escape();\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.TYPE_ERROR, func + \" is not a constructor\", lineNum);\n }\n // Constructor, 'this' is new object.\n var proto = func.properties[\"prototype\"];\n if (typeof proto !== \"object\" || proto === null) {\n // Non-object prototypes default to Object.prototype.\n proto = this.OBJECT_PROTO;\n }\n state.funcThis_ = this.createObjectProto(proto);\n state.isConstructor = true;\n } else if (state.funcThis_ === undefined) {\n // Global function, 'this' is global object (or 'undefined' if strict).\n state.funcThis_ = state.scope.strict ? undefined : this.global;\n }\n state.doneArgs_ = true;\n }\n if (!state.doneExec_) {\n state.doneExec_ = true;\n if (!func || !func.isObject) {\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.TYPE_ERROR, func + \" is not a function\", lineNum);\n }\n var funcNode = func.node;\n if (funcNode) {\n var scope = this.createScope(funcNode[\"body\"], func.parentScope);\n // Add all arguments.\n for (var i = 0; i < funcNode[\"params\"].length; i++) {\n var paramName = funcNode[\"params\"][i][\"name\"];\n var paramValue = state.arguments_.length > i ? state.arguments_[i] : undefined;\n this.setProperty(scope, paramName, paramValue);\n }\n // Build arguments variable.\n var argsList = this.createObjectProto(this.ARRAY_PROTO);\n for (var i = 0; i < state.arguments_.length; i++) {\n this.setProperty(argsList, i, state.arguments_[i]);\n }\n this.setProperty(scope, \"arguments\", argsList);\n // Add the function's name (var x = function foo(){};)\n var name = funcNode[\"id\"] && funcNode[\"id\"][\"name\"];\n if (name) {\n this.setProperty(scope, name, func);\n }\n this.setProperty(scope, \"this\", state.funcThis_, Interpreter.READONLY_DESCRIPTOR);\n state.value = undefined; // Default value if no explicit return.\n return new Interpreter.State(funcNode[\"body\"], scope);\n } else if (func.eval) {\n var code = state.arguments_[0];\n if (typeof code !== \"string\") {\n // JS does not parse String objects:\n // eval(new String('1 + 1')) -> '1 + 1'\n state.value = code;\n } else {\n try {\n var ast = acorn.parse(code.toString(), Interpreter.PARSE_OPTIONS);\n } catch (e) {\n // Acorn threw a SyntaxError. Rethrow as a trappable error.\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.SYNTAX_ERROR, \"Invalid code: \" + e.message, lineNum);\n }\n var evalNode = new this.nodeConstructor();\n evalNode[\"type\"] = \"EvalProgram_\";\n evalNode[\"body\"] = ast[\"body\"];\n this.stripLocations_(evalNode, node[\"start\"], node[\"end\"]);\n // Create new scope and update it with definitions in eval().\n var scope = state.directEval_ ? state.scope : this.global;\n if (scope.strict) {\n // Strict mode get its own scope in eval.\n scope = this.createScope(ast, scope);\n } else {\n // Non-strict mode pollutes the current scope.\n this.populateScope_(ast, scope);\n }\n this.value = undefined; // Default value if no code.\n return new Interpreter.State(evalNode, scope);\n }\n } else if (func.nativeFunc) {\n state.value = func.nativeFunc.apply(state.funcThis_, state.arguments_);\n } else if (func.asyncFunc) {\n var thisInterpreter = this;\n var callback = function (value) {\n state.value = value;\n thisInterpreter.paused_ = false;\n };\n var argsWithCallback = state.arguments_.concat(callback);\n this.paused_ = true;\n func.asyncFunc.apply(state.funcThis_, argsWithCallback);\n return;\n } else {\n /* A child of a function is a function but is not callable. For example:\n var F = function() {};\n F.prototype = escape;\n var f = new F();\n f();\n */\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(this.TYPE_ERROR, func.class + \" is not a function\", lineNum);\n }\n } else {\n // Execution complete. Put the return value on the stack.\n stack.pop();\n if (state.isConstructor && typeof state.value !== \"object\") {\n stack[stack.length - 1].value = state.funcThis_;\n } else {\n stack[stack.length - 1].value = state.value;\n }\n }\n};\n\nInterpreter.prototype[\"stepCatchClause\"] = function (stack, state, node) {\n if (!state.done_) {\n state.done_ = true;\n // Create an empty scope.\n var scope = this.createSpecialScope(state.scope);\n // Add the argument.\n this.setProperty(scope, node[\"param\"][\"name\"], state.throwValue);\n // Execute catch clause.\n return new Interpreter.State(node[\"body\"], scope);\n } else {\n stack.pop();\n }\n};\n\nInterpreter.prototype[\"stepConditionalExpression\"] = function (stack, state, node) {\n var mode = state.mode_ || 0;\n if (mode === 0) {\n state.mode_ = 1;\n return new Interpreter.State(node[\"test\"], state.scope);\n }\n if (mode === 1) {\n state.mode_ = 2;\n var value = Boolean(state.value);\n if (value && node[\"consequent\"]) {\n // Execute 'if' block.\n return new Interpreter.State(node[\"consequent\"], state.scope);\n } else if (!value && node[\"alternate\"]) {\n // Execute 'else' block.\n return new Interpreter.State(node[\"alternate\"], state.scope);\n }\n // eval('1;if(false){2}') -> undefined\n this.value = undefined;\n }\n stack.pop();\n if (node[\"type\"] === \"ConditionalExpression\") {\n stack[stack.length - 1].value = state.value;\n }\n};\n\nInterpreter.prototype[\"stepContinueStatement\"] = function (stack, state, node) {\n var label = node[\"label\"] && node[\"label\"][\"name\"];\n this.unwind(Interpreter.Completion.CONTINUE, undefined, label);\n};\n\nInterpreter.prototype[\"stepDebuggerStatement\"] = function (stack, state, node) {\n // Do nothing. May be overridden by developers.\n stack.pop();\n};\n\nInterpreter.prototype[\"stepDoWhileStatement\"] = function (stack, state, node) {\n if (node[\"type\"] === \"DoWhileStatement\" && state.test_ === undefined) {\n // First iteration of do/while executes without checking test.\n state.value = true;\n state.test_ = true;\n }\n if (!state.test_) {\n state.test_ = true;\n return new Interpreter.State(node[\"test\"], state.scope);\n }\n if (!state.value) {\n // Done, exit loop.\n stack.pop();\n } else if (node[\"body\"]) {\n // Execute the body.\n state.test_ = false;\n state.isLoop = true;\n return new Interpreter.State(node[\"body\"], state.scope);\n }\n};\n\nInterpreter.prototype[\"stepEmptyStatement\"] = function (stack, state, node) {\n stack.pop();\n};\n\nInterpreter.prototype[\"stepEvalProgram_\"] = function (stack, state, node) {\n var n = state.n_ || 0;\n var expression = node[\"body\"][n];\n if (expression) {\n state.n_ = n + 1;\n return new Interpreter.State(expression, state.scope);\n }\n stack.pop();\n stack[stack.length - 1].value = this.value;\n};\n\nInterpreter.prototype[\"stepExpressionStatement\"] = function (stack, state, node) {\n if (!state.done_) {\n state.done_ = true;\n return new Interpreter.State(node[\"expression\"], state.scope);\n }\n stack.pop();\n // Save this value to interpreter.value for use as a return value if\n // this code is inside an eval function.\n this.value = state.value;\n};\n\nInterpreter.prototype[\"stepForInStatement\"] = function (stack, state, node) {\n // First, initialize a variable if exists. Only do so once, ever.\n if (!state.doneInit_) {\n state.doneInit_ = true;\n if (node[\"left\"][\"declarations\"] && node[\"left\"][\"declarations\"][0][\"init\"]) {\n if (state.scope.strict) {\n let lineNum = this.getErrorLineNumber(node);\n this.throwException(\n this.SYNTAX_ERROR,\n \"for-in loop variable declaration may not have an initializer.\",\n lineNum,\n );\n }\n // Variable initialization: for (var x = 4 in y)\n return new Interpreter.State(node[\"left\"], state.scope);\n }\n }\n // Second, look up the object. Only do so once, ever.\n if (!state.doneObject_) {\n state.doneObject_ = true;\n if (!state.variable_) {\n state.variable_ = state.value;\n }\n return new Interpreter.State(node[\"right\"], state.scope);\n }\n if (!state.isLoop) {\n // First iteration.\n state.isLoop = true;\n state.object_ = state.value;\n state.visited_ = Object.create(null);\n }\n // Third, find the property name for this iteration.\n if (state.name_ === undefined) {\n gotPropName: while (true) {\n if (state.object_ && state.object_.isObject) {\n if (!state.props_) {\n state.props_ = Object.getOwnPropertyNames(state.object_.properties);\n }\n while (true) {\n var prop = state.props_.shift();\n if (prop === undefined) {\n break; // Reached end of this object's properties.\n }\n if (!Object.prototype.hasOwnProperty.call(state.object_.properties, prop)) {\n continue; // Property has been deleted in the loop.\n }\n if (state.visited_[prop]) {\n continue; // Already seen this property on a child.\n }\n state.visited_[prop] = true;\n if (!Object.prototype.propertyIsEnumerable.call(state.object_.properties, prop)) {\n continue; // Skip non-enumerable property.\n }\n state.name_ = prop;\n break gotPropName;\n }\n } else if (state.object_ !== null && state.object_ !== undefined) {\n // Primitive value (other than null or undefined).\n if (!state.props_) {\n state.props_ = Object.getOwnPropertyNames(state.object_);\n }\n while (true) {\n var prop = state.props_.shift();\n if (prop === undefined) {\n break; // Reached end of this value's properties.\n }\n state.visited_[prop] = true;\n if (!Object.prototype.propertyIsEnumerable.call(state.object_, prop)) {\n continue; // Skip non-enumerable property.\n }\n state.name_ = prop;\n break gotPropName;\n }\n }\n state.object_ = this.getPrototype(state.object_);\n state.props_ = null;\n if (state.object_ === null) {\n // Done, exit loop.\n stack.pop();\n return;\n }\n }\n }\n // Fourth, find the variable\n if (!state.doneVariable_) {\n state.doneVariable_ = true;\n var left = node[\"left\"];\n if (left[\"type\"] === \"VariableDeclaration\") {\n // Inline variable declaration: for (var x in y)\n state.variable_ = [Interpreter.SCOPE_REFERENCE, left[\"declarations\"][0][\"id\"][\"name\"]];\n } else {\n // Arbitrary left side: for (foo().bar in y)\n state.variable_ = null;\n var nextState = new Interpreter.State(left, state.scope);\n nextState.components = true;\n return nextState;\n }\n }\n if (!state.variable_) {\n state.variable_ = state.value;\n }\n // Fifth, set the variable.\n if (!state.doneSetter_) {\n state.doneSetter_ = true;\n var value = state.name_;\n var setter = this.setValue(state.variable_, value);\n if (setter) {\n return this.createSetter_(setter, state.variable_, value);\n }\n }\n // Next step will be step three.\n state.name_ = undefined;\n // Reevaluate the variable since it could be a setter on the global object.\n state.doneVariable_ = false;\n state.doneSetter_ = false;\n // Sixth and finally, execute the body if there was one. this.\n if (node[\"body\"]) {\n return new Interpreter.State(node[\"body\"], state.scope);\n }\n};\n\nInterpreter.prototype[\"stepForStatement\"] = function (stack, state, node) {\n var mode = state.mode_ || 0;\n if (mode === 0) {\n state.mode_ = 1;\n if (node[\"init\"]) {\n return new Interpreter.State(node[\"init\"], state.scope);\n }\n } else if (mode === 1) {\n state.mode_ = 2;\n if (node[\"test\"]) {\n return new Interpreter.State(node[\"test\"], state.scope);\n }\n } else if (mode === 2) {\n state.mode_ = 3;\n if (node[\"test\"] && !state.value) {\n // Done, exit loop.\n stack.pop();\n } else {\n // Execute the body.\n state.isLoop = true;\n return new Interpreter.State(node[\"body\"], state.scope);\n }\n } else if (mode === 3) {\n state.mode_ = 1;\n if (node[\"update\"]) {\n return new Interpreter.State(node[\"update\"], state.scope);\n }\n }\n};\n\nInterpreter.prototype[\"stepFunctionDeclaration\"] = function (stack, state, node) {\n // This was found and handled when the scope was populated.\n stack.pop();\n};\n\nInterpreter.prototype[\"stepFunctionExpression\"] = function (stack, state, node) {\n stack.pop();\n stack[stack.length - 1].value = this.createFunction(node, state.scope);\n};\n\nInterpreter.prototype[\"stepIdentifier\"] = function (stack, state, node) {\n stack.pop();\n if (state.components) {\n stack[stack.length - 1].value = [Interpreter.SCOPE_REFERENCE, node[\"name\"]];\n return;\n }\n var value = this.getValueFromScope(node[\"name\"], node);\n // An identifier could be a getter if it's a property on the global object.\n if (value && typeof value === \"object\" && value.isGetter) {\n // Clear the getter flag and call the getter function.\n value.isGetter = false;\n var scope = state.scope;\n while (!this.hasProperty(scope, node[\"name\"])) {\n scope = scope.parentScope;\n }\n var func = /** @type {!Interpreter.Object} */ (value);\n return this.createGetter_(func, this.global);\n }\n stack[stack.length - 1].value = value;\n};\n\nInterpreter.prototype[\"stepIfStatement\"] = Interpreter.prototype[\"stepConditionalExpression\"];\n\nInterpreter.prototype[\"stepLabeledStatement\"] = function (stack, state, node) {\n // No need to hit this node again on the way back up the stack.\n stack.pop();\n // Note that a statement might have multiple labels.\n var labels = state.labels || [];\n labels.push(node[\"label\"][\"name\"]);\n var nextState = new Interpreter.State(node[\"body\"], state.scope);\n nextState.labels = labels;\n return nextState;\n};\n\nInterpreter.prototype[\"stepLiteral\"] = function (stack, state, node) {\n stack.pop();\n var value = node[\"value\"];\n if (value instanceof RegExp) {\n var pseudoRegexp = this.createObjectProto(this.REGEXP_PROTO);\n this.populateRegExp(pseudoRegexp, value);\n value = pseudoRegexp;\n }\n stack[stack.length - 1].value = value;\n};\n\nInterpreter.prototype[\"stepLogicalExpression\"] = function (stack, state, node) {\n if (node[\"operator\"] !== \"&&\" && node[\"operator\"] !== \"||\") {\n throw SyntaxError(\"Unknown logical operator: \" + node[\"operator\"]);\n }\n if (!state.doneLeft_) {\n state.doneLeft_ = true;\n return new Interpreter.State(node[\"left\"], state.scope);\n }\n if (!state.doneRight_) {\n if ((node[\"operator\"] === \"&&\" && !state.value) || (node[\"operator\"] === \"||\" && state.value)) {\n // Shortcut evaluation.\n stack.pop();\n stack[stack.length - 1].value = state.value;\n } else {\n state.doneRight_ = true;\n return new Interpreter.State(node[\"right\"], state.scope);\n }\n } else {\n stack.pop();\n stack[stack.length - 1].value = state.value;\n }\n};\n\nInterpreter.prototype[\"stepMemberExpression\"] = function (stack, state, node) {\n if (!state.doneObject_) {\n state.doneObject_ = true;\n return new Interpreter.State(node[\"object\"], state.scope);\n }\n var propName;\n if (!node[\"computed\"]) {\n state.object_ = state.value;\n // obj.foo -- Just access 'foo' directly.\n propName = node[\"property\"][\"name\"];\n } else if (!state.doneProperty_) {\n state.object_ = state.value;\n // obj[foo] -- Compute value of 'foo'.\n state.doneProperty_ = true;\n return new Interpreter.State(node[\"property\"], state.scope);\n } else {\n propName = state.value;\n }\n stack.pop();\n if (state.components) {\n stack[stack.length - 1].value = [state.object_, propName];\n } else {\n var value = this.getProperty(state.object_, propName);\n if (value && typeof value === \"object\" && value.isGetter) {\n // Clear the getter flag and call the getter function.\n value.isGetter = false;\n var func = /** @type {!Interpreter.Object} */ (value);\n return this.createGetter_(func, state.object_);\n }\n stack[stack.length - 1].value = value;\n }\n};\n\nInterpreter.prototype[\"stepNewExpression\"] = Interpreter.prototype[\"stepCallExpression\"];\n\nInterpreter.prototype[\"stepObjectExpression\"] = function (stack, state, node) {\n var n = state.n_ || 0;\n var property = node[\"properties\"][n];\n if (!state.object_) {\n // First execution.\n state.object_ = this.createObjectProto(this.OBJECT_PROTO);\n state.properties_ = Object.create(null);\n } else {\n // Determine property name.\n var key = property[\"key\"];\n if (key[\"type\"] === \"Identifier\") {\n var propName = key[\"name\"];\n } else if (key[\"type\"] === \"Literal\") {\n var propName = key[\"value\"];\n } else {\n throw SyntaxError(\"Unknown object structure: \" + key[\"type\"]);\n }\n // Set the property computed in the previous execution.\n if (!state.properties_[propName]) {\n // Create temp object to collect value, getter, and/or setter.\n state.properties_[propName] = {};\n }\n state.properties_[propName][property[\"kind\"]] = state.value;\n state.n_ = ++n;\n property = node[\"properties\"][n];\n }\n if (property) {\n return new Interpreter.State(property[\"value\"], state.scope);\n }\n for (var key in state.properties_) {\n var kinds = state.properties_[key];\n if (\"get\" in kinds || \"set\" in kinds) {\n // Set a property with a getter or setter.\n var descriptor = {\n configurable: true,\n enumerable: true,\n get: kinds[\"get\"],\n set: kinds[\"set\"],\n };\n this.setProperty(state.object_, key, null, descriptor);\n } else {\n // Set a normal property with a value.\n this.setProperty(state.object_, key, kinds[\"init\"]);\n }\n }\n stack.pop();\n stack[stack.length - 1].value = state.object_;\n};\n\nInterpreter.prototype[\"stepProgram\"] = function (stack, state, node) {\n var expression = node[\"body\"].shift();\n if (expression) {\n state.done = false;\n return new Interpreter.State(expression, state.scope);\n }\n state.done = true;\n // Don't pop the stateStack.\n // Leave the root scope on the tree in case the program is appended to.\n};\n\nInterpreter.prototype[\"stepReturnStatement\"] = function (stack, state, node) {\n if (node[\"argument\"] && !state.done_) {\n state.done_ = true;\n return new Interpreter.State(node[\"argument\"], state.scope);\n }\n this.unwind(Interpreter.Completion.RETURN, state.value, undefined);\n};\n\nInterpreter.prototype[\"stepSequenceExpression\"] = function (stack, state, node) {\n var n = state.n_ || 0;\n var expression = node[\"expressions\"][n];\n if (expression) {\n state.n_ = n + 1;\n return new Interpreter.State(expression, state.scope);\n }\n stack.pop();\n stack[stack.length - 1].value = state.value;\n};\n\nInterpreter.prototype[\"stepSwitchStatement\"] = function (stack, state, node) {\n if (!state.test_) {\n state.test_ = 1;\n return new Interpreter.State(node[\"discriminant\"], state.scope);\n }\n if (state.test_ === 1) {\n state.test_ = 2;\n // Preserve switch value between case tests.\n state.switchValue_ = state.value;\n state.defaultCase_ = -1;\n }\n\n while (true) {\n var index = state.index_ || 0;\n var switchCase = node[\"cases\"][index];\n if (!state.matched_ && switchCase && !switchCase[\"test\"]) {\n // Test on the default case is null.\n // Bypass (but store) the default case, and get back to it later.\n state.defaultCase_ = index;\n state.index_ = index + 1;\n continue;\n }\n if (!switchCase && !state.matched_ && state.defaultCase_ !== -1) {\n // Ran through all cases, no match. Jump to the default.\n state.matched_ = true;\n state.index_ = state.defaultCase_;\n continue;\n }\n if (switchCase) {\n if (!state.matched_ && !state.tested_ && switchCase[\"test\"]) {\n state.tested_ = true;\n return new Interpreter.State(switchCase[\"test\"], state.scope);\n }\n if (state.matched_ || state.value === state.switchValue_) {\n state.matched_ = true;\n var n = state.n_ || 0;\n if (switchCase[\"consequent\"][n]) {\n state.isSwitch = true;\n state.n_ = n + 1;\n return new Interpreter.State(switchCase[\"consequent\"][n], state.scope);\n }\n }\n // Move on to next case.\n state.tested_ = false;\n state.n_ = 0;\n state.index_ = index + 1;\n } else {\n stack.pop();\n return;\n }\n }\n};\n\nInterpreter.prototype[\"stepThisExpression\"] = function (stack, state, node) {\n stack.pop();\n stack[stack.length - 1].value = this.getValueFromScope(\"this\", node);\n};\n\nInterpreter.prototype[\"stepThrowStatement\"] = function (stack, state, node) {\n if (!state.done_) {\n state.done_ = true;\n return new Interpreter.State(node[\"argument\"], state.scope);\n } else {\n this.throwException(state.value);\n }\n};\n\nInterpreter.prototype[\"stepTryStatement\"] = function (stack, state, node) {\n if (!state.doneBlock_) {\n state.doneBlock_ = true;\n return new Interpreter.State(node[\"block\"], state.scope);\n }\n if (state.cv && state.cv.type === Interpreter.Completion.THROW && !state.doneHandler_ && node[\"handler\"]) {\n state.doneHandler_ = true;\n var nextState = new Interpreter.State(node[\"handler\"], state.scope);\n nextState.throwValue = state.cv.value;\n state.cv = undefined; // This error has been handled, don't rethrow.\n return nextState;\n }\n if (!state.doneFinalizer_ && node[\"finalizer\"]) {\n state.doneFinalizer_ = true;\n return new Interpreter.State(node[\"finalizer\"], state.scope);\n }\n stack.pop();\n if (state.cv) {\n // There was no catch handler, or the catch/finally threw an error.\n // Throw the error up to a higher try.\n this.unwind(state.cv.type, state.cv.value, state.cv.label);\n }\n};\n\nInterpreter.prototype[\"stepUnaryExpression\"] = function (stack, state, node) {\n if (!state.done_) {\n state.done_ = true;\n var nextState = new Interpreter.State(node[\"argument\"], state.scope);\n nextState.components = node[\"operator\"] === \"delete\";\n return nextState;\n }\n stack.pop();\n var value = state.value;\n if (node[\"operator\"] === \"-\") {\n value = -value;\n } else if (node[\"operator\"] === \"+\") {\n value = +value;\n } else if (node[\"operator\"] === \"!\") {\n value = !value;\n } else if (node[\"operator\"] === \"~\") {\n value = ~value;\n } else if (node[\"operator\"] === \"delete\") {\n var result = true;\n // If value is not an array, then it is a primitive, or some other value.\n // If so, skip the delete and return true.\n if (Array.isArray(value)) {\n var obj = value[0];\n if (obj === Interpreter.SCOPE_REFERENCE) {\n // 'delete foo;' is the same as 'delete window.foo'.\n obj = state.scope;\n }\n var name = String(value[1]);\n try {\n delete obj.properties[name];\n } catch (e) {\n if (state.scope.strict) {\n this.throwException(this.TYPE_ERROR, \"Cannot delete property '\" + name + \"' of '\" + obj + \"'\");\n } else {\n result = false;\n }\n }\n }\n value = result;\n } else if (node[\"operator\"] === \"typeof\") {\n value = value && value.class === \"Function\" ? \"function\" : typeof value;\n } else if (node[\"operator\"] === \"void\") {\n value = undefined;\n } else {\n throw SyntaxError(\"Unknown unary operator: \" + node[\"operator\"]);\n }\n stack[stack.length - 1].value = value;\n};\n\nInterpreter.prototype[\"stepUpdateExpression\"] = function (stack, state, node) {\n if (!state.doneLeft_) {\n state.doneLeft_ = true;\n var nextState = new Interpreter.State(node[\"argument\"], state.scope);\n nextState.components = true;\n return nextState;\n }\n if (!state.leftSide_) {\n state.leftSide_ = state.value;\n }\n if (state.doneGetter_) {\n state.leftValue_ = state.value;\n }\n if (!state.doneGetter_) {\n var leftValue = this.getValue(state.leftSide_, node);\n state.leftValue_ = leftValue;\n if (leftValue && typeof leftValue === \"object\" && leftValue.isGetter) {\n // Clear the getter flag and call the getter function.\n leftValue.isGetter = false;\n state.doneGetter_ = true;\n var func = /** @type {!Interpreter.Object} */ (leftValue);\n return this.createGetter_(func, state.leftSide_);\n }\n }\n if (state.doneSetter_) {\n // Return if setter function.\n // Setter method on property has completed.\n // Ignore its return value, and use the original set value instead.\n stack.pop();\n stack[stack.length - 1].value = state.setterValue_;\n return;\n }\n var leftValue = Number(state.leftValue_);\n var changeValue;\n if (node[\"operator\"] === \"++\") {\n changeValue = leftValue + 1;\n } else if (node[\"operator\"] === \"--\") {\n changeValue = leftValue - 1;\n } else {\n throw SyntaxError(\"Unknown update expression: \" + node[\"operator\"]);\n }\n var returnValue = node[\"prefix\"] ? changeValue : leftValue;\n var setter = this.setValue(state.leftSide_, changeValue);\n if (setter) {\n state.doneSetter_ = true;\n state.setterValue_ = returnValue;\n return this.createSetter_(setter, state.leftSide_, changeValue);\n }\n // Return if no setter function.\n stack.pop();\n stack[stack.length - 1].value = returnValue;\n};\n\nInterpreter.prototype[\"stepVariableDeclaration\"] = function (stack, state, node) {\n var declarations = node[\"declarations\"];\n var n = state.n_ || 0;\n var declarationNode = declarations[n];\n if (state.init_ && declarationNode) {\n // This setValue call never needs to deal with calling a setter function.\n // Note that this is setting the init value, not defining the variable.\n // Variable definition is done when scope is populated.\n this.setValueToScope(declarationNode[\"id\"][\"name\"], state.value);\n state.init_ = false;\n declarationNode = declarations[++n];\n }\n while (declarationNode) {\n // Skip any declarations that are not initialized. They have already\n // been defined as undefined in populateScope_.\n if (declarationNode[\"init\"]) {\n state.n_ = n;\n state.init_ = true;\n return new Interpreter.State(declarationNode[\"init\"], state.scope);\n }\n declarationNode = declarations[++n];\n }\n stack.pop();\n};\n\nInterpreter.prototype[\"stepWithStatement\"] = function (stack, state, node) {\n if (!state.doneObject_) {\n state.doneObject_ = true;\n return new Interpreter.State(node[\"object\"], state.scope);\n } else if (!state.doneBody_) {\n state.doneBody_ = true;\n var scope = this.createSpecialScope(state.scope, state.value);\n return new Interpreter.State(node[\"body\"], scope);\n } else {\n stack.pop();\n }\n};\n\nInterpreter.prototype[\"stepWhileStatement\"] = Interpreter.prototype[\"stepDoWhileStatement\"];\n\n// Preserve top-level API functions from being pruned/renamed by JS compilers.\n// Add others as needed.\n// The global object ('window' in a browser, 'global' in node.js) is 'this'.\n//this['Interpreter'] = Interpreter;\nInterpreter.prototype[\"step\"] = Interpreter.prototype.step;\nInterpreter.prototype[\"run\"] = Interpreter.prototype.run;\nInterpreter.prototype[\"appendCode\"] = Interpreter.prototype.appendCode;\nInterpreter.prototype[\"createObject\"] = Interpreter.prototype.createObject;\nInterpreter.prototype[\"createObjectProto\"] = Interpreter.prototype.createObjectProto;\nInterpreter.prototype[\"createAsyncFunction\"] = Interpreter.prototype.createAsyncFunction;\nInterpreter.prototype[\"createNativeFunction\"] = Interpreter.prototype.createNativeFunction;\nInterpreter.prototype[\"getProperty\"] = Interpreter.prototype.getProperty;\nInterpreter.prototype[\"setProperty\"] = Interpreter.prototype.setProperty;\nInterpreter.prototype[\"nativeToPseudo\"] = Interpreter.prototype.nativeToPseudo;\nInterpreter.prototype[\"pseudoToNative\"] = Interpreter.prototype.pseudoToNative;\n// Obsolete. Do not use.\nInterpreter.prototype[\"createPrimitive\"] = function (x) {\n return x;\n};\n\nexport { Interpreter };\n","import { CONSTANTS } from \"../../Constants\";\nimport { Server } from \"../Server\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nexport function calculateServerGrowth(server: Server, threads: number, p: IPlayer, cores = 1): number {\n const numServerGrowthCycles = Math.max(Math.floor(threads), 0);\n\n //Get adjusted growth rate, which accounts for server security\n const growthRate = CONSTANTS.ServerBaseGrowthRate;\n let adjGrowthRate = 1 + (growthRate - 1) / server.hackDifficulty;\n if (adjGrowthRate > CONSTANTS.ServerMaxGrowthRate) {\n adjGrowthRate = CONSTANTS.ServerMaxGrowthRate;\n }\n\n //Calculate adjusted server growth rate based on parameters\n const serverGrowthPercentage = server.serverGrowth / 100;\n const numServerGrowthCyclesAdjusted =\n numServerGrowthCycles * serverGrowthPercentage * BitNodeMultipliers.ServerGrowthRate;\n\n //Apply serverGrowth for the calculated number of growth cycles\n const coreBonus = 1 + (cores - 1) / 16;\n return Math.pow(adjGrowthRate, numServerGrowthCyclesAdjusted * p.hacking_grow_mult * coreBonus);\n}\n","import React, { useState, useEffect } from \"react\";\nimport { EventEmitter } from \"../../utils/EventEmitter\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nexport const PromptEvent = new EventEmitter<[Prompt]>();\n\ninterface Prompt {\n txt: string;\n resolve: (result: boolean) => void;\n}\n\nexport function PromptManager(): React.ReactElement {\n const [prompt, setPrompt] = useState(null);\n useEffect(\n () =>\n PromptEvent.subscribe((p: Prompt) => {\n setPrompt(p);\n }),\n [],\n );\n\n function close(): void {\n if (prompt === null) return;\n prompt.resolve(false);\n setPrompt(null);\n }\n\n function yes(): void {\n if (prompt === null) return;\n prompt.resolve(true);\n setPrompt(null);\n }\n function no(): void {\n if (prompt === null) return;\n prompt.resolve(false);\n setPrompt(null);\n }\n\n return (\n <>\n {prompt != null && (\n \n {prompt.txt}\n \n \n \n )}\n \n );\n}\n","import { Programs } from \"./Programs\";\nimport { Program } from \"./Program\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\n\n//Returns the programs this player can create.\nexport function getAvailableCreatePrograms(player: IPlayer): Program[] {\n const programs: Program[] = [];\n for (const key in Programs) {\n // Non-creatable program\n const create = Programs[key].create;\n if (create == null) continue;\n\n // Already has program\n if (player.hasProgram(Programs[key].name)) continue;\n\n // Does not meet requirements\n if (!create.req(player)) continue;\n\n programs.push(Programs[key]);\n }\n\n return programs;\n}\n","/**\n * React Component for displaying a single Augmentation as an accordion.\n *\n * The header of the accordion contains the Augmentation's name (and level, if\n * applicable), and the accordion's panel contains the Augmentation's description.\n */\nimport React, { useState } from \"react\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\n\ntype IProps = {\n aug: Augmentation;\n level?: number | string | null;\n};\n\nexport function AugmentationAccordion(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n let displayName = props.aug.name;\n if (props.level != null) {\n if (props.aug.name === AugmentationNames.NeuroFluxGovernor) {\n displayName += ` - Level ${props.level}`;\n }\n }\n\n if (typeof props.aug.info === \"string\") {\n return (\n \n setOpen((old) => !old)}>\n {displayName}} />\n {open ? : }\n \n \n \n \n {props.aug.stats && (\n <>\n
\n
\n {props.aug.stats}\n \n )}\n
\n
\n
\n );\n }\n\n return (\n \n setOpen((old) => !old)}>\n {displayName}} />\n {open ? : }\n \n \n \n \n {props.aug.info}\n {props.aug.stats && (\n <>\n
\n
\n {props.aug.stats}\n \n )}\n
\n
\n
\n
\n );\n}\n","import * as React from \"react\";\n\nexport const stealthIcon = (\n \n \n \n \n \n \n);\nexport const killIcon = (\n \n \n \n \n \n \n);\n","import React from \"react\";\nimport { IAction } from \"../IAction\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { BladeburnerConstants } from \"../data/Constants\";\nimport { use } from \"../../ui/Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\nimport IconButton from \"@mui/material/IconButton\";\nimport ArrowDropUpIcon from \"@mui/icons-material/ArrowDropUp\";\nimport ArrowDropDownIcon from \"@mui/icons-material/ArrowDropDown\";\n\ninterface IProps {\n action: IAction;\n isActive: boolean;\n bladeburner: IBladeburner;\n rerender: () => void;\n}\n\nexport function ActionLevel({ action, isActive, bladeburner, rerender }: IProps): React.ReactElement {\n const player = use.Player();\n\n const canIncrease = action.level < action.maxLevel;\n const canDecrease = action.level > 1;\n\n function increaseLevel(): void {\n if (!canIncrease) return;\n ++action.level;\n if (isActive) bladeburner.startAction(player, bladeburner.action);\n rerender();\n }\n\n function decreaseLevel(): void {\n if (!canDecrease) return;\n --action.level;\n if (isActive) bladeburner.startAction(player, bladeburner.action);\n rerender();\n }\n\n return (\n \n \n \n {action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel)} successes needed\n for next level\n \n }\n >\n \n Level: {action.level} / {action.maxLevel}\n \n \n \n WARNING: changing the level will restart the Operation : \"\"}>\n \n \n \n \n \n \n WARNING: changing the level will restart the Operation : \"\"}>\n \n \n \n \n \n \n \n );\n}\n","import React from \"react\";\nimport { IAction } from \"../IAction\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\nimport Switch from \"@mui/material/Switch\";\n\ninterface IProps {\n action: IAction;\n rerender: () => void;\n}\n\nexport function Autolevel(props: IProps): React.ReactElement {\n function onAutolevel(event: React.ChangeEvent): void {\n props.action.autoLevel = event.target.checked;\n props.rerender();\n }\n return (\n \n Automatically increase operation level when possible}>\n Autolevel:\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { Operation } from \"../Operation\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { TeamSizeModal } from \"./TeamSizeModal\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport Button from \"@mui/material/Button\";\ninterface IProps {\n action: Operation;\n bladeburner: IBladeburner;\n}\nexport function TeamSizeButton(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n\n return (\n <>\n \n setOpen(false)} action={props.action} bladeburner={props.bladeburner} />\n \n );\n}\n","import React, { useState, useEffect } from \"react\";\n\nexport function BlinkingCursor(): React.ReactElement {\n const [on, setOn] = useState(true);\n useEffect(() => {\n const i = setInterval(() => setOn((old) => !old), 1000);\n return () => clearInterval(i);\n });\n return <>{on ? \"|\" : \"\"};\n}\n","/**\n * Implements the Re-sleeving mechanic for BitNode-10.\n * This allows the player to purchase and \"use\" new sleeves at VitaLife.\n * These new sleeves come with different starting experience and Augmentations\n * The cost of these new sleeves scales based on the exp and Augs.\n *\n * Note that this is different from the \"Sleeve mechanic\". The \"Sleeve\" mechanic\n * provides new sleeves, essentially clones. This Re-sleeving mechanic lets\n * the player purchase a new body with pre-existing Augmentations and experience\n *\n * As of right now, this feature is only available in BitNode 10\n */\nimport { Resleeve } from \"./Resleeve\";\nimport { IPlayer } from \"../IPlayer\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\nimport { IPlayerOwnedAugmentation, PlayerOwnedAugmentation } from \"../../Augmentation/PlayerOwnedAugmentation\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\n\nimport { getRandomInt } from \"../../utils/helpers/getRandomInt\";\n\n// Executes the actual re-sleeve when one is purchased\nexport function purchaseResleeve(r: Resleeve, p: IPlayer): boolean {\n const cost: number = r.getCost();\n if (!p.canAfford(cost)) {\n return false;\n }\n p.loseMoney(cost);\n\n // Set the player's exp\n p.hacking_exp = r.hacking_exp;\n p.strength_exp = r.strength_exp;\n p.defense_exp = r.defense_exp;\n p.dexterity_exp = r.dexterity_exp;\n p.agility_exp = r.agility_exp;\n p.charisma_exp = r.charisma_exp;\n\n // Reset Augmentation \"owned\" data\n for (const augKey in Augmentations) {\n Augmentations[augKey].owned = false;\n }\n\n // Clear all of the player's augmentations, except the NeuroFlux Governor\n // which is kept\n for (let i = p.augmentations.length - 1; i >= 0; --i) {\n if (p.augmentations[i].name !== AugmentationNames.NeuroFluxGovernor) {\n p.augmentations.splice(i, 1);\n } else {\n // NeuroFlux Governor\n Augmentations[AugmentationNames.NeuroFluxGovernor].owned = true;\n }\n }\n\n for (let i = 0; i < r.augmentations.length; ++i) {\n p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i].name));\n Augmentations[r.augmentations[i].name].owned = true;\n }\n\n // The player's purchased Augmentations should remain the same, but any purchased\n // Augmentations that are given by the resleeve should be removed so there are no duplicates\n for (let i = p.queuedAugmentations.length - 1; i >= 0; --i) {\n const name: string = p.queuedAugmentations[i].name;\n\n if (\n p.augmentations.filter((e: IPlayerOwnedAugmentation) => {\n return e.name !== AugmentationNames.NeuroFluxGovernor && e.name === name;\n }).length >= 1\n ) {\n p.queuedAugmentations.splice(i, 1);\n }\n }\n\n p.reapplyAllAugmentations(true);\n p.reapplyAllSourceFiles(); //Multipliers get reset, so have to re-process source files too\n return true;\n}\n\n// Creates all of the Re-sleeves that will be available for purchase at VitaLife\nexport function generateResleeves(): Resleeve[] {\n const NumResleeves = 40; // Total number of Resleeves to generate\n\n const ret: Resleeve[] = [];\n for (let i = 0; i < NumResleeves; ++i) {\n // i will be a number indicating how \"powerful\" the Re-sleeve should be\n const r: Resleeve = new Resleeve();\n\n // Generate experience\n const expMult: number = 5 * i + 1;\n r.hacking_exp = expMult * getRandomInt(1000, 5000);\n r.strength_exp = expMult * getRandomInt(1000, 5000);\n r.defense_exp = expMult * getRandomInt(1000, 5000);\n r.dexterity_exp = expMult * getRandomInt(1000, 5000);\n r.agility_exp = expMult * getRandomInt(1000, 5000);\n r.charisma_exp = expMult * getRandomInt(1000, 5000);\n\n // Generate Augs\n // Augmentation prequisites will be ignored for this\n const baseNumAugs: number = Math.max(2, Math.ceil((i + 3) / 2));\n const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);\n const augKeys: string[] = Object.keys(Augmentations);\n for (let a = 0; a < numAugs; ++a) {\n // Get a random aug\n const randIndex: number = getRandomInt(0, augKeys.length - 1);\n const randKey: string = augKeys[randIndex];\n\n // Forbidden augmentations\n if (randKey === AugmentationNames.TheRedPill || randKey === AugmentationNames.NeuroFluxGovernor) {\n continue;\n }\n\n const randAug: Augmentation | null = Augmentations[randKey];\n if (randAug === null) throw new Error(`null augmentation: ${randKey}`);\n r.augmentations.push({ name: randAug.name, level: 1 });\n r.applyAugmentation(Augmentations[randKey]);\n r.updateStatLevels();\n\n // Remove Augmentation so that there are no duplicates\n augKeys.splice(randIndex, 1);\n }\n\n ret.push(r);\n }\n\n return ret;\n}\n","import { Sleeve } from \"./Sleeve\";\n\nimport { IPlayer } from \"../IPlayer\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { Factions } from \"../../Faction/Factions\";\n\nexport function findSleevePurchasableAugs(sleeve: Sleeve, p: IPlayer): Augmentation[] {\n // You can only purchase Augmentations that are actually available from\n // your factions. I.e. you must be in a faction that has the Augmentation\n // and you must also have enough rep in that faction in order to purchase it.\n\n const ownedAugNames: string[] = sleeve.augmentations.map((e) => {\n return e.name;\n });\n const availableAugs: Augmentation[] = [];\n\n // Helper function that helps filter out augs that are already owned\n // and augs that aren't allowed for sleeves\n function isAvailableForSleeve(aug: Augmentation): boolean {\n if (aug.name === AugmentationNames.NeuroFluxGovernor) {\n return false;\n }\n if (ownedAugNames.includes(aug.name)) {\n return false;\n }\n if (availableAugs.includes(aug)) {\n return false;\n }\n if (aug.isSpecial) {\n return false;\n }\n\n return true;\n }\n\n // If player is in a gang, then we return all augs that the player\n // has enough reputation for (since that gang offers all augs)\n if (p.inGang()) {\n const fac = p.getGangFaction();\n\n for (const augName in Augmentations) {\n const aug = Augmentations[augName];\n if (!isAvailableForSleeve(aug)) {\n continue;\n }\n\n if (fac.playerReputation > aug.baseRepRequirement) {\n availableAugs.push(aug);\n }\n }\n\n return availableAugs;\n }\n\n for (const facName of p.factions) {\n if (facName === \"Bladeburners\") {\n continue;\n }\n if (facName === \"Netburners\") {\n continue;\n }\n const fac: Faction | null = Factions[facName];\n if (fac == null) {\n continue;\n }\n\n for (const augName of fac.augmentations) {\n const aug: Augmentation = Augmentations[augName];\n if (!isAvailableForSleeve(aug)) {\n continue;\n }\n\n if (fac.playerReputation > aug.baseRepRequirement) {\n availableAugs.push(aug);\n }\n }\n }\n\n return availableAugs;\n}\n","import React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Hashes } from \"../../ui/React/Hashes\";\n\nexport function HashRate({ hashes }: { hashes: number }): React.ReactElement {\n return ;\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a Travel Agency\n *\n * TThis subcomponent renders all of the buttons for traveling to different cities\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { CityName } from \"../data/CityNames\";\nimport { TravelConfirmationModal } from \"./TravelConfirmationModal\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { IRouter } from \"../../ui/Router\";\nimport { Settings } from \"../../Settings/Settings\";\n\nimport { use } from \"../../ui/Context\";\nimport { Money } from \"../../ui/React/Money\";\nimport { WorldMap } from \"../../ui/React/WorldMap\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\nimport Button from \"@mui/material/Button\";\n\ntype IProps = {\n p: IPlayer;\n router: IRouter;\n};\n\nfunction travel(p: IPlayer, router: IRouter, to: CityName): void {\n const cost = CONSTANTS.TravelCost;\n if (!p.canAfford(cost)) {\n return;\n }\n\n p.loseMoney(cost);\n p.travel(to);\n dialogBoxCreate(<>You are now in {to}!);\n router.toCity();\n}\n\nexport function TravelAgencyRoot(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const setRerender = useState(false)[1];\n const [open, setOpen] = useState(false);\n const [destination, setDestination] = useState(CityName.Sector12);\n function rerender(): void {\n setRerender((o) => !o);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 1000);\n return () => clearInterval(id);\n }, []);\n\n function startTravel(city: CityName): void {\n const cost = CONSTANTS.TravelCost;\n if (!player.canAfford(cost)) {\n return;\n }\n if (Settings.SuppressTravelConfirmation) {\n travel(player, router, city);\n return;\n }\n setOpen(true);\n setDestination(city);\n }\n\n return (\n <>\n Travel Agency\n \n \n From here, you can travel to any other city! A ticket costs{\" \"}\n .\n \n {Settings.DisableASCIIArt ? (\n <>\n {Object.values(CityName)\n .filter((city: string) => city != props.p.city)\n .map((city: string) => {\n const match = Object.entries(CityName).find((entry) => entry[1] === city);\n if (match === undefined) throw new Error(`could not find key for city '${city}'`);\n return (\n \n \n
\n
\n );\n })}\n \n ) : (\n startTravel(city)} />\n )}\n
\n travel(player, router, destination)}\n open={open}\n onClose={() => setOpen(false)}\n />\n \n );\n}\n","import React, { useState, useEffect, useRef, useMemo } from \"react\";\nimport Editor from \"@monaco-editor/react\";\nimport * as monaco from \"monaco-editor\";\ntype IStandaloneCodeEditor = monaco.editor.IStandaloneCodeEditor;\nimport { OptionsModal } from \"./OptionsModal\";\nimport { Options } from \"./Options\";\nimport { js_beautify as beautifyCode } from \"js-beautify\";\nimport { isValidFilePath } from \"../../Terminal/DirectoryHelpers\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { IRouter } from \"../../ui/Router\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { isScriptFilename } from \"../../Script/isScriptFilename\";\nimport { Script } from \"../../Script/Script\";\nimport { TextFile } from \"../../TextFile\";\nimport { calculateRamUsage } from \"../../Script/RamCalculations\";\nimport { RamCalculationErrorCode } from \"../../Script/RamCalculationErrorCodes\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { CursorPositions } from \"../CursorPositions\";\nimport { libSource } from \"../NetscriptDefinitions\";\nimport { NetscriptFunctions } from \"../../NetscriptFunctions\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\nimport { Settings } from \"../../Settings/Settings\";\nimport { iTutorialNextStep, ITutorial, iTutorialSteps } from \"../../InteractiveTutorial\";\nimport { debounce } from \"lodash\";\nimport { saveObject } from \"../../SaveObject\";\nimport { loadThemes } from \"./themes\";\n\nimport Button from \"@mui/material/Button\";\nimport Typography from \"@mui/material/Typography\";\nimport Link from \"@mui/material/Link\";\nimport Box from \"@mui/material/Box\";\nimport TextField from \"@mui/material/TextField\";\nimport IconButton from \"@mui/material/IconButton\";\nimport SettingsIcon from \"@mui/icons-material/Settings\";\n\nlet symbolsLoaded = false;\nlet symbols: string[] = [];\nexport function SetupTextEditor(): void {\n const ns = NetscriptFunctions({} as WorkerScript);\n\n function populate(ns: any): string[] {\n let symbols: string[] = [];\n const keys = Object.keys(ns);\n for (const key of keys) {\n if (typeof ns[key] === \"object\") {\n symbols.push(key);\n symbols = symbols.concat(populate(ns[key]));\n }\n if (typeof ns[key] === \"function\") {\n symbols.push(key);\n }\n }\n return symbols;\n }\n symbols = populate(ns);\n\n const exclude = [\"heart\", \"break\", \"exploit\", \"bypass\", \"corporation\"];\n symbols = symbols.filter((symbol: string) => !exclude.includes(symbol)).sort();\n}\n\ninterface IProps {\n filename: string;\n code: string;\n hostname: string;\n player: IPlayer;\n router: IRouter;\n}\n\n/*\n\n*/\n\n// How to load function definition in monaco\n// https://github.com/Microsoft/monaco-editor/issues/1415\n// https://microsoft.github.io/monaco-editor/api/modules/monaco.languages.html\n// https://www.npmjs.com/package/@monaco-editor/react#development-playground\n// https://microsoft.github.io/monaco-editor/playground.html#extending-language-services-custom-languages\n// https://github.com/threehams/typescript-error-guide/blob/master/stories/components/Editor.tsx#L11-L39\n// https://blog.checklyhq.com/customizing-monaco/\n\n// These variables are used to reload a script when it's clicked on. Because we\n// won't have references to the old script.\nlet lastFilename = \"\";\nlet lastCode = \"\";\nlet hostname = \"\";\nlet lastPosition: monaco.Position | null = null;\n\nexport function Root(props: IProps): React.ReactElement {\n const editorRef = useRef(null);\n const [filename, setFilename] = useState(props.filename ? props.filename : lastFilename);\n const [code, setCode] = useState(props.filename ? props.code : lastCode);\n hostname = props.filename ? props.hostname : hostname;\n if (hostname === \"\") {\n hostname = props.player.getCurrentServer().hostname;\n }\n const [ram, setRAM] = useState(\"RAM: ???\");\n const [updatingRam, setUpdatingRam] = useState(false);\n const [optionsOpen, setOptionsOpen] = useState(false);\n const [options, setOptions] = useState({\n theme: Settings.MonacoTheme,\n insertSpaces: Settings.MonacoInsertSpaces,\n fontSize: Settings.MonacoFontSize,\n });\n\n const debouncedSetRAM = useMemo(\n () =>\n debounce((s) => {\n setRAM(s);\n setUpdatingRam(false);\n }, 300),\n [],\n );\n\n // store the last known state in case we need to restart without nano.\n useEffect(() => {\n if (props.filename === undefined) return;\n lastFilename = props.filename;\n lastCode = props.code;\n lastPosition = null;\n }, []);\n\n function save(): void {\n if (editorRef.current !== null) {\n const position = editorRef.current.getPosition();\n if (position !== null) {\n CursorPositions.saveCursor(filename, {\n row: position.lineNumber,\n column: position.column,\n });\n }\n }\n lastPosition = null;\n\n // this is duplicate code with saving later.\n if (ITutorial.isRunning && ITutorial.currStep === iTutorialSteps.TerminalTypeScript) {\n //Make sure filename + code properly follow tutorial\n if (filename !== \"n00dles.script\") {\n dialogBoxCreate(\"Leave the script name as 'n00dles.script'!\");\n return;\n }\n if (code.replace(/\\s/g, \"\").indexOf(\"while(true){hack('n00dles');}\") == -1) {\n dialogBoxCreate(\"Please copy and paste the code from the tutorial!\");\n return;\n }\n\n //Save the script\n const server = props.player.getCurrentServer();\n if (server === null) throw new Error(\"Server should not be null but it is.\");\n let found = false;\n for (let i = 0; i < server.scripts.length; i++) {\n if (filename == server.scripts[i].filename) {\n server.scripts[i].saveScript(filename, code, hostname, server.scripts);\n found = true;\n }\n }\n\n if (!found) {\n const script = new Script();\n script.saveScript(filename, code, hostname, server.scripts);\n server.scripts.push(script);\n }\n\n iTutorialNextStep();\n\n props.router.toTerminal();\n return;\n }\n\n if (filename == \"\") {\n dialogBoxCreate(\"You must specify a filename!\");\n return;\n }\n\n if (!isValidFilePath(filename)) {\n dialogBoxCreate(\n \"Script filename can contain only alphanumerics, hyphens, and underscores, and must end with an extension.\",\n );\n return;\n }\n\n const server = props.player.getCurrentServer();\n if (server === null) throw new Error(\"Server should not be null but it is.\");\n if (isScriptFilename(filename)) {\n //If the current script already exists on the server, overwrite it\n for (let i = 0; i < server.scripts.length; i++) {\n if (filename == server.scripts[i].filename) {\n server.scripts[i].saveScript(filename, code, props.player.currentServer, server.scripts);\n if (Settings.SaveGameOnFileSave) saveObject.saveGame();\n props.router.toTerminal();\n return;\n }\n }\n\n //If the current script does NOT exist, create a new one\n const script = new Script();\n script.saveScript(filename, code, props.player.currentServer, server.scripts);\n server.scripts.push(script);\n } else if (filename.endsWith(\".txt\")) {\n for (let i = 0; i < server.textFiles.length; ++i) {\n if (server.textFiles[i].fn === filename) {\n server.textFiles[i].write(code);\n if (Settings.SaveGameOnFileSave) saveObject.saveGame();\n props.router.toTerminal();\n return;\n }\n }\n const textFile = new TextFile(filename, code);\n server.textFiles.push(textFile);\n } else {\n dialogBoxCreate(\"Invalid filename. Must be either a script (.script, .js, or .ns) or \" + \" or text file (.txt)\");\n return;\n }\n\n if (Settings.SaveGameOnFileSave) saveObject.saveGame();\n props.router.toTerminal();\n }\n\n function beautify(): void {\n if (editorRef.current === null) return;\n const pretty = beautifyCode(code, {\n indent_with_tabs: !options.insertSpaces,\n indent_size: 4,\n brace_style: \"preserve-inline\",\n });\n editorRef.current.setValue(pretty);\n }\n\n function onFilenameChange(event: React.ChangeEvent): void {\n lastFilename = event.target.value;\n setFilename(event.target.value);\n }\n\n function updateCode(newCode?: string): void {\n if (newCode === undefined) return;\n lastCode = newCode;\n if (editorRef.current !== null) {\n lastPosition = editorRef.current.getPosition();\n }\n setCode(newCode);\n updateRAM(newCode);\n }\n\n // calculate it once the first time the file is loaded.\n useEffect(() => {\n updateRAM(code);\n }, []);\n\n async function updateRAM(newCode: string): Promise {\n setUpdatingRam(true);\n const codeCopy = newCode + \"\";\n const ramUsage = await calculateRamUsage(codeCopy, props.player.getCurrentServer().scripts);\n if (ramUsage > 0) {\n debouncedSetRAM(\"RAM: \" + numeralWrapper.formatRAM(ramUsage));\n return;\n }\n switch (ramUsage) {\n case RamCalculationErrorCode.ImportError: {\n debouncedSetRAM(\"RAM: Import Error\");\n break;\n }\n case RamCalculationErrorCode.URLImportError: {\n debouncedSetRAM(\"RAM: HTTP Import Error\");\n break;\n }\n case RamCalculationErrorCode.SyntaxError:\n default: {\n debouncedSetRAM(\"RAM: Syntax Error\");\n break;\n }\n }\n return new Promise(() => undefined);\n }\n\n useEffect(() => {\n function maybeSave(event: KeyboardEvent): void {\n if (Settings.DisableHotkeys) return;\n //Ctrl + b\n if (event.keyCode == 66 && (event.ctrlKey || event.metaKey)) {\n event.preventDefault();\n save();\n }\n }\n document.addEventListener(\"keydown\", maybeSave);\n return () => document.removeEventListener(\"keydown\", maybeSave);\n });\n\n function onMount(editor: IStandaloneCodeEditor): void {\n editorRef.current = editor;\n if (editorRef.current === null) return;\n const position = CursorPositions.getCursor(filename);\n if (position.row !== -1)\n editorRef.current.setPosition({\n lineNumber: position.row,\n column: position.column,\n });\n else if (lastPosition !== null)\n editorRef.current.setPosition({\n lineNumber: lastPosition.lineNumber,\n column: lastPosition.column + 1,\n });\n editorRef.current.focus();\n }\n\n function beforeMount(monaco: any): void {\n if (symbolsLoaded) return;\n symbolsLoaded = true;\n monaco.languages.registerCompletionItemProvider(\"javascript\", {\n provideCompletionItems: () => {\n const suggestions = [];\n for (const symbol of symbols) {\n suggestions.push({\n label: symbol,\n kind: monaco.languages.CompletionItemKind.Function,\n insertText: symbol,\n insertTextRules: monaco.languages.CompletionItemInsertTextRule.InsertAsSnippet,\n });\n }\n return { suggestions: suggestions };\n },\n });\n (async function () {\n // We have to improve the default js language otherwise theme sucks\n const l = await monaco.languages\n .getLanguages()\n .find((l: any) => l.id === \"javascript\")\n .loader();\n l.language.tokenizer.root.unshift([\"ns\", { token: \"ns\" }]);\n for (const symbol of symbols) l.language.tokenizer.root.unshift([\"\\\\.\" + symbol, { token: \"netscriptfunction\" }]);\n const otherKeywords = [\"let\", \"const\", \"var\", \"function\"];\n const otherKeyvars = [\"true\", \"false\", \"null\", \"undefined\"];\n otherKeywords.forEach((k) => l.language.tokenizer.root.unshift([k, { token: \"otherkeywords\" }]));\n otherKeyvars.forEach((k) => l.language.tokenizer.root.unshift([k, { token: \"otherkeyvars\" }]));\n l.language.tokenizer.root.unshift([\"this\", { token: \"this\" }]);\n })();\n\n monaco.languages.typescript.javascriptDefaults.addExtraLib(libSource, \"netscript.d.ts\");\n monaco.languages.typescript.typescriptDefaults.addExtraLib(libSource, \"netscript.d.ts\");\n loadThemes(monaco);\n }\n // 370px 71%, 725px 85.1%, 1085px 90%, 1300px 91.7%\n // fuck around in desmos until you find a function\n const p = 11000 / -window.innerHeight + 100;\n return (\n <>\n \n {hostname}:~/ }}\n />\n setOptionsOpen(true)}>\n <>\n \n options\n \n \n \n Loading script editor!}\n height={p + \"%\"}\n defaultLanguage=\"javascript\"\n defaultValue={code}\n onChange={updateCode}\n theme={options.theme}\n options={options}\n />\n \n \n \n {ram}\n \n \n \n Netscript Documentation\n \n \n setOptionsOpen(false)}\n options={{\n theme: Settings.MonacoTheme,\n insertSpaces: Settings.MonacoInsertSpaces,\n fontSize: Settings.MonacoFontSize,\n }}\n save={(options: Options) => {\n setOptions(options);\n Settings.MonacoTheme = options.theme;\n Settings.MonacoInsertSpaces = options.insertSpaces;\n Settings.MonacoFontSize = options.fontSize;\n }}\n />\n \n );\n}\n","import { makeRuntimeRejectMsg } from \"./NetscriptEvaluator\";\nimport { ScriptUrl } from \"./Script/ScriptUrl\";\nimport { WorkerScript } from \"./Netscript/WorkerScript\";\nimport { Script } from \"./Script/Script\";\n\n// Makes a blob that contains the code of a given script.\nfunction makeScriptBlob(code: string): Blob {\n return new Blob([code], { type: \"text/javascript\" });\n}\n\nexport function compile(script: Script, scripts: Script[]): void {\n if (!shouldCompile(script, scripts)) return;\n // The URL at the top is the one we want to import. It will\n // recursively import all the other modules in the urlStack.\n //\n // Webpack likes to turn the import into a require, which sort of\n // but not really behaves like import. Particularly, it cannot\n // load fully dynamic content. So we hide the import from webpack\n // by placing it inside an eval call.\n script.markUpdated();\n const uurls = _getScriptUrls(script, scripts, []);\n script.url = uurls[uurls.length - 1].url;\n script.module = new Promise((resolve) => resolve(eval(\"import(uurls[uurls.length - 1].url)\")));\n script.dependencies = uurls;\n}\n\n// Begin executing a user JS script, and return a promise that resolves\n// or rejects when the script finishes.\n// - script is a script to execute (see Script.js). We depend only on .filename and .code.\n// scripts is an array of other scripts on the server.\n// env is the global environment that should be visible to all the scripts\n// (i.e. hack, grow, etc.).\n// When the promise returned by this resolves, we'll have finished\n// running the main function of the script.\nexport async function executeJSScript(scripts: Script[] = [], workerScript: WorkerScript): Promise {\n const script = workerScript.getScript();\n if (script === null) throw new Error(\"script is null\");\n compile(script, scripts);\n const loadedModule = await script.module;\n\n const ns = workerScript.env.vars;\n\n // TODO: putting await in a non-async function yields unhelpful\n // \"SyntaxError: unexpected reserved word\" with no line number information.\n if (!loadedModule.main) {\n throw makeRuntimeRejectMsg(\n workerScript,\n `${script.filename} cannot be run because it does not have a main function.`,\n );\n }\n return loadedModule.main(ns);\n}\n\n/** Returns whether we should compile the script parameter.\n *\n * @param {Script} script\n * @param {Script[]} scripts\n */\nfunction shouldCompile(script: Script, scripts: Script[]): boolean {\n if (script.module === \"\") return true;\n return script.dependencies.some((dep) => {\n const depScript = scripts.find((s) => s.filename == dep.filename);\n\n // If the script is not present on the server, we should recompile, if only to get any necessary\n // compilation errors.\n if (!depScript) return true;\n\n const depIsMoreRecent = depScript.moduleSequenceNumber > script.moduleSequenceNumber;\n return depIsMoreRecent;\n });\n}\n\n// Gets a stack of blob urls, the top/right-most element being\n// the blob url for the named script on the named server.\n//\n// - script -- the script for whom we are getting a URL.\n// - scripts -- all the scripts available on this server\n// - seen -- The modules above this one -- to prevent mutual dependency.\n//\n// TODO We don't make any effort to cache a given module when it is imported at\n// different parts of the tree. That hasn't presented any problem with during\n// testing, but it might be an idea for the future. Would require a topo-sort\n// then url-izing from leaf-most to root-most.\n/**\n * @param {Script} script\n * @param {Script[]} scripts\n * @param {Script[]} seen\n * @returns {ScriptUrl[]} All of the compiled scripts, with the final one\n * in the list containing the blob corresponding to\n * the script parameter.\n */\n// BUG: apparently seen is never consulted. Oops.\nfunction _getScriptUrls(script: Script, scripts: Script[], seen: Script[]): ScriptUrl[] {\n // Inspired by: https://stackoverflow.com/a/43834063/91401\n /** @type {ScriptUrl[]} */\n const urlStack = [];\n seen.push(script);\n try {\n // Replace every import statement with an import to a blob url containing\n // the corresponding script. E.g.\n //\n // import {foo} from \"bar.js\";\n //\n // becomes\n //\n // import {foo} from \"blob://\"\n //\n // Where the blob URL contains the script content.\n let transformedCode = script.code.replace(\n /((?:from|import)\\s+(?:'|\"))(?:\\.\\/)?([^'\"]+)('|\")/g,\n (unmodified, prefix, filename, suffix) => {\n const isAllowedImport = scripts.some((s) => s.filename == filename);\n if (!isAllowedImport) return unmodified;\n\n // Find the corresponding script.\n const [importedScript] = scripts.filter((s) => s.filename == filename);\n\n // Try to get a URL for the requested script and its dependencies.\n const urls = _getScriptUrls(importedScript, scripts, seen);\n\n // The top url in the stack is the replacement import file for this script.\n urlStack.push(...urls);\n return [prefix, urls[urls.length - 1].url, suffix].join(\"\");\n },\n );\n\n // We automatically define a print function() in the NetscriptJS module so that\n // accidental calls to window.print() do not bring up the \"print screen\" dialog\n transformedCode += `\\n\\nfunction print() {throw new Error(\"Invalid call to window.print(). Did you mean to use Netscript's print()?\");}`;\n\n // If we successfully transformed the code, create a blob url for it and\n // push that URL onto the top of the stack.\n urlStack.push(new ScriptUrl(script.filename, URL.createObjectURL(makeScriptBlob(transformedCode))));\n return urlStack;\n } catch (err) {\n // If there is an error, we need to clean up the URLs.\n for (const url in urlStack) URL.revokeObjectURL(url);\n throw err;\n } finally {\n seen.pop();\n }\n}\n","import { toNative } from \"./toNative\";\nimport * as libarg from \"arg\";\n\nexport function Flags(vargs: string[]): any {\n return function (data: any): any {\n data = toNative(data);\n // We always want the help flag.\n const args: {\n [key: string]: any;\n } = {};\n\n for (const d of data) {\n let t: any = String;\n if (typeof d[1] === \"number\") {\n t = Number;\n } else if (typeof d[1] === \"boolean\") {\n t = Boolean;\n } else if (Array.isArray(d[1])) {\n t = [String];\n }\n const numDashes = d[0].length > 1 ? 2 : 1;\n args[\"-\".repeat(numDashes) + d[0]] = t;\n }\n const ret = libarg(args, { argv: vargs });\n for (const d of data) {\n if (!ret.hasOwnProperty(\"--\" + d[0]) || !ret.hasOwnProperty(\"-\" + d[0])) ret[d[0]] = d[1];\n }\n for (const key of Object.keys(ret)) {\n if (!key.startsWith(\"-\")) continue;\n const value = ret[key];\n delete ret[key];\n const numDashes = key.length === 2 ? 1 : 2;\n ret[key.slice(numDashes)] = value;\n }\n return ret;\n };\n}\n","import { Interpreter } from \"../ThirdParty/JSInterpreter\";\n\nconst defaultInterpreter = new Interpreter(\"\", () => undefined);\n\n// the acorn interpreter has a bug where it doesn't convert arrays correctly.\n// so we have to more or less copy it here.\nexport function toNative(pseudoObj: any): any {\n if (pseudoObj == null) return null;\n if (\n !pseudoObj.hasOwnProperty(\"properties\") ||\n !pseudoObj.hasOwnProperty(\"getter\") ||\n !pseudoObj.hasOwnProperty(\"setter\") ||\n !pseudoObj.hasOwnProperty(\"proto\")\n ) {\n return pseudoObj; // it wasn't a pseudo object anyway.\n }\n\n let nativeObj: any;\n if (pseudoObj.hasOwnProperty(\"class\") && pseudoObj.class === \"Array\") {\n nativeObj = [];\n const length = defaultInterpreter.getProperty(pseudoObj, \"length\");\n for (let i = 0; i < length; i++) {\n if (defaultInterpreter.hasProperty(pseudoObj, i)) {\n nativeObj[i] = toNative(defaultInterpreter.getProperty(pseudoObj, i));\n }\n }\n } else {\n // Object.\n nativeObj = {};\n for (const key in pseudoObj.properties) {\n const val = pseudoObj.properties[key];\n nativeObj[key] = toNative(val);\n }\n }\n return nativeObj;\n}\n","import * as React from \"react\";\nimport { useTheme } from \"@mui/material/styles\";\nimport Box from \"@mui/material/Box\";\nimport IconButton from \"@mui/material/IconButton\";\nimport FirstPageIcon from \"@mui/icons-material/FirstPage\";\nimport KeyboardArrowLeft from \"@mui/icons-material/KeyboardArrowLeft\";\nimport KeyboardArrowRight from \"@mui/icons-material/KeyboardArrowRight\";\nimport LastPageIcon from \"@mui/icons-material/LastPage\";\n\ninterface TablePaginationActionsProps {\n count: number;\n page: number;\n rowsPerPage: number;\n onPageChange: (event: React.MouseEvent, newPage: number) => void;\n}\n\nexport function TablePaginationActionsAll(props: TablePaginationActionsProps): React.ReactElement {\n const theme = useTheme();\n const { count, page, rowsPerPage, onPageChange } = props;\n\n const handleFirstPageButtonClick = (event: React.MouseEvent): void => {\n onPageChange(event, 0);\n };\n\n const handleBackButtonClick = (event: React.MouseEvent): void => {\n onPageChange(event, page - 1);\n };\n\n const handleNextButtonClick = (event: React.MouseEvent): void => {\n onPageChange(event, page + 1);\n };\n\n const handleLastPageButtonClick = (event: React.MouseEvent): void => {\n onPageChange(event, Math.max(0, Math.ceil(count / rowsPerPage) - 1));\n };\n\n return (\n \n \n {theme.direction === \"rtl\" ? : }\n \n \n {theme.direction === \"rtl\" ? : }\n \n = Math.ceil(count / rowsPerPage) - 1}>\n {theme.direction === \"rtl\" ? : }\n \n = Math.ceil(count / rowsPerPage) - 1}>\n {theme.direction === \"rtl\" ? : }\n \n \n );\n}\n","import { GetServer } from \"../Server/AllServers\";\nimport { RunningScript } from \"./RunningScript\";\n\nexport function getRamUsageFromRunningScript(script: RunningScript): number {\n if (script.ramUsage != null && script.ramUsage > 0) {\n return script.ramUsage; // Use cached value\n }\n\n const server = GetServer(script.server);\n if (server == null) {\n return 0;\n }\n for (let i = 0; i < server.scripts.length; ++i) {\n if (server.scripts[i].filename === script.filename) {\n // Cache the ram usage for the next call\n script.ramUsage = server.scripts[i].ramUsage;\n return script.ramUsage;\n }\n }\n\n return 0;\n}\n","// The initial formulas was sum 0 to f of 500*1.02^f.\n// These formulas were derived on wolfram alpha.\n\n// Wolfram Alpha: sum from 0 to n of 500*1.02^n\n// 500 * ((pow(51, f+1)) / pow(50,f) - 50)\n// Then we use https://herbie.uwplse.org/demo/ to simplify it and prevent\n// Infinity issues.\nexport function favorToRep(f: number): number {\n function fma(a: number, b: number, c: number): number {\n return a * b + c;\n }\n const ex = fma(f, Math.log(51.0) - Math.log(50.0), Math.log(51.0));\n return fma(500.0, Math.exp(ex), -25000.0);\n}\n\n// Wolfram Alpha: 500 (50^(-n) 51^(n + 1) - 50) solve for n\nexport function repToFavor(r: number): number {\n return -Math.log(25500 / (r + 25000)) / Math.log(51 / 50);\n}\n","import { Bladeburner } from \"../../Bladeburner/Bladeburner\";\nimport { SourceFileFlags } from \"../../SourceFile/SourceFileFlags\";\nimport { IPlayer } from \"../IPlayer\";\n\nexport function canAccessBladeburner(this: IPlayer): boolean {\n if (this.bitNodeN === 8) {\n return false;\n }\n\n return this.bitNodeN === 6 || this.bitNodeN === 7 || SourceFileFlags[6] > 0 || SourceFileFlags[7] > 0;\n}\n\nexport function inBladeburner(this: IPlayer): boolean {\n if (this.bladeburner == null) {\n return false;\n }\n return this.bladeburner instanceof Bladeburner;\n}\n\nexport function startBladeburner(this: IPlayer): void {\n this.bladeburner = new Bladeburner(this);\n}\n","import { IBladeburner } from \"./IBladeburner\";\nimport { Action, IActionParams } from \"./Action\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class Contract extends Action {\n constructor(params: IActionParams | null = null) {\n super(params);\n }\n\n getActionTypeSkillSuccessBonus(inst: IBladeburner): number {\n return inst.skillMultipliers.successChanceContract;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"Contract\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Contract {\n return Generic_fromJSON(Contract, value.data);\n }\n}\n\nReviver.constructors.Contract = Contract;\n","export const ConsoleHelpText: {\n [key: string]: string[];\n helpList: string[];\n automate: string[];\n clear: string[];\n cls: string[];\n help: string[];\n log: string[];\n skill: string[];\n start: string[];\n stop: string[];\n} = {\n helpList: [\n \"Use 'help [command]' to get more information about a particular Bladeburner console command.\",\n \"\",\n \" automate [var] [val] [hi/low] Configure simple automation for Bladeburner tasks\",\n \" clear/cls Clear the console\",\n \" help [cmd] Display this help text, or help text for a specific command\",\n \" log [en/dis] [type] Enable or disable logging for events and actions\",\n \" skill [action] [name] Level or display info about your Bladeburner skills\",\n \" start [type] [name] Start a Bladeburner action/task\",\n \" stop Stops your current Bladeburner action/task\",\n ],\n automate: [\n \"automate [var] [val] [hi/low]\",\n \"\",\n \"A simple way to automate your Bladeburner actions. This console command can be used \" +\n \"to automatically start an action when your stamina rises above a certain threshold, and \" +\n \"automatically switch to another action when your stamina drops below another threshold.\",\n \" automate status - Check the current status of your automation and get a brief description of what it'll do\",\n \" automate en - Enable the automation feature\",\n \" automate dis - Disable the automation feature\",\n \"\",\n \"There are four properties that must be set for this automation to work properly. Here is how to set them:\",\n \"\",\n \" automate stamina 100 high\",\n \" automate contract Tracking high\",\n \" automate stamina 50 low\",\n \" automate general 'Field Analysis' low\",\n \"\",\n \"Using the four console commands above will set the automation to perform Tracking contracts \" +\n \"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below \" +\n \"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must \" +\n \"exactly match whatever the name is in the UI.\",\n ],\n clear: [\"clear\", \"\", \"Clears the console\"],\n cls: [\"cls\", \"\", \"Clears the console\"],\n help: [\n \"help [command]\",\n \"\",\n \"Running 'help' with no arguments displays the general help text, which lists all console commands \" +\n \"and a brief description of what they do. A command can be specified to get more specific help text \" +\n \"about that particular command. For example:\",\n \"\",\n \" help automate\",\n \"\",\n \"will display specific information about using the automate console command\",\n ],\n log: [\n \"log [en/dis] [type]\",\n \"\",\n \"Enable or disable logging. By default, the results of completing actions such as contracts/operations are logged \" +\n \"in the console. There are also random events that are logged in the console as well. The five categories of \" +\n \"things that get logged are:\",\n \"\",\n \"[general, contracts, ops, blackops, events]\",\n \"\",\n \"The logging for these categories can be enabled or disabled like so:\",\n \"\",\n \" log dis contracts - Disables logging that occurs when contracts are completed\",\n \" log en contracts - Enables logging that occurs when contracts are completed\",\n \" log dis events - Disables logging for Bladeburner random events\",\n \"\",\n \"Logging can be universally enabled/disabled using the 'all' keyword:\",\n \"\",\n \" log dis all\",\n \" log en all\",\n ],\n skill: [\n \"skill [action] [name]\",\n \"\",\n \"Level or display information about your skills.\",\n \"\",\n \"To display information about all of your skills and your multipliers, use:\",\n \"\",\n \" skill list\",\n \"\",\n \"To display information about a specific skill, specify the name of the skill afterwards. \" +\n \"Note that the name of the skill is case-sensitive. Enter it exactly as seen in the UI. If \" +\n \"the name of the skill has whitespace, enclose the name of the skill in double quotation marks:\",\n \"\",\n \" skill list Reaper
\" + \" skill list 'Digital Observer'\",\n \"\",\n \"This console command can also be used to level up skills:\",\n \"\",\n \" skill level [skill name]\",\n ],\n start: [\n \"start [type] [name]\",\n \"\",\n \"Start an action. An action is specified by its type and its name. The \" +\n \"name is case-sensitive. It must appear exactly as it does in the UI. If \" +\n \"the name of the action has whitespace, enclose it in double quotation marks. \" +\n \"Valid action types include:\",\n \"\",\n \"[general, contract, op, blackop]\",\n \"\",\n \"Examples:\",\n \"\",\n \" start contract Tracking\",\n \" start op 'Undercover Operation'\",\n ],\n stop: [\"stop\", \"\", \"Stop your current action and go idle.\"],\n};\n","import { Corporation } from \"../../Corporation/Corporation\";\nimport { SourceFileFlags } from \"../../SourceFile/SourceFileFlags\";\nimport { IPlayer } from \"../IPlayer\";\n\nexport function canAccessCorporation(this: IPlayer): boolean {\n return this.bitNodeN === 3 || SourceFileFlags[3] > 0;\n}\n\nexport function hasCorporation(this: IPlayer): boolean {\n if (this.corporation == null) {\n return false;\n }\n return this.corporation instanceof Corporation;\n}\n\nexport function startCorporation(this: IPlayer, corpName: string, additionalShares = 0): void {\n this.corporation = new Corporation({\n name: corpName,\n });\n\n this.corporation.totalShares += additionalShares;\n}\n","// Defines a \"Research Tree\"\n// Each Industry has a unique Research Tree\n// Each Node in the Research Trees only holds the name(s) of Research,\n// not an actual Research object. The name can be used to obtain a reference\n// to the corresponding Research object using the ResearchMap\nimport { Research } from \"./Research\";\nimport { ResearchMap } from \"./ResearchMap\";\n\nimport { IMap } from \"../types\";\n\nimport { numeralWrapper } from \"../ui/numeralFormat\";\n\ninterface IConstructorParams {\n children?: Node[];\n cost: number;\n text: string;\n parent?: Node | null;\n}\n\nexport class Node {\n // All child Nodes in the tree\n // The Research held in this Node is a prerequisite for all Research in\n // child Nodes\n children: Node[] = [];\n\n // How much Scientific Research is needed for this\n // Necessary to show it on the UI\n cost = 0;\n\n // Whether or not this Research has been unlocked\n researched = false;\n\n // Parent node in the tree\n // The parent node defines the prerequisite Research (there can only be one)\n // Set as null for no prerequisites\n parent: Node | null = null;\n\n // Name of the Research held in this Node\n text = \"\";\n\n constructor(p: IConstructorParams = { cost: 0, text: \"\" }) {\n if (ResearchMap[p.text] == null) {\n throw new Error(`Invalid Research name used when constructing ResearchTree Node: ${p.text}`);\n }\n\n this.text = p.text;\n this.cost = p.cost;\n\n if (p.children && p.children.length > 0) {\n this.children = p.children;\n }\n\n if (p.parent != null) {\n this.parent = p.parent;\n }\n }\n\n addChild(n: Node): void {\n this.children.push(n);\n n.parent = this;\n }\n\n // Return an object that describes a TreantJS-compatible markup/config for this Node\n // See: http://fperucic.github.io/treant-js/\n createTreantMarkup(): any {\n const childrenArray = [];\n for (let i = 0; i < this.children.length; ++i) {\n childrenArray.push(this.children[i].createTreantMarkup());\n }\n\n // Determine what css class this Node should have in the diagram\n let htmlClass = \"tooltip\";\n if (this.researched) {\n htmlClass += \" researched\";\n } else if (this.parent && this.parent.researched === false) {\n htmlClass += \" locked\";\n } else {\n htmlClass += \" unlocked\";\n }\n\n const research: Research | null = ResearchMap[this.text];\n const sanitizedName: string = this.text.replace(/\\s/g, \"\");\n return {\n children: childrenArray,\n HTMLclass: htmlClass,\n innerHTML:\n `
` +\n `${this.text}
${numeralWrapper.format(this.cost, \"0,0\")} Scientific Research` +\n `` +\n `${research.desc}` +\n `` +\n `
`,\n text: { name: this.text },\n };\n }\n\n // Recursive function for finding a Node with the specified text\n findNode(text: string): Node | null {\n // Is this the Node?\n if (this.text === text) {\n return this;\n }\n\n // Recursively search chilren\n let res = null;\n for (let i = 0; i < this.children.length; ++i) {\n res = this.children[i].findNode(text);\n if (res != null) {\n return res;\n }\n }\n\n return null;\n }\n\n setParent(n: Node): void {\n this.parent = n;\n }\n}\n\n// A ResearchTree defines all available Research in an Industry\n// The root node in a Research Tree must always be the \"Hi-Tech R&D Laboratory\"\nexport class ResearchTree {\n // Object containing names of all acquired Research by name\n researched: IMap = {};\n\n // Root Node\n root: Node | null = null;\n\n // Return an object that contains a Tree markup for TreantJS (using the JSON approach)\n // See: http://fperucic.github.io/treant-js/\n createTreantMarkup(): any {\n if (this.root == null) {\n return {};\n }\n\n const treeMarkup = this.root.createTreantMarkup();\n\n return {\n chart: {\n container: \"\",\n },\n nodeStructure: treeMarkup,\n };\n }\n\n // Gets an array with the 'text' values of ALL Nodes in the Research Tree\n getAllNodes(): string[] {\n const res: string[] = [];\n const queue: Node[] = [];\n\n if (this.root == null) {\n return res;\n }\n\n queue.push(this.root);\n while (queue.length !== 0) {\n const node: Node | undefined = queue.shift();\n if (node == null) {\n continue;\n }\n\n res.push(node.text);\n for (let i = 0; i < node.children.length; ++i) {\n queue.push(node.children[i]);\n }\n }\n\n return res;\n }\n\n // Get total multipliers from this Research Tree\n getAdvertisingMultiplier(): number {\n return this.getMultiplierHelper(\"advertisingMult\");\n }\n\n getEmployeeChaMultiplier(): number {\n return this.getMultiplierHelper(\"employeeChaMult\");\n }\n\n getEmployeeCreMultiplier(): number {\n return this.getMultiplierHelper(\"employeeCreMult\");\n }\n\n getEmployeeEffMultiplier(): number {\n return this.getMultiplierHelper(\"employeeEffMult\");\n }\n\n getEmployeeIntMultiplier(): number {\n return this.getMultiplierHelper(\"employeeIntMult\");\n }\n\n getProductionMultiplier(): number {\n return this.getMultiplierHelper(\"productionMult\");\n }\n\n getProductProductionMultiplier(): number {\n return this.getMultiplierHelper(\"productProductionMult\");\n }\n\n getSalesMultiplier(): number {\n return this.getMultiplierHelper(\"salesMult\");\n }\n\n getScientificResearchMultiplier(): number {\n return this.getMultiplierHelper(\"sciResearchMult\");\n }\n\n getStorageMultiplier(): number {\n return this.getMultiplierHelper(\"storageMult\");\n }\n\n // Helper function for all the multiplier getter fns\n getMultiplierHelper(propName: string): number {\n let res = 1;\n if (this.root == null) {\n return res;\n }\n\n const queue: Node[] = [];\n queue.push(this.root);\n while (queue.length !== 0) {\n const node: Node | undefined = queue.shift();\n\n // If the Node has not been researched, there's no need to\n // process it or its children\n if (node == null || !node.researched) {\n continue;\n }\n\n const research: Research | null = ResearchMap[node.text];\n\n // Safety checks\n if (research == null) {\n console.warn(`Invalid Research name in node: ${node.text}`);\n continue;\n }\n\n const mult: any = (research as any)[propName];\n if (mult == null) {\n console.warn(`Invalid propName specified in ResearchTree.getMultiplierHelper: ${propName}`);\n continue;\n }\n\n res *= mult;\n for (let i = 0; i < node.children.length; ++i) {\n queue.push(node.children[i]);\n }\n }\n\n return res;\n }\n\n // Search for a Node with the given name ('text' property on the Node)\n // Returns 'null' if it cannot be found\n findNode(name: string): Node | null {\n if (this.root == null) {\n return null;\n }\n return this.root.findNode(name);\n }\n\n // Marks a Node as researched\n research(name: string): void {\n if (this.root == null) {\n return;\n }\n\n const queue: Node[] = [];\n queue.push(this.root);\n while (queue.length !== 0) {\n const node: Node | undefined = queue.shift();\n if (node == null) {\n continue;\n }\n\n if (node.text === name) {\n node.researched = true;\n this.researched[name] = true;\n return;\n }\n\n for (let i = 0; i < node.children.length; ++i) {\n queue.push(node.children[i]);\n }\n }\n\n console.warn(`ResearchTree.research() did not find the specified Research node for: ${name}`);\n }\n\n // Set the tree's Root Node\n setRoot(root: Node): void {\n this.root = root;\n }\n}\n","/**\n * How many stock market 'ticks' before a 'cycle' is triggered.\n * A 'tick' is whenver stock prices update\n */\nexport const TicksPerCycle = 75;\n","// Function that returns the next Company Position in the \"ladder\"\n// i.e. the next position to get promoted to\nimport { CompanyPosition } from \"./CompanyPosition\";\nimport { CompanyPositions } from \"./CompanyPositions\";\n\nexport function getNextCompanyPositionHelper(currPos: CompanyPosition | null): CompanyPosition | null {\n if (currPos == null) {\n return null;\n }\n\n const nextPosName: string | null = currPos.nextPosition;\n if (nextPosName == null) {\n return null;\n }\n\n return CompanyPositions[nextPosName];\n}\n","/**\n * Game engine. Handles the main game loop.\n */\nimport { convertTimeMsToTimeElapsedString } from \"./utils/StringHelperFunctions\";\nimport { Augmentations } from \"./Augmentation/Augmentations\";\nimport { initAugmentations } from \"./Augmentation/AugmentationHelpers\";\nimport { AugmentationNames } from \"./Augmentation/data/AugmentationNames\";\nimport { initBitNodeMultipliers } from \"./BitNode/BitNode\";\nimport { Bladeburner } from \"./Bladeburner/Bladeburner\";\nimport { generateRandomContract } from \"./CodingContractGenerator\";\nimport { initCompanies } from \"./Company/Companies\";\nimport { Corporation } from \"./Corporation/Corporation\";\nimport { CONSTANTS } from \"./Constants\";\nimport { Factions, initFactions } from \"./Faction/Factions\";\nimport { processPassiveFactionRepGain, inviteToFaction } from \"./Faction/FactionHelpers\";\nimport { Router } from \"./ui/GameRoot\";\nimport { SetupTextEditor } from \"./ScriptEditor/ui/ScriptEditorRoot\";\n\nimport {\n getHackingWorkRepGain,\n getFactionSecurityWorkRepGain,\n getFactionFieldWorkRepGain,\n} from \"./PersonObjects/formulas/reputation\";\nimport { hasHacknetServers, processHacknetEarnings } from \"./Hacknet/HacknetHelpers\";\nimport { iTutorialStart } from \"./InteractiveTutorial\";\nimport { checkForMessagesToSend, initMessages } from \"./Message/MessageHelpers\";\nimport { loadAllRunningScripts, updateOnlineScriptTimes } from \"./NetscriptWorker\";\nimport { Player } from \"./Player\";\nimport { saveObject, loadGame } from \"./SaveObject\";\nimport { initForeignServers } from \"./Server/AllServers\";\nimport { Settings } from \"./Settings/Settings\";\nimport { ThemeEvents } from \"./ui/React/Theme\";\nimport { updateSourceFileFlags } from \"./SourceFile/SourceFileFlags\";\nimport { initSymbolToStockMap, processStockPrices } from \"./StockMarket/StockMarket\";\nimport { Terminal } from \"./Terminal\";\nimport { Sleeve } from \"./PersonObjects/Sleeve/Sleeve\";\n\nimport { Money } from \"./ui/React/Money\";\nimport { Hashes } from \"./ui/React/Hashes\";\nimport { Reputation } from \"./ui/React/Reputation\";\n\nimport { AlertEvents } from \"./ui/React/AlertManager\";\nimport { exceptionAlert } from \"./utils/helpers/exceptionAlert\";\n\nimport { startExploits } from \"./Exploits/loops\";\n\nimport React from \"react\";\n\nconst Engine: {\n _lastUpdate: number;\n updateGame: (numCycles?: number) => void;\n Counters: {\n [key: string]: number | undefined;\n autoSaveCounter: number;\n updateSkillLevelsCounter: number;\n updateDisplays: number;\n updateDisplaysLong: number;\n updateActiveScriptsDisplay: number;\n createProgramNotifications: number;\n augmentationsNotifications: number;\n checkFactionInvitations: number;\n passiveFactionGrowth: number;\n messages: number;\n mechanicProcess: number;\n contractGeneration: number;\n };\n decrementAllCounters: (numCycles?: number) => void;\n checkCounters: () => void;\n load: (saveString: string) => void;\n start: () => void;\n} = {\n // Time variables (milliseconds unix epoch time)\n _lastUpdate: new Date().getTime(),\n\n updateGame: function (numCycles = 1) {\n const time = numCycles * CONSTANTS._idleSpeed;\n if (Player.totalPlaytime == null) {\n Player.totalPlaytime = 0;\n }\n if (Player.playtimeSinceLastAug == null) {\n Player.playtimeSinceLastAug = 0;\n }\n if (Player.playtimeSinceLastBitnode == null) {\n Player.playtimeSinceLastBitnode = 0;\n }\n Player.totalPlaytime += time;\n Player.playtimeSinceLastAug += time;\n Player.playtimeSinceLastBitnode += time;\n\n Terminal.process(Router, Player, numCycles);\n\n Player.process(Router, numCycles);\n\n // Update stock prices\n if (Player.hasWseAccount) {\n processStockPrices(numCycles);\n }\n\n // Gang, if applicable\n if (Player.inGang() && Player.gang !== null) {\n Player.gang.process(numCycles, Player);\n }\n\n // Corporation\n if (Player.corporation instanceof Corporation) {\n // Stores cycles in a \"buffer\". Processed separately using Engine Counters\n Player.corporation.storeCycles(numCycles);\n }\n\n if (Player.bladeburner instanceof Bladeburner) {\n Player.bladeburner.storeCycles(numCycles);\n }\n\n // Sleeves\n for (let i = 0; i < Player.sleeves.length; ++i) {\n if (Player.sleeves[i] instanceof Sleeve) {\n const expForOtherSleeves = Player.sleeves[i].process(Player, numCycles);\n\n // This sleeve earns experience for other sleeves\n if (expForOtherSleeves == null) {\n continue;\n }\n for (let j = 0; j < Player.sleeves.length; ++j) {\n if (j === i) {\n continue;\n }\n Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCycles, true);\n }\n }\n }\n\n // Counters\n Engine.decrementAllCounters(numCycles);\n Engine.checkCounters();\n\n // Update the running time of all active scripts\n updateOnlineScriptTimes(numCycles);\n\n // Hacknet Nodes\n processHacknetEarnings(Player, numCycles);\n },\n\n /**\n * Counters for the main event loop. Represent the number of game cycles that\n * are required for something to happen. These counters are in game cycles,\n * which is once every 200ms\n */\n Counters: {\n autoSaveCounter: 300,\n updateSkillLevelsCounter: 10,\n updateDisplays: 3,\n updateDisplaysLong: 15,\n updateActiveScriptsDisplay: 5,\n createProgramNotifications: 10,\n augmentationsNotifications: 10,\n checkFactionInvitations: 100,\n passiveFactionGrowth: 5,\n messages: 150,\n mechanicProcess: 5, // Processes certain mechanics (Corporation, Bladeburner)\n contractGeneration: 3000, // Generate Coding Contracts\n },\n\n decrementAllCounters: function (numCycles = 1) {\n for (const counterName in Engine.Counters) {\n const counter = Engine.Counters[counterName];\n if (counter === undefined) throw new Error(\"counter should not be undefined\");\n Engine.Counters[counterName] = counter - numCycles;\n }\n },\n\n /**\n * Checks if any counters are 0. If they are, executes whatever\n * is necessary and then resets the counter\n */\n checkCounters: function () {\n if (Engine.Counters.autoSaveCounter <= 0) {\n if (Settings.AutosaveInterval == null) {\n Settings.AutosaveInterval = 60;\n }\n if (Settings.AutosaveInterval === 0) {\n Engine.Counters.autoSaveCounter = Infinity;\n } else {\n Engine.Counters.autoSaveCounter = Settings.AutosaveInterval * 5;\n saveObject.saveGame();\n }\n }\n\n if (Engine.Counters.checkFactionInvitations <= 0) {\n const invitedFactions = Player.checkForFactionInvitations();\n if (invitedFactions.length > 0) {\n const randFaction = invitedFactions[Math.floor(Math.random() * invitedFactions.length)];\n inviteToFaction(randFaction);\n }\n Engine.Counters.checkFactionInvitations = 100;\n }\n\n if (Engine.Counters.passiveFactionGrowth <= 0) {\n const adjustedCycles = Math.floor(5 - Engine.Counters.passiveFactionGrowth);\n processPassiveFactionRepGain(adjustedCycles);\n Engine.Counters.passiveFactionGrowth = 5;\n }\n\n if (Engine.Counters.messages <= 0) {\n checkForMessagesToSend();\n if (Augmentations[AugmentationNames.TheRedPill].owned) {\n Engine.Counters.messages = 4500; // 15 minutes for Red pill message\n } else {\n Engine.Counters.messages = 150;\n }\n }\n if (Player.corporation instanceof Corporation) {\n Player.corporation.process(Player);\n }\n if (Engine.Counters.mechanicProcess <= 0) {\n if (Player.bladeburner instanceof Bladeburner) {\n try {\n Player.bladeburner.process(Router, Player);\n } catch (e) {\n exceptionAlert(\"Exception caught in Bladeburner.process(): \" + e);\n }\n }\n Engine.Counters.mechanicProcess = 5;\n }\n\n if (Engine.Counters.contractGeneration <= 0) {\n // X% chance of a contract being generated\n if (Math.random() <= 0.25) {\n generateRandomContract();\n }\n Engine.Counters.contractGeneration = 3000;\n }\n },\n\n load: function (saveString) {\n startExploits();\n // Load game from save or create new game\n if (loadGame(saveString)) {\n ThemeEvents.emit();\n\n initBitNodeMultipliers(Player);\n updateSourceFileFlags(Player);\n initAugmentations(); // Also calls Player.reapplyAllAugmentations()\n Player.reapplyAllSourceFiles();\n if (Player.hasWseAccount) {\n initSymbolToStockMap();\n }\n\n // Calculate the number of cycles have elapsed while offline\n Engine._lastUpdate = new Date().getTime();\n const lastUpdate = Player.lastUpdate;\n const timeOffline = Engine._lastUpdate - lastUpdate;\n const numCyclesOffline = Math.floor(timeOffline / CONSTANTS._idleSpeed);\n\n let offlineReputation = 0;\n const offlineHackingIncome = (Player.moneySourceA.hacking / Player.playtimeSinceLastAug) * timeOffline * 0.75;\n Player.gainMoney(offlineHackingIncome);\n // Process offline progress\n loadAllRunningScripts(); // This also takes care of offline production for those scripts\n if (Player.isWorking) {\n Player.focus = true;\n if (Player.workType == CONSTANTS.WorkTypeFaction) {\n Player.workForFaction(numCyclesOffline);\n } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {\n Player.createProgramWork(numCyclesOffline);\n } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {\n Player.takeClass(numCyclesOffline);\n } else if (Player.workType == CONSTANTS.WorkTypeCrime) {\n Player.commitCrime(numCyclesOffline);\n } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {\n Player.workPartTime(numCyclesOffline);\n } else {\n Player.work(numCyclesOffline);\n }\n } else {\n for (let i = 0; i < Player.factions.length; i++) {\n const facName = Player.factions[i];\n if (!Factions.hasOwnProperty(facName)) continue;\n const faction = Factions[facName];\n if (!faction.isMember) continue;\n // No rep for special factions.\n const info = faction.getInfo();\n if (!info.offersWork()) continue;\n // No rep for gangs.\n if (Player.getGangName() === facName) continue;\n\n const hRep = getHackingWorkRepGain(Player, faction);\n const sRep = getFactionSecurityWorkRepGain(Player, faction);\n const fRep = getFactionFieldWorkRepGain(Player, faction);\n // can be infinite, doesn't matter.\n const reputationRate = Math.max(hRep, sRep, fRep) / Player.factions.length;\n\n const rep = reputationRate * numCyclesOffline;\n faction.playerReputation += rep;\n offlineReputation += rep;\n }\n }\n\n // Hacknet Nodes offline progress\n const offlineProductionFromHacknetNodes = processHacknetEarnings(Player, numCyclesOffline);\n const hacknetProdInfo = hasHacknetServers(Player) ? (\n <>\n hashes\n \n ) : (\n \n );\n\n // Passive faction rep gain offline\n processPassiveFactionRepGain(numCyclesOffline);\n\n // Stock Market offline progress\n if (Player.hasWseAccount) {\n processStockPrices(numCyclesOffline);\n }\n\n // Gang progress for BitNode 2\n const gang = Player.gang;\n if (Player.inGang() && gang !== null) {\n gang.process(numCyclesOffline, Player);\n }\n\n // Corporation offline progress\n if (Player.corporation instanceof Corporation) {\n Player.corporation.storeCycles(numCyclesOffline);\n }\n\n // Bladeburner offline progress\n if (Player.bladeburner instanceof Bladeburner) {\n Player.bladeburner.storeCycles(numCyclesOffline);\n }\n\n // Sleeves offline progress\n for (let i = 0; i < Player.sleeves.length; ++i) {\n if (Player.sleeves[i] instanceof Sleeve) {\n const expForOtherSleeves = Player.sleeves[i].process(Player, numCyclesOffline);\n\n // This sleeve earns experience for other sleeves\n if (expForOtherSleeves == null) {\n continue;\n }\n for (let j = 0; j < Player.sleeves.length; ++j) {\n if (j === i) {\n continue;\n }\n Player.sleeves[j].gainExperience(Player, expForOtherSleeves, numCyclesOffline, true);\n }\n }\n }\n\n // Update total playtime\n const time = numCyclesOffline * CONSTANTS._idleSpeed;\n if (Player.totalPlaytime == null) {\n Player.totalPlaytime = 0;\n }\n if (Player.playtimeSinceLastAug == null) {\n Player.playtimeSinceLastAug = 0;\n }\n if (Player.playtimeSinceLastBitnode == null) {\n Player.playtimeSinceLastBitnode = 0;\n }\n Player.totalPlaytime += time;\n Player.playtimeSinceLastAug += time;\n Player.playtimeSinceLastBitnode += time;\n\n Player.lastUpdate = Engine._lastUpdate;\n Engine.start(); // Run main game loop and Scripts loop\n const timeOfflineString = convertTimeMsToTimeElapsedString(time);\n setTimeout(\n () =>\n AlertEvents.emit(\n <>\n Offline for {timeOfflineString}. While you were offline, your scripts generated{\" \"}\n , your Hacknet Nodes generated {hacknetProdInfo} and you gained{\" \"}\n reputation divided amongst your factions.\n ,\n ),\n 250,\n );\n } else {\n // No save found, start new game\n initBitNodeMultipliers(Player);\n Engine.start(); // Run main game loop and Scripts loop\n Player.init();\n initForeignServers(Player.getHomeComputer());\n initCompanies();\n initFactions();\n initAugmentations();\n initMessages();\n updateSourceFileFlags(Player);\n\n // Start interactive tutorial\n iTutorialStart();\n }\n SetupTextEditor();\n },\n\n start: function () {\n // Get time difference\n const _thisUpdate = new Date().getTime();\n let diff = _thisUpdate - Engine._lastUpdate;\n const offset = diff % CONSTANTS._idleSpeed;\n\n // Divide this by cycle time to determine how many cycles have elapsed since last update\n diff = Math.floor(diff / CONSTANTS._idleSpeed);\n\n if (diff > 0) {\n // Update the game engine by the calculated number of cycles\n Engine._lastUpdate = _thisUpdate - offset;\n Player.lastUpdate = _thisUpdate - offset;\n Engine.updateGame(diff);\n }\n\n window.requestAnimationFrame(Engine.start);\n },\n};\n\nexport { Engine };\n","import React, { useState, useEffect } from \"react\";\nimport CircularProgress from \"@mui/material/CircularProgress\";\nimport Typography from \"@mui/material/Typography\";\nimport Grid from \"@mui/material/Grid\";\n\nimport { Terminal } from \"../Terminal\";\nimport { load } from \"../db\";\nimport { Player } from \"../Player\";\nimport { Engine } from \"../engine\";\nimport { GameRoot } from \"./GameRoot\";\n\nimport { CONSTANTS } from \"../Constants\";\n\nexport function LoadingScreen(): React.ReactElement {\n const [show, setShow] = useState(false);\n const [loaded, setLoaded] = useState(false);\n\n useEffect(() => {\n const id = setTimeout(() => {\n if (!loaded) setShow(true);\n }, 2000);\n return () => clearTimeout(id);\n });\n\n useEffect(() => {\n async function doLoad(): Promise {\n await load()\n .then((saveString) => {\n Engine.load(saveString);\n setLoaded(true);\n })\n .catch((reason) => {\n console.error(reason);\n Engine.load(\"\");\n setLoaded(true);\n });\n }\n doLoad();\n }, []);\n\n if (loaded) {\n return ;\n }\n\n return (\n \n \n \n \n \n Loading Bitburner v{CONSTANTS.Version}\n \n {show && (\n \n \n If the game fails to load, consider killing all scripts\n \n \n )}\n \n );\n}\n","/**\n * Checks that a variable is a valid number. A valid number\n * must be a \"number\" type and cannot be NaN\n */\nexport function isValidNumber(n: number): boolean {\n return typeof n === \"number\" && !isNaN(n);\n}\n","/**\n * Represents a Limit or Buy Order on the stock market. Does not represent\n * a Market Order since those are just executed immediately\n */\nimport { OrderTypes } from \"./data/OrderTypes\";\nimport { PositionTypes } from \"./data/PositionTypes\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\nexport class Order {\n readonly pos: PositionTypes;\n readonly price: number;\n shares: number;\n readonly stockSymbol: string;\n readonly type: OrderTypes;\n\n constructor(\n stockSymbol = \"\",\n shares = 0,\n price = 0,\n typ: OrderTypes = OrderTypes.LimitBuy,\n pos: PositionTypes = PositionTypes.Long,\n ) {\n // Validate arguments\n let invalidArgs = false;\n if (typeof shares !== \"number\" || typeof price !== \"number\") {\n invalidArgs = true;\n }\n if (isNaN(shares) || isNaN(price)) {\n invalidArgs = true;\n }\n if (typeof stockSymbol !== \"string\") {\n invalidArgs = true;\n }\n if (invalidArgs) {\n throw new Error(`Invalid constructor paramters for Order`);\n }\n\n this.stockSymbol = stockSymbol;\n this.shares = shares;\n this.price = price;\n this.type = typ;\n this.pos = pos;\n }\n\n /**\n * Serialize the Order to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Order\", this);\n }\n\n /**\n * Initializes a Order from a JSON save state\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Order {\n return Generic_fromJSON(Order, value.data);\n }\n}\n\nReviver.constructors.Order = Order;\n","/**\n * Class representing a visitable location in the world\n */\nimport { CityName } from \"./data/CityNames\";\nimport { LocationName } from \"./data/LocationNames\";\nimport { LocationType } from \"./LocationTypeEnum\";\n\ninterface IInfiltrationMetadata {\n maxClearanceLevel: number;\n startingSecurityLevel: number;\n}\n\nexport interface IConstructorParams {\n city?: CityName | null;\n costMult?: number;\n expMult?: number;\n infiltrationData?: IInfiltrationMetadata;\n name?: LocationName;\n types?: LocationType[];\n techVendorMaxRam?: number;\n techVendorMinRam?: number;\n}\n\nexport class Location {\n /**\n * Name of city this location is in. If this property is null, it means this i\n * is a generic location that is available in all cities\n */\n city: CityName | null = null;\n\n /**\n * Cost multiplier that influences how expensive a gym/university is\n */\n costMult = 0;\n\n /**\n * Exp multiplier that influences how effective a gym/university is\n */\n expMult = 0;\n\n /**\n * Companies can be infiltrated. This contains the data required for that\n * infiltration event\n */\n infiltrationData?: IInfiltrationMetadata;\n\n /**\n * Identifier for location\n */\n name: LocationName = LocationName.Void;\n\n /**\n * List of what type(s) this location is. A location can be multiple types\n * (e.g. company and tech vendor)\n */\n types: LocationType[] = [];\n\n /**\n * Tech vendors allow you to purchase servers.\n * This property defines the max RAM server you can purchase from this vendor\n */\n techVendorMaxRam = 0;\n\n /**\n * Tech vendors allow you to purchase servers.\n * This property defines the max RAM server you can purchase from this vendor\n */\n techVendorMinRam = 0;\n\n constructor(p: IConstructorParams) {\n if (p.city) {\n this.city = p.city;\n }\n if (p.costMult) {\n this.costMult = p.costMult;\n }\n if (p.expMult) {\n this.expMult = p.expMult;\n }\n if (p.infiltrationData) {\n this.infiltrationData = p.infiltrationData;\n }\n if (p.name) {\n this.name = p.name;\n }\n if (p.types) {\n this.types = p.types;\n }\n if (p.techVendorMaxRam) {\n this.techVendorMaxRam = p.techVendorMaxRam;\n }\n if (p.techVendorMinRam) {\n this.techVendorMinRam = p.techVendorMinRam;\n }\n }\n}\n","/**\n * Creates a dropdown (select HTML element) with server hostnames as options\n *\n * Configurable to only contain certain types of servers\n */\nimport React from \"react\";\nimport { GetAllServers } from \"../../Server/AllServers\";\nimport { Server } from \"../../Server/Server\";\nimport { BaseServer } from \"../../Server/BaseServer\";\n\nimport { HacknetServer } from \"../../Hacknet/HacknetServer\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Button from \"@mui/material/Button\";\n\n// TODO make this an enum when this gets converted to TypeScript\nexport const ServerType = {\n All: 0,\n Foreign: 1, // Hackable, non-owned servers\n Owned: 2, // Home Computer, Purchased Servers, and Hacknet Servers\n Purchased: 3, // Everything from Owned except home computer\n};\n\ninterface IProps {\n purchase: () => void;\n canPurchase: boolean;\n serverType: number;\n onChange: (event: SelectChangeEvent) => void;\n value: string;\n}\n\nexport function ServerDropdown(props: IProps): React.ReactElement {\n /**\n * Checks if the server should be shown in the dropdown menu, based on the\n * 'serverType' property\n */\n function isValidServer(s: BaseServer): boolean {\n const purchased = s instanceof Server && s.purchasedByPlayer;\n const type = props.serverType;\n switch (type) {\n case ServerType.All:\n return true;\n case ServerType.Foreign:\n return s.hostname !== \"home\" && !purchased;\n case ServerType.Owned:\n return purchased || s instanceof HacknetServer || s.hostname === \"home\";\n case ServerType.Purchased:\n return purchased || s instanceof HacknetServer;\n default:\n console.warn(`Invalid ServerType specified for ServerDropdown component: ${type}`);\n return false;\n }\n }\n\n const servers = [];\n for (const server of GetAllServers()) {\n if (isValidServer(server)) {\n servers.push(\n \n {server.hostname}\n ,\n );\n }\n }\n\n return (\n \n Buy\n \n }\n sx={{ mx: 1 }}\n value={props.value}\n onChange={props.onChange}\n >\n {servers}\n \n );\n}\n","/**\n * React Component for displaying a location's UI\n *\n * This is a \"router\" component of sorts, meaning it deduces the type of\n * location that is being rendered and then creates the proper component(s) for that.\n */\nimport * as React from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nimport { CompanyLocation } from \"./CompanyLocation\";\nimport { GymLocation } from \"./GymLocation\";\nimport { HospitalLocation } from \"./HospitalLocation\";\nimport { SlumsLocation } from \"./SlumsLocation\";\nimport { SpecialLocation } from \"./SpecialLocation\";\nimport { TechVendorLocation } from \"./TechVendorLocation\";\nimport { TravelAgencyRoot } from \"./TravelAgencyRoot\";\nimport { UniversityLocation } from \"./UniversityLocation\";\nimport { CasinoLocation } from \"./CasinoLocation\";\n\nimport { Location } from \"../Location\";\nimport { LocationType } from \"../LocationTypeEnum\";\n\nimport { Settings } from \"../../Settings/Settings\";\n\nimport { isBackdoorInstalled } from \"../../Server/ServerHelpers\";\nimport { GetServer } from \"../../Server/AllServers\";\n\nimport { CorruptableText } from \"../../ui/React/CorruptableText\";\nimport { use } from \"../../ui/Context\";\n\ntype IProps = {\n loc: Location;\n};\n\nexport function GenericLocation({ loc }: IProps): React.ReactElement {\n const router = use.Router();\n const player = use.Player();\n /**\n * Determine what needs to be rendered for this location based on the locations\n * type. Returns an array of React components that should be rendered\n */\n function getLocationSpecificContent(): React.ReactNode[] {\n const content: React.ReactNode[] = [];\n\n if (loc.types.includes(LocationType.Company)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.Gym)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.Hospital)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.Slums)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.Special)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.TechVendor)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.TravelAgency)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.University)) {\n content.push();\n }\n\n if (loc.types.includes(LocationType.Casino)) {\n content.push();\n }\n\n return content;\n }\n\n const locContent: React.ReactNode[] = getLocationSpecificContent();\n const server = GetServer(loc.name);\n const backdoorInstalled = server !== null && isBackdoorInstalled(server);\n\n return (\n <>\n \n \n {backdoorInstalled && !Settings.DisableTextEffects ? : loc.name}\n \n {locContent}\n \n );\n}\n","import React, { FC } from \"react\";\nimport { Card, Suit } from \"./Card\";\n\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport Paper from \"@mui/material/Paper\";\n\ntype Props = {\n card: Card;\n hidden?: boolean;\n};\n\nconst useStyles = makeStyles(() =>\n createStyles({\n card: {\n padding: \"10px\",\n border: \"solid 1px #808080\",\n backgroundColor: \"white\",\n display: \"inline-block\",\n borderRadius: \"10px\",\n fontSize: \"18.5px\",\n textAlign: \"center\",\n margin: \"3px\",\n fontWeight: \"bold\",\n },\n red: {\n color: \"red\",\n },\n\n black: {\n color: \"black\",\n },\n value: {\n fontSize: \"20px\",\n fontFamily: \"sans-serif\",\n },\n }),\n);\n\nexport const ReactCard: FC = ({ card, hidden }) => {\n const classes = useStyles();\n let suit: React.ReactNode;\n switch (card.suit) {\n case Suit.Clubs:\n suit = ;\n break;\n case Suit.Diamonds:\n suit = ;\n break;\n case Suit.Hearts:\n suit = ;\n break;\n case Suit.Spades:\n suit = ;\n break;\n default:\n throw new Error(`MissingCaseException: ${card.suit}`);\n }\n return (\n \n <>\n {hidden ? \" - \" : card.formatValue()}\n {hidden ? \" - \" : suit}\n \n \n );\n};\n","interface Position {\n row: number;\n column: number;\n}\n\nclass PositionTracker {\n positions: Map;\n\n constructor() {\n this.positions = new Map();\n }\n\n saveCursor(filename: string, pos: Position): void {\n this.positions.set(filename, pos);\n }\n\n getCursor(filename: string): Position {\n const position = this.positions.get(filename);\n if (!position) {\n return {\n row: -1,\n column: -1,\n };\n }\n return position;\n }\n}\n\nexport const CursorPositions: PositionTracker = new PositionTracker();\n","export const libSource = `\n\ntype Host = string;\ntype Script = string;\ntype StockSymbol =\n | \"ECP\"\n | \"MGCP\"\n | \"BLD\"\n | \"CLRK\"\n | \"OMTK\"\n | \"FSIG\"\n | \"KGI\"\n | \"FLCM\"\n | \"STM\"\n | \"DCOMM\"\n | \"HLS\"\n | \"VITA\"\n | \"ICRS\"\n | \"UNV\"\n | \"AERO\"\n | \"OMN\"\n | \"SLRS\"\n | \"GPH\"\n | \"NVMD\"\n | \"WDS\"\n | \"LXO\"\n | \"RHOC\"\n | \"APHE\"\n | \"SYSC\"\n | \"CTK\"\n | \"NTLK\"\n | \"OMGA\"\n | \"FNS\"\n | \"SGC\"\n | \"JGN\"\n | \"CTYS\"\n | \"MDYN\"\n | \"TITN\";\ntype OrderType = \"limitbuy\" | \"limitsell\" | \"stopbuy\" | \"stopsell\";\ntype OrderPos = \"long\" | \"short\";\ntype University =\n | \"Summit University\"\n | \"Rothman University\"\n | \"ZB Institute Of Technology\";\ntype UniversityCourse =\n | \"Study Computer Science\"\n | \"Data Strucures\"\n | \"Networks\"\n | \"Algorithms\"\n | \"Management\"\n | \"Leadership\";\ntype Gym =\n | \"Crush Fitness Gym\"\n | \"Snap Fitness Gym\"\n | \"Iron Gym\"\n | \"Powerhouse Gym\"\n | \"Millenium Fitness Gym\";\ntype GymStat = \"str\" | \"def\" | \"dex\" | \"agi\";\ntype City =\n | \"Aevum\"\n | \"Chongqing\"\n | \"Sector-12\"\n | \"New Tokyo\"\n | \"Ishima\"\n | \"Volhaven\";\ntype PurchaseableProgram =\n | \"brutessh.exe\"\n | \"ftpcrack.exe\"\n | \"relaysmtp.exe\"\n | \"httpworm.exe\"\n | \"sqlinject.exe\"\n | \"deepscanv1.exe\"\n | \"deepscanv2.exe\"\n | \"autolink.exe\";\ntype CreatableProgram = PurchaseableProgram | \"serverprofiler.exe\";\ntype CompanyName =\n // Sector-12\n | \"MegaCorp\"\n | \"BladeIndustries\"\n | \"FourSigma\"\n | \"IcarusMicrosystems\"\n | \"UniversalEnergy\"\n | \"DeltaOne\"\n | \"CIA\"\n | \"NSA\"\n | \"AlphaEnterprises\"\n | \"CarmichaelSecurity\"\n | \"FoodNStuff\"\n | \"JoesGuns\"\n\n // Aevum\n | \"ECorp\"\n | \"BachmanAndAssociates\"\n | \"ClarkeIncorporated\"\n | \"OmniTekIncorporated\"\n | \"FulcrumTechnologies\"\n | \"GalacticCybersystems\"\n | \"AeroCorp\"\n | \"WatchdogSecurity\"\n | \"RhoConstruction\"\n | \"AevumPolice\"\n | \"NetLinkTechnologies\"\n\n // Volhaven\n | \"NWO\"\n | \"HeliosLabs\"\n | \"OmniaCybersystems\"\n | \"LexoCorp\"\n | \"SysCoreSecurities\"\n | \"CompuTek\"\n\n // Chongqing\n | \"KuaiGongInternational\"\n | \"SolarisSpaceSystems\"\n\n // Ishima\n | \"StormTechnologies\"\n | \"NovaMedical\"\n | \"OmegaSoftware\"\n\n // New Tokyo\n | \"DefComm\"\n | \"VitaLife\"\n | \"GlobalPharmaceuticals\"\n | \"NoodleBar\";\ntype CompanyField =\n | \"software\"\n | \"software consultant\"\n | \"it\"\n | \"security engineer\"\n | \"network engineer\"\n | \"business\"\n | \"business consultant\"\n | \"security\"\n | \"agent\"\n | \"employee\"\n | \"part-time employee\"\n | \"waiter\"\n | \"part-time waiter\";\ntype FactionName =\n | \"Illuminati\"\n | \"Daedalus\"\n | \"The Covenant\"\n | \"ECorp\"\n | \"MegaCorp\"\n | \"Bachman & Associates\"\n | \"Blade Industries\"\n | \"NWO\"\n | \"Clarke Incorporated\"\n | \"OmniTek Incorporated\"\n | \"Four Sigma\"\n | \"KuaiGong International\"\n | \"Fulcrum Secret Technologies\"\n | \"BitRunners\"\n | \"The Black Hand\"\n | \"NiteSec\"\n | \"Aevum\"\n | \"Chongqing\"\n | \"Ishima\"\n | \"New Tokyo\"\n | \"Sector-12\"\n | \"Volhaven\"\n | \"Speakers for the Dead\"\n | \"The Dark Army\"\n | \"The Syndicate\"\n | \"Silhouette\"\n | \"Tetrads\"\n | \"Slum Snakes\"\n | \"Netburners\"\n | \"Tian Di Hui\"\n | \"CyberSec\"\n | \"Bladeburners\";\n\ntype GangName =\n | \"Slum Snakes\"\n | \"Tetrads\"\n | \"The Syndicate\"\n | \"The Dark Army\"\n | \"Speakers for the Dead\"\n | \"NiteSec\"\n | \"The Black Hand\";\ntype FactionWork = \"hacking\" | \"field\" | \"security\";\ntype Crime =\n | \"shoplift\"\n | \"rob store\"\n | \"mug\"\n | \"larceny\"\n | \"deal drugs\"\n | \"bond forgery\"\n | \"traffick arms\"\n | \"homicide\"\n | \"grand theft auto\"\n | \"kidnap\"\n | \"assassinate\"\n | \"heist\";\ntype AugmentName =\n | \"Augmented Targeting I\"\n | \"Augmented Targeting II\"\n | \"Augmented Targeting III\"\n | \"Synthetic Heart\"\n | \"Synfibril Muscle\"\n | \"Combat Rib I\"\n | \"Combat Rib II\"\n | \"Combat Rib III\"\n | \"Nanofiber Weave\"\n | \"NEMEAN Subdermal Weave\"\n | \"Wired Reflexes\"\n | \"Graphene Bone Lacings\"\n | \"Bionic Spine\"\n | \"Graphene Bionic Spine Upgrade\"\n | \"Bionic Legs\"\n | \"Graphene Bionic Legs Upgrade\"\n | \"Speech Processor Implant\"\n | \"TITN-41 Gene-Modification Injection\"\n | \"Enhanced Social Interaction Implant\"\n | \"BitWire\"\n | \"Artificial Bio-neural Network Implant\"\n | \"Artificial Synaptic Potentiation\"\n | \"Enhanced Myelin Sheathing\"\n | \"Synaptic Enhancement Implant\"\n | \"Neural-Retention Enhancement\"\n | \"DataJack\"\n | \"Embedded Netburner Module\"\n | \"Embedded Netburner Module Core Implant\"\n | \"Embedded Netburner Module Core V2 Upgrade\"\n | \"Embedded Netburner Module Core V3 Upgrade\"\n | \"Embedded Netburner Module Analyze Engine\"\n | \"Embedded Netburner Module Direct Memory Access Upgrade\"\n | \"Neuralstimulator\"\n | \"Neural Accelerator\"\n | \"Cranial Signal Processors - Gen I\"\n | \"Cranial Signal Processors - Gen II\"\n | \"Cranial Signal Processors - Gen III\"\n | \"Cranial Signal Processors - Gen IV\"\n | \"Cranial Signal Processors - Gen V\"\n | \"Neuronal Densification\"\n | \"Nuoptimal Nootropic Injector Implant\"\n | \"Speech Enhancement\"\n | \"FocusWire\"\n | \"PC Direct-Neural Interface\"\n | \"PC Direct-Neural Interface Optimization Submodule\"\n | \"PC Direct-Neural Interface NeuroNet Injector\"\n | \"ADR-V1 Pheromone Gene\"\n | \"ADR-V2 Pheromone Gene\"\n | \"The Shadow's Simulacrum\"\n | \"Hacknet Node CPU Architecture Neural-Upload\"\n | \"Hacknet Node Cache Architecture Neural-Upload\"\n | \"Hacknet Node NIC Architecture Neural-Upload\"\n | \"Hacknet Node Kernel Direct-Neural Interface\"\n | \"Hacknet Node Core Direct-Neural Interface\"\n | \"NeuroFlux Governor\"\n | \"Neurotrainer I\"\n | \"Neurotrainer II\"\n | \"Neurotrainer III\"\n | \"HyperSight Corneal Implant\"\n | \"LuminCloaking-V1 Skin Implant\"\n | \"LuminCloaking-V2 Skin Implant\"\n | \"HemoRecirculator\"\n | \"SmartSonar Implant\"\n | \"Power Recirculation Core\"\n | \"QLink\"\n | \"The Red Pill\"\n | \"SPTN-97 Gene Modification\"\n | \"ECorp HVMind Implant\"\n | \"CordiARC Fusion Reactor\"\n | \"SmartJaw\"\n | \"Neotra\"\n | \"Xanipher\"\n | \"nextSENS Gene Modification\"\n | \"OmniTek InfoLoad\"\n | \"Photosynthetic Cells\"\n | \"BitRunners Neurolink\"\n | \"The Black Hand\"\n | \"CRTX42-AA Gene Modification\"\n | \"Neuregen Gene Modification\"\n | \"CashRoot Starter Kit\"\n | \"NutriGen Implant\"\n | \"INFRARET Enhancement\"\n | \"DermaForce Particle Barrier\"\n | \"Graphene BranchiBlades Upgrade\"\n | \"Graphene Bionic Arms Upgrade\"\n | \"BrachiBlades\"\n | \"Bionic Arms\"\n | \"Social Negotiation Assistant (S.N.A)\"\n | \"EsperTech Bladeburner Eyewear\"\n | \"EMS-4 Recombination\"\n | \"ORION-MKIV Shoulder\"\n | \"Hyperion Plasma Cannon V1\"\n | \"Hyperion Plasma Cannon V2\"\n | \"GOLEM Serum\"\n | \"Vangelis Virus\"\n | \"Vangelis Virus 3.0\"\n | \"I.N.T.E.R.L.I.N.K.E.D\"\n | \"Blade's Runners\"\n | \"BLADE-51b Tesla Armor\"\n | \"BLADE-51b Tesla Armor: Power Cells Upgrade\"\n | \"BLADE-51b Tesla Armor: Energy Shielding Upgrade\"\n | \"BLADE-51b Tesla Armor: Unibeam Upgrade\"\n | \"BLADE-51b Tesla Armor: Omnibeam Upgrade\"\n | \"BLADE-51b Tesla Armor: IPU Upgrade\"\n | \"The Blade's Simulacrum\";\n\ninterface CrimeStats {\n /** Number representing the difficulty of the crime. Used for success chance calculations */\n difficulty: number;\n /** Amount of karma lost for SUCCESSFULLY committing this crime */\n karma: number;\n /** How many people die as a result of this crime */\n kills: number;\n /** How much money is given */\n money: number;\n /** Name of crime */\n name: number;\n /** Milliseconds it takes to attempt the crime */\n time: number;\n /** Description of the crime activity */\n type: string;\n /** hacking level impact on success change of the crime */\n hacking_success_weight: number;\n /** strength level impact on success change of the crime */\n strength_success_weight: number;\n /** defense level impact on success change of the crime */\n defense_success_weight: number;\n /** dexterity level impact on success change of the crime */\n dexterity_success_weight: number;\n /** agility level impact on success change of the crime */\n agility_success_weight: number;\n /** charisma level impact on success change of the crime */\n charisma_success_weight: number;\n /** hacking exp gained from crime */\n hacking_exp: number;\n /** strength exp gained from crime */\n strength_exp: number;\n /** defense exp gained from crime */\n defense_exp: number;\n /** dexterity exp gained from crime */\n dexterity_exp: number;\n /** agility exp gained from crime */\n agility_exp: number;\n /** charisma exp gained from crime */\n charisma_exp: number;\n /** intelligence exp gained from crime */\n intelligence_exp: number;\n}\n\ninterface AugmentationStats {\n /** Multipler to hacking skill */\n hacking_mult?: number;\n /** Multipler to strength skill */\n strength_mult?: number;\n /** Multipler to defense skill */\n defense_mult?: number;\n /** Multipler to dexterity skill */\n dexterity_mult?: number;\n /** Multipler to agility skill */\n agility_mult?: number;\n /** Multipler to charisma skill */\n charisma_mult?: number;\n /** Multipler to hacking experience gain rate */\n hacking_exp_mult?: number;\n /** Multipler to strength experience gain rate */\n strength_exp_mult?: number;\n /** Multipler to defense experience gain rate */\n defense_exp_mult?: number;\n /** Multipler to dexterity experience gain rate */\n dexterity_exp_mult?: number;\n /** Multipler to agility experience gain rate */\n agility_exp_mult?: number;\n /** Multipler to charisma experience gain rate */\n charisma_exp_mult?: number;\n /** Multipler to chance of successfully performing a hack */\n hacking_chance_mult?: number;\n /** Multipler to hacking speed */\n hacking_speed_mult?: number;\n /** Multipler to amount of money the player gains from hacking */\n hacking_money_mult?: number;\n /** Multipler to amount of money injected into servers using {@link grow()} */\n hacking_grow_mult?: number;\n /** Multipler to amount of reputation gained when working */\n company_rep_mult?: number;\n /** Multipler to amount of reputation gained when working */\n faction_rep_mult?: number;\n /** Multipler to amount of money gained from crimes */\n crime_money_mult?: number;\n /** Multipler to crime success rate */\n crime_success_mult?: number;\n /** Multipler to amount of money gained from working */\n work_money_mult?: number;\n /** Multipler to amount of money produced by Hacknet Nodes */\n hacknet_node_money_mult?: number;\n /** Multipler to cost of purchasing a Hacknet Node */\n hacknet_node_purchase_cost_mult?: number;\n /** Multipler to cost of ram for a Hacknet Node */\n hacknet_node_ram_cost_mult?: number;\n /** Multipler to cost of core for a Hacknet Node */\n hacknet_node_core_cost_mult?: number;\n /** Multipler to cost of leveling up a Hacknet Node */\n hacknet_node_level_cost_mult?: number;\n /** Multipler to Bladeburner max stamina */\n bladeburner_max_stamina_mult?: number;\n /** Multipler to Bladeburner stamina gain rate */\n bladeburner_stamina_gain_mult?: number;\n /** Multipler to effectiveness in Bladeburner Field Analysis */\n bladeburner_analysis_mult?: number;\n /** Multipler to success chance in Bladeburner contracts/operations */\n bladeburner_success_chance_mult?: number;\n}\ninterface BasicHGWOptions {\n /** Number of threads to use for this function. Must be less than or equal to the number of threads the script is running with. */\n threads: number;\n}\n\ninterface CodingAttemptOptions {\n /** If truthy, then the function will return a string that states the contract’s reward when it is successfully solved. */\n returnReward: boolean;\n}\n\ninterface AugmentPair {\n /** augmentation name */\n name: AugmentName;\n /** augmentation cost */\n cost: number;\n}\n\ninterface StockOrderObject {\n /** Number of shares */\n shares: number;\n /** Price per share */\n price: number;\n /** Order type */\n type: \"Limit Buy Order\" | \"Limit Sell Order\" | \"Stop Buy Order\" | \"Stop Buy Order\";\n /** Order position */\n position: \"S\" | \"L\";\n}\ntype StockOrder = {\n /** Stock Symbol */\n [key in StockSymbol]?: StockOrderObject[];\n};\n\ninterface ProcessInfo {\n /** Script name. */\n filename: Script;\n /** Number of threads script is running with */\n threads: number;\n /** Script's arguments */\n args: string[];\n}\n\ninterface HackingMultipliers {\n /** Player's hacking chance multiplier. */\n chance: number;\n /** Player's hacking speed multiplier. */\n speed: number;\n /** Player's hacking money stolen multiplier. */\n money: number;\n /** Player's hacking growth multiplier */\n growth: number;\n}\n\ninterface HacknetMultipliers {\n /** Player's hacknet production multiplier */\n production: number;\n /** Player's hacknet purchase cost multiplier */\n purchaseCost: number;\n /** Player's hacknet ram cost multiplier */\n ramCost: number;\n /** Player's hacknet core cost multiplier */\n coreCost: number;\n /** Player's hacknet level cost multiplier */\n levelCost: number;\n}\n\ninterface BitNodeMultipliers {\n /** Influences how quickly the player's agility level (not exp) scales */\n AgilityLevelMultiplier: number;\n /** Influences the base cost to purchase an augmentation. */\n AugmentationMoneyCost: number;\n /** Influences the base rep the player must have with a faction to purchase an augmentation. */\n AugmentationRepCost: number;\n /** Influences how quickly the player can gain rank within Bladeburner. */\n BladeburnerRank: number;\n /** Influences the cost of skill levels from Bladeburner. */\n BladeburnerSkillCost: number;\n /** Influences how quickly the player's charisma level (not exp) scales */\n CharismaLevelMultiplier: number;\n /** Influences the experience gained for each ability when a player completes a class. */\n ClassGymExpGain: number;\n /** Influences the amount of money gained from completing Coding Contracts */\n CodingContractMoney: number;\n /** Influences the experience gained for each ability when the player completes working their job. */\n CompanyWorkExpGain: number;\n /** Influences how much money the player earns when completing working their job. */\n CompanyWorkMoney: number;\n /** Influences the valuation of corporations created by the player. */\n CorporationValuation: number;\n /** Influences the base experience gained for each ability when the player commits a crime. */\n CrimeExpGain: number;\n /** Influences the base money gained when the player commits a crime. */\n CrimeMoney: number;\n /** Influences how many Augmentations you need in order to get invited to the Daedalus faction */\n DaedalusAugsRequirement: number;\n /** Influences how quickly the player's defense level (not exp) scales */\n DefenseLevelMultiplier: number;\n /** Influences how quickly the player's dexterity level (not exp) scales */\n DexterityLevelMultiplier: number;\n /** Influences how much rep the player gains in each faction simply by being a member. */\n FactionPassiveRepGain: number;\n /** Influences the experience gained for each ability when the player completes work for a Faction. */\n FactionWorkExpGain: number;\n /** Influences how much rep the player gains when performing work for a faction. */\n FactionWorkRepGain: number;\n /** Influences how much it costs to unlock the stock market's 4S Market Data API */\n FourSigmaMarketDataApiCost: number;\n /** Influences how much it costs to unlock the stock market's 4S Market Data (NOT API) */\n FourSigmaMarketDataCost: number;\n /** Influences the experienced gained when hacking a server. */\n HackExpGain: number;\n /** Influences how quickly the player's hacking level (not experience) scales */\n HackingLevelMultiplier: number;\n /** Influences how much money is produced by Hacknet Nodes and the hash rate of Hacknet Servers (unlocked in BitNode-9) */\n HacknetNodeMoney: number;\n /** Influences how much money it costs to upgrade your home computer's RAM */\n HomeComputerRamCost: number;\n /** Influences how much money is gained when the player infiltrates a company. */\n InfiltrationMoney: number;\n /** Influences how much rep the player can gain from factions when selling stolen documents and secrets */\n InfiltrationRep: number;\n /** Influences how much money can be stolen from a server when the player performs a hack against it through the Terminal. */\n ManualHackMoney: number;\n /** Influence how much it costs to purchase a server */\n PurchasedServerCost: number;\n /** Influences the maximum number of purchased servers you can have */\n PurchasedServerLimit: number;\n /** Influences the maximum allowed RAM for a purchased server */\n PurchasedServerMaxRam: number;\n /** Influences the minimum favor the player must have with a faction before they can donate to gain rep. */\n RepToDonateToFaction: number;\n /** Influences how much money can be stolen from a server when a script performs a hack against it. */\n ScriptHackMoney: number;\n /** Influences the growth percentage per cycle against a server. */\n ServerGrowthRate: number;\n /** Influences the maxmimum money that a server can grow to. */\n ServerMaxMoney: number;\n /** Influences the initial money that a server starts with. */\n ServerStartingMoney: number;\n /** Influences the initial security level (hackDifficulty) of a server. */\n ServerStartingSecurity: number;\n /** Influences the weaken amount per invocation against a server. */\n ServerWeakenRate: number;\n /** Influences how quickly the player's strength level (not exp) scales */\n StrengthLevelMultiplier: number;\n}\n/**\n * A port is implemented as a sort of serialized queue,\n * where you can only write and read one element at a time from the port.\n * When you read data from a port, the element that is read is removed from the port.\n *\n * IMPORTANT: The data inside ports are not saved!\n * This means if you close and re-open the game, or reload the page\n * then you will lose all of the data in the ports!\n */\ntype Port = 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20;\ntype Handle = string | Port;\n\ninterface NodeStats {\n /** Node's name (\"hacknet-node-5\") */\n name: string;\n /** Node's level */\n level: number;\n /** Node's RAM */\n ram: number;\n /** Node's number of cores */\n cores: number;\n /** Cache level. Only applicable for Hacknet Servers */\n cache: number;\n /** Hash Capacity provided by this Node. Only applicable for Hacknet Servers */\n hashCapacity: number;\n /** Node's production per second */\n production: number;\n /** Number of seconds since Node has been purchased */\n timeOnline: number;\n /** Total number of money Node has produced */\n totalProduction: number;\n}\n\ntype HashUpgrades =\n | \"Sell for Money\"\n | \"Sell for Corporation Funds\"\n | \"Reduce Minimum Security\"\n | \"Increase Maximum Money\"\n | \"Improve Studying\"\n | \"Improve Gym Training\"\n | \"Exchange for Corporation Research\"\n | \"Exchange for Bladeburner Rank\"\n | \"Exchange for Bladeburner SP\"\n | \"Generate Coding Contract\";\n\ninterface PlayerStats {\n /** Hacking level */\n hacking: number;\n /** Strength level */\n strength: number;\n /** Defense level */\n defense: number;\n /** Dexterity level */\n dexterity: number;\n /** Agility level */\n agility: number;\n /** Chraisma level */\n charisma: number;\n /** Intelligence level */\n intelligence: number;\n}\n\ninterface CharacterMult {\n /** Agility stat */\n agility: number;\n /** Agility exp */\n agilityExp: number;\n /** Company reputation */\n companyRep: number;\n /** Money earned from crimes */\n crimeMoney: number;\n /** Crime success chance */\n crimeSuccess: number;\n /** Defense stat */\n defense: number;\n /** Defense exp */\n defenseExp: number;\n /** Dexterity stat */\n dexterity: number;\n /** Dexterity exp */\n dexterityExp: number;\n /** Faction reputation */\n factionRep: number;\n /** Hacking stat */\n hacking: number;\n /** Hacking exp */\n hackingExp: number;\n /** Strength stat */\n strength: number;\n /** Strength exp */\n strengthExp: number;\n /** Money earned from jobs */\n workMoney: number;\n}\ninterface CharacterInfo {\n /** Current BitNode number */\n bitnode: number;\n /** Name of city you are currently in */\n city: City;\n /** Array of factions you are currently a member of */\n factions: FactionName[];\n /** Current health points */\n hp: number;\n /** Array of all companies at which you have jobs */\n company: CompanyName[];\n /** Array of job positions for all companies you are employed at. Same order as 'jobs' */\n jobTitle: CompanyField[];\n /** Maximum health points */\n maxHp: number;\n /** Boolean indicating whether or not you have a tor router */\n tor: boolean;\n /** Object with many of the player's multipliers from Augmentations/Source Files */\n mult: CharacterMult;\n /** Timed worked in ms */\n timeWorked: number;\n /** Hacking experience earned so far from work */\n workHackExpGain: number;\n /** Str experience earned so far from work */\n workStrExpGain: number;\n /** Def experience earned so far from work */\n workDefExpGain: number;\n /** Dex experience earned so far from work */\n workDexExpGain: number;\n /** Agi experience earned so far from work */\n workAgiExpGain: number;\n /** Cha experience earned so far from work */\n workChaExpGain: number;\n /** Reputation earned so far from work, if applicable */\n workRepGain: number;\n /** Money earned so far from work, if applicable */\n workMoneyGain: number;\n}\n\ninterface SleeveWorkGains {\n /** hacking exp gained from work */\n workHackExpGain: number;\n /** strength exp gained from work */\n workStrExpGain: number;\n /** defense exp gained from work, */\n workDefExpGain: number;\n /** dexterity exp gained from work */\n workDexExpGain: number;\n /** agility exp gained from work */\n workAgiExpGain: number;\n /** charisma exp gained from work */\n workChaExpGain: number;\n /** money gained from work */\n workMoneyGain: number;\n}\n\ninterface SourceFileLvl {\n /** The number of the source file */\n n: 1|2|3|4|5|6|7|8|9|10|11|12;\n /** The level of the source file */\n lvl: number;\n}\n\ntype BladeburnerContracts =\n | \"Tracking\"\n | \"Bounty Hunter\"\n | \"Retirement\";\n\ntype BladeburnerOperations =\n | \"Investigation\"\n | \"Undercover Operation\"\n | \"Sting Operation\"\n | \"Raid\"\n | \"Stealth Retirement Operation\"\n | \"Assassination\";\n\ntype BladeburnerBlackOps =\n | \"Operation Typhoon\"\n | \"Operation Zero\"\n | \"Operation X\"\n | \"Operation Titan\"\n | \"Operation Ares\"\n | \"Operation Archangel\"\n | \"Operation Juggernaut\"\n | \"Operation Red Dragon\"\n | \"Operation K\"\n | \"Operation Deckard\"\n | \"Operation Tyrell\"\n | \"Operation Wallace\"\n | \"Operation Shoulder of Orion\"\n | \"Operation Hyron\"\n | \"Operation Morpheus\"\n | \"Operation Ion Storm\"\n | \"Operation Annihilus\"\n | \"Operation Ultron\"\n | \"Operation Centurion\"\n | \"Operation Vindictus\"\n | \"Operation Daedalus\";\n\ntype BladeburnerGenActions =\n | \"Training\"\n | \"Field Analysis\"\n | \"Recruitment\"\n | \"Diplomacy\"\n | \"Hyperbolic Regeneration Chamber\";\n\ntype BladeburnerSkills =\n | \"Blade's Intuition\"\n | \"Cloak\"\n | \"Marksman\"\n | \"Weapon Proficiency\"\n | \"Short-Circuit\"\n | \"Digital Observer\"\n | \"Tracer\"\n | \"Overclock\"\n | \"Reaper\"\n | \"Evasive System\"\n | \"Datamancer\"\n | \"Cyber's Edge\"\n | \"Hands of Midas\"\n | \"Hyperdrive\";\n\ntype BladeburnerActTypes =\n | \"contracts\"\n | \"operations\"\n | \"black ops\"\n | \"general\";\n\ninterface BladeburnerCurAction {\n /** Type of Action */\n type: BladeburnerActTypes | \"Idle\";\n /** Name of Action */\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps;\n}\n\ntype CodingContractTypes =\n | \"Find Largest Prime Factor\"\n | \"Subarray with Maximum Sum\"\n | \"Total Ways to Sum\"\n | \"Spiralize Matrix\"\n | \"Array Jumping Game\"\n | \"Merge Overlapping Intervals\"\n | \"Generate IP Addresses\"\n | \"Algorithmic Stock Trader I\"\n | \"Algorithmic Stock Trader II\"\n | \"Algorithmic Stock Trader III\"\n | \"Algorithmic Stock Trader IV\"\n | \"Minimum Path Sum in a Triangle\"\n | \"Unique Paths in a Grid I\"\n | \"Unique Paths in a Grid II\"\n | \"Sanitize Parentheses in Expression\"\n | \"Find All Valid Math Expressions\";\n\ninterface GangGenInfo {\n /** Name of faction that the gang belongs to (\"Slum Snakes\", etc.) */\n faction: GangName;\n /** Boolean indicating whether or not its a hacking gang */\n isHacking: boolean;\n /** Money earned per second */\n moneyGainRate: number;\n /** Gang's power for territory warfare */\n power: number;\n /** Gang's respect */\n respect: number;\n /** Respect earned per second */\n respectGainRate: number;\n /** Amount of territory held. Returned in decimal form, not percentage */\n territory: number;\n /** Clash chance. Returned in decimal form, not percentage */\n territoryClashChance: number;\n /** Gang's wanted level */\n wantedLevel: number;\n /** Wanted level gained/lost per second (negative for losses) */\n wantedLevelGainRate: number;\n}\n\ninterface GangOtherInfoObject {\n /** Gang power */\n power: number;\n /** Gang territory, in decimal form */\n territory: number;\n}\ntype GangOtherInfo = {\n /** Stock Symbol */\n [key in GangName]: GangOtherInfoObject[];\n};\n\ntype GangEquipment =\n | \"Baseball Bat\"\n | \"Katana\"\n | \"Glock 18C\"\n | \"P90C\"\n | \"Steyr AUG\"\n | \"AK-47\"\n | \"M15A10 Assault Rifle\"\n | \"AWM Sniper Rifle\"\n | \"Bulletproof Vest\"\n | \"Full Body Armor\"\n | \"Liquid Body Armor\"\n | \"Graphene Plating Armor\"\n | \"Ford Flex V20\"\n | \"ATX1070 Superbike\"\n | \"Mercedes-Benz S9001\"\n | \"White Ferrari\"\n | \"NUKE Rootkit\"\n | \"Soulstealer Rootkit\"\n | \"Demon Rootkit\"\n | \"Hmap Node\"\n | \"Jack the Ripper\";\n\ntype GangEquipmentType =\n | \"Weapon\"\n | \"Armor\"\n | \"Vehicle\"\n | \"Rootkit\"\n | \"Augmentation\";\n\ntype GangAugmentations =\n | \"Bionic Arms\"\n | \"Bionic Legs\"\n | \"Bionic Spine\"\n | \"BrachiBlades\"\n | \"Nanofiber Weave\"\n | \"Synthetic Heart\"\n | \"Synfibril Muscle\"\n | \"BitWire\"\n | \"Neuralstimulator\"\n | \"DataJack\"\n | \"Graphene Bone Lacings\";\n\ntype GangTasks =\n | \"Unassigned\"\n | \"Ransomware\"\n | \"Phishing\"\n | \"Identity Theft\"\n | \"DDoS Attacks\"\n | \"Plant Virus\"\n | \"Fraud & Counterfeiting\"\n | \"Money Laundering\"\n | \"Cyberterrorism\"\n | \"Ethical Hacking\"\n | \"Mug People\"\n | \"Deal Drugs\"\n | \"Strongarm Civilians\"\n | \"Run a Con\"\n | \"Armed Robbery\"\n | \"Traffick Illegal Arms\"\n | \"Threaten & Blackmail\"\n | \"Human Trafficking\"\n | \"Terrorism\"\n | \"Vigilante Justice\"\n | \"Train Combat\"\n | \"Train Hacking\"\n | \"Train Charisma\"\n | \"Territory Warfare\";\n\ninterface GangTasksStats {\n /** Task name */\n name: GangTasks;\n /** Task Description */\n desc: string;\n /** Is a task of a hacking gang */\n isHacking: boolean;\n /** Is a task of a combat gang */\n isCombat: boolean;\n /** Base respect earned */\n baseRespect: number;\n /** Base wanted earned */\n baseWanted: number;\n /** Base money earned */\n baseMoney: number;\n /** Hacking skill impact on task scaling */\n hackWeight: number;\n /** Stength skill impact on task scaling */\n strWeight: number;\n /** Defense skill impact on task scaling */\n defWeight: number;\n /** Dexterity skill impact on task scaling */\n dexWeight: number;\n /** Agility skill impact on task scaling */\n agiWeight: number;\n /** Charisma skill impact on task scaling */\n chaWeight: number;\n /** Number representing the difficulty of the task */\n difficulty: number;\n /** Territory impact on task scaling */\n territory: GangTasksTerritory;\n}\n\ninterface GangEquipmentStats {\n /** Strength multiplier */\n str: number;\n /** Defense multiplier */\n def: number;\n /** Dexterity multiplier */\n dex: number;\n /** Agility multiplier */\n agi: number;\n /** Charisma multiplier */\n cha: number;\n /** Hacking multiplier */\n hack: number;\n}\n\ninterface GangTasksTerritory {\n /** Money gain impact on task scaling */\n money: number;\n /** Respect gain impact on task scaling */\n respect: number;\n /** Wanted gain impact on task scaling */\n wanted: number;\n}\n\ninterface GangMemberInfo {\n /** Agility stat */\n agility: number;\n /** Agility multiplier from equipment. Decimal form */\n agilityEquipMult: number;\n /** Agility multiplier from ascension. Decimal form */\n agilityAscensionMult: number;\n /** Array of names of all owned Augmentations */\n augmentations: GangAugmentations[];\n /** Charisma stat */\n charisma: number;\n /** Charisma multiplier from equipment. Decimal form */\n charismaEquipMult: number;\n /** Charisma multiplier from ascension. Decimal form */\n charismaAscensionMult: number;\n /** Defense stat */\n defense: number;\n /** Defense multiplier from equipment. Decimal form */\n defenseEquipMult: number;\n /** Defense multiplier from ascension. Decimal form */\n defenseAscensionMult: number;\n /** Dexterity stat */\n dexterity: number;\n /** Dexterity multiplier from equipment. Decimal form */\n dexterityEquipMult: number;\n /** Dexterity multiplier from ascension. Decimal form */\n dexterityAscensionMult: number;\n /** Array of names of all owned Non-Augmentation Equipment */\n equipment: GangEquipment[];\n /** Hacking stat */\n hacking: number;\n /** Hacking multiplier from equipment. Decimal form */\n hackingEquipMult: number;\n /** Hacking multiplier from ascension. Decimal form */\n hackingAscensionMult: number;\n /** Strength stat */\n strength: number;\n /** Strength multiplier from equipment. Decimal form */\n strengthEquipMult: number;\n /** Strength multiplier from ascension. Decimal form */\n strengthAscensionMult: number;\n /** Name of currently assigned task */\n task: GangTasks;\n}\n\ninterface GangMemberAscension {\n /** Amount of respect lost from ascending */\n respect: number;\n /** Hacking multiplier gained from ascending. Decimal form */\n hack: number;\n /** Strength multiplier gained from ascending. Decimal form */\n str: number;\n /** Defense multiplier gained from ascending. Decimal form */\n def: number;\n /** Dexterity multiplier gained from ascending. Decimal form */\n dex: number;\n /** Agility multiplier gained from ascending. Decimal form */\n agi: number;\n /** Charisma multiplier gained from ascending. Decimal form */\n cha: number;\n}\n\ninterface SleeveStats {\n /** current shock of the sleeve [0-100] */\n shock: 0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20\n |21|22|23|24|25|26|27|28|29|30|31|32|33|34|35|36|37\n |38|39|40|41|42|43|44|45|46|47|48|49|50|51|52|53|54\n |55|56|57|58|59|60|61|62|63|64|65|66|67|68|69|70|71\n |72|73|74|75|76|77|78|79|80|81|82|83|84|85|86|87|88\n |89|90|91|92|93|94|95|96|97|98|99|100;\n /** current sync of the sleeve [0-100] */\n sync: 0|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20\n |21|22|23|24|25|26|27|28|29|30|31|32|33|34|35|36|37\n |38|39|40|41|42|43|44|45|46|47|48|49|50|51|52|53|54\n |55|56|57|58|59|60|61|62|63|64|65|66|67|68|69|70|71\n |72|73|74|75|76|77|78|79|80|81|82|83|84|85|86|87|88\n |89|90|91|92|93|94|95|96|97|98|99|100;\n /** current hacking skill of the sleeve */\n hacking_skill: number;\n /** current strength of the sleeve */\n strength: number;\n /** current defense of the sleeve */\n defense: number;\n /** current dexterity of the sleeve */\n dexterity: number;\n /** current agility of the sleeve */\n agility: number;\n /** current charisma of the sleeve */\n charisma: number;\n}\n\ninterface SleeveInformation {\n /** location of the sleeve */\n city: City;\n /** current hp of the sleeve */\n hp: number;\n /** max hp of the sleeve */\n maxHp: number;\n /** jobs available to the sleeve */\n jobs: string[];\n /** job titles available to the sleeve */\n jobTitle: CompanyField[];\n /** does this sleeve have access to the tor router */\n tor: boolean;\n /** sleeve multipliers */\n mult: CharacterMult;\n /** time spent on the current task in milliseconds */\n timeWorked: number;\n /** earnings synchronized to other sleeves */\n earningsForSleeves: SleeveWorkGains;\n /** earnings synchronized to the player */\n earningsForPlayer: SleeveWorkGains;\n /** earnings for this sleeve */\n earningsForTask: SleeveWorkGains;\n /** faction or company reputation gained for the current task */\n workRepGain: number;\n}\n\ninterface SleeveTask {\n /** task type */\n task: string;\n /** crime currently attempting, if any */\n crime: Crime | \"\";\n /** location of the task, if any */\n location: City | \"\";\n /** stat being trained at the gym, if any */\n gymStatType: GymStat | \"\";\n /** faction work type being performed, if any */\n factionWorkType: FactionWork | \"\";\n}\n\ninterface TIX {\n\n /**\n * Returns an array of the symbols of the tradable stocks\n *\n * @ramCost 2 GB\n * @returns {string[]} Array of the symbols of the tradable stocks.\n */\n getStockSymbols (): StockSymbol[];\n\n /**\n * Returns the price of a stock, given its symbol (NOT the company name).\n * The symbol is a sequence of two to four capital letters.\n * \n * The stock’s price is the average of its bid and ask price\n *\n * @example\n * \\`\\`\\`js\n * getStockPrice(\"FISG\");\n * \\`\\`\\`\n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @returns {number} The price of a stock.\n */\n getStockPrice (sym: StockSymbol): number;\n\n /**\n * Given a stock’s symbol (NOT the company name), returns the ask price of that stock.\n * The symbol is a sequence of two to four capital letters.\n * \n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @returns {number} The ask price of a stock.\n */\n getStockAskPrice (sym: StockSymbol): number;\n\n /**\n * Given a stock’s symbol (NOT the company name), returns the bid price of that stock.\n * The symbol is a sequence of two to four capital letters.\n * \n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @returns {number} The bid price of a stock.\n */\n getStockBidPrice (sym: StockSymbol): number;\n\n /**\n * Returns an array of four elements that represents the player’s position in a stock.\n *\n * The first element is the returned array is the number of shares the player owns of\n * the stock in the Long position. The second element in the array is the average price\n * of the player’s shares in the Long position.\n *\n * The third element in the array is the number of shares the player owns of the stock\n * in the Short position. The fourth element in the array is the average price of the\n * player’s Short position.\n *\n * All elements in the returned array are numeric.\n *\n * @example\n * \\`\\`\\`js\n * pos = getStockPosition(\"ECP\");\n * shares = pos[0];\n * avgPx = pos[1];\n * sharesShort = pos[2];\n * avgPxShort = pos[3];\n * \\`\\`\\`\n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @returns {[number,number,number,number]} Array of four elements that represents the player’s position in a stock.\n */\n getStockPosition (sym: StockSymbol): [number, number, number, number];\n\n /**\n * Returns the maximum number of shares that the stock has.\n * This is the maximum amount of the stock that can be purchased\n * in both the Long and Short positions combined.\n *\n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @returns {number} Maximum number of shares that the stock has.\n */\n getStockMaxShares (sym: StockSymbol): number;\n\n /**\n * Calculates and returns how much it would cost to buy a given number of shares of a stock.\n * This takes into account spread, large transactions influencing the price of the stock and commission fees.\n *\n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to purchase.\n * @param {string} posType Specifies whether the order is a “Long” or “Short” position.\n * @returns {number} Cost to buy a given number of shares of a stock.\n */\n getStockPurchaseCost (sym: StockSymbol, shares: Number, posType: OrderPos): number;\n\n /**\n * Calculates and returns how much you would gain from selling a given number of shares of a stock.\n * This takes into account spread, large transactions influencing the price of the stock and commission fees.\n *\n * @ramCost 2 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to sell.\n * @param {string} posType Specifies whether the order is a “Long” or “Short” position.\n * @returns {number} Gain from selling a given number of shares of a stock.\n */\n getStockSaleGain (sym: StockSymbol, shares: Number, posType: OrderPos): number;\n\n\n /**\n * Attempts to purchase shares of a stock using a Market Order.\n *\n * If the player does not have enough money to purchase the specified number of shares,\n * then no shares will be purchased. Remember that every transaction on the stock exchange\n * costs a certain commission fee.\n *\n * If this function successfully purchases the shares, it will return the stock price at which\n * each share was purchased. Otherwise, it will return 0.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to purchased. Must be positive. Will be rounded to nearest integer.\n * @returns {number} The stock price at which each share was purchased, otherwise 0 if the shares weren't purchased.\n */\n buyStock (sym: StockSymbol, shares: number): number;\n\n /**\n * Attempts to sell shares of a stock using a Market Order.\n *\n * If the specified number of shares in the function exceeds the amount that the player\n * actually owns, then this function will sell all owned shares. Remember that every\n * transaction on the stock exchange costs a certain commission fee.\n *\n * The net profit made from selling stocks with this function is reflected in the script’s\n * statistics. This net profit is calculated as:\n *\n * shares * (sell_price - average_price_of_purchased_shares)\n *\n * If the sale is successful, this function will return the stock price at\n * which each share was sold. Otherwise, it will return 0.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to sell. Must be positive. Will be rounded to nearest integer.\n * @returns {number} The stock price at which each share was sold, otherwise 0 if the shares weren't sold.\n */\n sellStock (sym: StockSymbol, shares: number): number;\n\n /**\n * Attempts to purchase a short position of a stock using a Market Order.\n *\n * The ability to short a stock is **not** immediately available to the player and\n * must be unlocked later on in the game.\n *\n * If the player does not have enough money to purchase the specified number of shares,\n * then no shares will be purchased. Remember that every transaction on the stock exchange\n * costs a certain commission fee.\n *\n * If the purchase is successful, this function will return the stock price at which each\n * share was purchased. Otherwise, it will return 0.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to short. Must be positive. Will be rounded to nearest integer.\n * @returns {number} The stock price at which each share was purchased, otherwise 0 if the shares weren't purchased.\n */\n shortStock (sym: StockSymbol, shares: number): number;\n\n /**\n * Attempts to sell a short position of a stock using a Market Order.\n *\n * The ability to short a stock is **not** immediately available to the player and\n * must be unlocked later on in the game.\n *\n * If the specified number of shares exceeds the amount that the player actually owns,\n * then this function will sell all owned shares. Remember that every transaction on\n * the stock exchange costs a certain commission fee.\n *\n * If the sale is successful, this function will return the stock price at which each\n * share was sold. Otherwise it will return 0.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares to sell. Must be positive. Will be rounded to nearest integer.\n * @returns {number} The stock price at which each share was sold, otherwise 0 if the shares weren't sold.\n */\n sellShort (sym: StockSymbol, shares: number): number;\n\n /**\n * Places an order on the stock market. This function only works for Limit and Stop Orders.\n *\n * The ability to place limit and stop orders is **not** immediately available to the player and\n * must be unlocked later on in the game.\n *\n * Returns true if the order is successfully placed, and false otherwise.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares for order. Must be positive. Will be rounded to nearest integer.\n * @param {number} price Execution price for the order.\n * @param {string} type Type of order.\n * @param {string} pos Specifies whether the order is a “Long” or “Short” position.\n * @returns {boolean} True if the order is successfully placed, and false otherwise.\n */\n placeOrder (\n sym: StockSymbol,\n shares: number,\n price: number,\n type: OrderType,\n pos: OrderPos,\n ): boolean;\n\n /**\n * Cancels an oustanding Limit or Stop order on the stock market.\n *\n * The ability to use limit and stop orders is **not** immediately available to the player and\n * must be unlocked later on in the game.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @param {number} shares Number of shares for order. Must be positive. Will be rounded to nearest integer.\n * @param {number} price Execution price for the order.\n * @param {string} type Type of order.\n * @param {string} pos Specifies whether the order is a “Long” or “Short” position.\n */\n cancelOrder (\n sym: StockSymbol,\n shares: number,\n price: number,\n type: OrderType,\n pos: OrderPos,\n ): void;\n\n /**\n * Returns your order book for the stock market.\n *\n * This is an object containing information for all the Limit and Stop Orders you have in the stock market.\n * The object has the following structure:\n *\n * \\`\\`\\`js\n * {\n * StockSymbol1: [ // Array of orders for this stock\n * {\n * shares: Order quantity\n * price: Order price\n * type: Order type\n * position: Either \"L\" or \"S\" for Long or Short position\n * },\n * {\n * ...\n * },\n * ...\n * ],\n * StockSymbol2: [ // Array of orders for this stock\n * ...\n * ],\n * ...\n * }\n * \\`\\`\\`\n * The “Order type” property can have one of the following four values:\n * * “Limit Buy Order”\n * * “Limit Sell Order”\n * * “Stop Buy Order”\n * * “Stop Sell Order”\n * Note that the order book will only contain information for stocks that you actually have orders in.\n *\n * @example\n * \\`\\`\\`js\n * \"If you do not have orders in Nova Medical (NVMD), then the returned object will not have a “NVMD” property.\"\n * {\n * ECP: [\n * {\n * shares: 5,\n * price: 100,000\n * type: \"Stop Buy Order\",\n * position: \"S\",\n * },\n * {\n * shares: 25,\n * price: 125,000\n * type: \"Limit Sell Order\",\n * position: \"L\",\n * },\n * ],\n * SYSC: [\n * {\n * shares: 100,\n * price: 10,000\n * type: \"Limit Buy Order\",\n * position: \"L\",\n * },\n * ],\n * }\n * \\`\\`\\`\n * @ramCost 2.5 GB\n * @returns {object} Object containing information for all the Limit and Stop Orders you have in the stock market.\n */\n getOrders (): StockOrder;\n\n /**\n * Returns the volatility of the specified stock.\n *\n * Volatility represents the maximum percentage by which a stock’s price can change every tick.\n * The volatility is returned as a decimal value, NOT a percentage\n * (e.g. if a stock has a volatility of 3%, then this function will return 0.03, NOT 3).\n *\n * In order to use this function, you must first purchase access to the Four Sigma (4S) Market Data TIX API.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @returns {number} Volatility of the specified stock.\n */\n getStockVolatility (sym: StockSymbol): number;\n\n /**\n * Returns the probability that the specified stock’s price will increase (as opposed to decrease) during the next tick.\n *\n * The probability is returned as a decimal value, NOT a percentage\n * (e.g. if a stock has a 60% chance of increasing, then this function will return 0.6, NOT 60).\n *\n * In other words, if this function returned 0.30 for a stock, then this means that the stock’s price has a\n * 30% chance of increasing and a 70% chance of decreasing during the next tick.\n *\n * In order to use this function, you must first purchase access to the Four Sigma (4S) Market Data TIX API.\n *\n * @ramCost 2.5 GB\n * @param {string} sym Stock symbol.\n * @returns {number} Probability that the specified stock’s price will increase (as opposed to decrease) during the next tick.\n */\n getStockForecast (sym: StockSymbol): number;\n\n /**\n * Purchase 4S Market Data Access.\n *\n * Returns true if you successfully purchased it or if you already have access. Returns false otherwise.\n *\n * @ramCost 2.5 GB\n * @returns {boolean} True if you successfully purchased it or if you already have access, false otherwise.\n */\n purchase4SMarketData (): boolean;\n\n /**\n * Purchase 4S Market Data TIX API Access.\n *\n * Returns true if you successfully purchased it or if you already have access. Returns false otherwise.\n *\n * @ramCost 2.5 GB\n * @returns {boolean} True if you successfully purchased it or if you already have access, false otherwise.\n */\n purchase4SMarketDataTixApi (): boolean;\n}\n\ninterface Singularity {\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically set you to start taking a course at a university.\n * If you are already in the middle of some “working” action (such as working at a\n * company, for a faction, or on a program), then running this function will automatically\n * cancel that action and give you your earnings.\n *\n * The cost and experience gains for all of these universities and classes are the same as\n * if you were to manually visit and take these classes.\n *\n * @ramCost 2 GB\n * @singularity Level 1\n * @param {string} universityName Name of university. You must be in the correct city for whatever university you specify.\n * @param {string} courseName Name of course.\n * @returns {boolean} True if actions is successfully started, false otherwise.\n */\n universityCourse (\n universityName: University,\n courseName: UniversityCourse,\n ): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically set you to start working out at a gym to train\n * a particular stat. If you are already in the middle of some “working” action\n * (such as working at a company, for a faction, or on a program), then running\n * this function will automatically cancel that action and give you your earnings.\n *\n * The cost and experience gains for all of these gyms are the same as if you were\n * to manually visit these gyms and train\n *\n * @ramCost 2 GB\n * @singularity Level 1\n * @param {string} gymName Name of gym. You must be in the correct city for whatever gym you specify.\n * @param {string} stat The stat you want to train.\n * @returns {boolean} True if actions is successfully started, false otherwise.\n */\n gymWorkout (gymName: Gym, stat: GymStat): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function allows the player to travel to any city. The cost for using this\n * function is the same as the cost for traveling through the Travel Agency.\n *\n * @ramCost 2 GB\n * @singularity Level 1\n * @param {string} city City to travel to.\n * @returns {boolean} True if actions is successful, false otherwise.\n */\n travelToCity (city: City): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function allows you to automatically purchase a TOR router. The cost for\n * purchasing a TOR router using this function is the same as if you were to\n * manually purchase one.\n *\n * @ramCost 2 GB\n * @singularity Level 1\n * @returns {boolean} True if actions is successful, false otherwise.\n */\n purchaseTor (): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function allows you to automatically purchase programs. You MUST have a\n * TOR router in order to use this function. The cost of purchasing programs\n * using this function is the same as if you were purchasing them through the Dark\n * Web using the Terminal buy command.\n *\n * @example\n * \\`\\`\\`js\n * purchaseProgram(\"brutessh.exe\");\n * \\`\\`\\`\n * @ramCost 2 GB\n * @singularity Level 1\n * @param {string} programName Name of program to purchase.\n * @returns {boolean} True if the specified program is purchased, and false otherwise.\n */\n purchaseProgram (programName: PurchaseableProgram): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns an object with the Player’s stats.\n *\n * @example\n * \\`\\`\\`js\n * res = getStats();\n * print('My charisma level is: ' + res.charisma);\n * \\`\\`\\`\n * @ramCost 0.5 GB\n * @singularity Level 1\n * @returns {object} Object with the Player’s stats.\n */\n getStats (): PlayerStats;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns an object with various information about your character.\n *\n * @ramCost 0.5 GB\n * @singularity Level 1\n * @returns {object} Object with various information about your character.\n */\n getCharacterInformation (): CharacterInfo;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns a boolean indicating whether or not the player is currently performing an\n * ‘action’. These actions include working for a company/faction, studying at a univeristy,\n * working out at a gym, creating a program, committing a crime, or carrying out a Hacking Mission.\n *\n * @ramCost 0.5 GB\n * @singularity Level 1\n * @returns {boolean} True if the player is currently performing an ‘action’, false otherwise.\n */\n isBusy (): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function is used to end whatever ‘action’ the player is currently performing.\n * The player will receive whatever money/experience/etc. he has earned from that action.\n *\n * The actions that can be stopped with this function are:\n *\n * * Studying at a university\n * * Working for a company/faction\n * * Creating a program\n * * Committing a Crime\n *\n * This function will return true if the player’s action was ended.\n * It will return false if the player was not performing an action when this function was called.\n *\n * @ramCost 1 GB\n * @singularity Level 1\n * @returns {boolean} True if the player’s action was ended, false if the player was not performing an action.\n */\n stopAction (): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will upgrade amount of RAM on the player’s home computer. The cost is\n * the same as if you were to do it manually.\n *\n * This function will return true if the player’s home computer RAM is successfully upgraded, and false otherwise.\n *\n * @ramCost 3 GB\n * @singularity Level 2\n * @returns {boolean} True if the player’s home computer RAM is successfully upgraded, and false otherwise.\n */\n upgradeHomeRam (): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns the cost of upgrading the player’s home computer RAM.\n *\n * @ramCost 1.5 GB\n * @singularity Level 2\n * @returns {number} Cost of upgrading the player’s home computer RAM.\n */\n getUpgradeHomeRamCost (): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically set you to start working at the company\n * at which you are employed. If you are already in the middle of some “working”\n * action (such as working for a faction, training at a gym, or creating a program),\n * then running this function will automatically cancel that action and give you\n * your earnings.\n *\n * This function will return true if the player starts working, and false otherwise.\n *\n * Note that when you are working for a company, you will not actually receive your earnings (reputation, money, experience) until you FINISH the action.\n *\n * @example\n * \\`\\`\\`js\n * //If you only want to work until you get 100,000 company reputation. One small hack to get around this is to continuously restart the action to receive your earnings:\n * while (getCompanyRep(COMPANY HERE) < VALUE) {\n * workForCompany();\n * sleep(60000);\n * }\n * //This way, your company reputation will be updated every minute.\n * \\`\\`\\`\n * @ramCost 3 GB\n * @singularity Level 2\n * @param {string} [companyName] Name of company to work for. Must be an exact match. Optional. If not specified, this argument defaults to the last job that you worked\n * @returns {boolean} True if the player starts working, and false otherwise.\n */\n workForCompany (companyName?: CompanyName): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically try to apply to the specified company\n * for a position in the specified field. This function can also be used to\n * apply for promotions by specifying the company and field you are already\n * employed at.\n *\n * This function will return true if you successfully get a job/promotion,\n * and false otherwise. Note that if you are trying to use this function to\n * apply for a promotion and you don’t get one, it will return false.\n *\n * @ramCost 3 GB\n * @singularity Level 2\n * @param {string} companyName Name of company to apply to.\n * @param {string} field Field to which you want to apply.\n * @returns {boolean} True if the player successfully get a job/promotion, and false otherwise.\n */\n applyToCompany (companyName: CompanyName, field: CompanyField): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will return the amount of reputation you have at the specified company.\n * If the company passed in as an argument is invalid, -1 will be returned.\n *\n * @ramCost 1 GB\n * @singularity Level 2\n * @param {string} companyName Name of the company.\n * @returns {number} Amount of reputation you have at the specified company.\n */\n getCompanyRep (companyName: CompanyName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will return the amount of favor you have at the specified company.\n * If the company passed in as an argument is invalid, -1 will be returned.\n *\n * @ramCost 1 GB\n * @singularity Level 2\n * @param {string} companyName Name of the company.\n * @returns {number} Amount of favor you have at the specified company.\n */\n getCompanyFavor (companyName: CompanyName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will return the amount of favor you will gain for the specified\n * company when you reset by installing Augmentations.\n *\n * @ramCost 0.75 GB\n * @singularity Level 2\n * @param {string} companyName Name of the company.\n * @returns {number} Amount of favor you gain at the specified company when you reset by installing Augmentations.\n */\n getCompanyFavorGain (companyName: CompanyName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns an array with the name of all Factions you currently have oustanding invitations from.\n *\n * @ramCost 3 GB\n * @singularity Level 2\n * @returns {string[]} Array with the name of all Factions you currently have oustanding invitations from.\n */\n checkFactionInvitations (): FactionName[];\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically accept an invitation from a faction and join it.\n *\n * @ramCost 3 GB\n * @singularity Level 2\n * @param {string} faction Name of faction to join.\n * @returns {boolean} True if player joined the faction, and false otherwise.\n */\n joinFaction (faction: FactionName): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically set you to start working for the specified faction.\n * Obviously, you must be a member of the faction or else this function will fail. If\n * you are already in the middle of some “working” action (such as working for a company,\n * training at a gym, or creating a program), then running this function will automatically\n * cancel that action and give you your earnings.\n *\n * This function will return true if you successfully start working for the specified faction, and false otherwise.\n *\n * Note that when you are working for a faction, you will not actually receive your earnings (reputation, experience) until you FINISH the action.\n *\n * @example\n * \\`\\`\\`js\n * //If you only want to work until you get 100,000 faction reputation. One small hack to get around this is to continuously restart the action to receive your earnings:\n * while (getFactionRep(FACTION NAME) < VALUE) {\n * workForFaction(FACNAME, WORKTYPE);\n * sleep(60000);\n * }\n * //This way, your faction reputation will be updated every minute.\n * \\`\\`\\`\n * @ramCost 3 GB\n * @singularity Level 2\n * @param {string} faction Name of faction to work for.\n * @param {string} workType Type of work to perform for the faction.\n * @returns {boolean} True if the player starts working, and false otherwise.\n */\n workForFaction (faction: FactionName, workType: FactionWork): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns the amount of reputation you have for the specified faction.\n *\n * @ramCost 1 GB\n * @singularity Level 2\n * @param {string} faction Name of faction to work for.\n * @returns {number} Amount of reputation you have for the specified faction.\n */\n getFactionRep (faction: FactionName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns the amount of favor you have for the specified faction.\n *\n * @ramCost 1 GB\n * @singularity Level 2\n * @param {string} faction Name of faction.\n * @returns {number} Amount of favor you have for the specified faction.\n */\n getFactionFavor (faction: FactionName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 2 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns the amount of favor you will gain for the specified\n * faction when you reset by installing Augmentations.\n *\n * @ramCost 0.75 GB\n * @singularity Level 2\n * @param {string} faction Name of faction.\n * @returns {number} Amount of favor you will gain for the specified faction when you reset by installing Augmentations.\n */\n getFactionFavorGain (faction: FactionName): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Attempts to donate money to the specified faction in exchange for reputation.\n * Returns true if you successfully donate the money, and false otherwise.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} faction Name of faction to donate to.\n * @param {string} amount Amount of money to donate.\n * @returns {boolean} True if the money was donated, and false otherwise.\n */\n donateToFaction (faction: FactionName, amount: number): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically set you to start working on creating the\n * specified program. If you are already in the middle of some “working” action\n * (such as working for a company, training at a gym, or taking a course), then\n * running this function will automatically cancel that action and give you your\n * earnings.\n *\n * This function returns true if you successfully start working on the specified program, and false otherwise.\n *\n * Note that creating a program using this function has the same hacking level requirements as it normally would. These level requirements are:\n * * BruteSSH.exe: 50\n * * FTPCrack.exe: 100\n * * relaySMTP.exe: 250\n * * HTTPWorm.exe: 500\n * * SQLInject.exe: 750\n * * DeepscanV1.exe: 75\n * * DeepscanV2.exe: 400\n * * ServerProfiler.exe: 75\n * * AutoLink.exe: 25\n *\n * @example\n * \\`\\`\\`js\n * createProgram(“relaysmtp.exe”);\n * \\`\\`\\`\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} program Name of program to create.\n * @returns {boolean} True if you successfully start working on the specified program, and false otherwise.\n */\n createProgram (program: CreatableProgram): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function is used to automatically attempt to commit crimes.\n * If you are already in the middle of some ‘working’ action (such\n * as working for a company or training at a gym), then running this\n * function will automatically cancel that action and give you your\n * earnings.\n *\n * This function returns the number of seconds it takes to attempt the specified\n * crime (e.g It takes 60 seconds to attempt the ‘Rob Store’ crime, so running\n * \\`commitCrime('rob store')\\` will return 60).\n *\n * Warning: I do not recommend using the time returned from this function to try\n * and schedule your crime attempts. Instead, I would use the {@link isBusy} Singularity\n * function to check whether you have finished attempting a crime. This is because\n * although the game sets a certain crime to be X amount of seconds, there is no\n * guarantee that your browser will follow that time limit.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} crime Name of crime to attempt.\n * @returns {number} True if you successfully start working on the specified program, and false otherwise.\n */\n commitCrime (crime: Crime): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns your chance of success at commiting the specified crime.\n * The chance is returned as a decimal (i.e. 60% would be returned as 0.6).\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} crime Name of crime.\n * @returns {number} Chance of success at commiting the specified crime as a decimal.\n */\n getCrimeChance (crime: Crime): number;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns the stats of the crime.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} crime Name of crime. Not case-sensitive\n * @returns {number} The stats of the crime.\n */\n getCrimeStats (crime: Crime): CrimeStats;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns an array containing the names (as strings) of all Augmentations you have.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {boolean} [purchased] Specifies whether the returned array should include Augmentations you have purchased but not yet installed. By default, this argument is false which means that the return value will NOT have the purchased Augmentations.\n * @returns {string[]} Array containing the names (as strings) of all Augmentations you have.\n */\n getOwnedAugmentations (purchased?: boolean): AugmentName[];\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns an array of source files\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @returns {object[]} Array containing an object with number and level of the source file.\n */\n getOwnedSourceFiles (): SourceFileLvl[];\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * Returns an array containing the names (as strings) of all Augmentations\n * that are available from the specified faction.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} faction Name of faction.\n * @returns {string[]} Array containing the names of all Augmentations.\n */\n getAugmentationsFromFaction (faction: FactionName): AugmentName[];\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns an array with the names of the prerequisite Augmentation(s) for the specified Augmentation.\n * If there are no prerequisites, a blank array is returned.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} augName Name of Augmentation.\n * @returns {string[]} Array with the names of the prerequisite Augmentation(s) for the specified Augmentation.\n */\n getAugmentationPrereq (augName: AugmentName): AugmentName[];\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns an array with two elements that gives the cost for\n * the specified Augmentation. The first element in the returned array is the\n * reputation requirement of the Augmentation, and the second element is the\n * money cost.\n *\n * If an invalid Augmentation name is passed in for the augName argument, this\n * function will return the array [-1, -1].\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} augName Name of Augmentation.\n * @returns {[number, number]} Array with first element as a reputation requirement and second element as the money cost.\n */\n getAugmentationCost (augName: AugmentName): [number, number];\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will try to purchase the specified Augmentation through the given Faction.\n *\n * This function will return true if the Augmentation is successfully purchased, and false otherwise.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} faction Name of faction to purchase Augmentation from.\n * @param {string} augmnet Name of Augmentation to purchase.\n * @returns {boolean} True if the Augmentation is successfully purchased, and false otherwise.\n */\n purchaseAugmentation (faction: FactionName, augmnet: AugmentName): boolean;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function returns augmentation stats.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} name Name of Augmentation. CASE-SENSITIVE.\n * @returns {object} Augmentation stats.\n */\n getAugmentationStats (name: AugmentName): AugmentationStats;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will automatically install your Augmentations, resetting the game as usual.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n * @param {string} cbScript Optional callback script. This is a script that will automatically be run after Augmentations are installed (after the reset). This script will be run with no arguments and 1 thread. It must be located on your home computer.\n */\n installAugmentations (cbScript?: Script): void;\n\n /**\n * If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function and the RAM cost is doubled.\n *\n * This function will perform a reset even if you don’t have any augmentation installed.\n *\n * @ramCost 5 GB\n * @singularity Level 3\n */\n softReset (): void;\n}\n\ninterface HackNet {\n /**\n * Returns the number of Hacknet Nodes you own.\n *\n * @ramCost 0 GB\n * @returns {number} number of hacknet nodes.\n */\n numNodes (): number;\n\n /**\n * Purchases a new Hacknet Node. Returns a number with the index of the\n * Hacknet Node. This index is equivalent to the number at the end of\n * the Hacknet Node’s name (e.g The Hacknet Node named \\`hacknet-node-4\\`\n * will have an index of 4).\n *\n * If the player cannot afford to purchase a new Hacknet Node then the function will return -1.\n *\n * @ramCost 0 GB\n * @returns {number} The index of the Hacknet Node or if the player cannot afford to purchase a new Hacknet Node the function will return -1.\n */\n purchaseNode (): number;\n\n /**\n * Returns the cost of purchasing a new Hacknet Node.\n *\n * @ramCost 0 GB\n * @returns {number} Cost of purchasing a new Hacknet Node.\n */\n getPurchaseNodeCost (): number;\n\n /**\n * Returns an object containing a variety of stats about the specified Hacknet Node.\n *\n * Note that for Hacknet Nodes, production refers to the amount of money the node generates.\n * For Hacknet Servers (the upgraded version of Hacknet Nodes), production refers to the\n * amount of hashes the node generates.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node\n * @returns {object} Object containing a variety of stats about the specified Hacknet Node.\n */\n getNodeStats (index: number): NodeStats;\n\n /**\n * Tries to upgrade the level of the specified Hacknet Node by n.\n *\n * Returns true if the Hacknet Node’s level is successfully upgraded by n\n * or if it is upgraded by some positive amount and the Node reaches its max level.\n *\n * Returns false otherwise.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of levels to purchase. Must be positive. Rounded to nearest integer.\n * @returns {boolean} True if the Hacknet Node’s level is successfully upgraded, false otherwise.\n */\n upgradeLevel (index: number, n: number): boolean;\n\n /**\n * Tries to upgrade the specified Hacknet Node’s RAM n times.\n * Note that each upgrade doubles the Node’s RAM.\n * So this is equivalent to multiplying the Node’s RAM by 2 n.\n *\n * Returns true if the Hacknet Node’s RAM is successfully upgraded n times\n * or if it is upgraded some positive number of times and the Node reaches it max RAM.\n *\n * Returns false otherwise.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of times to upgrade RAM. Must be positive. Rounded to nearest integer.\n * @returns {boolean} True if the Hacknet Node’s ram is successfully upgraded, false otherwise.\n */\n upgradeRam (index: number, n: number): boolean;\n\n /**\n * Tries to purchase n cores for the specified Hacknet Node.\n *\n * Returns true if it successfully purchases n cores for the Hacknet Node\n * or if it purchases some positive amount and the Node reaches its max number of cores.\n *\n * Returns false otherwise.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of cores to purchase. Must be positive. Rounded to nearest integer.\n * @returns {boolean} True if the Hacknet Node’s cores are successfully purchased, false otherwise.\n */\n upgradeCore (index: number, n: number): boolean;\n\n /**\n * This function is only applicable for Hacknet Servers (the upgraded version of a Hacknet Node).\n *\n * Tries to upgrade the specified Hacknet Server’s cache n times.\n *\n * Returns true if it successfully upgrades the Server’s cache n times,\n * or if it purchases some positive amount and the Server reaches its max cache level.\n *\n * Returns false otherwise.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of cache levels to purchase. Must be positive. Rounded to nearest integer.\n * @returns {boolean} True if the Hacknet Node’s cores are successfully purchased, false otherwise.\n */\n upgradeCache (index: number, n: number): boolean;\n\n /**\n * Returns the cost of upgrading the specified Hacknet Node by n levels.\n *\n * If an invalid value for n is provided, then this function returns 0.\n * If the specified Hacknet Node is already at max level, then Infinity is returned.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of levels to upgrade. Must be positive. Rounded to nearest integer.\n * @returns {number} Cost of upgrading the specified Hacknet Node.\n */\n getLevelUpgradeCost (index: number, n: number): number;\n\n /**\n * Returns the cost of upgrading the RAM of the specified Hacknet Node n times.\n *\n * If an invalid value for n is provided, then this function returns 0.\n * If the specified Hacknet Node is already at max level, then Infinity is returned.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of times to upgrade RAM. Must be positive. Rounded to nearest integer.\n * @returns {number} Cost of upgrading the specified Hacknet Node's ram.\n */\n getRamUpgradeCost (index: number, n: number): number;\n\n /**\n * Returns the cost of upgrading the number of cores of the specified Hacknet Node by n.\n *\n * If an invalid value for n is provided, then this function returns 0.\n * If the specified Hacknet Node is already at max level, then Infinity is returned.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of times to upgrade cores. Must be positive. Rounded to nearest integer.\n * @returns {number} Cost of upgrading the specified Hacknet Node's number of cores.\n */\n getCoreUpgradeCost (index: number, n: number): number;\n\n /**\n * This function is only applicable for Hacknet Servers (the upgraded version of a Hacknet Node).\n *\n * Returns the cost of upgrading the cache level of the specified Hacknet Server by n.\n *\n * If an invalid value for n is provided, then this function returns 0.\n * If the specified Hacknet Node is already at max level, then Infinity is returned.\n *\n * @ramCost 0 GB\n * @param {number} index Index/Identifier of Hacknet Node.\n * @param {number} n Number of times to upgrade cache. Must be positive. Rounded to nearest integer.\n * @returns {number} Cost of upgrading the specified Hacknet Node's cache.\n */\n getCacheUpgradeCost (index: number, n: number): number;\n\n /**\n * This function is only applicable for Hacknet Servers (the upgraded version of a Hacknet Node).\n *\n * Returns the number of hashes you have.\n *\n * @ramCost 0 GB\n * @returns {number} Number of hashes you have.\n */\n numHashes (): number;\n\n /**\n * This function is only applicable for Hacknet Servers (the upgraded version of a Hacknet Node).\n *\n * Returns the number of hashes required for the specified upgrade. The name of the upgrade must be an exact match.\n *\n * @example\n * \\`\\`\\`js\n * var upgradeName = \"Sell for Corporation Funds\";\n * if (hacknet.numHashes() > hacknet.hashCost(upgradeName)) {\n * hacknet.spendHashes(upgName);\n * }\n * \\`\\`\\`\n * @ramCost 0 GB\n * @param {string} upgName Name of the upgrade of Hacknet Node.\n * @returns {number} Number of hashes required for the specified upgrade.\n */\n hashCost (upgName: HashUpgrades): number;\n\n /**\n * This function is only applicable for Hacknet Servers (the upgraded version of a Hacknet Node).\n *\n * Spend the hashes generated by your Hacknet Servers on an upgrade.\n * Returns a boolean value - true if the upgrade is successfully purchased, and false otherwise.\n *\n * The name of the upgrade must be an exact match.\n * The \\`upgTarget\\` argument is used for upgrades such as \\`Reduce Minimum Security\\`, which applies to a specific server.\n * In this case, the \\`upgTarget\\` argument must be the hostname of the server.\n *\n * @example\n * \\`\\`\\`js\n * hacknet.spendHashes(\"Sell for Corporation Funds\");\n * hacknet.spendHashes(\"Increase Maximum Money\", \"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0 GB\n * @param {string} upgName Name of the upgrade of Hacknet Node.\n * @param {string} [upgTarget] Object to which upgrade applies. Required for certain upgrades.\n * @returns {boolean} True if the upgrade is successfully purchased, and false otherwise..\n */\n spendHashes (upgName: HashUpgrades, upgTarget?: Host): boolean;\n}\n\ninterface BladeBurner {\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array of strings containing the names of all Bladeburner contracts.\n *\n * @ramCost 0.4 GB\n * @returns {string[]} Array of strings containing the names of all Bladeburner contracts.\n */\n getContractNames (): BladeburnerContracts[];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array of strings containing the names of all Bladeburner operations.\n *\n * @ramCost 0.4 GB\n * @returns {string[]} Array of strings containing the names of all Bladeburner operations.\n */\n getOperationNames (): BladeburnerOperations[];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array of strings containing the names of all Bladeburner Black Ops.\n *\n * @ramCost 0.4 GB\n * @returns {string[]} Array of strings containing the names of all Bladeburner Black Ops.\n */\n getBlackOpNames (): BladeburnerBlackOps[];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array of strings containing the names of all general Bladeburner actions.\n *\n * @ramCost 0.4 GB\n * @returns {string[]} Array of strings containing the names of all general Bladeburner actions.\n */\n getGeneralActionNames (): BladeburnerGenActions[];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array of strings containing the names of all general Bladeburner skills.\n *\n * @ramCost 0.4 GB\n * @returns {string[]} Array of strings containing the names of all general Bladeburner skills.\n */\n getSkillNames (): BladeburnerSkills[];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Attempts to start the specified Bladeburner action.\n * Returns true if the action was started successfully, and false otherwise.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match\n * @returns {boolean} True if the action was started successfully, and false otherwise.\n */\n startAction (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Stops the current Bladeburner action.\n *\n * @ramCost 2 GB\n */\n stopBladeburnerAction (): void;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an object that represents the player’s current Bladeburner action.\n * If the player is not performing an action, the function will return an object with the ‘type’ property set to “Idle”.\n *\n * @ramCost 1 GB\n * @returns {object} Object that represents the player’s current Bladeburner action.\n */\n getCurrentAction (): BladeburnerCurAction;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the number of seconds it takes to complete the specified action\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Number of seconds it takes to complete the specified action.\n */\n getActionTime (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the estimated success chance for the specified action.\n * This chance is returned as a decimal value, NOT a percentage\n * (e.g. if you have an estimated success chance of 80%, then this function will return 0.80, NOT 80).\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Estimated success chance for the specified action.\n */\n getActionEstimatedSuccessChance (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the average Bladeburner reputation gain for successfully\n * completing the specified action.\n * Note that this value is an ‘average’ and the real reputation gain may vary slightly from this value.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @param {number} [level] Optional action level at which to calculate the gain\n * @returns {number} Average Bladeburner reputation gain for successfully completing the specified action.\n */\n getActionRepGain (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps,\n level: number\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the remaining count of the specified action.\n *\n * Note that this is meant to be used for Contracts and Operations.\n * This function will return ‘Infinity’ for actions such as Training and Field Analysis.\n * This function will return 1 for BlackOps not yet completed regardless of wether\n * the player has the required rank to attempt the mission or not.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Remaining count of the specified action.\n */\n getActionCountRemaining (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the maximum level for this action.\n *\n * Returns -1 if an invalid action is specified.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Maximum level of the specified action.\n */\n getActionMaxLevel (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the current level of this action.\n *\n * Returns -1 if an invalid action is specified.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Current level of the specified action.\n */\n getActionCurrentLevel (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Return a boolean indicating whether or not this action is currently set to autolevel.\n *\n * Returns false if an invalid action is specified.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {boolean} True if the action is set to autolevel, and false otherwise.\n */\n getActionAutolevel (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Enable/disable autoleveling for the specified action.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @param {boolean} autoLevel Whether or not to autolevel this action\n */\n setActionAutolevel (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps,\n autoLevel: boolean\n ): void;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Set the level for the specified action.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @param {number} level Level to set this action to.\n */\n setActionLevel (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps,\n level: number\n ): void;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the player’s Bladeburner Rank.\n *\n * @ramCost 4 GB\n * @returns {number} Player’s Bladeburner Rank.\n */\n getRank (): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the rank required to complete this BlackOp.\n *\n * Returns -1 if an invalid action is specified.\n *\n * @ramCost 2 GB\n * @param {string} name Name of BlackOp. Must be an exact match.\n * @returns {number} Rank required to complete this BlackOp.\n */\n getBlackOpRank (name: BladeburnerBlackOps): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the number of Bladeburner skill points you have.\n *\n * @ramCost 4 GB\n * @returns {number} Number of Bladeburner skill points you have.\n */\n getSkillPoints (): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * This function returns your level in the specified skill.\n *\n * The function returns -1 if an invalid skill name is passed in.\n *\n * @ramCost 4 GB\n * @param {string} skillName Name of skill. Case-sensitive and must be an exact match\n * @returns {number} Level in the specified skill.\n */\n getSkillLevel (name: BladeburnerSkills): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * This function returns the number of skill points needed to upgrade the specified skill.\n *\n * The function returns -1 if an invalid skill name is passed in.\n *\n * @ramCost 4 GB\n * @param {string} skillName Name of skill. Case-sensitive and must be an exact match\n * @returns {number} Number of skill points needed to upgrade the specified skill.\n */\n getSkillUpgradeCost (name: BladeburnerSkills): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Attempts to upgrade the specified Bladeburner skill.\n *\n * Returns true if the skill is successfully upgraded, and false otherwise.\n *\n * @ramCost 4 GB\n * @param {string} skillName Name of skill to be upgraded. Case-sensitive and must be an exact match\n * @returns {boolean} true if the skill is successfully upgraded, and false otherwise.\n */\n upgradeSkill (name: BladeburnerSkills): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the number of Bladeburner team members you have assigned to the specified action.\n *\n * Setting a team is only applicable for Operations and BlackOps. This function will return 0 for other action types.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @returns {number} Number of Bladeburner team members that were assigned to the specified action.\n */\n getTeamSize (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Set the team size for the specified Bladeburner action.\n *\n * Returns the team size that was set, or -1 if the function failed.\n *\n * @ramCost 4 GB\n * @param {string} type Type of action.\n * @param {string} name Name of action. Must be an exact match.\n * @param {number} size Number of team members to set. Will be converted using Math.round().\n * @returns {number} Number of Bladeburner team members you assigned to the specified action.\n */\n setTeamSize (\n type: BladeburnerActTypes,\n name: BladeburnerGenActions | BladeburnerContracts | BladeburnerOperations | BladeburnerBlackOps,\n size: number\n ): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the estimated number of Synthoids in the specified city,\n * or -1 if an invalid city was specified.\n *\n * @ramCost 4 GB\n * @param {string} cityName Name of city. Case-sensitive\n * @returns {number} Estimated number of Synthoids in the specified city.\n */\n getCityEstimatedPopulation (name: City): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the estimated number of Synthoid communities in the specified city,\n * or -1 if an invalid city was specified.\n *\n * @ramCost 4 GB\n * @param {string} cityName Name of city. Case-sensitive\n * @returns {number} Estimated number of Synthoids communities in the specified city.\n */\n getCityEstimatedCommunities (name: City): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the chaos in the specified city,\n * or -1 if an invalid city was specified.\n *\n * @ramCost 4 GB\n * @param {string} cityName Name of city. Case-sensitive\n * @returns {number} Chaos in the specified city.\n */\n getCityChaos (name: City): number;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the city that the player is currently in (for Bladeburner).\n *\n * @ramCost 4 GB\n * @returns {string} City that the player is currently in (for Bladeburner).\n */\n getCity (): City;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Attempts to switch to the specified city (for Bladeburner only).\n *\n * Returns true if successful, and false otherwise\n *\n * @ramCost 4 GB\n * @param {string} cityName Name of city. Case-sensitive\n * @returns {boolean} true if successful, and false otherwise\n */\n switchCity (name: City): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns an array with two elements:\n * * [Current stamina, Max stamina]\n * @example\n * \\`\\`\\`js\n * function getStaminaPercentage() {\n * let res = bladeburner.getStamina();\n * return res[0] / res[1];\n * }\n * \\`\\`\\`\n * @ramCost 4 GB\n * @returns {[number, number]} Array containing current stamina and max stamina.\n */\n getStamina (): [number, number];\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Attempts to join the Bladeburner faction.\n *\n * Returns true if you successfully join the Bladeburner faction, or if you are already a member.\n *\n * Returns false otherwise.\n *\n * @ramCost 4 GB\n * @returns {boolean} True if you successfully join the Bladeburner faction, or if you are already a member, false otherwise.\n */\n joinBladeburnerFaction (): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Attempts to join the Bladeburner division.\n *\n * Returns true if you successfully join the Bladeburner division, or if you are already a member.\n *\n * Returns false otherwise.\n *\n * @ramCost 4 GB\n * @returns {boolean} True if you successfully join the Bladeburner division, or if you are already a member, false otherwise.\n */\n joinBladeburnerDivision (): boolean;\n\n /**\n * You have to be employed in the Bladeburner division and be in BitNode-7\n * or have Source-File 7 in order to use this function.\n *\n * Returns the amount of accumulated “bonus time” (seconds) for the Bladeburner mechanic.\n *\n * “Bonus time” is accumulated when the game is offline or if the game is inactive in the browser.\n *\n * “Bonus time” makes the game progress faster, up to 5x the normal speed.\n * For example, if an action takes 30 seconds to complete but you’ve accumulated over\n * 30 seconds in bonus time, then the action will only take 6 seconds in real life to complete.\n *\n * @ramCost 0 GB\n * @returns {number} Amount of accumulated “bonus time” (seconds) for the Bladeburner mechanic.\n */\n getBonusTime (): number;\n}\n\ninterface CodingContract {\n /**\n * Attempts to solve the Coding Contract with the provided solution.\n *\n * @ramCost 10 GB\n * @param {string|string[]|number}answer Solution for the contract.\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @returns {boolean} True if the solution was correct, false otherwise.\n */\n attempt (\n answer: string | string[] | number,\n fn: string,\n host?: Host\n ): boolean;\n\n /**\n * Attempts to solve the Coding Contract with the provided solution.\n *\n * @ramCost 10 GB\n * @param {string|string[]|number}answer Solution for the contract.\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @param {object} [opts] Optional parameters for configuring function behavior.\n * @returns {boolean} True if the solution was correct, false otherwise. If the returnReward option is configured, then the function will instead return a string. If the contract is successfully solved, the string will contain a description of the contract’s reward. Otherwise, it will be an empty string.\n */\n attempt (\n answer: string | string[] | number,\n fn: string,\n host?: Host,\n opts?: CodingAttemptOptions\n ): boolean | string;\n\n /**\n * Returns a name describing the type of problem posed by the Coding Contract.\n * (e.g. Find Largest Prime Factor, Total Ways to Sum, etc.)\n *\n * @ramCost 5 GB\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @returns {string} Name describing the type of problem posed by the Coding Contract.\n */\n getContractType (fn: string, host?: Host): CodingContractTypes;\n\n /**\n * Get the full text description for the problem posed by the Coding Contract.\n *\n * @ramCost 5 GB\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @returns {string} Contract’s text description.\n */\n getDescription (fn: string, host?: Host): string;\n\n /**\n * Get the data associated with the specific Coding Contract.\n * Note that this is not the same as the contract’s description.\n * This is just the data that the contract wants you to act on in order to solve\n *\n * @ramCost 5 GB\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @returns {string} The specified contract’s data;\n */\n getData (fn: string, host?: Host): string;\n\n /**\n * Get the number of tries remaining on the contract before it self-destructs.\n *\n * @ramCost 2 GB\n * @param {string} fn Filename of the contract.\n * @param {string} [host] Host or IP of the server containing the contract. Optional. Defaults to current server if not provided.\n * @returns {number} How many attempts are remaining for the contract;\n */\n getNumTriesRemaining (fn: string, host?: Host): number;\n}\n\ninterface Gang {\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the names of all Gang members\n *\n * @ramCost 1 GB\n * @returns {string[]} Names of all Gang members.\n */\n getMemberNames (): string[];\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get general information about the gang.\n *\n * @ramCost 2 GB\n * @returns {object} Object containing general information about the gang.\n */\n getGangInformation (): GangGenInfo;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get territory and power information about all gangs.\n *\n * @ramCost 2 GB\n * @returns {object} Object containing territory and power information about all gangs.\n */\n getOtherGangInformation (): GangOtherInfo;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get stat and equipment-related information about a Gang Member\n *\n * @ramCost 2 GB\n * @param {string} name Name of member.\n * @returns {object} Object containing stat and equipment-related information about a Gang Member.\n */\n getMemberInformation (name: string): GangMemberInfo;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Returns boolean indicating whether a member can currently be recruited\n *\n * @ramCost 1 GB\n * @returns {boolean} True if a member can currently be recruited, false otherwise.\n */\n canRecruitMember (): boolean;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Attempt to recruit a new gang member.\n *\n * Possible reasons for failure:\n * * Cannot currently recruit a new member\n * * There already exists a member with the specified name\n *\n * @ramCost 2 GB\n * @param {string} name Name of member to recruit.\n * @returns {boolean} True if the member was successfully recruited, false otherwise.\n */\n recruitMember (name: string): boolean;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the name of all valid tasks that Gang members can be assigned to.\n *\n * @ramCost 1 GB\n * @returns {string[]} All valid tasks that Gang members can be assigned to.\n */\n getTaskNames (): GangTasks[];\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Attempts to assign the specified Gang Member to the specified task.\n * If an invalid task is specified, the Gang member will be set to idle (“Unassigned”).\n *\n * @ramCost 2 GB\n * @param {string} memberName Name of Gang member to assign.\n * @param {string} taskName Task to assign.\n * @returns {boolean} True if the Gang Member was successfully assigned to the task, false otherwise.\n */\n setMemberTask (memberName: string, taskName: GangTasks): boolean;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the stats of a gang task stats. This is typically used to evaluate which action should be executed next.\n *\n * @ramCost 1 GB\n * @param {string} name Name of the task.\n * @returns {boolean} Detailed stats of a task.\n */\n getTaskStats (name: GangTasks): GangTasksStats;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the name of all possible equipment/upgrades you can purchase for your Gang Members.\n * This includes Augmentations.\n *\n * @ramCost 1 GB\n * @returns {string[]} Names of all Equpiment/Augmentations.\n */\n getEquipmentNames (): (GangEquipment | GangAugmentations)[];\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the amount of money it takes to purchase a piece of Equipment or an Augmentation.\n * If an invalid Equipment/Augmentation is specified, this function will return Infinity.\n *\n * @ramCost 2 GB\n * @param {string} equipName Name of equipment.\n * @returns {number} Cost to purchase the specified Equipment/Augmentation (number). Infinity for invalid arguments\n */\n getEquipmentCost (equipName: GangEquipment | GangAugmentations): number;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the specified equipment type.\n *\n * @ramCost 2 GB\n * @param {string} equipName Name of equipment.\n * @returns {number} Type of the equipment.\n */\n getEquipmentType (\n equipName: GangEquipment | GangAugmentations\n ): GangEquipmentType;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Get the specified equipment stats.\n *\n * @ramCost 2 GB\n * @param {string} equipName Name of equipment.\n * @returns {object} A dictionary containing the stats of the equipment.\n */\n getEquipmentStats (\n equipName: GangEquipment | GangAugmentations\n ): GangEquipmentStats;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Attempt to purchase the specified Equipment/Augmentation for the specified Gang member.\n *\n * @ramCost 4 GB\n * @param {string} memberName Name of Gang member to purchase the equipment for.\n * @param {string} equipName Name of Equipment/Augmentation to purchase.\n * @returns {boolean} True if the equipment was successfully purchased. False otherwise\n */\n purchaseEquipment (memberName: string, equipName: GangEquipment | GangAugmentations): boolean;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Ascend the specified Gang Member.\n *\n * @ramCost 4 GB\n * @param {string} memberName Name of member to ascend.\n * @returns {object} Object with info about the ascension results.\n */\n ascendMember (memberName: string): GangMemberAscension;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Set whether or not the gang should engage in territory warfare\n *\n * @ramCost 2 GB\n * @param {boolean} engage Whether or not to engage in territory warfare.\n */\n setTerritoryWarfare (engage: boolean): void;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Returns the chance you have to win a clash with the specified gang. The chance is returned in decimal form, not percentage\n *\n * @ramCost 4 GB\n * @param {string} gangName Target gang\n * @returns {number} Chance you have to win a clash with the specified gang.\n */\n getChanceToWinClash (gangName: GangName): number;\n\n /**\n * If you are not in BitNode-2, then you must have Source-File 2 in order to use this function.\n *\n * Returns the amount of accumulated “bonus time” (seconds) for the Gang mechanic.\n *\n * “Bonus time” is accumulated when the game is offline or if the game is inactive in the browser.\n *\n * “Bonus time” makes the game progress faster, up to 10x the normal speed.\n *\n * @ramCost 0 GB\n * @returns {number} Bonus time for the Gang mechanic in seconds.\n */\n getBonusTime (): number;\n}\n\ninterface Sleeve {\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return the number of duplicate sleeves the player has.\n *\n * @ramCost 4 GB\n * @returns {number} number of duplicate sleeves the player has.\n */\n getNumSleeves (): number;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a structure containing the stats of the sleeve.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to get stats of.\n * @returns {object} Object containing the stats of the sleeve.\n */\n getSleeveStats (sleeveNumber: number): SleeveStats;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a struct containing tons of information about this sleeve\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to retrieve information.\n * @returns {object} Object containing tons of information about this sleeve.\n */\n getInformation (sleeveNumber: number): SleeveInformation;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return the current task that the sleeve is performing. type is set to “Idle” if the sleeve isn’t doing anything.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to retrieve task from.\n * @returns {object} Object containing information the current task that the sleeve is performing.\n */\n getTask (sleeveNumber: number): SleeveTask;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not this action was set successfully.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to start recovery.\n * @returns {boolean} True if this action was set successfully, false otherwise.\n */\n setToShockRecovery (sleeveNumber: number): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not this action was set successfully.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to start synchronizing.\n * @returns {boolean} True if this action was set successfully, false otherwise.\n */\n setToSynchronize (sleeveNumber: number): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not this action was set successfully.\n *\n * Returns false if an invalid action is specified.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to start commiting crime.\n * @param {string} name Name of the crime. Must be an exact match.\n * @returns {boolean} True if this action was set successfully, false otherwise.\n */\n setToCommitCrime (sleeveNumber: number, name: Crime): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not the sleeve started working or this faction.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to work for the faction.\n * @param {string} factionName Name of the faction to work for.\n * @param {string} factionWorkType Name of the action to perform for this faction.\n * @returns {boolean} True if the sleeve started working on this faction, false otherwise.\n */\n setToFactionWork (sleeveNumber: number, factionName: FactionName, factionWorkType: FactionWork): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not the sleeve started working or this company.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to work for the company.\n * @param {string} companyName Name of the company to work for.\n * @returns {boolean} True if the sleeve started working on this company, false otherwise.\n */\n setToCompanyWork (sleeveNumber: number, companyName: CompanyName): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not this action was set successfully.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to start taking class.\n * @param {string} university Name of the university to attend.\n * @param {string} className Name of the class to follow.\n * @returns {boolean} True if this action was set successfully, false otherwise.\n */\n setToUniversityCourse (sleeveNumber: number, university: University, className: UniversityCourse): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not the sleeve started working out.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to workout at the gym.\n * @param {string} gymName Name of the gym.\n * @param {string} stat Name of the stat to train.\n * @returns {boolean} True if the sleeve started working out, false otherwise.\n */\n setToGymWorkout (sleeveNumber: number, gymName: Gym, stat: GymStat): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a boolean indicating whether or not the sleeve reached destination.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to travel.\n * @param {string} cityName Name of the destination city.\n * @returns {boolean} True if the sleeve reached destination, false otherwise.\n */\n travel (sleeveNumber: number, cityName: City): boolean;\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a list of augmentation names that this sleeve has installed.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to retrieve augmentations from.\n * @returns {string[]} List of augmentation names that this sleeve has installed.\n */\n getSleeveAugmentations (sleeveNumber: number): AugmentName[];\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return a list of augmentations that the player can buy for this sleeve.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to retrieve purchasable augmentations from.\n * @returns {string[]} List of augmentations that the player can buy for this sleeve.\n */\n getSleevePurchasableAugs (sleeveNumber: number): AugmentPair[];\n\n /**\n * If you are not in BitNode-10, then you must have Source-File 10 in order to use this function.\n *\n * Return true if the aug was purchased and installed on the sleeve.\n *\n * @ramCost 4 GB\n * @param {number} sleeveNumber Index of the sleeve to buy an aug for.\n * @param {string} augName Name of the aug to buy. Must be an exact match.\n * @returns {boolean} True if the aug was purchased and installed on the sleeve, false otherwise.\n */\n purchaseSleeveAug (sleeveNumber: number, augName: AugmentName): boolean;\n}\n\ninterface NS extends TIX, Singularity {\n\n /**\n * Not all functions in the Hacknet Node API are immediately available.\n *\n * Note that none of these functions will write to the script’s logs.\n *\n * If you want to see what your script is doing you will have to print to the logs yourself.\n *\n * @ramCost 4 GB\n */\n readonly hacknet: HackNet;\n /**\n * @ramCost 0 GB\n */\n readonly bladeburner: BladeBurner;\n /**\n * @ramCost 0 GB\n */\n readonly codingcontract: CodingContract;\n /**\n * @ramCost 0 GB\n */\n readonly gang: Gang;\n /**\n * @ramCost 0 GB\n */\n readonly sleeve: CodingContract;\n\n /**\n * Arguments passed into a script can be accessed using a normal\n * array using the [] operator (args[0], args[1], etc…).\n *\n * It is also possible to get the number of arguments that was passed into a script using:\n * \\`\\`\\`js\n * args.length\n * \\`\\`\\`\n * WARNING: Do not try to modify the args array. This will break the game.\n *\n * @ramCost 0 GB\n */\n readonly args: any[];\n\n /**\n * Function that is used to try and hack servers to steal money and gain hacking experience.\n * The runtime for this command depends on your hacking level and the target server’s\n * security level. In order to hack a server you must first gain root access to that server\n * and also have the required hacking level.\n *\n * A script can hack a server from anywhere. It does not need to be running on the same\n * server to hack that server. For example, you can create a script that hacks the \\`foodnstuff\\`\n * server and run that script on any server in the game.\n *\n * A successful \\`hack()\\` on a server will raise that server’s security level by 0.002.\n *\n * @example\n * \\`\\`\\`js\n * hack(\"foodnstuff\");\n * hack(\"10.1.2.3\");\n * hack(\"foodnstuff\", { threads: 5 }); // Only use 5 threads to hack\n * \\`\\`\\`\n * @ramCost 0.1 GB\n * @param {string} host IP or hostname of the target server to hack.\n * @param {object} [opts] Optional parameters for configuring function behavior.\n * @returns {Promise} The amount of money stolen if the hack is successful, and zero otherwise.\n */\n hack (host: Host, opts?: BasicHGWOptions): Promise;\n\n /**\n * Use your hacking skills to increase the amount of money available on a server.\n * The runtime for this command depends on your hacking level and the target server’s\n * security level. When \\`grow\\` completes, the money available on a target server will\n * be increased by a certain, fixed percentage. This percentage is determined by the\n * target server’s growth rate (which varies between servers) and security level. Generally,\n * higher-level servers have higher growth rates. The getServerGrowth() function can be used\n * to obtain a server’s growth rate.\n *\n * Like {@link hack}, \\`grow\\` can be called on any server, regardless of where the script is running.\n * The grow() command requires root access to the target server, but there is no required hacking\n * level to run the command. It also raises the security level of the target server by 0.004.\n *\n * @example\n * \\`\\`\\`js\n * grow(\"foodnstuff\");\n * grow(\"foodnstuff\", { threads: 5 }); // Only use 5 threads to grow\n * \\`\\`\\`\n * @ramCost 0.15 GB\n * @param {string} host IP or hostname of the target server to grow.\n * @param {object} [opts] Optional parameters for configuring function behavior.\n * @returns {Promise} The number by which the money on the server was multiplied for the growth.\n */\n grow (host: Host, opts?: BasicHGWOptions): Promise;\n\n /**\n * Use your hacking skills to attack a server’s security, lowering the server’s security level.\n * The runtime for this command depends on your hacking level and the target server’s security\n * level. This function lowers the security level of the target server by 0.05.\n *\n * Like {@link hack} and {@link grow}, \\`weaken\\` can be called on any server, regardless of\n * where the script is running. This command requires root access to the target server, but\n * there is no required hacking level to run the command.\n *\n * @example\n * \\`\\`\\`js\n * weaken(\"foodnstuff\");\n * weaken(\"foodnstuff\", { threads: 5 }); // Only use 5 threads to weaken\n * \\`\\`\\`\n * @ramCost 0.15 GB\n * @param {string} host IP or hostname of the target server to weaken.\n * @param {object} [opts] Optional parameters for configuring function behavior.\n * @returns {Promise} The amount by which the target server’s security level was decreased. This is equivalent to 0.05 multiplied by the number of script threads.\n */\n weaken (host: Host, opts?: BasicHGWOptions): Promise;\n\n /**\n * This function returns the number of script threads you need when running the {@link hack} command\n * to steal the specified amount of money from the target server.\n * If hackAmount is less than zero or greater than the amount of money available on the server,\n * then this function returns -1.\n *\n * Warning: The value returned by this function isn’t necessarily a whole number.\n *\n * @example\n * \\`\\`\\`js\n * //For example, let’s say the foodnstuff server has $10m and you run:\n * hackAnalyzeThreads(\"foodnstuff\", 1e6);\n * //If this function returns 50, this means that if your next {@link hack} call is run on a script with 50 threads, it will steal $1m from the foodnstuff server.\n * \\`\\`\\`\n * @ramCost 1 GB\n * @param {string} host IP or hostname of the target server to analyze.\n * @param {number} hackAmount Amount of money you want to hack from the server.\n * @returns {number} The number of threads needed to {@link hack} the server for hackAmount money.\n */\n hackAnalyzeThreads (host: Host, hackAmount: number): number;\n\n /**\n * Returns the percentage of the specified server’s money you will steal with a single hack.\n * This value is returned in percentage form, not decimal\n * (Netscript functions typically return in decimal form, but not this one).\n *\n * @example\n * \\`\\`\\`js\n * //For example, assume the following returns 1:\n * hackAnalyzePercent(\"foodnstuff\");\n * //This means that if hack the foodnstuff server, then you will steal 1% of its total money. If you {@link hack} using N threads, then you will steal N% of its total money.\n * \\`\\`\\`\n * @ramCost 1 GB\n * @param {string} host IP or hostname of the target server.\n * @returns {number} The percentage of money you will steal from the target server with a single hack.\n */\n hackAnalyzePercent (host: Host): number;\n\n /**\n * Returns the chance you have of successfully hacking the specified server.\n *\n * This returned value is in decimal form, not percentage.\n *\n * @ramCost 1 GB\n * @param {string} host IP or hostname of the target server.\n * @returns {number} The chance you have of successfully hacking the target server.\n */\n hackChance (host: Host): number;\n\n /**\n * This function returns the number of “growths” needed in order to increase\n * the amount of money available on the specified server by the specified amount.\n * The specified amount is multiplicative and is in decimal form, not percentage.\n *\n * Warning: The value returned by this function isn’t necessarily a whole number.\n *\n * @example\n * \\`\\`\\`js\n * //For example, if you want to determine how many {@link grow} calls you need to double the amount of money on foodnstuff, you would use:\n * growthAnalyze(\"foodnstuff\", 2);\n * //If this returns 100, then this means you need to call {@link grow} 100 times in order to double the money (or once with 100 threads).\n * \\`\\`\\`\n * @ramCost 1 GB\n * @param {string} host IP or hostname of the target server.\n * @param {number} growthAmount Multiplicative factor by which the server is grown. Decimal form..\n * @returns {number} The amount of {@link grow} calls needed to grow the specified server by the specified amount\n */\n growthAnalyze (host: Host, growthAmount: number): number;\n\n /**\n * Suspends the script for n milliseconds.\n *\n * @ramCost 0 GB\n * @param {number} millis Number of milliseconds to sleep.\n * @returns {Promise}\n */\n sleep (millis: number): Promise;\n\n /**\n * Prints a value or a variable to the script’s logs.\n *\n * @ramCost 0 GB\n * @param {string} msg Value to be printed.\n */\n print (msg: string | number | string[] | number[]): void;\n\n /**\n * Prints a value or a variable to the Terminal.\n *\n * @ramCost 0 GB\n * @param {string} msg Value to be printed.\n */\n tprint (msg: string | number | string[] | number[]): void;\n\n /**\n * Clears the script’s logs.\n *\n * @ramCost 0 GB\n */\n clearLog (): void;\n\n /**\n * Disables logging for the given function. Logging can be disabled\n * for all functions by passing \\`ALL\\` as the argument.\n *\n * Note that this does not completely remove all logging functionality.\n * This only stops a function from logging when the function is successful.\n * If the function fails, it will still log the reason for failure.\n *\n * Notable functions that cannot have their logs disabled: {@link run},\n * {@link exec}, {@link exit}.\n *\n * @ramCost 0 GB\n * @param {string} fn Name of function for which to disable logging.\n */\n disableLog (fn: string): void;\n\n /**\n * Re-enables logging for the given function. If \\`ALL\\` is passed into this\n * function as an argument, then it will revert the effects of disableLog(\\`ALL\\`).\n *\n * @ramCost 0 GB\n * @param {string} fn Name of function for which to enable logging.\n */\n enableLog (fn: string): void;\n\n /**\n * Checks the status of the logging for the given function.\n *\n * @ramCost 0 GB\n * @param {string} fn Name of function to check.\n * @returns {boolean} Returns a boolean indicating whether or not logging is enabled for that function (or \\`ALL\\`)\n */\n isLogEnabled (fn: string): boolean;\n\n /**\n * Returns a script’s logs. The logs are returned as an array, where each line is an element in the array.\n * The most recently logged line is at the end of the array.\n * Note that there is a maximum number of lines that a script stores in its logs. This is configurable in the game’s options.\n * If the function is called with no arguments, it will return the current script’s logs.\n *\n * Otherwise, the fn, hostname/ip, and args… arguments can be used to get the logs from another script.\n * Remember that scripts are uniquely identified by both their names and arguments.\n *\n * @example\n * \\`\\`\\`js\n * //Get logs from foo.script on the current server that was run with no args\n * getScriptLogs(\"foo.script\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //Open logs from foo.script on the foodnstuff server that was run with no args\n * getScriptLogs(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //Open logs from foo.script on the foodnstuff server that was run with the arguments [1, \"test\"]\n * getScriptLogs(\"foo.script\", \"foodnstuff\", 1, \"test\");\n * \\`\\`\\`\n * @ramCost 0 GB\n * @param {string} [fn] Optional. Filename of script to get logs from.\n * @param {string} [ip] Optional. IP or hostname of the server that the script is on.\n * @param {...string} [args] Arguments to identify which scripts to get logs for.\n * @returns {string[]} Returns an string array, where each line is an element in the array. The most recently logged line is at the end of the array.\n */\n getScriptLogs (fn?: Script, ip?: Host, ...args: any[]): string[];\n\n /**\n * Opens a script’s logs. This is functionally the same as the tail Terminal command.\n * \n * If the function is called with no arguments, it will open the current script’s logs.\n * \n * Otherwise, the fn, hostname/ip, and args… arguments can be used to get the logs from another script.\n * Remember that scripts are uniquely identified by both their names and arguments.\n *\n * @example\n * \\`\\`\\`js\n * //Open logs from foo.script on the current server that was run with no args\n * tail(\"foo.script\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //Get logs from foo.script on the foodnstuff server that was run with no args\n * tail(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //Get logs from foo.script on the foodnstuff server that was run with the arguments [1, \"test\"]\n * tail(\"foo.script\", \"foodnstuff\", 1, \"test\");\n * \\`\\`\\`\n * @ramCost 0 GB\n * @param {string} host IP or hostname of the server to scan.\n * @param {boolean} hostnames Optional boolean specifying whether the function should output hostnames (if true) or IP addresses (if false).\n */\n tail (fn?: Script, ip?: Host, ...args: any[]): void;\n\n /**\n * Returns an array containing the hostnames or IPs of all servers that are one\n * node way from the specified target server. The hostnames/IPs in the returned\n * array are strings.\n *\n * @ramCost 0.2 GB\n * @param {string} host IP or hostname of the server to scan.\n * @param {boolean} hostnames Optional boolean specifying whether the function should output hostnames (if true) or IP addresses (if false).\n * @returns {string[]} Returns an string of hostnames or IP.\n */\n scan (host: Host, hostnames?: boolean): Host[];\n\n /**\n * Runs the NUKE.exe program on the target server. NUKE.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * nuke(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n nuke (host: Host): void;\n\n /**\n * Runs the BruteSSH.exe program on the target server. BruteSSH.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * brutessh(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n brutessh (host: Host): void;\n\n /**\n * Runs the FTPCrack.exe program on the target server. FTPCrack.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * ftpcrack(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n ftpcrack (host: Host): void;\n\n /**\n * Runs the relaySMTP.exe program on the target server. relaySMTP.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * relaysmtp(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n relaysmtp (host: Host): void;\n\n /**\n * Runs the HTTPWorm.exe program on the target server. HTTPWorm.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * httpworm(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n httpworm (host: Host): void;\n\n /**\n * Runs the SQLInject.exe program on the target server. SQLInject.exe must exist on your home computer.\n *\n * @example\n * \\`\\`\\`js\n * sqlinject(\"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host IP or hostname of the target server.\n */\n sqlinject (host: Host): void;\n\n /**\n * Run a script as a separate process. This function can only be used to run scripts located on the\n * current server (the server running the script that calls this function). Requires a significant\n * amount of RAM to run this command.\n * \n * If the script was successfully started, then this functions returns the PID of that script.\n * Otherwise, it returns 0.\n * \n * PID stands for Process ID. The PID is a unique identifier for each script.\n * The PID will always be a positive integer.\n * \n * Running this function with a numThreads argument of 0 will return 0 without running the script.\n * However, running this function with a negative numThreads argument will cause a runtime error.\n *\n * @example\n * \\`\\`\\`js\n * //The simplest way to use the run command is to call it with just the script name. The following example will run ‘foo.script’ single-threaded with no arguments:\n * run(\"foo.script\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The following example will run ‘foo.script’ but with 5 threads instead of single-threaded:\n * run(\"foo.script\", 5);\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //This next example will run ‘foo.script’ single-threaded, and will pass the string ‘foodnstuff’ into the script as an argument:\n * run(\"foo.script\", 1, 'foodnstuff');\n * \\`\\`\\`\n * @ramCost 1 GB\n * @param {string} script Filename of script to run.\n * @param {number} [numThreads] Optional thread count for new script. Set to 1 by default. Will be rounded to nearest integer.\n * @param {...string} [args] Additional arguments to pass into the new script that is being run. Note that if any arguments are being passed into the new script, then the second argument numThreads must be filled in with a value.\n * @returns {number} Returns the PID of a successfully started script, and 0 otherwise.\n */\n run (\n script: Script,\n numThreads?: number,\n ...args: string[]\n ): number;\n\n /**\n * Run a script as a separate process on a specified server. This is similar to the run function\n * except that it can be used to run a script on any server, instead of just the current server.\n *\n * If the script was successfully started, then this functions returns the PID of that script.\n * Otherwise, it returns 0.\n * \n * PID stands for Process ID. The PID is a unique identifier for each script.\n * The PID will always be a positive integer.\n * \n * Running this function with a numThreads argument of 0 will return 0 without running the script.\n * However, running this function with a negative numThreads argument will cause a runtime error.\n *\n * @example\n * \\`\\`\\`js\n * //The simplest way to use the exec command is to call it with just the script name and the target server. The following example will try to run generic-hack.script on the foodnstuff server:\n * exec(\"generic-hack.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The following example will try to run the script generic-hack.script on the joesguns server with 10 threads:\n * exec(\"generic-hack.script\", \"joesguns\", 10);\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //This last example will try to run the script foo.script on the foodnstuff server with 5 threads. It will also pass the number 1 and the string “test” in as arguments to the script:\n * exec(\"foo.script\", \"foodnstuff\", 5, 1, \"test\");\n * \\`\\`\\`\n * @ramCost 1.3 GB\n * @param {string} script Filename of script to execute.\n * @param {string} host IP or hostname of the \\`target server\\` on which to execute the script.\n * @param {number} [numThreads] Optional thread count for new script. Set to 1 by default. Will be rounded to nearest integer.\n * @param {...string} [args] Additional arguments to pass into the new script that is being run. Note that if any arguments are being passed into the new script, then the third argument numThreads must be filled in with a value.\n * @returns {number} Returns the PID of a successfully started script, and 0 otherwise.\n */\n exec (\n script: Script,\n host: Host,\n numThreads?: number,\n ...args: string[]\n ): number;\n\n /**\n * Terminates the current script, and then after a delay of about 10 seconds it will execute the\n * newly-specified script. The purpose of this function is to execute a new script without being\n * constrained by the RAM usage of the current one. This function can only be used to run scripts\n * on the local server.\n *\n * Because this function immediately terminates the script, it does not have a return value.\n *\n * @example\n * \\`\\`\\`js\n * //The following example will execute the script ‘foo.script’ with 10 threads and the arguments ‘foodnstuff’ and 90:\n * spawn('foo.script', 10, 'foodnstuff', 90);\n * \\`\\`\\`\n * @ramCost 2 GB\n * @param {string} script Filename of script to execute.\n * @param {string} numThreads Number of threads to spawn new script with. Will be rounded to nearest integer.\n * @param {...string} [args] Additional arguments to pass into the new script that is being run.\n */\n spawn (script: Script, numThreads?: number, ...args: string[]): void;\n\n /**\n * Kills the script on the target server specified by the script’s name and arguments.\n * Remember that scripts are uniquely identified by both their name and arguments.\n * For example, if \\`foo.script\\` is run with the argument 1, then this is not the same as\n * \\`foo.script\\` run with the argument 2, even though they have the same code.\n *\n * @example\n * \\`\\`\\`js\n * //The following example will try to kill a script named foo.script on the foodnstuff server that was ran with no arguments:\n * kill(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The following will try to kill a script named foo.script on the current server that was ran with no arguments:\n * kill(\"foo.script\", getHostname());\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The following will try to kill a script named foo.script on the current server that was ran with the arguments 1 and “foodnstuff”:\n * kill(\"foo.script\", getHostname(), 1, \"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.5 GB\n * @param {string} script Filename of the script to kill\n * @param {string} host IP or hostname of the server on which to kill the script.\n * @param {...string} [args] Arguments to identify which script to kill.\n * @returns {boolean} True if the script is successfully killed, and false otherwise.\n */\n kill (script: Script, host: Host, ...args: string[]): boolean;\n\n /**\n * Kills the script with the specified PID.\n * Killing a script by its PID will typically have better performance,\n * especially if you have many scripts running.\n * If this function successfully kills the specified script, then it will return true.\n * Otherwise, it will return false.\n *\n * @example\n * \\`\\`\\`js\n * if (kill(10)) {\n * print(\"Killed script with PID 10!\");\n * }\n * \\`\\`\\`\n * @ramCost 0.5 GB\n * @param {number} scriptPid PID of the script to kill\n * @returns {boolean} True if the script is successfully killed, and false otherwise.\n */\n kill (scriptPid: number): boolean;\n\n /**\n * Kills all running scripts on the specified server. This function returns true\n * if any scripts were killed, and false otherwise. In other words, it will return\n * true if there are any scripts running on the target server.\n *\n * @ramCost 0.5 GB\n * @param host {string} IP or hostname of the server on which to kill all scripts.\n * @returns {boolean} True if any scripts were killed, and false otherwise.\n */\n killall (host: Host): boolean;\n\n /**\n * Terminates the current script immediately.\n *\n * @ramCost 0 GB\n */\n exit (): void;\n\n /**\n * Copies a script or literature (.lit) file(s) to another server. The files argument can be either a string\n * specifying a single file to copy, or an array of strings specifying multiple files to copy.\n *\n * @example\n * \\`\\`\\`js\n * //Copies hack-template.script from the current server to foodnstuff:\n * scp(\"hack-template.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @ramCost 0.6 GB\n * @param {(string|string[])} files Filename or an array of filenames of script/literature files to copy.\n * @param {(string|number)} destination Host or IP of the destination server, which is the server to which the file will be copied.\n * @returns {boolean} True if the script/literature file is successfully copied over and false otherwise. If the files argument is an array then this function will return true if at least one of the files in the array is successfully copied.\n */\n scp (files: string | ReadonlyArray, destination: Host): boolean;\n\n /**\n * Copies a script or literature (.lit) file(s) to another server. The files argument can be either a string\n * specifying a single file to copy, or an array of strings specifying multiple files to copy.\n *\n * @example\n * \\`\\`\\`js\n * //Copies foo.lit from the helios server to the home computer:\n * scp(\"foo.lit\", \"helios\", \"home\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //Tries to copy three files from rothman-uni to home computer:\n * files = [\"foo1.lit\", \"foo2.script\", \"foo3.script\"];\n * scp(files, \"rothman-uni\", \"home\");\n * \\`\\`\\`\n * @ramCost 0.6 GB\n * @param {(string|string[])} files Filename or an array of filenames of script/literature files to copy.\n * @param {(string|number)} source Host or IP of the source server, which is the server from which the file will be copied. This argument is optional and if it’s omitted the source will be the current server.\n * @param {(string|number)} destination Host or IP of the destination server, which is the server to which the file will be copied.\n * @returns {boolean} True if the script/literature file is successfully copied over and false otherwise. If the files argument is an array then this function will return true if at least one of the files in the array is successfully copied.\n */\n scp (\n files: string | ReadonlyArray,\n source: | Host,\n // tslint:disable-next-line:unified-signatures\n destination: Host\n ): boolean;\n\n /**\n * Returns an array with the filenames of all files on the specified server\n * (as strings). The returned array is sorted in alphabetic order.\n *\n * @ramCost 0.2 GB\n * @param {string} host Host or IP of the target server.\n * @param {string} grep A substring to search for in the filename.\n * @returns {string[]} Array with the filenames of all files on the specified server.\n */\n ls (host: Host, grep?: string): string[];\n\n /**\n * Returns an array with general information about all scripts running on the specified target server.\n *\n * @example\n * \\`\\`\\`js\n * //(using NetscriptJS (Netscript 2.0))\n * export async function main(ns) {\n * const ps = ns.ps(\"home\");\n * for (let i = 0; i < ps.length; ++i) {\n * ns.tprint(ps[i].filename + ' ' + ps[i].threads);\n * ns.tprint(ps[i].args);\n * }\n * }\n * \\`\\`\\`\n * @ramCost 0.2 GB\n * @param {string} host Host or IP address of the target server. If not specified, it will be the current server’s IP by default.\n * @returns {object} Array with general information about all scripts running on the specified target server.\n */\n ps (host?: Host): ProcessInfo[];\n\n /**\n * Returns a boolean indicating whether or not the player has root access to the specified target server.\n *\n * @example\n * \\`\\`\\`js\n * if (hasRootAccess(\"foodnstuff\") == false) {\n * nuke(\"foodnstuff\");\n * }\n * \\`\\`\\`\n * @ramCost 0.05 GB\n * @param {string} host Host or IP of the target server\n * @returns {boolean} True if player has root access to the specified target server, and false otherwise.\n */\n hasRootAccess (host: Host): boolean;\n\n /**\n * Returns a string with the hostname of the server that the script is running on.\n *\n * @ramCost 0.05 GB\n * @returns {string} Hostname of the server that the script is on.\n */\n getHostname (): Host;\n\n /**\n * Returns the player’s current hacking level.\n *\n * @ramCost 0.05 GB\n * @returns {number} Player’s current hacking level\n */\n getHackingLevel (): number;\n\n /**\n * Returns an object containing the Player’s hacking related multipliers.\n * These multipliers are returned in fractional forms, not percentages\n * (e.g. 1.5 instead of 150%).\n *\n * @example\n * \\`\\`\\`js\n * //Example of how this can be used:\n * mults = getHackingMultipliers();\n * print(mults.chance);\n * print(mults.growth);\n * \\`\\`\\`\n * @ramCost 4 GB\n * @returns {object} Object containing the Player’s hacking related multipliers.\n */\n getHackingMultipliers (): HackingMultipliers;\n\n /**\n * Returns an object containing the Player’s hacknet related multipliers.\n * These multipliers are returned in fractional forms, not percentages\n * (e.g. 1.5 instead of 150%).\n *\n * @example\n * \\`\\`\\`js\n * //Example of how this can be used:\n * mults = getHacknetMultipliers();\n * print(mults.production);\n * print(mults.purchaseCost);\n * \\`\\`\\`\n * @ramCost 4 GB\n * @returns {object} Object containing the Player’s hacknet related multipliers.\n */\n getHacknetMultipliers (): HacknetMultipliers;\n\n /**\n * Returns the amount of money available on a server.\n * Running this function on the home computer will return the player’s money.\n *\n * @example\n * \\`\\`\\`js\n * getServerMoneyAvailable(\"foodnstuff\");\n * getServerMoneyAvailable(\"home\"); //Returns player's money\n * \\`\\`\\`\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server\n * @returns {number} Amount of money available on the server.\n */\n getServerMoneyAvailable (host: Host): number;\n\n /**\n * Returns the maximum amount of money that can be available on a server.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} Maximum amount of money available on the server.\n */\n getServerMaxMoney (host: Host): number;\n\n /**\n * Returns the server’s instrinsic “growth parameter”. This growth\n * parameter is a number between 1 and 100 that represents how\n * quickly the server’s money grows. This parameter affects the\n * percentage by which the server’s money is increased when using the\n * {@link grow} function. A higher growth parameter will result in a\n * higher percentage increase from {@link grow}.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} Parameter that affects the percentage by which the server’s money is increased when using the {@link grow} function.\n */\n getServerGrowth (host: Host): number;\n\n /**\n * Returns the security level of the target server. A server’s security\n * level is denoted by a number, typically between 1 and 100\n * (but it can go above 100).\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} Security level of the target server.\n */\n getServerSecurityLevel (host: Host): number;\n\n /**\n * Returns the base security level of the target server. This is the security\n * level that the server starts out with. This is different than\n * {@link getServerSecurityLevel} because {@link getServerSecurityLevel} returns\n * the current security level of a server, which can constantly change due to\n * {@link hack}, {@link grow}, and {@link weaken}, calls on that server.\n * The base security level will stay the same until you reset by\n * installing an Augmentation(s).\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} Base security level of the target server.\n */\n getServerBaseSecurityLevel (host: Host): number;\n\n /**\n * Returns the minimum security level of the target server.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} Minimum security level of the target server.\n */\n getServerMinSecurityLevel (host: Host): number;\n\n /**\n * Returns the required hacking level of the target server.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} The required hacking level of the target server.\n */\n getServerRequiredHackingLevel (host: Host): number;\n\n /**\n * Returns the number of open ports required to successfully run NUKE.exe on the specified server.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {number} The number of open ports required to successfully run NUKE.exe on the specified server.\n */\n getServerNumPortsRequired (host: Host): number;\n\n /**\n * Returns an array with two elements that gives information about a server’s memory (RAM).\n * The first element in the array is the amount of RAM that the server has total (in GB).\n * The second element in the array is the amount of RAM that is currently being used on\n * the server (in GB).\n *\n * @example\n * \\`\\`\\`js\n * res = getServerRam(\"helios\");\n * totalRam = res[0];\n * ramUsed = res[1];\n * \\`\\`\\`\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {[number,number]} Array with total and used memory on the specified server.\n */\n getServerRam (host: Host): [number, number];\n\n /**\n * Returns a boolean denoting whether or not the specified server exists.\n *\n * @ramCost 0.1 GB\n * @param {string} host Host or IP of target server.\n * @returns {boolean} True if specified server exists, and false otherwise.\n */\n serverExists (host: Host): boolean;\n\n /**\n * Returns a boolean indicating whether the specified file exists on the target server.\n * The filename for scripts is case-sensitive, but for other types of files it is not.\n * For example, fileExists(“brutessh.exe”) will work fine, even though the actual program\n * is named 'BruteSSH.exe'.\n *\n * If the hostname/ip argument is omitted, then the function will search through the current\n * server (the server running the script that calls this function) for the file.\n *\n * @example\n * \\`\\`\\`js\n * //The function call will return true if the script named foo.script exists on the foodnstuff server, and false otherwise.\n * fileExists(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The function call will return true if the current server contains the FTPCrack.exe program, and false otherwise.\n * fileExists(\"ftpcrack.exe\");\n * \\`\\`\\`\n * @ramCost 0.1 GB\n * @param {string} filename Filename of file to check.\n * @param {(string|number)} [host] Host or IP of target server. This is optional. If it is not specified then the function will use the current server as the target server.\n * @returns {boolean} True if specified file exists, and false otherwise.\n */\n fileExists (filename: string, host?: Host): boolean;\n\n /**\n * Returns a boolean indicating whether the specified script is running on the target server.\n * Remember that a script is uniquely identified by both its name and its arguments.\n *\n * @example\n * \\`\\`\\`js\n * //The function call will return true if there is a script named foo.script with no arguments running on the foodnstuff server, and false otherwise:\n * isRunning(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The function call will return true if there is a script named foo.script with no arguments running on the current server, and false otherwise:\n * isRunning(\"foo.script\", getHostname());\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The function call will return true if there is a script named foo.script running with the arguments 1, 5, and “test” (in that order) on the joesguns server, and false otherwise:\n * isRunning(\"foo.script\", \"joesguns\", 1, 5, \"test\");\n * \\`\\`\\`\n * @ramCost 0.1 GB\n * @param {string} script Filename of script to check. This is case-sensitive.\n * @param {string} host Host or IP of target server.\n * @param {...string} [args] Arguments to specify/identify which scripts to search for.\n * @returns {boolean} True if specified script is running on the target server, and false otherwise.\n */\n isRunning (script: Script, host: Host, ...args: string[]): boolean;\n\n /**\n * Returns the cost to purchase a server with the specified amount of ram.\n *\n * @example\n * \\`\\`\\`js\n * for (i = 1; i <= 20; i++) {\n * tprint(i + \" -- \" + getPurchasedServerCost(Math.pow(2, i)));\n * }\n * \\`\\`\\`\n * @ramCost 0.25 GB\n * @param {number} ram Amount of RAM of a potential purchased server. Must be a power of 2 (2, 4, 8, 16, etc.). Maximum value of 1048576 (2^20).\n * @returns {number} The cost to purchase a server with the specified amount of ram.\n */\n getPurchasedServerCost (ram: number): number;\n\n /**\n * Purchased a server with the specified hostname and amount of RAM.\n *\n * The hostname argument can be any data type, but it will be converted to a string\n * and have whitespace removed. Anything that resolves to an empty string will cause\n * the function to fail. If there is already a server with the specified hostname,\n * then the function will automatically append a number at the end of the hostname\n * argument value until it finds a unique hostname. For example, if the script calls\n * \\`purchaseServer(“foo”, 4)\\` but a server named “foo” already exists, the it will\n * automatically change the hostname to \\`foo-0\\`. If there is already a server with the\n * hostname \\`foo-0\\`, then it will change the hostname to \\`foo-1\\`, and so on.\n *\n * Note that there is a maximum limit to the amount of servers you can purchase.\n *\n * Returns the hostname of the newly purchased server as a string. If the function\n * fails to purchase a server, then it will return an empty string. The function will\n * fail if the arguments passed in are invalid, if the player does not have enough\n * money to purchase the specified server, or if the player has exceeded the maximum\n * amount of servers.\n *\n * @example\n * \\`\\`\\`js\n * ram = 64;\n * hn = \"pserv-\";\n * for (i = 0; i < 5; ++i) {\n * purchaseServer(hn + i, ram);\n * }\n * \\`\\`\\`\n * @ramCost 2.25 GB\n * @param {string} hostname Host of the purchased server.\n * @param {number} ram Amount of RAM of the purchased server. Must be a power of 2 (2, 4, 8, 16, etc.). Maximum value of 1048576 (2^20).\n * @returns {string} The hostname of the newly purchased server.\n */\n purchaseServer (hostname: Host, ram: number): Host | \"\";\n\n /**\n * Deletes one of your purchased servers, which is specified by its hostname.\n *\n * The hostname argument can be any data type, but it will be converted to a string.\n * Whitespace is automatically removed from the string. This function will not delete a\n * server that still has scripts running on it.\n *\n * @ramCost 2.25 GB\n * @param {string} host Host of the server to delete.\n * @returns {boolean} True if successful, and false otherwise.\n */\n deleteServer (host: Host): boolean;\n\n /**\n * Returns an array with either the hostnames or IPs of all of the servers you have purchased.\n *\n * @ramCost 2.25 GB\n * @param {boolean} hostname Specifies whether hostnames or IP addresses should be returned. If it’s true then hostnames will be returned, and if false then IPs will be returned. If this argument is omitted then it is true by default.\n * @returns {string[]} Returns an array with either the hostnames or IPs of all of the servers you have purchased.\n */\n getPurchasedServers (hostname?: boolean): Host[];\n\n /**\n * Returns the maximum number of servers you can purchase.\n *\n * @ramCost 0.05 GB\n * @returns {number} Returns the maximum number of servers you can purchase.\n */\n getPurchasedServerLimit (): number;\n\n /**\n * Returns the maximum RAM that a purchased server can have.\n *\n * @ramCost 0.05 GB\n * @returns {number} Returns the maximum RAM that a purchased server can have.\n */\n getPurchasedServerMaxRam (): number;\n\n /**\n * This function can be used to either write data to a port or to a text file (.txt).\n *\n * If the first argument is a number between 1 and 20, then it specifies a port and this\n * function will write data to that port. The third argument, mode, is not used when writing\n * to a port.\n *\n * If the first argument is a string, then it specifies the name of a text file (.txt) and\n * this function will write data to that text file. If the specified text file does not exist,\n * then it will be created. The third argument mode, defines how the data will be written to\n * the text file. If *mode is set to “w”, then the data is written in “write” mode which means\n * that it will overwrite all existing data on the text file. If mode is set to any other value\n * then the data will be written in “append” mode which means that the data will be added at the\n * end of the text file.\n *\n * @ramCost 1 GB\n * @param {(string|number)} handle Port or text file that will be written to.\n * @param {string} data Data to write.\n * @param {string} mode Defines the write mode. Only valid when writing to text files.\n */\n write (handle: Handle, data?: string | string[] | number, mode?: \"w\" | \"a\"): void;\n\n /**\n * Attempts to write data to the specified Netscript Port.\n * If the port is full, the data will not be written.\n * Otherwise, the data will be written normally.\n *\n * @ramCost 1 GB\n * @param {number} port Port or text file that will be written to.\n * @param {string} data Data to write.\n * @returns {boolean} True if the data is successfully written to the port, and false otherwise.\n */\n tryWrite (port: Handle, data: string | string[] | number): boolean;\n\n /**\n * This function is used to read data from a port or from a text file (.txt).\n *\n * If the argument port/fn is a number between 1 and 20, then it specifies a\n * port and it will read data from that port. A port is a serialized queue.\n * This function will remove the first element from that queue and return it.\n * If the queue is empty, then the string “NULL PORT DATA” will be returned.\n *\n * If the argument port/fn is a string, then it specifies the name of a text\n * file (.txt) and this function will return the data in the specified text\n * file. If the text file does not exist, an empty string will be returned.\n *\n * @ramCost 1 GB\n * @param {(string|number)} handle Port or text file to read from.\n * @returns {(string|number|object)} Data in the specified text file or port.\n */\n read (handle: Handle): string | number | object;\n\n /**\n * This function is used to peek at the data from a port. It returns the\n * first element in the specified port without removing that element. If\n * the port is empty, the string “NULL PORT DATA” will be returned.\n *\n * @ramCost 1 GB\n * @param {number} port Port to peek. Must be an integer between 1 and 20.\n * @returns {(string|number|object)} Data in the specified port.\n */\n peek (port: Port): string | number | object;\n\n /**\n * This function is used to clear data in a Netscript Ports or a text file.\n *\n * If the port/fn argument is a number between 1 and 20, then it specifies a\n * port and will clear it (deleting all data from the underlying queue).\n *\n * If the port/fn argument is a string, then it specifies the name of a\n * text file (.txt) and will delete all data from that text file.\n *\n * @ramCost 1 GB\n * @param {(string|number)} handle Port or text file to clear.\n */\n clear (handle: Handle): void;\n\n /**\n * Get a handle to a Netscript Port.\n *\n * WARNING: Port Handles only work in NetscriptJS (Netscript 2.0). They will not work in Netscript 1.0.\n *\n * @see https://bitburner.readthedocs.io/en/latest/netscript/netscriptmisc.html#netscript-ports\n * @ramCost 10 GB\n * @param {number} port Port number. Must be an integer between 1 and 20.\n * @returns {Array} Data in the specified port.\n */\n getPortHandle (port: Port): any[];\n\n /**\n * Removes the specified file from the current server. This function works for every file\n * type except message (.msg) files.\n *\n * @ramCost 1 GB\n * @param {string} name Filename of file to remove. Must include the extension.\n * @param {string} [host] Host or IP Address of the server on which to delete the file. Optional. Defaults to current server.\n * @returns {boolean} True if it successfully deletes the file, and false otherwise.\n */\n rm (name: string, host?: Host): boolean;\n\n /**\n * Returns a boolean indicating whether any instance of the specified script is running\n * on the target server, regardless of its arguments.\n *\n * This is different than the {@link isRunning} function because it does not try to\n * identify a specific instance of a running script by its arguments.\n *\n * @example\n * \\`\\`\\`js\n * //The function call will return true if there is any script named foo.script running on the foodnstuff server, and false otherwise:\n * scriptRunning(\"foo.script\", \"foodnstuff\");\n * \\`\\`\\`\n * @example\n * \\`\\`\\`js\n * //The function call will return true if there is any script named “foo.script” running on the current server, and false otherwise:\n * scriptRunning(\"foo.script\", getHostname());\n * \\`\\`\\`\n * @ramCost 1 GB\n * @param {string} script Filename of script to check. This is case-sensitive.\n * @param {string} host Host or IP of target server.\n * @returns {boolean} True if the specified script is running, and false otherwise.\n */\n scriptRunning (script: Script, host: Host): boolean;\n\n /**\n * Kills all scripts with the specified filename on the target server specified by hostname/ip,\n * regardless of arguments.\n *\n * @ramCost 1 GB\n * @param {string} script Filename of script to kill. This is case-sensitive.\n * @param {string} host Host or IP of target server.\n * @returns {boolean} true if one or more scripts were successfully killed, and false if none were.\n */\n scriptKill (script: Script, host: Host): boolean;\n\n /**\n * Returns the current script name.\n *\n * @ramCost 0 GB\n * @returns {string} Current script name.\n */\n getScriptName (): string;\n\n /**\n * Returns the amount of RAM required to run the specified script on the target server.\n * Returns 0 if the script does not exist.\n *\n * @ramCost 0.1 GB\n * @param {string} script Filename of script. This is case-sensitive.\n * @param {string} [host] Host or IP of target server the script is located on. This is optional, If it is not specified then the function will se the current server as the target server.\n * @returns {string} Amount of RAM required to run the specified script on the target server, and 0 if the script does not exist.\n */\n getScriptRam (script: Script, host?: Host): number;\n\n /**\n * Returns the amount of time in seconds it takes to execute the {@link hack} Netscript function on the target server.\n * The function takes in an optional hackLvl parameter that can be specified to see what the hack time would be at different hacking levels.\n *\n * @ramCost 0.05 GB\n * @param {string} host Host or IP of target server.\n * @param {number} [hackLvl] Optional hacking level for the calculation. Defaults to player’s current hacking level.\n * @param {number} [intLvl] Optional intelligence level for the calculation. Defaults to player’s current intelligence level. (Intelligence is unlocked after obtaining Source-File 5).\n * @returns {number} Returns the amount of time in seconds it takes to execute the {@link hack} Netscript function. Returns Infinity if called on a Hacknet Server.\n */\n getHackTime (host: Host, hackLvl?: number, intLvl?: number): number;\n\n /**\n * Returns the amount of time in seconds it takes to execute the {@link grow} Netscript function on the target server.\n * The function takes in an optional hackLvl parameter that can be specified to see what the grow time would be at different hacking levels.\n *\n * @ramCost 0.05 GB\n * @param {string} host Host or IP of target server.\n * @param {number} [hackLvl] Optional hacking level for the calculation. Defaults to player’s current hacking level.\n * @param {number} [intLvl] Optional intelligence level for the calculation. Defaults to player’s current intelligence level. (Intelligence is unlocked after obtaining Source-File 5).\n * @returns {number} Returns the amount of time in seconds it takes to execute the {@link grow} Netscript function. Returns Infinity if called on a Hacknet Server.\n */\n getGrowTime (host: Host, hackLvl?: number, intLvl?: number): number;\n\n /**\n * Returns the amount of time in seconds it takes to execute the weaken() Netscript function on the target server.\n * The function takes in an optional hackLvl parameter that can be specified to see what the weaken time would be at different hacking levels.\n *\n * @ramCost 0.05 GB\n * @param {string} host Host or IP of target server.\n * @param {number} [hackLvl] Optional hacking level for the calculation. Defaults to player’s current hacking level.\n * @param {number} [intLvl] Optional intelligence level for the calculation. Defaults to player’s current intelligence level. (Intelligence is unlocked after obtaining Source-File 5).\n * @returns {number} Returns the amount of time in seconds it takes to execute the {@link grow} Netscript function. Returns Infinity if called on a Hacknet Server.\n */\n getWeakenTime (host: Host, hackLvl?: number, intLvl?: number): number;\n\n /**\n * Returns the amount of income the specified script generates while online\n * (when the game is open, does not apply for offline income). Remember that\n * a script is uniquely identified by both its name and its arguments. So for\n * example if you ran a script with the arguments “foodnstuff” and “5” then\n * in order to use this function to get that script’s income you must specify\n * those same arguments in the same order in this function call.\n *\n * This function can also be called with no arguments.\n * If called with no arguments, then this function will return an array of two values.\n * The first value is the total income ($ / second) of all of your active scripts\n * (scripts that are currently running on any server).\n * The second value is the total income ($ / second) that you’ve earned from scripts\n * since you last installed Augmentations.\n *\n * @ramCost 0.1 GB\n * @param {string} script Filename of script.\n * @param {string} host Server on which script is running.\n * @param {string} [args] Arguments that the script is running with.\n * @returns {(number|[number,number])} Amount of income the specified script generates while online.\n */\n getScriptIncome (script: Script, host: Host, ...args: string[]): number | [number, number];\n\n /**\n * Returns the amount of hacking experience the specified script generates while online\n * (when the game is open, does not apply for offline experience gains). Remember that a\n * script is uniquely identified by both its name and its arguments.\n *\n * This function can also return the total experience gain rate of all of your active\n * scripts by running the function with no arguments.\n *\n * @ramCost 0.1 GB\n * @param {string} script Filename of script.\n * @param {string} host Server on which script is running.\n * @param {...string[]} [args] Arguments that the script is running with.\n * @returns {number} Amount of hacking experience the specified script generates while online.\n */\n getScriptExpGain (script: Script, host: Host, ...args: string[]): number;\n\n /**\n * Returns the amount of time in milliseconds that have passed since you last installed Augmentations.\n *\n * @ramCost 0.05 GB\n * @returns {number} Time in milliseconds that have passed since you last installed Augmentations.\n */\n getTimeSinceLastAug (): number;\n\n /**\n * Complete open source JavaScript sprintf implementation\n *\n * @see https://github.com/alexei/sprintf.js\n * @ramCost 0 GB\n * @param {string} format String to format.\n * @param {...string} args Formating arguments.\n * @returns {string} Formated text.\n */\n sprintf (format: string, ...args: string[]): string;\n\n /**\n * Complete open source JavaScript sprintf implementation\n *\n * @see https://github.com/alexei/sprintf.js\n * @ramCost 0 GB\n * @param {string} format String to format.\n * @param {string[]} args Formating arguments.\n * @returns {string} Formated text.\n */\n vsprintf (format: string, args: string[]): string;\n\n /**\n * Converts a number into a string with the specified formatter.\n * This uses the numeraljs library, so the formatters must be compatible with that.\n * This is the same function that the game itself uses to display numbers.\n *\n * @see http://numeraljs.com/\n * @ramCost 0 GB\n * @param {number} n Number to format.\n * @param {string} format Formatter.\n * @returns {string} Formated number.\n */\n nFormat (n: number, format: string): number;\n\n /**\n * Prompts the player with a dialog box with two options: “Yes” and “No”.\n * This function will return true if the player click “Yes” and false if\n * the player clicks “No”. The script’s execution is halted until the player\n * selects one of the options.\n *\n * @ramCost 0 GB\n * @param {string} txt Text to appear in the prompt dialog box.\n * @returns {Promise} True if the player click “Yes” and false if the player clicks “No”.\n */\n prompt (txt: string): Promise;\n\n /**\n * Retrieves data from a URL and downloads it to a file on the specified server.\n * The data can only be downloaded to a script (.script, .ns, .js) or a text file (.txt).\n * If the file already exists, it will be overwritten by this command.\n * Note that it will not be possible to download data from many websites because they\n * do not allow cross-origin resource sharing (CORS).\n *\n * IMPORTANT: This is an asynchronous function that returns a Promise.\n * The Promise’s resolved value will be a boolean indicating whether or not the data was\n * successfully retrieved from the URL. Because the function is async and returns a Promise,\n * it is recommended you use wget in NetscriptJS (Netscript 2.0).\n *\n * In NetscriptJS, you must preface any call to wget with the await keyword (like you would hack or sleep).\n * wget will still work in Netscript 1.0, but the functions execution will not be synchronous\n * (i.e. it may not execute when you expect/want it to).\n * Furthermore, since Promises are not supported in ES5,\n * you will not be able to process the returned value of wget in Netscript 1.0.\n *\n * @example\n * \\`\\`\\`js\n * wget(\"https://raw.githubusercontent.com/danielyxie/bitburner/master/README.md\", \"game_readme.txt\");\n * \\`\\`\\`\n * @ramCost 0 GB\n * @param {string} url URL to pull data from.\n * @param {string} target Filename to write data to. Must be script or text file.\n * @param {string} [host] Optional hostname/ip of server for target file.\n * @returns {Promise} True if the data was successfully retrieved from the URL, false otherwise.\n */\n wget (url: string, target: string, host?: string): Promise;\n\n /**\n * Returns the amount of Faction favor required to be able to donate to a faction.\n *\n * @ramCost 0.1 GB\n * @returns {number} Amount of Faction favor required to be able to donate to a faction.\n */\n getFavorToDonate (): number;\n\n /**\n * Returns an object containing the current BitNode multipliers.\n * This function requires Source-File 5 in order to run.\n * The multipliers are returned in decimal forms (e.g. 1.5 instead of 150%).\n * The multipliers represent the difference between the current BitNode and\n * the original BitNode (BitNode-1).\n *\n * For example, if the CrimeMoney multiplier has a value of 0.1, then that means\n * that committing crimes in the current BitNode will only give 10% of the money\n * you would have received in BitNode-1.\n *\n * @example\n * \\`\\`\\`js\n * mults = getBitNodeMultipliers();\n * print(mults.ServerMaxMoney);\n * print(mults.HackExpGain);\n * \\`\\`\\`\n * @ramCost 4 GB\n * @returns {object} Object containing the current BitNode multipliers.\n */\n getBitNodeMultipliers (url: string, target: string, host: string): BitNodeMultipliers;\n}\n\n`;\n","import { Milestone } from \"./Milestone\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Factions } from \"../Faction/Factions\";\nimport { Faction } from \"../Faction/Faction\";\nimport { GetServer } from \"../Server/AllServers\";\n\nfunction allFactionAugs(p: IPlayer, f: Faction): boolean {\n const factionAugs = f.augmentations.slice().filter((aug) => aug !== \"NeuroFlux Governor\");\n for (const factionAug of factionAugs) {\n if (\n !p.augmentations.some((aug) => {\n return aug.name == factionAug;\n })\n )\n return false;\n }\n return true;\n}\n\nexport const Milestones: Milestone[] = [\n {\n title: \"Gain root access on CSEC\",\n fulfilled: (): boolean => {\n const server = GetServer(\"CSEC\");\n if (!server || !server.hasOwnProperty(\"hasAdminRights\")) return false;\n return (server as any).hasAdminRights;\n },\n },\n {\n title: \"Install the backdoor on CSEC\",\n fulfilled: (): boolean => {\n const server = GetServer(\"CSEC\");\n if (!server || !server.hasOwnProperty(\"backdoorInstalled\")) return false;\n return (server as any).backdoorInstalled;\n },\n },\n {\n title: \"Join the faction hinted at in csec-test.msg\",\n fulfilled: (p: IPlayer): boolean => {\n return p.factions.includes(\"CyberSec\");\n },\n },\n {\n title: \"Install all the Augmentations from CyberSec\",\n fulfilled: (p: IPlayer): boolean => {\n return allFactionAugs(p, Factions[\"CyberSec\"]);\n },\n },\n {\n title: \"Join the faction hinted at in nitesec-test.msg\",\n fulfilled: (p: IPlayer): boolean => {\n return p.factions.includes(\"NiteSec\");\n },\n },\n {\n title: \"Install all the Augmentations from NiteSec\",\n fulfilled: (p: IPlayer): boolean => {\n return allFactionAugs(p, Factions[\"NiteSec\"]);\n },\n },\n {\n title: \"Join the faction hinted at in j3.msg\",\n fulfilled: (p: IPlayer): boolean => {\n return p.factions.includes(\"The Black Hand\");\n },\n },\n {\n title: \"Install all the Augmentations from The Black Hand\",\n fulfilled: (p: IPlayer): boolean => {\n return allFactionAugs(p, Factions[\"The Black Hand\"]);\n },\n },\n {\n title: \"Join the faction hinted at in 19dfj3l1nd.msg\",\n fulfilled: (p: IPlayer): boolean => {\n return p.factions.includes(\"BitRunners\");\n },\n },\n {\n title: \"Install all the Augmentations from BitRunners\",\n fulfilled: (p: IPlayer): boolean => {\n return allFactionAugs(p, Factions[\"BitRunners\"]);\n },\n },\n {\n title: \"Complete fl1ght.exe\",\n fulfilled: (p: IPlayer): boolean => {\n // technically wrong but whatever\n return p.factions.includes(\"Daedalus\");\n },\n },\n {\n title: \"Install the special Augmentation from Daedalus\",\n fulfilled: (p: IPlayer): boolean => {\n return p.augmentations.some((aug) => aug.name == \"The Red Pill\");\n },\n },\n {\n title: \"Install the final backdoor and free yourself.\",\n fulfilled: (): boolean => {\n return false;\n },\n },\n];\n","import { CONSTANTS } from \"../../Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nexport function repFromDonation(amt: number, player: IPlayer): number {\n return (amt / CONSTANTS.DonateMoneyToRepDivisor) * player.faction_rep_mult;\n}\n","import { StockSymbols } from \"./StockSymbols\";\n\nexport const TickerHeaderFormatData = {\n longestName: 0,\n longestSymbol: 0,\n};\n\nfor (const key in StockSymbols) {\n TickerHeaderFormatData.longestName = Math.max(key.length, TickerHeaderFormatData.longestName);\n TickerHeaderFormatData.longestSymbol = Math.max(StockSymbols[key].length, TickerHeaderFormatData.longestSymbol);\n}\n","/* tslint:disable:max-line-length completed-docs variable-name*/\nimport { IMap } from \"../types\";\n\nexport const TerminalHelpText: string[] = [\n \"Type 'help name' to learn more about the command \",\n \"\",\n 'alias [-g] [name=\"value\"] Create or display Terminal aliases',\n \"analyze Get information about the current machine \",\n \"backdoor Install a backdoor on the current machine \",\n \"buy [-l/program] Purchase a program through the Dark Web\",\n \"cat [file] Display a .msg, .lit, or .txt file\",\n \"cd [dir] Change to a new directory\",\n \"check [script] [args...] Print a script's logs to Terminal\",\n \"clear Clear all text on the terminal \",\n \"cls See 'clear' command \",\n \"connect [hostname] Connects to a remote server\",\n \"cp [src] [dst]: Copy a file\",\n \"download [script/text file] Downloads scripts or text files to your computer\",\n \"expr [math expression] Evaluate a mathematical expression\",\n \"free Check the machine's memory (RAM) usage\",\n \"grow Spoof money in a servers bank account, increasing the amount available.\",\n \"hack Hack the current machine\",\n \"help [command] Display this help text, or the help text for a command\",\n \"home Connect to home computer\",\n \"hostname Displays the hostname of the machine\",\n \"kill [script/pid] [args...] Stops the specified script on the current server \",\n \"killall Stops all running scripts on the current machine\",\n \"ls [dir] [| grep pattern] Displays all files on the machine\",\n \"lscpu Displays the number of CPU cores on the machine\",\n \"mem [script] [-t] [n] Displays the amount of RAM required to run the script\",\n \"mv [src] [dest] Move/rename a text or script file\",\n \"nano [file] Text editor - Open up and edit a script or text file\",\n \"ps Display all scripts that are currently running\",\n \"rm [file] Delete a file from the server\",\n \"run [name] [-t n] [--tail] [args...] Execute a program or script\",\n \"scan Prints all immediately-available network connections\",\n \"scan-analyze [d] [-a] Prints info for all servers up to d nodes away\",\n \"scp [file] [server] Copies a file to a destination server\",\n \"sudov Shows whether you have root access on this computer\",\n \"tail [script] [args...] Displays dynamic logs for the specified script\",\n \"top Displays all running scripts and their RAM usage\",\n \"unalias [alias name] Deletes the specified alias\",\n \"weaken [server] Reduce the security of a server\",\n \"wget [url] [target file] Retrieves code/text from a web server\",\n];\n\nexport const HelpTexts: IMap = {\n alias: [\n 'alias [-g] [name=\"value\"] ',\n \" \",\n \"Create or display aliases. An alias enables a replacement of a word with another string. \",\n \"It can be used to abbreviate a commonly used command, or commonly used parts of a command. The NAME \",\n \"of an alias defines the word that will be replaced, while the VALUE defines what it will be replaced by. For example, \",\n \"you could create the alias 'nuke' for the Terminal command 'run NUKE.exe' using the following: \",\n \" \",\n 'alias nuke=\"run NUKE.exe\"',\n \" \",\n \"Then, to run the NUKE.exe program you would just have to enter 'nuke' in Terminal rather than the full command. \",\n \"It is important to note that 'default' aliases will only be substituted for the first word of a Terminal command. For \",\n \"example, if the following alias was set: \",\n \" \",\n 'alias worm=\"HTTPWorm.exe\"',\n \" \",\n \"and then you tried to run the following terminal command: \",\n \" \",\n \"run worm\",\n \" \",\n \"This would fail because the worm alias is not the first word of a Terminal command. To allow an alias to be substituted \",\n \"anywhere in a Terminal command, rather than just the first word, you must set it to be a global alias using the -g flag: \",\n \" \",\n 'alias -g worm=\"HTTPWorm.exe\"',\n \" \",\n \"Now, the 'worm' alias will be substituted anytime it shows up as an individual word in a Terminal command. \",\n \" \",\n \"Entering just the command 'alias' without any arguments prints the list of all defined aliases in the reusable form \",\n \"'alias NAME=VALUE' on the Terminal. \",\n \" \",\n \"The 'unalias' command can be used to remove aliases.\",\n \" \",\n ],\n analyze: [\n \"analze\",\n \" \",\n \"Prints details and statistics about the current server. The information that is printed includes basic \",\n \"server details such as the hostname, whether the player has root access, what ports are opened/closed, and also \",\n \"hacking-related information such as an estimated chance to successfully hack, an estimate of how much money is \",\n \"available on the server, etc.\",\n ],\n backdoor: [\n \"backdoor\",\n \" \",\n \"Install a backdoor on the current machine, grants a secret bonus depending on the machine.\",\n \" \",\n \"Requires root access to run.\",\n \" \",\n ],\n buy: [\n \"buy [-l / program]\",\n \" \",\n \"Purchase a program through the Dark Web. Requires a TOR router to use.\",\n \" \",\n \"If this command is ran with the '-l' flag, it will display a list of all programs that can be bought through the \",\n \"dark web to the Terminal, as well as their costs.\",\n \" \",\n \"Otherwise, the name of the program must be passed in as a parameter. This name is NOT case-sensitive.\",\n ],\n cat: [\n \"cat [file]\",\n \" \",\n \"Display message (.msg), literature (.lit), or text (.txt) files. Examples:\",\n \" \",\n \"cat j1.msg\",\n \" \",\n \"cat foo.lit\",\n \" \",\n \"cat servers.txt\",\n ],\n cd: [\n \"cd [dir]\",\n \" \",\n \"Change to the specified directory. Note that this works even for directories that don't exist. If you \",\n \"change to a directory that does not exist, it will not be 'created'. Examples:\",\n \" \",\n \"cd scripts/hacking\",\n \" \",\n \"cd /logs\",\n \" \",\n \"cd ../\",\n ],\n check: [\n \"check [script name] [args...]\",\n \" \",\n \"Print the logs of the script specified by the script name and arguments to the Terminal. Each argument must be separated by \",\n \"a space. Remember that a running script is uniquely \",\n \"identified both by its name and the arguments that are used to start it. So, if a script was ran with the following arguments: \",\n \" \",\n \"run foo.script 1 2 foodnstuff\",\n \" \",\n \"Then to run the 'check' command on this script you would have to pass the same arguments in: \",\n \" \",\n \"check foo.script 1 2 foodnstuff\",\n ],\n clear: [\n \"clear\",\n \" \",\n \"Clear the Terminal screen, deleting all of the text. Note that this does not delete the user's command history, so using the up \",\n \"and down arrow keys is still valid. Also note that this is permanent and there is no way to undo this. Synonymous with 'cls' command\",\n ],\n cls: [\n \"cls\",\n \" \",\n \"Clear the Terminal screen, deleting all of the text. Note that this does not delete the user's command history, so using the up \",\n \"and down arrow keys is still valid. Also note that this is permanent and there is no way to undo this. Synonymous with 'clear' command\",\n ],\n connect: [\n \"connect [hostname]\",\n \" \",\n \"Connect to a remote server. The hostname or IP address of the remote server must be given as the argument \",\n \"to this command. Note that only servers that are immediately adjacent to the current server in the network can be connected to. To \",\n \"see which servers can be connected to, use the 'scan' command.\",\n ],\n cp: [\"cp [src] [dst]\", \" \", \"Copy a file on this server. To copy a file to another server use scp.\"],\n download: [\n \"download [script/text file]\",\n \" \",\n \"Downloads a script or text file to your computer (like your real life computer).\",\n \" \",\n \"You can also download all of your scripts/text files as a zip file using the following Terminal commands:\",\n \" \",\n \"Download all scripts and text files: download *\",\n \" \",\n \"Download all scripts: download *.script\",\n \" \",\n \"Download all text files: download *.txt\",\n \" \",\n ],\n expr: [\n \"expr [mathematical expression]\",\n \" \",\n \"Evaluate a simple mathematical expression. Supports native JavaScript operators:\",\n \" \",\n \"+, -, /, *, **, %\",\n \" \",\n \"Example:\",\n \" \",\n \"expr 25 * 2 ** 10\",\n \" \",\n \"Note that letters (non-digits) are not allowed and will be removed from the input.\",\n ],\n free: [\n \"free\",\n \" \",\n \"Display's the memory usage on the current machine. Print the amount of RAM that is available on the current server as well as \",\n \"how much of it is being used.\",\n ],\n grow: [\n \"grow\",\n \"\",\n \"Spoof transactions in the current server. Increasing the money available by hacking. Requires root access.\",\n \"See the wiki page for hacking mechanics.\",\n ],\n hack: [\n \"hack\",\n \" \",\n \"Attempt to hack the current server. Requires root access in order to be run. See the wiki page for hacking mechanics\",\n \" \",\n ],\n help: [\n \"help [command]\",\n \" \",\n \"Display Terminal help information. Without arguments, 'help' prints a list of all valid Terminal commands and a brief \",\n \"description of their functionality. You can also pass the name of a Terminal command as an argument to 'help' to print \",\n \"more detailed information about the Terminal command. Examples: \",\n \" \",\n \"help alias\",\n \" \",\n \"help scan-analyze\",\n ],\n home: [\n \"home\" + \"Connect to your home computer. This will work no matter what server you are currently connected to.\",\n ],\n hostname: [\"hostname\", \" \", \"Prints the hostname of the current server\"],\n kill: [\n \"kill [script name] [args...]\",\n \" \",\n \"kill [pid]\",\n \" \",\n \"Kill the script specified by the script name and arguments OR by its PID.\",\n \" \",\n \"If you are killing the script using its filename and arguments, then each \",\n \"argument must be separated by a space. Remember that a running script is \",\n \"uniquely identified by both its name and the arguments that are used to start \",\n \"it. So, if a script was ran with the following arguments:\",\n \" \",\n \"run foo.script 1 sigma-cosmetics\",\n \" \",\n \"Then to kill this script the same arguments would have to be used:\",\n \" \",\n \"kill foo.script 1 sigma-cosmetics\",\n \" \",\n \"If you are killing the script using its PID, then the PID argument must be numeric\",\n ],\n killall: [\n \"killall\",\n \" \",\n \"Kills all scripts on the current server. \",\n \"Note that after the 'kill' command is issued for a script, it may take a while for the script to actually stop running. \",\n \"This will happen if the script is in the middle of a command such as grow() or weaken() that takes time to execute. \",\n \"The script will not be stopped/killed until after that time has elapsed.\",\n ],\n ls: [\n \"ls [dir] [| grep pattern]\",\n \" \",\n \"The ls command, with no arguments, prints all files and directories on the current server's directory to the Terminal screen. \",\n \"The files will be displayed in alphabetical order. \",\n \" \",\n \"The 'dir' optional parameter can be used to display files/directories in another directory.\",\n \" \",\n \"The '| grep pattern' optional parameter can be used to only display files whose filenames match the specified pattern.\",\n \" \",\n \"Examples:\",\n \" \",\n \"List all files with the '.script' extension in the current directory:\",\n \" \",\n \"ls | grep .script\",\n \" \",\n \"List all files with the '.js' extension in the root directory:\",\n \" \",\n \"ls / | grep .js\",\n \" \",\n \"List all files with the word 'purchase' in the filename, in the 'scripts' directory:\",\n \" \",\n \"ls scripts | grep purchase\",\n ],\n lscpu: [\"lscpu\", \" \", \"Prints the number of CPU Cores the current server has\"],\n\n mem: [\n \"mem [script name] [-t num_threads]\",\n \" \",\n \"Displays the amount of RAM needed to run the specified script with a single thread. The command can also be used to print \",\n \"the amount of RAM needed to run a script with multiple threads using the '-t' flag. If the '-t' flag is specified, then \",\n \"an argument for the number of threads must be passed in afterwards. Examples:\",\n \" \",\n \"mem foo.script\",\n \" \",\n \"mem foo.script -t 50\",\n \" \",\n \"The first example above will print the amount of RAM needed to run 'foo.script' with a single thread. The second example \",\n \"above will print the amount of RAM needed to run 'foo.script' with 50 threads.\",\n ],\n mv: [\n \"mv [src] [dest]\",\n \" \",\n \"Move the source file to the specified destination. This can also be used to rename files. \",\n \"This command only works for scripts and text files (.txt). This command CANNOT be used to \",\n \"convert to different file types\",\n \" \",\n \"Note that, unlike the Linux 'mv' command, the destination argument must be the \",\n \"full filepath. \",\n \"Examples: \",\n \" \",\n \"mv hacking-controller.script scripts/hacking-controller.script\",\n \" \",\n \"mv myScript.js myOldScript.js\",\n ],\n nano: [\n \"nano [file name]\",\n \" \",\n \"Opens up the specified file in the Text Editor. Only scripts (.script) or text files (.txt) can be \",\n \"edited using the Text Editor. If the file does not already exist, then a new, empty one \",\n \"will be created\",\n ],\n ps: [\"ps\", \" \", \"Prints all scripts that are running on the current server\"],\n\n rm: [\n \"rm [file]\",\n \" \",\n \"Removes the specified file from the current server. A file can be a script, a program, or a message file. \",\n \" \",\n \"WARNING: This is permanent and cannot be undone\",\n ],\n run: [\n \"run [file name] [-t] [num threads] [args...]\",\n \" \",\n \"Execute a program or a script.\",\n \" \",\n \"The '[-t]', '[num threads]', and '[args...]' arguments are only valid when running a script. The '-t' flag is used \",\n \"to indicate that the script should be run with the specified number of threads. If the flag is omitted, \",\n \"then the script will be run with a single thread by default. \",\n \"If the '-t' flag is used, then it MUST come immediately \",\n \"after the script name, and the [num threads] argument MUST come immediately afterwards. \",\n \" \",\n \"[args...] represents a variable number of arguments that will be passed into the script. See the documentation \",\n \"about script arguments. Each specified argument must be separated by a space. \",\n \" \",\n ],\n scan: [\n \"scan\",\n \" \",\n \"Prints all immediately-available network connection. This will print a list of all servers that you can currently connect \",\n \"to using the 'connect' Terminal command.\",\n ],\n \"scan-analyze\": [\n \"scan-analyze [depth] [-a]\",\n \" \",\n \"Prints detailed information about all servers up to [depth] nodes away on the network. Calling \",\n \"'scan-analyze 1' will display information for the same servers that are shown by the 'scan' Terminal \",\n \"command. This command also shows the relative paths to reach each server.\",\n \" \",\n \"By default, the maximum depth that can be specified for 'scan-analyze' is 3. However, once you have \",\n \"the DeepscanV1.exe and DeepscanV2.exe programs, you can execute 'scan-analyze' with a depth up to \",\n \"5 and 10, respectively.\",\n \" \",\n \"The information 'scan-analyze' displays about each server includes whether or not you have root access to it, \",\n \"its required hacking level, the number of open ports required to run NUKE.exe on it, and how much RAM \",\n \"it has.\",\n \" \",\n \"By default, this command will not display servers that you have purchased. However, you can pass in the \",\n \"-a flag at the end of the command if you would like to enable that.\",\n ],\n scp: [\n \"scp [filename] [target server]\",\n \" \",\n \"Copies the specified file from the current server to the target server. \",\n \"This command only works for script files (.script extension), literature files (.lit extension), \",\n \"and text files (.txt extension). \",\n \"The second argument passed in must be the hostname or IP of the target server.\",\n ],\n sudov: [\"sudov\", \" \", \"Prints whether or not you have root access to the current machine\"],\n\n tail: [\n \"tail [script name] [args...]\",\n \" \",\n \"Displays dynamic logs for the script specified by the script name and arguments. Each argument must be separated \",\n \"by a space. Remember that a running script is uniquely identified by both its name and the arguments that were used \",\n \"to run it. So, if a script was ran with the following arguments: \",\n \" \",\n \"run foo.script 10 50000\",\n \" \",\n \"Then in order to check its logs with 'tail' the same arguments must be used: \",\n \" \",\n \"tail foo.script 10 50000\",\n ],\n top: [\n \"top\",\n \" \",\n \"Prints a list of all scripts running on the current server as well as their thread count and how much \",\n \"RAM they are using in total.\",\n ],\n unalias: [\n \"unalias [alias name]\",\n \" \",\n \"Deletes the specified alias. Note that the double quotation marks are required. \",\n \" \",\n \"As an example, if an alias was declared using:\",\n \" \",\n 'alias r=\"run\"',\n \" \",\n \"Then it could be removed using:\",\n \" \",\n \"unalias r\",\n \" \",\n \"It is not necessary to differentiate between global and non-global aliases when using 'unalias'\",\n ],\n weaken: [\n \"weaken\",\n \"\",\n \"Reduces the security level of the current server. Decreasing the time it takes for all operations on this server.\",\n \"Requires root access. See the wiki page for hacking mechanics.\",\n ],\n wget: [\n \"wget [url] [target file]\",\n \" \",\n \"Retrieves data from a URL and downloads it to a file on the current server. The data can only \",\n \"be downloaded to a script (.script, .ns, .js) or a text file (.txt). If the file already exists, \",\n \"it will be overwritten by this command.\",\n \" \",\n \"Note that it will not be possible to download data from many websites because they do not allow \",\n \"cross-origin resource sharing (CORS). Example:\",\n \" \",\n \"wget https://raw.githubusercontent.com/danielyxie/bitburner/master/README.md game_readme.txt\",\n ],\n};\n","import { ITerminal, Output, Link, TTimer } from \"./ITerminal\";\nimport { IRouter } from \"../ui/Router\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { HacknetServer } from \"../Hacknet/HacknetServer\";\nimport { BaseServer } from \"../Server/BaseServer\";\nimport { Server } from \"../Server/Server\";\nimport { Programs } from \"../Programs/Programs\";\nimport { CodingContractResult } from \"../CodingContracts\";\nimport { TerminalEvents, TerminalClearEvents } from \"./TerminalEvents\";\n\nimport { TextFile } from \"../TextFile\";\nimport { Script } from \"../Script/Script\";\nimport { isScriptFilename } from \"../Script/isScriptFilename\";\nimport { CONSTANTS } from \"../Constants\";\nimport { GetServer, GetAllServers } from \"../Server/AllServers\";\n\nimport { removeLeadingSlash, isInRootDirectory, evaluateFilePath } from \"./DirectoryHelpers\";\nimport { checkIfConnectedToDarkweb } from \"../DarkWeb/DarkWeb\";\nimport { iTutorialNextStep, iTutorialSteps, ITutorial } from \"../InteractiveTutorial\";\nimport { getServerOnNetwork, processSingleServerGrowth } from \"../Server/ServerHelpers\";\nimport { ParseCommand, ParseCommands } from \"./Parser\";\nimport { SpecialServers } from \"../Server/data/SpecialServers\";\nimport { Settings } from \"../Settings/Settings\";\nimport { createProgressBarText } from \"../utils/helpers/createProgressBarText\";\nimport {\n calculateHackingChance,\n calculateHackingExpGain,\n calculatePercentMoneyHacked,\n calculateHackingTime,\n calculateGrowTime,\n calculateWeakenTime,\n} from \"../Hacking\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\nimport { convertTimeMsToTimeElapsedString } from \"../utils/StringHelperFunctions\";\n\nimport { alias } from \"./commands/alias\";\nimport { analyze } from \"./commands/analyze\";\nimport { backdoor } from \"./commands/backdoor\";\nimport { buy } from \"./commands/buy\";\nimport { cat } from \"./commands/cat\";\nimport { cd } from \"./commands/cd\";\nimport { check } from \"./commands/check\";\nimport { connect } from \"./commands/connect\";\nimport { cp } from \"./commands/cp\";\nimport { download } from \"./commands/download\";\nimport { expr } from \"./commands/expr\";\nimport { free } from \"./commands/free\";\nimport { grow } from \"./commands/grow\";\nimport { hack } from \"./commands/hack\";\nimport { help } from \"./commands/help\";\nimport { home } from \"./commands/home\";\nimport { hostname } from \"./commands/hostname\";\nimport { kill } from \"./commands/kill\";\nimport { killall } from \"./commands/killall\";\nimport { ls } from \"./commands/ls\";\nimport { lscpu } from \"./commands/lscpu\";\nimport { mem } from \"./commands/mem\";\nimport { mv } from \"./commands/mv\";\nimport { nano } from \"./commands/nano\";\nimport { ps } from \"./commands/ps\";\nimport { rm } from \"./commands/rm\";\nimport { run } from \"./commands/run\";\nimport { scan } from \"./commands/scan\";\nimport { scananalyze } from \"./commands/scananalyze\";\nimport { scp } from \"./commands/scp\";\nimport { sudov } from \"./commands/sudov\";\nimport { tail } from \"./commands/tail\";\nimport { top } from \"./commands/top\";\nimport { unalias } from \"./commands/unalias\";\nimport { weaken } from \"./commands/weaken\";\nimport { wget } from \"./commands/wget\";\n\nexport class Terminal implements ITerminal {\n // Flags to determine whether the player is currently running a hack or an analyze\n action: TTimer | null = null;\n\n commandHistory: string[] = [];\n commandHistoryIndex = 0;\n\n outputHistory: (Output | Link)[] = [new Output(`Bitburner v${CONSTANTS.Version}`, \"primary\")];\n\n // True if a Coding Contract prompt is opened\n contractOpen = false;\n\n // Full Path of current directory\n // Excludes the trailing forward slash\n currDir = \"/\";\n\n process(router: IRouter, player: IPlayer, cycles: number): void {\n if (this.action === null) return;\n this.action.timeLeft -= (CONSTANTS._idleSpeed * cycles) / 1000;\n if (this.action.timeLeft < 0.01) this.finishAction(router, player, false);\n TerminalEvents.emit();\n }\n\n append(item: Output | Link): void {\n this.outputHistory.push(item);\n if (this.outputHistory.length > Settings.MaxTerminalCapacity) {\n this.outputHistory.splice(0, this.outputHistory.length - Settings.MaxTerminalCapacity);\n }\n TerminalEvents.emit();\n }\n\n print(s: string): void {\n this.append(new Output(s, \"primary\"));\n }\n\n error(s: string): void {\n this.append(new Output(s, \"error\"));\n }\n\n startHack(player: IPlayer): void {\n // Hacking through Terminal should be faster than hacking through a script\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n this.startAction(calculateHackingTime(server, player) / 4, \"h\");\n }\n\n startGrow(player: IPlayer): void {\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n this.startAction(calculateGrowTime(server, player) / 16, \"g\");\n }\n startWeaken(player: IPlayer): void {\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n this.startAction(calculateWeakenTime(server, player) / 16, \"w\");\n }\n\n startBackdoor(player: IPlayer): void {\n // Backdoor should take the same amount of time as hack\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot backdoor this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n this.startAction(calculateHackingTime(server, player) / 4, \"b\");\n }\n\n startAnalyze(): void {\n this.print(\"Analyzing system...\");\n this.startAction(1, \"a\");\n }\n\n startAction(n: number, action: \"h\" | \"b\" | \"a\" | \"g\" | \"w\"): void {\n this.action = new TTimer(n, action);\n }\n\n // Complete the hack/analyze command\n finishHack(router: IRouter, player: IPlayer, cancelled = false): void {\n if (cancelled) return;\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n\n // Calculate whether hack was successful\n const hackChance = calculateHackingChance(server, player);\n const rand = Math.random();\n const expGainedOnSuccess = calculateHackingExpGain(server, player);\n const expGainedOnFailure = expGainedOnSuccess / 4;\n if (rand < hackChance) {\n // Success!\n if (SpecialServers.WorldDaemon === server.hostname) {\n if (player.bitNodeN == null) {\n player.bitNodeN = 1;\n }\n router.toBitVerse(false, false);\n return;\n }\n server.backdoorInstalled = true;\n let moneyGained = calculatePercentMoneyHacked(server, player);\n moneyGained = Math.floor(server.moneyAvailable * moneyGained);\n\n if (moneyGained <= 0) {\n moneyGained = 0;\n } // Safety check\n\n server.moneyAvailable -= moneyGained;\n player.gainMoney(moneyGained);\n player.recordMoneySource(moneyGained, \"hacking\");\n player.gainHackingExp(expGainedOnSuccess);\n player.gainIntelligenceExp(expGainedOnSuccess / CONSTANTS.IntelligenceTerminalHackBaseExpGain);\n\n server.fortify(CONSTANTS.ServerFortifyAmount);\n\n this.print(\n `Hack successful! Gained ${numeralWrapper.formatMoney(moneyGained)} and ${numeralWrapper.formatExp(\n expGainedOnSuccess,\n )} hacking exp`,\n );\n } else {\n // Failure\n player.gainHackingExp(expGainedOnFailure);\n this.print(\n `Failed to hack ${server.hostname}. Gained ${numeralWrapper.formatExp(expGainedOnFailure)} hacking exp`,\n );\n }\n }\n\n finishGrow(player: IPlayer, cancelled = false): void {\n if (cancelled) return;\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n const expGain = calculateHackingExpGain(server, player);\n const growth = processSingleServerGrowth(server, 1, player, server.cpuCores) - 1;\n this.print(\n `Available money on '${server.hostname}' grown by ${numeralWrapper.formatPercentage(\n growth,\n 6,\n )}. Gained ${numeralWrapper.formatExp(expGain)} hacking exp.`,\n );\n }\n\n finishWeaken(player: IPlayer, cancelled = false): void {\n if (cancelled) return;\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n const expGain = calculateHackingExpGain(server, player);\n server.weaken(CONSTANTS.ServerWeakenAmount);\n this.print(\n `'${server.hostname}' security level weakened to ${server.hackDifficulty}. Gained ${numeralWrapper.formatExp(\n expGain,\n )} hacking exp.`,\n );\n }\n\n finishBackdoor(router: IRouter, player: IPlayer, cancelled = false): void {\n if (!cancelled) {\n const server = player.getCurrentServer();\n if (server instanceof HacknetServer) {\n this.error(\"Cannot hack this kind of server\");\n return;\n }\n if (!(server instanceof Server)) throw new Error(\"server should be normal server\");\n if (SpecialServers.WorldDaemon === server.hostname) {\n if (player.bitNodeN == null) {\n player.bitNodeN = 1;\n }\n router.toBitVerse(false, false);\n return;\n }\n server.backdoorInstalled = true;\n this.print(\"Backdoor successful!\");\n }\n }\n\n finishAnalyze(player: IPlayer, cancelled = false): void {\n if (!cancelled) {\n const currServ = player.getCurrentServer();\n const isHacknet = currServ instanceof HacknetServer;\n this.print(currServ.hostname + \": \");\n const org = currServ.organizationName;\n this.print(\"Organization name: \" + (!isHacknet ? org : \"player\"));\n const hasAdminRights = (!isHacknet && currServ.hasAdminRights) || isHacknet;\n this.print(\"Root Access: \" + (hasAdminRights ? \"YES\" : \"NO\"));\n if (currServ instanceof Server) {\n const hackingSkill = currServ.requiredHackingSkill;\n this.print(\"Required hacking skill: \" + (!isHacknet ? hackingSkill : \"N/A\"));\n const security = currServ.hackDifficulty;\n this.print(\"Server security level: \" + (!isHacknet ? numeralWrapper.formatServerSecurity(security) : \"N/A\"));\n const hackingChance = calculateHackingChance(currServ, player);\n this.print(\"Chance to hack: \" + (!isHacknet ? numeralWrapper.formatPercentage(hackingChance) : \"N/A\"));\n const hackingTime = calculateHackingTime(currServ, player) * 1000;\n this.print(\"Time to hack: \" + (!isHacknet ? convertTimeMsToTimeElapsedString(hackingTime, true) : \"N/A\"));\n }\n this.print(\n `Total money available on server: ${\n currServ instanceof Server ? numeralWrapper.formatMoney(currServ.moneyAvailable) : \"N/A\"\n }`,\n );\n if (currServ instanceof Server) {\n const numPort = currServ.numOpenPortsRequired;\n this.print(\"Required number of open ports for NUKE: \" + (!isHacknet ? numPort : \"N/A\"));\n this.print(\"SSH port: \" + (currServ.sshPortOpen ? \"Open\" : \"Closed\"));\n this.print(\"FTP port: \" + (currServ.ftpPortOpen ? \"Open\" : \"Closed\"));\n this.print(\"SMTP port: \" + (currServ.smtpPortOpen ? \"Open\" : \"Closed\"));\n this.print(\"HTTP port: \" + (currServ.httpPortOpen ? \"Open\" : \"Closed\"));\n this.print(\"SQL port: \" + (currServ.sqlPortOpen ? \"Open\" : \"Closed\"));\n }\n }\n }\n\n finishAction(router: IRouter, player: IPlayer, cancelled = false): void {\n if (this.action === null) {\n if (!cancelled) throw new Error(\"Finish action called when there was no action\");\n return;\n }\n this.print(this.getProgressText());\n if (this.action.action === \"h\") {\n this.finishHack(router, player, cancelled);\n } else if (this.action.action === \"g\") {\n this.finishGrow(player, cancelled);\n } else if (this.action.action === \"w\") {\n this.finishWeaken(player, cancelled);\n } else if (this.action.action === \"b\") {\n this.finishBackdoor(router, player, cancelled);\n } else if (this.action.action === \"a\") {\n this.finishAnalyze(player, cancelled);\n }\n if (cancelled) {\n this.print(\"Cancelled\");\n }\n this.action = null;\n TerminalEvents.emit();\n }\n\n getFile(player: IPlayer, filename: string): Script | TextFile | string | null {\n if (isScriptFilename(filename)) {\n return this.getScript(player, filename);\n }\n\n if (filename.endsWith(\".lit\")) {\n return this.getLitFile(player, filename);\n }\n\n if (filename.endsWith(\".txt\")) {\n return this.getTextFile(player, filename);\n }\n\n return null;\n }\n\n getFilepath(filename: string): string {\n const path = evaluateFilePath(filename, this.cwd());\n if (path == null) {\n throw new Error(`Invalid file path specified: ${filename}`);\n }\n\n if (isInRootDirectory(path)) {\n return removeLeadingSlash(path);\n }\n\n return path;\n }\n\n getScript(player: IPlayer, filename: string): Script | null {\n const s = player.getCurrentServer();\n const filepath = this.getFilepath(filename);\n for (const script of s.scripts) {\n if (filepath === script.filename) {\n return script;\n }\n }\n\n return null;\n }\n\n getTextFile(player: IPlayer, filename: string): TextFile | null {\n const s = player.getCurrentServer();\n const filepath = this.getFilepath(filename);\n for (const txt of s.textFiles) {\n if (filepath === txt.fn) {\n return txt;\n }\n }\n\n return null;\n }\n\n getLitFile(player: IPlayer, filename: string): string | null {\n const s = player.getCurrentServer();\n const filepath = this.getFilepath(filename);\n for (const lit of s.messages) {\n if (typeof lit === \"string\" && filepath === lit) {\n return lit;\n }\n }\n\n return null;\n }\n\n cwd(): string {\n return this.currDir;\n }\n\n setcwd(dir: string): void {\n this.currDir = dir;\n TerminalEvents.emit();\n }\n\n async runContract(player: IPlayer, contractName: string): Promise {\n // There's already an opened contract\n if (this.contractOpen) {\n return this.error(\"There's already a Coding Contract in Progress\");\n }\n\n const serv = player.getCurrentServer();\n const contract = serv.getContract(contractName);\n if (contract == null) {\n return this.error(\"No such contract\");\n }\n\n this.contractOpen = true;\n const res = await contract.prompt();\n\n switch (res) {\n case CodingContractResult.Success:\n if (contract.reward !== null) {\n const reward = player.gainCodingContractReward(contract.reward, contract.getDifficulty());\n this.print(`Contract SUCCESS - ${reward}`);\n }\n serv.removeContract(contract);\n break;\n case CodingContractResult.Failure:\n ++contract.tries;\n if (contract.tries >= contract.getMaxNumTries()) {\n this.print(\"Contract FAILED - Contract is now self-destructing\");\n serv.removeContract(contract);\n } else {\n this.print(`Contract FAILED - ${contract.getMaxNumTries() - contract.tries} tries remaining`);\n }\n break;\n case CodingContractResult.Cancelled:\n default:\n this.print(\"Contract cancelled\");\n break;\n }\n this.contractOpen = false;\n }\n\n executeScanAnalyzeCommand(player: IPlayer, depth = 1, all = false): void {\n // TODO Using array as stack for now, can make more efficient\n this.print(\"~~~~~~~~~~ Beginning scan-analyze ~~~~~~~~~~\");\n this.print(\" \");\n\n // Map of all servers to keep track of which have been visited\n const visited: {\n [key: string]: number | undefined;\n } = {};\n for (const server of GetAllServers()) {\n visited[server.hostname] = 0;\n }\n\n const stack: BaseServer[] = [];\n const depthQueue: number[] = [0];\n const currServ = player.getCurrentServer();\n stack.push(currServ);\n while (stack.length != 0) {\n const s = stack.pop();\n if (!s) continue;\n const d = depthQueue.pop();\n if (d === undefined) continue;\n const isHacknet = s instanceof HacknetServer;\n if (!all && (s as any).purchasedByPlayer && s.hostname != \"home\") {\n continue; // Purchased server\n } else if (visited[s.hostname] || d > depth) {\n continue; // Already visited or out-of-depth\n } else if (!all && isHacknet) {\n continue; // Hacknet Server\n } else {\n visited[s.hostname] = 1;\n }\n for (let i = s.serversOnNetwork.length - 1; i >= 0; --i) {\n const newS = getServerOnNetwork(s, i);\n if (newS === null) continue;\n stack.push(newS);\n depthQueue.push(d + 1);\n }\n if (d == 0) {\n continue;\n } // Don't print current server\n const titleDashes = Array((d - 1) * 4 + 1).join(\"-\");\n if (player.hasProgram(Programs.AutoLink.name)) {\n this.append(new Link(titleDashes, s.hostname));\n } else {\n this.print(titleDashes + s.hostname);\n }\n\n const dashes = titleDashes + \"--\";\n let c = \"NO\";\n if (s.hasAdminRights) {\n c = \"YES\";\n }\n this.print(\n `${dashes}Root Access: ${c}${!isHacknet ? \", Required hacking skill: \" + (s as any).requiredHackingSkill : \"\"}`,\n );\n if (s.hasOwnProperty(\"numOpenPortsRequired\")) {\n this.print(dashes + \"Number of open ports required to NUKE: \" + (s as any).numOpenPortsRequired);\n }\n this.print(dashes + \"RAM: \" + numeralWrapper.formatRAM(s.maxRam));\n this.print(\" \");\n }\n }\n\n connectToServer(player: IPlayer, server: string): void {\n const serv = GetServer(server);\n if (serv == null) {\n this.error(\"Invalid server. Connection failed.\");\n return;\n }\n player.getCurrentServer().isConnectedTo = false;\n player.currentServer = serv.hostname;\n player.getCurrentServer().isConnectedTo = true;\n this.print(\"Connected to \" + serv.hostname);\n this.setcwd(\"/\");\n if (player.getCurrentServer().hostname == \"darkweb\") {\n checkIfConnectedToDarkweb(); // Posts a 'help' message if connecting to dark web\n }\n }\n\n executeCommands(router: IRouter, player: IPlayer, commands: string): void {\n // Sanitize input\n commands = commands.trim();\n commands = commands.replace(/\\s\\s+/g, \" \"); // Replace all extra whitespace in command with a single space\n\n // Handle Terminal History - multiple commands should be saved as one\n if (this.commandHistory[this.commandHistory.length - 1] != commands) {\n this.commandHistory.push(commands);\n if (this.commandHistory.length > 50) {\n this.commandHistory.splice(0, 1);\n }\n }\n this.commandHistoryIndex = this.commandHistory.length;\n const allCommands = ParseCommands(commands);\n\n for (let i = 0; i < allCommands.length; i++) {\n this.executeCommand(router, player, allCommands[i]);\n }\n }\n\n clear(): void {\n this.outputHistory = [new Output(`Bitburner v${CONSTANTS.Version}`, \"primary\")];\n TerminalEvents.emit();\n TerminalClearEvents.emit();\n }\n\n prestige(): void {\n this.action = null;\n this.clear();\n }\n\n executeCommand(router: IRouter, player: IPlayer, command: string): void {\n if (this.action !== null) {\n this.error(`Cannot execute command (${command}) while an action is in progress`);\n return;\n }\n // Allow usage of ./\n if (command.startsWith(\"./\")) {\n command = \"run \" + command.slice(2);\n }\n // Only split the first space\n const commandArray = ParseCommand(command);\n if (commandArray.length == 0) {\n return;\n }\n const s = player.getCurrentServer();\n /****************** Interactive Tutorial Terminal Commands ******************/\n if (ITutorial.isRunning) {\n const n00dlesServ = GetServer(\"n00dles\");\n if (n00dlesServ == null) {\n throw new Error(\"Could not get n00dles server\");\n return;\n }\n switch (ITutorial.currStep) {\n case iTutorialSteps.TerminalHelp:\n if (commandArray.length === 1 && commandArray[0] == \"help\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalLs:\n if (commandArray.length === 1 && commandArray[0] == \"ls\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalScan:\n if (commandArray.length === 1 && commandArray[0] == \"scan\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalScanAnalyze1:\n if (commandArray.length == 1 && commandArray[0] == \"scan-analyze\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalScanAnalyze2:\n if (commandArray.length == 2 && commandArray[0] == \"scan-analyze\" && commandArray[1] === 2) {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalConnect:\n if (commandArray.length == 2) {\n if (\n commandArray[0] == \"connect\" &&\n (commandArray[1] == \"n00dles\" || commandArray[1] == n00dlesServ.hostname)\n ) {\n iTutorialNextStep();\n } else {\n this.print(\"Wrong command! Try again!\");\n return;\n }\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalAnalyze:\n if (commandArray.length === 1 && commandArray[0] === \"analyze\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalNuke:\n if (commandArray.length == 2 && commandArray[0] == \"run\" && commandArray[1] == \"NUKE.exe\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalManualHack:\n if (commandArray.length == 1 && commandArray[0] == \"hack\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalGoHome:\n if (commandArray.length == 1 && commandArray[0] == \"home\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalCreateScript:\n if (commandArray.length == 2 && commandArray[0] == \"nano\" && commandArray[1] == \"n00dles.script\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalFree:\n if (commandArray.length == 1 && commandArray[0] == \"free\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.TerminalRunScript:\n if (commandArray.length == 2 && commandArray[0] == \"run\" && commandArray[1] == \"n00dles.script\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n case iTutorialSteps.ActiveScriptsToTerminal:\n if (commandArray.length == 2 && commandArray[0] == \"tail\" && commandArray[1] == \"n00dles.script\") {\n iTutorialNextStep();\n } else {\n this.print(\"Bad command. Please follow the tutorial\");\n return;\n }\n break;\n default:\n this.print(\"Please follow the tutorial, or click 'EXIT' if you'd like to skip it\");\n return;\n }\n }\n /****************** END INTERACTIVE TUTORIAL ******************/\n /* Command parser */\n const commandName = commandArray[0];\n if (typeof commandName === \"number\") {\n this.error(`Command ${commandArray[0]} not found`);\n return;\n }\n\n const commands: {\n [key: string]: (\n terminal: ITerminal,\n router: IRouter,\n player: IPlayer,\n server: BaseServer,\n args: (string | number)[],\n ) => void;\n } = {\n \"scan-analyze\": scananalyze,\n alias: alias,\n analyze: analyze,\n backdoor: backdoor,\n buy: buy,\n cat: cat,\n cd: cd,\n check: check,\n clear: () => this.clear(),\n cls: () => this.clear(),\n connect: connect,\n cp: cp,\n download: download,\n expr: expr,\n free: free,\n grow: grow,\n hack: hack,\n help: help,\n home: home,\n hostname: hostname,\n kill: kill,\n killall: killall,\n ls: ls,\n lscpu: lscpu,\n mem: mem,\n mv: mv,\n nano: nano,\n ps: ps,\n rm: rm,\n run: run,\n scan: scan,\n scp: scp,\n sudov: sudov,\n tail: tail,\n top: top,\n unalias: unalias,\n weaken: weaken,\n wget: wget,\n };\n\n const f = commands[commandName.toLowerCase()];\n if (!f) {\n this.error(`Command ${commandArray[0]} not found`);\n return;\n }\n\n f(this, router, player, s, commandArray.slice(1));\n }\n\n getProgressText(): string {\n if (this.action === null) throw new Error(\"trying to get the progress text when there's no action\");\n return createProgressBarText({\n progress: (this.action.time - this.action.timeLeft) / this.action.time,\n totalTicks: 50,\n });\n }\n}\n","import { getRandomInt } from \"../utils/helpers/getRandomInt\";\n\n/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */\n\n/* Function that generates a valid 'data' for a contract type */\nexport type GeneratorFunc = () => any;\n\n/* Function that checks if the provided solution is the correct one */\nexport type SolverFunc = (data: any, answer: string) => boolean;\n\n/* Function that returns a string with the problem's description.\n Requires the 'data' of a Contract as input */\nexport type DescriptionFunc = (data: any) => string;\n\ninterface ICodingContractTypeMetadata {\n desc: DescriptionFunc;\n difficulty: number;\n gen: GeneratorFunc;\n name: string;\n numTries: number;\n solver: SolverFunc;\n}\n\n/* Helper functions for Coding Contract implementations */\nfunction removeBracketsFromArrayString(str: string): string {\n let strCpy: string = str;\n if (strCpy.startsWith(\"[\")) {\n strCpy = strCpy.slice(1);\n }\n if (strCpy.endsWith(\"]\")) {\n strCpy = strCpy.slice(0, -1);\n }\n\n return strCpy;\n}\n\nfunction removeQuotesFromString(str: string): string {\n let strCpy: string = str;\n if (strCpy.startsWith('\"') || strCpy.startsWith(\"'\")) {\n strCpy = strCpy.slice(1);\n }\n if (strCpy.endsWith('\"') || strCpy.endsWith(\"'\")) {\n strCpy = strCpy.slice(0, -1);\n }\n\n return strCpy;\n}\n\nfunction convert2DArrayToString(arr: any[][]): string {\n const components: string[] = [];\n arr.forEach((e: any) => {\n let s: string = e.toString();\n s = [\"[\", s, \"]\"].join(\"\");\n components.push(s);\n });\n\n return components.join(\",\").replace(/\\s/g, \"\");\n}\n\nexport const codingContractTypesMetadata: ICodingContractTypeMetadata[] = [\n {\n desc: (n: number): string => {\n return [\"A prime factor is a factor that is a prime number.\", `What is the largest prime factor of ${n}?`].join(\n \" \",\n );\n },\n difficulty: 1,\n gen: (): number => {\n return getRandomInt(500, 1e9);\n },\n name: \"Find Largest Prime Factor\",\n numTries: 10,\n solver: (data: number, ans: string): boolean => {\n let fac = 2;\n let n: number = data;\n while (n > (fac - 1) * (fac - 1)) {\n while (n % fac === 0) {\n n = Math.round(n / fac);\n }\n ++fac;\n }\n\n return (n === 1 ? fac - 1 : n) === parseInt(ans, 10);\n },\n },\n {\n desc: (n: number[]): string => {\n return [\n \"Given the following integer array, find the contiguous subarray\",\n \"(containing at least one number) which has the largest sum and return that sum.\",\n \"'Sum' refers to the sum of all the numbers in the subarray.\\n\",\n `${n.toString()}`,\n ].join(\" \");\n },\n difficulty: 1,\n gen: (): number[] => {\n const len: number = getRandomInt(5, 40);\n const arr: number[] = [];\n arr.length = len;\n for (let i = 0; i < len; ++i) {\n arr[i] = getRandomInt(-10, 10);\n }\n\n return arr;\n },\n name: \"Subarray with Maximum Sum\",\n numTries: 10,\n solver: (data: number[], ans: string): boolean => {\n const nums: number[] = data.slice();\n for (let i = 1; i < nums.length; i++) {\n nums[i] = Math.max(nums[i], nums[i] + nums[i - 1]);\n }\n\n return parseInt(ans, 10) === Math.max(...nums);\n },\n },\n {\n desc: (n: number): string => {\n return [\n \"It is possible write four as a sum in exactly four different ways:\\n\\n\",\n \"    3 + 1\\n\",\n \"    2 + 2\\n\",\n \"    2 + 1 + 1\\n\",\n \"    1 + 1 + 1 + 1\\n\\n\",\n `How many different ways can the number ${n} be written as a sum of at least`,\n \"two positive integers?\",\n ].join(\" \");\n },\n difficulty: 1.5,\n gen: (): number => {\n return getRandomInt(8, 100);\n },\n name: \"Total Ways to Sum\",\n numTries: 10,\n solver: (data: number, ans: string): boolean => {\n const ways: number[] = [1];\n ways.length = data + 1;\n ways.fill(0, 1);\n for (let i = 1; i < data; ++i) {\n for (let j: number = i; j <= data; ++j) {\n ways[j] += ways[j - i];\n }\n }\n\n return ways[data] === parseInt(ans, 10);\n },\n },\n {\n desc: (n: number[][]): string => {\n let d: string = [\n \"Given the following array of array of numbers representing a 2D matrix,\",\n \"return the elements of the matrix as an array in spiral order:\\n\\n\",\n ].join(\" \");\n // for (const line of n) {\n // d += `${line.toString()},\\n`;\n // }\n d += \"    [\\n\";\n d += n\n .map(\n (line: number[]) =>\n \"        [\" +\n line.map((x: number) => `${x}`.padStart(2, \" \")).join(\",\") +\n \"]\",\n )\n .join(\"\\n\");\n d += \"\\n    ]\\n\";\n d += [\n \"\\nHere is an example of what spiral order should be:\\n\\n\",\n \"    [\\n\",\n \"        [1, 2, 3]\\n\",\n \"        [4, 5, 6]\\n\",\n \"        [7, 8, 9]\\n\",\n \"    ]\\n\\n\",\n \"Answer: [1, 2, 3, 6, 9, 8 ,7, 4, 5]\\n\\n\",\n \"Note that the matrix will not always be square:\\n\\n\",\n \"    [\\n\",\n \"        [1,  2,  3,  4]\\n\",\n \"        [5,  6,  7,  8]\\n\",\n \"        [9, 10, 11, 12]\\n\",\n \"    ]\\n\\n\",\n \"Answer: [1, 2, 3, 4, 8, 12, 11, 10, 9, 5, 6, 7]\",\n ].join(\" \");\n\n return d;\n },\n difficulty: 2,\n gen: (): number[][] => {\n const m: number = getRandomInt(1, 15);\n const n: number = getRandomInt(1, 15);\n const matrix: number[][] = [];\n matrix.length = m;\n for (let i = 0; i < m; ++i) {\n matrix[i] = [];\n matrix[i].length = n;\n }\n\n for (let i = 0; i < m; ++i) {\n for (let j = 0; j < n; ++j) {\n matrix[i][j] = getRandomInt(1, 50);\n }\n }\n\n return matrix;\n },\n name: \"Spiralize Matrix\",\n numTries: 10,\n solver: (data: number[][], ans: string): boolean => {\n const spiral: number[] = [];\n const m: number = data.length;\n const n: number = data[0].length;\n let u = 0;\n let d: number = m - 1;\n let l = 0;\n let r: number = n - 1;\n let k = 0;\n while (true) {\n // Up\n for (let col: number = l; col <= r; col++) {\n spiral[k] = data[u][col];\n ++k;\n }\n if (++u > d) {\n break;\n }\n\n // Right\n for (let row: number = u; row <= d; row++) {\n spiral[k] = data[row][r];\n ++k;\n }\n if (--r < l) {\n break;\n }\n\n // Down\n for (let col: number = r; col >= l; col--) {\n spiral[k] = data[d][col];\n ++k;\n }\n if (--d < u) {\n break;\n }\n\n // Left\n for (let row: number = d; row >= u; row--) {\n spiral[k] = data[row][l];\n ++k;\n }\n if (++l > r) {\n break;\n }\n }\n\n const sanitizedPlayerAns: string = removeBracketsFromArrayString(ans).replace(/\\s/g, \"\");\n const playerAns: any[] = sanitizedPlayerAns.split(\",\");\n for (let i = 0; i < playerAns.length; ++i) {\n playerAns[i] = parseInt(playerAns[i], 10);\n }\n if (spiral.length !== playerAns.length) {\n return false;\n }\n for (let i = 0; i < spiral.length; ++i) {\n if (spiral[i] !== playerAns[i]) {\n return false;\n }\n }\n\n return true;\n },\n },\n {\n desc: (arr: number[]): string => {\n return [\n \"You are given the following array of integers:\\n\\n\",\n `${arr}\\n\\n`,\n \"Each element in the array represents your MAXIMUM jump length\",\n \"at that position. This means that if you are at position i and your\",\n \"maximum jump length is n, you can jump to any position from\",\n \"i to i+n.\",\n \"\\n\\nAssuming you are initially positioned\",\n \"at the start of the array, determine whether you are\",\n \"able to reach the last index exactly.\\n\\n\",\n \"Your answer should be submitted as 1 or 0, representing true and false respectively\",\n ].join(\" \");\n },\n difficulty: 2.5,\n gen: (): number[] => {\n const len: number = getRandomInt(3, 25);\n const arr: number[] = [];\n arr.length = len;\n for (let i = 0; i < arr.length; ++i) {\n if (Math.random() < 0.2) {\n arr[i] = 0; // 20% chance of being 0\n } else {\n arr[i] = getRandomInt(0, 10);\n }\n }\n\n return arr;\n },\n name: \"Array Jumping Game\",\n numTries: 1,\n solver: (data: number[], ans: string): boolean => {\n const n: number = data.length;\n let i = 0;\n for (let reach = 0; i < n && i <= reach; ++i) {\n reach = Math.max(i + data[i], reach);\n }\n const solution: boolean = i === n;\n\n if (ans === \"1\" && solution) {\n return true;\n }\n if (ans === \"0\" && !solution) {\n return true;\n }\n\n return false;\n },\n },\n {\n desc: (arr: number[][]): string => {\n return [\n \"Given the following array of array of numbers representing a list of\",\n \"intervals, merge all overlapping intervals.\\n\\n\",\n `[${convert2DArrayToString(arr)}]\\n\\n`,\n \"Example:\\n\\n\",\n \"[[1, 3], [8, 10], [2, 6], [10, 16]]\\n\\n\",\n \"would merge into [[1, 6], [8, 16]].\\n\\n\",\n \"The intervals must be returned in ASCENDING order.\",\n \"You can assume that in an interval, the first number will always be\",\n \"smaller than the second.\",\n ].join(\" \");\n },\n difficulty: 3,\n gen: (): number[][] => {\n const intervals: number[][] = [];\n const numIntervals: number = getRandomInt(3, 20);\n for (let i = 0; i < numIntervals; ++i) {\n const start: number = getRandomInt(1, 25);\n const end: number = start + getRandomInt(1, 10);\n intervals.push([start, end]);\n }\n\n return intervals;\n },\n name: \"Merge Overlapping Intervals\",\n numTries: 15,\n solver: (data: number[][], ans: string): boolean => {\n const intervals: number[][] = data.slice();\n intervals.sort((a: number[], b: number[]) => {\n return a[0] - b[0];\n });\n\n const result: number[][] = [];\n let start: number = intervals[0][0];\n let end: number = intervals[0][1];\n for (const interval of intervals) {\n if (interval[0] <= end) {\n end = Math.max(end, interval[1]);\n } else {\n result.push([start, end]);\n start = interval[0];\n end = interval[1];\n }\n }\n result.push([start, end]);\n\n const sanitizedResult: string = convert2DArrayToString(result);\n const sanitizedAns: string = ans.replace(/\\s/g, \"\");\n\n return sanitizedResult === sanitizedAns || sanitizedResult === removeBracketsFromArrayString(sanitizedAns);\n },\n },\n {\n desc: (data: string): string => {\n return [\n \"Given the following string containing only digits, return\",\n \"an array with all possible valid IP address combinations\",\n \"that can be created from the string:\\n\\n\",\n `${data}\\n\\n`,\n \"Note that an octet cannot begin with a '0' unless the number\",\n \"itself is actually 0. For example, '192.168.010.1' is not a valid IP.\\n\\n\",\n \"Examples:\\n\\n\",\n \"25525511135 -> [255.255.11.135, 255.255.111.35]\\n\",\n \"1938718066 -> [193.87.180.66]\",\n ].join(\" \");\n },\n difficulty: 3,\n gen: (): string => {\n let str = \"\";\n for (let i = 0; i < 4; ++i) {\n const num: number = getRandomInt(0, 255);\n const convNum: string = num.toString();\n str += convNum;\n }\n\n return str;\n },\n name: \"Generate IP Addresses\",\n numTries: 10,\n solver: (data: string, ans: string): boolean => {\n const ret: string[] = [];\n for (let a = 1; a <= 3; ++a) {\n for (let b = 1; b <= 3; ++b) {\n for (let c = 1; c <= 3; ++c) {\n for (let d = 1; d <= 3; ++d) {\n if (a + b + c + d === data.length) {\n const A: number = parseInt(data.substring(0, a), 10);\n const B: number = parseInt(data.substring(a, a + b), 10);\n const C: number = parseInt(data.substring(a + b, a + b + c), 10);\n const D: number = parseInt(data.substring(a + b + c, a + b + c + d), 10);\n if (A <= 255 && B <= 255 && C <= 255 && D <= 255) {\n const ip: string = [A.toString(), \".\", B.toString(), \".\", C.toString(), \".\", D.toString()].join(\"\");\n if (ip.length === data.length + 3) {\n ret.push(ip);\n }\n }\n }\n }\n }\n }\n }\n\n const sanitizedAns: string = removeBracketsFromArrayString(ans).replace(/\\s/g, \"\");\n const ansArr: string[] = sanitizedAns.split(\",\");\n if (ansArr.length !== ret.length) {\n return false;\n }\n for (const ipInAns of ansArr) {\n if (!ret.includes(ipInAns)) {\n return false;\n }\n }\n\n return true;\n },\n },\n {\n desc: (data: number[]): string => {\n return [\n \"You are given the following array of stock prices (which are numbers)\",\n \"where the i-th element represents the stock price on day i:\\n\\n\",\n `${data}\\n\\n`,\n \"Determine the maximum possible profit you can earn using at most\",\n \"one transaction (i.e. you can only buy and sell the stock once). If no profit can be made\",\n \"then the answer should be 0. Note\",\n \"that you have to buy the stock before you can sell it\",\n ].join(\" \");\n },\n difficulty: 1,\n gen: (): number[] => {\n const len: number = getRandomInt(3, 50);\n const arr: number[] = [];\n arr.length = len;\n for (let i = 0; i < len; ++i) {\n arr[i] = getRandomInt(1, 200);\n }\n\n return arr;\n },\n name: \"Algorithmic Stock Trader I\",\n numTries: 5,\n solver: (data: number[], ans: string): boolean => {\n let maxCur = 0;\n let maxSoFar = 0;\n for (let i = 1; i < data.length; ++i) {\n maxCur = Math.max(0, (maxCur += data[i] - data[i - 1]));\n maxSoFar = Math.max(maxCur, maxSoFar);\n }\n\n return maxSoFar.toString() === ans;\n },\n },\n {\n desc: (data: number[]): string => {\n return [\n \"You are given the following array of stock prices (which are numbers)\",\n \"where the i-th element represents the stock price on day i:\\n\\n\",\n `${data}\\n\\n`,\n \"Determine the maximum possible profit you can earn using as many\",\n \"transactions as you'd like. A transaction is defined as buying\",\n \"and then selling one share of the stock. Note that you cannot\",\n \"engage in multiple transactions at once. In other words, you\",\n \"must sell the stock before you buy it again.\\n\\n\",\n \"If no profit can be made, then the answer should be 0\",\n ].join(\" \");\n },\n difficulty: 2,\n gen: (): number[] => {\n const len: number = getRandomInt(3, 50);\n const arr: number[] = [];\n arr.length = len;\n for (let i = 0; i < len; ++i) {\n arr[i] = getRandomInt(1, 200);\n }\n\n return arr;\n },\n name: \"Algorithmic Stock Trader II\",\n numTries: 10,\n solver: (data: number[], ans: string): boolean => {\n let profit = 0;\n for (let p = 1; p < data.length; ++p) {\n profit += Math.max(data[p] - data[p - 1], 0);\n }\n\n return profit.toString() === ans;\n },\n },\n {\n desc: (data: number[]): string => {\n return [\n \"You are given the following array of stock prices (which are numbers)\",\n \"where the i-th element represents the stock price on day i:\\n\\n\",\n `${data}\\n\\n`,\n \"Determine the maximum possible profit you can earn using at most\",\n \"two transactions. A transaction is defined as buying\",\n \"and then selling one share of the stock. Note that you cannot\",\n \"engage in multiple transactions at once. In other words, you\",\n \"must sell the stock before you buy it again.\\n\\n\",\n \"If no profit can be made, then the answer should be 0\",\n ].join(\" \");\n },\n difficulty: 5,\n gen: (): number[] => {\n const len: number = getRandomInt(3, 50);\n const arr: number[] = [];\n arr.length = len;\n for (let i = 0; i < len; ++i) {\n arr[i] = getRandomInt(1, 200);\n }\n\n return arr;\n },\n name: \"Algorithmic Stock Trader III\",\n numTries: 10,\n solver: (data: number[], ans: string): boolean => {\n let hold1: number = Number.MIN_SAFE_INTEGER;\n let hold2: number = Number.MIN_SAFE_INTEGER;\n let release1 = 0;\n let release2 = 0;\n for (const price of data) {\n release2 = Math.max(release2, hold2 + price);\n hold2 = Math.max(hold2, release1 - price);\n release1 = Math.max(release1, hold1 + price);\n hold1 = Math.max(hold1, price * -1);\n }\n\n return release2.toString() === ans;\n },\n },\n {\n desc: (data: any[]): string => {\n const k: number = data[0];\n const prices: number[] = data[1];\n return [\n \"You are given the following array with two elements:\\n\\n\",\n `[${k}, [${prices}]]\\n\\n`,\n \"The first element is an integer k. The second element is an\",\n \"array of stock prices (which are numbers) where the i-th element\",\n \"represents the stock price on day i.\\n\\n\",\n \"Determine the maximum possible profit you can earn using at most\",\n \"k transactions. A transaction is defined as buying and then selling\",\n \"one share of the stock. Note that you cannot engage in multiple\",\n \"transactions at once. In other words, you must sell the stock before\",\n \"you can buy it again.\\n\\n\",\n \"If no profit can be made, then the answer should be 0.\",\n ].join(\" \");\n },\n difficulty: 8,\n gen: (): any[] => {\n const k: number = getRandomInt(2, 10);\n const len: number = getRandomInt(3, 50);\n const prices: number[] = [];\n prices.length = len;\n for (let i = 0; i < len; ++i) {\n prices[i] = getRandomInt(1, 200);\n }\n\n return [k, prices];\n },\n name: \"Algorithmic Stock Trader IV\",\n numTries: 10,\n solver: (data: any[], ans: string): boolean => {\n const k: number = data[0];\n const prices: number[] = data[1];\n\n const len = prices.length;\n if (len < 2) {\n return parseInt(ans) === 0;\n }\n if (k > len / 2) {\n let res = 0;\n for (let i = 1; i < len; ++i) {\n res += Math.max(prices[i] - prices[i - 1], 0);\n }\n\n return parseInt(ans) === res;\n }\n\n const hold: number[] = [];\n const rele: number[] = [];\n hold.length = k + 1;\n rele.length = k + 1;\n for (let i = 0; i <= k; ++i) {\n hold[i] = Number.MIN_SAFE_INTEGER;\n rele[i] = 0;\n }\n\n let cur: number;\n for (let i = 0; i < len; ++i) {\n cur = prices[i];\n for (let j = k; j > 0; --j) {\n rele[j] = Math.max(rele[j], hold[j] + cur);\n hold[j] = Math.max(hold[j], rele[j - 1] - cur);\n }\n }\n\n return parseInt(ans) === rele[k];\n },\n },\n {\n desc: (data: number[][]): string => {\n function createTriangleRecurse(data: number[][], level = 0): string {\n const numLevels: number = data.length;\n if (level >= numLevels) {\n return \"\";\n }\n const numSpaces = numLevels - level + 1;\n\n let str: string = [\" \".repeat(numSpaces), \"[\", data[level].toString(), \"]\"].join(\"\");\n if (level < numLevels - 1) {\n str += \",\";\n }\n\n return str + \"\\n\" + createTriangleRecurse(data, level + 1);\n }\n\n function createTriangle(data: number[][]): string {\n return [\"[\\n\", createTriangleRecurse(data), \"]\"].join(\"\");\n }\n\n const triangle = createTriangle(data);\n\n return [\n \"Given a triangle, find the minimum path sum from top to bottom. In each step\",\n \"of the path, you may only move to adjacent numbers in the row below.\",\n \"The triangle is represented as a 2D array of numbers:\\n\\n\",\n `${triangle}\\n\\n`,\n \"Example: If you are given the following triangle:\\n\\n\" + \"[\\n\",\n \"     [2],\\n\",\n \"    [3,4],\\n\",\n \"   [6,5,7],\\n\",\n \"  [4,1,8,3]\\n\",\n \"]\\n\\n\",\n \"The minimum path sum is 11 (2 -> 3 -> 5 -> 1).\",\n ].join(\" \");\n },\n difficulty: 5,\n gen: (): number[][] => {\n const triangle: number[][] = [];\n const levels: number = getRandomInt(3, 12);\n triangle.length = levels;\n\n for (let row = 0; row < levels; ++row) {\n triangle[row] = [];\n triangle[row].length = row + 1;\n for (let i = 0; i < triangle[row].length; ++i) {\n triangle[row][i] = getRandomInt(1, 9);\n }\n }\n\n return triangle;\n },\n name: \"Minimum Path Sum in a Triangle\",\n numTries: 10,\n solver: (data: number[][], ans: string): boolean => {\n const n: number = data.length;\n const dp: number[] = data[n - 1].slice();\n for (let i = n - 2; i > -1; --i) {\n for (let j = 0; j < data[i].length; ++j) {\n dp[j] = Math.min(dp[j], dp[j + 1]) + data[i][j];\n }\n }\n\n return dp[0] === parseInt(ans);\n },\n },\n {\n desc: (data: number[]): string => {\n const numRows = data[0];\n const numColumns = data[1];\n return [\n \"You are in a grid with\",\n `${numRows} rows and ${numColumns} columns, and you are`,\n \"positioned in the top-left corner of that grid. You are trying to\",\n \"reach the bottom-right corner of the grid, but you can only\",\n \"move down or right on each step. Determine how many\",\n \"unique paths there are from start to finish.\\n\\n\",\n \"NOTE: The data returned for this contract is an array\",\n \"with the number of rows and columns:\\n\\n\",\n `[${numRows}, ${numColumns}]`,\n ].join(\" \");\n },\n difficulty: 3,\n gen: (): number[] => {\n const numRows: number = getRandomInt(2, 14);\n const numColumns: number = getRandomInt(2, 14);\n\n return [numRows, numColumns];\n },\n name: \"Unique Paths in a Grid I\",\n numTries: 10,\n solver: (data: number[], ans: string): boolean => {\n const n: number = data[0]; // Number of rows\n const m: number = data[1]; // Number of columns\n const currentRow: number[] = [];\n currentRow.length = n;\n\n for (let i = 0; i < n; i++) {\n currentRow[i] = 1;\n }\n for (let row = 1; row < m; row++) {\n for (let i = 1; i < n; i++) {\n currentRow[i] += currentRow[i - 1];\n }\n }\n\n return parseInt(ans) === currentRow[n - 1];\n },\n },\n {\n desc: (data: number[][]): string => {\n let gridString = \"\";\n for (const line of data) {\n gridString += `${line.toString()},\\n`;\n }\n return [\n \"You are located in the top-left corner of the following grid:\\n\\n\",\n `${gridString}\\n`,\n \"You are trying reach the bottom-right corner of the grid, but you can only\",\n \"move down or right on each step. Furthermore, there are obstacles on the grid\",\n \"that you cannot move onto. These obstacles are denoted by '1', while empty\",\n \"spaces are denoted by 0.\\n\\n\",\n \"Determine how many unique paths there are from start to finish.\\n\\n\",\n \"NOTE: The data returned for this contract is an 2D array of numbers representing the grid.\",\n ].join(\" \");\n },\n difficulty: 5,\n gen: (): number[][] => {\n const numRows: number = getRandomInt(2, 12);\n const numColumns: number = getRandomInt(2, 12);\n\n const grid: number[][] = [];\n grid.length = numRows;\n for (let i = 0; i < numRows; ++i) {\n grid[i] = [];\n grid[i].length = numColumns;\n grid[i].fill(0);\n }\n\n for (let r = 0; r < numRows; ++r) {\n for (let c = 0; c < numColumns; ++c) {\n if (r === 0 && c === 0) {\n continue;\n }\n if (r === numRows - 1 && c === numColumns - 1) {\n continue;\n }\n\n // 15% chance of an element being an obstacle\n if (Math.random() < 0.15) {\n grid[r][c] = 1;\n }\n }\n }\n\n return grid;\n },\n name: \"Unique Paths in a Grid II\",\n numTries: 10,\n solver: (data: number[][], ans: string): boolean => {\n const obstacleGrid: number[][] = [];\n obstacleGrid.length = data.length;\n for (let i = 0; i < obstacleGrid.length; ++i) {\n obstacleGrid[i] = data[i].slice();\n }\n\n for (let i = 0; i < obstacleGrid.length; i++) {\n for (let j = 0; j < obstacleGrid[0].length; j++) {\n if (obstacleGrid[i][j] == 1) {\n obstacleGrid[i][j] = 0;\n } else if (i == 0 && j == 0) {\n obstacleGrid[0][0] = 1;\n } else {\n obstacleGrid[i][j] = (i > 0 ? obstacleGrid[i - 1][j] : 0) + (j > 0 ? obstacleGrid[i][j - 1] : 0);\n }\n }\n }\n\n return obstacleGrid[obstacleGrid.length - 1][obstacleGrid[0].length - 1] === parseInt(ans);\n },\n },\n {\n desc: (data: string): string => {\n return [\n \"Given the following string:\\n\\n\",\n `${data}\\n\\n`,\n \"remove the minimum number of invalid parentheses in order to validate\",\n \"the string. If there are multiple minimal ways to validate the string,\",\n \"provide all of the possible results. The answer should be provided\",\n \"as an array of strings. If it is impossible to validate the string\",\n \"the result should be an array with only an empty string.\\n\\n\",\n \"IMPORTANT: The string may contain letters, not just parentheses.\",\n `Examples:\\n`,\n `\"()())()\" -> [()()(), (())()]\\n`,\n `\"(a)())()\" -> [(a)()(), (a())()]\\n`,\n `\")( -> [\"\"]`,\n ].join(\" \");\n },\n difficulty: 10,\n gen: (): string => {\n const len: number = getRandomInt(6, 20);\n const chars: string[] = [];\n chars.length = len;\n\n // 80% chance of the first parenthesis being (\n Math.random() < 0.8 ? (chars[0] = \"(\") : (chars[0] = \")\");\n\n for (let i = 1; i < len; ++i) {\n const roll = Math.random();\n if (roll < 0.4) {\n chars[i] = \"(\";\n } else if (roll < 0.8) {\n chars[i] = \")\";\n } else {\n chars[i] = \"a\";\n }\n }\n\n return chars.join(\"\");\n },\n name: \"Sanitize Parentheses in Expression\",\n numTries: 10,\n solver: (data: string, ans: string): boolean => {\n let left = 0;\n let right = 0;\n const res: string[] = [];\n\n for (let i = 0; i < data.length; ++i) {\n if (data[i] === \"(\") {\n ++left;\n } else if (data[i] === \")\") {\n left > 0 ? --left : ++right;\n }\n }\n\n function dfs(\n pair: number,\n index: number,\n left: number,\n right: number,\n s: string,\n solution: string,\n res: string[],\n ): void {\n if (s.length === index) {\n if (left === 0 && right === 0 && pair === 0) {\n for (let i = 0; i < res.length; i++) {\n if (res[i] === solution) {\n return;\n }\n }\n res.push(solution);\n }\n return;\n }\n\n if (s[index] === \"(\") {\n if (left > 0) {\n dfs(pair, index + 1, left - 1, right, s, solution, res);\n }\n dfs(pair + 1, index + 1, left, right, s, solution + s[index], res);\n } else if (s[index] === \")\") {\n if (right > 0) dfs(pair, index + 1, left, right - 1, s, solution, res);\n if (pair > 0) dfs(pair - 1, index + 1, left, right, s, solution + s[index], res);\n } else {\n dfs(pair, index + 1, left, right, s, solution + s[index], res);\n }\n }\n\n dfs(0, 0, left, right, data, \"\", res);\n\n const sanitizedPlayerAns = removeBracketsFromArrayString(ans).replace(/\\s/g, \"\");\n\n const playerAnsArray: string[] = sanitizedPlayerAns.split(\",\");\n if (playerAnsArray.length !== res.length) {\n return false;\n }\n for (const resultInAnswer of res) {\n if (!playerAnsArray.includes(resultInAnswer)) {\n return false;\n }\n }\n\n return true;\n },\n },\n {\n desc: (data: any[]): string => {\n const digits: string = data[0];\n const target: number = data[1];\n\n return [\n \"You are given the following string which contains only digits between 0 and 9:\\n\\n\",\n `${digits}\\n\\n`,\n `You are also given a target number of ${target}. Return all possible ways`,\n \"you can add the +, -, and * operators to the string such that it evaluates\",\n \"to the target number.\\n\\n\",\n \"The provided answer should be an array of strings containing the valid expressions.\",\n \"The data provided by this problem is an array with two elements. The first element\",\n \"is the string of digits, while the second element is the target number:\\n\\n\",\n `[\"${digits}\", ${target}]\\n\\n`,\n \"NOTE: Numbers in the expression cannot have leading 0's. In other words,\",\n `\"1+01\" is not a valid expression`,\n \"Examples:\\n\\n\",\n `Input: digits = \"123\", target = 6\\n`,\n `Output: [1+2+3, 1*2*3]\\n\\n`,\n `Input: digits = \"105\", target = 5\\n`,\n `Output: [1*0+5, 10-5]`,\n ].join(\" \");\n },\n difficulty: 10,\n gen: (): any[] => {\n const numDigits = getRandomInt(4, 12);\n const digitsArray: string[] = [];\n digitsArray.length = numDigits;\n for (let i = 0; i < digitsArray.length; ++i) {\n if (i === 0) {\n digitsArray[i] = String(getRandomInt(1, 9));\n } else {\n digitsArray[i] = String(getRandomInt(0, 9));\n }\n }\n\n const target: number = getRandomInt(-100, 100);\n const digits: string = digitsArray.join(\"\");\n\n return [digits, target];\n },\n name: \"Find All Valid Math Expressions\",\n numTries: 10,\n solver: (data: any[], ans: string): boolean => {\n const num: string = data[0];\n const target: number = data[1];\n\n function helper(\n res: string[],\n path: string,\n num: string,\n target: number,\n pos: number,\n evaluated: number,\n multed: number,\n ): void {\n if (pos === num.length) {\n if (target === evaluated) {\n res.push(path);\n }\n return;\n }\n\n for (let i = pos; i < num.length; ++i) {\n if (i != pos && num[pos] == \"0\") {\n break;\n }\n const cur = parseInt(num.substring(pos, i + 1));\n\n if (pos === 0) {\n helper(res, path + cur, num, target, i + 1, cur, cur);\n } else {\n helper(res, path + \"+\" + cur, num, target, i + 1, evaluated + cur, cur);\n helper(res, path + \"-\" + cur, num, target, i + 1, evaluated - cur, -cur);\n helper(res, path + \"*\" + cur, num, target, i + 1, evaluated - multed + multed * cur, multed * cur);\n }\n }\n }\n\n const sanitizedPlayerAns: string = removeBracketsFromArrayString(ans);\n const sanitizedPlayerAnsArr: string[] = sanitizedPlayerAns.split(\",\");\n for (let i = 0; i < sanitizedPlayerAnsArr.length; ++i) {\n sanitizedPlayerAnsArr[i] = removeQuotesFromString(sanitizedPlayerAnsArr[i]).replace(/\\s/g, \"\");\n }\n\n if (num == null || num.length === 0) {\n if (sanitizedPlayerAnsArr.length === 0) {\n return true;\n }\n if (sanitizedPlayerAnsArr.length === 1 && sanitizedPlayerAnsArr[0] === \"\") {\n return true;\n }\n return false;\n }\n\n const result: string[] = [];\n helper(result, \"\", num, target, 0, 0, 0);\n\n for (const expr of result) {\n if (!sanitizedPlayerAnsArr.includes(expr)) {\n return false;\n }\n }\n\n return true;\n },\n },\n];\n","// Function that generates a random gibberish string of length n\nconst chars = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\nexport function createRandomString(n: number): string {\n let str = \"\";\n\n for (let i = 0; i < n; ++i) {\n str += chars.charAt(Math.floor(Math.random() * chars.length));\n }\n\n return str;\n}\n","import { BaseServer } from \"../Server/BaseServer\";\nimport { ITerminal } from \"../Terminal/ITerminal\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { IRouter } from \"../ui/Router\";\n\nexport interface IProgramCreate {\n level: number;\n req(p: IPlayer): boolean; // Function that indicates whether player meets requirements\n time: number;\n tooltip: string;\n}\n\nexport class Program {\n name = \"\";\n create: IProgramCreate | null;\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer, args: string[]) => void;\n\n constructor(\n name: string,\n create: IProgramCreate | null,\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer, args: string[]) => void,\n ) {\n this.name = name;\n this.create = create;\n this.run = run;\n }\n\n htmlID(): string {\n const name = this.name.endsWith(\".exe\") ? this.name.slice(0, -\".exe\".length) : this.name;\n return \"create-program-\" + name;\n }\n}\n","import { IProgramCreate } from \"../Program\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { BaseServer } from \"../../Server/BaseServer\";\nimport { Server } from \"../../Server/Server\";\nimport { ITerminal } from \"../../Terminal/ITerminal\";\nimport { IRouter } from \"../../ui/Router\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { GetServer } from \"../../Server/AllServers\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { BitFlumeEvent } from \"../../BitNode/ui/BitFlumeModal\";\nimport { calculateHackingTime, calculateGrowTime, calculateWeakenTime } from \"../../Hacking\";\n\nfunction requireHackingLevel(lvl: number) {\n return function (p: IPlayer) {\n return p.hacking_skill >= lvl;\n };\n}\n\nfunction bitFlumeRequirements() {\n return function (p: IPlayer) {\n return p.sourceFiles.length > 0 && p.hacking_skill >= 1;\n };\n}\n\ninterface IProgramCreationParams {\n key: string;\n name: string;\n create: IProgramCreate | null;\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer, args: string[]) => void;\n}\n\nexport const programsMetadata: IProgramCreationParams[] = [\n {\n key: \"NukeProgram\",\n name: \"NUKE.exe\",\n create: {\n level: 1,\n tooltip: \"This virus is used to gain root access to a machine if enough ports are opened.\",\n req: requireHackingLevel(1),\n time: CONSTANTS.MillisecondsPerFiveMinutes,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot nuke this kind of server.\");\n return;\n }\n if (server.hasAdminRights) {\n terminal.print(\"You already have root access to this computer. There is no reason to run NUKE.exe\");\n return;\n }\n if (server.openPortCount >= server.numOpenPortsRequired) {\n server.hasAdminRights = true;\n terminal.print(\"NUKE successful! Gained root access to \" + server.hostname);\n // TODO: Make this take time rather than be instant\n return;\n }\n\n terminal.print(\"NUKE unsuccessful. Not enough ports have been opened\");\n },\n },\n {\n key: \"BruteSSHProgram\",\n name: \"BruteSSH.exe\",\n create: {\n level: 50,\n tooltip: \"This program executes a brute force attack that opens SSH ports\",\n req: requireHackingLevel(50),\n time: CONSTANTS.MillisecondsPerFiveMinutes * 2,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot run BruteSSH.exe on this kind of server.\");\n return;\n }\n if (server.sshPortOpen) {\n terminal.print(\"SSH Port (22) is already open!\");\n return;\n }\n\n server.sshPortOpen = true;\n terminal.print(\"Opened SSH Port(22)!\");\n server.openPortCount++;\n },\n },\n {\n key: \"FTPCrackProgram\",\n name: \"FTPCrack.exe\",\n create: {\n level: 100,\n tooltip: \"This program cracks open FTP ports\",\n req: requireHackingLevel(100),\n time: CONSTANTS.MillisecondsPerHalfHour,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot run FTPCrack.exe on this kind of server.\");\n return;\n }\n if (server.ftpPortOpen) {\n terminal.print(\"FTP Port (21) is already open!\");\n return;\n }\n\n server.ftpPortOpen = true;\n terminal.print(\"Opened FTP Port (21)!\");\n server.openPortCount++;\n },\n },\n {\n key: \"RelaySMTPProgram\",\n name: \"relaySMTP.exe\",\n create: {\n level: 250,\n tooltip: \"This program opens SMTP ports by redirecting data\",\n req: requireHackingLevel(250),\n time: CONSTANTS.MillisecondsPer2Hours,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot run relaySMTP.exe on this kind of server.\");\n return;\n }\n if (server.smtpPortOpen) {\n terminal.print(\"SMTP Port (25) is already open!\");\n return;\n }\n\n server.smtpPortOpen = true;\n terminal.print(\"Opened SMTP Port (25)!\");\n server.openPortCount++;\n },\n },\n {\n key: \"HTTPWormProgram\",\n name: \"HTTPWorm.exe\",\n create: {\n level: 500,\n tooltip: \"This virus opens up HTTP ports\",\n req: requireHackingLevel(500),\n time: CONSTANTS.MillisecondsPer4Hours,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot run HTTPWorm.exe on this kind of server.\");\n return;\n }\n if (server.httpPortOpen) {\n terminal.print(\"HTTP Port (80) is already open!\");\n return;\n }\n\n server.httpPortOpen = true;\n terminal.print(\"Opened HTTP Port (80)!\");\n server.openPortCount++;\n },\n },\n {\n key: \"SQLInjectProgram\",\n name: \"SQLInject.exe\",\n create: {\n level: 750,\n tooltip: \"This virus opens SQL ports\",\n req: requireHackingLevel(750),\n time: CONSTANTS.MillisecondsPer8Hours,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer): void => {\n if (!(server instanceof Server)) {\n terminal.error(\"Cannot run SQLInject.exe on this kind of server.\");\n return;\n }\n if (server.sqlPortOpen) {\n terminal.print(\"SQL Port (1433) is already open!\");\n return;\n }\n\n server.sqlPortOpen = true;\n terminal.print(\"Opened SQL Port (1433)!\");\n server.openPortCount++;\n },\n },\n {\n key: \"DeepscanV1\",\n name: \"DeepscanV1.exe\",\n create: {\n level: 75,\n tooltip: \"This program allows you to use the scan-analyze command with a depth up to 5\",\n req: requireHackingLevel(75),\n time: CONSTANTS.MillisecondsPerQuarterHour,\n },\n run: (router: IRouter, terminal: ITerminal): void => {\n terminal.print(\"This executable cannot be run.\");\n terminal.print(\"DeepscanV1.exe lets you run 'scan-analyze' with a depth up to 5.\");\n },\n },\n {\n key: \"DeepscanV2\",\n name: \"DeepscanV2.exe\",\n create: {\n level: 400,\n tooltip: \"This program allows you to use the scan-analyze command with a depth up to 10\",\n req: requireHackingLevel(400),\n time: CONSTANTS.MillisecondsPer2Hours,\n },\n run: (router: IRouter, terminal: ITerminal): void => {\n terminal.print(\"This executable cannot be run.\");\n terminal.print(\"DeepscanV2.exe lets you run 'scan-analyze' with a depth up to 10.\");\n },\n },\n {\n key: \"ServerProfiler\",\n name: \"ServerProfiler.exe\",\n create: {\n level: 75,\n tooltip: \"This program is used to display hacking and Netscript-related information about servers\",\n req: requireHackingLevel(75),\n time: CONSTANTS.MillisecondsPerHalfHour,\n },\n run: (router: IRouter, terminal: ITerminal, player: IPlayer, server: BaseServer, args: string[]): void => {\n if (args.length !== 1) {\n terminal.print(\"Must pass a server hostname or IP as an argument for ServerProfiler.exe\");\n return;\n }\n\n const targetServer = GetServer(args[0]);\n if (targetServer == null) {\n terminal.print(\"Invalid server IP/hostname\");\n return;\n }\n\n if (!(targetServer instanceof Server)) {\n terminal.print(`ServerProfiler.exe can only be run on normal servers.`);\n return;\n }\n\n terminal.print(targetServer.hostname + \":\");\n terminal.print(\"Server base security level: \" + targetServer.baseDifficulty);\n terminal.print(\"Server current security level: \" + targetServer.hackDifficulty);\n terminal.print(\"Server growth rate: \" + targetServer.serverGrowth);\n terminal.print(\n `Netscript hack() execution time: ${convertTimeMsToTimeElapsedString(\n calculateHackingTime(targetServer, player) * 1000,\n true,\n )}`,\n );\n terminal.print(\n `Netscript grow() execution time: ${convertTimeMsToTimeElapsedString(\n calculateGrowTime(targetServer, player) * 1000,\n true,\n )}`,\n );\n terminal.print(\n `Netscript weaken() execution time: ${convertTimeMsToTimeElapsedString(\n calculateWeakenTime(targetServer, player) * 1000,\n true,\n )}`,\n );\n },\n },\n {\n key: \"AutoLink\",\n name: \"AutoLink.exe\",\n create: {\n level: 25,\n tooltip: \"This program allows you to directly connect to other servers through the 'scan-analyze' command\",\n req: requireHackingLevel(25),\n time: CONSTANTS.MillisecondsPerQuarterHour,\n },\n run: (router: IRouter, terminal: ITerminal): void => {\n terminal.print(\"This executable cannot be run.\");\n terminal.print(\"AutoLink.exe lets you automatically connect to other servers when using 'scan-analyze'.\");\n terminal.print(\"When using scan-analyze, click on a server's hostname to connect to it.\");\n },\n },\n {\n key: \"BitFlume\",\n name: \"b1t_flum3.exe\",\n create: {\n level: 1,\n tooltip: \"This program creates a portal to the BitNode Nexus (allows you to restart and switch BitNodes)\",\n req: bitFlumeRequirements(),\n time: CONSTANTS.MillisecondsPerFiveMinutes / 20,\n },\n run: (): void => {\n BitFlumeEvent.emit();\n },\n },\n {\n key: \"Flight\",\n name: \"fl1ght.exe\",\n create: null,\n run: (router: IRouter, terminal: ITerminal, player: IPlayer): void => {\n const numAugReq = Math.round(BitNodeMultipliers.DaedalusAugsRequirement * 30);\n const fulfilled =\n player.augmentations.length >= numAugReq && player.money.gt(1e11) && player.hacking_skill >= 2500;\n if (!fulfilled) {\n terminal.print(`Augmentations: ${player.augmentations.length} / ${numAugReq}`);\n terminal.print(`Money: ${numeralWrapper.formatMoney(player.money.toNumber())} / $100b`);\n terminal.print(`Hacking skill: ${player.hacking_skill} / 2500`);\n return;\n }\n\n terminal.print(\"We will contact you.\");\n terminal.print(\"-- Daedalus --\");\n },\n },\n];\n","/**\n * Checks whether a IP Address string is valid.\n * @param ipaddress A string representing a potential IP Address\n */\nexport function isValidIPAddress(ipaddress: string): boolean {\n const byteRange = \"(25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)\";\n const regexStr = `^${byteRange}\\.${byteRange}\\.${byteRange}\\.${byteRange}$`;\n const ipAddressRegex = new RegExp(regexStr);\n\n return ipAddressRegex.test(ipaddress);\n}\n","import { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\n// Array of all valid states\nconst AllCorporationStates: string[] = [\"START\", \"PURCHASE\", \"PRODUCTION\", \"SALE\", \"EXPORT\"];\n\nexport class CorporationState {\n // Number representing what state the Corporation is in. The number\n // is an index for the array that holds all Corporation States\n state = 0;\n\n // Get the name of the current state\n // NOTE: This does NOT return the number stored in the 'state' property,\n // which is just an index for the array of all possible Corporation States.\n getState(): string {\n return AllCorporationStates[this.state];\n }\n\n // Transition to the next state\n nextState(): void {\n if (this.state < 0 || this.state >= AllCorporationStates.length) {\n this.state = 0;\n }\n\n ++this.state;\n if (this.state >= AllCorporationStates.length) {\n this.state = 0;\n }\n }\n\n // Serialize the current object to a JSON save state.\n toJSON(): any {\n return Generic_toJSON(\"CorporationState\", this);\n }\n\n // Initiatizes a CorporationState object from a JSON save state.\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): CorporationState {\n return Generic_fromJSON(CorporationState, value.data);\n }\n}\n\nReviver.constructors.CorporationState = CorporationState;\n","import { Literature } from \"./Literature\";\nimport { LiteratureNames } from \"./data/LiteratureNames\";\nimport { IMap } from \"../types\";\n\nexport const Literatures: IMap = {};\n\n(function () {\n let title, fn, txt;\n title = \"The Beginner's Guide to Hacking\";\n fn = LiteratureNames.HackersStartingHandbook;\n txt =\n \"Some resources:

\" +\n \"Learn to Program

\" +\n \"For Experienced JavaScript Developers: NetscriptJS

\" +\n \"Netscript Documentation

\" +\n \"When starting out, hacking is the most profitable way to earn money and progress. This \" +\n \"is a brief collection of tips/pointers on how to make the most out of your hacking scripts.

\" +\n \"-hack() and grow() both work by percentages. hack() steals a certain percentage of the \" +\n \"money on a server, and grow() increases the amount of money on a server by some percentage (multiplicatively)

\" +\n \"-Because hack() and grow() work by percentages, they are more effective if the target server has a high amount of money. \" +\n \"Therefore, you should try to increase the amount of money on a server (using grow()) to a certain amount before hacking it. Two \" +\n \"import Netscript functions for this are getServerMoneyAvailable() and getServerMaxMoney()

\" +\n \"-Keep security level low. Security level affects everything when hacking. Two important Netscript functions \" +\n \"for this are getServerSecurityLevel() and getServerMinSecurityLevel()

\" +\n \"-Purchase additional servers by visiting 'Alpha Enterprises' in the city. They are relatively cheap \" +\n \"and give you valuable RAM to run more scripts early in the game

\" +\n \"-Prioritize upgrading the RAM on your home computer. This can also be done at 'Alpha Enterprises'

\" +\n \"-Many low level servers have free RAM. You can use this RAM to run your scripts. Use the scp Terminal or \" +\n \"Netscript command to copy your scripts onto these servers and then run them.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The Complete Handbook for Creating a Successful Corporation\";\n fn = LiteratureNames.CorporationManagementHandbook;\n txt =\n \"Getting Started with Corporations
\" +\n \"To get started, visit the City Hall in Sector-12 in order to create a Corporation. This requires \" +\n \"$150b of your own money, but this $150b will get put into your Corporation's funds. \" +\n \"After creating your Corporation, you will see it listed as one of the locations in the city. Click on \" +\n \"your Corporation in order to manage it.

\" +\n \"Your Corporation can have many different divisions, each in a different Industry. There are many different \" +\n \"types of Industries, each with different properties. To create your first division, click the \" +\n \"'Expand into new Industry' button at the top of the management UI. The Agriculture \" +\n \"and Software industries are recommended for your first division.

\" +\n \"The first thing you'll need to do is hire some employees. Employees can be assigned to five different positions. \" +\n \"Each position has a different effect on various aspects of your Corporation. It is recommended to have at least \" +\n \"one employee at each position.

\" +\n \"Each industry uses some combination of Materials in order to produce other Materials and/or create Products. \" +\n \"Specific information about this is displayed in each of your divisions' UI.

\" +\n \"Products are special, industry-specific objects. They are different than Materials because you \" +\n \"must manually choose to develop them, and you can choose to develop any number of Products. Developing \" +\n \"a Product takes time, but a Product typically generates significantly more revenue than any Material. \" +\n \"Not all industries allow you to create Products. To create a Product, look for a button \" +\n \"in the top-left panel of the division UI (e.g. For the Software Industry, the button says 'Develop Software').

\" +\n \"To get your supply chain system started, \" +\n \"purchase the Materials that your industry needs to produce other Materials/Products. This can be done \" +\n \"by clicking the 'Buy' button next to the corresponding Material(s). After you have the required Materials, \" +\n \"you will immediately start production. The amount of Materials/Products you produce is based on a variety of factors, \" +\n \"one of which is your employees and their productivity.

\" +\n \"Once you start producing Materials/Products, you can sell them in order to start earning revenue. This can be done \" +\n \"by clicking the 'Sell' button next to the corresponding Material or Product. The amount of Material/Product you sell is dependent \" +\n \"on a wide variety of different factors.

\" +\n \"These are the basics of getting your Corporation up and running! Now, you can start purchasing upgrades to improve \" +\n \"your bottom line. If you need money, consider looking for seed investors, who will give you money in exchange for stock shares. \" +\n \"Otherwise, once you feel you are ready, take your Corporation public! Once your Corporation goes public, you can no longer \" +\n \"find investors. Instead, your Corporation will be publicly traded and its stock price will change based on how well \" +\n \"it's performing financially. You can then sell your stock shares in order to make money.

\" +\n \"Tips/Pointers
\" +\n \"-The 'Smart Supply' upgrade is extremely useful. Consider purchasing it as soon as possible.

\" +\n \"-Purchasing Hardware, Robots, AI Cores, and Real Estate can potentially increase your production. \" +\n \"The effects of these depend on what industry you are in.

\" +\n \"-In order to optimize your production, you will need a good balance of Operators, Managers, and Engineers

\" +\n \"-Different employees excel in different jobs. For example, the highly intelligent employees will probably do best \" +\n \"if they are assigned to do Engineering work or Research & Development.

\" +\n \"-If your employees have low morale, energy, or happiness, their production will greatly suffer.

\" +\n \"-Tech is important, but don't neglect sales! Having several Businessmen can boost your sales and your bottom line.

\" +\n \"-Don't forget to advertise your company. You won't have any business if nobody knows you.

\" +\n \"-Having company awareness is great, but what's really important is your company's popularity. Try to keep \" +\n \"your popularity as high as possible to see the biggest benefit for your sales

\" +\n \"-Remember, you need to spend money to make money!

\" +\n \"-Corporations do not reset when installing Augmentations, but they do reset when destroying a BitNode\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"A Brief History of Synthoids\";\n fn = LiteratureNames.HistoryOfSynthoids;\n txt =\n \"Synthetic androids, or Synthoids for short, are genetically engineered robots and, short of Augmentations, \" +\n \"are composed entirely of organic substances. For this reason, Synthoids are virtually identical to \" +\n \"humans in form, composition, and appearance.

\" +\n \"Synthoids were first designed and manufactured by OmniTek Incorporated sometime around the middle of the century. \" +\n \"Their original purpose was to be used for manual labor and as emergency responders for disasters. As such, they \" +\n \"were initially programmed only for their specific tasks. Each iteration that followed improved upon the \" +\n \"intelligence and capabilities of the Synthoids. By the 6th iteration, called MK-VI, the Synthoids were \" +\n \"so smart and capable enough of making their own decisions that many argued OmniTek had created the first \" +\n \"sentient AI. These MK-VI Synthoids were produced in mass quantities (estimates up to 50 billion) with the hopes of increasing society's \" +\n \"productivity and bolstering the global economy. Stemming from humanity's desire for technological advancement, optimism \" +\n \"and excitement about the future had never been higher.

\" +\n \"All of that excitement and optimism quickly turned to fear, panic, and dread in 2070, when a terrorist group \" +\n \"called Ascendis Totalis hacked into OmniTek and uploaded a rogue AI into severeal of their Synthoid manufacturing facilities. \" +\n \"This hack went undetected and for months OmniTek unknowingly churned out legions of Synthoids embedded with this \" +\n \"rogue AI. Then, on December 24th, 2070, Omnica activated dormant protocols in the rogue AI, causing all of the \" +\n \"infected Synthoids to immediately launch a military campaign to seek and destroy all of humanity.

\" +\n \"What ensued was the deadlist conflict in human history. This crisis, now commonly known as the Synthoid Uprising, \" +\n \"resulted in almost ten billion deaths over the course of a year. Despite the nations of the world banding together \" +\n \"to combat the threat, the MK-VI Synthoids were simply stronger, faster, more intelligent, and more adaptable than humans, \" +\n \"outsmarting them at every turn.

\" +\n \"It wasn't until the sacrifice of an elite international military taskforce, called the Bladeburners, that humanity \" +\n \"was finally able to defeat the Synthoids. The Bladeburners' final act was a suicide bombing mission that \" +\n \"destroyed a large portion of the MK-VI Synthoids, including many of its leaders. In the following \" +\n \"weeks militaries from around the world were able to round up and shut down the remaining rogue MK-VI Synthoids, ending \" +\n \"the Synthoid Uprising.

\" +\n \"In the aftermath of the bloodshed, the Synthoid Accords were drawn up. These Accords banned OmniTek Incorporated \" +\n \"from manufacturing any Synthoids beyond the MK-III series. They also banned any other corporation \" +\n \"from constructing androids with advanced, near-sentient AI. MK-VI Synthoids that did not have the rogue Ascendis Totalis \" +\n \"AI were allowed to continue their existence, but they were stripped of all rights and protections as they \" +\n \"were not considered humans. They were also banned from doing anything that may pose a global security threat, such \" +\n \"as working for any military/defense organization or conducting any bioengineering, computing, or robotics related research.

\" +\n \"Unfortunately, many believe that not all of the rogue MK-VI Synthoids from the Uprising were found and destroyed, \" +\n \"and that many of them are blending in as normal humans in society today. In response, many nations have created \" +\n \"Bladeburner divisions, special military branches that are tasked with investigating and dealing with any Synthoid threads.

\" +\n \"To this day, tensions still exist between the remaining Synthoids and humans as a result of the Uprising.

\" +\n \"Nobody knows what happened to the terrorist group Ascendis Totalis.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"A Green Tomorrow\";\n fn = LiteratureNames.AGreenTomorrow;\n txt =\n \"Starting a few decades ago, there was a massive global movement towards the generation of renewable energy in an effort to \" +\n \"combat global warming and climate change. The shift towards renewable energy was a big success, or so it seemed. In 2045 \" +\n \"a staggering 80% of the world's energy came from non-renewable fossil fuels. Now, about three decades later, that \" +\n \"number is down to only 15%. Most of the world's energy now comes from nuclear power and renewable sources such as \" +\n \"solar and geothermal energy. Unfortunately, these efforts were not the huge success that they seem to be.

\" +\n \"Since 2045 primary energy use has soared almost tenfold. This was mainly due to growing urban populations and \" +\n \"the rise of increasingly advanced (and power-hungry) technology that has become ubiquitous in our lives. So, \" +\n \"despite the fact that the percentage of our energy that comes from fossil fuels has drastically decreased, \" +\n \"the total amount of energy we are producing from fossil fuels has actually increased.

\" +\n \"The grim effects of our species' irresponsible use of energy and neglect of our mother world have become increasingly apparent. \" +\n \"Last year a temperature of 190F was recorded in the Death Valley desert, which is over 50% higher than the highest \" +\n \"recorded temperature at the beginning of the century. In the last two decades numerous major cities such as Manhattan, Boston, and \" +\n \"Los Angeles have been partially or fully submerged by rising sea levels. In the present day, over 75% of the world's agriculture is \" +\n \"done in climate-controlled vertical farms, as most traditional farmland has become unusable due to severe climate conditions.

\" +\n \"Despite all of this, the greedy and corrupt corporations that rule the world have done nothing to address these problems that \" +\n \"threaten our species. And so it's up to us, the common people. Each and every one of us can make a difference by doing what \" +\n \"these corporations won't: taking responsibility. If we don't, pretty soon there won't be an Earth left to save. We are \" +\n \"the last hope for a green tomorrow.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Alpha and Omega\";\n fn = LiteratureNames.AlphaOmega;\n txt =\n \"Then we saw a new Heaven and a new Earth, for our first Heaven and Earth had gone away, and our sea was no more. \" +\n \"And we saw a new holy city, new Aeria, coming down out of this new Heaven, prepared as a bride adorned for her husband. \" +\n \"And we heard a loud voice saying, 'Behold, the new dwelling place of the Gods. We will dwell with them, and they \" +\n \"will be our people, and we will be with them as their Gods. We will wipe away every tear from their eyes, and death \" +\n \"shall be no more, neither shall there be mourning, nor crying, nor pain anymore, for the former things \" +\n \"have passed away.'

\" +\n \"And once we were seated on the throne we said 'Behold, I am making all things new.' \" +\n \"Also we said, 'Write this down, for these words are trustworthy and true.' And we said to you, \" +\n \"'It is done! I am the Alpha and the Omega, the beginning and the end. To the thirsty I will give from the spring \" +\n \"of the water of life without payment. The one who conquers will have this heritage, and we will be his God and \" +\n \"he will be our son. But as for the cowardly, the faithless, the detestable, as for murderers, \" +\n \"the sexually immoral, sorcerers, idolaters, and all liars, their portion will be in the lake that \" +\n \"burns with fire and sulfur, for it is the second true death.'\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Are We Living in a Computer Simulation?\";\n fn = LiteratureNames.SimulatedReality;\n txt =\n \"The idea that we are living in a virtual world is not new. It's a trope that has \" +\n \"been explored constantly in literature and pop culture. However, it is also a legitimate \" +\n \"scientific hypothesis that many notable physicists and philosophers have debated for years.

\" +\n \"Proponents for this simulated reality theory often point to how advanced our technology has become, \" +\n \"as well as the incredibly fast pace at which it has advanced over the past decades. The amount of computing \" +\n \"power available to us has increased over 100-fold since 2060 due to the development of nanoprocessors and \" +\n \"quantum computers. Artifical Intelligence has advanced to the point where our entire lives are controlled \" +\n \"by robots and machines that handle our day-to-day activities such as autonomous transportation and scheduling. \" +\n \"If we consider the pace at which this technology has advanced and assume that these developments continue, it's \" +\n \"reasonable to assume that at some point in the future our technology would be advanced enough that \" +\n \"we could create simulations that are indistinguishable from reality. However, if continued technological advancement \" +\n \"is a reasonable outcome, then it is very likely that such a scenario has already happened.

\" +\n \"Statistically speaking, somewhere out there in the infinite universe there is an advanced, intelligent species \" +\n \"that already has such technology. Who's to say that they haven't already created such a virtual reality: our own?\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Beyond Man\";\n fn = LiteratureNames.BeyondMan;\n txt =\n \"Humanity entered a 'transhuman' era a long time ago. And despite the protests and criticisms of many who cried out against \" +\n \"human augmentation at the time, the transhuman movement continued and prospered. Proponents of the movement ignored the critics, \" +\n \"arguing that it was in our inherent nature to better ourselves. To improve. To be more than we were. They claimed that \" +\n \"not doing so would be to go against every living organism's biological purpose: evolution and survival of the fittest.

\" +\n \"And here we are today, with technology that is advanced enough to augment humans to a state that \" +\n \"can only be described as posthuman. But what do we have to show for it when this augmentation \" +\n \"technology is only available to the so-called 'elite'? Are we really better off than before when only 5% of the \" +\n \"world's population has access to this technology? When the powerful corporations and organizations of the world \" +\n \"keep it all to themselves, have we really evolved?

\" +\n \"Augmentation technology has only further increased the divide between the rich and the poor, between the powerful and \" +\n \"the oppressed. We have not become 'more than human'. We have not evolved from nature's original design. We are still the greedy, \" +\n \"corrupted, and evil men that we always were.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Brighter than the Sun\";\n fn = LiteratureNames.BrighterThanTheSun;\n txt =\n \"When people think about the corporations that dominate the East, they typically think of KuaiGong International, which \" +\n \"holds a complete monopoly for manufacturing and commerce in Asia, or Global Pharmaceuticals, the world's largest \" +\n \"drug company, or OmniTek Incorporated, the global leader in intelligent and autonomous robots. But there's one company \" +\n \"that has seen a rapid rise in the last year and is poised to dominate not only the East, but the entire world: TaiYang Digital.

\" +\n \"TaiYang Digital is a Chinese internet-technology corporation that provides services such as \" +\n \"online advertising, search engines, gaming, media, entertainment, and cloud computing/storage. Its name TaiYang comes from the Chinese word \" +\n \"for 'sun'. In Chinese culture, the sun is a 'yang' symbol \" +\n \"associated with life, heat, masculinity, and heaven.

\" +\n \"The company was founded \" +\n \"less than 5 years ago and is already the third highest valued company in all of Asia. In 2076 it generated a total revenue of \" +\n \"over 10 trillion yuan. It's services are used daily by over a billion people worldwide.

\" +\n \"TaiYang Digital's meteoric rise is extremely surprising in modern society. This sort of growth is \" +\n \"something you'd commonly see in the first half of the century, especially for tech companies. However in \" +\n \"the last two decades the number of corporations has significantly declined as the largest entities \" +\n \"quickly took over the economy. Corporations such as ECorp, MegaCorp, and KuaiGong have established \" +\n \"such strong monopolies in their market sectors that they have effectively killed off all \" +\n \"of the smaller and new corporations that have tried to start up over the years. This is what makes \" +\n \"the rise of TaiYang Digital so impressive. And if TaiYang continues down this path, then they have \" +\n \"a bright future ahead of them.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Democracy is Dead: The Fall of an Empire\";\n fn = LiteratureNames.DemocracyIsDead;\n txt =\n \"They rose from the shadows in the street.
From the places where the oppressed meet.
\" +\n \"Their cries echoed loudly through the air.
As they once did in Tiananmen Square.
\" +\n \"Loudness in the silence, Darkness in the light.
They came forth with power and might.
\" +\n \"Once the beacon of democracy, America was first.
Its pillars of society destroyed and dispersed.
\" +\n \"Soon the cries rose everywhere, with revolt and riot.
Until one day, finally, all was quiet.
\" +\n \"From the ashes rose a new order, corporatocracy was its name.
\" +\n \"Rome, Mongol, Byzantine, all of history is just the same.
\" +\n \"For man will never change in a fundamental way.
\" +\n \"And now democracy is dead, in the USA.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Figures Show Rising Crime Rates in Sector-12\";\n fn = LiteratureNames.Sector12Crime;\n txt =\n \"A recent study by analytics company Wilson Inc. shows a significant rise \" +\n \"in criminal activity in Sector-12. Perhaps the most alarming part of the statistic \" +\n \"is that most of the rise is in violent crime such as homicide and assault. According \" +\n \"to the study, the city saw a total of 21,406 reported homicides in 2076, which is over \" +\n \"a 20% increase compared to 2075.

\" +\n \"CIA director David Glarow says its too early to know \" +\n \"whether these figures indicate the beginning of a sustained increase in crime rates, or whether \" +\n \"the year was just an unfortunate outlier. He states that many intelligence and law enforcement \" +\n \"agents have noticed an increase in organized crime activites, and believes that these figures may \" +\n \"be the result of an uprising from criminal organizations such as The Syndicate or the Slum Snakes.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Man and the Machine\";\n fn = LiteratureNames.ManAndMachine;\n txt =\n \"In 2005 Ray Kurzweil popularized his theory of the Singularity. He predicted that the rate \" +\n \"of technological advancement would continue to accelerate faster and faster until one day \" +\n \"machines would be become infinitely more intelligent than humans. This point, called the \" +\n \"Singularity, would result in a drastic transformation of the world as we know it. He predicted \" +\n \"that the Singularity would arrive by 2045. \" +\n \"And yet here we are, more than three decades later, where most would agree that we have not \" +\n \"yet reached a point where computers and machines are vastly more intelligent than we are. So what gives?

\" +\n \"The answer is that we have reached the Singularity, just not in the way we expected. The artifical superintelligence \" +\n \"that was predicted by Kurzweil and others exists in the world today - in the form of Augmentations. \" +\n \"Yes, those Augmentations that the rich and powerful keep to themselves enable humans \" +\n \"to become superintelligent beings. The Singularity did not lead to a world where \" +\n \"our machines are infinitely more intelligent than us, it led to a world \" +\n \"where man and machine can merge to become something greater. Most of the world just doesn't \" +\n \"know it yet.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Secret Societies\";\n fn = LiteratureNames.SecretSocieties;\n txt =\n \"The idea of secret societies has long intrigued the general public by inspiring curiosity, fascination, and \" +\n \"distrust. People have long wondered about who these secret society members are and what they do, with the \" +\n \"most radical of conspiracy theorists claiming that they control everything in the entire world. And while the world \" +\n \"may never know for sure, it is likely that many secret societies do actually exist, even today.

\" +\n \"However, the secret societies of the modern world are nothing like those that (supposedly) existed \" +\n \"decades and centuries ago. The Freemasons, Knights Templar, and Illuminati, while they may have been around \" +\n \"at the turn of the 21st century, almost assuredly do not exist today. The dominance of the Web in \" +\n \"our everyday lives and the fact that so much of the world is now digital has given rise to a new breed \" +\n \"of secret societies: Internet-based ones.

\" +\n \"Commonly called 'hacker groups', Internet-based secret societies have become well-known in today's \" +\n \"world. Some of these, such as The Black Hand, are black hat groups that claim they are trying to \" +\n \"help the oppressed by attacking the elite and powerful. Others, such as NiteSec, are hacktivist groups \" +\n \"that try to push political and social agendas. Perhaps the most intriguing hacker group \" +\n \"is the mysterious Bitrunners, whose purpose still remains unknown.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Space: The Failed Frontier\";\n fn = LiteratureNames.TheFailedFrontier;\n txt =\n \"Humans have long dreamed about spaceflight. With enduring interest, we were driven to explore \" +\n \"the unknown and discover new worlds. We dreamed about conquering the stars. And in our quest, \" +\n \"we pushed the boundaries of our scientific limits, and then pushed further. Space exploration \" +\n \"lead to the development of many important technologies and new industries.

\" +\n \"But sometime in the middle of the 21st century, all of that changed. Humanity lost its ambitions and \" +\n \"aspirations of exploring the cosmos. The once-large funding for agencies like NASA and the European \" +\n \"Space Agency gradually whittled away until their eventual disbanding in the 2060's. Not even \" +\n \"militaries are fielding flights into space nowadays. The only remnants of the once great mission for cosmic \" +\n \"conquest are the countless satellites in near-earth orbit, used for communications, espionage, \" +\n \"and other corporate interests.

\" +\n \"And as we continue to look at the state of space technology, it becomes more and \" +\n \"more apparent that we will never return to that golden age of space exploration, that \" +\n \"age where everyone dreamed of going beyond earth for the sake of discovery.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Coded Intelligence: Myth or Reality?\";\n fn = LiteratureNames.CodedIntelligence;\n txt =\n \"Tremendous progress has been made in the field of Artificial Intelligence over the past few decades. \" +\n \"Our autonomous vehicles and transporation systems. The electronic personal assistants that control our everyday lives. \" +\n \"Medical, service, and manufacturing robots. All of these are examples of how far AI has come and how much it has \" +\n \"improved our daily lives. However, the question still remains of whether AI will ever be advanced enough to re-create \" +\n \"human intelligence.

\" +\n \"We've certainly come close to artificial intelligence that is similar to humans. For example OmniTek Incorporated's \" +\n \"CompanionBot, a robot meant to act as a comforting friend for lonely and grieving people, is eerily human-like \" +\n \"in its appearance, speech, mannerisms, and even movement. However its artificial intelligence isn't the same as \" +\n \"that of humans. Not yet. It doesn't have sentience or self-awareness or consciousness.

\" +\n \"Many neuroscientists believe that we won't ever reach the point of creating artificial human intelligence. 'At the end of the \" +\n \"the day, AI comes down to 1's and 0's, while the human brain does not. We'll never see AI that is identical to that of \" +\n \"humans.'\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Synthetic Muscles\";\n fn = LiteratureNames.SyntheticMuscles;\n txt =\n \"Initial versions of synthetic muscles weren't made of anything organic but were actually \" +\n \"crude devices made to mimic human muscle function. Some of the early iterations were actually made of \" +\n \"common materials such as fishing lines and sewing threads due to their high strength for \" +\n \"a cheap cost.

\" +\n \"As technology progressed, however, advances in biomedical engineering paved the way for a new method of \" +\n \"creating synthetic muscles. Instead of creating something that closely imitated the functionality \" +\n \"of human muscle, scientists discovered a way of forcing the human body itself to augment its own \" +\n \"muscle tissue using both synthetic and organic materials. This is typically done using gene therapy \" +\n \"or chemical injections.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"Tensions rise in global tech race\";\n fn = LiteratureNames.TensionsInTechRace;\n txt =\n \"Have we entered a new Cold War? Is WWIII just beyond the horizon?

\" +\n \"After rumors came out that OmniTek Incorporated had begun developing advanced robotic supersoldiers, \" +\n \"geopolitical tensions quickly flared between the USA, Russia, and several Asian superpowers. \" +\n \"In a rare show of cooperation between corporations, MegaCorp and ECorp have \" +\n \"reportedly launched hundreds of new surveillance and espionage satellites. \" +\n \"Defense contractors such as \" +\n \"DeltaOne and AeroCorp have been working with the CIA and NSA to prepare \" +\n \"for conflict. Meanwhile, the rest of the world sits in earnest \" +\n \"hoping that it never reaches full-scale war. With today's technology \" +\n \"and firepower, a World War would assuredly mean the end of human civilization.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The Cost of Immortality\";\n fn = LiteratureNames.CostOfImmortality;\n txt =\n \"Evolution and advances in medical and augmentation technology has lead to drastic improvements \" +\n \"in human mortality rates. Recent figures show that the life expectancy for humans \" +\n \"that live in a first-world country is about 130 years of age, almost double of what it was \" +\n \"at the turn of the century. However, this increase in average lifespan has had some \" +\n \"significant effects on society and culture.

\" +\n \"Due to longer lifespans and a better quality of life, many adults are holding \" +\n \"off on having kids until much later. As a result, the percentage of youth in \" +\n \"first-world countries has been decreasing, while the number \" +\n \"of senior citizens is significantly increasing.

\" +\n \"Perhaps the most alarming result of all of this is the rapidly shrinking workforce. \" +\n \"Despite the increase in life expectancy, the typical retirement age for \" +\n \"workers in America has remained about the same, meaning a larger and larger \" +\n \"percentage of people in America are retirees. Furthermore, many \" +\n \"young adults are holding off on joining the workforce because they feel that \" +\n \"they have plenty of time left in their lives for employment, and want to \" +\n \"'enjoy life while they're young.' For most industries, this shrinking workforce \" +\n \"is not a major issue as most things are handled by robots anyways. However, \" +\n \"there are still several key industries such as engineering and education \" +\n \"that have not been automated, and these remain in danger to this cultural \" +\n \"phenomenon.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The Hidden World\";\n fn = LiteratureNames.TheHiddenWorld;\n txt =\n \"WAKE UP SHEEPLE

\" +\n \"THE GOVERNMENT DOES NOT EXIST. CORPORATIONS DO NOT RUN SOCIETY

\" +\n \"THE ILLUMINATI ARE THE SECRET RULERS OF THE WORLD!

\" +\n \"Yes, the Illuminati of legends. The ancient secret society that controls the entire \" +\n \"world from the shadows with their invisible hand. The group of the rich and wealthy \" +\n \"that have penetrated every major government, financial agency, and corporation in the last \" +\n \"three hundred years.

\" +\n \"OPEN YOUR EYES

\" +\n \"It was the Illuminati that brought an end to democracy in the world. They are the driving force \" +\n \"behind everything that happens.

\" +\n \"THEY ARE ALL AROUND YOU

\" +\n \"After destabilizing the world's governments, they are now entering the final stage of their master plan. \" +\n \"They will secretly initiate global crises. Terrorism. Pandemics. World War. And out of the chaos \" +\n \"that ensues they will build their New World Order.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The New God\";\n fn = LiteratureNames.TheNewGod;\n txt =\n \"Everyone has a moment in their life when they wonder about the bigger questions.

\" +\n \"What's the point of all this? What is my purpose?

\" +\n \"Some people dare to think even bigger.

\" +\n \"What will the fate of the human race be?

\" +\n \"We live in an era vastly different from that of 15 or even 20 years ago. We have gone \" +\n \"beyond the limits of humanity. We have stripped ourselves of the tyranny of flesh.

\" +\n \"The Singularity is here. The merging of man and machine. This is where humanity evolves into \";\n \"something greater. This is our future.

\" + \"Embrace it, and you will obey a new god. The God in the Machine.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The New Triads\";\n fn = LiteratureNames.NewTriads;\n txt =\n \"The Triads were an ancient transnational crime syndicate based in China, Hong Kong, and other Asian \" +\n \"territories. They were often considered one of the first and biggest criminal secret societies. \" +\n \"While most of the branches of the Triads have been destroyed over the past few decades, the \" +\n \"crime faction has spawned and inspired a number of other Asian crime organizations over the past few years. \" +\n \"The most notable of these is the Tetrads.

\" +\n \"It is widely believed that the Tetrads are a rogue group that splintered off from the Triads sometime in the \" +\n \"mid 21st century. The founders of the Tetrads, all of whom were ex-Triad members, believed that the \" +\n \"Triads were losing their purpose and direction. The Tetrads started off as a small group that mainly engaged \" +\n \"in fraud and extortion. They were largely unknown until just a few years ago when they took over the illegal \" +\n \"drug trade in all of the major Asian cities. They quickly became the most powerful crime syndicate in the \" +\n \"continent.

\" +\n \"Not much else is known about the Tetrads, or about the efforts the Asian governments and corporations are making \" +\n \"to take down this large new crime organization. Many believe that the Tetrads have infiltrated the governments \" +\n \"and powerful corporations in Asia, which has helped faciliate their recent rapid rise.\";\n Literatures[fn] = new Literature(title, fn, txt);\n\n title = \"The Secret War\";\n fn = LiteratureNames.TheSecretWar;\n txt = \"\";\n Literatures[fn] = new Literature(title, fn, txt);\n})();\n","import * as augmentationMethods from \"./PlayerObjectAugmentationMethods\";\nimport * as bladeburnerMethods from \"./PlayerObjectBladeburnerMethods\";\nimport * as corporationMethods from \"./PlayerObjectCorporationMethods\";\nimport * as gangMethods from \"./PlayerObjectGangMethods\";\nimport * as generalMethods from \"./PlayerObjectGeneralMethods\";\nimport * as serverMethods from \"./PlayerObjectServerMethods\";\n\nimport { IMap } from \"../../types\";\nimport { Resleeve } from \"../Resleeving/Resleeve\";\nimport { Sleeve } from \"../Sleeve/Sleeve\";\nimport { IPlayerOwnedSourceFile } from \"../../SourceFile/PlayerOwnedSourceFile\";\nimport { Exploit } from \"../../Exploits/Exploit\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport { Server } from \"../../Server/Server\";\nimport { BaseServer } from \"../../Server/BaseServer\";\nimport { HacknetServer } from \"../../Hacknet/HacknetServer\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { Company } from \"../../Company/Company\";\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\nimport { IRouter } from \"../../ui/Router\";\nimport { ICodingContractReward } from \"../../CodingContracts\";\n\nimport { IPlayer } from \"../IPlayer\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\nimport { IPlayerOwnedAugmentation } from \"../../Augmentation/PlayerOwnedAugmentation\";\nimport { ICorporation } from \"../../Corporation/ICorporation\";\nimport { IGang } from \"../../Gang/IGang\";\nimport { IBladeburner } from \"../../Bladeburner/IBladeburner\";\nimport { HacknetNode } from \"../../Hacknet/HacknetNode\";\n\nimport { HashManager } from \"../../Hacknet/HashManager\";\nimport { CityName } from \"../../Locations/data/CityNames\";\n\nimport { MoneySourceTracker } from \"../../utils/MoneySourceTracker\";\nimport { Reviver, Generic_toJSON, Generic_fromJSON } from \"../../utils/JSONReviver\";\n\nimport Decimal from \"decimal.js\";\n\nexport class PlayerObject implements IPlayer {\n // Class members\n augmentations: IPlayerOwnedAugmentation[];\n bitNodeN: number;\n city: CityName;\n companyName: string;\n corporation: ICorporation | null;\n gang: IGang | null;\n bladeburner: IBladeburner | null;\n currentServer: string;\n factions: string[];\n factionInvitations: string[];\n hacknetNodes: (HacknetNode | string)[]; // HacknetNode object or IP of Hacknet Server\n has4SData: boolean;\n has4SDataTixApi: boolean;\n hashManager: HashManager;\n hasTixApiAccess: boolean;\n hasWseAccount: boolean;\n hp: number;\n jobs: IMap;\n init: () => void;\n isWorking: boolean;\n karma: number;\n numPeopleKilled: number;\n location: LocationName;\n max_hp: number;\n money: any;\n moneySourceA: MoneySourceTracker;\n moneySourceB: MoneySourceTracker;\n playtimeSinceLastAug: number;\n playtimeSinceLastBitnode: number;\n purchasedServers: any[];\n queuedAugmentations: IPlayerOwnedAugmentation[];\n resleeves: Resleeve[];\n scriptProdSinceLastAug: number;\n sleeves: Sleeve[];\n sleevesFromCovenant: number;\n sourceFiles: IPlayerOwnedSourceFile[];\n exploits: Exploit[];\n lastUpdate: number;\n totalPlaytime: number;\n\n // Stats\n hacking_skill: number;\n strength: number;\n defense: number;\n dexterity: number;\n agility: number;\n charisma: number;\n intelligence: number;\n\n // Experience\n hacking_exp: number;\n strength_exp: number;\n defense_exp: number;\n dexterity_exp: number;\n agility_exp: number;\n charisma_exp: number;\n intelligence_exp: number;\n\n // Multipliers\n hacking_chance_mult: number;\n hacking_speed_mult: number;\n hacking_money_mult: number;\n hacking_grow_mult: number;\n hacking_mult: number;\n hacking_exp_mult: number;\n strength_mult: number;\n strength_exp_mult: number;\n defense_mult: number;\n defense_exp_mult: number;\n dexterity_mult: number;\n dexterity_exp_mult: number;\n agility_mult: number;\n agility_exp_mult: number;\n charisma_mult: number;\n charisma_exp_mult: number;\n hacknet_node_money_mult: number;\n hacknet_node_purchase_cost_mult: number;\n hacknet_node_ram_cost_mult: number;\n hacknet_node_core_cost_mult: number;\n hacknet_node_level_cost_mult: number;\n company_rep_mult: number;\n faction_rep_mult: number;\n work_money_mult: number;\n crime_success_mult: number;\n crime_money_mult: number;\n bladeburner_max_stamina_mult: number;\n bladeburner_stamina_gain_mult: number;\n bladeburner_analysis_mult: number;\n bladeburner_success_chance_mult: number;\n\n createProgramReqLvl: number;\n factionWorkType: string;\n createProgramName: string;\n timeWorkedCreateProgram: number;\n crimeType: string;\n committingCrimeThruSingFn: boolean;\n singFnCrimeWorkerScript: WorkerScript | null;\n timeNeededToCompleteWork: number;\n focus: boolean;\n className: string;\n currentWorkFactionName: string;\n workType: string;\n currentWorkFactionDescription: string;\n timeWorked: number;\n workMoneyGained: number;\n workMoneyGainRate: number;\n workRepGained: number;\n workRepGainRate: number;\n workHackExpGained: number;\n workHackExpGainRate: number;\n workStrExpGained: number;\n workStrExpGainRate: number;\n workDefExpGained: number;\n workDefExpGainRate: number;\n workDexExpGained: number;\n workDexExpGainRate: number;\n workAgiExpGained: number;\n workAgiExpGainRate: number;\n workChaExpGained: number;\n workChaExpGainRate: number;\n workMoneyLossRate: number;\n\n // Methods\n work: (numCycles: number) => boolean;\n workPartTime: (numCycles: number) => boolean;\n workForFaction: (numCycles: number) => boolean;\n applyForAgentJob: (sing?: boolean) => boolean;\n applyForBusinessConsultantJob: (sing?: boolean) => boolean;\n applyForBusinessJob: (sing?: boolean) => boolean;\n applyForEmployeeJob: (sing?: boolean) => boolean;\n applyForItJob: (sing?: boolean) => boolean;\n applyForJob: (entryPosType: CompanyPosition, sing?: boolean) => boolean;\n applyForNetworkEngineerJob: (sing?: boolean) => boolean;\n applyForPartTimeEmployeeJob: (sing?: boolean) => boolean;\n applyForPartTimeWaiterJob: (sing?: boolean) => boolean;\n applyForSecurityEngineerJob: (sing?: boolean) => boolean;\n applyForSecurityJob: (sing?: boolean) => boolean;\n applyForSoftwareConsultantJob: (sing?: boolean) => boolean;\n applyForSoftwareJob: (sing?: boolean) => boolean;\n applyForWaiterJob: (sing?: boolean) => boolean;\n canAccessBladeburner: () => boolean;\n canAccessCorporation: () => boolean;\n canAccessGang: () => boolean;\n canAccessResleeving: () => boolean;\n canAfford: (cost: number) => boolean;\n gainHackingExp: (exp: number) => void;\n gainStrengthExp: (exp: number) => void;\n gainDefenseExp: (exp: number) => void;\n gainDexterityExp: (exp: number) => void;\n gainAgilityExp: (exp: number) => void;\n gainCharismaExp: (exp: number) => void;\n gainIntelligenceExp: (exp: number) => void;\n gainMoney: (money: number) => void;\n getCurrentServer: () => BaseServer;\n getGangFaction: () => Faction;\n getGangName: () => string;\n getHomeComputer: () => Server;\n getNextCompanyPosition: (company: Company, entryPosType: CompanyPosition) => CompanyPosition | null;\n getUpgradeHomeRamCost: () => number;\n getUpgradeHomeCoresCost: () => number;\n gotoLocation: (to: LocationName) => boolean;\n hasAugmentation: (aug: string | Augmentation) => boolean;\n hasCorporation: () => boolean;\n hasGangWith: (facName: string) => boolean;\n hasTorRouter: () => boolean;\n hasProgram: (program: string) => boolean;\n inBladeburner: () => boolean;\n inGang: () => boolean;\n isQualified: (company: Company, position: CompanyPosition) => boolean;\n loseMoney: (money: number) => void;\n reapplyAllAugmentations: (resetMultipliers?: boolean) => void;\n reapplyAllSourceFiles: () => void;\n regenerateHp: (amt: number) => void;\n recordMoneySource: (amt: number, source: string) => void;\n setMoney: (amt: number) => void;\n singularityStopWork: () => string;\n startBladeburner: (p: any) => void;\n startFactionWork: (router: IRouter, faction: Faction) => void;\n startClass: (router: IRouter, costMult: number, expMult: number, className: string) => void;\n startCorporation: (corpName: string, additionalShares?: number) => void;\n startCrime: (\n router: IRouter,\n crimeType: string,\n hackExp: number,\n strExp: number,\n defExp: number,\n dexExp: number,\n agiExp: number,\n chaExp: number,\n money: number,\n time: number,\n singParams: any,\n ) => void;\n startFactionFieldWork: (router: IRouter, faction: Faction) => void;\n startFactionHackWork: (router: IRouter, faction: Faction) => void;\n startFactionSecurityWork: (router: IRouter, faction: Faction) => void;\n startFocusing: () => void;\n startGang: (facName: string, isHacking: boolean) => void;\n startWork: (router: IRouter, companyName: string) => void;\n startWorkPartTime: (router: IRouter, companyName: string) => void;\n takeDamage: (amt: number) => boolean;\n travel: (to: CityName) => boolean;\n giveExploit: (exploit: Exploit) => void;\n queryStatFromString: (str: string) => number;\n getIntelligenceBonus: (weight: number) => number;\n getCasinoWinnings: () => number;\n quitJob: (company: string) => void;\n process: (router: IRouter, numCycles?: number) => void;\n createHacknetServer: () => HacknetServer;\n startCreateProgramWork: (router: IRouter, programName: string, time: number, reqLevel: number) => void;\n queueAugmentation: (augmentationName: string) => void;\n receiveInvite: (factionName: string) => void;\n updateSkillLevels: () => void;\n gainCodingContractReward: (reward: ICodingContractReward, difficulty?: number) => string;\n stopFocusing: () => void;\n finishFactionWork: (cancelled: boolean, sing?: boolean) => string;\n finishClass: (sing?: boolean) => string;\n finishWork: (cancelled: boolean, sing?: boolean) => string;\n cancelationPenalty: () => number;\n finishWorkPartTime: (sing?: boolean) => string;\n finishCrime: (cancelled: boolean) => string;\n finishCreateProgramWork: (cancelled: boolean) => string;\n resetMultipliers: () => void;\n prestigeAugmentation: () => void;\n prestigeSourceFile: () => void;\n calculateSkill: (exp: number, mult?: number) => number;\n resetWorkStatus: (generalType?: string, group?: string, workType?: string) => void;\n getWorkHackExpGain: () => number;\n getWorkStrExpGain: () => number;\n getWorkDefExpGain: () => number;\n getWorkDexExpGain: () => number;\n getWorkAgiExpGain: () => number;\n getWorkChaExpGain: () => number;\n getWorkRepGain: () => number;\n getWorkMoneyGain: () => number;\n processWorkEarnings: (cycles: number) => void;\n hospitalize: () => void;\n createProgramWork: (numCycles: number) => boolean;\n takeClass: (numCycles: number) => boolean;\n commitCrime: (numCycles: number) => boolean;\n checkForFactionInvitations: () => Faction[];\n setBitNodeNumber: (n: number) => void;\n getMult: (name: string) => number;\n setMult: (name: string, mult: number) => void;\n sourceFileLvl: (n: number) => number;\n\n constructor() {\n //Skills and stats\n this.hacking_skill = 1;\n\n //Combat stats\n this.hp = 10;\n this.max_hp = 10;\n this.strength = 1;\n this.defense = 1;\n this.dexterity = 1;\n this.agility = 1;\n\n //Labor stats\n this.charisma = 1;\n\n //Special stats\n this.intelligence = 0;\n\n //Hacking multipliers\n this.hacking_chance_mult = 1;\n this.hacking_speed_mult = 1;\n this.hacking_money_mult = 1;\n this.hacking_grow_mult = 1;\n\n //Experience and multipliers\n this.hacking_exp = 0;\n this.strength_exp = 0;\n this.defense_exp = 0;\n this.dexterity_exp = 0;\n this.agility_exp = 0;\n this.charisma_exp = 0;\n this.intelligence_exp = 0;\n\n this.hacking_mult = 1;\n this.strength_mult = 1;\n this.defense_mult = 1;\n this.dexterity_mult = 1;\n this.agility_mult = 1;\n this.charisma_mult = 1;\n\n this.hacking_exp_mult = 1;\n this.strength_exp_mult = 1;\n this.defense_exp_mult = 1;\n this.dexterity_exp_mult = 1;\n this.agility_exp_mult = 1;\n this.charisma_exp_mult = 1;\n\n this.company_rep_mult = 1;\n this.faction_rep_mult = 1;\n\n //Money\n this.money = new Decimal(1000);\n\n //Location information\n this.city = CityName.Sector12;\n this.location = LocationName.TravelAgency;\n\n // Jobs that the player holds\n // Map of company name (key) -> name of company position (value. Just the name, not the CompanyPosition object)\n // The CompanyPosition name must match a key value in CompanyPositions\n this.jobs = {};\n\n // Company at which player is CURRENTLY working (only valid when the player is actively working)\n this.companyName = \"\"; // Name of Company. Must match a key value in Companies ma;\n\n // Servers\n this.currentServer = \"\"; //IP address of Server currently being accessed through termina;\n this.purchasedServers = []; //IP Addresses of purchased server;\n\n // Hacknet Nodes/Servers\n this.hacknetNodes = []; // Note= For Hacknet Servers, this array holds the IP addresses of the server;\n this.hashManager = new HashManager();\n\n //Factions\n this.factions = []; //Names of all factions player has joine;\n this.factionInvitations = []; //Outstanding faction invitation;\n\n //Augmentations\n this.queuedAugmentations = [];\n this.augmentations = [];\n\n this.sourceFiles = [];\n\n //Crime statistics\n this.numPeopleKilled = 0;\n this.karma = 0;\n\n this.crime_money_mult = 1;\n this.crime_success_mult = 1;\n\n //Flags/variables for working (Company, Faction, Creating Program, Taking Class)\n this.isWorking = false;\n this.focus = false;\n this.workType = \"\";\n\n this.currentWorkFactionName = \"\";\n this.currentWorkFactionDescription = \"\";\n\n this.workHackExpGainRate = 0;\n this.workStrExpGainRate = 0;\n this.workDefExpGainRate = 0;\n this.workDexExpGainRate = 0;\n this.workAgiExpGainRate = 0;\n this.workChaExpGainRate = 0;\n this.workRepGainRate = 0;\n this.workMoneyGainRate = 0;\n this.workMoneyLossRate = 0;\n\n this.workHackExpGained = 0;\n this.workStrExpGained = 0;\n this.workDefExpGained = 0;\n this.workDexExpGained = 0;\n this.workAgiExpGained = 0;\n this.workChaExpGained = 0;\n this.workRepGained = 0;\n this.workMoneyGained = 0;\n\n this.createProgramName = \"\";\n this.createProgramReqLvl = 0;\n\n this.className = \"\";\n\n this.crimeType = \"\";\n\n this.timeWorked = 0; //in m;\n this.timeWorkedCreateProgram = 0;\n this.timeNeededToCompleteWork = 0;\n\n this.work_money_mult = 1;\n\n //Hacknet Node multipliers\n this.hacknet_node_money_mult = 1;\n this.hacknet_node_purchase_cost_mult = 1;\n this.hacknet_node_ram_cost_mult = 1;\n this.hacknet_node_core_cost_mult = 1;\n this.hacknet_node_level_cost_mult = 1;\n\n //Stock Market\n this.hasWseAccount = false;\n this.hasTixApiAccess = false;\n this.has4SData = false;\n this.has4SDataTixApi = false;\n\n //Gang\n this.gang = null;\n\n //Corporation\n this.corporation = null;\n\n //Bladeburner\n this.bladeburner = null;\n this.bladeburner_max_stamina_mult = 1;\n this.bladeburner_stamina_gain_mult = 1;\n this.bladeburner_analysis_mult = 1; //Field Analysis Onl;\n this.bladeburner_success_chance_mult = 1;\n\n // Sleeves & Re-sleeving\n this.sleeves = [];\n this.resleeves = [];\n this.sleevesFromCovenant = 0; // # of Duplicate sleeves purchased from the covenan;\n //bitnode\n this.bitNodeN = 1;\n\n //Used to store the last update time.\n this.lastUpdate = 0;\n this.totalPlaytime = 0;\n this.playtimeSinceLastAug = 0;\n this.playtimeSinceLastBitnode = 0;\n\n // Keep track of where money comes from\n this.moneySourceA = new MoneySourceTracker(); // Where money comes from since last-installed Augmentatio;\n this.moneySourceB = new MoneySourceTracker(); // Where money comes from for this entire BitNode ru;\n // Production since last Augmentation installation\n this.scriptProdSinceLastAug = 0;\n\n this.exploits = [];\n\n this.init = generalMethods.init;\n this.prestigeAugmentation = generalMethods.prestigeAugmentation;\n this.prestigeSourceFile = generalMethods.prestigeSourceFile;\n this.receiveInvite = generalMethods.receiveInvite;\n this.calculateSkill = generalMethods.calculateSkill;\n this.updateSkillLevels = generalMethods.updateSkillLevels;\n this.resetMultipliers = generalMethods.resetMultipliers;\n this.hasProgram = generalMethods.hasProgram;\n this.setMoney = generalMethods.setMoney;\n this.gainMoney = generalMethods.gainMoney;\n this.loseMoney = generalMethods.loseMoney;\n this.canAfford = generalMethods.canAfford;\n this.recordMoneySource = generalMethods.recordMoneySource;\n this.gainHackingExp = generalMethods.gainHackingExp;\n this.gainStrengthExp = generalMethods.gainStrengthExp;\n this.gainDefenseExp = generalMethods.gainDefenseExp;\n this.gainDexterityExp = generalMethods.gainDexterityExp;\n this.gainAgilityExp = generalMethods.gainAgilityExp;\n this.gainCharismaExp = generalMethods.gainCharismaExp;\n this.gainIntelligenceExp = generalMethods.gainIntelligenceExp;\n this.queryStatFromString = generalMethods.queryStatFromString;\n this.resetWorkStatus = generalMethods.resetWorkStatus;\n this.processWorkEarnings = generalMethods.processWorkEarnings;\n this.startWork = generalMethods.startWork;\n this.cancelationPenalty = generalMethods.cancelationPenalty;\n this.work = generalMethods.work;\n this.finishWork = generalMethods.finishWork;\n this.startWorkPartTime = generalMethods.startWorkPartTime;\n this.workPartTime = generalMethods.workPartTime;\n this.finishWorkPartTime = generalMethods.finishWorkPartTime;\n this.startFocusing = generalMethods.startFocusing;\n this.stopFocusing = generalMethods.stopFocusing;\n this.startFactionWork = generalMethods.startFactionWork;\n this.startFactionHackWork = generalMethods.startFactionHackWork;\n this.startFactionFieldWork = generalMethods.startFactionFieldWork;\n this.startFactionSecurityWork = generalMethods.startFactionSecurityWork;\n this.workForFaction = generalMethods.workForFaction;\n this.finishFactionWork = generalMethods.finishFactionWork;\n this.getWorkMoneyGain = generalMethods.getWorkMoneyGain;\n this.getWorkHackExpGain = generalMethods.getWorkHackExpGain;\n this.getWorkStrExpGain = generalMethods.getWorkStrExpGain;\n this.getWorkDefExpGain = generalMethods.getWorkDefExpGain;\n this.getWorkDexExpGain = generalMethods.getWorkDexExpGain;\n this.getWorkAgiExpGain = generalMethods.getWorkAgiExpGain;\n this.getWorkChaExpGain = generalMethods.getWorkChaExpGain;\n this.getWorkRepGain = generalMethods.getWorkRepGain;\n this.process = generalMethods.process;\n this.startCreateProgramWork = generalMethods.startCreateProgramWork;\n this.createProgramWork = generalMethods.createProgramWork;\n this.finishCreateProgramWork = generalMethods.finishCreateProgramWork;\n this.startClass = generalMethods.startClass;\n this.takeClass = generalMethods.takeClass;\n this.finishClass = generalMethods.finishClass;\n this.startCrime = generalMethods.startCrime;\n this.commitCrime = generalMethods.commitCrime;\n this.finishCrime = generalMethods.finishCrime;\n this.singularityStopWork = generalMethods.singularityStopWork;\n this.takeDamage = generalMethods.takeDamage;\n this.regenerateHp = generalMethods.regenerateHp;\n this.hospitalize = generalMethods.hospitalize;\n this.applyForJob = generalMethods.applyForJob;\n this.getNextCompanyPosition = generalMethods.getNextCompanyPosition;\n this.quitJob = generalMethods.quitJob;\n this.applyForSoftwareJob = generalMethods.applyForSoftwareJob;\n this.applyForSoftwareConsultantJob = generalMethods.applyForSoftwareConsultantJob;\n this.applyForItJob = generalMethods.applyForItJob;\n this.applyForSecurityEngineerJob = generalMethods.applyForSecurityEngineerJob;\n this.applyForNetworkEngineerJob = generalMethods.applyForNetworkEngineerJob;\n this.applyForBusinessJob = generalMethods.applyForBusinessJob;\n this.applyForBusinessConsultantJob = generalMethods.applyForBusinessConsultantJob;\n this.applyForSecurityJob = generalMethods.applyForSecurityJob;\n this.applyForAgentJob = generalMethods.applyForAgentJob;\n this.applyForEmployeeJob = generalMethods.applyForEmployeeJob;\n this.applyForPartTimeEmployeeJob = generalMethods.applyForPartTimeEmployeeJob;\n this.applyForWaiterJob = generalMethods.applyForWaiterJob;\n this.applyForPartTimeWaiterJob = generalMethods.applyForPartTimeWaiterJob;\n this.isQualified = generalMethods.isQualified;\n this.reapplyAllAugmentations = generalMethods.reapplyAllAugmentations;\n this.reapplyAllSourceFiles = generalMethods.reapplyAllSourceFiles;\n this.checkForFactionInvitations = generalMethods.checkForFactionInvitations;\n this.setBitNodeNumber = generalMethods.setBitNodeNumber;\n this.queueAugmentation = generalMethods.queueAugmentation;\n this.gainCodingContractReward = generalMethods.gainCodingContractReward;\n this.travel = generalMethods.travel;\n this.gotoLocation = generalMethods.gotoLocation;\n this.canAccessResleeving = generalMethods.canAccessResleeving;\n this.giveExploit = generalMethods.giveExploit;\n this.getIntelligenceBonus = generalMethods.getIntelligenceBonus;\n this.getCasinoWinnings = generalMethods.getCasinoWinnings;\n this.hasAugmentation = augmentationMethods.hasAugmentation;\n this.canAccessBladeburner = bladeburnerMethods.canAccessBladeburner;\n this.inBladeburner = bladeburnerMethods.inBladeburner;\n this.startBladeburner = bladeburnerMethods.startBladeburner;\n this.canAccessCorporation = corporationMethods.canAccessCorporation;\n this.hasCorporation = corporationMethods.hasCorporation;\n this.startCorporation = corporationMethods.startCorporation;\n this.canAccessGang = gangMethods.canAccessGang;\n this.getGangFaction = gangMethods.getGangFaction;\n this.getGangName = gangMethods.getGangName;\n this.hasGangWith = gangMethods.hasGangWith;\n this.inGang = gangMethods.inGang;\n this.startGang = gangMethods.startGang;\n\n this.hasTorRouter = serverMethods.hasTorRouter;\n this.getCurrentServer = serverMethods.getCurrentServer;\n this.getHomeComputer = serverMethods.getHomeComputer;\n this.getUpgradeHomeRamCost = serverMethods.getUpgradeHomeRamCost;\n this.getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;\n this.createHacknetServer = serverMethods.createHacknetServer;\n this.factionWorkType = \"\";\n this.committingCrimeThruSingFn = false;\n this.singFnCrimeWorkerScript = null;\n\n this.getMult = generalMethods.getMult;\n this.setMult = generalMethods.setMult;\n this.sourceFileLvl = generalMethods.sourceFileLvl;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"PlayerObject\", this);\n }\n\n /**\n * Initiatizes a PlayerObject object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): PlayerObject {\n return Generic_fromJSON(PlayerObject, value.data);\n }\n}\n\nReviver.constructors.PlayerObject = PlayerObject;\n","/**\n * Augmentation-related methods for the Player class (PlayerObject)\n */\nimport { IPlayer } from \"../IPlayer\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\n\nexport function hasAugmentation(this: IPlayer, aug: string | Augmentation): boolean {\n const augName: string = aug instanceof Augmentation ? aug.name : aug;\n\n for (const owned of this.augmentations) {\n if (owned.name === augName) {\n return true;\n }\n }\n\n for (const owned of this.queuedAugmentations) {\n if (owned.name === augName) {\n return true;\n }\n }\n\n return false;\n}\n","import { ITaskParams } from \"../ITaskParams\";\n/* tslint:disable:max-line-length */\n\n/**\n * Defines the parameters that can be used to initialize and describe a GangMemberTask\n * (defined in Gang.js)\n */\ninterface IGangMemberTaskMetadata {\n /**\n * Description of the task\n */\n desc: string;\n\n /**\n * Whether or not this task is meant for Combat-type gangs\n */\n isCombat: boolean;\n\n /**\n * Whether or not this task is for Hacking-type gangs\n */\n isHacking: boolean;\n\n /**\n * Name of the task\n */\n name: string;\n\n /**\n * An object containing weighting parameters for the task. These parameters are used for\n * various calculations (respect gain, wanted gain, etc.)\n */\n params: ITaskParams;\n}\n\n/**\n * Array of metadata for all Gang Member tasks. Used to construct the global GangMemberTask\n * objects in Gang.js\n */\nexport const gangMemberTasksMetadata: IGangMemberTaskMetadata[] = [\n {\n desc: \"This gang member is currently idle\",\n isCombat: true,\n isHacking: true,\n name: \"Unassigned\",\n params: { hackWeight: 100 }, // This is just to get by the weight check in the GangMemberTask constructor\n },\n {\n desc: \"Assign this gang member to create and distribute ransomware

Earns money - Slightly increases respect - Slightly increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Ransomware\",\n params: {\n baseRespect: 0.00005,\n baseWanted: 0.0001,\n baseMoney: 1,\n hackWeight: 100,\n difficulty: 1,\n },\n },\n {\n desc: \"Assign this gang member to attempt phishing scams and attacks

Earns money - Slightly increases respect - Slightly increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Phishing\",\n params: {\n baseRespect: 0.00008,\n baseWanted: 0.003,\n baseMoney: 2.5,\n hackWeight: 85,\n chaWeight: 15,\n difficulty: 3.5,\n },\n },\n {\n desc: \"Assign this gang member to attempt identity theft

Earns money - Increases respect - Increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Identity Theft\",\n params: {\n baseRespect: 0.0001,\n baseWanted: 0.075,\n baseMoney: 6,\n hackWeight: 80,\n chaWeight: 20,\n difficulty: 5,\n },\n },\n {\n desc: \"Assign this gang member to carry out DDoS attacks

Increases respect - Increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"DDoS Attacks\",\n params: {\n baseRespect: 0.0004,\n baseWanted: 0.2,\n hackWeight: 100,\n difficulty: 8,\n },\n },\n {\n desc: \"Assign this gang member to create and distribute malicious viruses

Increases respect - Increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Plant Virus\",\n params: {\n baseRespect: 0.0006,\n baseWanted: 0.4,\n hackWeight: 100,\n difficulty: 12,\n },\n },\n {\n desc: \"Assign this gang member to commit financial fraud and digital counterfeiting

Earns money - Slightly increases respect - Slightly increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Fraud & Counterfeiting\",\n params: {\n baseRespect: 0.0004,\n baseWanted: 0.3,\n baseMoney: 15,\n hackWeight: 80,\n chaWeight: 20,\n difficulty: 20,\n },\n },\n {\n desc: \"Assign this gang member to launder money

Earns money - Increases respect - Increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Money Laundering\",\n params: {\n baseRespect: 0.001,\n baseWanted: 1.25,\n baseMoney: 120,\n hackWeight: 75,\n chaWeight: 25,\n difficulty: 25,\n },\n },\n {\n desc: \"Assign this gang member to commit acts of cyberterrorism

Greatly increases respect - Greatly increases wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Cyberterrorism\",\n params: {\n baseRespect: 0.01,\n baseWanted: 6,\n hackWeight: 80,\n chaWeight: 20,\n difficulty: 36,\n },\n },\n {\n desc: \"Assign this gang member to be an ethical hacker for corporations

Earns money - Lowers wanted level\",\n isCombat: false,\n isHacking: true,\n name: \"Ethical Hacking\",\n params: {\n baseWanted: -0.001,\n baseMoney: 1,\n hackWeight: 90,\n chaWeight: 10,\n difficulty: 1,\n },\n },\n {\n desc: \"Assign this gang member to mug random people on the streets

Earns money - Slightly increases respect - Very slightly increases wanted level\",\n isCombat: true,\n isHacking: false,\n name: \"Mug People\",\n params: {\n baseRespect: 0.00005,\n baseWanted: 0.00005,\n baseMoney: 1.2,\n strWeight: 25,\n defWeight: 25,\n dexWeight: 25,\n agiWeight: 10,\n chaWeight: 15,\n difficulty: 1,\n },\n },\n {\n desc: \"Assign this gang member to sell drugs

Earns money - Slightly increases respect - Slightly increases wanted level - Scales slightly with territory\",\n isCombat: true,\n isHacking: false,\n name: \"Deal Drugs\",\n params: {\n baseRespect: 0.00006,\n baseWanted: 0.002,\n baseMoney: 5,\n agiWeight: 20,\n dexWeight: 20,\n chaWeight: 60,\n difficulty: 3.5,\n territory: {\n money: 1.2,\n respect: 1,\n wanted: 1.15,\n },\n },\n },\n {\n desc: \"Assign this gang member to extort civilians in your territory

Earns money - Slightly increases respect - Increases wanted - Scales heavily with territory\",\n isCombat: true,\n isHacking: false,\n name: \"Strongarm Civilians\",\n params: {\n baseRespect: 0.00004,\n baseWanted: 0.02,\n baseMoney: 2.5,\n hackWeight: 10,\n strWeight: 25,\n defWeight: 25,\n dexWeight: 20,\n agiWeight: 10,\n chaWeight: 10,\n difficulty: 5,\n territory: {\n money: 1.6,\n respect: 1.1,\n wanted: 1.5,\n },\n },\n },\n {\n desc: \"Assign this gang member to run cons

Earns money - Increases respect - Increases wanted level\",\n isCombat: true,\n isHacking: false,\n name: \"Run a Con\",\n params: {\n baseRespect: 0.00012,\n baseWanted: 0.05,\n baseMoney: 15,\n strWeight: 5,\n defWeight: 5,\n agiWeight: 25,\n dexWeight: 25,\n chaWeight: 40,\n difficulty: 14,\n },\n },\n {\n desc: \"Assign this gang member to commit armed robbery on stores, banks and armored cars

Earns money - Increases respect - Increases wanted level\",\n isCombat: true,\n isHacking: false,\n name: \"Armed Robbery\",\n params: {\n baseRespect: 0.00014,\n baseWanted: 0.1,\n baseMoney: 38,\n hackWeight: 20,\n strWeight: 15,\n defWeight: 15,\n agiWeight: 10,\n dexWeight: 20,\n chaWeight: 20,\n difficulty: 20,\n },\n },\n {\n desc: \"Assign this gang member to traffick illegal arms

Earns money - Increases respect - Increases wanted level - Scales heavily with territory\",\n isCombat: true,\n isHacking: false,\n name: \"Traffick Illegal Arms\",\n params: {\n baseRespect: 0.0002,\n baseWanted: 0.24,\n baseMoney: 58,\n hackWeight: 15,\n strWeight: 20,\n defWeight: 20,\n dexWeight: 20,\n chaWeight: 25,\n difficulty: 32,\n territory: {\n money: 1.4,\n respect: 1.3,\n wanted: 1.25,\n },\n },\n },\n {\n desc: \"Assign this gang member to threaten and black mail high-profile targets

Earns money - Slightly increases respect - Slightly increases wanted level\",\n isCombat: true,\n isHacking: false,\n name: \"Threaten & Blackmail\",\n params: {\n baseRespect: 0.0002,\n baseWanted: 0.125,\n baseMoney: 24,\n hackWeight: 25,\n strWeight: 25,\n dexWeight: 25,\n chaWeight: 25,\n difficulty: 28,\n },\n },\n {\n desc: \"Assign this gang member to engage in human trafficking operations

Earns money - Increases respect - Increases wanted level - Scales heavily with territory\",\n isCombat: true,\n isHacking: false,\n name: \"Human Trafficking\",\n params: {\n baseRespect: 0.004,\n baseWanted: 1.25,\n baseMoney: 120,\n hackWeight: 30,\n strWeight: 5,\n defWeight: 5,\n dexWeight: 30,\n chaWeight: 30,\n difficulty: 36,\n territory: {\n money: 1.5,\n respect: 1.5,\n wanted: 1.6,\n },\n },\n },\n {\n desc: \"Assign this gang member to commit acts of terrorism

Greatly increases respect - Greatly increases wanted level - Scales heavily with territory\",\n isCombat: true,\n isHacking: false,\n name: \"Terrorism\",\n params: {\n baseRespect: 0.01,\n baseWanted: 6,\n hackWeight: 20,\n strWeight: 20,\n defWeight: 20,\n dexWeight: 20,\n chaWeight: 20,\n difficulty: 36,\n territory: {\n money: 1,\n respect: 2,\n wanted: 2,\n },\n },\n },\n {\n desc: \"Assign this gang member to be a vigilante and protect the city from criminals

Decreases wanted level\",\n isCombat: true,\n isHacking: true,\n name: \"Vigilante Justice\",\n params: {\n baseWanted: -0.001,\n hackWeight: 20,\n strWeight: 20,\n defWeight: 20,\n dexWeight: 20,\n agiWeight: 20,\n difficulty: 1,\n territory: {\n money: 1,\n respect: 1,\n wanted: 0.9, // Gets harder with more territory\n },\n },\n },\n {\n desc: \"Assign this gang member to increase their combat stats (str, def, dex, agi)\",\n isCombat: true,\n isHacking: true,\n name: \"Train Combat\",\n params: {\n strWeight: 25,\n defWeight: 25,\n dexWeight: 25,\n agiWeight: 25,\n difficulty: 100,\n },\n },\n {\n desc: \"Assign this gang member to train their hacking skills\",\n isCombat: true,\n isHacking: true,\n name: \"Train Hacking\",\n params: { hackWeight: 100, difficulty: 45 },\n },\n {\n desc: \"Assign this gang member to train their charisma\",\n isCombat: true,\n isHacking: true,\n name: \"Train Charisma\",\n params: { chaWeight: 100, difficulty: 8 },\n },\n {\n desc: \"Assign this gang member to engage in territorial warfare with other gangs. Members assigned to this task will help increase your gang's territory and will defend your territory from being taken.\",\n isCombat: true,\n isHacking: true,\n name: \"Territory Warfare\",\n params: {\n hackWeight: 15,\n strWeight: 20,\n defWeight: 20,\n dexWeight: 20,\n agiWeight: 20,\n chaWeight: 5,\n difficulty: 5,\n },\n },\n];\n","import { GangMemberTask } from \"./GangMemberTask\";\nimport { GangMemberTasks } from \"./GangMemberTasks\";\nimport { GangMemberUpgrade } from \"./GangMemberUpgrade\";\nimport { GangMemberUpgrades } from \"./GangMemberUpgrades\";\nimport { IAscensionResult } from \"./IAscensionResult\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { AllGangs } from \"./AllGangs\";\nimport { IGang } from \"./IGang\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\n\ninterface IMults {\n hack: number;\n str: number;\n def: number;\n dex: number;\n agi: number;\n cha: number;\n}\n\nexport class GangMember {\n name: string;\n task = \"Unassigned\";\n\n earnedRespect = 0;\n\n hack = 1;\n str = 1;\n def = 1;\n dex = 1;\n agi = 1;\n cha = 1;\n\n hack_exp = 0;\n str_exp = 0;\n def_exp = 0;\n dex_exp = 0;\n agi_exp = 0;\n cha_exp = 0;\n\n hack_mult = 1;\n str_mult = 1;\n def_mult = 1;\n dex_mult = 1;\n agi_mult = 1;\n cha_mult = 1;\n\n hack_asc_points = 0;\n str_asc_points = 0;\n def_asc_points = 0;\n dex_asc_points = 0;\n agi_asc_points = 0;\n cha_asc_points = 0;\n\n upgrades: string[] = []; // Names of upgrades\n augmentations: string[] = []; // Names of augmentations only\n\n constructor(name = \"\") {\n this.name = name;\n }\n\n calculateSkill(exp: number, mult = 1): number {\n return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);\n }\n\n calculateAscensionMult(points: number): number {\n return Math.max(Math.pow(points / 4000, 0.7), 1);\n }\n\n updateSkillLevels(): void {\n this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.calculateAscensionMult(this.hack_asc_points));\n this.str = this.calculateSkill(this.str_exp, this.str_mult * this.calculateAscensionMult(this.str_asc_points));\n this.def = this.calculateSkill(this.def_exp, this.def_mult * this.calculateAscensionMult(this.def_asc_points));\n this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.calculateAscensionMult(this.dex_asc_points));\n this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.calculateAscensionMult(this.agi_asc_points));\n this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.calculateAscensionMult(this.cha_asc_points));\n }\n\n calculatePower(): number {\n return (this.hack + this.str + this.def + this.dex + this.agi + this.cha) / 95;\n }\n\n assignToTask(taskName: string): boolean {\n if (!GangMemberTasks.hasOwnProperty(taskName)) {\n this.task = \"Unassigned\";\n return false;\n }\n this.task = taskName;\n return true;\n }\n\n unassignFromTask(): void {\n this.task = \"Unassigned\";\n }\n\n getTask(): GangMemberTask {\n // TODO(hydroflame): transfer that to a save file migration function\n // Backwards compatibility\n if ((this.task as any) instanceof GangMemberTask) {\n this.task = (this.task as any).name;\n }\n\n if (GangMemberTasks.hasOwnProperty(this.task)) {\n return GangMemberTasks[this.task];\n }\n return GangMemberTasks[\"Unassigned\"];\n }\n\n calculateRespectGain(gang: IGang): number {\n const task = this.getTask();\n if (task.baseRespect === 0) return 0;\n let statWeight =\n (task.hackWeight / 100) * this.hack +\n (task.strWeight / 100) * this.str +\n (task.defWeight / 100) * this.def +\n (task.dexWeight / 100) * this.dex +\n (task.agiWeight / 100) * this.agi +\n (task.chaWeight / 100) * this.cha;\n statWeight -= 4 * task.difficulty;\n if (statWeight <= 0) return 0;\n const territoryMult = Math.max(\n 0.005,\n Math.pow(AllGangs[gang.facName].territory * 100, task.territory.respect) / 100,\n );\n if (isNaN(territoryMult) || territoryMult <= 0) return 0;\n const respectMult = gang.getWantedPenalty();\n return 11 * task.baseRespect * statWeight * territoryMult * respectMult;\n }\n\n calculateWantedLevelGain(gang: IGang): number {\n const task = this.getTask();\n if (task.baseWanted === 0) return 0;\n let statWeight =\n (task.hackWeight / 100) * this.hack +\n (task.strWeight / 100) * this.str +\n (task.defWeight / 100) * this.def +\n (task.dexWeight / 100) * this.dex +\n (task.agiWeight / 100) * this.agi +\n (task.chaWeight / 100) * this.cha;\n statWeight -= 3.5 * task.difficulty;\n if (statWeight <= 0) return 0;\n const territoryMult = Math.max(\n 0.005,\n Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) / 100,\n );\n if (isNaN(territoryMult) || territoryMult <= 0) return 0;\n if (task.baseWanted < 0) {\n return 0.4 * task.baseWanted * statWeight * territoryMult;\n }\n const calc = (7 * task.baseWanted) / Math.pow(3 * statWeight * territoryMult, 0.8);\n\n // Put an arbitrary cap on this to prevent wanted level from rising too fast if the\n // denominator is very small. Might want to rethink formula later\n return Math.min(100, calc);\n }\n\n calculateMoneyGain(gang: IGang): number {\n const task = this.getTask();\n if (task.baseMoney === 0) return 0;\n let statWeight =\n (task.hackWeight / 100) * this.hack +\n (task.strWeight / 100) * this.str +\n (task.defWeight / 100) * this.def +\n (task.dexWeight / 100) * this.dex +\n (task.agiWeight / 100) * this.agi +\n (task.chaWeight / 100) * this.cha;\n\n statWeight -= 3.2 * task.difficulty;\n if (statWeight <= 0) return 0;\n const territoryMult = Math.max(0.005, Math.pow(AllGangs[gang.facName].territory * 100, task.territory.money) / 100);\n if (isNaN(territoryMult) || territoryMult <= 0) return 0;\n const respectMult = gang.getWantedPenalty();\n return 5 * task.baseMoney * statWeight * territoryMult * respectMult;\n }\n\n expMult(): IMults {\n return {\n hack: (this.hack_mult - 1) / 4 + 1,\n str: (this.str_mult - 1) / 4 + 1,\n def: (this.def_mult - 1) / 4 + 1,\n dex: (this.dex_mult - 1) / 4 + 1,\n agi: (this.agi_mult - 1) / 4 + 1,\n cha: (this.cha_mult - 1) / 4 + 1,\n };\n }\n\n gainExperience(numCycles = 1): void {\n const task = this.getTask();\n if (task === GangMemberTasks[\"Unassigned\"]) return;\n const difficultyMult = Math.pow(task.difficulty, 0.9);\n const difficultyPerCycles = difficultyMult * numCycles;\n const weightDivisor = 1500;\n const expMult = this.expMult();\n this.hack_exp += (task.hackWeight / weightDivisor) * difficultyPerCycles * expMult.hack;\n this.str_exp += (task.strWeight / weightDivisor) * difficultyPerCycles * expMult.str;\n this.def_exp += (task.defWeight / weightDivisor) * difficultyPerCycles * expMult.def;\n this.dex_exp += (task.dexWeight / weightDivisor) * difficultyPerCycles * expMult.dex;\n this.agi_exp += (task.agiWeight / weightDivisor) * difficultyPerCycles * expMult.agi;\n this.cha_exp += (task.chaWeight / weightDivisor) * difficultyPerCycles * expMult.cha;\n }\n\n recordEarnedRespect(numCycles = 1, gang: IGang): void {\n this.earnedRespect += this.calculateRespectGain(gang) * numCycles;\n }\n\n getGainedAscensionPoints(): IMults {\n return {\n hack: Math.max(this.hack_exp - 1000, 0),\n str: Math.max(this.str_exp - 1000, 0),\n def: Math.max(this.def_exp - 1000, 0),\n dex: Math.max(this.dex_exp - 1000, 0),\n agi: Math.max(this.agi_exp - 1000, 0),\n cha: Math.max(this.cha_exp - 1000, 0),\n };\n }\n\n canAscend(): boolean {\n const points = this.getGainedAscensionPoints();\n return points.hack > 0 || points.str > 0 || points.def > 0 || points.dex > 0 || points.agi > 0 || points.cha > 0;\n }\n\n getCurrentAscensionMults(): IMults {\n return {\n hack: this.calculateAscensionMult(this.hack_asc_points),\n str: this.calculateAscensionMult(this.str_asc_points),\n def: this.calculateAscensionMult(this.def_asc_points),\n dex: this.calculateAscensionMult(this.dex_asc_points),\n agi: this.calculateAscensionMult(this.agi_asc_points),\n cha: this.calculateAscensionMult(this.cha_asc_points),\n };\n }\n\n getAscensionMultsAfterAscend(): IMults {\n const points = this.getGainedAscensionPoints();\n return {\n hack: this.calculateAscensionMult(this.hack_asc_points + points.hack),\n str: this.calculateAscensionMult(this.str_asc_points + points.str),\n def: this.calculateAscensionMult(this.def_asc_points + points.def),\n dex: this.calculateAscensionMult(this.dex_asc_points + points.dex),\n agi: this.calculateAscensionMult(this.agi_asc_points + points.agi),\n cha: this.calculateAscensionMult(this.cha_asc_points + points.cha),\n };\n }\n\n getAscensionResults(): IMults {\n const postAscend = this.getAscensionMultsAfterAscend();\n const preAscend = this.getCurrentAscensionMults();\n\n return {\n hack: postAscend.hack / preAscend.hack,\n str: postAscend.str / preAscend.str,\n def: postAscend.def / preAscend.def,\n dex: postAscend.dex / preAscend.dex,\n agi: postAscend.agi / preAscend.agi,\n cha: postAscend.cha / preAscend.cha,\n };\n }\n\n ascend(): IAscensionResult {\n const res = this.getAscensionResults();\n const points = this.getGainedAscensionPoints();\n this.hack_asc_points += points.hack;\n this.str_asc_points += points.str;\n this.def_asc_points += points.def;\n this.dex_asc_points += points.dex;\n this.agi_asc_points += points.agi;\n this.cha_asc_points += points.cha;\n\n // Remove upgrades. Then re-calculate multipliers and stats\n this.upgrades.length = 0;\n this.hack_mult = 1;\n this.str_mult = 1;\n this.def_mult = 1;\n this.dex_mult = 1;\n this.agi_mult = 1;\n this.cha_mult = 1;\n for (let i = 0; i < this.augmentations.length; ++i) {\n const aug = GangMemberUpgrades[this.augmentations[i]];\n this.applyUpgrade(aug);\n }\n\n // Clear exp and recalculate stats\n this.hack_exp = 0;\n this.str_exp = 0;\n this.def_exp = 0;\n this.dex_exp = 0;\n this.agi_exp = 0;\n this.cha_exp = 0;\n this.updateSkillLevels();\n\n const respectToDeduct = this.earnedRespect;\n this.earnedRespect = 0;\n return {\n respect: respectToDeduct,\n hack: res.hack,\n str: res.str,\n def: res.def,\n dex: res.dex,\n agi: res.agi,\n cha: res.cha,\n };\n }\n\n applyUpgrade(upg: GangMemberUpgrade): void {\n if (upg.mults.str != null) this.str_mult *= upg.mults.str;\n if (upg.mults.def != null) this.def_mult *= upg.mults.def;\n if (upg.mults.dex != null) this.dex_mult *= upg.mults.dex;\n if (upg.mults.agi != null) this.agi_mult *= upg.mults.agi;\n if (upg.mults.cha != null) this.cha_mult *= upg.mults.cha;\n if (upg.mults.hack != null) this.hack_mult *= upg.mults.hack;\n }\n\n buyUpgrade(upg: GangMemberUpgrade, player: IPlayer, gang: IGang): boolean {\n // Prevent purchasing of already-owned upgrades\n if (this.augmentations.includes(upg.name) || this.upgrades.includes(upg.name)) return false;\n\n if (player.money.lt(gang.getUpgradeCost(upg))) return false;\n player.loseMoney(gang.getUpgradeCost(upg));\n if (upg.type === \"g\") {\n this.augmentations.push(upg.name);\n } else {\n this.upgrades.push(upg.name);\n }\n this.applyUpgrade(upg);\n return true;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"GangMember\", this);\n }\n\n /**\n * Initiatizes a GangMember object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): GangMember {\n return Generic_fromJSON(GangMember, value.data);\n }\n}\n\nReviver.constructors.GangMember = GangMember;\n","import { IMults, UpgradeType } from \"./data/upgrades\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\n\nexport class GangMemberUpgrade {\n name: string;\n cost: number;\n type: UpgradeType;\n desc: string;\n mults: IMults;\n\n constructor(name = \"\", cost = 0, type: UpgradeType = UpgradeType.Weapon, mults: IMults = {}) {\n this.name = name;\n this.cost = cost;\n this.type = type;\n this.mults = mults;\n\n this.desc = this.createDescription();\n }\n\n createDescription(): string {\n const lines = [\"Effects:\"];\n if (this.mults.str != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.str - 1, 0)} strength skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.str - 1) / 4, 2)} strength exp`);\n }\n if (this.mults.def != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.def - 1, 0)} defense skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.def - 1) / 4, 2)} defense exp`);\n }\n if (this.mults.dex != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.dex - 1, 0)} dexterity skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.dex - 1) / 4, 2)} dexterity exp`);\n }\n if (this.mults.agi != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.agi - 1, 0)} agility skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.agi - 1) / 4, 2)} agility exp`);\n }\n if (this.mults.cha != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.cha - 1, 0)} charisma skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.cha - 1) / 4, 2)} charisma exp`);\n }\n if (this.mults.hack != null) {\n lines.push(`+${numeralWrapper.formatPercentage(this.mults.hack - 1, 0)} hacking skill`);\n lines.push(`+${numeralWrapper.formatPercentage((this.mults.hack - 1) / 4, 2)} hacking exp`);\n }\n return lines.join(\"
\");\n }\n\n // User friendly version of type.\n getType(): string {\n switch (this.type) {\n case UpgradeType.Weapon:\n return \"Weapon\";\n case UpgradeType.Armor:\n return \"Armor\";\n case UpgradeType.Vehicle:\n return \"Vehicle\";\n case UpgradeType.Rootkit:\n return \"Rootkit\";\n case UpgradeType.Augmentation:\n return \"Augmentation\";\n default:\n return \"\";\n }\n }\n}\n","import * as posNames from \"./companypositionnames\";\nimport { IConstructorParams } from \"../Company\";\n\nimport { IMap } from \"../../types\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\n\n// Create Objects containing Company Positions by category\n// Will help in metadata construction later\nconst AllSoftwarePositions: IMap = {};\nconst AllITPositions: IMap = {};\nconst AllNetworkEngineerPositions: IMap = {};\nconst SecurityEngineerPositions: IMap = {};\nconst AllTechnologyPositions: IMap = {};\nconst AllBusinessPositions: IMap = {};\nconst AllAgentPositions: IMap = {};\nconst AllSecurityPositions: IMap = {};\nconst AllSoftwareConsultantPositions: IMap = {};\nconst AllBusinessConsultantPositions: IMap = {};\nconst SoftwarePositionsUpToHeadOfEngineering: IMap = {};\nconst SoftwarePositionsUpToLeadDeveloper: IMap = {};\nconst BusinessPositionsUpToOperationsManager: IMap = {};\nconst WaiterOnly: IMap = {};\nconst EmployeeOnly: IMap = {};\nconst PartTimeWaiterOnly: IMap = {};\nconst PartTimeEmployeeOnly: IMap = {};\nconst OperationsManagerOnly: IMap = {};\nconst CEOOnly: IMap = {};\n\nposNames.SoftwareCompanyPositions.forEach((e) => {\n AllSoftwarePositions[e] = true;\n AllTechnologyPositions[e] = true;\n});\n\nposNames.ITCompanyPositions.forEach((e) => {\n AllITPositions[e] = true;\n AllTechnologyPositions[e] = true;\n});\n\nposNames.NetworkEngineerCompanyPositions.forEach((e) => {\n AllNetworkEngineerPositions[e] = true;\n AllTechnologyPositions[e] = true;\n});\n\nAllTechnologyPositions[posNames.SecurityEngineerCompanyPositions[0]] = true;\nSecurityEngineerPositions[posNames.SecurityEngineerCompanyPositions[0]] = true;\n\nposNames.BusinessCompanyPositions.forEach((e) => {\n AllBusinessPositions[e] = true;\n});\n\nposNames.SecurityCompanyPositions.forEach((e) => {\n AllSecurityPositions[e] = true;\n});\n\nposNames.AgentCompanyPositions.forEach((e) => {\n AllAgentPositions[e] = true;\n});\n\nposNames.SoftwareConsultantCompanyPositions.forEach((e) => {\n AllSoftwareConsultantPositions[e] = true;\n});\n\nposNames.BusinessConsultantCompanyPositions.forEach((e) => {\n AllBusinessConsultantPositions[e] = true;\n});\n\nfor (let i = 0; i < posNames.SoftwareCompanyPositions.length; ++i) {\n const e = posNames.SoftwareCompanyPositions[i];\n if (i <= 5) {\n SoftwarePositionsUpToHeadOfEngineering[e] = true;\n }\n if (i <= 3) {\n SoftwarePositionsUpToLeadDeveloper[e] = true;\n }\n}\nfor (let i = 0; i < posNames.BusinessCompanyPositions.length; ++i) {\n const e = posNames.BusinessCompanyPositions[i];\n if (i <= 3) {\n BusinessPositionsUpToOperationsManager[e] = true;\n }\n}\n\nWaiterOnly[posNames.MiscCompanyPositions[0]] = true;\nEmployeeOnly[posNames.MiscCompanyPositions[1]] = true;\nPartTimeWaiterOnly[posNames.PartTimeCompanyPositions[0]] = true;\nPartTimeEmployeeOnly[posNames.PartTimeCompanyPositions[1]] = true;\nOperationsManagerOnly[posNames.BusinessCompanyPositions[3]] = true;\nCEOOnly[posNames.BusinessCompanyPositions[5]] = true;\n\n// Metadata\nexport const companiesMetadata: IConstructorParams[] = [\n {\n name: LocationName.AevumECorp,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 3,\n salaryMultiplier: 3,\n jobStatReqOffset: 249,\n },\n {\n name: LocationName.Sector12MegaCorp,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 3,\n salaryMultiplier: 3,\n jobStatReqOffset: 249,\n },\n {\n name: LocationName.AevumBachmanAndAssociates,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.6,\n salaryMultiplier: 2.6,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.Sector12BladeIndustries,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.75,\n salaryMultiplier: 2.75,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.VolhavenNWO,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.75,\n salaryMultiplier: 2.75,\n jobStatReqOffset: 249,\n },\n {\n name: LocationName.AevumClarkeIncorporated,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.25,\n salaryMultiplier: 2.25,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.VolhavenOmniTekIncorporated,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.25,\n salaryMultiplier: 2.25,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.Sector12FourSigma,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.5,\n salaryMultiplier: 2.5,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.ChongqingKuaiGongInternational,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSecurityPositions),\n expMultiplier: 2.2,\n salaryMultiplier: 2.2,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.AevumFulcrumTechnologies,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions),\n expMultiplier: 2,\n salaryMultiplier: 2,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.IshimaStormTechnologies,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllSoftwareConsultantPositions, AllBusinessPositions),\n expMultiplier: 1.8,\n salaryMultiplier: 1.8,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.NewTokyoDefComm,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, AllTechnologyPositions, AllSoftwareConsultantPositions),\n expMultiplier: 1.75,\n salaryMultiplier: 1.75,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.VolhavenHeliosLabs,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, AllTechnologyPositions, AllSoftwareConsultantPositions),\n expMultiplier: 1.8,\n salaryMultiplier: 1.8,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.NewTokyoVitaLife,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSoftwareConsultantPositions),\n expMultiplier: 1.8,\n salaryMultiplier: 1.8,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.Sector12IcarusMicrosystems,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSoftwareConsultantPositions),\n expMultiplier: 1.9,\n salaryMultiplier: 1.9,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.Sector12UniversalEnergy,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSoftwareConsultantPositions),\n expMultiplier: 2,\n salaryMultiplier: 2,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.AevumGalacticCybersystems,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions, AllBusinessPositions, AllSoftwareConsultantPositions),\n expMultiplier: 1.9,\n salaryMultiplier: 1.9,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.AevumAeroCorp,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, OperationsManagerOnly, AllTechnologyPositions, AllSecurityPositions),\n expMultiplier: 1.7,\n salaryMultiplier: 1.7,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.VolhavenOmniaCybersystems,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, OperationsManagerOnly, AllTechnologyPositions, AllSecurityPositions),\n expMultiplier: 1.7,\n salaryMultiplier: 1.7,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.ChongqingSolarisSpaceSystems,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, OperationsManagerOnly, AllTechnologyPositions, AllSecurityPositions),\n expMultiplier: 1.7,\n salaryMultiplier: 1.7,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.Sector12DeltaOne,\n info: \"\",\n companyPositions: Object.assign({}, CEOOnly, OperationsManagerOnly, AllTechnologyPositions, AllSecurityPositions),\n expMultiplier: 1.6,\n salaryMultiplier: 1.6,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.NewTokyoGlobalPharmaceuticals,\n info: \"\",\n companyPositions: Object.assign(\n {},\n AllTechnologyPositions,\n AllBusinessPositions,\n AllSoftwareConsultantPositions,\n AllSecurityPositions,\n ),\n expMultiplier: 1.8,\n salaryMultiplier: 1.8,\n jobStatReqOffset: 224,\n },\n {\n name: LocationName.IshimaNovaMedical,\n info: \"\",\n companyPositions: Object.assign(\n {},\n AllTechnologyPositions,\n AllBusinessPositions,\n AllSoftwareConsultantPositions,\n AllSecurityPositions,\n ),\n expMultiplier: 1.75,\n salaryMultiplier: 1.75,\n jobStatReqOffset: 199,\n },\n {\n name: LocationName.Sector12CIA,\n info: \"\",\n companyPositions: Object.assign(\n {},\n SoftwarePositionsUpToHeadOfEngineering,\n AllNetworkEngineerPositions,\n SecurityEngineerPositions,\n AllITPositions,\n AllSecurityPositions,\n AllAgentPositions,\n ),\n expMultiplier: 2,\n salaryMultiplier: 2,\n jobStatReqOffset: 149,\n },\n {\n name: LocationName.Sector12NSA,\n info: \"\",\n companyPositions: Object.assign(\n {},\n SoftwarePositionsUpToHeadOfEngineering,\n AllNetworkEngineerPositions,\n SecurityEngineerPositions,\n AllITPositions,\n AllSecurityPositions,\n AllAgentPositions,\n ),\n expMultiplier: 2,\n salaryMultiplier: 2,\n jobStatReqOffset: 149,\n },\n {\n name: LocationName.AevumWatchdogSecurity,\n info: \"\",\n companyPositions: Object.assign(\n {},\n SoftwarePositionsUpToHeadOfEngineering,\n AllNetworkEngineerPositions,\n AllITPositions,\n AllSecurityPositions,\n AllAgentPositions,\n AllSoftwareConsultantPositions,\n ),\n expMultiplier: 1.5,\n salaryMultiplier: 1.5,\n jobStatReqOffset: 124,\n },\n {\n name: LocationName.VolhavenLexoCorp,\n info: \"\",\n companyPositions: Object.assign(\n {},\n AllTechnologyPositions,\n AllSoftwareConsultantPositions,\n AllBusinessPositions,\n AllSecurityPositions,\n ),\n expMultiplier: 1.4,\n salaryMultiplier: 1.4,\n jobStatReqOffset: 99,\n },\n {\n name: LocationName.AevumRhoConstruction,\n info: \"\",\n companyPositions: Object.assign({}, SoftwarePositionsUpToLeadDeveloper, BusinessPositionsUpToOperationsManager),\n expMultiplier: 1.3,\n salaryMultiplier: 1.3,\n jobStatReqOffset: 49,\n },\n {\n name: LocationName.Sector12AlphaEnterprises,\n info: \"\",\n companyPositions: Object.assign(\n {},\n SoftwarePositionsUpToLeadDeveloper,\n BusinessPositionsUpToOperationsManager,\n AllSoftwareConsultantPositions,\n ),\n expMultiplier: 1.5,\n salaryMultiplier: 1.5,\n jobStatReqOffset: 99,\n },\n {\n name: LocationName.AevumPolice,\n info: \"\",\n companyPositions: Object.assign({}, AllSecurityPositions, SoftwarePositionsUpToLeadDeveloper),\n expMultiplier: 1.3,\n salaryMultiplier: 1.3,\n jobStatReqOffset: 99,\n },\n {\n name: LocationName.VolhavenSysCoreSecurities,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions),\n expMultiplier: 1.3,\n salaryMultiplier: 1.3,\n jobStatReqOffset: 124,\n },\n {\n name: LocationName.VolhavenCompuTek,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions),\n expMultiplier: 1.2,\n salaryMultiplier: 1.2,\n jobStatReqOffset: 74,\n },\n {\n name: LocationName.AevumNetLinkTechnologies,\n info: \"\",\n companyPositions: Object.assign({}, AllTechnologyPositions),\n expMultiplier: 1.2,\n salaryMultiplier: 1.2,\n jobStatReqOffset: 99,\n },\n {\n name: LocationName.Sector12CarmichaelSecurity,\n info: \"\",\n companyPositions: Object.assign(\n {},\n AllTechnologyPositions,\n AllSoftwareConsultantPositions,\n AllAgentPositions,\n AllSecurityPositions,\n ),\n expMultiplier: 1.2,\n salaryMultiplier: 1.2,\n jobStatReqOffset: 74,\n },\n {\n name: LocationName.Sector12FoodNStuff,\n info: \"\",\n companyPositions: Object.assign({}, EmployeeOnly, PartTimeEmployeeOnly),\n expMultiplier: 1,\n salaryMultiplier: 1,\n jobStatReqOffset: 0,\n },\n {\n name: LocationName.Sector12JoesGuns,\n info: \"\",\n companyPositions: Object.assign({}, EmployeeOnly, PartTimeEmployeeOnly),\n expMultiplier: 1,\n salaryMultiplier: 1,\n jobStatReqOffset: 0,\n },\n {\n name: LocationName.IshimaOmegaSoftware,\n info: \"\",\n companyPositions: Object.assign({}, AllSoftwarePositions, AllSoftwareConsultantPositions, AllITPositions),\n expMultiplier: 1.1,\n salaryMultiplier: 1.1,\n jobStatReqOffset: 49,\n },\n {\n name: LocationName.NewTokyoNoodleBar,\n info: \"\",\n companyPositions: Object.assign({}, WaiterOnly, PartTimeWaiterOnly),\n expMultiplier: 1,\n salaryMultiplier: 1,\n jobStatReqOffset: 0,\n },\n];\n","export interface IConstructorParams {\n name: string;\n cost: number;\n desc: string;\n advertisingMult?: number;\n employeeChaMult?: number;\n employeeCreMult?: number;\n employeeEffMult?: number;\n employeeIntMult?: number;\n productionMult?: number;\n productProductionMult?: number;\n salesMult?: number;\n sciResearchMult?: number;\n storageMult?: number;\n}\n\nexport class Research {\n // Name of research. This will be used to identify researches in the Research Tree\n name = \"\";\n\n // How much scientific research it costs to unlock this\n cost = 0;\n\n // Description of what the Research does\n desc = \"\";\n\n // All possible generic upgrades for the company, in the form of multipliers\n advertisingMult = 1;\n employeeChaMult = 1;\n employeeCreMult = 1;\n employeeEffMult = 1;\n employeeIntMult = 1;\n productionMult = 1;\n productProductionMult = 1;\n salesMult = 1;\n sciResearchMult = 1;\n storageMult = 1;\n\n constructor(p: IConstructorParams = { name: \"\", cost: 0, desc: \"\" }) {\n this.name = p.name;\n this.cost = p.cost;\n this.desc = p.desc;\n if (p.advertisingMult) {\n this.advertisingMult = p.advertisingMult;\n }\n if (p.employeeChaMult) {\n this.employeeChaMult = p.employeeChaMult;\n }\n if (p.employeeCreMult) {\n this.employeeCreMult = p.employeeCreMult;\n }\n if (p.employeeEffMult) {\n this.employeeEffMult = p.employeeEffMult;\n }\n if (p.employeeIntMult) {\n this.employeeIntMult = p.employeeIntMult;\n }\n if (p.productionMult) {\n this.productionMult = p.productionMult;\n }\n if (p.productProductionMult) {\n this.productProductionMult = p.productProductionMult;\n }\n if (p.salesMult) {\n this.salesMult = p.salesMult;\n }\n if (p.sciResearchMult) {\n this.sciResearchMult = p.sciResearchMult;\n }\n if (p.storageMult) {\n this.storageMult = p.storageMult;\n }\n }\n}\n","import { IConstructorParams } from \"../Research\";\n\nexport const researchMetadata: IConstructorParams[] = [\n {\n name: \"AutoBrew\",\n cost: 12e3,\n desc:\n \"Automatically keep your employees fully caffeinated with \" +\n \"coffee injections. This research will keep the energy of all \" +\n \"employees at its maximum possible value, for no cost. \" +\n \"This will also disable the Coffee upgrade.\",\n },\n {\n name: \"AutoPartyManager\",\n cost: 15e3,\n desc:\n \"Automatically analyzes your employees' happiness and morale \" +\n \"and boosts them whenever it detects a decrease. This research will \" +\n \"keep the morale and happiness of all employees at their maximum possible \" +\n \"values, for no cost. \" +\n \"This will also disable the 'Throw Party' feature.\",\n },\n {\n name: \"Automatic Drug Administration\",\n cost: 10e3,\n desc:\n \"Research how to automatically administer performance-enhacing drugs to all of \" +\n \"your employees. This unlocks Drug-related Research.\",\n },\n {\n name: \"Bulk Purchasing\",\n cost: 5e3,\n desc:\n \"Research the art of buying materials in bulk. This allows you to purchase \" +\n \"any amount of a material instantly.\",\n },\n {\n name: \"CPH4 Injections\",\n cost: 25e3,\n desc:\n \"Develop an advanced and harmless synthetic drug that is administered to \" +\n \"employees to increase all of their stats, except experience, by 10%.\",\n employeeCreMult: 1.1,\n employeeChaMult: 1.1,\n employeeEffMult: 1.1,\n employeeIntMult: 1.1,\n },\n {\n name: \"Drones\",\n cost: 5e3,\n desc:\n \"Acquire the knowledge needed to create advanced drones. This research does nothing \" +\n \"by itself, but unlocks other Drone-related research.\",\n },\n {\n name: \"Drones - Assembly\",\n cost: 25e3,\n desc:\n \"Manufacture and use Assembly Drones to improve the efficiency of \" +\n \"your production lines. This increases all production by 20%.\",\n productionMult: 1.2,\n },\n {\n name: \"Drones - Transport\",\n cost: 30e3,\n desc:\n \"Manufacture and use intelligent Transport Drones to optimize \" +\n \"your warehouses. This increases the storage space of all warehouses \" +\n \"by 50%.\",\n storageMult: 1.5,\n },\n {\n name: \"Go-Juice\",\n cost: 25e3,\n desc:\n \"Provide employees with Go-Juice, a coffee-derivative that further enhances \" +\n \"the brain's dopamine production. This increases the maximum energy of all \" +\n \"employees by 10.\",\n },\n {\n name: \"Hi-Tech R&D Laboratory\",\n cost: 5e3,\n desc:\n \"Construct a cutting edge facility dedicated to advanced research and \" +\n \"and development. This allows you to spend Scientific Research \" +\n \"on powerful upgrades. It also globally increases Scientific Research \" +\n \"production by 10%.\",\n sciResearchMult: 1.1,\n },\n {\n name: \"HRBuddy-Recruitment\",\n cost: 15e3,\n desc:\n \"Use automated software to handle the hiring of employees. With this \" +\n \"research, each office will automatically hire one employee per \" +\n \"market cycle if there is available space.\",\n },\n {\n name: \"HRBuddy-Training\",\n cost: 20e3,\n desc:\n \"Use automated software to handle the training of employees. With this \" +\n \"research, each employee hired with HRBuddy-Recruitment will automatically \" +\n \"be assigned to 'Training', rather than being unassigned.\",\n },\n {\n name: \"JoyWire\",\n cost: 20e3,\n desc: \"A brain implant which is installed in employees, increasing their \" + \"maximum happiness by 10.\",\n },\n {\n name: \"Market-TA.I\",\n cost: 20e3,\n desc:\n \"Develop advanced AI software that uses technical analysis to \" +\n \"help you understand and exploit the market. This research \" +\n \"allows you to know what price to sell your Materials/Products \" +\n \"at in order to avoid losing sales due to having too high of a mark-up. \" +\n \"It also lets you automatically use that sale price.\",\n },\n {\n name: \"Market-TA.II\",\n cost: 50e3,\n desc:\n \"Develop double-advanced AI software that uses technical analysis to \" +\n \"help you understand and exploit the market. This research \" +\n \"allows you to know how many sales of a Material/Product you lose or gain \" +\n \"from having too high or too low or a sale price. It also lets you automatically \" +\n \"set the sale price of your Materials/Products at the optimal price such that \" +\n \"the amount sold matches the amount produced.\",\n },\n {\n name: \"Overclock\",\n cost: 15e3,\n desc:\n \"Equip employees with a headset that uses transcranial direct current \" +\n \"stimulation (tDCS) to increase the speed of their neurotransmitters. \" +\n \"This research increases the intelligence and efficiency of all \" +\n \"employees by 25%.\",\n employeeEffMult: 1.25,\n employeeIntMult: 1.25,\n },\n {\n name: \"Self-Correcting Assemblers\",\n cost: 25e3,\n desc:\n \"Create assemblers that can be used for universal production. \" +\n \"These assemblers use deep learning to improve their efficiency \" +\n \"at their tasks. This research increases all production by 10%\",\n productionMult: 1.1,\n },\n {\n name: \"Sti.mu\",\n cost: 30e3,\n desc:\n \"Upgrade the tDCS headset to stimulate regions of the brain that \" +\n \"control confidence and enthusiasm. This research increases the max \" +\n \"morale of all employees by 10.\",\n },\n {\n name: \"sudo.Assist\",\n cost: 15e3,\n desc: \"Develop a virtual assistant AI to handle and manage administrative \" + \"issues for your corporation.\",\n },\n {\n name: \"uPgrade: Capacity.I\",\n cost: 20e3,\n desc:\n \"Expand the industry's capacity for designing and manufacturing its \" +\n \"various products. This increases the industry's maximum number of products \" +\n \"by 1 (from 3 to 4).\",\n },\n {\n name: \"uPgrade: Capacity.II\",\n cost: 30e3,\n desc:\n \"Expand the industry's capacity for designing and manufacturing its \" +\n \"various products. This increases the industry's maximum number of products \" +\n \"by 1 (from 4 to 5).\",\n },\n {\n name: \"uPgrade: Dashboard\",\n cost: 5e3,\n desc:\n \"Improve the software used to manage the industry's production line \" +\n \"for its various products. This allows you to manage the production and \" +\n \"sale of a product before it's finished being designed.\",\n },\n {\n name: \"uPgrade: Fulcrum\",\n cost: 10e3,\n desc:\n \"Streamline the manufacturing of this industry's various products. \" +\n \"This research increases the production of your products by 5%\",\n productProductionMult: 1.05,\n },\n];\n","/**\n * Object representing an upgrade that can be purchased with hashes\n */\nexport interface IConstructorParams {\n cost?: number;\n costPerLevel: number;\n desc: string;\n hasTargetServer?: boolean;\n name: string;\n value: number;\n effectText?: (level: number) => JSX.Element | null;\n}\n\nexport class HashUpgrade {\n /**\n * If the upgrade has a flat cost (never increases), it goes here\n * Otherwise, this property should be undefined\n *\n * This property overrides the 'costPerLevel' property\n */\n cost?: number;\n\n /**\n * Base cost for this upgrade. Every time the upgrade is purchased,\n * its cost increases by this same amount (so its 1x, 2x, 3x, 4x, etc.)\n */\n costPerLevel = 0;\n\n /**\n * Description of what the upgrade does\n */\n desc = \"\";\n\n /**\n * Boolean indicating that this upgrade's effect affects a single server,\n * the \"target\" server\n */\n hasTargetServer = false;\n\n // Name of upgrade\n name = \"\";\n\n // Generic value used to indicate the potency/amount of this upgrade's effect\n // The meaning varies between different upgrades\n value = 0;\n\n constructor(p: IConstructorParams) {\n if (p.cost != null) {\n this.cost = p.cost;\n }\n if (p.effectText != null) {\n this.effectText = p.effectText;\n }\n\n this.costPerLevel = p.costPerLevel;\n this.desc = p.desc;\n this.hasTargetServer = p.hasTargetServer ? p.hasTargetServer : false;\n this.name = p.name;\n this.value = p.value;\n }\n\n // Functions that returns the UI element to display the effect of this upgrade.\n effectText: (level: number) => JSX.Element | null = () => null;\n\n getCost(levels: number): number {\n if (typeof this.cost === \"number\") {\n return this.cost;\n }\n\n return Math.round((levels + 1) * this.costPerLevel);\n }\n}\n","// Metadata used to construct all Hash Upgrades\nimport React from \"react\";\nimport { IConstructorParams } from \"../HashUpgrade\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Money } from \"../../ui/React/Money\";\n\nexport const HashUpgradesMetadata: IConstructorParams[] = [\n {\n cost: 4,\n costPerLevel: 4,\n desc: \"Sell hashes for $1m\",\n name: \"Sell for Money\",\n effectText: (level: number): JSX.Element | null => (\n <>\n Sold for \n \n ),\n value: 1e6,\n },\n {\n costPerLevel: 100,\n desc: \"Sell hashes for $1b in Corporation funds\",\n name: \"Sell for Corporation Funds\",\n effectText: (level: number): JSX.Element | null => (\n <>\n Sold for Corporation funds.\n \n ),\n value: 1e9,\n },\n {\n costPerLevel: 50,\n desc:\n \"Use hashes to decrease the minimum security of a single server by 2%. \" +\n \"Note that a server's minimum security cannot go below 1. This effect persists \" +\n \"until you install Augmentations (since servers are reset at that time).\",\n hasTargetServer: true,\n name: \"Reduce Minimum Security\",\n value: 0.98,\n },\n {\n costPerLevel: 50,\n desc:\n \"Use hashes to increase the maximum amount of money on a single server by 2%. \" +\n \"This effect persists until you install Augmentations (since servers \" +\n \"are reset at that time).\",\n hasTargetServer: true,\n name: \"Increase Maximum Money\",\n value: 1.02,\n },\n {\n costPerLevel: 50,\n desc:\n \"Use hashes to improve the experience earned when studying at a university by 20%. \" +\n \"This effect persists until you install Augmentations\",\n name: \"Improve Studying\",\n effectText: (level: number): JSX.Element | null => <>Improves studying by {level * 20}%,\n value: 20, // Improves studying by value%\n },\n {\n costPerLevel: 50,\n desc:\n \"Use hashes to improve the experience earned when training at the gym by 20%. This effect \" +\n \"persists until you install Augmentations\",\n name: \"Improve Gym Training\",\n effectText: (level: number): JSX.Element | null => <>Improves training by {level * 20}%,\n value: 20, // Improves training by value%\n },\n {\n costPerLevel: 200,\n desc: \"Exchange hashes for 1k Scientific Research in all of your Corporation's Industries\",\n name: \"Exchange for Corporation Research\",\n effectText: (level: number): JSX.Element | null => (\n <>Acquired a total of {level}k Scientific Research in your industries.\n ),\n value: 1000,\n },\n {\n costPerLevel: 250,\n desc: \"Exchange hashes for 100 Bladeburner Rank\",\n name: \"Exchange for Bladeburner Rank\",\n effectText: (level: number): JSX.Element | null => (\n <>Acquired a total of {numeralWrapper.format(100 * level, \"0a\")} Bladeburner rank\n ),\n value: 100,\n },\n {\n costPerLevel: 250,\n desc: \"Exchanges hashes for 10 Bladeburner Skill Points\",\n name: \"Exchange for Bladeburner SP\",\n effectText: (level: number): JSX.Element | null => (\n <>Acquired a total of {numeralWrapper.format(10 * level, \"0a\")} Bladeburner Skill Points\n ),\n value: 10,\n },\n {\n costPerLevel: 200,\n desc: \"Generate a random Coding Contract somewhere on the network\",\n name: \"Generate Coding Contract\",\n effectText: (level: number): JSX.Element | null => <>Generated {level} contracts.,\n value: 1,\n },\n];\n","/**\n * The environment in which a script runs. The environment holds\n * Netscript functions and arguments for that script.\n */\nimport { IMap } from \"../types\";\n\nexport class Environment {\n /**\n * Parent environment. Used to implement \"scope\"\n */\n parent: Environment | null = null;\n\n /**\n * Whether or not the script that uses this Environment should stop running\n */\n stopFlag = false;\n\n /**\n * Environment variables (currently only Netscript functions)\n */\n vars: IMap = {};\n\n constructor(parent: Environment | null) {\n if (parent instanceof Environment) {\n this.vars = Object.assign({}, parent.vars);\n }\n\n this.parent = parent;\n }\n\n /**\n * Finds the scope where the variable with the given name is defined\n */\n lookup(name: string): Environment | null {\n // eslint-disable-next-line @typescript-eslint/no-this-alias\n let scope: Environment | null = this;\n while (scope) {\n if (Object.prototype.hasOwnProperty.call(scope.vars, name)) {\n return scope;\n }\n scope = scope.parent;\n }\n\n return null;\n }\n\n //Get the current value of a variable\n get(name: string): any {\n if (name in this.vars) {\n return this.vars[name];\n }\n\n throw new Error(`Undefined variable ${name}`);\n }\n\n //Sets the value of a variable in any scope\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n set(name: string, value: any): any {\n const scope = this.lookup(name);\n\n //If scope has a value, then this variable is already set in a higher scope, so\n //set is there. Otherwise, create a new variable in the local scope\n if (scope !== null) {\n return (scope.vars[name] = value);\n } else {\n return (this.vars[name] = value);\n }\n }\n\n //Creates (or overwrites) a variable in the current scope\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n def(name: string, value: any): any {\n return (this.vars[name] = value);\n }\n}\n","// Metadata used for constructing Company Positions\nimport { IConstructorParams } from \"../CompanyPosition\";\nimport * as posNames from \"./companypositionnames\";\n\nexport const companyPositionMetadata: IConstructorParams[] = [\n {\n name: posNames.SoftwareCompanyPositions[0], // Software Enginering Intern\n nextPosition: posNames.SoftwareCompanyPositions[1], // Junior Software Engineer\n baseSalary: 33,\n charismaEffectiveness: 15,\n charismaExpGain: 0.02,\n hackingEffectiveness: 85,\n hackingExpGain: 0.05,\n reqdHacking: 1,\n repMultiplier: 0.9,\n },\n {\n name: posNames.SoftwareCompanyPositions[1], // Junior Software Engineer\n nextPosition: posNames.SoftwareCompanyPositions[2], // Senior Software Engineer\n baseSalary: 80,\n charismaEffectiveness: 15,\n charismaExpGain: 0.05,\n hackingEffectiveness: 85,\n hackingExpGain: 0.1,\n reqdHacking: 51,\n reqdReputation: 8e3,\n repMultiplier: 1.1,\n },\n {\n name: posNames.SoftwareCompanyPositions[2], // Senior Software Engineer\n nextPosition: posNames.SoftwareCompanyPositions[3], // Lead Software Developer\n baseSalary: 165,\n charismaEffectiveness: 20,\n charismaExpGain: 0.08,\n hackingEffectiveness: 80,\n hackingExpGain: 0.4,\n reqdCharisma: 51,\n reqdHacking: 251,\n reqdReputation: 40e3,\n repMultiplier: 1.3,\n },\n {\n name: posNames.SoftwareCompanyPositions[3], // Lead Software Developer\n nextPosition: posNames.SoftwareCompanyPositions[4], // Head of Software\n baseSalary: 500,\n charismaEffectiveness: 25,\n charismaExpGain: 0.1,\n hackingEffectiveness: 75,\n hackingExpGain: 0.8,\n reqdCharisma: 151,\n reqdHacking: 401,\n reqdReputation: 200e3,\n repMultiplier: 1.5,\n },\n {\n name: posNames.SoftwareCompanyPositions[4], // Head of Software\n nextPosition: posNames.SoftwareCompanyPositions[5], // Head of Engineering\n baseSalary: 800,\n charismaEffectiveness: 25,\n charismaExpGain: 0.5,\n hackingEffectiveness: 75,\n hackingExpGain: 1,\n reqdCharisma: 251,\n reqdHacking: 501,\n reqdReputation: 400e3,\n repMultiplier: 1.6,\n },\n {\n name: posNames.SoftwareCompanyPositions[5], // Head of Engineering\n nextPosition: posNames.SoftwareCompanyPositions[6], // Vice President of Technology\n baseSalary: 1650,\n charismaEffectiveness: 25,\n charismaExpGain: 0.5,\n hackingEffectiveness: 75,\n hackingExpGain: 1.1,\n reqdCharisma: 251,\n reqdHacking: 501,\n reqdReputation: 800e3,\n repMultiplier: 1.6,\n },\n {\n name: posNames.SoftwareCompanyPositions[6], // Vice President of Technology\n nextPosition: posNames.SoftwareCompanyPositions[7], // Chief Technology Officer\n baseSalary: 2310,\n charismaEffectiveness: 30,\n charismaExpGain: 0.6,\n hackingEffectiveness: 70,\n hackingExpGain: 1.2,\n reqdCharisma: 401,\n reqdHacking: 601,\n reqdReputation: 1.6e6,\n repMultiplier: 1.75,\n },\n {\n name: posNames.SoftwareCompanyPositions[7], // Chief Technology Officer\n nextPosition: null,\n baseSalary: 2640,\n charismaEffectiveness: 35,\n charismaExpGain: 1,\n hackingEffectiveness: 65,\n hackingExpGain: 1.5,\n reqdCharisma: 501,\n reqdHacking: 751,\n reqdReputation: 3.2e6,\n repMultiplier: 2,\n },\n {\n name: posNames.ITCompanyPositions[0], // IT Intern\n nextPosition: posNames.ITCompanyPositions[1], // IT Analyst\n baseSalary: 26,\n charismaEffectiveness: 10,\n charismaExpGain: 0.01,\n hackingEffectiveness: 90,\n hackingExpGain: 0.04,\n reqdHacking: 1,\n repMultiplier: 0.9,\n },\n {\n name: posNames.ITCompanyPositions[1], // IT Analyst\n nextPosition: posNames.ITCompanyPositions[2], // IT Manager\n baseSalary: 66,\n charismaEffectiveness: 15,\n charismaExpGain: 0.02,\n hackingEffectiveness: 85,\n hackingExpGain: 0.08,\n reqdHacking: 26,\n reqdReputation: 7e3,\n repMultiplier: 1.1,\n },\n {\n name: posNames.ITCompanyPositions[2], // IT Manager\n nextPosition: posNames.ITCompanyPositions[3], // Systems Administrator\n baseSalary: 132,\n charismaEffectiveness: 20,\n charismaExpGain: 0.1,\n hackingEffectiveness: 80,\n hackingExpGain: 0.3,\n reqdCharisma: 51,\n reqdHacking: 151,\n reqdReputation: 35e3,\n repMultiplier: 1.3,\n },\n {\n name: posNames.ITCompanyPositions[3], // Systems Administrator\n nextPosition: posNames.SoftwareCompanyPositions[5], // Head of Engineering\n baseSalary: 410,\n charismaEffectiveness: 20,\n charismaExpGain: 0.2,\n hackingEffectiveness: 80,\n hackingExpGain: 0.5,\n reqdCharisma: 76,\n reqdHacking: 251,\n reqdReputation: 175e3,\n repMultiplier: 1.4,\n },\n {\n name: posNames.SecurityEngineerCompanyPositions[0], // Security Engineer\n nextPosition: posNames.SoftwareCompanyPositions[5], // Head of Engineering\n baseSalary: 121,\n charismaEffectiveness: 15,\n charismaExpGain: 0.05,\n hackingEffectiveness: 85,\n hackingExpGain: 0.4,\n reqdCharisma: 26,\n reqdHacking: 151,\n reqdReputation: 35e3,\n repMultiplier: 1.2,\n },\n {\n name: posNames.NetworkEngineerCompanyPositions[0], // Network Engineer\n nextPosition: posNames.NetworkEngineerCompanyPositions[1], // Network Adminsitrator\n baseSalary: 121,\n charismaEffectiveness: 15,\n charismaExpGain: 0.05,\n hackingEffectiveness: 85,\n hackingExpGain: 0.4,\n reqdCharisma: 26,\n reqdHacking: 151,\n reqdReputation: 35e3,\n repMultiplier: 1.2,\n },\n {\n name: posNames.NetworkEngineerCompanyPositions[1], // Network Administrator\n nextPosition: posNames.SoftwareCompanyPositions[5], // Head of Engineering\n baseSalary: 410,\n charismaEffectiveness: 20,\n charismaExpGain: 0.1,\n hackingEffectiveness: 80,\n hackingExpGain: 0.5,\n reqdCharisma: 76,\n reqdHacking: 251,\n reqdReputation: 175e3,\n repMultiplier: 1.3,\n },\n {\n name: posNames.BusinessCompanyPositions[0], // Business Intern\n nextPosition: posNames.BusinessCompanyPositions[1], // Business Analyst\n baseSalary: 46,\n charismaEffectiveness: 90,\n charismaExpGain: 0.08,\n hackingEffectiveness: 10,\n hackingExpGain: 0.01,\n reqdCharisma: 1,\n reqdHacking: 1,\n repMultiplier: 0.9,\n },\n {\n name: posNames.BusinessCompanyPositions[1], // Business Analyst\n nextPosition: posNames.BusinessCompanyPositions[2], // Business Manager\n baseSalary: 100,\n charismaEffectiveness: 85,\n charismaExpGain: 0.15,\n hackingEffectiveness: 15,\n hackingExpGain: 0.02,\n reqdCharisma: 51,\n reqdHacking: 6,\n reqdReputation: 8e3,\n repMultiplier: 1.1,\n },\n {\n name: posNames.BusinessCompanyPositions[2], // Business Manager\n nextPosition: posNames.BusinessCompanyPositions[3], // Operations Manager\n baseSalary: 200,\n charismaEffectiveness: 85,\n charismaExpGain: 0.3,\n hackingEffectiveness: 15,\n hackingExpGain: 0.02,\n reqdCharisma: 101,\n reqdHacking: 51,\n reqdReputation: 40e3,\n repMultiplier: 1.3,\n },\n {\n name: posNames.BusinessCompanyPositions[3], // Operations Manager\n nextPosition: posNames.BusinessCompanyPositions[4], // Chief Financial Officer\n baseSalary: 660,\n charismaEffectiveness: 85,\n charismaExpGain: 0.4,\n hackingEffectiveness: 15,\n hackingExpGain: 0.02,\n reqdCharisma: 226,\n reqdHacking: 51,\n reqdReputation: 200e3,\n repMultiplier: 1.5,\n },\n {\n name: posNames.BusinessCompanyPositions[4], // Chief Financial Officer\n nextPosition: posNames.BusinessCompanyPositions[5], // Chief Executive Officer\n baseSalary: 1950,\n charismaEffectiveness: 90,\n charismaExpGain: 1,\n hackingEffectiveness: 10,\n hackingExpGain: 0.05,\n reqdCharisma: 501,\n reqdHacking: 76,\n reqdReputation: 800e3,\n repMultiplier: 1.6,\n },\n {\n name: posNames.BusinessCompanyPositions[5], // Chief Executive Officer\n nextPosition: null,\n baseSalary: 3900,\n charismaEffectiveness: 90,\n charismaExpGain: 1.5,\n hackingEffectiveness: 10,\n hackingExpGain: 0.05,\n reqdCharisma: 751,\n reqdHacking: 101,\n reqdReputation: 3.2e6,\n repMultiplier: 1.75,\n },\n {\n name: posNames.SecurityCompanyPositions[0], // Police Officer\n nextPosition: posNames.SecurityCompanyPositions[1], // Police Chief\n baseSalary: 82,\n hackingEffectiveness: 5,\n strengthEffectiveness: 20,\n defenseEffectiveness: 20,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 15,\n hackingExpGain: 0.02,\n strengthExpGain: 0.08,\n defenseExpGain: 0.08,\n dexterityExpGain: 0.08,\n agilityExpGain: 0.08,\n charismaExpGain: 0.04,\n reqdHacking: 11,\n reqdStrength: 101,\n reqdDefense: 101,\n reqdDexterity: 101,\n reqdAgility: 101,\n reqdCharisma: 51,\n reqdReputation: 8e3,\n repMultiplier: 1,\n },\n {\n name: posNames.SecurityCompanyPositions[1], // Police Chief\n nextPosition: null,\n baseSalary: 460,\n hackingEffectiveness: 5,\n strengthEffectiveness: 20,\n defenseEffectiveness: 20,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 15,\n hackingExpGain: 0.02,\n strengthExpGain: 0.1,\n defenseExpGain: 0.1,\n dexterityExpGain: 0.1,\n agilityExpGain: 0.1,\n charismaExpGain: 0.1,\n reqdHacking: 101,\n reqdStrength: 301,\n reqdDefense: 301,\n reqdDexterity: 301,\n reqdAgility: 301,\n reqdCharisma: 151,\n reqdReputation: 36e3,\n repMultiplier: 1.25,\n },\n {\n name: posNames.SecurityCompanyPositions[2], // Security Guard\n nextPosition: posNames.SecurityCompanyPositions[3], // Security Officer\n baseSalary: 50,\n hackingEffectiveness: 5,\n strengthEffectiveness: 20,\n defenseEffectiveness: 20,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 15,\n hackingExpGain: 0.01,\n strengthExpGain: 0.04,\n defenseExpGain: 0.04,\n dexterityExpGain: 0.04,\n agilityExpGain: 0.04,\n charismaExpGain: 0.02,\n reqdStrength: 51,\n reqdDefense: 51,\n reqdDexterity: 51,\n reqdAgility: 51,\n reqdCharisma: 1,\n repMultiplier: 1,\n },\n {\n name: posNames.SecurityCompanyPositions[3], // Security Officer\n nextPosition: posNames.SecurityCompanyPositions[4], // Security Supervisor\n baseSalary: 195,\n hackingEffectiveness: 10,\n strengthEffectiveness: 20,\n defenseEffectiveness: 20,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 10,\n hackingExpGain: 0.02,\n strengthExpGain: 0.1,\n defenseExpGain: 0.1,\n dexterityExpGain: 0.1,\n agilityExpGain: 0.1,\n charismaExpGain: 0.05,\n reqdHacking: 26,\n reqdStrength: 151,\n reqdDefense: 151,\n reqdDexterity: 151,\n reqdAgility: 151,\n reqdCharisma: 51,\n reqdReputation: 8e3,\n repMultiplier: 1.1,\n },\n {\n name: posNames.SecurityCompanyPositions[4], // Security Supervisor\n nextPosition: posNames.SecurityCompanyPositions[5], // Head of Security\n baseSalary: 660,\n hackingEffectiveness: 10,\n strengthEffectiveness: 15,\n defenseEffectiveness: 15,\n dexterityEffectiveness: 15,\n agilityEffectiveness: 15,\n charismaEffectiveness: 30,\n hackingExpGain: 0.02,\n strengthExpGain: 0.12,\n defenseExpGain: 0.12,\n dexterityExpGain: 0.12,\n agilityExpGain: 0.12,\n charismaExpGain: 0.1,\n reqdHacking: 26,\n reqdStrength: 251,\n reqdDefense: 251,\n reqdDexterity: 251,\n reqdAgility: 251,\n reqdCharisma: 101,\n reqdReputation: 36e3,\n repMultiplier: 1.25,\n },\n {\n name: posNames.SecurityCompanyPositions[5], // Head of Security\n nextPosition: null,\n baseSalary: 1320,\n hackingEffectiveness: 10,\n strengthEffectiveness: 15,\n defenseEffectiveness: 15,\n dexterityEffectiveness: 15,\n agilityEffectiveness: 15,\n charismaEffectiveness: 30,\n hackingExpGain: 0.05,\n strengthExpGain: 0.15,\n defenseExpGain: 0.15,\n dexterityExpGain: 0.15,\n agilityExpGain: 0.15,\n charismaExpGain: 0.15,\n reqdHacking: 51,\n reqdStrength: 501,\n reqdDefense: 501,\n reqdDexterity: 501,\n reqdAgility: 501,\n reqdCharisma: 151,\n reqdReputation: 144e3,\n repMultiplier: 1.4,\n },\n {\n name: posNames.AgentCompanyPositions[0], // Field Agent\n nextPosition: posNames.AgentCompanyPositions[1], // Secret Agent\n baseSalary: 330,\n hackingEffectiveness: 10,\n strengthEffectiveness: 15,\n defenseEffectiveness: 15,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 20,\n hackingExpGain: 0.04,\n strengthExpGain: 0.08,\n defenseExpGain: 0.08,\n dexterityExpGain: 0.08,\n agilityExpGain: 0.08,\n charismaExpGain: 0.05,\n reqdHacking: 101,\n reqdStrength: 101,\n reqdDefense: 101,\n reqdDexterity: 101,\n reqdAgility: 101,\n reqdCharisma: 101,\n reqdReputation: 8e3,\n repMultiplier: 1,\n },\n {\n name: posNames.AgentCompanyPositions[1], // Secret Agent\n nextPosition: posNames.AgentCompanyPositions[2], // Special Operative\n baseSalary: 990,\n hackingEffectiveness: 15,\n strengthEffectiveness: 15,\n defenseEffectiveness: 15,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 15,\n hackingExpGain: 0.1,\n strengthExpGain: 0.15,\n defenseExpGain: 0.15,\n dexterityExpGain: 0.15,\n agilityExpGain: 0.15,\n charismaExpGain: 0.1,\n reqdHacking: 201,\n reqdStrength: 251,\n reqdDefense: 251,\n reqdDexterity: 251,\n reqdAgility: 251,\n reqdCharisma: 201,\n reqdReputation: 32e3,\n repMultiplier: 1.25,\n },\n {\n name: posNames.AgentCompanyPositions[2], // Special Operative\n nextPosition: null,\n baseSalary: 2000,\n hackingEffectiveness: 15,\n strengthEffectiveness: 15,\n defenseEffectiveness: 15,\n dexterityEffectiveness: 20,\n agilityEffectiveness: 20,\n charismaEffectiveness: 15,\n hackingExpGain: 0.15,\n strengthExpGain: 0.2,\n defenseExpGain: 0.2,\n dexterityExpGain: 0.2,\n agilityExpGain: 0.2,\n charismaExpGain: 0.15,\n reqdHacking: 251,\n reqdStrength: 501,\n reqdDefense: 501,\n reqdDexterity: 501,\n reqdAgility: 501,\n reqdCharisma: 251,\n reqdReputation: 162e3,\n repMultiplier: 1.5,\n },\n {\n name: posNames.MiscCompanyPositions[0], // Waiter\n nextPosition: null,\n baseSalary: 22,\n strengthEffectiveness: 10,\n dexterityEffectiveness: 10,\n agilityEffectiveness: 10,\n charismaEffectiveness: 70,\n strengthExpGain: 0.02,\n defenseExpGain: 0.02,\n dexterityExpGain: 0.02,\n agilityExpGain: 0.02,\n charismaExpGain: 0.05,\n repMultiplier: 1,\n },\n {\n name: posNames.MiscCompanyPositions[1], // Employee\n nextPosition: null,\n baseSalary: 22,\n strengthEffectiveness: 10,\n dexterityEffectiveness: 10,\n agilityEffectiveness: 10,\n charismaEffectiveness: 70,\n strengthExpGain: 0.02,\n defenseExpGain: 0.02,\n dexterityExpGain: 0.02,\n agilityExpGain: 0.02,\n charismaExpGain: 0.04,\n repMultiplier: 1,\n },\n {\n name: posNames.SoftwareConsultantCompanyPositions[0], // Software Consultant\n nextPosition: posNames.SoftwareConsultantCompanyPositions[1], // Senior Software Consultant\n baseSalary: 66,\n hackingEffectiveness: 80,\n charismaEffectiveness: 20,\n hackingExpGain: 0.08,\n charismaExpGain: 0.03,\n reqdHacking: 51,\n repMultiplier: 1,\n },\n {\n name: posNames.SoftwareConsultantCompanyPositions[1], // Senior Software Consultant\n nextPosition: null,\n baseSalary: 132,\n hackingEffectiveness: 75,\n charismaEffectiveness: 25,\n hackingExpGain: 0.25,\n charismaExpGain: 0.06,\n reqdHacking: 251,\n reqdCharisma: 51,\n repMultiplier: 1.2,\n },\n {\n name: posNames.BusinessConsultantCompanyPositions[0], // Business Consultant\n nextPosition: posNames.BusinessConsultantCompanyPositions[1], // Senior Business Consultant\n baseSalary: 66,\n hackingEffectiveness: 20,\n charismaEffectiveness: 80,\n hackingExpGain: 0.015,\n charismaExpGain: 0.15,\n reqdHacking: 6,\n reqdCharisma: 51,\n repMultiplier: 1,\n },\n {\n name: posNames.BusinessConsultantCompanyPositions[1], // Senior Business Consultant\n nextPosition: null,\n baseSalary: 525,\n hackingEffectiveness: 15,\n charismaEffectiveness: 85,\n hackingExpGain: 0.015,\n charismaExpGain: 0.3,\n reqdHacking: 51,\n reqdCharisma: 226,\n repMultiplier: 1.2,\n },\n {\n name: posNames.PartTimeCompanyPositions[0], // Part-time waiter\n nextPosition: null,\n baseSalary: 20,\n strengthEffectiveness: 10,\n dexterityEffectiveness: 10,\n agilityEffectiveness: 10,\n charismaEffectiveness: 70,\n strengthExpGain: 0.0075,\n defenseExpGain: 0.0075,\n dexterityExpGain: 0.0075,\n agilityExpGain: 0.0075,\n charismaExpGain: 0.04,\n repMultiplier: 1,\n },\n {\n name: posNames.PartTimeCompanyPositions[1], // Part-time employee\n nextPosition: null,\n baseSalary: 20,\n strengthEffectiveness: 10,\n dexterityEffectiveness: 10,\n agilityEffectiveness: 10,\n charismaEffectiveness: 70,\n strengthExpGain: 0.0075,\n defenseExpGain: 0.0075,\n dexterityExpGain: 0.0075,\n agilityExpGain: 0.0075,\n charismaExpGain: 0.03,\n repMultiplier: 1,\n },\n];\n","/**\n * Determines if the number is a power of 2\n * @param n The number to check.\n */\nexport function isPowerOfTwo(n: number): boolean {\n if (isNaN(n)) {\n return false;\n }\n\n if (n === 0) {\n return false;\n }\n\n // Disabiling the bitwise rule because it's honestly the most effecient way to check for this.\n // tslint:disable-next-line:no-bitwise\n return (n & (n - 1)) === 0;\n}\n","/**\n * Initialization metadata for all Stocks. This is used to generate the\n * stock parameter values upon a reset\n *\n * Some notes:\n * - Megacorporations have better otlkMags\n * - Higher volatility -> Bigger spread\n * - Lower price -> Bigger spread\n * - Share tx required for movement used for balancing\n */\nimport { StockSymbols } from \"./StockSymbols\";\nimport { IConstructorParams } from \"../Stock\";\nimport { LocationName } from \"../../Locations/data/LocationNames\";\n\nexport const InitStockMetadata: IConstructorParams[] = [\n {\n b: true,\n initPrice: {\n max: 28e3,\n min: 17e3,\n },\n marketCap: 2.4e12,\n mv: {\n divisor: 100,\n max: 50,\n min: 40,\n },\n name: LocationName.AevumECorp,\n otlkMag: 19,\n spreadPerc: {\n divisor: 10,\n max: 5,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.AevumECorp],\n },\n\n {\n b: true,\n initPrice: {\n max: 34e3,\n min: 24e3,\n },\n marketCap: 2.4e12,\n mv: {\n divisor: 100,\n max: 50,\n min: 40,\n },\n name: LocationName.Sector12MegaCorp,\n otlkMag: 19,\n spreadPerc: {\n divisor: 10,\n max: 5,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.Sector12MegaCorp],\n },\n\n {\n b: true,\n initPrice: {\n max: 25e3,\n min: 12e3,\n },\n marketCap: 1.6e12,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: LocationName.Sector12BladeIndustries,\n otlkMag: 13,\n spreadPerc: {\n divisor: 10,\n max: 6,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.Sector12BladeIndustries],\n },\n\n {\n b: true,\n initPrice: {\n max: 25e3,\n min: 10e3,\n },\n marketCap: 1.5e12,\n mv: {\n divisor: 100,\n max: 75,\n min: 65,\n },\n name: LocationName.AevumClarkeIncorporated,\n otlkMag: 12,\n spreadPerc: {\n divisor: 10,\n max: 5,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.AevumClarkeIncorporated],\n },\n\n {\n b: true,\n initPrice: {\n max: 43e3,\n min: 32e3,\n },\n marketCap: 1.8e12,\n mv: {\n divisor: 100,\n max: 70,\n min: 60,\n },\n name: LocationName.VolhavenOmniTekIncorporated,\n otlkMag: 12,\n spreadPerc: {\n divisor: 10,\n max: 6,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.VolhavenOmniTekIncorporated],\n },\n\n {\n b: true,\n initPrice: {\n max: 80e3,\n min: 50e3,\n },\n marketCap: 2e12,\n mv: {\n divisor: 100,\n max: 110,\n min: 100,\n },\n name: LocationName.Sector12FourSigma,\n otlkMag: 17,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.Sector12FourSigma],\n },\n\n {\n b: true,\n initPrice: {\n max: 28e3,\n min: 16e3,\n },\n marketCap: 1.9e12,\n mv: {\n divisor: 100,\n max: 85,\n min: 75,\n },\n name: LocationName.ChongqingKuaiGongInternational,\n otlkMag: 10,\n spreadPerc: {\n divisor: 10,\n max: 7,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.ChongqingKuaiGongInternational],\n },\n\n {\n b: true,\n initPrice: {\n max: 36e3,\n min: 29e3,\n },\n marketCap: 2e12,\n mv: {\n divisor: 100,\n max: 130,\n min: 120,\n },\n name: LocationName.AevumFulcrumTechnologies,\n otlkMag: 16,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 1,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.AevumFulcrumTechnologies],\n },\n\n {\n b: true,\n initPrice: {\n max: 25e3,\n min: 20e3,\n },\n marketCap: 1.2e12,\n mv: {\n divisor: 100,\n max: 90,\n min: 80,\n },\n name: LocationName.IshimaStormTechnologies,\n otlkMag: 7,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.IshimaStormTechnologies],\n },\n\n {\n b: true,\n initPrice: {\n max: 19e3,\n min: 6e3,\n },\n marketCap: 900e9,\n mv: {\n divisor: 100,\n max: 70,\n min: 60,\n },\n name: LocationName.NewTokyoDefComm,\n otlkMag: 10,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.NewTokyoDefComm],\n },\n\n {\n b: true,\n initPrice: {\n max: 18e3,\n min: 10e3,\n },\n marketCap: 825e9,\n mv: {\n divisor: 100,\n max: 65,\n min: 55,\n },\n name: LocationName.VolhavenHeliosLabs,\n otlkMag: 9,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.VolhavenHeliosLabs],\n },\n\n {\n b: true,\n initPrice: {\n max: 14e3,\n min: 8e3,\n },\n marketCap: 1e12,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: LocationName.NewTokyoVitaLife,\n otlkMag: 7,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.NewTokyoVitaLife],\n },\n\n {\n b: true,\n initPrice: {\n max: 24e3,\n min: 12e3,\n },\n marketCap: 800e9,\n mv: {\n divisor: 100,\n max: 70,\n min: 60,\n },\n name: LocationName.Sector12IcarusMicrosystems,\n otlkMag: 7.5,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 3,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.Sector12IcarusMicrosystems],\n },\n\n {\n b: true,\n initPrice: {\n max: 29e3,\n min: 16e3,\n },\n marketCap: 900e9,\n mv: {\n divisor: 100,\n max: 60,\n min: 50,\n },\n name: LocationName.Sector12UniversalEnergy,\n otlkMag: 10,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.Sector12UniversalEnergy],\n },\n\n {\n b: true,\n initPrice: {\n max: 17e3,\n min: 8e3,\n },\n marketCap: 640e9,\n mv: {\n divisor: 100,\n max: 65,\n min: 55,\n },\n name: LocationName.AevumAeroCorp,\n otlkMag: 6,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 3,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 42e3,\n },\n symbol: StockSymbols[LocationName.AevumAeroCorp],\n },\n\n {\n b: true,\n initPrice: {\n max: 15e3,\n min: 6e3,\n },\n marketCap: 600e9,\n mv: {\n divisor: 100,\n max: 75,\n min: 65,\n },\n name: LocationName.VolhavenOmniaCybersystems,\n otlkMag: 4.5,\n spreadPerc: {\n divisor: 10,\n max: 11,\n min: 4,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 42e3,\n },\n symbol: StockSymbols[LocationName.VolhavenOmniaCybersystems],\n },\n\n {\n b: true,\n initPrice: {\n max: 28e3,\n min: 14e3,\n },\n marketCap: 705e9,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: LocationName.ChongqingSolarisSpaceSystems,\n otlkMag: 8.5,\n spreadPerc: {\n divisor: 10,\n max: 12,\n min: 4,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 42e3,\n },\n symbol: StockSymbols[LocationName.ChongqingSolarisSpaceSystems],\n },\n\n {\n b: true,\n initPrice: {\n max: 30e3,\n min: 12e3,\n },\n marketCap: 695e9,\n mv: {\n divisor: 100,\n max: 65,\n min: 55,\n },\n name: LocationName.NewTokyoGlobalPharmaceuticals,\n otlkMag: 10.5,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 4,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 42e3,\n },\n symbol: StockSymbols[LocationName.NewTokyoGlobalPharmaceuticals],\n },\n\n {\n b: true,\n initPrice: {\n max: 27e3,\n min: 15e3,\n },\n marketCap: 600e9,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: LocationName.IshimaNovaMedical,\n otlkMag: 5,\n spreadPerc: {\n divisor: 10,\n max: 11,\n min: 4,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 42e3,\n },\n symbol: StockSymbols[LocationName.IshimaNovaMedical],\n },\n\n {\n b: true,\n initPrice: {\n max: 8.5e3,\n min: 4e3,\n },\n marketCap: 450e9,\n mv: {\n divisor: 100,\n max: 260,\n min: 240,\n },\n name: LocationName.AevumWatchdogSecurity,\n otlkMag: 1.5,\n spreadPerc: {\n divisor: 10,\n max: 12,\n min: 5,\n },\n shareTxForMovement: {\n max: 54e3,\n min: 12e3,\n },\n symbol: StockSymbols[LocationName.AevumWatchdogSecurity],\n },\n\n {\n b: true,\n initPrice: {\n max: 8e3,\n min: 4.5e3,\n },\n marketCap: 300e9,\n mv: {\n divisor: 100,\n max: 135,\n min: 115,\n },\n name: LocationName.VolhavenLexoCorp,\n otlkMag: 6,\n spreadPerc: {\n divisor: 10,\n max: 12,\n min: 5,\n },\n shareTxForMovement: {\n max: 108e3,\n min: 36e3,\n },\n symbol: StockSymbols[LocationName.VolhavenLexoCorp],\n },\n\n {\n b: true,\n initPrice: {\n max: 7e3,\n min: 2e3,\n },\n marketCap: 180e9,\n mv: {\n divisor: 100,\n max: 70,\n min: 50,\n },\n name: LocationName.AevumRhoConstruction,\n otlkMag: 1,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 3,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 60e3,\n },\n symbol: StockSymbols[LocationName.AevumRhoConstruction],\n },\n\n {\n b: true,\n initPrice: {\n max: 8.5e3,\n min: 4e3,\n },\n marketCap: 240e9,\n mv: {\n divisor: 100,\n max: 205,\n min: 175,\n },\n name: LocationName.Sector12AlphaEnterprises,\n otlkMag: 10,\n spreadPerc: {\n divisor: 10,\n max: 16,\n min: 5,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.Sector12AlphaEnterprises],\n },\n\n {\n b: true,\n initPrice: {\n max: 8e3,\n min: 3e3,\n },\n marketCap: 200e9,\n mv: {\n divisor: 100,\n max: 170,\n min: 150,\n },\n name: LocationName.VolhavenSysCoreSecurities,\n otlkMag: 3,\n spreadPerc: {\n divisor: 10,\n max: 12,\n min: 5,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 15e3,\n },\n symbol: StockSymbols[LocationName.VolhavenSysCoreSecurities],\n },\n\n {\n b: true,\n initPrice: {\n max: 6e3,\n min: 1e3,\n },\n marketCap: 185e9,\n mv: {\n divisor: 100,\n max: 100,\n min: 80,\n },\n name: LocationName.VolhavenCompuTek,\n otlkMag: 4,\n spreadPerc: {\n divisor: 10,\n max: 12,\n min: 4,\n },\n shareTxForMovement: {\n max: 126e3,\n min: 60e3,\n },\n symbol: StockSymbols[LocationName.VolhavenCompuTek],\n },\n\n {\n b: true,\n initPrice: {\n max: 5e3,\n min: 1e3,\n },\n marketCap: 58e9,\n mv: {\n divisor: 100,\n max: 400,\n min: 200,\n },\n name: LocationName.AevumNetLinkTechnologies,\n otlkMag: 1,\n spreadPerc: {\n divisor: 10,\n max: 20,\n min: 5,\n },\n shareTxForMovement: {\n max: 54e3,\n min: 18e3,\n },\n symbol: StockSymbols[LocationName.AevumNetLinkTechnologies],\n },\n\n {\n b: true,\n initPrice: {\n max: 8e3,\n min: 1e3,\n },\n marketCap: 60e9,\n mv: {\n divisor: 100,\n max: 110,\n min: 90,\n },\n name: LocationName.IshimaOmegaSoftware,\n otlkMag: 0.5,\n spreadPerc: {\n divisor: 10,\n max: 13,\n min: 4,\n },\n shareTxForMovement: {\n max: 90e3,\n min: 30e3,\n },\n symbol: StockSymbols[LocationName.IshimaOmegaSoftware],\n },\n\n {\n b: false,\n initPrice: {\n max: 4.5e3,\n min: 500,\n },\n marketCap: 45e9,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: LocationName.Sector12FoodNStuff,\n otlkMag: 1,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 6,\n },\n shareTxForMovement: {\n max: 180e3,\n min: 60e3,\n },\n symbol: StockSymbols[LocationName.Sector12FoodNStuff],\n },\n\n {\n b: true,\n initPrice: {\n max: 3.5e3,\n min: 1.5e3,\n },\n marketCap: 30e9,\n mv: {\n divisor: 100,\n max: 275,\n min: 100,\n },\n name: \"Sigma Cosmetics\",\n otlkMag: 0,\n spreadPerc: {\n divisor: 10,\n max: 14,\n min: 6,\n },\n shareTxForMovement: {\n max: 70e3,\n min: 20e3,\n },\n symbol: StockSymbols[\"Sigma Cosmetics\"],\n },\n\n {\n b: true,\n initPrice: {\n max: 1.5e3,\n min: 250,\n },\n marketCap: 42e9,\n mv: {\n divisor: 100,\n max: 350,\n min: 200,\n },\n name: \"Joes Guns\",\n otlkMag: 1,\n spreadPerc: {\n divisor: 10,\n max: 14,\n min: 6,\n },\n shareTxForMovement: {\n max: 52e3,\n min: 15e3,\n },\n symbol: StockSymbols[\"Joes Guns\"],\n },\n\n {\n b: true,\n initPrice: {\n max: 1.5e3,\n min: 250,\n },\n marketCap: 100e9,\n mv: {\n divisor: 100,\n max: 175,\n min: 120,\n },\n name: \"Catalyst Ventures\",\n otlkMag: 13.5,\n spreadPerc: {\n divisor: 10,\n max: 14,\n min: 5,\n },\n shareTxForMovement: {\n max: 72e3,\n min: 24e3,\n },\n symbol: StockSymbols[\"Catalyst Ventures\"],\n },\n\n {\n b: true,\n initPrice: {\n max: 30e3,\n min: 15e3,\n },\n marketCap: 360e9,\n mv: {\n divisor: 100,\n max: 80,\n min: 70,\n },\n name: \"Microdyne Technologies\",\n otlkMag: 8,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 3,\n },\n shareTxForMovement: {\n max: 216e3,\n min: 90e3,\n },\n symbol: StockSymbols[\"Microdyne Technologies\"],\n },\n\n {\n b: true,\n initPrice: {\n max: 24e3,\n min: 12e3,\n },\n marketCap: 420e9,\n mv: {\n divisor: 100,\n max: 70,\n min: 50,\n },\n name: \"Titan Laboratories\",\n otlkMag: 11,\n spreadPerc: {\n divisor: 10,\n max: 10,\n min: 2,\n },\n shareTxForMovement: {\n max: 216e3,\n min: 90e3,\n },\n symbol: StockSymbols[\"Titan Laboratories\"],\n },\n];\n","/**\n * Metadata for constructing Location objects for all Locations\n * in the game\n */\nimport { CityName } from \"./CityNames\";\nimport { LocationName } from \"./LocationNames\";\nimport { IConstructorParams } from \"../Location\";\nimport { LocationType } from \"../LocationTypeEnum\";\n\nexport const LocationsMetadata: IConstructorParams[] = [\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 12,\n startingSecurityLevel: 8.18,\n },\n name: LocationName.AevumAeroCorp,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 15,\n startingSecurityLevel: 8.19,\n },\n name: LocationName.AevumBachmanAndAssociates,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 18,\n startingSecurityLevel: 9.55,\n },\n name: LocationName.AevumClarkeIncorporated,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n costMult: 3,\n expMult: 2,\n name: LocationName.AevumCrushFitnessGym,\n types: [LocationType.Gym],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 37,\n startingSecurityLevel: 17.02,\n },\n name: LocationName.AevumECorp,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 512,\n techVendorMinRam: 128,\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 15.54,\n },\n name: LocationName.AevumFulcrumTechnologies,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 1024,\n techVendorMinRam: 256,\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 12,\n startingSecurityLevel: 7.89,\n },\n name: LocationName.AevumGalacticCybersystems,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 6,\n startingSecurityLevel: 3.29,\n },\n name: LocationName.AevumNetLinkTechnologies,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 64,\n techVendorMinRam: 8,\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 6,\n startingSecurityLevel: 5.35,\n },\n name: LocationName.AevumPolice,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 5,\n startingSecurityLevel: 5.02,\n },\n name: LocationName.AevumRhoConstruction,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n costMult: 10,\n expMult: 5,\n name: LocationName.AevumSnapFitnessGym,\n types: [LocationType.Gym],\n },\n {\n city: CityName.Aevum,\n costMult: 4,\n expMult: 3,\n name: LocationName.AevumSummitUniversity,\n types: [LocationType.University],\n },\n {\n city: CityName.Aevum,\n infiltrationData: {\n maxClearanceLevel: 7,\n startingSecurityLevel: 5.85,\n },\n name: LocationName.AevumWatchdogSecurity,\n types: [LocationType.Company],\n },\n {\n city: CityName.Aevum,\n name: LocationName.AevumCasino,\n types: [LocationType.Casino],\n },\n {\n city: CityName.Chongqing,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 16.25,\n },\n name: LocationName.ChongqingKuaiGongInternational,\n types: [LocationType.Company],\n },\n {\n city: CityName.Chongqing,\n infiltrationData: {\n maxClearanceLevel: 18,\n startingSecurityLevel: 12.59,\n },\n name: LocationName.ChongqingSolarisSpaceSystems,\n types: [LocationType.Company],\n },\n {\n city: CityName.Ishima,\n infiltrationData: {\n maxClearanceLevel: 12,\n startingSecurityLevel: 5.02,\n },\n name: LocationName.IshimaNovaMedical,\n types: [LocationType.Company],\n },\n {\n city: CityName.Ishima,\n infiltrationData: {\n maxClearanceLevel: 10,\n startingSecurityLevel: 3.2,\n },\n name: LocationName.IshimaOmegaSoftware,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 128,\n techVendorMinRam: 4,\n },\n {\n city: CityName.Ishima,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 5.38,\n },\n name: LocationName.IshimaStormTechnologies,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 512,\n techVendorMinRam: 32,\n },\n {\n city: CityName.NewTokyo,\n infiltrationData: {\n maxClearanceLevel: 17,\n startingSecurityLevel: 7.18,\n },\n name: LocationName.NewTokyoDefComm,\n types: [LocationType.Company],\n },\n {\n city: CityName.NewTokyo,\n infiltrationData: {\n maxClearanceLevel: 20,\n startingSecurityLevel: 5.9,\n },\n name: LocationName.NewTokyoGlobalPharmaceuticals,\n types: [LocationType.Company],\n },\n {\n city: CityName.NewTokyo,\n infiltrationData: {\n maxClearanceLevel: 5,\n startingSecurityLevel: 2.5,\n },\n name: LocationName.NewTokyoNoodleBar,\n types: [LocationType.Company, LocationType.Special],\n },\n {\n city: CityName.NewTokyo,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 5.52,\n },\n name: LocationName.NewTokyoVitaLife,\n types: [LocationType.Company, LocationType.Special],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 10,\n startingSecurityLevel: 3.62,\n },\n name: LocationName.Sector12AlphaEnterprises,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 8,\n techVendorMinRam: 2,\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 10.59,\n },\n name: LocationName.Sector12BladeIndustries,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n name: LocationName.Sector12CIA,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 15,\n startingSecurityLevel: 4.66,\n },\n name: LocationName.Sector12CarmichaelSecurity,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n name: LocationName.Sector12CityHall,\n types: [LocationType.Special],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 12,\n startingSecurityLevel: 5.9,\n },\n name: LocationName.Sector12DeltaOne,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n name: LocationName.Sector12FoodNStuff,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 8.18,\n },\n name: LocationName.Sector12FourSigma,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 17,\n startingSecurityLevel: 6.02,\n },\n name: LocationName.Sector12IcarusMicrosystems,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n expMult: 1,\n costMult: 1,\n name: LocationName.Sector12IronGym,\n types: [LocationType.Gym],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 5,\n startingSecurityLevel: 3.13,\n },\n name: LocationName.Sector12JoesGuns,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 31,\n startingSecurityLevel: 16.36,\n },\n name: LocationName.Sector12MegaCorp,\n types: [LocationType.Company],\n },\n {\n city: CityName.Sector12,\n name: LocationName.Sector12NSA,\n types: [LocationType.Company, LocationType.Special],\n },\n {\n city: CityName.Sector12,\n costMult: 20,\n expMult: 10,\n name: LocationName.Sector12PowerhouseGym,\n types: [LocationType.Gym],\n },\n {\n city: CityName.Sector12,\n costMult: 3,\n expMult: 2,\n name: LocationName.Sector12RothmanUniversity,\n types: [LocationType.University],\n },\n {\n city: CityName.Sector12,\n infiltrationData: {\n maxClearanceLevel: 12,\n startingSecurityLevel: 5.9,\n },\n name: LocationName.Sector12UniversalEnergy,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 15,\n startingSecurityLevel: 3.59,\n },\n name: LocationName.VolhavenCompuTek,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 256,\n techVendorMinRam: 8,\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 18,\n startingSecurityLevel: 7.28,\n },\n name: LocationName.VolhavenHeliosLabs,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 15,\n startingSecurityLevel: 4.35,\n },\n name: LocationName.VolhavenLexoCorp,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n costMult: 7,\n expMult: 4,\n name: LocationName.VolhavenMilleniumFitnessGym,\n types: [LocationType.Gym],\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 50,\n startingSecurityLevel: 8.53,\n },\n name: LocationName.VolhavenNWO,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 25,\n startingSecurityLevel: 7.74,\n },\n name: LocationName.VolhavenOmniTekIncorporated,\n types: [LocationType.Company, LocationType.TechVendor],\n techVendorMaxRam: 1024,\n techVendorMinRam: 128,\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 22,\n startingSecurityLevel: 6,\n },\n name: LocationName.VolhavenOmniaCybersystems,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n infiltrationData: {\n maxClearanceLevel: 18,\n startingSecurityLevel: 4.77,\n },\n name: LocationName.VolhavenSysCoreSecurities,\n types: [LocationType.Company],\n },\n {\n city: CityName.Volhaven,\n costMult: 5,\n expMult: 4,\n name: LocationName.VolhavenZBInstituteOfTechnology,\n types: [LocationType.University],\n },\n {\n city: null,\n name: LocationName.Hospital,\n types: [LocationType.Hospital],\n },\n {\n city: null,\n name: LocationName.Slums,\n types: [LocationType.Slums],\n },\n {\n city: null,\n name: LocationName.TravelAgency,\n types: [LocationType.TravelAgency],\n },\n {\n city: null,\n name: LocationName.WorldStockExchange,\n types: [LocationType.StockMarket],\n },\n {\n city: CityName.Chongqing,\n name: LocationName.ChongqingChurchOfTheMachineGod,\n types: [LocationType.Special],\n },\n];\n","import React, { useState, useEffect } from \"react\";\n\nimport Paper from \"@mui/material/Paper\";\nimport Typography from \"@mui/material/Typography\";\nimport IconButton from \"@mui/material/IconButton\";\nimport Button from \"@mui/material/Button\";\nimport ArrowForwardIos from \"@mui/icons-material/ArrowForwardIos\";\nimport ArrowBackIos from \"@mui/icons-material/ArrowBackIos\";\nimport { ITutorialEvents } from \"./ITutorialEvents\";\nimport { CopyableText } from \"../React/CopyableText\";\n\nimport ListItem from \"@mui/material/ListItem\";\nimport EqualizerIcon from \"@mui/icons-material/Equalizer\";\nimport LastPageIcon from \"@mui/icons-material/LastPage\";\nimport HelpIcon from \"@mui/icons-material/Help\";\nimport AccountTreeIcon from \"@mui/icons-material/AccountTree\";\nimport StorageIcon from \"@mui/icons-material/Storage\";\nimport LocationCityIcon from \"@mui/icons-material/LocationCity\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\nimport {\n iTutorialPrevStep,\n iTutorialNextStep,\n ITutorial,\n iTutorialSteps,\n iTutorialEnd,\n} from \"../../InteractiveTutorial\";\n\ninterface IContent {\n content: React.ReactElement;\n canNext: boolean;\n}\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n textfield: {\n borderBottom: \"1px solid \" + theme.palette.primary.main,\n },\n code: {\n whiteSpace: \"pre\",\n backgroundColor: theme.palette.background.paper,\n },\n }),\n);\n\nexport function InteractiveTutorialRoot(): React.ReactElement {\n const classes = useStyles();\n\n const contents: { [number: string]: IContent | undefined } = {\n [iTutorialSteps.Start as number]: {\n content: (\n <>\n \n Welcome to Bitburner, a cyberpunk-themed incremental RPG! The game takes place in a dark, dystopian\n future... The year is 2077...\n
\n
\n This tutorial will show you the basics of the game. You may skip the tutorial at any time.\n
\n \n ),\n canNext: true,\n },\n [iTutorialSteps.GoToCharacterPage as number]: {\n content: (\n <>\n Let's start by heading to the Stats page. Click\n \n \n Stats\n \n\n on the main navigation menu (left-hand side of the screen)\n \n ),\n canNext: false,\n },\n [iTutorialSteps.CharacterPage as number]: {\n content: (\n <>\n \n \n Stats\n \n \n shows a lot of important information about your progress, such as your skills, money, and bonuses.\n \n \n ),\n canNext: true,\n },\n [iTutorialSteps.CharacterGoToTerminalPage as number]: {\n content: (\n <>\n Let's head to your computer's terminal by clicking\n \n \n Terminal\n \n on the main navigation menu.\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalIntro as number]: {\n content: (\n <>\n \n \n Terminal\n \n \n is used to interface with your home computer as well as all of the other machines around the world.\n \n \n ),\n canNext: true,\n },\n [iTutorialSteps.TerminalHelp as number]: {\n content: (\n <>\n Let's try it out. Start by entering\n {\"[home ~/]> help\"}\n (Don't forget to press Enter after typing the command)\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalLs as number]: {\n content: (\n <>\n {\"[home ~/]> help\"}\n \n displays a list of all available Terminal commands, how to use them, and a description of what they do.{\" \"}\n
\n
\n Let's try another command. Enter\n
\n\n {\"[home ~/]> ls\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalScan as number]: {\n content: (\n <>\n {\"[home ~/]> ls\"}\n \n {\" \"}\n is a basic command that shows files on the computer. Right now, it shows that you have a program called{\" \"}\n NUKE.exe on your computer. We'll get to what this does later.
\n
\n Using your home computer's terminal, you can connect to other machines throughout the world. Let's do that\n now by first entering\n
\n {\"[home ~/]> scan\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalScanAnalyze1 as number]: {\n content: (\n <>\n {\"[home ~/]> scan\"}\n \n shows all available network connections. In other words, it displays a list of all servers that can be\n connected to from your current machine. A server is identified by its hostname.
\n
\n That's great and all, but there's so many servers. Which one should you go to?{\" \"}\n
\n\n {\"[home ~/]> scan-analyze\"}\n gives some more detailed information about servers on the network. Try it now!\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalScanAnalyze2 as number]: {\n content: (\n <>\n {\"[home ~/]> scan-analyze\"}\n \n shows more detailed information about each server that you can connect to (servers that are a distance of\n one node away).
\n
It is also possible to run scan-analyze with a higher depth. Let's try a depth of two with the\n following command:{\" \"}\n
\n\n {\"[home ~/]> scan-analyze 2\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalConnect as number]: {\n content: (\n <>\n \n Now you can see information about all servers that are up to two nodes away, as well as figure out how to\n navigate to those servers through the network. You can only connect to a server that is one node away. To\n connect to a machine, use\n \n {\"[home ~/]> connect hostname\"}\n\n From the results of \n {\"[home ~/]> scan-analyze 2\"}\n\n \n {\" \"}\n we can see that the n00dles server is only one node away. Let's connect so it now using:\n \n\n {\"[home ~/]> connect n00dles\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalAnalyze as number]: {\n content: (\n <>\n \n You are now connected to another machine! What can you do now? You can hack it!\n
\n
In the year 2077, currency has become digital and decentralized. People and corporations store their\n money on servers and computers. Using your hacking abilities, you can hack servers to steal money and gain\n experience.
\n
\n Before you try to hack a server, you should run diagnostics using{\" \"}\n
\n {\"[n00dles ~/]> analyze\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalNuke as number]: {\n content: (\n <>\n When \n {\"[n00dles ~/]> analyze\"}\n\n \n finishes running it will show useful information about hacking the server.
\n
For this server, the required hacking skill is only 1, which means you can hack it right now.\n However, in order to hack a server you must first gain root access. The NUKE.exe program that we saw earlier\n on your home computer is a virus that will grant you root access to a machine if there are enough open\n ports.\n
\n {\"[n00dles ~/]> analyze\"}\n\n \n {\" \"}\n shows that there do not need to be any open ports on this machine for the NUKE virus to work, so go ahead\n and run the virus using{\" \"}\n \n {\"[n00dles ~/]> run NUKE.exe\"}\n\n \n \n ),\n canNext: true,\n },\n [iTutorialSteps.TerminalManualHack as number]: {\n content: (\n <>\n You now have root access! You can hack the server using \n {\"[home ~/]> hack\"}\n\n Try doing that now.\n \n ),\n canNext: true,\n },\n [iTutorialSteps.TerminalHackingMechanics as number]: {\n content: (\n \n You are now attempting to hack the server. Performing a hack takes time and only has a certain percentage\n chance of success. This time and success chance is determined by a variety of factors, including your hacking\n skill and the server's security level.\n
\n
\n If your attempt to hack the server is successful, you will steal a certain percentage of the server's total\n money. This percentage is affected by your hacking skill and the server's security level.\n
\n
\n The amount of money on a server is not limitless. So, if you constantly hack a server and deplete its money,\n then you will encounter diminishing returns in your hacking. You will need to use{\" \"}\n {\"[n00dles ~/]> grow\"}\n and {\"[n00dles ~/]> weaken\"}\n
\n ),\n canNext: true,\n },\n [iTutorialSteps.TerminalGoHome as number]: {\n content: (\n <>\n From any server you can get back home using\n {\"[home ~/]> home\"}\n\n Let's head home before creating our first script!\n \n ),\n canNext: true,\n },\n [iTutorialSteps.TerminalCreateScript as number]: {\n content: (\n <>\n \n Hacking is the core mechanic of the game and is necessary for progressing. However, you don't want to be\n hacking manually the entire time. You can automate your hacking by writing scripts!\n
\n
\n To create a new script or edit an existing one, you can use{\" \"}\n
\n {\"[home ~/]> nano\"}\n\n Scripts must end with the .script extension. Let's make a script now by entering \n {\"[home ~/]> nano n00dles.script\"}\n\n \n after the hack command finishes running (Sidenote: Pressing ctrl + c will end a command like hack early)\n \n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalTypeScript as number]: {\n content: (\n <>\n \n This is the script editor. You can use it to program your scripts. Scripts are written in a simplified\n version of javascript. Copy and paste the following code into the script editor:
\n
\n\n \n \n \n \n For anyone with basic programming experience, this code should be straightforward. This script will\n continuously hack the n00dles server.\n
\n
\n To save and close the script editor, press the button in the bottom left, or press ctrl + b.\n
\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalFree as number]: {\n content: (\n <>\n \n Now we'll run the script. Scripts require a certain amount of RAM to run, and can be run on any machine\n which you have root access to. Different servers have different amounts of RAM. You can also purchase more\n RAM for your home server.\n
\n
\n To check how much RAM is available on this machine, enter\n
\n {\"[home ~/]> free\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalRunScript as number]: {\n content: (\n <>\n \n We have 8GB of free RAM on this machine, which is enough to run our script. Let's run our script using\n \n {\"[home ~/]> run n00dles.script\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalGoToActiveScriptsPage as number]: {\n content: (\n <>\n \n Your script is now running! It will continuously run in the background and will automatically stop if the\n code ever completes (the n00dles.script will never complete because it runs an infinite loop).
\n
\n These scripts can passively earn you income and hacking experience. Your scripts will also earn money and\n experience while you are offline, although at a slightly slower rate.
\n
\n Let's check out some statistics for our running scripts by clicking{\" \"}\n
\n \n \n Active Scripts\n \n \n ),\n canNext: false,\n },\n [iTutorialSteps.ActiveScriptsPage as number]: {\n content: (\n <>\n \n This page displays information about all of your scripts that are running across every server. You can use\n this to gauge how well your scripts are doing. Let's go back to\n \n \n \n Terminal\n \n \n ),\n canNext: false,\n },\n [iTutorialSteps.ActiveScriptsToTerminal as number]: {\n content: (\n <>\n \n One last thing about scripts, each active script contains logs that detail what it's doing. We can check\n these logs using the tail command. Do that now for the script we just ran by typing{\" \"}\n \n {\"[home ~/]> tail n00dles.script\"}\n \n ),\n canNext: false,\n },\n [iTutorialSteps.TerminalTailScript as number]: {\n content: (\n <>\n \n The log for this script won't show much right now (it might show nothing at all) because it just started\n running...but check back again in a few minutes!
\n
\n This covers the basics of hacking. To learn more about writing scripts, select\n
\n \n \n Tutorial\n \n \n in the main navigation menu to look at the documentation. If you are an experienced JavaScript developer, I\n would highly suggest you check out the section on NetscriptJS/Netscript 2.0, it's faster and more powerful.\n
\n
\n For now, let's move on to something else!\n
\n \n ),\n canNext: true,\n },\n [iTutorialSteps.GoToHacknetNodesPage as number]: {\n content: (\n <>\n \n Hacking is not the only way to earn money. One other way to passively earn money is by purchasing and\n upgrading Hacknet Nodes. Let's go to\n \n \n \n Hacknet\n \n through the main navigation menu now.\n \n ),\n canNext: true,\n },\n [iTutorialSteps.HacknetNodesIntroduction as number]: {\n content: (\n \n here you can purchase new Hacknet Nodes and upgrade your existing ones. Let's purchase a new one now.\n \n ),\n canNext: true,\n },\n [iTutorialSteps.HacknetNodesGoToWorldPage as number]: {\n content: (\n <>\n \n You just purchased a Hacknet Node! This Hacknet Node will passively earn you money over time, both online\n and offline. When you get enough money, you can upgrade your newly-purchased Hacknet Node below.\n
\n
\n Let's go to\n
\n \n \n City\n \n \n ),\n canNext: true,\n },\n [iTutorialSteps.WorldDescription as number]: {\n content: (\n <>\n \n This page lists all of the different locations you can currently travel to. Each location has something that\n you can do. There's a lot of content out in the world, make sure you explore and discover!\n
\n
\n Lastly, click on\n
\n \n \n Tutorial\n \n \n ),\n canNext: true,\n },\n [iTutorialSteps.TutorialPageInfo as number]: {\n content: (\n \n This page contains a lot of different documentation about the game's content and mechanics. I know it's a lot,\n but I highly suggest you read (or at least skim) through this before you start playing . That's the end of the\n tutorial. Hope you enjoy the game!\n \n ),\n canNext: true,\n },\n [iTutorialSteps.End as number]: {\n content: ,\n canNext: true,\n },\n };\n\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n return ITutorialEvents.subscribe(rerender);\n }, []);\n const step = ITutorial.currStep;\n const content = contents[step];\n if (content === undefined) throw new Error(\"error in the tutorial\");\n return (\n \n {content.content}\n {step !== iTutorialSteps.TutorialPageInfo && (\n <>\n \n \n \n {content.canNext && (\n \n \n \n )}\n \n )}\n
\n
\n \n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport Box from \"@mui/material/Box\";\nimport Collapse from \"@mui/material/Collapse\";\nimport Fab from \"@mui/material/Fab\";\nimport VisibilityOffIcon from \"@mui/icons-material/VisibilityOff\";\nimport VisibilityIcon from \"@mui/icons-material/Visibility\";\nimport { use } from \"../Context\";\nimport { Page } from \"../Router\";\n\nconst useStyles = makeStyles({\n nobackground: {\n backgroundColor: \"#0000\",\n },\n});\n\ninterface IProps {\n children: JSX.Element[] | JSX.Element | React.ReactElement[] | React.ReactElement;\n}\n\nexport function Overview({ children }: IProps): React.ReactElement {\n const [open, setOpen] = useState(true);\n const classes = useStyles();\n const router = use.Router();\n if (router.page() === Page.BitVerse || router.page() === Page.Loading) return <>;\n let icon;\n if (open) {\n icon = ;\n } else {\n icon = ;\n }\n return (\n
\n \n {children}\n \n setOpen((old) => !old)}>\n {icon}\n \n \n \n
\n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport clsx from \"clsx\";\nimport { styled, Theme, CSSObject } from \"@mui/material/styles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport MuiDrawer from \"@mui/material/Drawer\";\nimport List from \"@mui/material/List\";\nimport Divider from \"@mui/material/Divider\";\nimport ChevronLeftIcon from \"@mui/icons-material/ChevronLeft\";\nimport ChevronRightIcon from \"@mui/icons-material/ChevronRight\";\nimport ListItem from \"@mui/material/ListItem\";\nimport ListItemIcon from \"@mui/material/ListItemIcon\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Typography from \"@mui/material/Typography\";\nimport Collapse from \"@mui/material/Collapse\";\nimport Badge from \"@mui/material/Badge\";\n\nimport ComputerIcon from \"@mui/icons-material/Computer\";\nimport LastPageIcon from \"@mui/icons-material/LastPage\"; // Terminal\nimport CreateIcon from \"@mui/icons-material/Create\"; // Create Script\nimport StorageIcon from \"@mui/icons-material/Storage\"; // Active Scripts\nimport BugReportIcon from \"@mui/icons-material/BugReport\"; // Create Program\nimport EqualizerIcon from \"@mui/icons-material/Equalizer\"; // Stats\nimport ContactsIcon from \"@mui/icons-material/Contacts\"; // Factions\nimport DoubleArrowIcon from \"@mui/icons-material/DoubleArrow\"; // Augmentations\nimport AccountTreeIcon from \"@mui/icons-material/AccountTree\"; // Hacknet\nimport PeopleAltIcon from \"@mui/icons-material/PeopleAlt\"; // Sleeves\nimport LocationCityIcon from \"@mui/icons-material/LocationCity\"; // City\nimport AirplanemodeActiveIcon from \"@mui/icons-material/AirplanemodeActive\"; // Travel\nimport WorkIcon from \"@mui/icons-material/Work\"; // Job\nimport TrendingUpIcon from \"@mui/icons-material/TrendingUp\"; // Stock Market\nimport FormatBoldIcon from \"@mui/icons-material/FormatBold\"; // Bladeburner\nimport BusinessIcon from \"@mui/icons-material/Business\"; // Corp\nimport SportsMmaIcon from \"@mui/icons-material/SportsMma\"; // Gang\nimport CheckIcon from \"@mui/icons-material/Check\"; // Milestones\nimport HelpIcon from \"@mui/icons-material/Help\"; // Tutorial\nimport SettingsIcon from \"@mui/icons-material/Settings\"; // options\nimport DeveloperBoardIcon from \"@mui/icons-material/DeveloperBoard\"; // Dev\nimport AccountBoxIcon from \"@mui/icons-material/AccountBox\";\nimport PublicIcon from \"@mui/icons-material/Public\";\nimport LiveHelpIcon from \"@mui/icons-material/LiveHelp\";\nimport ExpandLessIcon from \"@mui/icons-material/ExpandLess\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport { IRouter, Page } from \"../../ui/Router\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { iTutorialSteps, iTutorialNextStep, ITutorial } from \"../../InteractiveTutorial\";\nimport { getAvailableCreatePrograms } from \"../../Programs/ProgramHelpers\";\nimport { Settings } from \"../../Settings/Settings\";\nimport { redPillFlag } from \"../../RedPill\";\n\nimport { KEY } from \"../../utils/helpers/keyCodes\";\n\nconst openedMixin = (theme: Theme): CSSObject => ({\n width: theme.spacing(31),\n transition: theme.transitions.create(\"width\", {\n easing: theme.transitions.easing.sharp,\n duration: theme.transitions.duration.enteringScreen,\n }),\n overflowX: \"hidden\",\n});\n\nconst closedMixin = (theme: Theme): CSSObject => ({\n transition: theme.transitions.create(\"width\", {\n easing: theme.transitions.easing.sharp,\n duration: theme.transitions.duration.leavingScreen,\n }),\n overflowX: \"hidden\",\n width: `calc(${theme.spacing(2)} + 1px)`,\n [theme.breakpoints.up(\"sm\")]: {\n width: `calc(${theme.spacing(7)} + 1px)`,\n },\n});\n\nconst Drawer = styled(MuiDrawer, { shouldForwardProp: (prop) => prop !== \"open\" })(({ theme, open }) => ({\n width: theme.spacing(31),\n whiteSpace: \"nowrap\",\n boxSizing: \"border-box\",\n ...(open && {\n ...openedMixin(theme),\n \"& .MuiDrawer-paper\": openedMixin(theme),\n }),\n ...(!open && {\n ...closedMixin(theme),\n \"& .MuiDrawer-paper\": closedMixin(theme),\n }),\n}));\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n active: {\n borderLeft: \"3px solid \" + theme.palette.primary.main,\n },\n listitem: {},\n }),\n);\n\ninterface IProps {\n player: IPlayer;\n router: IRouter;\n page: Page;\n}\n\nexport function SidebarRoot(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n const [hackingOpen, setHackingOpen] = useState(true);\n const [characterOpen, setCharacterOpen] = useState(true);\n const [worldOpen, setWorldOpen] = useState(true);\n const [helpOpen, setHelpOpen] = useState(true);\n\n const flashTerminal =\n ITutorial.currStep === iTutorialSteps.CharacterGoToTerminalPage ||\n ITutorial.currStep === iTutorialSteps.ActiveScriptsPage;\n\n const flashStats = ITutorial.currStep === iTutorialSteps.GoToCharacterPage;\n\n const flashActiveScripts = ITutorial.currStep === iTutorialSteps.TerminalGoToActiveScriptsPage;\n\n const flashHacknet = ITutorial.currStep === iTutorialSteps.GoToHacknetNodesPage;\n\n const flashCity = ITutorial.currStep === iTutorialSteps.HacknetNodesGoToWorldPage;\n\n const flashTutorial = ITutorial.currStep === iTutorialSteps.WorldDescription;\n\n const augmentationCount = props.player.queuedAugmentations.length;\n const invitationsCount = props.player.factionInvitations.length;\n const programCount = getAvailableCreatePrograms(props.player).length;\n const canCreateProgram =\n programCount > 0 ||\n props.player.augmentations.length > 0 ||\n props.player.queuedAugmentations.length > 0 ||\n props.player.sourceFiles.length > 0;\n\n const canOpenFactions =\n props.player.factionInvitations.length > 0 ||\n props.player.factions.length > 0 ||\n props.player.augmentations.length > 0 ||\n props.player.queuedAugmentations.length > 0 ||\n props.player.sourceFiles.length > 0;\n\n const canOpenAugmentations =\n props.player.augmentations.length > 0 ||\n props.player.queuedAugmentations.length > 0 ||\n props.player.sourceFiles.length > 0;\n\n const canOpenSleeves = props.player.sleeves.length > 0;\n\n // TODO(hydroflame): these should not as any but right now the def is that it\n // can only be defined;\n const canCorporation = !!(props.player.corporation as any);\n const canGang = !!(props.player.gang as any);\n const canJob = props.player.companyName !== \"\";\n const canStockMarket = props.player.hasWseAccount;\n const canBladeburner = !!(props.player.bladeburner as any);\n\n function clickTerminal(): void {\n props.router.toTerminal();\n if (flashTerminal) iTutorialNextStep();\n }\n\n function clickScriptEditor(): void {\n props.router.toScriptEditor();\n }\n\n function clickStats(): void {\n props.router.toStats();\n if (flashStats) iTutorialNextStep();\n }\n\n function clickActiveScripts(): void {\n props.router.toActiveScripts();\n if (flashActiveScripts) iTutorialNextStep();\n }\n\n function clickCreateProgram(): void {\n props.router.toCreateProgram();\n }\n\n function clickFactions(): void {\n props.router.toFactions();\n }\n\n function clickAugmentations(): void {\n props.router.toAugmentations();\n }\n\n function clickSleeves(): void {\n props.router.toSleeves();\n }\n\n function clickHacknet(): void {\n props.router.toHacknetNodes();\n if (flashHacknet) iTutorialNextStep();\n }\n\n function clickCity(): void {\n props.router.toCity();\n if (flashCity) iTutorialNextStep();\n }\n\n function clickTravel(): void {\n props.router.toTravel();\n }\n\n function clickJob(): void {\n props.router.toJob();\n }\n\n function clickStockMarket(): void {\n props.router.toStockMarket();\n }\n\n function clickBladeburner(): void {\n props.router.toBladeburner();\n }\n\n function clickCorp(): void {\n props.router.toCorporation();\n }\n\n function clickGang(): void {\n props.router.toGang();\n }\n\n function clickTutorial(): void {\n props.router.toTutorial();\n if (flashTutorial) iTutorialNextStep();\n }\n\n function clickMilestones(): void {\n props.router.toMilestones();\n }\n function clickOptions(): void {\n props.router.toGameOptions();\n }\n\n function clickDev(): void {\n props.router.toDevMenu();\n }\n\n useEffect(() => {\n // Shortcuts to navigate through the game\n // Alt-t - Terminal\n // Alt-c - Character\n // Alt-e - Script editor\n // Alt-s - Active scripts\n // Alt-h - Hacknet Nodes\n // Alt-w - City\n // Alt-j - Job\n // Alt-r - Travel Agency of current city\n // Alt-p - Create program\n // Alt-f - Factions\n // Alt-a - Augmentations\n // Alt-u - Tutorial\n // Alt-o - Options\n function handleShortcuts(this: Document, event: KeyboardEvent): any {\n if (Settings.DisableHotkeys) return;\n if (props.player.isWorking || redPillFlag) return;\n if (event.keyCode == KEY.T && event.altKey) {\n event.preventDefault();\n clickTerminal();\n } else if (event.keyCode === KEY.C && event.altKey) {\n event.preventDefault();\n clickStats();\n } else if (event.keyCode === KEY.E && event.altKey) {\n event.preventDefault();\n clickScriptEditor();\n } else if (event.keyCode === KEY.S && event.altKey) {\n event.preventDefault();\n clickActiveScripts();\n } else if (event.keyCode === KEY.H && event.altKey) {\n event.preventDefault();\n clickHacknet();\n } else if (event.keyCode === KEY.W && event.altKey) {\n event.preventDefault();\n clickCity();\n } else if (event.keyCode === KEY.J && event.altKey) {\n event.preventDefault();\n clickJob();\n } else if (event.keyCode === KEY.R && event.altKey) {\n event.preventDefault();\n clickTravel();\n } else if (event.keyCode === KEY.P && event.altKey) {\n event.preventDefault();\n clickCreateProgram();\n } else if (event.keyCode === KEY.F && event.altKey) {\n if (props.page == Page.Terminal && Settings.EnableBashHotkeys) {\n return;\n }\n event.preventDefault();\n clickFactions();\n } else if (event.keyCode === KEY.A && event.altKey) {\n event.preventDefault();\n clickAugmentations();\n } else if (event.keyCode === KEY.U && event.altKey) {\n event.preventDefault();\n clickTutorial();\n } else if (event.keyCode === KEY.B && event.altKey) {\n event.preventDefault();\n clickBladeburner();\n } else if (event.keyCode === KEY.G && event.altKey) {\n event.preventDefault();\n clickGang();\n }\n // if (event.keyCode === KEY.O && event.altKey) {\n // event.preventDefault();\n // gameOptionsBoxOpen();\n // }\n }\n\n document.addEventListener(\"keypress\", handleShortcuts);\n return () => document.removeEventListener(\"keypress\", handleShortcuts);\n }, []);\n\n const classes = useStyles();\n const [open, setOpen] = useState(true);\n const toggleDrawer = (): void => setOpen((old) => !old);\n return (\n \n \n \n {!open ? : }\n \n Bitburner v{CONSTANTS.Version}} />\n \n \n \n setHackingOpen((old) => !old)}>\n \n \n \n Hacking} />\n {hackingOpen ? : }\n \n \n \n \n \n \n \n \n \n Terminal\n \n \n \n \n \n \n \n \n \n Script Editor\n \n \n \n \n \n \n \n \n \n Active Scripts\n \n \n \n {canCreateProgram && (\n \n \n 0 ? programCount : undefined} color=\"error\">\n \n \n \n \n \n Create Program\n \n \n \n )}\n \n \n\n \n setCharacterOpen((old) => !old)}>\n \n \n \n Character} />\n {characterOpen ? : }\n \n \n \n \n \n \n \n \n Stats\n \n \n \n {canOpenFactions && (\n \n \n \n \n \n \n \n \n Factions\n \n \n \n )}\n {canOpenAugmentations && (\n \n \n \n \n \n \n \n \n Augmentations\n \n \n \n )}\n \n \n \n \n \n \n Hacknet\n \n \n \n {canOpenSleeves && (\n \n \n \n \n \n Sleeves\n \n \n )}\n \n\n \n setWorldOpen((old) => !old)}>\n \n \n \n World} />\n {worldOpen ? : }\n \n \n \n \n \n \n \n \n City\n \n \n \n \n \n \n \n \n Travel\n \n \n {canJob && (\n \n \n \n \n \n Job\n \n \n )}\n {canStockMarket && (\n \n \n \n \n \n Stock Market\n \n \n )}\n {canBladeburner && (\n \n \n \n \n \n Bladeburner\n \n \n )}\n {canCorporation && (\n \n \n \n \n \n Corp\n \n \n )}\n {canGang && (\n \n \n \n \n \n Gang\n \n \n )}\n \n\n \n setHelpOpen((old) => !old)}>\n \n \n \n Help} />\n {helpOpen ? : }\n \n \n \n \n \n \n \n Milestones\n \n \n \n \n \n \n \n \n Tutorial\n \n \n \n \n \n \n \n \n Options\n \n \n {process.env.NODE_ENV === \"development\" && (\n \n \n \n \n \n Dev\n \n \n )}\n \n \n \n );\n}\n","/**\n * Root React component for the Augmentations UI page that display all of your\n * owned and purchased Augmentations and Source-Files.\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { InstalledAugmentations } from \"./InstalledAugmentations\";\nimport { PlayerMultipliers } from \"./PlayerMultipliers\";\nimport { PurchasedAugmentations } from \"./PurchasedAugmentations\";\nimport { SourceFiles } from \"./SourceFiles\";\n\nimport { canGetBonus } from \"../../ExportBonus\";\nimport { use } from \"../../ui/Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n exportGameFn: () => void;\n installAugmentationsFn: () => void;\n}\n\nexport function AugmentationsRoot(props: IProps): React.ReactElement {\n const player = use.Player();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((o) => !o);\n }\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n function doExport(): void {\n props.exportGameFn();\n rerender();\n }\n\n function exportBonusStr(): string {\n if (canGetBonus()) return \"(+1 favor to all factions)\";\n return \"\";\n }\n\n return (\n <>\n Augmentations\n \n \n Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to\n install them.\n \n WARNING: Installing your Augmentations resets most of your progress, including:\n
\n - Stats/Skill levels and Experience\n - Money\n - Scripts on every computer but your home computer\n - Purchased servers\n - Hacknet Nodes\n - Faction/Company reputation\n - Stocks\n
\n \n Installing Augmentations lets you start over with the perks and benefits granted by all of the Augmentations\n you have ever installed. Also, you will keep any scripts and RAM/Core upgrades on your home computer (but you\n will lose all programs besides NUKE.exe)\n \n
\n \n Purchased Augmentations\n \n \n 'I never asked for this'}>\n \n \n \n \n It's always a good idea to backup/export your save!}>\n \n \n \n \n Installed Augmentations\n \n \n List of all Augmentations that have been installed. You have gained the effects of these.\n \n \n \n \n \n \n );\n}\n","/**\n * React Component for displaying all of the player's installed Augmentations and\n * Source-Files.\n *\n * It also contains 'configuration' buttons that allow you to change how the\n * Augs/SF's are displayed\n */\nimport React, { useState } from \"react\";\n\nimport { AugmentationAccordion } from \"../../ui/React/AugmentationAccordion\";\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\n\nimport { Settings } from \"../../Settings/Settings\";\nimport { use } from \"../../ui/Context\";\nimport { OwnedAugmentationsOrderSetting } from \"../../Settings/SettingEnums\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport List from \"@mui/material/List\";\n\nexport function InstalledAugmentations(): React.ReactElement {\n const setRerender = useState(true)[1];\n const player = use.Player();\n\n const sourceAugs = player.augmentations.slice();\n\n if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {\n sourceAugs.sort((aug1, aug2) => {\n return aug1.name <= aug2.name ? -1 : 1;\n });\n }\n\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n function sortByAcquirementTime(): void {\n Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.AcquirementTime;\n rerender();\n }\n\n function sortInOrder(): void {\n Settings.OwnedAugmentationsOrder = OwnedAugmentationsOrderSetting.Alphabetically;\n rerender();\n }\n\n return (\n <>\n \n \n \n \n \n \n \n {sourceAugs.map((e) => {\n const aug = Augmentations[e.name];\n\n let level = null;\n if (e.name === AugmentationNames.NeuroFluxGovernor) {\n level = e.level;\n }\n\n return ;\n })}\n \n \n );\n}\n","/**\n * React component for displaying the player's multipliers on the Augmentation UI page\n */\nimport * as React from \"react\";\n\nimport { Player } from \"../../Player\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Augmentations } from \"../Augmentations\";\nimport { Table, TableCell } from \"../../ui/React/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport TableRow from \"@mui/material/TableRow\";\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\n\nfunction calculateAugmentedStats(): any {\n const augP: any = {};\n for (const aug of Player.queuedAugmentations) {\n const augObj = Augmentations[aug.name];\n for (const mult in augObj.mults) {\n const v = augP[mult] ? augP[mult] : 1;\n augP[mult] = v * augObj.mults[mult];\n }\n }\n return augP;\n}\n\nfunction Improvements({ r }: { r: number }): React.ReactElement {\n if (r) {\n return (\n <>\n \n  {\"=>\"} \n \n \n {numeralWrapper.formatPercentage(r)}\n \n \n );\n }\n return <>;\n}\n\nfunction MultiplierTable({ rows }: { rows: [string, number, number][] }): React.ReactElement {\n return (\n \n \n {rows.map((r: any) => (\n \n \n {r[0]} multiplier: \n \n \n {numeralWrapper.formatPercentage(r[1])}\n \n \n \n ))}\n \n
\n );\n}\n\nexport function PlayerMultipliers(): React.ReactElement {\n const mults = calculateAugmentedStats();\n\n function BladeburnerMults(): React.ReactElement {\n if (!Player.canAccessBladeburner()) return <>;\n return (\n <>\n \n
\n \n );\n }\n\n return (\n <>\n Multipliers\n \n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n\n \n
\n \n );\n}\n","/**\n * React component for displaying all of the player's purchased (but not installed)\n * Augmentations on the Augmentations UI.\n */\nimport * as React from \"react\";\n\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\nimport { Player } from \"../../Player\";\n\nimport { AugmentationAccordion } from \"../../ui/React/AugmentationAccordion\";\nimport List from \"@mui/material/List\";\n\nexport function PurchasedAugmentations(): React.ReactElement {\n const augs: React.ReactElement[] = [];\n // Only render the last NeuroFlux (there are no findLastIndex btw)\n let nfgIndex = -1;\n for (let i = Player.queuedAugmentations.length - 1; i >= 0; i--) {\n if (Player.queuedAugmentations[i].name === AugmentationNames.NeuroFluxGovernor) {\n nfgIndex = i;\n break;\n }\n }\n for (let i = 0; i < Player.queuedAugmentations.length; i++) {\n const ownedAug = Player.queuedAugmentations[i];\n if (ownedAug.name === AugmentationNames.NeuroFluxGovernor && i !== nfgIndex) continue;\n const aug = Augmentations[ownedAug.name];\n let level = null;\n if (ownedAug.name === AugmentationNames.NeuroFluxGovernor) {\n level = ownedAug.level;\n }\n\n augs.push();\n }\n\n return {augs};\n}\n","import React from \"react\";\nimport { SourceFileMinus1 } from \"./SourceFileMinus1\";\nimport { OwnedSourceFiles } from \"./OwnedSourceFiles\";\nimport List from \"@mui/material/List\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\n\nexport function SourceFiles(): React.ReactElement {\n return (\n <>\n Source Files\n \n \n \n \n \n \n \n );\n}\n","/**\n * React Component for displaying a list of the player's Source-Files\n * on the Augmentations UI\n */\nimport React, { useState } from \"react\";\n\nimport { Player } from \"../../Player\";\nimport { Exploit, ExploitName } from \"../../Exploits/Exploit\";\n\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\n\nexport function SourceFileMinus1(): React.ReactElement {\n const [open, setOpen] = useState(false);\n const exploits = Player.exploits;\n\n if (exploits.length === 0) {\n return <>;\n }\n\n return (\n \n setOpen((old) => !old)}>\n \n Source-File -1: Exploits in the BitNodes\n
\n Level {exploits.length} / ?\n \n }\n />\n {open ? : }\n
\n \n \n \n This Source-File can only be acquired with obscure knowledge of the game, javascript, and the web ecosystem.\n \n It increases all of the player's multipliers by 0.1%\n
\n\n You have found the following exploits:\n \n {exploits.map((c: Exploit) => (\n * {ExploitName(c)}\n ))}\n \n
\n
\n
\n );\n}\n","/**\n * React Component for displaying a list of the player's Source-Files\n * on the Augmentations UI\n */\nimport * as React from \"react\";\n\nimport { Player } from \"../../Player\";\nimport { Settings } from \"../../Settings/Settings\";\nimport { OwnedAugmentationsOrderSetting } from \"../../Settings/SettingEnums\";\nimport { SourceFiles } from \"../../SourceFile/SourceFiles\";\n\nimport { SourceFileAccordion } from \"../../ui/React/SourceFileAccordion\";\n\nexport function OwnedSourceFiles(): React.ReactElement {\n const sourceSfs = Player.sourceFiles.slice();\n\n if (Settings.OwnedAugmentationsOrder === OwnedAugmentationsOrderSetting.Alphabetically) {\n sourceSfs.sort((sf1, sf2) => {\n return sf1.n - sf2.n;\n });\n }\n\n return (\n <>\n {sourceSfs.map((e) => {\n const srcFileKey = \"SourceFile\" + e.n;\n const sfObj = SourceFiles[srcFileKey];\n if (sfObj == null) {\n console.error(`Invalid source file number: ${e.n}`);\n return null;\n }\n\n return ;\n })}\n \n );\n}\n","/**\n * React Component for displaying a single Source-File as an accordion.\n *\n * The header of the accordion contains the Source-Files's name and level,\n * and the accordion's panel contains the Source-File's description.\n */\nimport React, { useState } from \"react\";\n\nimport { SourceFile } from \"../../SourceFile/SourceFile\";\n\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\n\ntype IProps = {\n level: number;\n sf: SourceFile;\n};\n\nexport function SourceFileAccordion(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n const maxLevel = props.sf.n === 12 ? \"∞\" : \"3\";\n\n return (\n \n setOpen((old) => !old)}>\n \n {props.sf.name}\n
\n {`Level ${props.level} / ${maxLevel}`}\n \n }\n />\n {open ? : }\n
\n \n \n {props.sf.info}\n \n \n
\n );\n}\n","import { IPlayer } from \"./PersonObjects/IPlayer\";\nimport { Bladeburner } from \"./Bladeburner/Bladeburner\";\nimport { IEngine } from \"./IEngine\";\nimport { IRouter } from \"./ui/Router\";\n\nimport React from \"react\";\n\nimport { General } from \"./DevMenu/ui/General\";\nimport { Stats } from \"./DevMenu/ui/Stats\";\nimport { Factions } from \"./DevMenu/ui/Factions\";\nimport { Augmentations } from \"./DevMenu/ui/Augmentations\";\nimport { SourceFiles } from \"./DevMenu/ui/SourceFiles\";\nimport { Programs } from \"./DevMenu/ui/Programs\";\nimport { Servers } from \"./DevMenu/ui/Servers\";\nimport { Companies } from \"./DevMenu/ui/Companies\";\nimport { Bladeburner as BladeburnerElem } from \"./DevMenu/ui/Bladeburner\";\nimport { Gang } from \"./DevMenu/ui/Gang\";\nimport { Corporation } from \"./DevMenu/ui/Corporation\";\nimport { CodingContracts } from \"./DevMenu/ui/CodingContracts\";\nimport { StockMarket } from \"./DevMenu/ui/StockMarket\";\nimport { Sleeves } from \"./DevMenu/ui/Sleeves\";\nimport { TimeSkip } from \"./DevMenu/ui/TimeSkip\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n player: IPlayer;\n engine: IEngine;\n router: IRouter;\n}\n\nexport function DevMenuRoot(props: IProps): React.ReactElement {\n return (\n <>\n Development Menu - Only meant to be used for testing/debugging\n \n \n \n \n \n \n \n \n\n {props.player.bladeburner instanceof Bladeburner && }\n\n {props.player.inGang() && }\n\n {props.player.hasCorporation() && }\n\n \n\n {props.player.hasWseAccount && }\n\n {props.player.sleeves.length > 0 && }\n\n \n \n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { Money } from \"../../ui/React/Money\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { IRouter } from \"../../ui/Router\";\n\ninterface IProps {\n player: IPlayer;\n router: IRouter;\n}\n\nexport function General(props: IProps): React.ReactElement {\n function addMoney(n: number) {\n return function () {\n props.player.gainMoney(n);\n };\n }\n\n function upgradeRam(): void {\n props.player.getHomeComputer().maxRam *= 2;\n }\n\n function quickB1tFlum3(): void {\n props.router.toBitVerse(true, true);\n }\n\n function b1tflum3(): void {\n props.router.toBitVerse(true, false);\n }\n\n function quickHackW0r1dD43m0n(): void {\n props.router.toBitVerse(false, true);\n }\n\n function hackW0r1dD43m0n(): void {\n props.router.toBitVerse(false, false);\n }\n\n return (\n \n }>\n General\n \n \n \n \n \n \n \n \n
\n\n \n \n \n \n
\n
\n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { Adjuster } from \"./Adjuster\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nconst bigNumber = 1e27;\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Stats(props: IProps): React.ReactElement {\n function modifyExp(stat: string, modifier: number) {\n return function (exp: number) {\n switch (stat) {\n case \"hacking\":\n if (exp) {\n props.player.gainHackingExp(exp * modifier);\n }\n break;\n case \"strength\":\n if (exp) {\n props.player.gainStrengthExp(exp * modifier);\n }\n break;\n case \"defense\":\n if (exp) {\n props.player.gainDefenseExp(exp * modifier);\n }\n break;\n case \"dexterity\":\n if (exp) {\n props.player.gainDexterityExp(exp * modifier);\n }\n break;\n case \"agility\":\n if (exp) {\n props.player.gainAgilityExp(exp * modifier);\n }\n break;\n case \"charisma\":\n if (exp) {\n props.player.gainCharismaExp(exp * modifier);\n }\n break;\n case \"intelligence\":\n if (exp) {\n props.player.gainIntelligenceExp(exp * modifier);\n }\n break;\n }\n props.player.updateSkillLevels();\n };\n }\n\n function modifyKarma(modifier: number) {\n return function (amt: number) {\n props.player.karma += amt * modifier;\n };\n }\n\n function tonsOfExp(): void {\n props.player.gainHackingExp(bigNumber);\n props.player.gainStrengthExp(bigNumber);\n props.player.gainDefenseExp(bigNumber);\n props.player.gainDexterityExp(bigNumber);\n props.player.gainAgilityExp(bigNumber);\n props.player.gainCharismaExp(bigNumber);\n props.player.gainIntelligenceExp(bigNumber);\n props.player.updateSkillLevels();\n }\n\n function resetAllExp(): void {\n props.player.hacking_exp = 0;\n props.player.strength_exp = 0;\n props.player.defense_exp = 0;\n props.player.dexterity_exp = 0;\n props.player.agility_exp = 0;\n props.player.charisma_exp = 0;\n props.player.intelligence_exp = 0;\n props.player.updateSkillLevels();\n }\n\n function resetExperience(stat: string): () => void {\n return function () {\n switch (stat) {\n case \"hacking\":\n props.player.hacking_exp = 0;\n break;\n case \"strength\":\n props.player.strength_exp = 0;\n break;\n case \"defense\":\n props.player.defense_exp = 0;\n break;\n case \"dexterity\":\n props.player.dexterity_exp = 0;\n break;\n case \"agility\":\n props.player.agility_exp = 0;\n break;\n case \"charisma\":\n props.player.charisma_exp = 0;\n break;\n case \"intelligence\":\n props.player.intelligence_exp = 0;\n break;\n }\n props.player.updateSkillLevels();\n };\n }\n\n function resetKarma(): () => void {\n return function () {\n props.player.karma = 0;\n };\n }\n\n function enableIntelligence(): void {\n if (props.player.intelligence === 0) {\n props.player.intelligence = 1;\n props.player.updateSkillLevels();\n }\n }\n\n function disableIntelligence(): void {\n props.player.intelligence_exp = 0;\n props.player.intelligence = 0;\n props.player.updateSkillLevels();\n }\n\n return (\n \n }>\n Experience / Stats\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n All:\n \n \n \n
\n Hacking:\n \n modifyExp(\"hacking\", 1)(bigNumber)}\n add={modifyExp(\"hacking\", 1)}\n subtract={modifyExp(\"hacking\", -1)}\n reset={resetExperience(\"hacking\")}\n />\n
\n Strength:\n \n modifyExp(\"strength\", 1)(bigNumber)}\n add={modifyExp(\"strength\", 1)}\n subtract={modifyExp(\"strength\", -1)}\n reset={resetExperience(\"strength\")}\n />\n
\n Defense:\n \n modifyExp(\"defense\", 1)(bigNumber)}\n add={modifyExp(\"defense\", 1)}\n subtract={modifyExp(\"defense\", -1)}\n reset={resetExperience(\"defense\")}\n />\n
\n Dexterity:\n \n modifyExp(\"dexterity\", 1)(bigNumber)}\n add={modifyExp(\"dexterity\", 1)}\n subtract={modifyExp(\"dexterity\", -1)}\n reset={resetExperience(\"dexterity\")}\n />\n
\n Agility:\n \n modifyExp(\"agility\", 1)(bigNumber)}\n add={modifyExp(\"agility\", 1)}\n subtract={modifyExp(\"agility\", -1)}\n reset={resetExperience(\"agility\")}\n />\n
\n Charisma:\n \n modifyExp(\"charisma\", 1)(bigNumber)}\n add={modifyExp(\"charisma\", 1)}\n subtract={modifyExp(\"charisma\", -1)}\n reset={resetExperience(\"charisma\")}\n />\n
\n Intelligence:\n \n modifyExp(\"intelligence\", 1)(bigNumber)}\n add={modifyExp(\"intelligence\", 1)}\n subtract={modifyExp(\"intelligence\", -1)}\n reset={resetExperience(\"intelligence\")}\n />\n \n \n \n \n
\n Karma:\n \n modifyExp(\"intelligence\", 1)(100000)}\n add={modifyKarma(1)}\n subtract={modifyKarma(-1)}\n reset={resetKarma()}\n />\n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport { Adjuster } from \"./Adjuster\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Factions as AllFaction } from \"../../Faction/Factions\";\nimport FormControl from \"@mui/material/FormControl\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport IconButton from \"@mui/material/IconButton\";\nimport ReplyAllIcon from \"@mui/icons-material/ReplyAll\";\nimport ReplyIcon from \"@mui/icons-material/Reply\";\nimport InputLabel from \"@mui/material/InputLabel\";\n\nconst bigNumber = 1e12;\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Factions(props: IProps): React.ReactElement {\n const [faction, setFaction] = useState(\"Illuminati\");\n\n function setFactionDropdown(event: SelectChangeEvent): void {\n setFaction(event.target.value as string);\n }\n\n function receiveInvite(): void {\n props.player.receiveInvite(faction);\n }\n\n function receiveAllInvites(): void {\n for (const i in AllFaction) {\n props.player.receiveInvite(AllFaction[i].name);\n }\n }\n\n function modifyFactionRep(modifier: number): (x: number) => void {\n return function (reputation: number): void {\n const fac = AllFaction[faction];\n if (fac != null && !isNaN(reputation)) {\n fac.playerReputation += reputation * modifier;\n }\n };\n }\n\n function resetFactionRep(): void {\n const fac = AllFaction[faction];\n if (fac != null) {\n fac.playerReputation = 0;\n }\n }\n\n function modifyFactionFavor(modifier: number): (x: number) => void {\n return function (favor: number): void {\n const fac = AllFaction[faction];\n if (fac != null && !isNaN(favor)) {\n fac.favor += favor * modifier;\n }\n };\n }\n\n function resetFactionFavor(): void {\n const fac = AllFaction[faction];\n if (fac != null) {\n fac.favor = 0;\n }\n }\n\n function tonsOfRep(): void {\n for (const i in AllFaction) {\n AllFaction[i].playerReputation = bigNumber;\n }\n }\n\n function resetAllRep(): void {\n for (const i in AllFaction) {\n AllFaction[i].playerReputation = 0;\n }\n }\n\n function tonsOfFactionFavor(): void {\n for (const i in AllFaction) {\n AllFaction[i].favor = bigNumber;\n }\n }\n\n function resetAllFactionFavor(): void {\n for (const i in AllFaction) {\n AllFaction[i].favor = 0;\n }\n }\n\n return (\n \n }>\n Factions\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Faction:\n \n \n Faction\n \n \n \n \n \n \n \n \n }\n >\n {Object.values(AllFaction).map((faction) => (\n \n {faction.name}\n \n ))}\n \n \n
\n Reputation:\n \n modifyFactionRep(1)(bigNumber)}\n add={modifyFactionRep(1)}\n subtract={modifyFactionRep(-1)}\n reset={resetFactionRep}\n />\n
\n Favor:\n \n modifyFactionFavor(1)(2000)}\n add={modifyFactionFavor(1)}\n subtract={modifyFactionFavor(-1)}\n reset={resetFactionFavor}\n />\n
\n All Reputation:\n \n \n \n
\n All Favor:\n \n \n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { AugmentationNames } from \"../../Augmentation/data/AugmentationNames\";\nimport Typography from \"@mui/material/Typography\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport IconButton from \"@mui/material/IconButton\";\nimport ReplyAllIcon from \"@mui/icons-material/ReplyAll\";\nimport ReplyIcon from \"@mui/icons-material/Reply\";\nimport ClearIcon from \"@mui/icons-material/Clear\";\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Augmentations(props: IProps): React.ReactElement {\n const [augmentation, setAugmentation] = useState(\"Augmented Targeting I\");\n\n function setAugmentationDropdown(event: SelectChangeEvent): void {\n setAugmentation(event.target.value as string);\n }\n function queueAug(): void {\n props.player.queueAugmentation(augmentation);\n }\n\n function queueAllAugs(): void {\n for (const augName of Object.keys(AugmentationNames)) {\n props.player.queueAugmentation(augName);\n }\n }\n\n function clearAugs(): void {\n props.player.augmentations = [];\n }\n\n return (\n \n }>\n Augmentations\n \n \n \n \n \n \n \n \n \n
\n Aug:\n \n \n \n \n \n \n \n \n \n }\n endAdornment={\n <>\n \n \n \n \n }\n >\n {Object.values(AugmentationNames).map((aug) => (\n \n {aug}\n \n ))}\n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { PlayerOwnedSourceFile } from \"../../SourceFile/PlayerOwnedSourceFile\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport ButtonGroup from \"@mui/material/ButtonGroup\";\n\n// Update as additional BitNodes get implemented\nconst validSFN = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12];\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function SourceFiles(props: IProps): React.ReactElement {\n function setSF(sfN: number, sfLvl: number) {\n return function () {\n if (sfLvl === 0) {\n props.player.sourceFiles = props.player.sourceFiles.filter((sf) => sf.n !== sfN);\n return;\n }\n\n if (!props.player.sourceFiles.some((sf) => sf.n === sfN)) {\n props.player.sourceFiles.push(new PlayerOwnedSourceFile(sfN, sfLvl));\n return;\n }\n\n for (let i = 0; i < props.player.sourceFiles.length; i++) {\n if (props.player.sourceFiles[i].n === sfN) {\n props.player.sourceFiles[i].lvl = sfLvl;\n }\n }\n };\n }\n\n function setAllSF(sfLvl: number) {\n return () => {\n for (let i = 0; i < validSFN.length; i++) {\n setSF(validSFN[i], sfLvl)();\n }\n };\n }\n\n function clearExploits(): void {\n props.player.exploits = [];\n }\n\n return (\n \n }>\n Source-Files\n \n \n \n \n \n \n \n \n \n \n \n \n {validSFN.map((i) => (\n \n \n \n \n ))}\n \n
\n Exploits:\n \n \n
\n All:\n \n \n \n \n \n \n \n
\n SF-{i}:\n \n \n \n \n \n \n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Programs as AllPrograms } from \"../../Programs/Programs\";\nimport MenuItem from \"@mui/material/MenuItem\";\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Programs(props: IProps): React.ReactElement {\n const [program, setProgram] = useState(\"NUKE.exe\");\n function setProgramDropdown(event: SelectChangeEvent): void {\n setProgram(event.target.value as string);\n }\n function addProgram(): void {\n if (!props.player.hasProgram(program)) {\n props.player.getHomeComputer().programs.push(program);\n }\n }\n\n function addAllPrograms(): void {\n for (const i in AllPrograms) {\n if (!props.player.hasProgram(AllPrograms[i].name)) {\n props.player.getHomeComputer().programs.push(AllPrograms[i].name);\n }\n }\n }\n\n return (\n \n }>\n Programs\n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Program:\n \n \n
\n Add:\n \n \n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport { GetServer, GetAllServers } from \"../../Server/AllServers\";\nimport { Server } from \"../../Server/Server\";\nimport MenuItem from \"@mui/material/MenuItem\";\n\nexport function Servers(): React.ReactElement {\n const [server, setServer] = useState(\"home\");\n function setServerDropdown(event: SelectChangeEvent): void {\n setServer(event.target.value as string);\n }\n function rootServer(): void {\n const s = GetServer(server);\n if (s === null) return;\n if (!(s instanceof Server)) return;\n s.hasAdminRights = true;\n s.sshPortOpen = true;\n s.ftpPortOpen = true;\n s.smtpPortOpen = true;\n s.httpPortOpen = true;\n s.sqlPortOpen = true;\n s.openPortCount = 5;\n }\n\n function rootAllServers(): void {\n for (const s of GetAllServers()) {\n if (!(s instanceof Server)) return;\n s.hasAdminRights = true;\n s.sshPortOpen = true;\n s.ftpPortOpen = true;\n s.smtpPortOpen = true;\n s.httpPortOpen = true;\n s.sqlPortOpen = true;\n s.openPortCount = 5;\n }\n }\n\n function minSecurity(): void {\n const s = GetServer(server);\n if (s === null) return;\n if (!(s instanceof Server)) return;\n s.hackDifficulty = s.minDifficulty;\n }\n\n function minAllSecurity(): void {\n for (const s of GetAllServers()) {\n if (!(s instanceof Server)) return;\n s.hackDifficulty = s.minDifficulty;\n }\n }\n\n function maxMoney(): void {\n const s = GetServer(server);\n if (s === null) return;\n if (!(s instanceof Server)) return;\n s.moneyAvailable = s.moneyMax;\n }\n\n function maxAllMoney(): void {\n for (const s of GetAllServers()) {\n if (!(s instanceof Server)) return;\n s.moneyAvailable = s.moneyMax;\n }\n }\n\n return (\n \n }>\n Servers\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Server:\n \n \n
\n Root:\n \n \n \n \n
\n Security:\n \n \n \n \n
\n Money:\n \n \n \n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport { Companies as AllCompanies } from \"../../Company/Companies\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport { Adjuster } from \"./Adjuster\";\n\nconst bigNumber = 1e12;\n\nexport function Companies(): React.ReactElement {\n const [company, setCompany] = useState(\"ECorp\");\n function setCompanyDropdown(event: SelectChangeEvent): void {\n setCompany(event.target.value as string);\n }\n function resetCompanyRep(): void {\n AllCompanies[company].playerReputation = 0;\n }\n\n function modifyCompanyRep(modifier: number): (x: number) => void {\n return function (reputation: number): void {\n const c = AllCompanies[company];\n if (c != null && !isNaN(reputation)) {\n c.playerReputation += reputation * modifier;\n }\n };\n }\n\n function modifyCompanyFavor(modifier: number): (x: number) => void {\n return function (favor: number): void {\n const c = AllCompanies[company];\n if (c != null && !isNaN(favor)) {\n c.favor += favor * modifier;\n }\n };\n }\n\n function resetCompanyFavor(): void {\n AllCompanies[company].favor = 0;\n }\n\n function tonsOfRepCompanies(): void {\n for (const c in AllCompanies) {\n AllCompanies[c].playerReputation = bigNumber;\n }\n }\n\n function resetAllRepCompanies(): void {\n for (const c in AllCompanies) {\n AllCompanies[c].playerReputation = 0;\n }\n }\n\n function tonsOfFavorCompanies(): void {\n for (const c in AllCompanies) {\n AllCompanies[c].favor = bigNumber;\n }\n }\n\n function resetAllFavorCompanies(): void {\n for (const c in AllCompanies) {\n AllCompanies[c].favor = 0;\n }\n }\n\n return (\n \n }>\n Companies\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Company:\n \n \n
\n Reputation:\n \n modifyCompanyRep(1)(bigNumber)}\n add={modifyCompanyRep(1)}\n subtract={modifyCompanyRep(-1)}\n reset={resetCompanyRep}\n />\n
\n Favor:\n \n modifyCompanyFavor(1)(2000)}\n add={modifyCompanyFavor(1)}\n subtract={modifyCompanyFavor(-1)}\n reset={resetCompanyFavor}\n />\n
\n All Reputation:\n \n \n \n
\n All Favor:\n \n \n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport { Adjuster } from \"./Adjuster\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nconst bigNumber = 1e27;\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Bladeburner(props: IProps): React.ReactElement {\n const bladeburner = props.player.bladeburner;\n if (bladeburner === null) return <>;\n function modifyBladeburnerRank(modify: number): (x: number) => void {\n return function (rank: number): void {\n if (!bladeburner) return;\n bladeburner.changeRank(props.player, rank * modify);\n };\n }\n\n function resetBladeburnerRank(): void {\n if (!bladeburner) return;\n bladeburner.rank = 0;\n bladeburner.maxRank = 0;\n }\n\n function addTonsBladeburnerRank(): void {\n if (!bladeburner) return;\n\n bladeburner.changeRank(props.player, bigNumber);\n }\n\n function modifyBladeburnerCycles(modify: number): (x: number) => void {\n return function (cycles: number): void {\n if (!bladeburner) return;\n bladeburner.storedCycles += cycles * modify;\n };\n }\n\n function resetBladeburnerCycles(): void {\n if (!bladeburner) return;\n bladeburner.storedCycles = 0;\n }\n\n function addTonsBladeburnerCycles(): void {\n if (!bladeburner) return;\n bladeburner.storedCycles += bigNumber;\n }\n\n return (\n \n }>\n Bladeburner\n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Rank:\n \n \n
\n Cycles:\n \n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport { Adjuster } from \"./Adjuster\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nconst bigNumber = 1e27;\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Gang(props: IProps): React.ReactElement {\n function addTonsGangCycles(): void {\n if (props.player.gang) {\n props.player.gang.storedCycles = bigNumber;\n }\n }\n\n function modifyGangCycles(modify: number): (x: number) => void {\n return function (cycles: number): void {\n if (props.player.gang) {\n props.player.gang.storedCycles += cycles * modify;\n }\n };\n }\n\n function resetGangCycles(): void {\n if (props.player.gang) {\n props.player.gang.storedCycles = 0;\n }\n }\n\n return (\n \n }>\n Gang\n \n \n \n \n \n \n \n \n \n
\n Cycles:\n \n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { Adjuster } from \"./Adjuster\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nconst bigNumber = 1e27;\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Corporation(props: IProps): React.ReactElement {\n function addTonsCorporationFunds(): void {\n if (props.player.corporation) {\n props.player.corporation.funds = props.player.corporation.funds.plus(1e99);\n }\n }\n\n function resetCorporationFunds(): void {\n if (props.player.corporation) {\n props.player.corporation.funds = props.player.corporation.funds.minus(props.player.corporation.funds);\n }\n }\n\n function addTonsCorporationCycles(): void {\n if (props.player.corporation) {\n props.player.corporation.storedCycles = bigNumber;\n }\n }\n\n function modifyCorporationCycles(modify: number): (x: number) => void {\n return function (cycles: number): void {\n if (props.player.corporation) {\n props.player.corporation.storedCycles += cycles * modify;\n }\n };\n }\n\n function resetCorporationCycles(): void {\n if (props.player.corporation) {\n props.player.corporation.storedCycles = 0;\n }\n }\n\n function finishCorporationProducts(): void {\n if (!props.player.corporation) return;\n props.player.corporation.divisions.forEach((div) => {\n Object.keys(div.products).forEach((prod) => {\n const product = div.products[prod];\n if (product === undefined) throw new Error(\"Impossible product undefined\");\n product.prog = 99.9;\n });\n });\n }\n\n function addCorporationResearch(): void {\n if (!props.player.corporation) return;\n props.player.corporation.divisions.forEach((div) => {\n div.sciResearch.qty += 1e10;\n });\n }\n\n return (\n \n }>\n Corporation\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n \n \n
\n Cycles:\n \n \n
\n \n
\n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport { generateContract, generateRandomContract, generateRandomContractOnHome } from \"../../CodingContractGenerator\";\nimport { CodingContractTypes } from \"../../CodingContracts\";\n\nexport function CodingContracts(): React.ReactElement {\n const [codingcontract, setCodingcontract] = useState(\"Find Largest Prime Factor\");\n function setCodingcontractDropdown(event: SelectChangeEvent): void {\n setCodingcontract(event.target.value as string);\n }\n\n function specificContract(): void {\n generateContract({\n problemType: codingcontract,\n server: \"home\",\n });\n }\n\n return (\n \n }>\n Coding Contracts\n \n \n \n \n \n \n \n \n \n \n \n
\n \n \n
\n \n \n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\nimport { Money } from \"../../ui/React/Money\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { StockMarket as SM } from \"../../StockMarket/StockMarket\";\nimport { Stock } from \"../../StockMarket/Stock\";\n\nexport function StockMarket(): React.ReactElement {\n const [stockPrice, setStockPrice] = useState(0);\n const [stockSymbol, setStockSymbol] = useState(\"\");\n\n function setStockPriceField(event: React.ChangeEvent): void {\n setStockPrice(parseFloat(event.target.value));\n }\n\n function setStockSymbolField(event: React.ChangeEvent): void {\n setStockSymbol(event.target.value);\n }\n\n function processStocks(sub: (arg0: Stock) => void): void {\n const inputSymbols = stockSymbol.replace(/\\s/g, \"\");\n\n let match: (symbol: string) => boolean = (): boolean => {\n return true;\n };\n\n if (inputSymbols !== \"\" && inputSymbols !== \"all\") {\n match = function (symbol: string): boolean {\n return inputSymbols.split(\",\").includes(symbol);\n };\n }\n\n for (const name in SM) {\n if (SM.hasOwnProperty(name)) {\n const stock = SM[name];\n if (stock instanceof Stock && match(stock.symbol)) {\n sub(stock);\n }\n }\n }\n }\n\n function doSetStockPrice(): void {\n if (!isNaN(stockPrice)) {\n processStocks((stock: Stock) => {\n stock.price = stockPrice;\n });\n }\n }\n\n function viewStockCaps(): void {\n const stocks: JSX.Element[] = [];\n processStocks((stock: Stock) => {\n stocks.push(\n \n {stock.symbol}\n \n \n \n ,\n );\n });\n dialogBoxCreate(\n \n \n \n \n \n \n {stocks}\n \n
StockPrice cap
,\n );\n }\n return (\n \n }>\n Stock Market\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Symbol:\n \n \n
\n Price:\n \n \n \n
\n Caps:\n \n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Button from \"@mui/material/Button\";\nimport Typography from \"@mui/material/Typography\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function Sleeves(props: IProps): React.ReactElement {\n function sleeveMaxAllShock(): void {\n for (let i = 0; i < props.player.sleeves.length; ++i) {\n props.player.sleeves[i].shock = 0;\n }\n }\n\n function sleeveClearAllShock(): void {\n for (let i = 0; i < props.player.sleeves.length; ++i) {\n props.player.sleeves[i].shock = 100;\n }\n }\n\n function sleeveSyncMaxAll(): void {\n for (let i = 0; i < props.player.sleeves.length; ++i) {\n props.player.sleeves[i].sync = 100;\n }\n }\n\n function sleeveSyncClearAll(): void {\n for (let i = 0; i < props.player.sleeves.length; ++i) {\n props.player.sleeves[i].sync = 0;\n }\n }\n\n return (\n \n }>\n Sleeves\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n Shock:\n \n \n \n \n
\n Sync:\n \n \n \n \n
\n
\n
\n );\n}\n","import React from \"react\";\n\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { saveObject } from \"../../SaveObject\";\nimport { IEngine } from \"../../IEngine\";\n\n// Update as additional BitNodes get implemented\n\ninterface IProps {\n player: IPlayer;\n engine: IEngine;\n}\n\nexport function TimeSkip(props: IProps): React.ReactElement {\n function timeskip(time: number) {\n return () => {\n props.player.lastUpdate -= time;\n props.engine._lastUpdate -= time;\n saveObject.saveGame();\n setTimeout(() => location.reload(), 1000);\n };\n }\n\n return (\n \n }>\n Time skip\n \n \n \n \n \n \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { Stats } from \"./Stats\";\nimport { Console } from \"./Console\";\nimport { AllPages } from \"./AllPages\";\n\nimport { use } from \"../../ui/Context\";\nimport Grid from \"@mui/material/Grid\";\nimport Box from \"@mui/material/Box\";\n\nexport function BladeburnerRoot(): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n const bladeburner = player.bladeburner;\n if (bladeburner === null) return <>;\n return (\n \n \n \n \n \n \n \n \n \n\n \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { formatNumber, convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { BladeburnerConstants } from \"../data/Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Money } from \"../../ui/React/Money\";\nimport { StatsTable } from \"../../ui/React/StatsTable\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Factions } from \"../../Faction/Factions\";\nimport { IRouter } from \"../../ui/Router\";\nimport { joinFaction } from \"../../Faction/FactionHelpers\";\nimport { IBladeburner } from \"../IBladeburner\";\n\nimport { TravelModal } from \"./TravelModal\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\nimport Button from \"@mui/material/Button\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n router: IRouter;\n player: IPlayer;\n}\n\nexport function Stats(props: IProps): React.ReactElement {\n const [travelOpen, setTravelOpen] = useState(false);\n const setRerender = useState(false)[1];\n\n const inFaction = props.bladeburner.rank >= BladeburnerConstants.RankNeededForFaction;\n useEffect(() => {\n const id = setInterval(() => setRerender((old) => !old), 1000);\n return () => clearInterval(id);\n }, []);\n\n function openFaction(): void {\n if (!inFaction) return;\n const faction = Factions[\"Bladeburners\"];\n if (!faction.isMember) {\n joinFaction(faction);\n }\n\n props.router.toFaction(faction);\n }\n\n return (\n \n \n Your rank within the Bladeburner division.}>\n Rank: {formatNumber(props.bladeburner.rank, 2)}\n \n \n
\n \n \n Performing actions will use up your stamina.\n
\n
\n Your max stamina is determined primarily by your agility stat.\n
\n
\n Your stamina gain rate is determined by both your agility and your max stamina. Higher max stamina leads\n to a higher gain rate.\n
\n
\n Once your stamina falls below 50% of its max value, it begins to negatively affect the success rate of\n your contracts/operations. This penalty is shown in the overview panel. If the penalty is 15%, then this\n means your success rate would be multipled by 85% (100 - 15).\n
\n
\n Your max stamina and stamina gain rate can also be increased by training, or through skills and\n Augmentation upgrades.\n \n }\n >\n \n Stamina: {formatNumber(props.bladeburner.stamina, 3)} / {formatNumber(props.bladeburner.maxStamina, 3)}\n \n \n
\n
\n \n Stamina Penalty: {formatNumber((1 - props.bladeburner.calculateStaminaPenalty()) * 100, 1)}%\n \n
\n Team Size: {formatNumber(props.bladeburner.teamSize, 0)}\n Team Members Lost: {formatNumber(props.bladeburner.teamLost, 0)}\n
\n Num Times Hospitalized: {props.bladeburner.numHosp}\n \n Money Lost From Hospitalizations: \n \n
\n Current City: {props.bladeburner.city}\n \n \n This is your Bladeburner division's estimate of how many Synthoids exist in your current city. An accurate\n population count increases success rate estimates.\n \n }\n >\n \n Est. Synthoid Population: {numeralWrapper.formatPopulation(props.bladeburner.getCurrentCity().popEst)}\n \n \n \n
\n \n \n This is your Bladeburner divison's estimate of how many Synthoid communities exist in your current city.\n \n }\n >\n Synthoid Communities: {formatNumber(props.bladeburner.getCurrentCity().comms, 0)}\n \n \n
\n \n \n The city's chaos level due to tensions and conflicts between humans and Synthoids. Having too high of a\n chaos level can make contracts and operations harder.\n \n }\n >\n City Chaos: {formatNumber(props.bladeburner.getCurrentCity().chaos)}\n \n \n
\n {(props.bladeburner.storedCycles / BladeburnerConstants.CyclesPerSecond) * 1000 > 15000 && (\n <>\n \n \n You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by\n browser). Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.\n \n }\n >\n \n Bonus time:{\" \"}\n {convertTimeMsToTimeElapsedString(\n (props.bladeburner.storedCycles / BladeburnerConstants.CyclesPerSecond) * 1000,\n )}\n \n \n \n
\n \n )}\n Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}\n
\n \n
\n \n Rank 25 required. : \"\"}>\n \n \n \n \n setTravelOpen(false)} bladeburner={props.bladeburner} />\n
\n );\n}\n","import React from \"react\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { WorldMap } from \"../../ui/React/WorldMap\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { CityName } from \"../../Locations/data/CityNames\";\nimport { Settings } from \"../../Settings/Settings\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n open: boolean;\n onClose: () => void;\n}\n\nexport function TravelModal(props: IProps): React.ReactElement {\n function travel(city: string): void {\n props.bladeburner.city = city;\n props.onClose();\n }\n\n return (\n \n <>\n \n Travel to a different city for your Bladeburner activities. This does not cost any money. The city you are in\n for your Bladeburner duties does not affect your location in the game otherwise.\n \n {Settings.DisableASCIIArt ? (\n Object.values(CityName).map((city: CityName) => (\n \n ))\n ) : (\n travel(city)} />\n )}\n \n \n );\n}\n","import React, { useState, useRef, useEffect } from \"react\";\nimport { IBladeburner } from \"../IBladeburner\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport Paper from \"@mui/material/Paper\";\nimport List from \"@mui/material/List\";\nimport ListItem from \"@mui/material/ListItem\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\n\ninterface ILineProps {\n content: any;\n}\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n textfield: {\n margin: theme.spacing(0),\n width: \"100%\",\n },\n input: {\n backgroundColor: \"#000\",\n },\n nopadding: {\n padding: theme.spacing(0),\n },\n preformatted: {\n whiteSpace: \"pre-wrap\",\n margin: theme.spacing(0),\n },\n list: {\n padding: theme.spacing(0),\n height: \"100%\",\n },\n }),\n);\n\nfunction Line(props: ILineProps): React.ReactElement {\n return (\n \n {props.content}\n \n );\n}\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function Console(props: IProps): React.ReactElement {\n const classes = useStyles();\n const scrollHook = useRef(null);\n const [command, setCommand] = useState(\"\");\n const setRerender = useState(false)[1];\n\n function handleCommandChange(event: React.ChangeEvent): void {\n setCommand(event.target.value);\n }\n\n const [consoleHistoryIndex, setConsoleHistoryIndex] = useState(props.bladeburner.consoleHistory.length);\n\n // TODO: Figure out how to actually make the scrolling work correctly.\n function scrollToBottom(): void {\n if (!scrollHook.current) return;\n scrollHook.current.scrollTop = scrollHook.current.scrollHeight;\n }\n\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 1000);\n const id2 = setInterval(scrollToBottom, 100);\n return () => {\n clearInterval(id);\n clearInterval(id2);\n };\n }, []);\n\n function handleKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) {\n event.preventDefault();\n if (command.length > 0) {\n props.bladeburner.postToConsole(\"> \" + command);\n props.bladeburner.executeConsoleCommands(props.player, command);\n setConsoleHistoryIndex(props.bladeburner.consoleHistory.length);\n setCommand(\"\");\n }\n }\n\n const consoleHistory = props.bladeburner.consoleHistory;\n\n if (event.keyCode === 38) {\n // up\n let i = consoleHistoryIndex;\n const len = consoleHistory.length;\n if (len === 0) {\n return;\n }\n if (i < 0 || i > len) {\n setConsoleHistoryIndex(len);\n }\n\n if (i !== 0) {\n i = i - 1;\n }\n setConsoleHistoryIndex(i);\n const prevCommand = consoleHistory[i];\n event.currentTarget.value = prevCommand;\n }\n\n if (event.keyCode === 40) {\n const i = consoleHistoryIndex;\n const len = consoleHistory.length;\n\n if (len == 0) {\n return;\n }\n if (i < 0 || i > len) {\n setConsoleHistoryIndex(len);\n }\n\n // Latest command, put nothing\n if (i == len || i == len - 1) {\n setConsoleHistoryIndex(len);\n event.currentTarget.value = \"\";\n } else {\n setConsoleHistoryIndex(consoleHistoryIndex + 1);\n const prevCommand = consoleHistory[consoleHistoryIndex + 1];\n event.currentTarget.value = prevCommand;\n }\n }\n }\n\n return (\n \n \n \n {props.bladeburner.consoleLogs.map((log: any, i: number) => (\n \n ))}\n \n \n \n ),\n spellCheck: false,\n }}\n />\n \n
\n
\n
\n );\n}\n","import React from \"react\";\nimport { GeneralActionPage } from \"./GeneralActionPage\";\nimport { ContractPage } from \"./ContractPage\";\nimport { OperationPage } from \"./OperationPage\";\nimport { BlackOpPage } from \"./BlackOpPage\";\nimport { SkillPage } from \"./SkillPage\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nimport Tabs from \"@mui/material/Tabs\";\nimport Tab from \"@mui/material/Tab\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function AllPages(props: IProps): React.ReactElement {\n const [value, setValue] = React.useState(0);\n\n function handleChange(event: React.SyntheticEvent, tab: number): void {\n setValue(tab);\n }\n\n return (\n <>\n \n \n \n \n \n \n \n \n {value === 0 && }\n {value === 1 && }\n {value === 2 && }\n {value === 3 && }\n {value === 4 && }\n \n \n );\n}\n","import * as React from \"react\";\nimport { GeneralActionList } from \"./GeneralActionList\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function GeneralActionPage(props: IProps): React.ReactElement {\n return (\n <>\n These are generic actions that will assist you in your Bladeburner duties.\n \n \n );\n}\n","import React from \"react\";\nimport { GeneralActionElem } from \"./GeneralActionElem\";\nimport { Action } from \"../Action\";\nimport { GeneralActions } from \"../GeneralActions\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function GeneralActionList(props: IProps): React.ReactElement {\n const actions: Action[] = [];\n for (const name in GeneralActions) {\n if (GeneralActions.hasOwnProperty(name)) {\n actions.push(GeneralActions[name]);\n }\n }\n return (\n <>\n {actions.map((action: Action) => (\n \n ))}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { ActionTypes } from \"../data/ActionTypes\";\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\nimport { formatNumber, convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IAction } from \"../IAction\";\nimport { GeneralActions } from \"../data/GeneralActions\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\n\nimport { StartButton } from \"./StartButton\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n action: IAction;\n}\n\nexport function GeneralActionElem(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const isActive = props.action.name === props.bladeburner.action.name;\n const computedActionTimeCurrent = Math.min(\n props.bladeburner.actionTimeCurrent + props.bladeburner.actionTimeOverflow,\n props.bladeburner.actionTimeToComplete,\n );\n const actionTime = (function (): number {\n switch (props.action.name) {\n case \"Training\":\n case \"Field Analysis\":\n return 30;\n case \"Diplomacy\":\n case \"Hyperbolic Regeneration Chamber\":\n case \"Incite Violence\":\n return 60;\n case \"Recruitment\":\n return props.bladeburner.getRecruitmentTime(props.player);\n }\n return -1; // dead code\n })();\n const successChance =\n props.action.name === \"Recruitment\"\n ? Math.max(0, Math.min(props.bladeburner.getRecruitmentSuccessChance(props.player), 1))\n : -1;\n\n const actionData = GeneralActions[props.action.name];\n if (actionData === undefined) {\n throw new Error(`Cannot find data for ${props.action.name}`);\n }\n\n return (\n \n {isActive ? (\n <>\n \n \n (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} /{\" \"}\n {formatNumber(props.bladeburner.actionTimeToComplete, 0)})\n \n \n {createProgressBarText({\n progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete,\n })}\n \n \n ) : (\n \n \n \n \n )}\n
\n
\n {actionData.desc}\n
\n
\n \n Time Required: {convertTimeMsToTimeElapsedString(actionTime * 1000)}\n {successChance !== -1 && (\n <>\n
\n Estimated success chance: {formatNumber(successChance * 100, 1)}%\n \n )}\n
\n
\n );\n}\n","import React from \"react\";\n\ninterface IContract {\n desc: JSX.Element;\n}\n\nexport const GeneralActions: {\n [key: string]: IContract | undefined;\n} = {\n Training: {\n desc: (\n <>\n Improve your abilities at the Bladeburner unit's specialized training center. Doing this gives experience for\n all combat stats and also increases your max stamina.\n \n ),\n },\n\n \"Field Analysis\": {\n desc: (\n <>\n Mine and analyze Synthoid-related data. This improves the Bladeburner's unit intelligence on Synthoid locations\n and activities. Completing this action will improve the accuracy of your Synthoid population estimated in the\n current city.\n
\n
\n Does NOT require stamina.\n \n ),\n },\n\n Recruitment: {\n desc: (\n <>\n Attempt to recruit members for your Bladeburner team. These members can help you conduct operations.\n
\n
\n Does NOT require stamina.\n \n ),\n },\n\n Diplomacy: {\n desc: (\n <>\n Improve diplomatic relations with the Synthoid population. Completing this action will reduce the Chaos level in\n your current city.\n
\n
\n Does NOT require stamina.\n \n ),\n },\n\n \"Hyperbolic Regeneration Chamber\": {\n desc: (\n <>\n Enter cryogenic stasis using the Bladeburner division's hi-tech Regeneration Chamber. This will slowly heal your\n wounds and slightly increase your stamina.\n
\n
\n \n ),\n },\n \"Incite Violence\": {\n desc: <>Purposefully stir trouble in the synthoid community in order to gain a political edge.,\n },\n};\n","import * as React from \"react\";\nimport { ContractList } from \"./ContractList\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function ContractPage(props: IProps): React.ReactElement {\n return (\n <>\n \n Complete contracts in order to increase your Bladeburner rank and earn money. Failing a contract will cause you\n to lose HP, which can lead to hospitalization.\n
\n
\n You can unlock higher-level contracts by successfully completing them. Higher-level contracts are more\n difficult, but grant more rank, experience, and money.\n
\n \n \n );\n}\n","import React from \"react\";\nimport { ContractElem } from \"./ContractElem\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function ContractList(props: IProps): React.ReactElement {\n const names = Object.keys(props.bladeburner.contracts);\n const contracts = props.bladeburner.contracts;\n return (\n <>\n {names.map((name: string) => (\n \n ))}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { ActionTypes } from \"../data/ActionTypes\";\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\nimport { formatNumber, convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { Contracts } from \"../data/Contracts\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IAction } from \"../IAction\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { SuccessChance } from \"./SuccessChance\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\nimport { ActionLevel } from \"./ActionLevel\";\nimport { Autolevel } from \"./Autolevel\";\nimport { StartButton } from \"./StartButton\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n action: IAction;\n}\n\nexport function ContractElem(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const isActive =\n props.bladeburner.action.type === ActionTypes[\"Contract\"] && props.action.name === props.bladeburner.action.name;\n const computedActionTimeCurrent = Math.min(\n props.bladeburner.actionTimeCurrent + props.bladeburner.actionTimeOverflow,\n props.bladeburner.actionTimeToComplete,\n );\n const actionTime = props.action.getActionTime(props.bladeburner);\n\n const actionData = Contracts[props.action.name];\n if (actionData === undefined) {\n throw new Error(`Cannot find data for ${props.action.name}`);\n }\n\n return (\n \n {isActive ? (\n <>\n \n (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} /{\" \"}\n {formatNumber(props.bladeburner.actionTimeToComplete, 0)})\n \n \n {createProgressBarText({\n progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete,\n })}\n \n \n ) : (\n <>\n \n \n \n )}\n
\n
\n \n
\n
\n \n {actionData.desc}\n
\n
\n \n
\n Time Required: {convertTimeMsToTimeElapsedString(actionTime * 1000)}\n
\n Contracts remaining: {Math.floor(props.action.count)}\n
\n Successes: {props.action.successes}\n
\n Failures: {props.action.failures}\n
\n
\n \n
\n );\n}\n","import React from \"react\";\n\ninterface IContract {\n desc: JSX.Element;\n}\n\nexport const Contracts: {\n [key: string]: IContract | undefined;\n} = {\n Tracking: {\n desc: (\n <>\n Identify and locate Synthoids. This contract involves reconnaissance and information-gathering ONLY. Do NOT\n engage. Stealth is of the utmost importance.\n
\n
\n Successfully completing Tracking contracts will slightly improve your Synthoid population estimate for whatever\n city you are currently in.\n \n ),\n },\n \"Bounty Hunter\": {\n desc: (\n <>\n Hunt down and capture fugitive Synthoids. These Synthoids are wanted alive.\n
\n
\n Successfully completing a Bounty Hunter contract will lower the population in your current city, and will also\n increase its chaos level.\n \n ),\n },\n Retirement: {\n desc: (\n <>\n Hunt down and retire (kill) rogue Synthoids.\n
\n
\n Successfully completing a Retirement contract will lower the population in your current city, and will also\n increase its chaos level.\n \n ),\n },\n};\n","import React from \"react\";\nimport { stealthIcon } from \"../data/Icons\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nexport function StealthIcon(): React.ReactElement {\n return This action involves stealth}>{stealthIcon};\n}\n","import React from \"react\";\nimport { killIcon } from \"../data/Icons\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nexport function KillIcon(): React.ReactElement {\n return This action involves retirement}>{killIcon};\n}\n","import * as React from \"react\";\nimport { OperationList } from \"./OperationList\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function OperationPage(props: IProps): React.ReactElement {\n return (\n <>\n \n Carry out operations for the Bladeburner division. Failing an operation will reduce your Bladeburner rank. It\n will also cause you to lose HP, which can lead to hospitalization. In general, operations are harder and more\n punishing than contracts, but are also more rewarding.\n
\n
\n Operations can affect the chaos level and Synthoid population of your current city. The exact effects vary\n between different Operations.\n
\n
\n For operations, you can use a team. You must first recruit team members. Having a larger team will improves your\n chances of success.\n
\n
\n You can unlock higher-level operations by successfully completing them. Higher-level operations are more\n difficult, but grant more rank and experience.\n
\n \n \n );\n}\n","import React from \"react\";\nimport { OperationElem } from \"./OperationElem\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function OperationList(props: IProps): React.ReactElement {\n const names = Object.keys(props.bladeburner.operations);\n const operations = props.bladeburner.operations;\n return (\n <>\n {names.map((name: string) => (\n \n ))}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { ActionTypes } from \"../data/ActionTypes\";\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\nimport { formatNumber, convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { SuccessChance } from \"./SuccessChance\";\nimport { ActionLevel } from \"./ActionLevel\";\nimport { Autolevel } from \"./Autolevel\";\nimport { StartButton } from \"./StartButton\";\nimport { TeamSizeButton } from \"./TeamSizeButton\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { Operation } from \"../Operation\";\nimport { Operations } from \"../data/Operations\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n action: Operation;\n}\n\nexport function OperationElem(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const isActive =\n props.bladeburner.action.type === ActionTypes[\"Operation\"] && props.action.name === props.bladeburner.action.name;\n const computedActionTimeCurrent = Math.min(\n props.bladeburner.actionTimeCurrent + props.bladeburner.actionTimeOverflow,\n props.bladeburner.actionTimeToComplete,\n );\n const actionTime = props.action.getActionTime(props.bladeburner);\n\n const actionData = Operations[props.action.name];\n if (actionData === undefined) {\n throw new Error(`Cannot find data for ${props.action.name}`);\n }\n\n return (\n \n {isActive ? (\n <>\n \n (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} /{\" \"}\n {formatNumber(props.bladeburner.actionTimeToComplete, 0)})\n \n \n {createProgressBarText({\n progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete,\n })}\n \n \n ) : (\n <>\n \n \n \n \n )}\n
\n
\n\n \n
\n
\n \n {actionData.desc}\n
\n
\n \n
\n Time Required: {convertTimeMsToTimeElapsedString(actionTime * 1000)}\n
\n Operations remaining: {Math.floor(props.action.count)}\n
\n Successes: {props.action.successes}\n
\n Failures: {props.action.failures}\n
\n
\n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { Action } from \"../Action\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n action: Action;\n open: boolean;\n onClose: () => void;\n}\n\nexport function TeamSizeModal(props: IProps): React.ReactElement {\n const [teamSize, setTeamSize] = useState();\n\n function confirmTeamSize(): void {\n if (teamSize === undefined) return;\n const num = Math.round(teamSize);\n if (isNaN(num) || num < 0) {\n dialogBoxCreate(\"Invalid value entered for number of Team Members (must be numeric, positive)\");\n } else {\n props.action.teamCount = num;\n }\n props.onClose();\n }\n\n function onTeamSize(event: React.ChangeEvent): void {\n const x = parseFloat(event.target.value);\n if (x > props.bladeburner.teamSize) setTeamSize(props.bladeburner.teamSize);\n else setTeamSize(x);\n }\n\n return (\n \n \n Enter the amount of team members you would like to take on this Op. If you do not have the specified number of\n team members, then as many as possible will be used. Note that team members may be lost during operations.\n \n \n \n \n );\n}\n","import React from \"react\";\n\ninterface IOperation {\n desc: JSX.Element;\n}\n\nexport const Operations: {\n [key: string]: IOperation | undefined;\n} = {\n Investigation: {\n desc: (\n <>\n As a field agent, investigate and identify Synthoid populations, movements, and operations.\n
\n
\n Successful Investigation ops will increase the accuracy of your synthoid data.\n
\n
\n You will NOT lose HP from failed Investigation ops.\n \n ),\n },\n \"Undercover Operation\": {\n desc: (\n <>\n Conduct undercover operations to identify hidden and underground Synthoid communities and organizations.\n
\n
\n Successful Undercover ops will increase the accuracy of your synthoid data.\n \n ),\n },\n \"Sting Operation\": {\n desc: <>Conduct a sting operation to bait and capture particularly notorious Synthoid criminals.,\n },\n Raid: {\n desc: (\n <>\n Lead an assault on a known Synthoid community. Note that there must be an existing Synthoid community in your\n current city in order for this Operation to be successful.\n \n ),\n },\n \"Stealth Retirement Operation\": {\n desc: (\n <>\n Lead a covert operation to retire Synthoids. The objective is to complete the task without drawing any\n attention. Stealth and discretion are key.\n \n ),\n },\n Assassination: {\n desc: (\n <>\n Assassinate Synthoids that have been identified as important, high-profile social and political leaders in the\n Synthoid communities.\n \n ),\n },\n};\n","import * as React from \"react\";\nimport { BlackOpList } from \"./BlackOpList\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function BlackOpPage(props: IProps): React.ReactElement {\n return (\n <>\n \n Black Operations (Black Ops) are special, one-time covert operations. Each Black Op must be unlocked\n successively by completing the one before it.\n
\n
\n Your ultimate goal to climb through the ranks of Bladeburners is to complete all of the Black Ops.\n
\n
\n Like normal operations, you may use a team for Black Ops. Failing a black op will incur heavy HP and rank\n losses.\n
\n \n \n );\n}\n","import React from \"react\";\nimport { BlackOperations } from \"../BlackOperations\";\nimport { BlackOperation } from \"../BlackOperation\";\nimport { BlackOpElem } from \"./BlackOpElem\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n}\n\nexport function BlackOpList(props: IProps): React.ReactElement {\n let blackops: BlackOperation[] = [];\n for (const blackopName in BlackOperations) {\n if (BlackOperations.hasOwnProperty(blackopName)) {\n blackops.push(BlackOperations[blackopName]);\n }\n }\n blackops.sort(function (a, b) {\n return a.reqdRank - b.reqdRank;\n });\n\n blackops = blackops.filter(\n (blackop: BlackOperation, i: number) =>\n !(\n props.bladeburner.blackops[blackops[i].name] == null &&\n i !== 0 &&\n props.bladeburner.blackops[blackops[i - 1].name] == null\n ),\n );\n\n blackops = blackops.reverse();\n\n return (\n <>\n {blackops.map((blackop: BlackOperation) => (\n \n ))}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { formatNumber, convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { ActionTypes } from \"../data/ActionTypes\";\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\nimport { TeamSizeButton } from \"./TeamSizeButton\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport { BlackOperation } from \"../BlackOperation\";\nimport { BlackOperations } from \"../data/BlackOperations\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\nimport { SuccessChance } from \"./SuccessChance\";\nimport { StartButton } from \"./StartButton\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n player: IPlayer;\n action: BlackOperation;\n}\n\nexport function BlackOpElem(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const isCompleted = props.bladeburner.blackops[props.action.name] != null;\n if (isCompleted) {\n return (\n \n {props.action.name} (COMPLETED)\n \n );\n }\n\n const isActive =\n props.bladeburner.action.type === ActionTypes[\"BlackOperation\"] &&\n props.action.name === props.bladeburner.action.name;\n const actionTime = props.action.getActionTime(props.bladeburner);\n const hasReqdRank = props.bladeburner.rank >= props.action.reqdRank;\n const computedActionTimeCurrent = Math.min(\n props.bladeburner.actionTimeCurrent + props.bladeburner.actionTimeOverflow,\n props.bladeburner.actionTimeToComplete,\n );\n\n const actionData = BlackOperations[props.action.name];\n if (actionData === undefined) {\n throw new Error(`Cannot find data for ${props.action.name}`);\n }\n\n return (\n \n {isActive ? (\n <>\n <>\n \n \n (IN PROGRESS - {formatNumber(computedActionTimeCurrent, 0)} /{\" \"}\n {formatNumber(props.bladeburner.actionTimeToComplete, 0)})\n \n \n {createProgressBarText({\n progress: computedActionTimeCurrent / props.bladeburner.actionTimeToComplete,\n })}\n \n \n \n ) : (\n <>\n \n\n \n \n \n )}\n\n
\n
\n {actionData.desc}\n
\n
\n \n Required Rank: {formatNumber(props.action.reqdRank, 0)}\n \n
\n \n \n
\n Time Required: {convertTimeMsToTimeElapsedString(actionTime * 1000)}\n
\n
\n );\n}\n","import React from \"react\";\n\ninterface IBlackOp {\n desc: JSX.Element;\n}\n\nexport const BlackOperations: {\n [key: string]: IBlackOp | undefined;\n} = {\n \"Operation Typhoon\": {\n desc: (\n <>\n Obadiah Zenyatta is the leader of a RedWater PMC. It has long been known among the intelligence community that\n Zenyatta, along with the rest of the PMC, is a Synthoid.\n
\n
\n The goal of Operation Typhoon is to find and eliminate Zenyatta and RedWater by any means necessary. After the\n task is completed, the actions must be covered up from the general public.\n \n ),\n },\n\n \"Operation Zero\": {\n desc: (\n <>\n AeroCorp is one of the world's largest defense contractors. Its leader, Steve Watataki, is thought to be a\n supporter of Synthoid rights. He must be removed.\n
\n
\n The goal of Operation Zero is to covertly infiltrate AeroCorp and uncover any incriminating evidence or\n information against Watataki that will cause him to be removed from his position at AeroCorp. Incriminating\n evidence can be fabricated as a last resort. Be warned that AeroCorp has some of the most advanced security\n measures in the world.\n \n ),\n },\n \"Operation X\": {\n desc: (\n <>\n We have recently discovered an underground publication group called Samizdat. Even though most of their\n publications are nonsensical conspiracy theories, the average human is gullible enough to believe them. Many of\n their works discuss Synthoids and pose a threat to society. The publications are spreading rapidly in China and\n other Eastern countries.\n
\n
\n Samizdat has done a good job of keeping hidden and anonymous. However, we've just received intelligence that\n their base of operations is in Ishima's underground sewer systems. Your task is to investigate the sewer\n systems, and eliminate Samizdat. They must never publish anything again.\n \n ),\n },\n \"Operation Titan\": {\n desc: (\n <>\n Several months ago Titan Laboratories' Bioengineering department was infiltrated by Synthoids. As far as we\n know, Titan Laboratories' management has no knowledge about this. We don't know what the Synthoids are up to,\n but the research that they could be conducting using Titan Laboraties' vast resources is potentially very\n dangerous.\n
\n
\n Your goal is to enter and destroy the Bioengineering department's facility in Aevum. The task is not just to\n retire the Synthoids there, but also to destroy any information or research at the facility that is relevant to\n the Synthoids and their goals.\n \n ),\n },\n \"Operation Ares\": {\n desc: (\n <>\n One of our undercover agents, Agent Carter, has informed us of a massive weapons deal going down in Dubai\n between rogue Russian militants and a radical Synthoid community. These weapons are next-gen plasma and energy\n weapons. It is critical for the safety of humanity that this deal does not happen.\n
\n
\n Your task is to intercept the deal. Leave no survivors.\n \n ),\n },\n \"Operation Archangel\": {\n desc: (\n <>\n Our analysts have discovered that the popular Red Rabbit brothel in Amsterdam is run and 'staffed' by MK-VI\n Synthoids. Intelligence suggests that the profit from this brothel is used to fund a large black market arms\n trafficking operation.\n
\n
\n The goal of this operation is to take out the leaders that are running the Red Rabbit brothel. Try to limit the\n number of other casualties, but do what you must to complete the mission.\n \n ),\n },\n \"Operation Juggernaut\": {\n desc: (\n <>\n The CIA has just encountered a new security threat. A new criminal group, lead by a shadowy operative who calls\n himself Juggernaut, has been smuggling drugs and weapons (including suspected bioweapons) into Sector-12. We\n also have reason to believe the tried to break into one of Universal Energy's facilities in order to cause a\n city-wide blackout. The CIA suspects that Juggernaut is a heavily-augmented Synthoid, and have thus enlisted our\n help.\n
\n
\n Your mission is to eradicate Juggernaut and his followers.\n \n ),\n },\n \"Operation Red Dragon\": {\n desc: (\n <>\n The Tetrads criminal organization is suspected of reverse-engineering the MK-VI Synthoid design. We believe they\n altered and possibly improved the design and began manufacturing their own Synthoid models in order to bolster\n their criminal activities.\n
\n
\n Your task is to infiltrate and destroy the Tetrads' base of operations in Los Angeles. Intelligence tells us\n that their base houses one of their Synthoid manufacturing units.\n \n ),\n },\n \"Operation K\": {\n desc: (\n <>\n CODE RED SITUATION. Our intelligence tells us that VitaLife has discovered a new android cloning technology.\n This technology is supposedly capable of cloning Synthoid, not only physically but also their advanced AI\n modules. We do not believe that VitaLife is trying to use this technology illegally or maliciously, but if any\n Synthoids were able to infiltrate the corporation and take advantage of this technology then the results would\n be catastrophic.\n
\n
\n We do not have the power or jurisdiction to shutdown this down through legal or political means, so we must\n resort to a covert operation. Your goal is to destroy this technology and eliminate anyone who was involved in\n its creation.\n \n ),\n },\n \"Operation Deckard\": {\n desc: (\n <>\n Despite your success in eliminating VitaLife's new android-replicating technology in Operation K, we've\n discovered that a small group of MK-VI Synthoids were able to make off with the schematics and design of the\n technology before the Operation. It is almost a certainty that these Synthoids are some of the rogue MK-VI ones\n from the Synthoid Uprising.\n
\n
\n The goal of Operation Deckard is to hunt down these Synthoids and retire them. I don't need to tell you how\n critical this mission is.\n \n ),\n },\n \"Operation Tyrell\": {\n desc: (\n <>\n A week ago Blade Industries reported a small break-in at one of their Aevum Augmentation storage facitilities.\n We figured out that The Dark Army was behind the heist, and didn't think any more of it. However, we've just\n discovered that several known MK-VI Synthoids were part of that break-in group.\n
\n
\n We cannot have Synthoids upgrading their already-enhanced abilities with Augmentations. Your task is to hunt\n down the associated Dark Army members and eliminate them.\n \n ),\n },\n \"Operation Wallace\": {\n desc: (\n <>\n Based on information gathered from Operation Tyrell, we've discovered that The Dark Army was well aware that\n there were Synthoids amongst their ranks. Even worse, we believe that The Dark Army is working together with\n other criminal organizations such as The Syndicate and that they are planning some sort of large-scale takeover\n of multiple major cities, most notably Aevum. We suspect that Synthoids have infiltrated the ranks of these\n criminal factions and are trying to stage another Synthoid uprising.\n
\n
\n The best way to deal with this is to prevent it before it even happens. The goal of Operation Wallace is to\n destroy the Dark Army and Syndicate factions in Aevum immediately. Leave no survivors.\n \n ),\n },\n \"Operation Shoulder of Orion\": {\n desc: (\n <>\n China's Solaris Space Systems is secretly launching the first manned spacecraft in over a decade using\n Synthoids. We believe China is trying to establish the first off-world colonies.\n
\n
\n The mission is to prevent this launch without instigating an international conflict. When you accept this\n mission you will be officially disavowed by the NSA and the national government until after you successfully\n return. In the event of failure, all of the operation's team members must not let themselves be captured alive.\n \n ),\n },\n \"Operation Hyron\": {\n desc: (\n <>\n Our intelligence tells us that Fulcrum Technologies is developing a quantum supercomputer using human brains as\n core processors. This supercomputer is rumored to be able to store vast amounts of data and perform computations\n unmatched by any other supercomputer on the planet. But more importantly, the use of organic human brains means\n that the supercomputer may be able to reason abstractly and become self-aware.\n
\n
\n I do not need to remind you why sentient-level AIs pose a serious threat to all of mankind.\n
\n
\n The research for this project is being conducted at one of Fulcrum Technologies secret facilities in Aevum,\n codenamed 'Alpha Ranch'. Infiltrate the compound, delete and destroy the work, and then find and kill the\n project lead.\n \n ),\n },\n \"Operation Morpheus\": {\n desc: (\n <>\n DreamSense Technologies is an advertising company that uses special technology to transmit their ads into the\n peoples dreams and subconcious. They do this using broadcast transmitter towers. Based on information from our\n agents and informants in Chonqging, we have reason to believe that one of the broadcast towers there has been\n compromised by Synthoids and is being used to spread pro-Synthoid propaganda.\n
\n
\n The mission is to destroy this broadcast tower. Speed and stealth are of the upmost important for this.\n \n ),\n },\n \"Operation Ion Storm\": {\n desc: (\n <>\n Our analysts have uncovered a gathering of MK-VI Synthoids that have taken up residence in the Sector-12 Slums.\n We don't know if they are rogue Synthoids from the Uprising, but we do know that they have been stockpiling\n weapons, money, and other resources. This makes them dangerous.\n
\n
\n This is a full-scale assault operation to find and retire all of these Synthoids in the Sector-12 Slums.\n \n ),\n },\n \"Operation Annihilus\": {\n desc: (\n <>\n Our superiors have ordered us to eradicate everything and everyone in an underground facility located in Aevum.\n They tell us that the facility houses many dangerous Synthoids and belongs to a terrorist organization called\n 'The Covenant'. We have no prior intelligence about this organization, so you are going in blind.\n \n ),\n },\n \"Operation Ultron\": {\n desc: (\n <>\n OmniTek Incorporated, the original designer and manufacturer of Synthoids, has notified us of a malfunction in\n their AI design. This malfunction, when triggered, causes MK-VI Synthoids to become radicalized and seek out the\n destruction of humanity. They say that this bug affects all MK-VI Synthoids, not just the rogue ones from the\n Uprising.\n
\n
\n OmniTek has also told us they they believe someone has triggered this malfunction in a large group of MK-VI\n Synthoids, and that these newly-radicalized Synthoids are now amassing in Volhaven to form a terrorist group\n called Ultron.\n
\n
\n Intelligence suggests Ultron is heavily armed and that their members are augmented. We believe Ultron is making\n moves to take control of and weaponize DeltaOne's Tactical High-Energy Satellite Laser Array (THESLA).\n
\n
\n Your task is to find and destroy Ultron.\n \n ),\n },\n \"Operation Centurion\": {\n desc: (\n <>\n {\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\"}\n
\n
\n Throughout all of humanity's history, we have relied on technology to survive, conquer, and progress. Its\n advancement became our primary goal. And at the peak of human civilization technology turned into power. Global,\n absolute power.\n
\n
\n It seems that the universe is not without a sense of irony.\n
\n
\n {\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\"}\n \n ),\n },\n \"Operation Vindictus\": {\n desc: (\n <>\n {\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\"}\n
\n
\n The bits are all around us. The daemons that hold the Node together can manifest themselves in many different\n ways.\n
\n
\n {\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\"}\n \n ),\n },\n \"Operation Daedalus\": {\n desc: <> Yesterday we obeyed kings and bent our neck to emperors. Today we kneel only to truth.,\n },\n};\n","import React, { useState } from \"react\";\nimport { SkillList } from \"./SkillList\";\nimport { BladeburnerConstants } from \"../data/Constants\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { IBladeburner } from \"../IBladeburner\";\nimport Typography from \"@mui/material/Typography\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\ninterface IProps {\n bladeburner: IBladeburner;\n}\n\nexport function SkillPage(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n const mults = props.bladeburner.skillMultipliers;\n\n function valid(mult: any): boolean {\n return mult && mult !== 1;\n }\n\n return (\n <>\n \n Skill Points: {formatNumber(props.bladeburner.skillPoints, 0)}\n \n \n You will gain one skill point every{\" \"}\n {BladeburnerConstants.RanksPerSkillPoint * BitNodeMultipliers.BladeburnerSkillCost} ranks.\n
\n Note that when upgrading a skill, the benefit for that skill is additive. However, the effects of different\n skills with each other is multiplicative.\n
\n {valid(mults[\"successChanceAll\"]) && (\n Total Success Chance: x{formatNumber(mults[\"successChanceAll\"], 3)}\n )}\n {valid(mults[\"successChanceStealth\"]) && (\n Stealth Success Chance: x{formatNumber(mults[\"successChanceStealth\"], 3)}\n )}\n {valid(mults[\"successChanceKill\"]) && (\n Retirement Success Chance: x{formatNumber(mults[\"successChanceKill\"], 3)}\n )}\n {valid(mults[\"successChanceContract\"]) && (\n Contract Success Chance: x{formatNumber(mults[\"successChanceContract\"], 3)}\n )}\n {valid(mults[\"successChanceOperation\"]) && (\n Operation Success Chance: x{formatNumber(mults[\"successChanceOperation\"], 3)}\n )}\n {valid(mults[\"successChanceEstimate\"]) && (\n Synthoid Data Estimate: x{formatNumber(mults[\"successChanceEstimate\"], 3)}\n )}\n {valid(mults[\"actionTime\"]) && Action Time: x{formatNumber(mults[\"actionTime\"], 3)}}\n {valid(mults[\"effHack\"]) && Hacking Skill: x{formatNumber(mults[\"effHack\"], 3)}}\n {valid(mults[\"effStr\"]) && Strength: x{formatNumber(mults[\"effStr\"], 3)}}\n {valid(mults[\"effDef\"]) && Defense: x{formatNumber(mults[\"effDef\"], 3)}}\n {valid(mults[\"effDex\"]) && Dexterity: x{formatNumber(mults[\"effDex\"], 3)}}\n {valid(mults[\"effAgi\"]) && Agility: x{formatNumber(mults[\"effAgi\"], 3)}}\n {valid(mults[\"effCha\"]) && Charisma: x{formatNumber(mults[\"effCha\"], 3)}}\n {valid(mults[\"effInt\"]) && Intelligence: x{formatNumber(mults[\"effInt\"], 3)}}\n {valid(mults[\"stamina\"]) && Stamina: x{formatNumber(mults[\"stamina\"], 3)}}\n {valid(mults[\"money\"]) && Contract Money: x{formatNumber(mults[\"money\"], 3)}}\n {valid(mults[\"expGain\"]) && Exp Gain: x{formatNumber(mults[\"expGain\"], 3)}}\n setRerender((old) => !old)} />\n \n );\n}\n\n/*\n\n\n\n\nvar multKeys = Object.keys(this.skillMultipliers);\nfor (var i = 0; i < multKeys.length; ++i) {\n var mult = this.skillMultipliers[multKeys[i]];\n if (mult && mult !== 1) {\n mult = formatNumber(mult, 3);\n switch(multKeys[i]) {\n \n }\n }\n}\n*/\n","import * as React from \"react\";\nimport { SkillElem } from \"./SkillElem\";\nimport { Skills } from \"../Skills\";\nimport { IBladeburner } from \"../IBladeburner\";\n\ninterface IProps {\n bladeburner: IBladeburner;\n onUpgrade: () => void;\n}\n\nexport function SkillList(props: IProps): React.ReactElement {\n return (\n <>\n {Object.keys(Skills).map((skill: string) => (\n \n ))}\n \n );\n}\n","import React from \"react\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { IBladeburner } from \"../IBladeburner\";\n\nimport Typography from \"@mui/material/Typography\";\nimport IconButton from \"@mui/material/IconButton\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\nimport AddIcon from \"@mui/icons-material/Add\";\nimport CloseIcon from \"@mui/icons-material/Close\";\n\ninterface IProps {\n skill: any;\n bladeburner: IBladeburner;\n onUpgrade: () => void;\n}\n\nexport function SkillElem(props: IProps): React.ReactElement {\n const skillName = props.skill.name;\n let currentLevel = 0;\n if (props.bladeburner.skills[skillName] && !isNaN(props.bladeburner.skills[skillName])) {\n currentLevel = props.bladeburner.skills[skillName];\n }\n const pointCost = props.skill.calculateCost(currentLevel);\n\n const canLevel = props.bladeburner.skillPoints >= pointCost;\n const maxLvl = props.skill.maxLvl ? currentLevel >= props.skill.maxLvl : false;\n\n function onClick(): void {\n if (props.bladeburner.skillPoints < pointCost) return;\n props.bladeburner.skillPoints -= pointCost;\n props.bladeburner.upgradeSkill(props.skill);\n props.onUpgrade();\n }\n\n return (\n \n \n \n {!canLevel || maxLvl ? (\n \n \n \n ) : (\n \n \n \n )}\n \n Level: {currentLevel}\n {maxLvl ? (\n MAX LEVEL\n ) : (\n Skill Points required: {formatNumber(pointCost, 0)}\n )}\n {props.skill.desc}\n \n );\n}\n","/**\n * React Component for all the gang stuff.\n */\nimport React, { useState, useEffect } from \"react\";\nimport { ManagementSubpage } from \"./ManagementSubpage\";\nimport { TerritorySubpage } from \"./TerritorySubpage\";\nimport { EquipmentsSubpage } from \"./EquipmentsSubpage\";\nimport { use } from \"../../ui/Context\";\nimport { Context } from \"./Context\";\n\nimport Tabs from \"@mui/material/Tabs\";\nimport Tab from \"@mui/material/Tab\";\n\nexport function GangRoot(): React.ReactElement {\n const player = use.Player();\n const gang = (function () {\n if (player.gang === null) throw new Error(\"Gang should not be null\");\n return player.gang;\n })();\n const [value, setValue] = React.useState(0);\n\n function handleChange(event: React.SyntheticEvent, tab: number): void {\n setValue(tab);\n }\n\n const setRerender = useState(false)[1];\n\n useEffect(() => {\n const id = setInterval(() => setRerender((old) => !old), 200);\n return () => clearInterval(id);\n }, []);\n\n return (\n \n \n \n \n \n \n {value === 0 && }\n {value === 1 && }\n {value === 2 && }\n \n );\n}\n","/**\n * React Component for the subpage that manages gang members, the main page.\n */\nimport React from \"react\";\nimport { GangStats } from \"./GangStats\";\nimport { GangMemberList } from \"./GangMemberList\";\nimport { useGang } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\n\nexport function ManagementSubpage(): React.ReactElement {\n const gang = useGang();\n return (\n <>\n \n This page is used to manage your gang members and get an overview of your gang's stats.\n
\n
\n If a gang member is not earning much money or respect, the task that you have assigned to that member might be\n too difficult. Consider training that member's stats or choosing an easier task. The tasks closer to the top of\n the dropdown list are generally easier. Alternatively, the gang member's low production might be due to the fact\n that your wanted level is too high. Consider assigning a few members to the '\n {gang.isHackingGang ? \"Ethical Hacking\" : \"Vigilante Justice\"}' task to lower your wanted level.\n
\n
\n Installing Augmentations does NOT reset your progress with your Gang. Furthermore, after installing\n Augmentations, you will automatically be a member of whatever Faction you created your gang with.\n
\n
\n You can also manage your gang programmatically through Netscript using the Gang API\n
\n
\n \n
\n \n \n );\n}\n","/**\n * React Component for the stats related to the gang, like total respect and\n * money per second.\n */\nimport React from \"react\";\nimport { Factions } from \"../../Faction/Factions\";\n\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\nimport { Reputation } from \"../../ui/React/Reputation\";\nimport { AllGangs } from \"../AllGangs\";\nimport { BonusTime } from \"./BonusTime\";\nimport { useGang } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\n\nexport function GangStats(): React.ReactElement {\n const gang = useGang();\n const territoryMult = AllGangs[gang.facName].territory * 100;\n let territoryStr;\n if (territoryMult <= 0) {\n territoryStr = formatNumber(0, 2);\n } else if (territoryMult >= 100) {\n territoryStr = formatNumber(100, 2);\n } else {\n territoryStr = formatNumber(territoryMult, 2);\n }\n\n return (\n <>\n \n \n Represents the amount of respect your gang has from other gangs and criminal organizations. Your respect\n affects the amount of money your gang members will earn, and also determines how much reputation you are\n earning with your gang's corresponding Faction.\n \n }\n >\n \n Respect: {numeralWrapper.formatRespect(gang.respect)} (\n {numeralWrapper.formatRespect(5 * gang.respectGainRate)} / sec)\n \n \n \n\n \n \n Represents how much the gang is wanted by law enforcement. The higher your gang's wanted level, the harder\n it will be for your gang members to make money and earn respect. Note that the minimum wanted level is 1.\n \n }\n >\n \n Wanted Level: {numeralWrapper.formatWanted(gang.wanted)} (\n {numeralWrapper.formatWanted(5 * gang.wantedGainRate)} / sec)\n \n \n \n\n \n Penalty for respect and money gain rates due to Wanted Level}>\n Wanted Level Penalty: -{formatNumber((1 - gang.getWantedPenalty()) * 100, 2)}%\n \n \n\n \n Money gain rate: \n \n\n \n The percentage of total territory your Gang controls}>\n Territory: {territoryStr}%\n \n \n \n Faction reputation: \n \n\n \n \n );\n}\n","/**\n * React Component for displaying the bonus time remaining.\n */\nimport * as React from \"react\";\nimport { Gang } from \"../Gang\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n gang: Gang;\n}\n\nexport function BonusTime(props: IProps): React.ReactElement {\n const CyclerPerSecond = 1000 / CONSTANTS._idleSpeed;\n if ((props.gang.storedCycles / CyclerPerSecond) * 1000 <= 5000) return <>;\n const bonusMillis = (props.gang.storedCycles / CyclerPerSecond) * 1000;\n return (\n \n \n You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by the\n browser). Bonus time makes the Gang mechanic progress faster, up to 5x the normal speed.\n \n }\n >\n Bonus time: {convertTimeMsToTimeElapsedString(bonusMillis)}\n \n \n );\n}\n","/**\n * React Component for the list of gang members on the management subpage.\n */\nimport React, { useState } from \"react\";\nimport { GangMemberAccordion } from \"./GangMemberAccordion\";\nimport { GangMember } from \"../GangMember\";\nimport { RecruitButton } from \"./RecruitButton\";\nimport { useGang } from \"./Context\";\n\nexport function GangMemberList(): React.ReactElement {\n const gang = useGang();\n const setRerender = useState(false)[1];\n\n return (\n <>\n setRerender((old) => !old)} />\n
    \n {gang.members.map((member: GangMember) => (\n \n ))}\n
\n \n );\n}\n","/**\n * React Component for a gang member on the management subpage.\n */\nimport React, { useState } from \"react\";\nimport { GangMember } from \"../GangMember\";\nimport { GangMemberAccordionContent } from \"./GangMemberAccordionContent\";\n\nimport Box from \"@mui/material/Box\";\n\nimport Typography from \"@mui/material/Typography\";\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Paper from \"@mui/material/Paper\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\ninterface IProps {\n member: GangMember;\n}\n\nexport function GangMemberAccordion(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(true);\n return (\n \n setOpen((old) => !old)}>\n {props.member.name}} />\n {open ? : }\n \n \n \n \n \n \n \n );\n}\n","/**\n * React Component for the content of the accordion of gang members on the\n * management subpage.\n */\nimport React, { useState } from \"react\";\nimport { GangMemberStats } from \"./GangMemberStats\";\nimport { TaskSelector } from \"./TaskSelector\";\nimport { TaskDescription } from \"./TaskDescription\";\nimport { GangMember } from \"../GangMember\";\nimport Grid from \"@mui/material/Grid\";\n\ninterface IProps {\n member: GangMember;\n}\n\nexport function GangMemberAccordionContent(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n return (\n \n \n setRerender((old) => !old)} member={props.member} />\n \n \n setRerender((old) => !old)} member={props.member} />\n \n \n \n \n \n );\n}\n","/**\n * React Component for the first part of a gang member details.\n * Contains skills and exp.\n */\nimport React, { useState } from \"react\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { GangMember } from \"../GangMember\";\nimport { AscensionModal } from \"./AscensionModal\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport { StaticModal } from \"../../ui/React/StaticModal\";\nimport IconButton from \"@mui/material/IconButton\";\nimport HelpIcon from \"@mui/icons-material/Help\";\n\ninterface IProps {\n member: GangMember;\n onAscend: () => void;\n}\n\nexport function GangMemberStats(props: IProps): React.ReactElement {\n const [helpOpen, setHelpOpen] = useState(false);\n const [ascendOpen, setAscendOpen] = useState(false);\n\n const asc = {\n hack: props.member.calculateAscensionMult(props.member.hack_asc_points),\n str: props.member.calculateAscensionMult(props.member.str_asc_points),\n def: props.member.calculateAscensionMult(props.member.def_asc_points),\n dex: props.member.calculateAscensionMult(props.member.dex_asc_points),\n agi: props.member.calculateAscensionMult(props.member.agi_asc_points),\n cha: props.member.calculateAscensionMult(props.member.cha_asc_points),\n };\n\n return (\n <>\n \n Hk: x{numeralWrapper.formatMultiplier(props.member.hack_mult * asc.hack)}(x\n {numeralWrapper.formatMultiplier(props.member.hack_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.hack)}{\" \"}\n Asc)\n
\n St: x{numeralWrapper.formatMultiplier(props.member.str_mult * asc.str)}\n (x{numeralWrapper.formatMultiplier(props.member.str_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.str)}{\" \"}\n Asc)\n
\n Df: x{numeralWrapper.formatMultiplier(props.member.def_mult * asc.def)}\n (x{numeralWrapper.formatMultiplier(props.member.def_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.def)}{\" \"}\n Asc)\n
\n Dx: x{numeralWrapper.formatMultiplier(props.member.dex_mult * asc.dex)}\n (x{numeralWrapper.formatMultiplier(props.member.dex_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.dex)}{\" \"}\n Asc)\n
\n Ag: x{numeralWrapper.formatMultiplier(props.member.agi_mult * asc.agi)}\n (x{numeralWrapper.formatMultiplier(props.member.agi_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.agi)}{\" \"}\n Asc)\n
\n Ch: x{numeralWrapper.formatMultiplier(props.member.cha_mult * asc.cha)}\n (x{numeralWrapper.formatMultiplier(props.member.cha_mult)} Eq, x{numeralWrapper.formatMultiplier(asc.cha)}{\" \"}\n Asc)\n \n }\n >\n \n Hacking: {formatNumber(props.member.hack, 0)} ({numeralWrapper.formatExp(props.member.hack_exp)} exp)\n
\n Strength: {formatNumber(props.member.str, 0)} ({numeralWrapper.formatExp(props.member.str_exp)} exp)\n
\n Defense: {formatNumber(props.member.def, 0)} ({numeralWrapper.formatExp(props.member.def_exp)} exp)\n
\n Dexterity: {formatNumber(props.member.dex, 0)} ({numeralWrapper.formatExp(props.member.dex_exp)} exp)\n
\n Agility: {formatNumber(props.member.agi, 0)} ({numeralWrapper.formatExp(props.member.agi_exp)} exp)\n
\n Charisma: {formatNumber(props.member.cha, 0)} ({numeralWrapper.formatExp(props.member.cha_exp)} exp)\n
\n
\n \n
\n {props.member.canAscend() && (\n <>\n \n setAscendOpen(false)}\n member={props.member}\n onAscend={props.onAscend}\n />\n setHelpOpen(true)}>\n \n \n setHelpOpen(false)}>\n \n Ascending a Gang Member resets the member's progress and stats in exchange for a permanent boost to their\n stat multipliers.\n
\n
\n The additional stat multiplier that the Gang Member gains upon ascension is based on the amount of exp\n they have.\n
\n
\n Upon ascension, the member will lose all of its non-Augmentation Equipment and your gang will lose respect\n equal to the total respect earned by the member.\n
\n
\n \n )}\n \n );\n}\n","/**\n * React Component for the content of the popup before the player confirms the\n * ascension of a gang member.\n */\nimport React, { useState, useEffect } from \"react\";\nimport { GangMember } from \"../GangMember\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useGang } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n member: GangMember;\n onAscend: () => void;\n}\n\nexport function AscensionModal(props: IProps): React.ReactElement {\n const gang = useGang();\n const setRerender = useState(false)[1];\n\n useEffect(() => {\n const id = setInterval(() => setRerender((old) => !old), 1000);\n return () => clearInterval(id);\n }, []);\n\n function confirm(): void {\n props.onAscend();\n const res = gang.ascendMember(props.member);\n dialogBoxCreate(\n \n You ascended {props.member.name}!
\n
\n Your gang lost {numeralWrapper.formatRespect(res.respect)} respect.\n
\n
\n {props.member.name} gained the following stat multipliers for ascending:\n
\n Hacking: x{numeralWrapper.format(res.hack, \"0.000\")}\n
\n Strength: x{numeralWrapper.format(res.str, \"0.000\")}\n
\n Defense: x{numeralWrapper.format(res.def, \"0.000\")}\n
\n Dexterity: x{numeralWrapper.format(res.dex, \"0.000\")}\n
\n Agility: x{numeralWrapper.format(res.agi, \"0.000\")}\n
\n Charisma: x{numeralWrapper.format(res.cha, \"0.000\")}\n
\n
,\n );\n props.onClose();\n }\n\n // const ascendBenefits = props.member.getAscensionResults();\n const preAscend = props.member.getCurrentAscensionMults();\n const postAscend = props.member.getAscensionMultsAfterAscend();\n\n return (\n \n \n Are you sure you want to ascend this member? They will lose all of\n
\n their non-Augmentation upgrades and their stats will reset back to 1.\n
\n
\n Furthermore, your gang will lose {numeralWrapper.formatRespect(props.member.earnedRespect)} respect\n
\n
\n In return, they will gain the following permanent boost to stat multipliers:\n
\n Hacking: x{numeralWrapper.format(preAscend.hack, \"0.000\")} => x\n {numeralWrapper.format(postAscend.hack, \"0.000\")}\n
\n Strength: x{numeralWrapper.format(preAscend.str, \"0.000\")} => x\n {numeralWrapper.format(postAscend.str, \"0.000\")}\n
\n Defense: x{numeralWrapper.format(preAscend.def, \"0.000\")} => x\n {numeralWrapper.format(postAscend.def, \"0.000\")}\n
\n Dexterity: x{numeralWrapper.format(preAscend.dex, \"0.000\")} => x\n {numeralWrapper.format(postAscend.dex, \"0.000\")}\n
\n Agility: x{numeralWrapper.format(preAscend.agi, \"0.000\")} => x\n {numeralWrapper.format(postAscend.agi, \"0.000\")}\n
\n Charisma: x{numeralWrapper.format(preAscend.cha, \"0.000\")} => x\n {numeralWrapper.format(postAscend.cha, \"0.000\")}\n
\n
\n \n
\n );\n}\n","/**\n * React Component for the middle part of the gang member accordion. Contains\n * the task selector as well as some stats.\n */\nimport React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { StatsTable } from \"../../ui/React/StatsTable\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\nimport { useGang } from \"./Context\";\nimport { GangMember } from \"../GangMember\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n member: GangMember;\n onTaskChange: () => void;\n}\n\nexport function TaskSelector(props: IProps): React.ReactElement {\n const gang = useGang();\n const [currentTask, setCurrentTask] = useState(props.member.task);\n\n function onChange(event: SelectChangeEvent): void {\n const task = event.target.value;\n props.member.assignToTask(task);\n setCurrentTask(task);\n props.onTaskChange();\n }\n\n const tasks = gang.getAllTaskNames();\n\n const data = [\n [`Money:`, ],\n [`Respect:`, `${numeralWrapper.formatRespect(5 * props.member.calculateRespectGain(gang))} / sec`],\n [`Wanted Level:`, `${numeralWrapper.formatWanted(5 * props.member.calculateWantedLevelGain(gang))} / sec`],\n [`Total Respect:`, `${numeralWrapper.formatRespect(props.member.earnedRespect)}`],\n ];\n\n return (\n <>\n \n\n \n \n );\n}\n","/**\n * React Component for left side of the gang member accordion, contains the\n * description of the task that member is currently doing.\n */\nimport React from \"react\";\nimport { GangMemberTasks } from \"../GangMemberTasks\";\nimport { GangMember } from \"../GangMember\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n member: GangMember;\n}\n\nexport function TaskDescription(props: IProps): React.ReactElement {\n const task = GangMemberTasks[props.member.task];\n const desc = task ? task.desc : GangMemberTasks[\"Unassigned\"].desc;\n\n return ;\n}\n","/**\n * React Component for the recruitment button and text on the gang main page.\n */\nimport React, { useState } from \"react\";\nimport { RecruitModal } from \"./RecruitModal\";\nimport { GangConstants } from \"../data/Constants\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { useGang } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n onRecruit: () => void;\n}\n\nexport function RecruitButton(props: IProps): React.ReactElement {\n const gang = useGang();\n const [open, setOpen] = useState(false);\n if (gang.members.length >= GangConstants.MaximumGangMembers) {\n return <>;\n }\n\n if (!gang.canRecruitMember()) {\n const respect = gang.getRespectNeededToRecruitMember();\n return (\n \n \n {formatNumber(respect, 2)} respect needed to recruit next member\n \n );\n }\n\n return (\n <>\n \n setOpen(false)} onRecruit={props.onRecruit} />\n \n );\n}\n","/**\n * React Component for the popup used to recruit new gang members.\n */\nimport React, { useState } from \"react\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { useGang } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ninterface IRecruitPopupProps {\n open: boolean;\n onClose: () => void;\n onRecruit: () => void;\n}\n\nexport function RecruitModal(props: IRecruitPopupProps): React.ReactElement {\n const gang = useGang();\n const [name, setName] = useState(\"\");\n\n const disabled = name === \"\" || !gang.canRecruitMember();\n function recruit(): void {\n if (disabled) return;\n // At this point, the only way this can fail is if you already\n // have a gang member with the same name\n if (!gang.recruitMember(name)) {\n dialogBoxCreate(\"You already have a gang member with this name!\");\n return;\n }\n\n props.onRecruit();\n props.onClose();\n }\n\n function onKeyUp(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) recruit();\n }\n\n function onChange(event: React.ChangeEvent): void {\n setName(event.target.value);\n }\n\n return (\n \n Enter a name for your new Gang member:\n
\n \n Recruit\n \n ),\n }}\n />\n
\n );\n}\n","/**\n * React Component for the territory subpage.\n */\nimport React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { AllGangs } from \"../AllGangs\";\nimport { useGang } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\n\nexport function TerritorySubpage(): React.ReactElement {\n const gang = useGang();\n const gangNames = Object.keys(AllGangs).filter((g) => g != gang.facName);\n\n return (\n <>\n \n This page shows how much territory your Gang controls. This statistic is listed as a percentage, which\n represents how much of the total territory you control.\n
\n
\n Every ~20 seconds, your gang has a chance to 'clash' with other gangs. Your chance to win a clash depends on\n your gang's power, which is listed in the display below. Your gang's power slowly accumulates over time. The\n accumulation rate is determined by the stats of all Gang members you have assigned to the 'Territory Warfare'\n task. Gang members that are not assigned to this task do not contribute to your gang's power. Your gang also\n loses a small amount of power whenever you lose a clash.\n
\n
\n NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of\n whether you win or lose the clash. A gang member being killed results in both respect and power loss for your\n gang.\n
\n
\n The amount of territory you have affects all aspects of your Gang members' production, including money, respect,\n and wanted level. It is very beneficial to have high territory control.\n
\n
\n
\n (gang.territoryWarfareEngaged = event.target.checked)}\n />\n }\n label={\n \n Engaging in Territory Warfare sets your clash chance to 100%. Disengaging will cause your clash chance\n to gradually decrease until it reaches 0%.\n
\n }\n >\n Engage in Territory Warfare\n \n }\n />\n
\n \n \n This percentage represents the chance you have of 'clashing' with with another gang. If you do not wish to\n gain/lose territory, then keep this percentage at 0% by not engaging in territory warfare.\n \n }\n >\n \n Territory Clash Chance: {numeralWrapper.formatPercentage(gang.territoryClashChance, 3)}\n \n \n \n
\n (gang.notifyMemberDeath = event.target.checked)}\n />\n }\n label={\n \n If this is enabled, then you will receive a pop-up notifying you whenever one of your Gang Members dies\n in a territory clash.\n \n }\n >\n Notify about Gang Member Deaths\n \n }\n />\n
\n \n \n \n {gang.facName}\n \n
\n Power: {formatNumber(AllGangs[gang.facName].power, 6)}\n
\n Territory: {formatTerritory(AllGangs[gang.facName].territory)}%\n
\n
\n
\n {gangNames.map((name) => (\n \n ))}\n
\n \n );\n}\nfunction formatTerritory(n: number): string {\n const v = n * 100;\n if (v <= 0) {\n return formatNumber(0, 2);\n } else if (v >= 100) {\n return formatNumber(100, 2);\n } else {\n return formatNumber(v, 2);\n }\n}\n\ninterface ITerritoryProps {\n name: string;\n}\n\nfunction OtherGangTerritory(props: ITerritoryProps): React.ReactElement {\n const gang = useGang();\n const playerPower = AllGangs[gang.facName].power;\n const power = AllGangs[props.name].power;\n const clashVictoryChance = playerPower / (power + playerPower);\n return (\n \n {props.name}\n
\n Power: {formatNumber(power, 6)}\n
\n Territory: {formatTerritory(AllGangs[props.name].territory)}%
\n Chance to win clash with this gang: {numeralWrapper.formatPercentage(clashVictoryChance, 3)}\n
\n
\n
\n );\n}\n","/**\n * React Component for the popup that manages gang members upgrades\n */\nimport React, { useState } from \"react\";\nimport { formatNumber } from \"../../utils/StringHelperFunctions\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { GangMemberUpgrades } from \"../GangMemberUpgrades\";\nimport { GangMemberUpgrade } from \"../GangMemberUpgrade\";\nimport { Money } from \"../../ui/React/Money\";\nimport { useGang } from \"./Context\";\nimport { GangMember } from \"../GangMember\";\nimport { UpgradeType } from \"../data/upgrades\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\n\ninterface INextRevealProps {\n upgrades: string[];\n type: UpgradeType;\n}\n\nfunction NextReveal(props: INextRevealProps): React.ReactElement {\n const gang = useGang();\n const player = use.Player();\n const upgrades = Object.keys(GangMemberUpgrades)\n .filter((upgName: string) => {\n const upg = GangMemberUpgrades[upgName];\n if (player.money.gt(gang.getUpgradeCost(upg))) return false;\n if (upg.type !== props.type) return false;\n if (props.upgrades.includes(upgName)) return false;\n return true;\n })\n .map((upgName: string) => GangMemberUpgrades[upgName]);\n\n if (upgrades.length === 0) return <>;\n return (\n \n Next at \n \n );\n}\n\nfunction PurchasedUpgrade({ upgName }: { upgName: string }): React.ReactElement {\n const upg = GangMemberUpgrades[upgName];\n return (\n \n \n }>\n {upg.name}\n \n \n \n );\n}\n\ninterface IUpgradeButtonProps {\n upg: GangMemberUpgrade;\n rerender: () => void;\n member: GangMember;\n}\n\nfunction UpgradeButton(props: IUpgradeButtonProps): React.ReactElement {\n const gang = useGang();\n const player = use.Player();\n function onClick(): void {\n props.member.buyUpgrade(props.upg, player, gang);\n props.rerender();\n }\n return (\n }>\n \n {props.upg.name}\n \n \n \n );\n}\n\ninterface IPanelProps {\n member: GangMember;\n}\n\nfunction GangMemberUpgradePanel(props: IPanelProps): React.ReactElement {\n const gang = useGang();\n const player = use.Player();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n function filterUpgrades(list: string[], type: UpgradeType): GangMemberUpgrade[] {\n return Object.keys(GangMemberUpgrades)\n .filter((upgName: string) => {\n const upg = GangMemberUpgrades[upgName];\n if (player.money.lt(gang.getUpgradeCost(upg))) return false;\n if (upg.type !== type) return false;\n if (list.includes(upgName)) return false;\n return true;\n })\n .map((upgName: string) => GangMemberUpgrades[upgName]);\n }\n const weaponUpgrades = filterUpgrades(props.member.upgrades, UpgradeType.Weapon);\n const armorUpgrades = filterUpgrades(props.member.upgrades, UpgradeType.Armor);\n const vehicleUpgrades = filterUpgrades(props.member.upgrades, UpgradeType.Vehicle);\n const rootkitUpgrades = filterUpgrades(props.member.upgrades, UpgradeType.Rootkit);\n const augUpgrades = filterUpgrades(props.member.augmentations, UpgradeType.Augmentation);\n\n const asc = {\n hack: props.member.calculateAscensionMult(props.member.hack_asc_points),\n str: props.member.calculateAscensionMult(props.member.str_asc_points),\n def: props.member.calculateAscensionMult(props.member.def_asc_points),\n dex: props.member.calculateAscensionMult(props.member.dex_asc_points),\n agi: props.member.calculateAscensionMult(props.member.agi_asc_points),\n cha: props.member.calculateAscensionMult(props.member.cha_asc_points),\n };\n return (\n \n \n {props.member.name} ({props.member.task})\n \n \n Hack: {props.member.hack} (x\n {formatNumber(props.member.hack_mult * asc.hack, 2)})
\n Str: {props.member.str} (x\n {formatNumber(props.member.str_mult * asc.str, 2)})
\n Def: {props.member.def} (x\n {formatNumber(props.member.def_mult * asc.def, 2)})
\n Dex: {props.member.dex} (x\n {formatNumber(props.member.dex_mult * asc.dex, 2)})
\n Agi: {props.member.agi} (x\n {formatNumber(props.member.agi_mult * asc.agi, 2)})
\n Cha: {props.member.cha} (x\n {formatNumber(props.member.cha_mult * asc.cha, 2)})\n
\n \n Purchased Upgrades: \n
\n {props.member.upgrades.map((upg: string) => (\n \n ))}\n {props.member.augmentations.map((upg: string) => (\n \n ))}\n
\n \n \n \n Weapons\n \n {weaponUpgrades.map((upg) => (\n \n ))}\n \n \n \n \n Armor\n \n {armorUpgrades.map((upg) => (\n \n ))}\n \n \n \n \n Vehicles\n \n {vehicleUpgrades.map((upg) => (\n \n ))}\n \n \n \n \n Rootkits\n \n {rootkitUpgrades.map((upg) => (\n \n ))}\n \n \n \n \n Augmentations\n \n {augUpgrades.map((upg) => (\n \n ))}\n \n \n \n
\n );\n}\n\nexport function EquipmentsSubpage(): React.ReactElement {\n const gang = useGang();\n return (\n <>\n \n You get a discount on equipment and upgrades based on your gang's respect and power. More respect and power\n leads to more discounts.\n \n }\n >\n Discount: -{numeralWrapper.formatPercentage(1 - 1 / gang.getDiscount())}\n \n {gang.members.map((member: GangMember) => (\n \n ))}\n \n );\n}\n","// React Components for the Corporation UI's navigation tabs\n// These are the tabs at the top of the UI that let you switch to different\n// divisions, see an overview of your corporation, or create a new industry\nimport React, { useState, useEffect } from \"react\";\nimport { IIndustry } from \"../IIndustry\";\nimport { MainPanel } from \"./MainPanel\";\nimport { Industries } from \"../IndustryData\";\nimport { ExpandIndustryTab } from \"./ExpandIndustryTab\";\nimport { use } from \"../../ui/Context\";\nimport { Context } from \"./Context\";\nimport { Overview } from \"./Overview\";\n\nimport Tabs from \"@mui/material/Tabs\";\nimport Tab from \"@mui/material/Tab\";\n\nexport function CorporationRoot(): React.ReactElement {\n const player = use.Player();\n const corporation = player.corporation;\n if (corporation === null) return <>;\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const [divisionName, setDivisionName] = useState(\"Overview\");\n function handleChange(event: React.SyntheticEvent, tab: string | number): void {\n setDivisionName(tab);\n }\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n const canExpand =\n Object.keys(Industries).filter(\n (industryType: string) =>\n corporation.divisions.find((division: IIndustry) => division.type === industryType) === undefined,\n ).length > 0;\n\n return (\n \n \n \n {corporation.divisions.map((div) => (\n \n ))}\n {canExpand && }\n \n {divisionName === \"Overview\" && }\n {divisionName === -1 && }\n {typeof divisionName === \"string\" && divisionName !== \"Overview\" && (\n \n )}\n \n );\n}\n","// React Component for the element that contains the actual info/data\n// for the Corporation UI. This panel lies below the header tabs and will\n// be filled with whatever is needed based on the routing/navigation\nimport React from \"react\";\n\nimport { CityTabs } from \"./CityTabs\";\nimport { IIndustry } from \"../IIndustry\";\nimport { Context, useCorporation } from \"./Context\";\n\nimport { CityName } from \"../../Locations/data/CityNames\";\n\ninterface IProps {\n divisionName: string;\n rerender: () => void;\n}\n\nexport function MainPanel(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division =\n props.divisionName !== \"Overview\"\n ? corp.divisions.find((division: IIndustry) => division.name === props.divisionName)\n : undefined; // use undefined because find returns undefined\n\n if (division === undefined) throw new Error(\"Cannot find division\");\n return (\n \n \n \n );\n}\n","// React Components for the Corporation UI's City navigation tabs\n// These allow player to navigate between different cities for each industry\nimport React, { useState } from \"react\";\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { Industry } from \"./Industry\";\nimport { ExpandNewCity } from \"./ExpandNewCity\";\nimport { useDivision } from \"./Context\";\nimport Tabs from \"@mui/material/Tabs\";\nimport Tab from \"@mui/material/Tab\";\n\ninterface IProps {\n city: string;\n rerender: () => void;\n}\n\nexport function CityTabs(props: IProps): React.ReactElement {\n const division = useDivision();\n const [city, setCity] = useState(props.city);\n\n const office = division.offices[city];\n if (office === 0) {\n setCity(\"Sector-12\");\n return <>;\n }\n\n const canExpand =\n Object.keys(division.offices).filter((cityName: string) => division.offices[cityName] === 0).length > 0;\n function handleChange(event: React.SyntheticEvent, tab: string): void {\n setCity(tab);\n }\n return (\n <>\n \n {Object.values(division.offices).map(\n (office: OfficeSpace | 0) => office !== 0 && ,\n )}\n {canExpand && }\n \n\n {city !== \"Expand\" ? (\n \n ) : (\n \n )}\n \n );\n}\n","// React Component for managing the Corporation's Industry UI\n// This Industry component does NOT include the city tabs at the top\nimport React from \"react\";\n\nimport { IndustryOffice } from \"./IndustryOffice\";\nimport { IndustryOverview } from \"./IndustryOverview\";\nimport { IndustryWarehouse } from \"./IndustryWarehouse\";\nimport { Warehouse } from \"../Warehouse\";\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { use } from \"../../ui/Context\";\nimport { useCorporation, useDivision } from \"./Context\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n city: string;\n warehouse: Warehouse | 0;\n office: OfficeSpace;\n rerender: () => void;\n}\n\nexport function Industry(props: IProps): React.ReactElement {\n const player = use.Player();\n const corp = useCorporation();\n const division = useDivision();\n return (\n \n \n \n \n \n \n \n \n \n );\n}\n","// React Component for displaying an Industry's OfficeSpace information\n// (bottom-left panel in the Industry UI)\nimport React, { useState } from \"react\";\n\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { Employee } from \"../Employee\";\nimport { EmployeePositions } from \"../EmployeePositions\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\nimport { UpgradeOfficeSizeModal } from \"./UpgradeOfficeSizeModal\";\nimport { ThrowPartyModal } from \"./ThrowPartyModal\";\nimport { Money } from \"../../ui/React/Money\";\nimport { useCorporation, useDivision } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport IconButton from \"@mui/material/IconButton\";\nimport Paper from \"@mui/material/Paper\";\nimport ArrowDropUpIcon from \"@mui/icons-material/ArrowDropUp\";\nimport ArrowDropDownIcon from \"@mui/icons-material/ArrowDropDown\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport Table from \"@mui/material/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport TableRow from \"@mui/material/TableRow\";\nimport { TableCell } from \"../../ui/React/Table\";\n\ninterface IProps {\n office: OfficeSpace;\n rerender: () => void;\n}\n\nfunction countEmployee(employees: Employee[], job: string): number {\n let n = 0;\n for (let i = 0; i < employees.length; ++i) {\n if (employees[i].pos === job) n++;\n }\n return n;\n}\n\ninterface ISwitchProps {\n manualMode: boolean;\n switchMode: (f: (b: boolean) => boolean) => void;\n}\n\nfunction SwitchButton(props: ISwitchProps): React.ReactElement {\n if (props.manualMode) {\n return (\n \n Switch to Automatic Assignment Mode, which will automatically assign employees to your selected jobs. You\n simply have to select the number of assignments for each job\n \n }\n >\n \n \n );\n } else {\n return (\n \n Switch to Manual Assignment Mode, which allows you to specify which employees should get which jobs\n \n }\n >\n \n \n );\n }\n}\n\nfunction ManualManagement(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [employee, setEmployee] = useState(\n props.office.employees.length > 0 ? props.office.employees[0] : null,\n );\n\n // Employee Selector\n const employees = [];\n for (let i = 0; i < props.office.employees.length; ++i) {\n employees.push(\n \n {props.office.employees[i].name}\n ,\n );\n }\n\n function employeeSelectorOnChange(e: SelectChangeEvent): void {\n const name = e.target.value;\n for (let i = 0; i < props.office.employees.length; ++i) {\n if (name === props.office.employees[i].name) {\n setEmployee(props.office.employees[i]);\n break;\n }\n }\n\n props.rerender();\n }\n\n // Employee Positions Selector\n const emp = employee;\n let employeePositionSelectorInitialValue = \"\";\n const employeePositions = [];\n const positionNames = Object.values(EmployeePositions);\n for (let i = 0; i < positionNames.length; ++i) {\n employeePositions.push(\n \n {positionNames[i]}\n ,\n );\n if (emp != null && emp.pos === positionNames[i]) {\n employeePositionSelectorInitialValue = positionNames[i];\n }\n }\n\n function employeePositionSelectorOnChange(e: SelectChangeEvent): void {\n if (employee === null) return;\n employee.pos = e.target.value;\n props.rerender();\n }\n\n // Numeraljs formatter\n const nf = \"0.000\";\n\n // Employee stats (after applying multipliers)\n const effCre = emp ? emp.cre * corp.getEmployeeCreMultiplier() * division.getEmployeeCreMultiplier() : 0;\n const effCha = emp ? emp.cha * corp.getEmployeeChaMultiplier() * division.getEmployeeChaMultiplier() : 0;\n const effInt = emp ? emp.int * corp.getEmployeeIntMultiplier() * division.getEmployeeIntMultiplier() : 0;\n const effEff = emp ? emp.eff * corp.getEmployeeEffMultiplier() * division.getEmployeeEffMultiplier() : 0;\n\n return (\n <>\n
\n \n {employee != null && (\n \n Morale: {numeralWrapper.format(employee.mor, nf)}\n
\n Happiness: {numeralWrapper.format(employee.hap, nf)}\n
\n Energy: {numeralWrapper.format(employee.ene, nf)}\n
\n Intelligence: {numeralWrapper.format(effInt, nf)}\n
\n Charisma: {numeralWrapper.format(effCha, nf)}\n
\n Experience: {numeralWrapper.format(employee.exp, nf)}\n
\n Creativity: {numeralWrapper.format(effCre, nf)}\n
\n Efficiency: {numeralWrapper.format(effEff, nf)}\n
\n Salary: \n
\n )}\n {employee != null && (\n \n )}\n \n );\n}\n\ninterface IAutoAssignProps {\n office: OfficeSpace;\n job: string;\n desc: string;\n rerender: () => void;\n}\n\nfunction AutoAssignJob(props: IAutoAssignProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const numJob = countEmployee(props.office.employees, props.job);\n const numUnassigned = countEmployee(props.office.employees, EmployeePositions.Unassigned);\n function assignEmployee(): void {\n if (numUnassigned <= 0) {\n console.warn(\"Cannot assign employee. No unassigned employees available\");\n return;\n }\n\n props.office.assignEmployeeToJob(props.job);\n props.office.calculateEmployeeProductivity(corp, division);\n props.rerender();\n }\n\n function unassignEmployee(): void {\n props.office.unassignEmployeeFromJob(props.job);\n props.office.calculateEmployeeProductivity(corp, division);\n props.rerender();\n }\n return (\n \n \n \n \n {props.job} ({numJob})\n \n \n \n \n \n \n \n \n \n \n \n \n );\n}\n\nfunction AutoManagement(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const numUnassigned = countEmployee(props.office.employees, EmployeePositions.Unassigned);\n const vechain = corp.unlockUpgrades[4] === 1; // Has Vechain upgrade\n\n // Calculate average morale, happiness, energy, and salary.\n let totalMorale = 0,\n totalHappiness = 0,\n totalEnergy = 0,\n totalSalary = 0;\n for (let i = 0; i < props.office.employees.length; ++i) {\n totalMorale += props.office.employees[i].mor;\n totalHappiness += props.office.employees[i].hap;\n totalEnergy += props.office.employees[i].ene;\n totalSalary += props.office.employees[i].sal;\n }\n\n let avgMorale = 0,\n avgHappiness = 0,\n avgEnergy = 0;\n if (props.office.employees.length > 0) {\n avgMorale = totalMorale / props.office.employees.length;\n avgHappiness = totalHappiness / props.office.employees.length;\n avgEnergy = totalEnergy / props.office.employees.length;\n }\n\n return (\n <>\n \n \n \n \n Unassigned Employees:\n \n \n {numUnassigned}\n \n \n \n \n Avg Employee Morale:\n \n \n {numeralWrapper.format(avgMorale, \"0.000\")}\n \n \n \n \n Avg Employee Happiness:\n \n \n {numeralWrapper.format(avgHappiness, \"0.000\")}\n \n \n \n \n Avg Employee Energy:\n \n \n {numeralWrapper.format(avgEnergy, \"0.000\")}\n \n \n \n \n Total Employee Salary:\n \n \n \n \n \n \n \n {vechain && (\n <>\n \n \n \n The base amount of material this office can produce. Does not include production multipliers\n from upgrades and materials. This value is based off the productivity of your Operations,\n Engineering, and Management employees\n \n }\n >\n Material Production:\n \n \n \n \n {numeralWrapper.format(division.getOfficeProductivity(props.office), \"0.000\")}\n \n \n \n \n \n \n The base amount of any given Product this office can produce. Does not include production\n multipliers from upgrades and materials. This value is based off the productivity of your\n Operations, Engineering, and Management employees\n \n }\n >\n Product Production:\n \n \n \n \n {numeralWrapper.format(\n division.getOfficeProductivity(props.office, {\n forProduct: true,\n }),\n \"0.000\",\n )}\n \n \n \n \n \n The effect this office's 'Business' employees has on boosting sales}\n >\n Business Multiplier:\n \n \n \n x{numeralWrapper.format(division.getBusinessFactor(props.office), \"0.000\")}\n \n \n \n )}\n \n
\n\n \n \n \n\n \n\n \n\n \n\n \n\n \n \n
\n \n );\n}\n\nexport function IndustryOffice(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [upgradeOfficeSizeOpen, setUpgradeOfficeSizeOpen] = useState(false);\n const [throwPartyOpen, setThrowPartyOpen] = useState(false);\n const [employeeManualAssignMode, setEmployeeManualAssignMode] = useState(false);\n\n function autohireEmployeeButtonOnClick(): void {\n if (props.office.atCapacity()) return;\n props.office.hireRandomEmployee();\n props.rerender();\n }\n\n return (\n \n Office Space\n \n Size: {props.office.employees.length} / {props.office.size} employees\n \n Automatically hires an employee and gives him/her a random name}>\n \n \n \n \n
\n Upgrade the office's size so that it can hold more employees!}>\n \n \n \n \n setUpgradeOfficeSizeOpen(false)}\n />\n\n {!division.hasResearch(\"AutoPartyManager\") && (\n <>\n Throw an office party to increase your employee's morale and happiness}\n >\n \n \n \n \n setThrowPartyOpen(false)}\n />\n \n )}\n\n
\n\n \n {employeeManualAssignMode ? (\n \n ) : (\n \n )}\n
\n );\n}\n","import React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { ICorporation } from \"../ICorporation\";\nimport { UpgradeOfficeSize } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\n\ninterface IUpgradeButton {\n cost: number;\n size: number;\n corp: ICorporation;\n office: OfficeSpace;\n onClose: () => void;\n rerender: () => void;\n}\n\nfunction UpgradeSizeButton(props: IUpgradeButton): React.ReactElement {\n const corp = useCorporation();\n function upgradeSize(cost: number, size: number): void {\n if (corp.funds.lt(cost)) {\n return;\n }\n\n UpgradeOfficeSize(corp, props.office, size);\n props.rerender();\n props.onClose();\n }\n return (\n \n \n \n \n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n office: OfficeSpace;\n rerender: () => void;\n}\n\nexport function UpgradeOfficeSizeModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const initialPriceMult = Math.round(props.office.size / CorporationConstants.OfficeInitialSize);\n const costMultiplier = 1.09;\n const upgradeCost = CorporationConstants.OfficeInitialCost * Math.pow(costMultiplier, initialPriceMult);\n\n // Calculate cost to upgrade size by 15 employees\n let mult = 0;\n for (let i = 0; i < 5; ++i) {\n mult += Math.pow(costMultiplier, initialPriceMult + i);\n }\n const upgradeCost15 = CorporationConstants.OfficeInitialCost * mult;\n\n //Calculate max upgrade size and cost\n const maxMult = corp.funds.dividedBy(CorporationConstants.OfficeInitialCost).toNumber();\n let maxNum = 1;\n mult = Math.pow(costMultiplier, initialPriceMult);\n while (maxNum < 50) {\n //Hard cap of 50x (extra 150 employees)\n if (mult >= maxMult) break;\n const multIncrease = Math.pow(costMultiplier, initialPriceMult + maxNum);\n if (mult + multIncrease > maxMult) {\n break;\n } else {\n mult += multIncrease;\n }\n ++maxNum;\n }\n const upgradeCostMax = CorporationConstants.OfficeInitialCost * mult;\n\n return (\n \n Increase the size of your office space to fit additional employees!\n \n Upgrade size: \n \n \n \n \n \n );\n}\n","import { Reviver, Generic_toJSON, Generic_fromJSON } from \"../utils/JSONReviver\";\nimport { CityName } from \"../Locations/data/CityNames\";\nimport Decimal from \"decimal.js\";\nimport { Industries, IndustryStartingCosts, IndustryResearchTrees } from \"./IndustryData\";\nimport { CorporationConstants } from \"./data/Constants\";\nimport { EmployeePositions } from \"./EmployeePositions\";\nimport { Material } from \"./Material\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { calculateEffectWithFactors } from \"../utils/calculateEffectWithFactors\";\nimport { OfficeSpace } from \"./OfficeSpace\";\nimport { Product } from \"./Product\";\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\nimport { isString } from \"../utils/helpers/isString\";\nimport { MaterialSizes } from \"./MaterialSizes\";\nimport { Warehouse } from \"./Warehouse\";\nimport { ICorporation } from \"./ICorporation\";\nimport { IIndustry } from \"./IIndustry\";\nimport { IndustryUpgrade, IndustryUpgrades } from \"./IndustryUpgrades\";\n\ninterface IParams {\n name?: string;\n corp?: ICorporation;\n type?: string;\n}\n\nexport class Industry implements IIndustry {\n name = \"\";\n type = Industries.Agriculture;\n sciResearch = new Material({ name: \"Scientific Research\" });\n researched: { [key: string]: boolean | undefined } = {};\n reqMats: { [key: string]: number | undefined } = {};\n\n //An array of the name of materials being produced\n prodMats: string[] = [];\n\n products: { [key: string]: Product | undefined } = {};\n makesProducts = false;\n\n awareness = 0;\n popularity = 0; //Should always be less than awareness\n startingCost = 0;\n\n /* The following are factors for how much production/other things are increased by\n different factors. The production increase always has diminishing returns,\n and they are all reprsented by exponentials of < 1 (e.g x ^ 0.5, x ^ 0.8)\n The number for these represent the exponential. A lower number means more\n diminishing returns */\n reFac = 0; //Real estate Factor\n sciFac = 0; //Scientific Research Factor, affects quality\n hwFac = 0; //Hardware factor\n robFac = 0; //Robotics Factor\n aiFac = 0; //AI Cores factor;\n advFac = 0; //Advertising factor, affects sales\n\n prodMult = 0; //Production multiplier\n\n //Financials\n lastCycleRevenue: any;\n lastCycleExpenses: any;\n thisCycleRevenue: any;\n thisCycleExpenses: any;\n\n //Upgrades\n upgrades: number[] = Array(Object.keys(IndustryUpgrades).length).fill(0);\n\n state = \"START\";\n newInd = true;\n\n //Maps locations to warehouses. 0 if no warehouse at that location\n warehouses: { [key: string]: Warehouse | 0 };\n\n //Maps locations to offices. 0 if no office at that location\n offices: { [key: string]: OfficeSpace | 0 } = {\n [CityName.Aevum]: 0,\n [CityName.Chongqing]: 0,\n [CityName.Sector12]: new OfficeSpace({\n loc: CityName.Sector12,\n size: CorporationConstants.OfficeInitialSize,\n }),\n [CityName.NewTokyo]: 0,\n [CityName.Ishima]: 0,\n [CityName.Volhaven]: 0,\n };\n\n constructor(params: IParams = {}) {\n this.name = params.name ? params.name : \"\";\n this.type = params.type ? params.type : Industries.Agriculture;\n\n //Financials\n this.lastCycleRevenue = new Decimal(0);\n this.lastCycleExpenses = new Decimal(0);\n this.thisCycleRevenue = new Decimal(0);\n this.thisCycleExpenses = new Decimal(0);\n\n this.warehouses = {\n [CityName.Aevum]: 0,\n [CityName.Chongqing]: 0,\n [CityName.Sector12]: new Warehouse({\n corp: params.corp,\n industry: this,\n loc: CityName.Sector12,\n size: CorporationConstants.WarehouseInitialSize,\n }),\n [CityName.NewTokyo]: 0,\n [CityName.Ishima]: 0,\n [CityName.Volhaven]: 0,\n };\n\n this.init();\n }\n\n init(): void {\n //Set the unique properties of an industry (how much its affected by real estate/scientific research, etc.)\n const startingCost = IndustryStartingCosts[this.type];\n if (startingCost === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.startingCost = startingCost;\n switch (this.type) {\n case Industries.Energy:\n this.reFac = 0.65;\n this.sciFac = 0.7;\n this.robFac = 0.05;\n this.aiFac = 0.3;\n this.advFac = 0.08;\n this.reqMats = {\n Hardware: 0.1,\n Metal: 0.2,\n };\n this.prodMats = [\"Energy\"];\n break;\n case Industries.Utilities:\n case \"Utilities\":\n this.reFac = 0.5;\n this.sciFac = 0.6;\n this.robFac = 0.4;\n this.aiFac = 0.4;\n this.advFac = 0.08;\n this.reqMats = {\n Hardware: 0.1,\n Metal: 0.1,\n };\n this.prodMats = [\"Water\"];\n break;\n case Industries.Agriculture:\n this.reFac = 0.72;\n this.sciFac = 0.5;\n this.hwFac = 0.2;\n this.robFac = 0.3;\n this.aiFac = 0.3;\n this.advFac = 0.04;\n this.reqMats = {\n Water: 0.5,\n Energy: 0.5,\n };\n this.prodMats = [\"Plants\", \"Food\"];\n break;\n case Industries.Fishing:\n this.reFac = 0.15;\n this.sciFac = 0.35;\n this.hwFac = 0.35;\n this.robFac = 0.5;\n this.aiFac = 0.2;\n this.advFac = 0.08;\n this.reqMats = {\n Energy: 0.5,\n };\n this.prodMats = [\"Food\"];\n break;\n case Industries.Mining:\n this.reFac = 0.3;\n this.sciFac = 0.26;\n this.hwFac = 0.4;\n this.robFac = 0.45;\n this.aiFac = 0.45;\n this.advFac = 0.06;\n this.reqMats = {\n Energy: 0.8,\n };\n this.prodMats = [\"Metal\"];\n break;\n case Industries.Food:\n //reFac is unique for this bc it diminishes greatly per city. Handle this separately in code?\n this.sciFac = 0.12;\n this.hwFac = 0.15;\n this.robFac = 0.3;\n this.aiFac = 0.25;\n this.advFac = 0.25;\n this.reFac = 0.05;\n this.reqMats = {\n Food: 0.5,\n Water: 0.5,\n Energy: 0.2,\n };\n this.makesProducts = true;\n break;\n case Industries.Tobacco:\n this.reFac = 0.15;\n this.sciFac = 0.75;\n this.hwFac = 0.15;\n this.robFac = 0.2;\n this.aiFac = 0.15;\n this.advFac = 0.2;\n this.reqMats = {\n Plants: 1,\n Water: 0.2,\n };\n this.makesProducts = true;\n break;\n case Industries.Chemical:\n this.reFac = 0.25;\n this.sciFac = 0.75;\n this.hwFac = 0.2;\n this.robFac = 0.25;\n this.aiFac = 0.2;\n this.advFac = 0.07;\n this.reqMats = {\n Plants: 1,\n Energy: 0.5,\n Water: 0.5,\n };\n this.prodMats = [\"Chemicals\"];\n break;\n case Industries.Pharmaceutical:\n this.reFac = 0.05;\n this.sciFac = 0.8;\n this.hwFac = 0.15;\n this.robFac = 0.25;\n this.aiFac = 0.2;\n this.advFac = 0.16;\n this.reqMats = {\n Chemicals: 2,\n Energy: 1,\n Water: 0.5,\n };\n this.prodMats = [\"Drugs\"];\n this.makesProducts = true;\n break;\n case Industries.Computer:\n case \"Computer\":\n this.reFac = 0.2;\n this.sciFac = 0.62;\n this.robFac = 0.36;\n this.aiFac = 0.19;\n this.advFac = 0.17;\n this.reqMats = {\n Metal: 2,\n Energy: 1,\n };\n this.prodMats = [\"Hardware\"];\n this.makesProducts = true;\n break;\n case Industries.Robotics:\n this.reFac = 0.32;\n this.sciFac = 0.65;\n this.aiFac = 0.36;\n this.advFac = 0.18;\n this.hwFac = 0.19;\n this.reqMats = {\n Hardware: 5,\n Energy: 3,\n };\n this.prodMats = [\"Robots\"];\n this.makesProducts = true;\n break;\n case Industries.Software:\n this.sciFac = 0.62;\n this.advFac = 0.16;\n this.hwFac = 0.25;\n this.reFac = 0.15;\n this.aiFac = 0.18;\n this.robFac = 0.05;\n this.reqMats = {\n Hardware: 0.5,\n Energy: 0.5,\n };\n this.prodMats = [\"AICores\"];\n this.makesProducts = true;\n break;\n case Industries.Healthcare:\n this.reFac = 0.1;\n this.sciFac = 0.75;\n this.advFac = 0.11;\n this.hwFac = 0.1;\n this.robFac = 0.1;\n this.aiFac = 0.1;\n this.reqMats = {\n Robots: 10,\n AICores: 5,\n Energy: 5,\n Water: 5,\n };\n this.makesProducts = true;\n break;\n case Industries.RealEstate:\n this.robFac = 0.6;\n this.aiFac = 0.6;\n this.advFac = 0.25;\n this.sciFac = 0.05;\n this.hwFac = 0.05;\n this.reqMats = {\n Metal: 5,\n Energy: 5,\n Water: 2,\n Hardware: 4,\n };\n this.prodMats = [\"RealEstate\"];\n this.makesProducts = true;\n break;\n default:\n console.error(`Invalid Industry Type passed into Industry.init(): ${this.type}`);\n return;\n }\n }\n\n getProductDescriptionText(): string {\n if (!this.makesProducts) return \"\";\n switch (this.type) {\n case Industries.Food:\n return \"create and manage restaurants\";\n case Industries.Tobacco:\n return \"create tobacco and tobacco-related products\";\n case Industries.Pharmaceutical:\n return \"develop new pharmaceutical drugs\";\n case Industries.Computer:\n case \"Computer\":\n return \"create new computer hardware and networking infrastructures\";\n case Industries.Robotics:\n return \"build specialized robots and robot-related products\";\n case Industries.Software:\n return \"develop computer software\";\n case Industries.Healthcare:\n return \"build and manage hospitals\";\n case Industries.RealEstate:\n return \"develop and manage real estate properties\";\n default:\n console.error(\"Invalid industry type in Industry.getProductDescriptionText\");\n return \"\";\n }\n }\n\n getMaximumNumberProducts(): number {\n if (!this.makesProducts) return 0;\n\n // Calculate additional number of allowed Products from Research/Upgrades\n let additional = 0;\n if (this.hasResearch(\"uPgrade: Capacity.I\")) ++additional;\n if (this.hasResearch(\"uPgrade: Capacity.II\")) ++additional;\n\n return CorporationConstants.BaseMaxProducts + additional;\n }\n\n hasMaximumNumberProducts(): boolean {\n return Object.keys(this.products).length >= this.getMaximumNumberProducts();\n }\n\n //Calculates the values that factor into the production and properties of\n //materials/products (such as quality, etc.)\n calculateProductionFactors(): void {\n let multSum = 0;\n for (let i = 0; i < CorporationConstants.Cities.length; ++i) {\n const city = CorporationConstants.Cities[i];\n const warehouse = this.warehouses[city];\n if (!(warehouse instanceof Warehouse)) {\n continue;\n }\n\n const materials = warehouse.materials;\n\n const cityMult =\n Math.pow(0.002 * materials.RealEstate.qty + 1, this.reFac) *\n Math.pow(0.002 * materials.Hardware.qty + 1, this.hwFac) *\n Math.pow(0.002 * materials.Robots.qty + 1, this.robFac) *\n Math.pow(0.002 * materials.AICores.qty + 1, this.aiFac);\n multSum += Math.pow(cityMult, 0.73);\n }\n\n multSum < 1 ? (this.prodMult = 1) : (this.prodMult = multSum);\n }\n\n updateWarehouseSizeUsed(warehouse: Warehouse): void {\n warehouse.updateMaterialSizeUsed();\n\n for (const prodName in this.products) {\n if (this.products.hasOwnProperty(prodName)) {\n const prod = this.products[prodName];\n if (prod === undefined) continue;\n warehouse.sizeUsed += prod.data[warehouse.loc][0] * prod.siz;\n }\n }\n }\n\n process(marketCycles = 1, state: string, corporation: ICorporation): void {\n this.state = state;\n\n //At the start of a cycle, store and reset revenue/expenses\n //Then calculate salaries and processs the markets\n if (state === \"START\") {\n if (isNaN(this.thisCycleRevenue) || isNaN(this.thisCycleExpenses)) {\n console.error(\"NaN in Corporation's computed revenue/expenses\");\n dialogBoxCreate(\n \"Something went wrong when compting Corporation's revenue/expenses. This is a bug. Please report to game developer\",\n );\n this.thisCycleRevenue = new Decimal(0);\n this.thisCycleExpenses = new Decimal(0);\n }\n this.lastCycleRevenue = this.thisCycleRevenue.dividedBy(marketCycles * CorporationConstants.SecsPerMarketCycle);\n this.lastCycleExpenses = this.thisCycleExpenses.dividedBy(marketCycles * CorporationConstants.SecsPerMarketCycle);\n this.thisCycleRevenue = new Decimal(0);\n this.thisCycleExpenses = new Decimal(0);\n\n // Once you start making revenue, the player should no longer be\n // considered new, and therefore no longer needs the 'tutorial' UI elements\n if (this.lastCycleRevenue.gt(0)) {\n this.newInd = false;\n }\n\n // Process offices (and the employees in them)\n let employeeSalary = 0;\n for (const officeLoc in this.offices) {\n const office = this.offices[officeLoc];\n if (office === 0) continue;\n if (office instanceof OfficeSpace) {\n employeeSalary += office.process(marketCycles, corporation, this);\n }\n }\n this.thisCycleExpenses = this.thisCycleExpenses.plus(employeeSalary);\n\n // Process change in demand/competition of materials/products\n this.processMaterialMarket();\n this.processProductMarket(marketCycles);\n\n // Process loss of popularity\n this.popularity -= marketCycles * 0.0001;\n this.popularity = Math.max(0, this.popularity);\n\n // Process Dreamsense gains\n const popularityGain = corporation.getDreamSenseGain(),\n awarenessGain = popularityGain * 4;\n if (popularityGain > 0) {\n this.popularity += popularityGain * marketCycles;\n this.awareness += awarenessGain * marketCycles;\n }\n\n return;\n }\n\n // Process production, purchase, and import/export of materials\n let res = this.processMaterials(marketCycles, corporation);\n if (Array.isArray(res)) {\n this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);\n this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);\n }\n\n // Process creation, production & sale of products\n res = this.processProducts(marketCycles, corporation);\n if (Array.isArray(res)) {\n this.thisCycleRevenue = this.thisCycleRevenue.plus(res[0]);\n this.thisCycleExpenses = this.thisCycleExpenses.plus(res[1]);\n }\n }\n\n // Process change in demand and competition for this industry's materials\n processMaterialMarket(): void {\n //References to prodMats and reqMats\n const reqMats = this.reqMats,\n prodMats = this.prodMats;\n\n //Only 'process the market' for materials that this industry deals with\n for (let i = 0; i < CorporationConstants.Cities.length; ++i) {\n //If this industry has a warehouse in this city, process the market\n //for every material this industry requires or produces\n if (this.warehouses[CorporationConstants.Cities[i]] instanceof Warehouse) {\n const wh = this.warehouses[CorporationConstants.Cities[i]];\n if (wh === 0) continue;\n for (const name in reqMats) {\n if (reqMats.hasOwnProperty(name)) {\n wh.materials[name].processMarket();\n }\n }\n\n //Produced materials are stored in an array\n for (let foo = 0; foo < prodMats.length; ++foo) {\n wh.materials[prodMats[foo]].processMarket();\n }\n\n //Process these twice because these boost production\n wh.materials[\"Hardware\"].processMarket();\n wh.materials[\"Robots\"].processMarket();\n wh.materials[\"AICores\"].processMarket();\n wh.materials[\"RealEstate\"].processMarket();\n }\n }\n }\n\n // Process change in demand and competition for this industry's products\n processProductMarket(marketCycles = 1): void {\n // Demand gradually decreases, and competition gradually increases\n for (const name in this.products) {\n if (this.products.hasOwnProperty(name)) {\n const product = this.products[name];\n if (product === undefined) continue;\n let change = getRandomInt(0, 3) * 0.0004;\n if (change === 0) continue;\n\n if (\n this.type === Industries.Pharmaceutical ||\n this.type === Industries.Software ||\n this.type === Industries.Robotics\n ) {\n change *= 3;\n }\n change *= marketCycles;\n product.dmd -= change;\n product.cmp += change;\n product.cmp = Math.min(product.cmp, 99.99);\n product.dmd = Math.max(product.dmd, 0.001);\n }\n }\n }\n\n //Process production, purchase, and import/export of materials\n processMaterials(marketCycles = 1, corporation: ICorporation): [number, number] {\n let revenue = 0,\n expenses = 0;\n this.calculateProductionFactors();\n\n //At the start of the export state, set the imports of everything to 0\n if (this.state === \"EXPORT\") {\n for (let i = 0; i < CorporationConstants.Cities.length; ++i) {\n const city = CorporationConstants.Cities[i];\n if (!(this.warehouses[city] instanceof Warehouse)) {\n continue;\n }\n const warehouse = this.warehouses[city];\n if (warehouse === 0) continue;\n for (const matName in warehouse.materials) {\n if (warehouse.materials.hasOwnProperty(matName)) {\n const mat = warehouse.materials[matName];\n mat.imp = 0;\n }\n }\n }\n }\n\n for (let i = 0; i < CorporationConstants.Cities.length; ++i) {\n const city = CorporationConstants.Cities[i];\n const office = this.offices[city];\n if (office === 0) continue;\n\n if (this.warehouses[city] instanceof Warehouse) {\n const warehouse = this.warehouses[city];\n if (warehouse === 0) continue;\n\n switch (this.state) {\n case \"PURCHASE\": {\n /* Process purchase of materials */\n for (const matName in warehouse.materials) {\n if (!warehouse.materials.hasOwnProperty(matName)) continue;\n const mat = warehouse.materials[matName];\n let buyAmt = 0;\n let maxAmt = 0;\n if (warehouse.smartSupplyEnabled && Object.keys(this.reqMats).includes(matName)) {\n continue;\n }\n buyAmt = mat.buy * CorporationConstants.SecsPerMarketCycle * marketCycles;\n\n if (matName == \"RealEstate\") {\n maxAmt = corporation.funds.toNumber() / mat.bCost;\n } else {\n maxAmt = Math.floor((warehouse.size - warehouse.sizeUsed) / MaterialSizes[matName]);\n }\n buyAmt = Math.min(buyAmt, maxAmt);\n if (buyAmt > 0) {\n mat.qty += buyAmt;\n expenses += buyAmt * mat.bCost;\n }\n this.updateWarehouseSizeUsed(warehouse);\n } //End process purchase of materials\n\n // smart supply\n const smartBuy: { [key: string]: number | undefined } = {};\n for (const matName in warehouse.materials) {\n if (!warehouse.materials.hasOwnProperty(matName)) continue;\n if (!warehouse.smartSupplyEnabled || !Object.keys(this.reqMats).includes(matName)) continue;\n const mat = warehouse.materials[matName];\n\n //Smart supply tracker is stored as per second rate\n const reqMat = this.reqMats[matName];\n if (reqMat === undefined) throw new Error(`reqMat \"${matName}\" is undefined`);\n mat.buy = reqMat * warehouse.smartSupplyStore;\n let buyAmt = mat.buy * CorporationConstants.SecsPerMarketCycle * marketCycles;\n const maxAmt = Math.floor((warehouse.size - warehouse.sizeUsed) / MaterialSizes[matName]);\n buyAmt = Math.min(buyAmt, maxAmt);\n if (buyAmt > 0) smartBuy[matName] = buyAmt;\n }\n\n // Find which material were trying to create the least amount of product with.\n let worseAmt = 1e99;\n for (const matName in smartBuy) {\n const buyAmt = smartBuy[matName];\n if (buyAmt === undefined) throw new Error(`Somehow smartbuy matname is undefined`);\n const reqMat = this.reqMats[matName];\n if (reqMat === undefined) throw new Error(`reqMat \"${matName}\" is undefined`);\n const amt = buyAmt / reqMat;\n if (amt < worseAmt) worseAmt = amt;\n }\n\n // Align all the materials to the smallest amount.\n for (const matName in smartBuy) {\n const reqMat = this.reqMats[matName];\n if (reqMat === undefined) throw new Error(`reqMat \"${matName}\" is undefined`);\n smartBuy[matName] = worseAmt * reqMat;\n }\n\n // Calculate the total size of all things were trying to buy\n let totalSize = 0;\n for (const matName in smartBuy) {\n const buyAmt = smartBuy[matName];\n if (buyAmt === undefined) throw new Error(`Somehow smartbuy matname is undefined`);\n totalSize += buyAmt * MaterialSizes[matName];\n }\n\n // Shrink to the size of available space.\n const freeSpace = warehouse.size - warehouse.sizeUsed;\n if (totalSize > freeSpace) {\n for (const matName in smartBuy) {\n const buyAmt = smartBuy[matName];\n if (buyAmt === undefined) throw new Error(`Somehow smartbuy matname is undefined`);\n smartBuy[matName] = Math.floor((buyAmt * freeSpace) / totalSize);\n }\n }\n\n // Use the materials already in the warehouse if the option is on.\n for (const matName in smartBuy) {\n if (!warehouse.smartSupplyUseLeftovers[matName]) continue;\n const mat = warehouse.materials[matName];\n const buyAmt = smartBuy[matName];\n if (buyAmt === undefined) throw new Error(`Somehow smartbuy matname is undefined`);\n smartBuy[matName] = Math.max(0, buyAmt - mat.qty);\n }\n\n // buy them\n for (const matName in smartBuy) {\n const mat = warehouse.materials[matName];\n const buyAmt = smartBuy[matName];\n if (buyAmt === undefined) throw new Error(`Somehow smartbuy matname is undefined`);\n mat.qty += buyAmt;\n expenses += buyAmt * mat.bCost;\n }\n break;\n }\n case \"PRODUCTION\":\n warehouse.smartSupplyStore = 0; //Reset smart supply amount\n\n /* Process production of materials */\n if (this.prodMats.length > 0) {\n const mat = warehouse.materials[this.prodMats[0]];\n //Calculate the maximum production of this material based\n //on the office's productivity\n const maxProd =\n this.getOfficeProductivity(office) *\n this.prodMult * // Multiplier from materials\n corporation.getProductionMultiplier() *\n this.getProductionMultiplier(); // Multiplier from Research\n let prod;\n\n if (mat.prdman[0]) {\n //Production is manually limited\n prod = Math.min(maxProd, mat.prdman[1]);\n } else {\n prod = maxProd;\n }\n prod *= CorporationConstants.SecsPerMarketCycle * marketCycles; //Convert production from per second to per market cycle\n\n // Calculate net change in warehouse storage making the produced materials will cost\n let totalMatSize = 0;\n for (let tmp = 0; tmp < this.prodMats.length; ++tmp) {\n totalMatSize += MaterialSizes[this.prodMats[tmp]];\n }\n for (const reqMatName in this.reqMats) {\n const normQty = this.reqMats[reqMatName];\n if (normQty === undefined) continue;\n totalMatSize -= MaterialSizes[reqMatName] * normQty;\n }\n // If not enough space in warehouse, limit the amount of produced materials\n if (totalMatSize > 0) {\n const maxAmt = Math.floor((warehouse.size - warehouse.sizeUsed) / totalMatSize);\n prod = Math.min(maxAmt, prod);\n }\n\n if (prod < 0) {\n prod = 0;\n }\n\n // Keep track of production for smart supply (/s)\n warehouse.smartSupplyStore += prod / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n\n // Make sure we have enough resource to make our materials\n let producableFrac = 1;\n for (const reqMatName in this.reqMats) {\n if (this.reqMats.hasOwnProperty(reqMatName)) {\n const reqMat = this.reqMats[reqMatName];\n if (reqMat === undefined) continue;\n const req = reqMat * prod;\n if (warehouse.materials[reqMatName].qty < req) {\n producableFrac = Math.min(producableFrac, warehouse.materials[reqMatName].qty / req);\n }\n }\n }\n if (producableFrac <= 0) {\n producableFrac = 0;\n prod = 0;\n }\n\n // Make our materials if they are producable\n if (producableFrac > 0 && prod > 0) {\n for (const reqMatName in this.reqMats) {\n const reqMat = this.reqMats[reqMatName];\n if (reqMat === undefined) continue;\n const reqMatQtyNeeded = reqMat * prod * producableFrac;\n warehouse.materials[reqMatName].qty -= reqMatQtyNeeded;\n warehouse.materials[reqMatName].prd = 0;\n warehouse.materials[reqMatName].prd -=\n reqMatQtyNeeded / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n }\n for (let j = 0; j < this.prodMats.length; ++j) {\n warehouse.materials[this.prodMats[j]].qty += prod * producableFrac;\n warehouse.materials[this.prodMats[j]].qlt =\n office.employeeProd[EmployeePositions.Engineer] / 90 +\n Math.pow(this.sciResearch.qty, this.sciFac) +\n Math.pow(warehouse.materials[\"AICores\"].qty, this.aiFac) / 10e3;\n }\n } else {\n for (const reqMatName in this.reqMats) {\n if (this.reqMats.hasOwnProperty(reqMatName)) {\n warehouse.materials[reqMatName].prd = 0;\n }\n }\n }\n\n //Per second\n const fooProd = (prod * producableFrac) / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n for (let fooI = 0; fooI < this.prodMats.length; ++fooI) {\n warehouse.materials[this.prodMats[fooI]].prd = fooProd;\n }\n } else {\n //If this doesn't produce any materials, then it only creates\n //Products. Creating products will consume materials. The\n //Production of all consumed materials must be set to 0\n for (const reqMatName in this.reqMats) {\n warehouse.materials[reqMatName].prd = 0;\n }\n }\n break;\n\n case \"SALE\":\n /* Process sale of materials */\n for (const matName in warehouse.materials) {\n if (warehouse.materials.hasOwnProperty(matName)) {\n const mat = warehouse.materials[matName];\n if (mat.sCost < 0 || mat.sllman[0] === false) {\n mat.sll = 0;\n continue;\n }\n\n // Sale multipliers\n const businessFactor = this.getBusinessFactor(office); //Business employee productivity\n const advertisingFactor = this.getAdvertisingFactors()[0]; //Awareness + popularity\n const marketFactor = this.getMarketFactor(mat); //Competition + demand\n\n // Determine the cost that the material will be sold at\n const markupLimit = mat.getMarkupLimit();\n let sCost;\n if (mat.marketTa2) {\n const prod = mat.prd;\n\n // Reverse engineer the 'maxSell' formula\n // 1. Set 'maxSell' = prod\n // 2. Substitute formula for 'markup'\n // 3. Solve for 'sCost'\n const numerator = markupLimit;\n const sqrtNumerator = prod;\n const sqrtDenominator =\n (mat.qlt + 0.001) *\n marketFactor *\n businessFactor *\n corporation.getSalesMultiplier() *\n advertisingFactor *\n this.getSalesMultiplier();\n const denominator = Math.sqrt(sqrtNumerator / sqrtDenominator);\n let optimalPrice;\n if (sqrtDenominator === 0 || denominator === 0) {\n if (sqrtNumerator === 0) {\n optimalPrice = 0; // No production\n } else {\n optimalPrice = mat.bCost + markupLimit;\n console.warn(`In Corporation, found illegal 0s when trying to calculate MarketTA2 sale cost`);\n }\n } else {\n optimalPrice = numerator / denominator + mat.bCost;\n }\n\n // We'll store this \"Optimal Price\" in a property so that we don't have\n // to re-calculate it for the UI\n mat.marketTa2Price = optimalPrice;\n\n sCost = optimalPrice;\n } else if (mat.marketTa1) {\n sCost = mat.bCost + markupLimit;\n } else if (isString(mat.sCost)) {\n sCost = (mat.sCost as string).replace(/MP/g, mat.bCost + \"\");\n sCost = eval(sCost);\n } else {\n sCost = mat.sCost;\n }\n\n // Calculate how much of the material sells (per second)\n let markup = 1;\n if (sCost > mat.bCost) {\n //Penalty if difference between sCost and bCost is greater than markup limit\n if (sCost - mat.bCost > markupLimit) {\n markup = Math.pow(markupLimit / (sCost - mat.bCost), 2);\n }\n } else if (sCost < mat.bCost) {\n if (sCost <= 0) {\n markup = 1e12; //Sell everything, essentially discard\n } else {\n //Lower prices than market increases sales\n markup = mat.bCost / sCost;\n }\n }\n\n const maxSell =\n (mat.qlt + 0.001) *\n marketFactor *\n markup *\n businessFactor *\n corporation.getSalesMultiplier() *\n advertisingFactor *\n this.getSalesMultiplier();\n let sellAmt;\n if (isString(mat.sllman[1])) {\n //Dynamically evaluated\n let tmp = (mat.sllman[1] as string).replace(/MAX/g, (maxSell + \"\").toUpperCase());\n tmp = tmp.replace(/PROD/g, mat.prd + \"\");\n try {\n sellAmt = eval(tmp);\n } catch (e) {\n dialogBoxCreate(\n \"Error evaluating your sell amount for material \" +\n mat.name +\n \" in \" +\n this.name +\n \"'s \" +\n city +\n \" office. The sell amount \" +\n \"is being set to zero\",\n );\n sellAmt = 0;\n }\n sellAmt = Math.min(maxSell, sellAmt);\n } else if (mat.sllman[1] === -1) {\n //Backwards compatibility, -1 = MAX\n sellAmt = maxSell;\n } else {\n //Player's input value is just a number\n sellAmt = Math.min(maxSell, mat.sllman[1] as number);\n }\n\n sellAmt = sellAmt * CorporationConstants.SecsPerMarketCycle * marketCycles;\n sellAmt = Math.min(mat.qty, sellAmt);\n if (sellAmt < 0) {\n console.warn(`sellAmt calculated to be negative for ${matName} in ${city}`);\n mat.sll = 0;\n continue;\n }\n if (sellAmt && sCost >= 0) {\n mat.qty -= sellAmt;\n revenue += sellAmt * sCost;\n mat.sll = sellAmt / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n } else {\n mat.sll = 0;\n }\n }\n } //End processing of sale of materials\n break;\n\n case \"EXPORT\":\n for (const matName in warehouse.materials) {\n if (warehouse.materials.hasOwnProperty(matName)) {\n const mat = warehouse.materials[matName];\n mat.totalExp = 0; //Reset export\n for (let expI = 0; expI < mat.exp.length; ++expI) {\n const exp = mat.exp[expI];\n const amtStr = exp.amt.replace(\n /MAX/g,\n (mat.qty / (CorporationConstants.SecsPerMarketCycle * marketCycles) + \"\").toUpperCase(),\n );\n let amt = 0;\n try {\n amt = eval(amtStr);\n } catch (e) {\n dialogBoxCreate(\n \"Calculating export for \" +\n mat.name +\n \" in \" +\n this.name +\n \"'s \" +\n city +\n \" division failed with \" +\n \"error: \" +\n e,\n );\n continue;\n }\n if (isNaN(amt)) {\n dialogBoxCreate(\n \"Error calculating export amount for \" +\n mat.name +\n \" in \" +\n this.name +\n \"'s \" +\n city +\n \" division.\",\n );\n continue;\n }\n amt = amt * CorporationConstants.SecsPerMarketCycle * marketCycles;\n\n if (mat.qty < amt) {\n amt = mat.qty;\n }\n if (amt === 0) {\n break; //None left\n }\n for (let foo = 0; foo < corporation.divisions.length; ++foo) {\n if (corporation.divisions[foo].name === exp.ind) {\n const expIndustry = corporation.divisions[foo];\n const expWarehouse = expIndustry.warehouses[exp.city];\n if (!(expWarehouse instanceof Warehouse)) {\n console.error(`Invalid export! ${expIndustry.name} ${exp.city}`);\n break;\n }\n\n // Make sure theres enough space in warehouse\n if (expWarehouse.sizeUsed >= expWarehouse.size) {\n // Warehouse at capacity. Exporting doesnt\n // affect revenue so just return 0's\n return [0, 0];\n } else {\n const maxAmt = Math.floor((expWarehouse.size - expWarehouse.sizeUsed) / MaterialSizes[matName]);\n amt = Math.min(maxAmt, amt);\n }\n expWarehouse.materials[matName].imp +=\n amt / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n expWarehouse.materials[matName].qty += amt;\n expWarehouse.materials[matName].qlt = mat.qlt;\n mat.qty -= amt;\n mat.totalExp += amt;\n expIndustry.updateWarehouseSizeUsed(expWarehouse);\n break;\n }\n }\n }\n //totalExp should be per second\n mat.totalExp /= CorporationConstants.SecsPerMarketCycle * marketCycles;\n }\n }\n\n break;\n\n case \"START\":\n break;\n default:\n console.error(`Invalid state: ${this.state}`);\n break;\n } //End switch(this.state)\n this.updateWarehouseSizeUsed(warehouse);\n } // End warehouse\n\n //Produce Scientific Research based on R&D employees\n //Scientific Research can be produced without a warehouse\n if (office instanceof OfficeSpace) {\n this.sciResearch.qty +=\n 0.004 *\n Math.pow(office.employeeProd[EmployeePositions.RandD], 0.5) *\n corporation.getScientificResearchMultiplier() *\n this.getScientificResearchMultiplier();\n }\n }\n return [revenue, expenses];\n }\n\n //Process production & sale of this industry's FINISHED products (including all of their stats)\n processProducts(marketCycles = 1, corporation: ICorporation): [number, number] {\n let revenue = 0;\n const expenses = 0;\n\n //Create products\n if (this.state === \"PRODUCTION\") {\n for (const prodName in this.products) {\n const prod = this.products[prodName];\n if (prod === undefined) continue;\n if (!prod.fin) {\n const city = prod.createCity;\n const office = this.offices[city];\n if (office === 0) continue;\n\n // Designing/Creating a Product is based mostly off Engineers\n const engrProd = office.employeeProd[EmployeePositions.Engineer];\n const mgmtProd = office.employeeProd[EmployeePositions.Management];\n const opProd = office.employeeProd[EmployeePositions.Operations];\n const total = engrProd + mgmtProd + opProd;\n if (total <= 0) {\n break;\n }\n\n // Management is a multiplier for the production from Engineers\n const mgmtFactor = 1 + mgmtProd / (1.2 * total);\n\n const progress = (Math.pow(engrProd, 0.34) + Math.pow(opProd, 0.2)) * mgmtFactor;\n\n prod.createProduct(marketCycles, progress);\n if (prod.prog >= 100) {\n prod.finishProduct(office.employeeProd, this);\n }\n break;\n }\n }\n }\n\n //Produce Products\n for (const prodName in this.products) {\n if (this.products.hasOwnProperty(prodName)) {\n const prod = this.products[prodName];\n if (prod instanceof Product && prod.fin) {\n revenue += this.processProduct(marketCycles, prod, corporation);\n }\n }\n }\n return [revenue, expenses];\n }\n\n //Processes FINISHED products\n processProduct(marketCycles = 1, product: Product, corporation: ICorporation): number {\n let totalProfit = 0;\n for (let i = 0; i < CorporationConstants.Cities.length; ++i) {\n const city = CorporationConstants.Cities[i];\n const office = this.offices[city];\n if (office === 0) continue;\n const warehouse = this.warehouses[city];\n if (warehouse instanceof Warehouse) {\n switch (this.state) {\n case \"PRODUCTION\": {\n //Calculate the maximum production of this material based\n //on the office's productivity\n const maxProd =\n this.getOfficeProductivity(office, { forProduct: true }) *\n corporation.getProductionMultiplier() *\n this.prodMult * // Multiplier from materials\n this.getProductionMultiplier() * // Multiplier from research\n this.getProductProductionMultiplier(); // Multiplier from research\n let prod;\n\n //Account for whether production is manually limited\n if (product.prdman[city][0]) {\n prod = Math.min(maxProd, product.prdman[city][1]);\n } else {\n prod = maxProd;\n }\n prod *= CorporationConstants.SecsPerMarketCycle * marketCycles;\n\n //Calculate net change in warehouse storage making the Products will cost\n let netStorageSize = product.siz;\n for (const reqMatName in product.reqMats) {\n if (product.reqMats.hasOwnProperty(reqMatName)) {\n const normQty = product.reqMats[reqMatName];\n netStorageSize -= MaterialSizes[reqMatName] * normQty;\n }\n }\n\n //If there's not enough space in warehouse, limit the amount of Product\n if (netStorageSize > 0) {\n const maxAmt = Math.floor((warehouse.size - warehouse.sizeUsed) / netStorageSize);\n prod = Math.min(maxAmt, prod);\n }\n\n warehouse.smartSupplyStore += prod / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n\n //Make sure we have enough resources to make our Products\n let producableFrac = 1;\n for (const reqMatName in product.reqMats) {\n if (product.reqMats.hasOwnProperty(reqMatName)) {\n const req = product.reqMats[reqMatName] * prod;\n if (warehouse.materials[reqMatName].qty < req) {\n producableFrac = Math.min(producableFrac, warehouse.materials[reqMatName].qty / req);\n }\n }\n }\n\n //Make our Products if they are producable\n if (producableFrac > 0 && prod > 0) {\n for (const reqMatName in product.reqMats) {\n if (product.reqMats.hasOwnProperty(reqMatName)) {\n const reqMatQtyNeeded = product.reqMats[reqMatName] * prod * producableFrac;\n warehouse.materials[reqMatName].qty -= reqMatQtyNeeded;\n warehouse.materials[reqMatName].prd -=\n reqMatQtyNeeded / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n }\n }\n //Quantity\n product.data[city][0] += prod * producableFrac;\n }\n\n //Keep track of production Per second\n product.data[city][1] = (prod * producableFrac) / (CorporationConstants.SecsPerMarketCycle * marketCycles);\n break;\n }\n case \"SALE\": {\n //Process sale of Products\n product.pCost = 0; //Estimated production cost\n for (const reqMatName in product.reqMats) {\n if (product.reqMats.hasOwnProperty(reqMatName)) {\n product.pCost += product.reqMats[reqMatName] * warehouse.materials[reqMatName].bCost;\n }\n }\n\n // Since its a product, its production cost is increased for labor\n product.pCost *= CorporationConstants.ProductProductionCostRatio;\n\n // Sale multipliers\n const businessFactor = this.getBusinessFactor(office); //Business employee productivity\n const advertisingFactor = this.getAdvertisingFactors()[0]; //Awareness + popularity\n const marketFactor = this.getMarketFactor(product); //Competition + demand\n\n // Calculate Sale Cost (sCost), which could be dynamically evaluated\n const markupLimit = product.rat / product.mku;\n let sCost;\n if (product.marketTa2) {\n const prod = product.data[city][1];\n\n // Reverse engineer the 'maxSell' formula\n // 1. Set 'maxSell' = prod\n // 2. Substitute formula for 'markup'\n // 3. Solve for 'sCost'roduct.pCost = sCost\n const numerator = markupLimit;\n const sqrtNumerator = prod;\n const sqrtDenominator =\n 0.5 *\n Math.pow(product.rat, 0.65) *\n marketFactor *\n corporation.getSalesMultiplier() *\n businessFactor *\n advertisingFactor *\n this.getSalesMultiplier();\n const denominator = Math.sqrt(sqrtNumerator / sqrtDenominator);\n let optimalPrice;\n if (sqrtDenominator === 0 || denominator === 0) {\n if (sqrtNumerator === 0) {\n optimalPrice = 0; // No production\n } else {\n optimalPrice = product.pCost + markupLimit;\n console.warn(`In Corporation, found illegal 0s when trying to calculate MarketTA2 sale cost`);\n }\n } else {\n optimalPrice = numerator / denominator + product.pCost;\n }\n\n // Store this \"optimal Price\" in a property so we don't have to re-calculate for UI\n product.marketTa2Price[city] = optimalPrice;\n sCost = optimalPrice;\n } else if (product.marketTa1) {\n sCost = product.pCost + markupLimit;\n } else if (isString(product.sCost)) {\n const sCostString = product.sCost as string;\n if (product.mku === 0) {\n console.error(`mku is zero, reverting to 1 to avoid Infinity`);\n product.mku = 1;\n }\n sCost = sCostString.replace(/MP/g, product.pCost + product.rat / product.mku + \"\");\n sCost = eval(sCost);\n } else {\n sCost = product.sCost;\n }\n\n let markup = 1;\n if (sCost > product.pCost) {\n if (sCost - product.pCost > markupLimit) {\n markup = markupLimit / (sCost - product.pCost);\n }\n }\n\n const maxSell =\n 0.5 *\n Math.pow(product.rat, 0.65) *\n marketFactor *\n corporation.getSalesMultiplier() *\n Math.pow(markup, 2) *\n businessFactor *\n advertisingFactor *\n this.getSalesMultiplier();\n let sellAmt;\n if (product.sllman[city][0] && isString(product.sllman[city][1])) {\n //Sell amount is dynamically evaluated\n let tmp = product.sllman[city][1].replace(/MAX/g, (maxSell + \"\").toUpperCase());\n tmp = tmp.replace(/PROD/g, product.data[city][1]);\n try {\n tmp = eval(tmp);\n } catch (e) {\n dialogBoxCreate(\n \"Error evaluating your sell price expression for \" +\n product.name +\n \" in \" +\n this.name +\n \"'s \" +\n city +\n \" office. Sell price is being set to MAX\",\n );\n tmp = maxSell;\n }\n sellAmt = Math.min(maxSell, tmp);\n } else if (product.sllman[city][0] && product.sllman[city][1] > 0) {\n //Sell amount is manually limited\n sellAmt = Math.min(maxSell, product.sllman[city][1]);\n } else if (product.sllman[city][0] === false) {\n sellAmt = 0;\n } else {\n sellAmt = maxSell;\n }\n if (sellAmt < 0) {\n sellAmt = 0;\n }\n sellAmt = sellAmt * CorporationConstants.SecsPerMarketCycle * marketCycles;\n sellAmt = Math.min(product.data[city][0], sellAmt); //data[0] is qty\n if (sellAmt && sCost) {\n product.data[city][0] -= sellAmt; //data[0] is qty\n totalProfit += sellAmt * sCost;\n product.data[city][2] = sellAmt / (CorporationConstants.SecsPerMarketCycle * marketCycles); //data[2] is sell property\n } else {\n product.data[city][2] = 0; //data[2] is sell property\n }\n break;\n }\n case \"START\":\n case \"PURCHASE\":\n case \"EXPORT\":\n break;\n default:\n console.error(`Invalid State: ${this.state}`);\n break;\n } //End switch(this.state)\n }\n }\n return totalProfit;\n }\n\n discontinueProduct(product: Product): void {\n for (const productName in this.products) {\n if (this.products.hasOwnProperty(productName)) {\n if (product === this.products[productName]) {\n delete this.products[productName];\n }\n }\n }\n }\n\n upgrade(upgrade: IndustryUpgrade, refs: { corporation: ICorporation; office: OfficeSpace }): void {\n const corporation = refs.corporation;\n const office = refs.office;\n const upgN = upgrade[0];\n while (this.upgrades.length <= upgN) {\n this.upgrades.push(0);\n }\n ++this.upgrades[upgN];\n\n switch (upgN) {\n case 0: {\n //Coffee, 5% energy per employee\n for (let i = 0; i < office.employees.length; ++i) {\n office.employees[i].ene = Math.min(office.employees[i].ene * 1.05, office.maxEne);\n }\n break;\n }\n case 1: {\n //AdVert.Inc,\n const advMult = corporation.getAdvertisingMultiplier() * this.getAdvertisingMultiplier();\n this.awareness += 3 * advMult;\n this.popularity += 1 * advMult;\n this.awareness *= 1.01 * advMult;\n this.popularity *= (1 + getRandomInt(1, 3) / 100) * advMult;\n break;\n }\n default: {\n console.error(`Un-implemented function index: ${upgN}`);\n break;\n }\n }\n }\n\n // Returns how much of a material can be produced based of office productivity (employee stats)\n getOfficeProductivity(office: OfficeSpace, params: { forProduct?: boolean } = {}): number {\n const opProd = office.employeeProd[EmployeePositions.Operations];\n const engrProd = office.employeeProd[EmployeePositions.Engineer];\n const mgmtProd = office.employeeProd[EmployeePositions.Management];\n const total = opProd + engrProd + mgmtProd;\n\n if (total <= 0) return 0;\n\n // Management is a multiplier for the production from Operations and Engineers\n const mgmtFactor = 1 + mgmtProd / (1.2 * total);\n\n // For production, Operations is slightly more important than engineering\n // Both Engineering and Operations have diminishing returns\n const prod = (Math.pow(opProd, 0.4) + Math.pow(engrProd, 0.3)) * mgmtFactor;\n\n // Generic multiplier for the production. Used for game-balancing purposes\n const balancingMult = 0.05;\n\n if (params && params.forProduct) {\n // Products are harder to create and therefore have less production\n return 0.5 * balancingMult * prod;\n } else {\n return balancingMult * prod;\n }\n }\n\n // Returns a multiplier based on the office' 'Business' employees that affects sales\n getBusinessFactor(office: OfficeSpace): number {\n const businessProd = 1 + office.employeeProd[EmployeePositions.Business];\n\n return calculateEffectWithFactors(businessProd, 0.26, 10e3);\n }\n\n //Returns a set of multipliers based on the Industry's awareness, popularity, and advFac. This\n //multiplier affects sales. The result is:\n // [Total sales mult, total awareness mult, total pop mult, awareness/pop ratio mult]\n getAdvertisingFactors(): [number, number, number, number] {\n const awarenessFac = Math.pow(this.awareness + 1, this.advFac);\n const popularityFac = Math.pow(this.popularity + 1, this.advFac);\n const ratioFac = this.awareness === 0 ? 0.01 : Math.max((this.popularity + 0.001) / this.awareness, 0.01);\n const totalFac = Math.pow(awarenessFac * popularityFac * ratioFac, 0.85);\n return [totalFac, awarenessFac, popularityFac, ratioFac];\n }\n\n //Returns a multiplier based on a materials demand and competition that affects sales\n getMarketFactor(mat: { dmd: number; cmp: number }): number {\n return Math.max(0.1, (mat.dmd * (100 - mat.cmp)) / 100);\n }\n\n // Returns a boolean indicating whether this Industry has the specified Research\n hasResearch(name: string): boolean {\n return this.researched[name] === true;\n }\n\n updateResearchTree(): void {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry \"${this.type}\"`);\n\n // Since ResearchTree data isnt saved, we'll update the Research Tree data\n // based on the stored 'researched' property in the Industry object\n if (Object.keys(researchTree.researched).length !== Object.keys(this.researched).length) {\n for (const research in this.researched) {\n researchTree.research(research);\n }\n }\n }\n\n // Get multipliers from Research\n getAdvertisingMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getAdvertisingMultiplier();\n }\n\n getEmployeeChaMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getEmployeeChaMultiplier();\n }\n\n getEmployeeCreMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getEmployeeCreMultiplier();\n }\n\n getEmployeeEffMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getEmployeeEffMultiplier();\n }\n\n getEmployeeIntMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getEmployeeIntMultiplier();\n }\n\n getProductionMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getProductionMultiplier();\n }\n\n getProductProductionMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getProductProductionMultiplier();\n }\n\n getSalesMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getSalesMultiplier();\n }\n\n getScientificResearchMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getScientificResearchMultiplier();\n }\n\n getStorageMultiplier(): number {\n const researchTree = IndustryResearchTrees[this.type];\n if (researchTree === undefined) throw new Error(`Invalid industry: \"${this.type}\"`);\n this.updateResearchTree();\n return researchTree.getStorageMultiplier();\n }\n\n copy(): Industry {\n // products: { [key: string]: Product | undefined } = {};\n\n // //Maps locations to warehouses. 0 if no warehouse at that location\n // warehouses: { [key: string]: Warehouse | 0 };\n\n // //Maps locations to offices. 0 if no office at that location\n // offices: { [key: string]: OfficeSpace | 0 } = {\n // [CityName.Aevum]: 0,\n // [CityName.Chongqing]: 0,\n // [CityName.Sector12]: new OfficeSpace({\n // loc: CityName.Sector12,\n // size: CorporationConstants.OfficeInitialSize,\n // }),\n // [CityName.NewTokyo]: 0,\n // [CityName.Ishima]: 0,\n // [CityName.Volhaven]: 0,\n // };\n\n const division = new Industry();\n division.sciResearch = this.sciResearch.copy();\n division.researched = {};\n for (const x of Object.keys(this.researched)) {\n division.researched[x] = this.researched[x];\n }\n division.reqMats = {};\n for (const x of Object.keys(this.reqMats)) {\n division.reqMats[x] = this.reqMats[x];\n }\n division.name = this.name;\n division.type = this.type;\n division.makesProducts = this.makesProducts;\n division.awareness = this.awareness;\n division.popularity = this.popularity;\n division.startingCost = this.startingCost;\n division.reFac = this.reFac;\n division.sciFac = this.sciFac;\n division.hwFac = this.hwFac;\n division.robFac = this.robFac;\n division.aiFac = this.aiFac;\n division.advFac = this.advFac;\n division.prodMult = this.prodMult;\n division.state = this.state;\n division.newInd = this.newInd;\n division.lastCycleRevenue = this.lastCycleRevenue.plus(0);\n division.lastCycleExpenses = this.lastCycleExpenses.plus(0);\n division.thisCycleRevenue = this.thisCycleRevenue.plus(0);\n division.thisCycleExpenses = this.thisCycleExpenses.plus(0);\n division.upgrades = this.upgrades.slice();\n division.prodMats = this.prodMats.slice();\n return division;\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Industry\", this);\n }\n\n /**\n * Initiatizes a Industry object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Industry {\n return Generic_fromJSON(Industry, value.data);\n }\n}\n\nReviver.constructors.Industry = Industry;\n","/**\n * This is a component that implements a mathematical formula used commonly throughout the\n * game. This formula is (typically) used to calculate the effect that various statistics\n * have on a game mechanic. It looks something like:\n *\n * (stat ^ exponential factor) + (stat / linear factor)\n *\n * where the exponential factor is a number between 0 and 1 and the linear factor\n * is typically a relatively larger number.\n *\n * This formula ensures that the effects of the statistic that is being processed\n * has diminishing returns, but never loses its effectiveness as you continue\n * to raise it.\n */\nexport function calculateEffectWithFactors(n: number, expFac: number, linearFac: number): number {\n if (expFac <= 0 || expFac >= 1) {\n console.warn(`Exponential factor is ${expFac}. This is not an intended value for it`);\n }\n if (linearFac < 1) {\n console.warn(`Linear factor is ${linearFac}. This is not an intended value for it`);\n }\n\n return Math.pow(n, expFac) + n / linearFac;\n}\n","import { CorporationConstants } from \"./data/Constants\";\nimport { getRandomInt } from \"../utils/helpers/getRandomInt\";\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../utils/JSONReviver\";\nimport { EmployeePositions } from \"./EmployeePositions\";\nimport { ICorporation } from \"./ICorporation\";\nimport { OfficeSpace } from \"./OfficeSpace\";\nimport { IIndustry } from \"./IIndustry\";\n\ninterface IParams {\n name?: string;\n morale?: number;\n happiness?: number;\n energy?: number;\n intelligence?: number;\n charisma?: number;\n experience?: number;\n creativity?: number;\n efficiency?: number;\n salary?: number;\n loc?: string;\n}\n\nexport class Employee {\n name: string;\n mor: number;\n hap: number;\n ene: number;\n int: number;\n cha: number;\n exp: number;\n cre: number;\n eff: number;\n sal: number;\n pro = 0;\n cyclesUntilRaise = CorporationConstants.CyclesPerEmployeeRaise;\n loc: string;\n pos: string;\n\n constructor(params: IParams = {}) {\n this.name = params.name ? params.name : \"Bobby\";\n\n //Morale, happiness, and energy are 0-100\n this.mor = params.morale ? params.morale : getRandomInt(50, 100);\n this.hap = params.happiness ? params.happiness : getRandomInt(50, 100);\n this.ene = params.energy ? params.energy : getRandomInt(50, 100);\n\n this.int = params.intelligence ? params.intelligence : getRandomInt(10, 50);\n this.cha = params.charisma ? params.charisma : getRandomInt(10, 50);\n this.exp = params.experience ? params.experience : getRandomInt(10, 50);\n this.cre = params.creativity ? params.creativity : getRandomInt(10, 50);\n this.eff = params.efficiency ? params.efficiency : getRandomInt(10, 50);\n this.sal = params.salary ? params.salary : getRandomInt(0.1, 5);\n\n this.loc = params.loc ? params.loc : \"\";\n this.pos = EmployeePositions.Unassigned;\n }\n\n //Returns the amount the employee needs to be paid\n process(marketCycles = 1, office: OfficeSpace): number {\n const gain = 0.003 * marketCycles,\n det = gain * Math.random();\n this.exp += gain;\n\n // Employee salaries slowly go up over time\n this.cyclesUntilRaise -= marketCycles;\n if (this.cyclesUntilRaise <= 0) {\n this.sal += CorporationConstants.EmployeeRaiseAmount;\n this.cyclesUntilRaise += CorporationConstants.CyclesPerEmployeeRaise;\n }\n\n //Training\n const trainingEff = gain * Math.random();\n if (this.pos === EmployeePositions.Training) {\n //To increase creativity and intelligence special upgrades are needed\n this.cha += trainingEff;\n this.exp += trainingEff;\n this.eff += trainingEff;\n }\n\n this.ene -= det;\n this.hap -= det;\n\n if (this.ene < office.minEne) {\n this.ene = office.minEne;\n }\n if (this.hap < office.minHap) {\n this.hap = office.minHap;\n }\n const salary = this.sal * marketCycles * CorporationConstants.SecsPerMarketCycle;\n return salary;\n }\n\n calculateProductivity(corporation: ICorporation, industry: IIndustry): number {\n const effCre = this.cre * corporation.getEmployeeCreMultiplier() * industry.getEmployeeCreMultiplier(),\n effCha = this.cha * corporation.getEmployeeChaMultiplier() * industry.getEmployeeChaMultiplier(),\n effInt = this.int * corporation.getEmployeeIntMultiplier() * industry.getEmployeeIntMultiplier(),\n effEff = this.eff * corporation.getEmployeeEffMultiplier() * industry.getEmployeeEffMultiplier();\n const prodBase = this.mor * this.hap * this.ene * 1e-6;\n let prodMult = 0;\n switch (this.pos) {\n //Calculate productivity based on position. This is multipled by prodBase\n //to get final value\n case EmployeePositions.Operations:\n prodMult = 0.6 * effInt + 0.1 * effCha + this.exp + 0.5 * effCre + effEff;\n break;\n case EmployeePositions.Engineer:\n prodMult = effInt + 0.1 * effCha + 1.5 * this.exp + effEff;\n break;\n case EmployeePositions.Business:\n prodMult = 0.4 * effInt + effCha + 0.5 * this.exp;\n break;\n case EmployeePositions.Management:\n prodMult = 2 * effCha + this.exp + 0.2 * effCre + 0.7 * effEff;\n break;\n case EmployeePositions.RandD:\n prodMult = 1.5 * effInt + 0.8 * this.exp + effCre + 0.5 * effEff;\n break;\n case EmployeePositions.Unassigned:\n case EmployeePositions.Training:\n prodMult = 0;\n break;\n default:\n console.error(`Invalid employee position: ${this.pos}`);\n break;\n }\n return prodBase * prodMult;\n }\n\n //Process benefits from having an office party thrown\n throwParty(money: number): number {\n const mult = 1 + money / 10e6;\n this.mor *= mult;\n this.mor = Math.min(100, this.mor);\n this.hap *= mult;\n this.hap = Math.min(100, this.hap);\n return mult;\n }\n\n copy(): Employee {\n const employee = new Employee();\n employee.name = this.name;\n employee.mor = this.mor;\n employee.hap = this.hap;\n employee.ene = this.ene;\n employee.int = this.int;\n employee.cha = this.cha;\n employee.exp = this.exp;\n employee.cre = this.cre;\n employee.eff = this.eff;\n employee.sal = this.sal;\n employee.pro = this.pro;\n employee.cyclesUntilRaise = this.cyclesUntilRaise;\n employee.loc = this.loc;\n employee.pos = this.pos;\n return employee;\n }\n\n toJSON(): any {\n return Generic_toJSON(\"Employee\", this);\n }\n\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Employee {\n return Generic_fromJSON(Employee, value.data);\n }\n}\n\nReviver.constructors.Employee = Employee;\n","import { Industries } from \"./IndustryData\";\nimport { IMap } from \"../types\";\n\nexport interface IProductRatingWeight {\n Aesthetics?: number;\n Durability?: number;\n Features?: number;\n Quality?: number;\n Performance?: number;\n Reliability?: number;\n}\n\nexport const ProductRatingWeights: IMap = {\n [Industries.Food]: {\n Quality: 0.7,\n Durability: 0.1,\n Aesthetics: 0.2,\n },\n [Industries.Tobacco]: {\n Quality: 0.4,\n Durability: 0.2,\n Reliability: 0.2,\n Aesthetics: 0.2,\n },\n [Industries.Pharmaceutical]: {\n Quality: 0.2,\n Performance: 0.2,\n Durability: 0.1,\n Reliability: 0.3,\n Features: 0.2,\n },\n [Industries.Computer]: {\n Quality: 0.15,\n Performance: 0.25,\n Durability: 0.25,\n Reliability: 0.2,\n Aesthetics: 0.05,\n Features: 0.1,\n },\n Computer: {\n //Repeat\n Quality: 0.15,\n Performance: 0.25,\n Durability: 0.25,\n Reliability: 0.2,\n Aesthetics: 0.05,\n Features: 0.1,\n },\n [Industries.Robotics]: {\n Quality: 0.1,\n Performance: 0.2,\n Durability: 0.2,\n Reliability: 0.2,\n Aesthetics: 0.1,\n Features: 0.2,\n },\n [Industries.Software]: {\n Quality: 0.2,\n Performance: 0.2,\n Reliability: 0.2,\n Durability: 0.2,\n Features: 0.2,\n },\n [Industries.Healthcare]: {\n Quality: 0.4,\n Performance: 0.1,\n Durability: 0.1,\n Reliability: 0.3,\n Features: 0.1,\n },\n [Industries.RealEstate]: {\n Quality: 0.2,\n Durability: 0.25,\n Reliability: 0.1,\n Aesthetics: 0.35,\n Features: 0.1,\n },\n};\n","import React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { ThrowParty } from \"../Actions\";\nimport { Money } from \"../../ui/React/Money\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n office: OfficeSpace;\n rerender: () => void;\n}\n\nexport function ThrowPartyModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const [cost, setCost] = useState(0);\n\n const totalCost = cost * props.office.employees.length;\n const canParty = corp.funds.gte(totalCost);\n function changeCost(event: React.ChangeEvent): void {\n let x = parseFloat(event.target.value);\n if (isNaN(x)) x = 0;\n setCost(x);\n }\n\n function throwParty(): void {\n if (cost === null || isNaN(cost) || cost < 0) {\n dialogBoxCreate(\"Invalid value entered\");\n } else {\n if (!canParty) {\n dialogBoxCreate(\"You don't have enough company funds to throw a party!\");\n } else {\n const mult = ThrowParty(corp, props.office, cost);\n dialogBoxCreate(\n \"You threw a party for the office! The morale and happiness \" +\n \"of each employee increased by \" +\n numeralWrapper.formatPercentage(mult - 1),\n );\n props.rerender();\n props.onClose();\n }\n }\n }\n\n function EffectText(): React.ReactElement {\n if (isNaN(cost) || cost < 0) return Invalid value entered!;\n return (\n \n Throwing this party will cost a total of \n \n );\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) throwParty();\n }\n\n return (\n \n Enter the amount of money you would like to spend PER EMPLOYEE on this office party\n \n \n \n \n \n \n );\n}\n","// React Component for displaying an Industry's overview information\n// (top-left panel in the Industry UI)\nimport React, { useState } from \"react\";\n\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { Industries } from \"../IndustryData\";\nimport { IndustryUpgrades } from \"../IndustryUpgrades\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\nimport { MakeProductModal } from \"./MakeProductModal\";\nimport { ResearchModal } from \"./ResearchModal\";\nimport { Money } from \"../../ui/React/Money\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\nimport { StatsTable } from \"../../ui/React/StatsTable\";\nimport { StaticModal } from \"../../ui/React/StaticModal\";\nimport { MoneyCost } from \"./MoneyCost\";\nimport { useCorporation, useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport IconButton from \"@mui/material/IconButton\";\nimport HelpIcon from \"@mui/icons-material/Help\";\nimport Box from \"@mui/material/Box\";\n\nfunction MakeProductButton(): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [makeOpen, setMakeOpen] = useState(false);\n\n const hasMaxProducts = division.hasMaximumNumberProducts();\n\n function shouldFlash(): boolean {\n return Object.keys(division.products).length === 0;\n }\n\n let createProductButtonText = \"\";\n switch (division.type) {\n case Industries.Food:\n createProductButtonText = \"Build Restaurant\";\n break;\n case Industries.Tobacco:\n createProductButtonText = \"Create Product\";\n break;\n case Industries.Pharmaceutical:\n createProductButtonText = \"Create Drug\";\n break;\n case Industries.Computer:\n case \"Computer\":\n createProductButtonText = \"Create Product\";\n break;\n case Industries.Robotics:\n createProductButtonText = \"Design Robot\";\n break;\n case Industries.Software:\n createProductButtonText = \"Develop Software\";\n break;\n case Industries.Healthcare:\n createProductButtonText = \"Build Hospital\";\n break;\n case Industries.RealEstate:\n createProductButtonText = \"Develop Property\";\n break;\n default:\n createProductButtonText = \"Create Product\";\n return <>;\n }\n\n return (\n <>\n \n You have reached the maximum number of products: {division.getMaximumNumberProducts()}\n \n ) : (\n \"\"\n )\n }\n >\n setMakeOpen(true)}\n disabled={corp.funds.lt(0)}\n >\n {createProductButtonText}\n \n \n setMakeOpen(false)} />\n \n );\n}\nfunction Text(): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [helpOpen, setHelpOpen] = useState(false);\n const [researchOpen, setResearchOpen] = useState(false);\n const vechain = corp.unlockUpgrades[4] === 1;\n const profit = division.lastCycleRevenue.minus(division.lastCycleExpenses).toNumber();\n\n let advertisingInfo = false;\n const advertisingFactors = division.getAdvertisingFactors();\n const awarenessFac = advertisingFactors[1];\n const popularityFac = advertisingFactors[2];\n const ratioFac = advertisingFactors[3];\n const totalAdvertisingFac = advertisingFactors[0];\n if (vechain) {\n advertisingInfo = true;\n }\n\n function convertEffectFacToGraphic(fac: number): string {\n return createProgressBarText({\n progress: fac,\n totalTicks: 20,\n });\n }\n\n return (\n <>\n \n Industry: {division.type} (Corp Funds: )\n \n
\n \n {advertisingInfo !== false && (\n \n Total multiplier for this industrys sales due to its awareness and popularity\n \n \n }\n >\n Advertising Multiplier: x{numeralWrapper.format(totalAdvertisingFac, \"0.000\")}\n \n )}\n
\n ],\n [\"Expenses:\", ],\n [\"Profit:\", ],\n ]}\n />\n
\n \n \n Production gain from owning production-boosting materials such as hardware, Robots, AI Cores, and Real\n Estate.\n \n }\n >\n Production Multiplier: {numeralWrapper.format(division.prodMult, \"0.00\")}\n \n setHelpOpen(true)}>\n \n \n setHelpOpen(false)}>\n \n Owning Hardware, Robots, AI Cores, and Real Estate can boost your Industry's production. The effect these\n materials have on your production varies between Industries. For example, Real Estate may be very effective\n for some Industries, but ineffective for others.\n
\n
\n This division's production multiplier is calculated by summing the individual production multiplier of each\n of its office locations. This production multiplier is applied to each office. Therefore, it is beneficial\n to expand into new cities as this can greatly increase the production multiplier of your entire Division.\n
\n
\n Below are approximations for how effective each material is at boosting this industry's production\n multiplier (Bigger bars = more effective):\n
\n
\n Hardware:    {convertEffectFacToGraphic(division.hwFac)}\n
\n Robots:      {convertEffectFacToGraphic(division.robFac)}\n
\n AI Cores:    {convertEffectFacToGraphic(division.aiFac)}\n
\n Real Estate: {convertEffectFacToGraphic(division.reFac)}\n
\n
\n
\n\n \n \n Scientific Research increases the quality of the materials and products that you produce.\n \n }\n >\n Scientific Research: {numeralWrapper.format(division.sciResearch.qty, \"0.000a\")}\n \n \n setResearchOpen(false)} industry={division} />\n \n \n );\n}\n\nfunction Upgrades(props: { office: OfficeSpace; rerender: () => void }): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const upgrades = [];\n for (const index in IndustryUpgrades) {\n const upgrade = IndustryUpgrades[index];\n\n // AutoBrew research disables the Coffee upgrade\n if (division.hasResearch(\"AutoBrew\") && upgrade[4] === \"Coffee\") {\n continue;\n }\n\n const i = upgrade[0];\n const baseCost = upgrade[1];\n const priceMult = upgrade[2];\n let cost = 0;\n switch (i) {\n case 0: //Coffee, cost is static per employee\n cost = props.office.employees.length * baseCost;\n break;\n default:\n cost = baseCost * Math.pow(priceMult, division.upgrades[i]);\n break;\n }\n\n function onClick(): void {\n if (corp.funds.lt(cost)) return;\n corp.funds = corp.funds.minus(cost);\n division.upgrade(upgrade, {\n corporation: corp,\n office: props.office,\n });\n props.rerender();\n }\n\n upgrades.push(\n \n \n \n \n ,\n );\n }\n\n return <>{upgrades};\n}\n\ninterface IProps {\n currentCity: string;\n office: OfficeSpace;\n rerender: () => void;\n}\n\nexport function IndustryOverview(props: IProps): React.ReactElement {\n const division = useDivision();\n\n return (\n \n \n
\n Purchases & Upgrades\n
\n {division.makesProducts && }\n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { Industries } from \"../IndustryData\";\nimport { MakeProduct } from \"../Actions\";\nimport { useCorporation, useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nfunction productPlaceholder(tpe: string): string {\n if (tpe === Industries.Food) {\n return \"Restaurant Name\";\n } else if (tpe === Industries.Healthcare) {\n return \"Hospital Name\";\n } else if (tpe === Industries.RealEstate) {\n return \"Property Name\";\n }\n return \"Product Name\";\n}\n\n// Create a popup that lets the player create a product for their current industry\nexport function MakeProductModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const allCities = Object.keys(division.offices).filter((cityName: string) => division.offices[cityName] !== 0);\n const [city, setCity] = useState(allCities.length > 0 ? allCities[0] : \"\");\n const [name, setName] = useState(\"\");\n const [design, setDesign] = useState(null);\n const [marketing, setMarketing] = useState(null);\n if (division.hasMaximumNumberProducts()) return <>;\n\n let createProductPopupText = <>;\n switch (division.type) {\n case Industries.Food:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Build and manage a new restaurant!\n \n );\n break;\n case Industries.Tobacco:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Create a new tobacco product!\n \n );\n break;\n case Industries.Pharmaceutical:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Design and develop a new pharmaceutical drug!\n \n );\n break;\n case Industries.Computer:\n case \"Computer\":\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Design and manufacture a new computer hardware product!\n \n );\n break;\n case Industries.Robotics:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Design and create a new robot or robotic system!\n \n );\n break;\n case Industries.Software:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Develop a new piece of software!\n \n );\n break;\n case Industries.Healthcare:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Build and manage a new hospital!\n \n );\n break;\n case Industries.RealEstate:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Develop a new piece of real estate property!\n \n );\n break;\n default:\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n Create a new product!\n \n );\n return <>;\n }\n createProductPopupText = (\n <>\n {createProductPopupText}\n
\n
\n To begin developing a product, first choose the city in which it will be designed. The stats of your employees in\n the selected city affect the properties of the finished product, such as its quality, performance, and durability.\n
\n
\n You can also choose to invest money in the design and marketing of the product. Investing money in its design will\n result in a superior product. Investing money in marketing the product will help the product's sales.\n \n );\n\n function makeProduct(): void {\n if (design === null || marketing === null) return;\n try {\n MakeProduct(corp, division, city, name, design, marketing);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n props.onClose();\n }\n\n function onCityChange(event: SelectChangeEvent): void {\n setCity(event.target.value);\n }\n\n function onProductNameChange(event: React.ChangeEvent): void {\n setName(event.target.value);\n }\n\n function onDesignChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setDesign(null);\n else setDesign(parseFloat(event.target.value));\n }\n\n function onMarketingChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setMarketing(null);\n else setMarketing(parseFloat(event.target.value));\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) makeProduct();\n }\n\n return (\n \n {createProductPopupText}\n \n \n
\n \n \n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { IndustryResearchTrees } from \"../IndustryData\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { IIndustry } from \"../IIndustry\";\nimport { Research } from \"../Actions\";\nimport { Node } from \"../ResearchTree\";\nimport { ResearchMap } from \"../ResearchMap\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\ninterface INodeProps {\n n: Node | null;\n division: IIndustry;\n}\nfunction Upgrade({ n, division }: INodeProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n if (n === null) return <>;\n const r = ResearchMap[n.text];\n let disabled = division.sciResearch.qty < r.cost || n.researched;\n const parent = n.parent;\n if (parent !== null) {\n disabled = disabled || !parent.researched;\n }\n\n function research(): void {\n if (n === null || disabled) return;\n try {\n Research(division, n.text);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n return;\n }\n\n dialogBoxCreate(\n `Researched ${n.text}. It may take a market cycle ` +\n `(~${CorporationConstants.SecsPerMarketCycle} seconds) before the effects of ` +\n `the Research apply.`,\n );\n }\n\n const but = (\n \n \n Research points: {r.cost}\n
\n {r.desc}\n \n }\n >\n \n \n \n \n
\n );\n\n if (n.children.length === 0) return but;\n\n return (\n \n \n {but}\n setOpen((old) => !old)}>\n \n {open ? : }\n \n \n \n \n {n.children.map((m) => (\n \n ))}\n \n \n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n industry: IIndustry;\n}\n\n// Create the Research Tree UI for this Industry\nexport function ResearchModal(props: IProps): React.ReactElement {\n const researchTree = IndustryResearchTrees[props.industry.type];\n if (researchTree === undefined) return <>;\n\n return (\n \n \n \n Research points: {props.industry.sciResearch.qty.toFixed(3)}\n
\n Multipliers from research:\n
* Advertising Multiplier: x{researchTree.getAdvertisingMultiplier()}\n
* Employee Charisma Multiplier: x{researchTree.getEmployeeChaMultiplier()}\n
* Employee Creativity Multiplier: x{researchTree.getEmployeeCreMultiplier()}\n
* Employee Efficiency Multiplier: x{researchTree.getEmployeeEffMultiplier()}\n
* Employee Intelligence Multiplier: x{researchTree.getEmployeeIntMultiplier()}\n
* Production Multiplier: x{researchTree.getProductionMultiplier()}\n
* Sales Multiplier: x{researchTree.getSalesMultiplier()}\n
* Scientific Research Multiplier: x{researchTree.getScientificResearchMultiplier()}\n
* Storage Multiplier: x{researchTree.getStorageMultiplier()}\n
\n
\n );\n}\n","// React Component for displaying an Industry's warehouse information\n// (right-side panel in the Industry UI)\nimport React, { useState } from \"react\";\n\nimport { CorporationConstants } from \"../data/Constants\";\nimport { Material } from \"../Material\";\nimport { Product } from \"../Product\";\nimport { Warehouse } from \"../Warehouse\";\nimport { SmartSupplyModal } from \"./SmartSupplyModal\";\nimport { ProductElem } from \"./ProductElem\";\nimport { MaterialElem } from \"./MaterialElem\";\nimport { MaterialSizes } from \"../MaterialSizes\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\nimport { ICorporation } from \"../ICorporation\";\nimport { IIndustry } from \"../IIndustry\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { MoneyCost } from \"./MoneyCost\";\nimport { isRelevantMaterial } from \"./Helpers\";\nimport { IndustryProductEquation } from \"./IndustryProductEquation\";\nimport { PurchaseWarehouse } from \"../Actions\";\nimport { useCorporation, useDivision } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n corp: ICorporation;\n division: IIndustry;\n warehouse: Warehouse | 0;\n currentCity: string;\n player: IPlayer;\n rerender: () => void;\n}\n\nfunction WarehouseRoot(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [smartSupplyOpen, setSmartSupplyOpen] = useState(false);\n if (props.warehouse === 0) return <>;\n\n // Upgrade Warehouse size button\n const sizeUpgradeCost = CorporationConstants.WarehouseUpgradeBaseCost * Math.pow(1.07, props.warehouse.level + 1);\n const canAffordUpgrade = corp.funds.gt(sizeUpgradeCost);\n function upgradeWarehouseOnClick(): void {\n if (division === null) return;\n if (props.warehouse === 0) return;\n if (!canAffordUpgrade) return;\n ++props.warehouse.level;\n props.warehouse.updateSize(corp, division);\n corp.funds = corp.funds.minus(sizeUpgradeCost);\n props.rerender();\n }\n\n // Current State:\n let stateText;\n switch (division.state) {\n case \"START\":\n stateText = \"Current state: Preparing...\";\n break;\n case \"PURCHASE\":\n stateText = \"Current state: Purchasing materials...\";\n break;\n case \"PRODUCTION\":\n stateText = \"Current state: Producing materials and/or products...\";\n break;\n case \"SALE\":\n stateText = \"Current state: Selling materials and/or products...\";\n break;\n case \"EXPORT\":\n stateText = \"Current state: Exporting materials and/or products...\";\n break;\n default:\n console.error(`Invalid state: ${division.state}`);\n break;\n }\n\n // Create React components for materials\n const mats = [];\n for (const matName in props.warehouse.materials) {\n if (!(props.warehouse.materials[matName] instanceof Material)) continue;\n // Only create UI for materials that are relevant for the industry\n if (!isRelevantMaterial(matName, division)) continue;\n mats.push(\n ,\n );\n }\n\n // Create React components for products\n const products = [];\n if (division.makesProducts && Object.keys(division.products).length > 0) {\n for (const productName in division.products) {\n const product = division.products[productName];\n if (!(product instanceof Product)) continue;\n products.push(\n ,\n );\n }\n }\n\n let breakdown = <>;\n for (const matName in props.warehouse.materials) {\n if (matName === \"RealEstate\") continue;\n const mat = props.warehouse.materials[matName];\n if (!MaterialSizes.hasOwnProperty(matName)) continue;\n if (mat.qty === 0) continue;\n breakdown = (\n <>\n {breakdown}\n {matName}: {numeralWrapper.format(mat.qty * MaterialSizes[matName], \"0,0.0\")}\n
\n \n );\n }\n\n for (const prodName in division.products) {\n const prod = division.products[prodName];\n if (prod === undefined) continue;\n breakdown = (\n <>\n {breakdown}\n {prodName}: {numeralWrapper.format(prod.data[props.warehouse.loc][0] * prod.siz, \"0,0.0\")}\n \n );\n }\n\n return (\n \n \n {breakdown} : \"\"}>\n = props.warehouse.size ? \"error\" : \"primary\"}>\n Storage: {numeralWrapper.formatBigNumber(props.warehouse.sizeUsed)} /{\" \"}\n {numeralWrapper.formatBigNumber(props.warehouse.size)}\n \n \n\n \n \n\n This industry uses the following equation for it's production: \n
\n \n \n \n
\n \n To get started with production, purchase your required materials or import them from another of your company's\n divisions.\n \n
\n\n {stateText}\n\n {corp.unlockUpgrades[1] && (\n <>\n \n setSmartSupplyOpen(false)}\n warehouse={props.warehouse}\n />\n \n )}\n\n {mats}\n\n {products}\n
\n );\n}\n\nexport function IndustryWarehouse(props: IProps): React.ReactElement {\n if (props.warehouse instanceof Warehouse) {\n return ;\n } else {\n return ;\n }\n}\n\ninterface IEmptyProps {\n city: string;\n rerender: () => void;\n}\n\nfunction EmptyWarehouse(props: IEmptyProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const disabled = corp.funds.lt(CorporationConstants.WarehouseInitialCost);\n function purchaseWarehouse(): void {\n if (disabled) return;\n PurchaseWarehouse(corp, division, props.city);\n props.rerender();\n }\n return (\n \n \n \n );\n}\n","import React, { useState } from \"react\";\n\nimport { Warehouse } from \"../Warehouse\";\nimport { SetSmartSupply, SetSmartSupplyUseLeftovers } from \"../Actions\";\nimport { Material } from \"../Material\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\n\ninterface ILeftoverProps {\n matName: string;\n warehouse: Warehouse;\n}\n\nfunction Leftover(props: ILeftoverProps): React.ReactElement {\n const [checked, setChecked] = useState(!!props.warehouse.smartSupplyUseLeftovers[props.matName]);\n\n function onChange(event: React.ChangeEvent): void {\n try {\n const material = props.warehouse.materials[props.matName];\n SetSmartSupplyUseLeftovers(props.warehouse, material, event.target.checked);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n setChecked(event.target.checked);\n }\n\n return (\n <>\n }\n label={{props.warehouse.materials[props.matName].name}}\n />\n
\n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n warehouse: Warehouse;\n}\n\nexport function SmartSupplyModal(props: IProps): React.ReactElement {\n const division = useDivision();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n // Smart Supply Checkbox\n function smartSupplyOnChange(e: React.ChangeEvent): void {\n SetSmartSupply(props.warehouse, e.target.checked);\n rerender();\n }\n\n // Create React components for materials\n const mats = [];\n for (const matName in props.warehouse.materials) {\n if (!(props.warehouse.materials[matName] instanceof Material)) continue;\n if (!Object.keys(division.reqMats).includes(matName)) continue;\n mats.push();\n }\n\n return (\n \n <>\n }\n label={Enable Smart Supply}\n />\n
\n Use materials already in the warehouse instead of buying new ones, if available:\n {mats}\n \n
\n );\n}\n","import React, { useState } from \"react\";\n\nimport { CorporationConstants } from \"../data/Constants\";\nimport { Product } from \"../Product\";\nimport { DiscontinueProductModal } from \"./DiscontinueProductModal\";\nimport { LimitProductProductionModal } from \"./LimitProductProductionModal\";\nimport { SellProductModal } from \"./SellProductModal\";\nimport { ProductMarketTaModal } from \"./ProductMarketTaModal\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\nimport { isString } from \"../../utils/helpers/isString\";\nimport { Money } from \"../../ui/React/Money\";\nimport { useCorporation, useDivision } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProductProps {\n city: string;\n product: Product;\n rerender: () => void;\n}\n\n// Creates the UI for a single Product type\nexport function ProductElem(props: IProductProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [sellOpen, setSellOpen] = useState(false);\n const [limitOpen, setLimitOpen] = useState(false);\n const [discontinueOpen, setDiscontinueOpen] = useState(false);\n const [marketTaOpen, setMarketTaOpen] = useState(false);\n const city = props.city;\n const product = props.product;\n\n // Numeraljs formatters\n const nf = \"0.000\";\n const nfB = \"0.000a\"; // For numbers that might be big\n\n const hasUpgradeDashboard = division.hasResearch(\"uPgrade: Dashboard\");\n\n // Total product gain = production - sale\n const totalGain = product.data[city][1] - product.data[city][2];\n\n // Sell button\n let sellButtonText: JSX.Element;\n if (product.sllman[city][0]) {\n if (isString(product.sllman[city][1])) {\n sellButtonText = (\n <>\n Sell ({numeralWrapper.format(product.data[city][2], nfB)}/{product.sllman[city][1]})\n \n );\n } else {\n sellButtonText = (\n <>\n Sell ({numeralWrapper.format(product.data[city][2], nfB)}/\n {numeralWrapper.format(product.sllman[city][1], nfB)})\n \n );\n }\n } else {\n sellButtonText = <>Sell (0.000/0.000);\n }\n\n if (product.marketTa2) {\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else if (product.marketTa1) {\n const markupLimit = product.rat / product.mku;\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else if (product.sCost) {\n if (isString(product.sCost)) {\n const sCost = (product.sCost as string).replace(/MP/g, product.pCost + \"\");\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else {\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n }\n }\n\n // Limit Production button\n let limitProductionButtonText = \"Limit Production\";\n if (product.prdman[city][0]) {\n limitProductionButtonText += \" (\" + numeralWrapper.format(product.prdman[city][1], nf) + \")\";\n }\n\n return (\n \n {!product.fin ? (\n <>\n \n Designing {product.name} (req. Operations/Engineers in {product.createCity})...\n \n
\n {numeralWrapper.format(product.prog, \"0.00\")}% complete\n \n ) : (\n <>\n \n \n Prod: {numeralWrapper.format(product.data[city][1], nfB)}/s\n
\n Sell: {numeralWrapper.format(product.data[city][2], nfB)} /s\n \n }\n >\n \n {product.name}: {numeralWrapper.format(product.data[city][0], nfB)} (\n {numeralWrapper.format(totalGain, nfB)}\n /s)\n \n \n
\n \n \n Quality: {numeralWrapper.format(product.qlt, nf)}
\n Performance: {numeralWrapper.format(product.per, nf)}
\n Durability: {numeralWrapper.format(product.dur, nf)}
\n Reliability: {numeralWrapper.format(product.rel, nf)}
\n Aesthetics: {numeralWrapper.format(product.aes, nf)}
\n Features: {numeralWrapper.format(product.fea, nf)}\n {corp.unlockUpgrades[2] === 1 &&
}\n {corp.unlockUpgrades[2] === 1 && \"Demand: \" + numeralWrapper.format(product.dmd, nf)}\n {corp.unlockUpgrades[3] === 1 &&
}\n {corp.unlockUpgrades[3] === 1 && \"Competition: \" + numeralWrapper.format(product.cmp, nf)}\n \n }\n >\n Rating: {numeralWrapper.format(product.rat, nf)}\n \n
\n \n An estimate of the material cost it takes to create this Product.}>\n \n Est. Production Cost:{\" \"}\n {numeralWrapper.formatMoney(product.pCost / CorporationConstants.ProductProductionCostRatio)}\n \n \n \n \n \n An estimate of how much consumers are willing to pay for this product. Setting the sale price above\n this may result in less sales. Setting the sale price below this may result in more sales.\n \n }\n >\n Est. Market Price: {numeralWrapper.formatMoney(product.pCost)}\n \n \n \n )}\n\n {(hasUpgradeDashboard || product.fin) && (\n <>\n \n setSellOpen(false)} />\n
\n \n setLimitOpen(false)}\n />\n \n\n setDiscontinueOpen(false)}\n />\n {division.hasResearch(\"Market-TA.I\") && (\n <>\n \n setMarketTaOpen(false)} />\n \n )}\n \n )}\n
\n );\n}\n","import React from \"react\";\n\nimport { Product } from \"../Product\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n product: Product;\n rerender: () => void;\n}\n\n// Create a popup that lets the player discontinue a product\nexport function DiscontinueProductModal(props: IProps): React.ReactElement {\n const division = useDivision();\n function discontinue(): void {\n division.discontinueProduct(props.product);\n props.onClose();\n props.rerender();\n }\n\n return (\n \n \n Are you sure you want to do this? Discontinuing a product removes it completely and permanently. You will no\n longer produce this product and all of its existing stock will be removed and left unsold\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { Product } from \"../Product\";\nimport { LimitProductProduction } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n product: Product;\n city: string;\n}\n\n// Create a popup that lets the player limit the production of a product\nexport function LimitProductProductionModal(props: IProps): React.ReactElement {\n const [limit, setLimit] = useState(null);\n\n function limitProductProduction(): void {\n let qty = limit;\n if (qty === null) qty = -1;\n LimitProductProduction(props.product, props.city, qty);\n props.onClose();\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) limitProductProduction();\n }\n\n function onChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setLimit(null);\n else setLimit(parseFloat(event.target.value));\n }\n\n return (\n \n \n Enter a limit to the amount of this product you would like to product per second. Leave the box empty to set no\n limit.\n \n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Product } from \"../Product\";\nimport { SellProduct } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\n\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\n\nfunction initialPrice(product: Product): string {\n let val = product.sCost ? product.sCost + \"\" : \"\";\n if (product.marketTa2) {\n val += \" (Market-TA.II)\";\n } else if (product.marketTa1) {\n val += \" (Market-TA.I)\";\n }\n return val;\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n product: Product;\n city: string;\n}\n\n// Create a popup that let the player manage sales of a material\nexport function SellProductModal(props: IProps): React.ReactElement {\n const [checked, setChecked] = useState(true);\n const [iQty, setQty] = useState(\n props.product.sllman[props.city][1] ? props.product.sllman[props.city][1] : \"\",\n );\n const [px, setPx] = useState(initialPrice(props.product));\n\n function onCheckedChange(event: React.ChangeEvent): void {\n setChecked(event.target.checked);\n }\n\n function sellProduct(): void {\n try {\n SellProduct(props.product, props.city, iQty, px, checked);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n\n props.onClose();\n }\n\n function onAmtChange(event: React.ChangeEvent): void {\n setQty(event.target.value);\n }\n\n function onPriceChange(event: React.ChangeEvent): void {\n setPx(event.target.value);\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) sellProduct();\n }\n\n return (\n \n \n Enter the maximum amount of {props.product.name} you would like to sell per second, as well as the price at\n which you would like to sell it at.\n
\n
\n If the sell amount is set to 0, then the product will not be sold. If the sell price is set to 0, then the\n product will be discarded.\n
\n
\n Setting the sell amount to 'MAX' will result in you always selling the maximum possible amount of the material.\n
\n
\n When setting the sell amount, you can use the 'PROD' variable to designate a dynamically changing amount that\n depends on your production. For example, if you set the sell amount to 'PROD-1' then you will always sell 1 less\n of the material than you produce.\n
\n
\n When setting the sell price, you can use the 'MP' variable to set a dynamically changing price that depends on\n the Product's estimated market price. For example, if you set it to 'MP*5' then it will always be sold at five\n times the estimated market price.\n
\n
\n \n \n \n }\n label={Use same 'Sell Amount' for all cities}\n />\n
\n );\n}\n","import React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Product } from \"../Product\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ninterface ITa2Props {\n product: Product;\n}\n\nfunction MarketTA2(props: ITa2Props): React.ReactElement {\n const division = useDivision();\n if (!division.hasResearch(\"Market-TA.II\")) return <>;\n const markupLimit = props.product.rat / props.product.mku;\n const [value, setValue] = useState(props.product.pCost);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n function onChange(event: React.ChangeEvent): void {\n setValue(parseFloat(event.target.value));\n }\n\n function onCheckedChange(event: React.ChangeEvent): void {\n props.product.marketTa2 = event.target.checked;\n rerender();\n }\n\n const sCost = value;\n let markup = 1;\n if (sCost > props.product.pCost) {\n if (sCost - props.product.pCost > markupLimit) {\n markup = markupLimit / (sCost - props.product.pCost);\n }\n }\n\n return (\n <>\n Market-TA.II\n
\n \n If you sell at {numeralWrapper.formatMoney(sCost)}, then you will sell{\" \"}\n {numeralWrapper.format(markup, \"0.00000\")}x as much compared to if you sold at market price.\n \n \n
\n }\n label={\n \n If this is enabled, then this Material will automatically be sold at the optimal price such that the\n amount sold matches the amount produced. (i.e. the highest possible price, while still ensuring that all\n produced materials will be sold)\n \n }\n >\n Use Market-TA.II for Auto-Sale Price\n \n }\n />\n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n product: Product;\n}\n\n// Create a popup that lets the player use the Market TA research for Products\nexport function ProductMarketTaModal(props: IProps): React.ReactElement {\n const division = useDivision();\n const markupLimit = props.product.rat / props.product.mku;\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n function onChange(event: React.ChangeEvent): void {\n props.product.marketTa1 = event.target.checked;\n rerender();\n }\n\n return (\n \n {!division.hasResearch(\"Market-TA.II\") && (\n <>\n Market-TA.I\n \n The maximum sale price you can mark this up to is{\" \"}\n {numeralWrapper.formatMoney(props.product.pCost + markupLimit)}. This means that if you set the sale price\n higher than this, you will begin to experience a loss in number of sales\n \n\n }\n label={\n \n If this is enabled, then this Material will automatically be sold at the price identified by\n Market-TA.I (i.e. the price shown above)\n \n }\n >\n Use Market-TA.I for Auto-Sale Price\n \n }\n />\n \n )}\n \n \n );\n}\n","// React Component for displaying an Industry's warehouse information\n// (right-side panel in the Industry UI)\nimport React, { useState } from \"react\";\n\nimport { OfficeSpace } from \"../OfficeSpace\";\nimport { Material } from \"../Material\";\nimport { Warehouse } from \"../Warehouse\";\nimport { ExportModal } from \"./ExportModal\";\nimport { MaterialMarketTaModal } from \"./MaterialMarketTaModal\";\nimport { SellMaterialModal } from \"./SellMaterialModal\";\nimport { PurchaseMaterialModal } from \"./PurchaseMaterialModal\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\nimport { isString } from \"../../utils/helpers/isString\";\nimport { Money } from \"../../ui/React/Money\";\nimport { useCorporation, useDivision } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\ninterface IMaterialProps {\n warehouse: Warehouse;\n city: string;\n mat: Material;\n rerender: () => void;\n}\n\n// Creates the UI for a single Material type\nexport function MaterialElem(props: IMaterialProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const [purchaseMaterialOpen, setPurchaseMaterialOpen] = useState(false);\n const [exportOpen, setExportOpen] = useState(false);\n const [sellMaterialOpen, setSellMaterialOpen] = useState(false);\n const [materialMarketTaOpen, setMaterialMarketTaOpen] = useState(false);\n const warehouse = props.warehouse;\n const city = props.city;\n const mat = props.mat;\n const markupLimit = mat.getMarkupLimit();\n const office = division.offices[city];\n if (!(office instanceof OfficeSpace)) {\n throw new Error(`Could not get OfficeSpace object for this city (${city})`);\n }\n\n // Numeraljs formatter\n const nf = \"0.000\";\n const nfB = \"0.000a\"; // For numbers that might be biger\n\n // Total gain or loss of this material (per second)\n const totalGain = mat.buy + mat.prd + mat.imp - mat.sll - mat.totalExp;\n\n // Flag that determines whether this industry is \"new\" and the current material should be\n // marked with flashing-red lights\n const tutorial =\n division.newInd && Object.keys(division.reqMats).includes(mat.name) && mat.buy === 0 && mat.imp === 0;\n\n // Purchase material button\n const purchaseButtonText = `Buy (${numeralWrapper.format(mat.buy, nfB)})`;\n\n // Sell material button\n let sellButtonText: JSX.Element;\n if (mat.sllman[0]) {\n if (isString(mat.sllman[1])) {\n sellButtonText = (\n <>\n Sell ({numeralWrapper.format(mat.sll, nfB)}/{mat.sllman[1]})\n \n );\n } else {\n sellButtonText = (\n <>\n Sell ({numeralWrapper.format(mat.sll, nfB)}/{numeralWrapper.format(mat.sllman[1] as number, nfB)})\n \n );\n }\n\n if (mat.marketTa2) {\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else if (mat.marketTa1) {\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else if (mat.sCost) {\n if (isString(mat.sCost)) {\n const sCost = (mat.sCost as string).replace(/MP/g, mat.bCost + \"\");\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n } else {\n sellButtonText = (\n <>\n {sellButtonText} @ \n \n );\n }\n }\n } else {\n sellButtonText = <>Sell (0.000/0.000);\n }\n\n return (\n \n \n \n \n Buy: {numeralWrapper.format(mat.buy, nfB)}
\n Prod: {numeralWrapper.format(mat.prd, nfB)}
\n Sell: {numeralWrapper.format(mat.sll, nfB)}
\n Export: {numeralWrapper.format(mat.totalExp, nfB)}
\n Import: {numeralWrapper.format(mat.imp, nfB)}\n {corp.unlockUpgrades[2] === 1 &&
}\n {corp.unlockUpgrades[2] === 1 && \"Demand: \" + numeralWrapper.format(mat.dmd, nf)}\n {corp.unlockUpgrades[3] === 1 &&
}\n {corp.unlockUpgrades[3] === 1 && \"Competition: \" + numeralWrapper.format(mat.cmp, nf)}\n \n }\n >\n \n {mat.name}: {numeralWrapper.format(mat.qty, nfB)} ({numeralWrapper.format(totalGain, nfB)}/s)\n \n \n \n Market Price: The price you would pay if you were to buy this material on the market\n \n }\n >\n MP: {numeralWrapper.formatMoney(mat.bCost)}\n \n The quality of your material. Higher quality will lead to more sales}\n >\n Quality: {numeralWrapper.format(mat.qlt, \"0.00a\")}\n \n
\n\n \n Purchase your required materials to get production started! : \"\"}\n >\n \n setPurchaseMaterialOpen(true)}\n disabled={props.warehouse.smartSupplyEnabled && Object.keys(division.reqMats).includes(props.mat.name)}\n >\n {purchaseButtonText}\n \n \n \n setPurchaseMaterialOpen(false)}\n />\n\n {corp.unlockUpgrades[0] === 1 && (\n <>\n \n\n setExportOpen(false)} />\n \n )}\n
\n\n setSellMaterialOpen(true)}\n >\n {sellButtonText}\n \n setSellMaterialOpen(false)} />\n {division.hasResearch(\"Market-TA.I\") && (\n <>\n \n\n setMaterialMarketTaOpen(false)}\n />\n \n )}\n
\n
\n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Material } from \"../Material\";\nimport { Export } from \"../Export\";\nimport { IIndustry } from \"../IIndustry\";\nimport { ExportMaterial } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n mat: Material;\n}\n\n// Create a popup that lets the player manage exports\nexport function ExportModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n if (corp.divisions.length === 0) throw new Error(\"Export popup created with no divisions.\");\n if (Object.keys(corp.divisions[0].warehouses).length === 0)\n throw new Error(\"Export popup created in a division with no warehouses.\");\n const [industry, setIndustry] = useState(corp.divisions[0].name);\n const [city, setCity] = useState(Object.keys(corp.divisions[0].warehouses)[0]);\n const [amt, setAmt] = useState(\"\");\n const setRerender = useState(false)[1];\n\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n function onCityChange(event: SelectChangeEvent): void {\n setCity(event.target.value);\n }\n\n function onIndustryChange(event: SelectChangeEvent): void {\n const div = event.target.value;\n setIndustry(div);\n setCity(Object.keys(corp.divisions[0].warehouses)[0]);\n }\n\n function onAmtChange(event: React.ChangeEvent): void {\n setAmt(event.target.value);\n }\n\n function exportMaterial(): void {\n try {\n ExportMaterial(industry, city, props.mat, amt);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n props.onClose();\n }\n\n function removeExport(exp: Export): void {\n for (let i = 0; i < props.mat.exp.length; ++i) {\n if (props.mat.exp[i].ind !== exp.ind || props.mat.exp[i].city !== exp.city || props.mat.exp[i].amt !== exp.amt)\n continue;\n props.mat.exp.splice(i, 1);\n break;\n }\n rerender();\n }\n\n const currentDivision = corp.divisions.find((division: IIndustry) => division.name === industry);\n if (currentDivision === undefined)\n throw new Error(`Export popup somehow ended up with undefined division '${currentDivision}'`);\n const possibleCities = Object.keys(currentDivision.warehouses).filter(\n (city) => currentDivision.warehouses[city] !== 0,\n );\n if (possibleCities.length > 0 && !possibleCities.includes(city)) {\n setCity(possibleCities[0]);\n }\n\n return (\n \n \n Select the industry and city to export this material to, as well as how much of this material to export per\n second. You can set the export amount to 'MAX' to export all of the materials in this warehouse.\n \n \n \n \n \n \n Below is a list of all current exports of this material from this warehouse. Clicking on one of the exports\n below will REMOVE that export.\n \n {props.mat.exp.map((exp: Export, index: number) => (\n \n \n \n Industry: {exp.ind}\n
\n City: {exp.city}\n
\n Amount/s: {exp.amt}\n
\n
\n ))}\n
\n );\n}\n","import React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Material } from \"../Material\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ninterface IMarketTA2Props {\n mat: Material;\n}\n\nfunction MarketTA2(props: IMarketTA2Props): React.ReactElement {\n const division = useDivision();\n if (!division.hasResearch(\"Market-TA.II\")) return <>;\n\n const [newCost, setNewCost] = useState(props.mat.bCost);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const markupLimit = props.mat.getMarkupLimit();\n\n function onChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setNewCost(0);\n else setNewCost(parseFloat(event.target.value));\n }\n\n const sCost = newCost;\n let markup = 1;\n if (sCost > props.mat.bCost) {\n //Penalty if difference between sCost and bCost is greater than markup limit\n if (sCost - props.mat.bCost > markupLimit) {\n markup = Math.pow(markupLimit / (sCost - props.mat.bCost), 2);\n }\n } else if (sCost < props.mat.bCost) {\n if (sCost <= 0) {\n markup = 1e12; //Sell everything, essentially discard\n } else {\n //Lower prices than market increases sales\n markup = props.mat.bCost / sCost;\n }\n }\n\n function onMarketTA2(event: React.ChangeEvent): void {\n props.mat.marketTa2 = event.target.checked;\n rerender();\n }\n\n return (\n <>\n Market-TA.II\n
\n \n If you sell at {numeralWrapper.formatMoney(sCost)}, then you will sell{\" \"}\n {numeralWrapper.format(markup, \"0.00000\")}x as much compared to if you sold at market price.\n \n \n
\n }\n label={\n \n If this is enabled, then this Material will automatically be sold at the optimal price such that the\n amount sold matches the amount produced. (i.e. the highest possible price, while still ensuring that all\n produced materials will be sold)\n \n }\n >\n Use Market-TA.II for Auto-Sale Price\n \n }\n />\n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n mat: Material;\n}\n\n// Create a popup that lets the player use the Market TA research for Materials\nexport function MaterialMarketTaModal(props: IProps): React.ReactElement {\n const division = useDivision();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const markupLimit = props.mat.getMarkupLimit();\n\n function onMarketTA1(event: React.ChangeEvent): void {\n props.mat.marketTa1 = event.target.checked;\n rerender();\n }\n\n return (\n \n {!division.hasResearch(\"Market-TA.II\") && (\n <>\n Market-TA.I\n \n The maximum sale price you can mark this up to is{\" \"}\n {numeralWrapper.formatMoney(props.mat.bCost + markupLimit)}. This means that if you set the sale price\n higher than this, you will begin to experience a loss in number of sales\n \n\n }\n label={\n \n If this is enabled, then this Material will automatically be sold at the price identified by\n Market-TA.I (i.e. the price shown above)\n \n }\n >\n Use Market-TA.I for Auto-Sale Price\n \n }\n />\n \n )}\n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Material } from \"../Material\";\nimport { SellMaterial } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\nfunction initialPrice(mat: Material): string {\n let val = mat.sCost ? mat.sCost + \"\" : \"\";\n if (mat.marketTa2) {\n val += \" (Market-TA.II)\";\n } else if (mat.marketTa1) {\n val += \" (Market-TA.I)\";\n }\n return val;\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n mat: Material;\n}\n\n// Create a popup that let the player manage sales of a material\nexport function SellMaterialModal(props: IProps): React.ReactElement {\n const [amt, setAmt] = useState(props.mat.sllman[1] ? props.mat.sllman[1] + \"\" : \"\");\n const [price, setPrice] = useState(initialPrice(props.mat));\n\n function sellMaterial(): void {\n try {\n SellMaterial(props.mat, amt, price);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n props.onClose();\n }\n\n function onAmtChange(event: React.ChangeEvent): void {\n setAmt(event.target.value);\n }\n\n function onPriceChange(event: React.ChangeEvent): void {\n setPrice(event.target.value);\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) sellMaterial();\n }\n\n return (\n \n \n Enter the maximum amount of {props.mat.name} you would like to sell per second, as well as the price at which\n you would like to sell at.\n
\n
\n If the sell amount is set to 0, then the material will not be sold. If the sell price if set to 0, then the\n material will be discarded\n
\n
\n Setting the sell amount to 'MAX' will result in you always selling the maximum possible amount of the material.\n
\n
\n When setting the sell amount, you can use the 'PROD' variable to designate a dynamically changing amount that\n depends on your production. For example, if you set the sell amount to 'PROD-5' then you will always sell 5 less\n of the material than you produce.\n
\n
\n When setting the sell price, you can use the 'MP' variable to designate a dynamically changing price that\n depends on the market price. For example, if you set the sell price to 'MP+10' then it will always be sold at\n $10 above the market price.\n
\n
\n \n \n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { MaterialSizes } from \"../MaterialSizes\";\nimport { Warehouse } from \"../Warehouse\";\nimport { Material } from \"../Material\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { BuyMaterial } from \"../Actions\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useCorporation, useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ninterface IBulkPurchaseTextProps {\n warehouse: Warehouse;\n mat: Material;\n amount: string;\n}\n\nfunction BulkPurchaseText(props: IBulkPurchaseTextProps): React.ReactElement {\n const parsedAmt = parseFloat(props.amount);\n const cost = parsedAmt * props.mat.bCost;\n\n const matSize = MaterialSizes[props.mat.name];\n const maxAmount = (props.warehouse.size - props.warehouse.sizeUsed) / matSize;\n\n if (parsedAmt * matSize > maxAmount) {\n return <>Not enough warehouse space to purchase this amount;\n } else if (isNaN(cost)) {\n return <>Invalid put for Bulk Purchase amount;\n } else {\n return (\n <>\n Purchasing {numeralWrapper.format(parsedAmt, \"0,0.00\")} of {props.mat.name} will cost{\" \"}\n {numeralWrapper.formatMoney(cost)}\n \n );\n }\n}\n\ninterface IBPProps {\n onClose: () => void;\n mat: Material;\n warehouse: Warehouse;\n}\n\nfunction BulkPurchase(props: IBPProps): React.ReactElement {\n const corp = useCorporation();\n const [buyAmt, setBuyAmt] = useState(\"\");\n\n function bulkPurchase(): void {\n const amount = parseFloat(buyAmt);\n\n const matSize = MaterialSizes[props.mat.name];\n const maxAmount = (props.warehouse.size - props.warehouse.sizeUsed) / matSize;\n if (amount * matSize > maxAmount) {\n dialogBoxCreate(`You do not have enough warehouse size to fit this purchase`);\n return;\n }\n\n if (isNaN(amount)) {\n dialogBoxCreate(\"Invalid input amount\");\n } else {\n const cost = amount * props.mat.bCost;\n if (corp.funds.gt(cost)) {\n corp.funds = corp.funds.minus(cost);\n props.mat.qty += amount;\n } else {\n dialogBoxCreate(`You cannot afford this purchase.`);\n return;\n }\n props.onClose();\n }\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) bulkPurchase();\n }\n\n function onChange(event: React.ChangeEvent): void {\n setBuyAmt(event.target.value);\n }\n\n return (\n <>\n \n Enter the amount of {props.mat.name} you would like to bulk purchase. This purchases the specified amount\n instantly (all at once).\n \n \n \n \n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n mat: Material;\n warehouse: Warehouse;\n}\n\n// Create a popup that lets the player purchase a Material\nexport function PurchaseMaterialModal(props: IProps): React.ReactElement {\n const division = useDivision();\n const [buyAmt, setBuyAmt] = useState(props.mat.buy ? props.mat.buy : 0);\n\n function purchaseMaterial(): void {\n if (buyAmt === null) return;\n try {\n BuyMaterial(props.mat, buyAmt);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n\n props.onClose();\n }\n\n function clearPurchase(): void {\n props.mat.buy = 0;\n props.onClose();\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) purchaseMaterial();\n }\n\n function onChange(event: React.ChangeEvent): void {\n setBuyAmt(parseFloat(event.target.value));\n }\n\n return (\n \n <>\n \n Enter the amount of {props.mat.name} you would like to purchase per second. This material's cost changes\n constantly.\n \n \n \n \n {division.hasResearch(\"Bulk Purchasing\") && (\n \n )}\n \n \n );\n}\n","import { IIndustry } from \"../IIndustry\";\n\n// Returns a boolean indicating whether the given material is relevant for the\n// current industry.\nexport function isRelevantMaterial(matName: string, division: IIndustry): boolean {\n // Materials that affect Production multiplier\n const prodMultiplierMats = [\"Hardware\", \"Robots\", \"AICores\", \"RealEstate\"];\n\n if (Object.keys(division.reqMats).includes(matName)) {\n return true;\n }\n if (division.prodMats.includes(matName)) {\n return true;\n }\n if (prodMultiplierMats.includes(matName)) {\n return true;\n }\n\n return false;\n}\n","import React from \"react\";\nimport { IIndustry } from \"../IIndustry\";\nimport { MathJax, MathJaxContext } from \"better-react-mathjax\";\n\ninterface IProps {\n division: IIndustry;\n}\n\nexport function IndustryProductEquation(props: IProps): React.ReactElement {\n const reqs = [];\n for (const reqMat of Object.keys(props.division.reqMats)) {\n const reqAmt = props.division.reqMats[reqMat];\n if (reqAmt === undefined) continue;\n reqs.push(String.raw`${reqAmt}\\text{ }${reqMat}`);\n }\n const prod = props.division.prodMats.slice();\n if (props.division.makesProducts) {\n prod.push(props.division.type);\n }\n\n return (\n \n {\"\\\\(\" + reqs.join(\"+\") + `\\\\Rightarrow` + prod.map((p) => `1 \\\\text{${p}}`).join(\"+\") + \"\\\\)\"}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { NewCity } from \"../Actions\";\nimport { MoneyCost } from \"./MoneyCost\";\nimport { useCorporation, useDivision } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n cityStateSetter: (city: string) => void;\n}\n\nexport function ExpandNewCity(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const division = useDivision();\n const possibleCities = Object.keys(division.offices).filter((cityName: string) => division.offices[cityName] === 0);\n const [city, setCity] = useState(possibleCities[0]);\n\n const disabled = corp.funds.lt(CorporationConstants.OfficeInitialCost);\n\n function onCityChange(event: SelectChangeEvent): void {\n setCity(event.target.value);\n }\n\n function expand(): void {\n try {\n NewCity(corp, division, city);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n return;\n }\n\n dialogBoxCreate(`Opened a new office in ${city}!`);\n\n props.cityStateSetter(city);\n }\n return (\n <>\n \n Would you like to expand into a new city by opening an office? This would cost{\" \"}\n \n \n \n Confirm\n \n }\n value={city}\n onChange={onCityChange}\n >\n {possibleCities.map((cityName: string) => (\n \n {cityName}\n \n ))}\n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { IndustryStartingCosts, Industries, IndustryDescriptions } from \"../IndustryData\";\nimport { useCorporation } from \"./Context\";\nimport { IIndustry } from \"../IIndustry\";\nimport { NewIndustry } from \"../Actions\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Box from \"@mui/material/Box\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n setDivisionName: (name: string) => void;\n}\n\nexport function ExpandIndustryTab(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const allIndustries = Object.keys(Industries).sort();\n const possibleIndustries = allIndustries\n .filter(\n (industryType: string) =>\n corp.divisions.find((division: IIndustry) => division.type === industryType) === undefined,\n )\n .sort();\n const [industry, setIndustry] = useState(possibleIndustries.length > 0 ? possibleIndustries[0] : \"\");\n const [name, setName] = useState(\"\");\n\n const cost = IndustryStartingCosts[industry];\n if (cost === undefined) {\n throw new Error(`Invalid industry: '${industry}'`);\n }\n const disabled = corp.funds.lt(cost) || name === \"\";\n\n function newIndustry(): void {\n if (disabled) return;\n try {\n NewIndustry(corp, industry, name);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n return;\n }\n\n // Set routing to the new division so that the UI automatically switches to it\n props.setDivisionName(name);\n }\n\n function onNameChange(event: React.ChangeEvent): void {\n // [a-zA-Z0-9-_]\n setName(event.target.value);\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) newIndustry();\n }\n\n function onIndustryChange(event: SelectChangeEvent): void {\n setIndustry(event.target.value);\n }\n\n const desc = IndustryDescriptions[industry];\n if (desc === undefined) throw new Error(`Trying to create an industry that doesn't exists: '${industry}'`);\n\n return (\n <>\n Create a new division to expand into a new industry:\n \n {desc(corp)}\n
\n
\n\n Division name:\n\n \n \n Expand\n \n ),\n }}\n />\n \n \n );\n}\n","// React Component for displaying Corporation Overview info\nimport React, { useState } from \"react\";\nimport { LevelableUpgrade } from \"./LevelableUpgrade\";\nimport { UnlockUpgrade } from \"./UnlockUpgrade\";\nimport { BribeFactionModal } from \"./BribeFactionModal\";\nimport { SellSharesModal } from \"./SellSharesModal\";\nimport { BuybackSharesModal } from \"./BuybackSharesModal\";\nimport { IssueDividendsModal } from \"./IssueDividendsModal\";\nimport { IssueNewSharesModal } from \"./IssueNewSharesModal\";\nimport { FindInvestorsModal } from \"./FindInvestorsModal\";\nimport { GoPublicModal } from \"./GoPublicModal\";\nimport { Factions } from \"../../Faction/Factions\";\n\nimport { CorporationConstants } from \"../data/Constants\";\nimport { CorporationUnlockUpgrade, CorporationUnlockUpgrades } from \"../data/CorporationUnlockUpgrades\";\nimport { CorporationUpgrade, CorporationUpgrades } from \"../data/CorporationUpgrades\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { Money } from \"../../ui/React/Money\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\nimport { StatsTable } from \"../../ui/React/StatsTable\";\nimport { use } from \"../../ui/Context\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\nimport Grid from \"@mui/material/Grid\";\n\ninterface IProps {\n rerender: () => void;\n}\nexport function Overview({ rerender }: IProps): React.ReactElement {\n const player = use.Player();\n const corp = useCorporation();\n const profit: number = corp.revenue.minus(corp.expenses).toNumber();\n\n const multRows: any[][] = [];\n function appendMult(name: string, value: number): void {\n if (value === 1) return;\n multRows.push([name, numeralWrapper.format(value, \"0.000\")]);\n }\n appendMult(\"Production Multiplier: \", corp.getProductionMultiplier());\n appendMult(\"Storage Multiplier: \", corp.getStorageMultiplier());\n appendMult(\"Advertising Multiplier: \", corp.getAdvertisingMultiplier());\n appendMult(\"Empl. Creativity Multiplier: \", corp.getEmployeeCreMultiplier());\n appendMult(\"Empl. Charisma Multiplier: \", corp.getEmployeeChaMultiplier());\n appendMult(\"Empl. Intelligence Multiplier: \", corp.getEmployeeIntMultiplier());\n appendMult(\"Empl. Efficiency Multiplier: \", corp.getEmployeeEffMultiplier());\n appendMult(\"Sales Multiplier: \", corp.getSalesMultiplier());\n appendMult(\"Scientific Research Multiplier: \", corp.getScientificResearchMultiplier());\n\n return (\n <>\n ],\n [\"Total Revenue:\", ],\n [\"Total Expenses:\", ],\n [\"Publicly Traded:\", corp.public ? \"Yes\" : \"No\"],\n [\"Owned Stock Shares:\", numeralWrapper.format(corp.numShares, \"0.000a\")],\n [\"Stock Price:\", corp.public ? : \"N/A\"],\n ]}\n />\n
\n \n \n }\n >\n Total Stock Shares: {numeralWrapper.format(corp.totalShares, \"0.000a\")}\n \n \n
\n \n
\n \n
\n \n \n Get a copy of and read 'The Complete Handbook for Creating a Successful Corporation.' This is a .lit file\n that guides you through the beginning of setting up a Corporation and provides some tips/pointers for\n helping you get started with managing it.\n \n }\n >\n \n \n {corp.public ? : }\n \n
\n \n \n );\n}\n\ninterface IPrivateButtonsProps {\n rerender: () => void;\n}\n// Render the buttons for when your Corporation is still private\nfunction PrivateButtons({ rerender }: IPrivateButtonsProps): React.ReactElement {\n const corp = useCorporation();\n const [findInvestorsopen, setFindInvestorsopen] = useState(false);\n const [goPublicopen, setGoPublicopen] = useState(false);\n\n const fundingAvailable = corp.fundingRound < 4;\n const findInvestorsTooltip = fundingAvailable\n ? \"Search for private investors who will give you startup funding in exchange for equity (stock shares) in your company\"\n : \"\";\n\n return (\n <>\n {findInvestorsTooltip}}>\n \n \n \n \n \n Become a publicly traded and owned entity. Going public involves issuing shares for an IPO. Once you are a\n public company, your shares will be traded on the stock market.\n \n }\n >\n \n \n setFindInvestorsopen(false)} rerender={rerender} />\n setGoPublicopen(false)} rerender={rerender} />\n
\n \n );\n}\n\ninterface IUpgradeProps {\n rerender: () => void;\n}\n// Render the UI for Corporation upgrades\nfunction Upgrades({ rerender }: IUpgradeProps): React.ReactElement {\n const corp = useCorporation();\n // Don't show upgrades\n if (corp.divisions.length <= 0) {\n return Upgrades are unlocked once you create an industry.;\n }\n\n return (\n <>\n \n Unlocks\n \n {Object.values(CorporationUnlockUpgrades)\n .filter((upgrade: CorporationUnlockUpgrade) => corp.unlockUpgrades[upgrade[0]] === 0)\n .map((upgrade: CorporationUnlockUpgrade) => (\n \n ))}\n \n \n \n Upgrades\n \n {corp.upgrades\n .map((level: number, i: number) => CorporationUpgrades[i])\n .map((upgrade: CorporationUpgrade) => (\n \n ))}\n \n \n \n );\n}\n\ninterface IPublicButtonsProps {\n rerender: () => void;\n}\n\n// Render the buttons for when your Corporation has gone public\nfunction PublicButtons({ rerender }: IPublicButtonsProps): React.ReactElement {\n const corp = useCorporation();\n const [sellSharesOpen, setSellSharesOpen] = useState(false);\n const [buybackSharesOpen, setBuybackSharesOpen] = useState(false);\n const [issueNewSharesOpen, setIssueNewSharesOpen] = useState(false);\n const [issueDividendsOpen, setIssueDividendsOpen] = useState(false);\n\n const sellSharesOnCd = corp.shareSaleCooldown > 0;\n const sellSharesTooltip = sellSharesOnCd\n ? \"Cannot sell shares for \" + corp.convertCooldownToString(corp.shareSaleCooldown)\n : \"Sell your shares in the company. The money earned from selling your \" +\n \"shares goes into your personal account, not the Corporation's. \" +\n \"This is one of the only ways to profit from your business venture.\";\n\n const issueNewSharesOnCd = corp.issueNewSharesCooldown > 0;\n const issueNewSharesTooltip = issueNewSharesOnCd\n ? \"Cannot issue new shares for \" + corp.convertCooldownToString(corp.issueNewSharesCooldown)\n : \"Issue new equity shares to raise capital.\";\n\n return (\n <>\n {sellSharesTooltip}}>\n \n \n \n \n setSellSharesOpen(false)} rerender={rerender} />\n Buy back shares you that previously issued or sold at market price.}>\n \n \n \n \n setBuybackSharesOpen(false)} rerender={rerender} />\n
\n {issueNewSharesTooltip}}>\n \n \n \n \n setIssueNewSharesOpen(false)} />\n Manage the dividends that are paid out to shareholders (including yourself)}\n >\n \n \n setIssueDividendsOpen(false)} />\n
\n \n );\n}\n\nfunction BribeButton(): React.ReactElement {\n const player = use.Player();\n const corp = useCorporation();\n const [open, setOpen] = useState(false);\n const canBribe =\n corp.determineValuation() >= CorporationConstants.BribeThreshold &&\n player.factions.filter((f) => Factions[f].getInfo().offersWork()).length > 0;\n\n function openBribe(): void {\n if (!canBribe) return;\n setOpen(true);\n }\n\n return (\n <>\n \n \n \n \n \n setOpen(false)} />\n \n );\n}\n\ninterface IDividendsStatsProps {\n profit: number;\n}\nfunction DividendsStats({ profit }: IDividendsStatsProps): React.ReactElement {\n const corp = useCorporation();\n if (corp.dividendPercentage <= 0 || profit <= 0) return <>;\n const totalDividends = (corp.dividendPercentage / 100) * profit;\n const retainedEarnings = profit - totalDividends;\n const dividendsPerShare = totalDividends / corp.totalShares;\n const playerEarnings = corp.numShares * dividendsPerShare;\n return (\n ],\n [\"Dividend Percentage:\", numeralWrapper.format(corp.dividendPercentage / 100, \"0%\")],\n [\"Dividends per share:\", ],\n [\"Your earnings as a shareholder (Pre-Tax):\", ],\n [\"Dividend Tax Rate:\", <>{corp.dividendTaxPercentage}%],\n [\n \"Your earnings as a shareholder (Post-Tax):\",\n ,\n ],\n ]}\n />\n );\n}\n\n// Returns a string with general information about Corporation\nfunction BonusTime(): React.ReactElement {\n const corp = useCorporation();\n const storedTime = corp.storedCycles * CONSTANTS.MilliPerCycle;\n if (storedTime <= 15000) return <>;\n return (\n \n Bonus time: {convertTimeMsToTimeElapsedString(storedTime)}\n
\n
\n
\n );\n}\n","// React components for the levelable upgrade buttons on the overview panel\nimport React from \"react\";\n\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { CorporationUpgrade } from \"../data/CorporationUpgrades\";\nimport { LevelUpgrade } from \"../Actions\";\nimport { MoneyCost } from \"./MoneyCost\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport Grid from \"@mui/material/Grid\";\n\ninterface IProps {\n upgrade: CorporationUpgrade;\n rerender: () => void;\n}\n\nexport function LevelableUpgrade(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const data = props.upgrade;\n const level = corp.upgrades[data[0]];\n\n const baseCost = data[1];\n const priceMult = data[2];\n const cost = baseCost * Math.pow(priceMult, level);\n\n const tooltip = data[5];\n function onClick(): void {\n if (corp.funds.lt(cost)) return;\n try {\n LevelUpgrade(corp, props.upgrade);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n props.rerender();\n }\n\n return (\n \n \n \n \n {data[4]} \n \n \n \n );\n}\n","// React Components for the Unlock upgrade buttons on the overview page\nimport React from \"react\";\n\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { CorporationUnlockUpgrade } from \"../data/CorporationUnlockUpgrades\";\nimport { useCorporation } from \"./Context\";\nimport { UnlockUpgrade as UU } from \"../Actions\";\nimport { MoneyCost } from \"./MoneyCost\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport Grid from \"@mui/material/Grid\";\n\ninterface IProps {\n upgradeData: CorporationUnlockUpgrade;\n rerender: () => void;\n}\n\nexport function UnlockUpgrade(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const data = props.upgradeData;\n const tooltip = data[3];\n function onClick(): void {\n if (corp.funds.lt(data[1])) return;\n try {\n UU(corp, props.upgradeData);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n props.rerender();\n }\n\n return (\n \n \n \n \n {data[2]}\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { Factions } from \"../../Faction/Factions\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport TextField from \"@mui/material/TextField\";\nimport Box from \"@mui/material/Box\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nexport function BribeFactionModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const factions = player.factions.filter((name: string) => {\n const info = Factions[name].getInfo();\n if (!info.offersWork()) return false;\n if (player.hasGangWith(name)) return false;\n return true;\n });\n const corp = useCorporation();\n const [money, setMoney] = useState(0);\n const [stock, setStock] = useState(0);\n const [selectedFaction, setSelectedFaction] = useState(factions.length > 0 ? factions[0] : \"\");\n const disabled =\n money === null ||\n stock === null ||\n (money === 0 && stock === 0) ||\n isNaN(money) ||\n isNaN(stock) ||\n money < 0 ||\n stock < 0 ||\n corp.funds.lt(money) ||\n stock > corp.numShares;\n\n function onMoneyChange(event: React.ChangeEvent): void {\n setMoney(parseFloat(event.target.value));\n }\n\n function onStockChange(event: React.ChangeEvent): void {\n setStock(parseFloat(event.target.value));\n }\n\n function changeFaction(event: SelectChangeEvent): void {\n setSelectedFaction(event.target.value);\n }\n\n function repGain(money: number, stock: number): number {\n return (money + stock * corp.sharePrice) / CorporationConstants.BribeToRepRatio;\n }\n\n function getRepText(money: number, stock: number): string {\n if (money === 0 && stock === 0) return \"\";\n if (isNaN(money) || isNaN(stock) || money < 0 || stock < 0) {\n return \"ERROR: Invalid value(s) entered\";\n } else if (corp.funds.lt(money)) {\n return \"ERROR: You do not have this much money to bribe with\";\n } else if (stock > corp.numShares) {\n return \"ERROR: You do not have this many shares to bribe with\";\n } else {\n return (\n \"You will gain \" +\n numeralWrapper.formatReputation(repGain(money, stock)) +\n \" reputation with \" +\n selectedFaction +\n \" with this bribe\"\n );\n }\n }\n\n function bribe(money: number, stock: number): void {\n const fac = Factions[selectedFaction];\n if (disabled) return;\n const rep = repGain(money, stock);\n dialogBoxCreate(\n \"You gained \" + numeralWrapper.formatReputation(rep) + \" reputation with \" + fac.name + \" by bribing them.\",\n );\n fac.playerReputation += rep;\n corp.funds = corp.funds.minus(money);\n corp.numShares -= stock;\n props.onClose();\n }\n\n return (\n \n \n You can use Corporation funds or stock shares to bribe Faction Leaders in exchange for faction reputation.\n \n \n Faction:\n \n \n {getRepText(money ? money : 0, stock ? stock : 0)}\n \n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport { useCorporation } from \"./Context\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { ICorporation } from \"../ICorporation\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\nimport { Money } from \"../../ui/React/Money\";\ninterface IProps {\n open: boolean;\n onClose: () => void;\n rerender: () => void;\n}\n\n// Create a popup that lets the player sell Corporation shares\n// This is created when the player clicks the \"Sell Shares\" button in the overview panel\nexport function SellSharesModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const corp = useCorporation();\n const [shares, setShares] = useState(null);\n\n const disabled = shares === null || isNaN(shares) || shares <= 0 || shares > corp.numShares;\n\n function changeShares(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setShares(null);\n else setShares(Math.round(parseFloat(event.target.value)));\n }\n\n function ProfitIndicator(props: { shares: number | null; corp: ICorporation }): React.ReactElement {\n if (props.shares === null) return <>;\n if (isNaN(props.shares) || props.shares <= 0) {\n return <>ERROR: Invalid value entered for number of shares to sell;\n } else if (props.shares > corp.numShares) {\n return <>You don't have this many shares to sell!;\n } else {\n const stockSaleResults = corp.calculateShareSale(props.shares);\n const profit = stockSaleResults[0];\n return (\n <>\n Sell {props.shares} shares for a total of {numeralWrapper.formatMoney(profit)}\n \n );\n }\n }\n\n function sell(): void {\n if (shares === null) return;\n if (disabled) return;\n const stockSaleResults = corp.calculateShareSale(shares);\n const profit = stockSaleResults[0];\n const newSharePrice = stockSaleResults[1];\n const newSharesUntilUpdate = stockSaleResults[2];\n\n corp.numShares -= shares;\n if (isNaN(corp.issuedShares)) {\n console.error(`Corporation issuedShares is NaN: ${corp.issuedShares}`);\n const res = corp.issuedShares;\n if (isNaN(res)) {\n corp.issuedShares = 0;\n } else {\n corp.issuedShares = res;\n }\n }\n corp.issuedShares += shares;\n corp.sharePrice = newSharePrice;\n corp.shareSalesUntilPriceUpdate = newSharesUntilUpdate;\n corp.shareSaleCooldown = CorporationConstants.SellSharesCooldown;\n player.gainMoney(profit);\n player.recordMoneySource(profit, \"corporation\");\n props.onClose();\n dialogBoxCreate(\n <>\n Sold {numeralWrapper.formatMoney(shares)} shares for\n . The corporation's stock price fell to  \n as a result of dilution.\n ,\n );\n\n props.rerender();\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) sell();\n }\n\n return (\n \n \n Enter the number of shares you would like to sell. The money from selling your shares will go directly to you\n (NOT your Corporation).\n
\n
\n Selling your shares will cause your corporation's stock price to fall due to dilution. Furthermore, selling a\n large number of shares all at once will have an immediate effect in reducing your stock price.\n
\n
\n The current price of your company's stock is {numeralWrapper.formatMoney(corp.sharePrice)}\n
\n \n
\n \n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { use } from \"../../ui/Context\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n rerender: () => void;\n}\n\n// Create a popup that lets the player buyback shares\n// This is created when the player clicks the \"Buyback Shares\" button in the overview panel\nexport function BuybackSharesModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const corp = useCorporation();\n const [shares, setShares] = useState(null);\n\n function changeShares(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setShares(null);\n else setShares(Math.round(parseFloat(event.target.value)));\n }\n\n const currentStockPrice = corp.sharePrice;\n const buybackPrice = currentStockPrice * 1.1;\n const disabled =\n shares === null ||\n isNaN(shares) ||\n shares <= 0 ||\n shares > corp.issuedShares ||\n shares * buybackPrice > player.money;\n\n function buy(): void {\n if (shares === null) return;\n corp.numShares += shares;\n if (isNaN(corp.issuedShares)) {\n console.warn(\"Corporation issuedShares is NaN: \" + corp.issuedShares);\n console.warn(\"Converting to number now\");\n const res = corp.issuedShares;\n if (isNaN(res)) {\n corp.issuedShares = 0;\n } else {\n corp.issuedShares = res;\n }\n }\n corp.issuedShares -= shares;\n player.loseMoney(shares * buybackPrice);\n props.onClose();\n props.rerender();\n }\n\n function CostIndicator(): React.ReactElement {\n if (shares === null) return <>;\n if (isNaN(shares) || shares <= 0) {\n return <>ERROR: Invalid value entered for number of shares to buyback;\n } else if (shares > corp.issuedShares) {\n return (\n <>\n There are not this many shares available to buy back. There are only{\" \"}\n {numeralWrapper.formatBigNumber(corp.issuedShares)} outstanding shares.\n \n );\n } else {\n return (\n <>\n Purchase {shares} shares for a total of {numeralWrapper.formatMoney(shares * buybackPrice)}\n \n );\n }\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) buy();\n }\n\n return (\n \n \n Enter the number of outstanding shares you would like to buy back. These shares must be bought at a 10% premium.\n However, repurchasing shares from the market tends to lead to an increase in stock price.\n
\n
\n To purchase these shares, you must use your own money (NOT your Corporation's funds).\n
\n
\n The current buyback price of your company's stock is {numeralWrapper.formatMoney(buybackPrice)}. Your company\n currently has {numeralWrapper.formatBigNumber(corp.issuedShares)} outstanding stock shares.\n
\n \n
\n \n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { IssueDividends } from \"../Actions\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\n// Create a popup that lets the player issue & manage dividends\n// This is created when the player clicks the \"Issue Dividends\" button in the overview panel\nexport function IssueDividendsModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const [percent, setPercent] = useState(0);\n\n const canIssue = !isNaN(percent) && percent >= 0 && percent <= CorporationConstants.DividendMaxPercentage * 100;\n function issueDividends(): void {\n if (!canIssue) return;\n if (percent === null) return;\n try {\n IssueDividends(corp, percent / 100);\n } catch (err) {\n dialogBoxCreate(err + \"\");\n }\n\n props.onClose();\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) issueDividends();\n }\n\n function onChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setPercent(0);\n else {\n let p = parseFloat(event.target.value);\n if (p > 50) p = 50;\n if (p < 0) p = 0;\n setPercent(p);\n }\n }\n\n return (\n \n \n Dividends are a distribution of a portion of the corporation's profits to the shareholders. This includes\n yourself, as well.\n
\n
\n In order to issue dividends, simply allocate some percentage of your corporation's profits to dividends. This\n percentage must be an integer between 0 and {CorporationConstants.DividendMaxPercentage}. (A percentage of 0\n means no dividends will be issued\n
\n
\n Two important things to note:\n
\n * Issuing dividends will negatively affect your corporation's stock price\n
\n * Dividends are taxed. Taxes start at 50%, but can be decreased\n
\n
\n Example: Assume your corporation makes $100m / sec in profit and you allocate 40% of that towards dividends.\n That means your corporation will gain $60m / sec in funds and the remaining $40m / sec will be paid as\n dividends. Since your corporation starts with 1 billion shares, every shareholder will be paid $0.04 per share\n per second before taxes.\n
\n \n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { getRandomInt } from \"../../utils/helpers/getRandomInt\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ninterface IEffectTextProps {\n shares: number | null;\n}\n\nfunction EffectText(props: IEffectTextProps): React.ReactElement {\n const corp = useCorporation();\n if (props.shares === null) return <>;\n const newSharePrice = Math.round(corp.sharePrice * 0.9);\n const maxNewSharesUnrounded = Math.round(corp.totalShares * 0.2);\n const maxNewShares = maxNewSharesUnrounded - (maxNewSharesUnrounded % 1e6);\n let newShares = props.shares;\n if (isNaN(newShares)) {\n return Invalid input;\n }\n\n // Round to nearest ten-millionth\n newShares /= 10e6;\n newShares = Math.round(newShares) * 10e6;\n\n if (newShares < 10e6) {\n return Must issue at least 10 million new shares;\n }\n\n if (newShares > maxNewShares) {\n return You cannot issue that many shares;\n }\n\n return (\n \n Issue ${numeralWrapper.format(newShares, \"0.000a\")} new shares for{\" \"}\n {numeralWrapper.formatMoney(newShares * newSharePrice)}?\n \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\n// Create a popup that lets the player issue new shares\n// This is created when the player clicks the \"Issue New Shares\" buttons in the overview panel\nexport function IssueNewSharesModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const [shares, setShares] = useState(null);\n const maxNewSharesUnrounded = Math.round(corp.totalShares * 0.2);\n const maxNewShares = maxNewSharesUnrounded - (maxNewSharesUnrounded % 1e6);\n\n const newShares = Math.round((shares || 0) / 10e6) * 10e6;\n const disabled = shares === null || isNaN(newShares) || newShares < 10e6 || newShares > maxNewShares;\n\n function issueNewShares(): void {\n if (shares === null) return;\n if (disabled) return;\n\n const newSharePrice = Math.round(corp.sharePrice * 0.9);\n let newShares = shares;\n\n // Round to nearest ten-millionth\n newShares = Math.round(newShares / 10e6) * 10e6;\n\n const profit = newShares * newSharePrice;\n corp.issueNewSharesCooldown = CorporationConstants.IssueNewSharesCooldown;\n corp.totalShares += newShares;\n\n // Determine how many are bought by private investors\n // Private investors get up to 50% at most\n // Round # of private shares to the nearest millionth\n let privateShares = getRandomInt(0, Math.round(newShares / 2));\n privateShares = Math.round(privateShares / 1e6) * 1e6;\n\n corp.issuedShares += newShares - privateShares;\n corp.funds = corp.funds.plus(profit);\n corp.immediatelyUpdateSharePrice();\n props.onClose();\n dialogBoxCreate(\n `Issued ${numeralWrapper.format(newShares, \"0.000a\")} and raised ` +\n `${numeralWrapper.formatMoney(profit)}. ${numeralWrapper.format(privateShares, \"0.000a\")} ` +\n `of these shares were bought by private investors.

` +\n `Stock price decreased to ${numeralWrapper.formatMoney(corp.sharePrice)}`,\n );\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) issueNewShares();\n }\n\n function onChange(event: React.ChangeEvent): void {\n if (event.target.value === \"\") setShares(null);\n else setShares(parseFloat(event.target.value));\n }\n\n return (\n \n \n You can issue new equity shares (i.e. stocks) in order to raise capital for your corporation.\n
\n
\n  * You can issue at most {numeralWrapper.formatMoney(maxNewShares)} new shares\n
\n  * New shares are sold at a 10% discount\n
\n  * You can only issue new shares once every 12 hours\n
\n  * Issuing new shares causes dilution, resulting in a decrease in stock price and lower dividends per share\n
\n  * Number of new shares issued must be a multiple of 10 million\n
\n
\n When you choose to issue new equity, private shareholders have first priority for up to 50% of the new shares.\n If they choose to exercise this option, these newly issued shares become private, restricted shares, which means\n you cannot buy them back.\n
\n \n \n \n
\n );\n}\n","import React from \"react\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { CorporationConstants } from \"../data/Constants\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { useCorporation } from \"./Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n rerender: () => void;\n}\n\n// Create a popup that lets the player manage exports\nexport function FindInvestorsModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const val = corp.determineValuation();\n let percShares = 0;\n let roundMultiplier = 4;\n switch (corp.fundingRound) {\n case 0: //Seed\n percShares = 0.1;\n roundMultiplier = 4;\n break;\n case 1: //Series A\n percShares = 0.35;\n roundMultiplier = 3;\n break;\n case 2: //Series B\n percShares = 0.25;\n roundMultiplier = 3;\n break;\n case 3: //Series C\n percShares = 0.2;\n roundMultiplier = 2.5;\n break;\n default:\n return <>;\n }\n const funding = val * percShares * roundMultiplier;\n const investShares = Math.floor(CorporationConstants.INITIALSHARES * percShares);\n\n function findInvestors(): void {\n corp.fundingRound++;\n corp.addFunds(funding);\n corp.numShares -= investShares;\n props.rerender();\n props.onClose();\n }\n return (\n \n \n An investment firm has offered you {numeralWrapper.formatMoney(funding)} in funding in exchange for a{\" \"}\n {numeralWrapper.format(percShares * 100, \"0.000a\")}% stake in the company (\n {numeralWrapper.format(investShares, \"0.000a\")} shares).\n
\n
\n Do you accept or reject this offer?\n
\n
\n Hint: Investment firms will offer more money if your corporation is turning a profit\n
\n \n
\n );\n}\n","import React, { useState } from \"react\";\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { useCorporation } from \"./Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n rerender: () => void;\n}\n\n// Create a popup that lets the player manage exports\nexport function GoPublicModal(props: IProps): React.ReactElement {\n const corp = useCorporation();\n const [shares, setShares] = useState(\"\");\n const initialSharePrice = corp.determineValuation() / corp.totalShares;\n\n function goPublic(): void {\n const numShares = parseFloat(shares);\n const initialSharePrice = corp.determineValuation() / corp.totalShares;\n if (isNaN(numShares)) {\n dialogBoxCreate(\"Invalid value for number of issued shares\");\n return;\n }\n if (numShares > corp.numShares) {\n dialogBoxCreate(\"Error: You don't have that many shares to issue!\");\n return;\n }\n corp.public = true;\n corp.sharePrice = initialSharePrice;\n corp.issuedShares = numShares;\n corp.numShares -= numShares;\n corp.addFunds(numShares * initialSharePrice);\n props.rerender();\n dialogBoxCreate(\n `You took your ${corp.name} public and earned ` +\n `${numeralWrapper.formatMoney(numShares * initialSharePrice)} in your IPO`,\n );\n props.onClose();\n }\n\n function onKeyDown(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) goPublic();\n }\n\n function onChange(event: React.ChangeEvent): void {\n setShares(event.target.value);\n }\n\n return (\n \n \n Enter the number of shares you would like to issue for your IPO. These shares will be publicly sold and you will\n no longer own them. Your Corporation will receive {numeralWrapper.formatMoney(initialSharePrice)} per share (the\n IPO money will be deposited directly into your Corporation's funds).\n
\n
\n You have a total of {numeralWrapper.format(corp.numShares, \"0.000a\")} of shares that you can issue.\n
\n \n \n \n \n
\n );\n}\n","import { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport React, { useState } from \"react\";\nimport { Intro } from \"./Intro\";\nimport { Game } from \"./Game\";\nimport { Location } from \"../../Locations/Location\";\nimport { use } from \"../../ui/Context\";\n\ninterface IProps {\n location: Location;\n}\nfunction calcDifficulty(player: IPlayer, startingDifficulty: number): number {\n const totalStats = player.strength + player.defense + player.dexterity + player.agility + player.charisma;\n const difficulty = startingDifficulty - Math.pow(totalStats, 0.9) / 250 - player.intelligence / 1600;\n if (difficulty < 0) return 0;\n if (difficulty > 3) return 3;\n return difficulty;\n}\n\nexport function InfiltrationRoot(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const [start, setStart] = useState(false);\n\n if (props.location.infiltrationData === undefined) throw new Error(\"Trying to do infiltration on invalid location.\");\n const startingDifficulty = props.location.infiltrationData.startingSecurityLevel;\n const difficulty = calcDifficulty(player, startingDifficulty);\n\n function cancel(): void {\n router.toCity();\n }\n\n if (!start) {\n return (\n setStart(true)}\n cancel={cancel}\n />\n );\n }\n\n return (\n \n );\n}\n","import React from \"react\";\nimport { Location } from \"../../Locations/Location\";\nimport Grid from \"@mui/material/Grid\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n Location: Location;\n Difficulty: number;\n MaxLevel: number;\n start: () => void;\n cancel: () => void;\n}\n\nfunction arrowPart(color: string, length: number): JSX.Element {\n let arrow = \"\";\n if (length <= 0) length = 0;\n else if (length > 13) length = 13;\n else {\n length--;\n arrow = \">\";\n }\n return (\n \n {\"=\".repeat(length)}\n {arrow}\n {\" \".repeat(13 - arrow.length - length)}\n \n );\n}\n\nfunction coloredArrow(difficulty: number): JSX.Element {\n if (difficulty === 0) {\n return (\n \n {\">\"}\n {\" \".repeat(38)}\n \n );\n } else {\n return (\n <>\n {arrowPart(\"white\", difficulty * 13)}\n {arrowPart(\"orange\", (difficulty - 1) * 13)}\n {arrowPart(\"red\", (difficulty - 2) * 13)}\n \n );\n }\n}\n\nexport function Intro(props: IProps): React.ReactElement {\n return (\n <>\n \n \n Infiltrating {props.Location.name}\n \n \n \n Maximum level: {props.MaxLevel}\n \n \n \n [{coloredArrow(props.Difficulty)}]\n {` ^ ^ ^ ^`}\n {` Trivial Normal Hard Impossible`}\n \n \n \n Infiltration is a series of short minigames that get progressively harder. You take damage for failing them.\n Reaching the maximum level rewards you with intel you can trade for money or reputation.\n \n
\n \n The minigames you play are randomly selected. It might take you few tries to get used to them.\n \n
\n No game require use of the mouse.\n
\n Spacebar is the default action/confirm button.\n
\n Everything that uses arrow can also use WASD\n
\n Sometimes the rest of the keyboard is used.\n
\n \n \n \n \n \n \n
\n \n );\n}\n","import { use } from \"../../ui/Context\";\nimport React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { Countdown } from \"./Countdown\";\nimport { BracketGame } from \"./BracketGame\";\nimport { SlashGame } from \"./SlashGame\";\nimport { BackwardGame } from \"./BackwardGame\";\nimport { BribeGame } from \"./BribeGame\";\nimport { CheatCodeGame } from \"./CheatCodeGame\";\nimport { Cyberpunk2077Game } from \"./Cyberpunk2077Game\";\nimport { MinesweeperGame } from \"./MinesweeperGame\";\nimport { WireCuttingGame } from \"./WireCuttingGame\";\nimport { Victory } from \"./Victory\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n StartingDifficulty: number;\n Difficulty: number;\n MaxLevel: number;\n}\n\nenum Stage {\n Countdown = 0,\n Minigame,\n Result,\n Sell,\n}\n\nconst minigames = [\n SlashGame,\n BracketGame,\n BackwardGame,\n BribeGame,\n CheatCodeGame,\n Cyberpunk2077Game,\n MinesweeperGame,\n WireCuttingGame,\n];\n\nexport function Game(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const [level, setLevel] = useState(1);\n const [stage, setStage] = useState(Stage.Countdown);\n const [results, setResults] = useState(\"\");\n const [gameIds, setGameIds] = useState({\n lastGames: [-1, -1],\n id: Math.floor(Math.random() * minigames.length),\n });\n\n function nextGameId(): number {\n let id = gameIds.lastGames[0];\n const ids = [gameIds.lastGames[0], gameIds.lastGames[1], gameIds.id];\n while (ids.includes(id)) {\n id = Math.floor(Math.random() * minigames.length);\n }\n return id;\n }\n\n function setupNextGame(): void {\n setGameIds({\n lastGames: [gameIds.lastGames[1], gameIds.id],\n id: nextGameId(),\n });\n }\n\n function success(): void {\n pushResult(true);\n if (level === props.MaxLevel) {\n setStage(Stage.Sell);\n } else {\n setStage(Stage.Countdown);\n setLevel(level + 1);\n }\n setupNextGame();\n }\n\n function pushResult(win: boolean): void {\n setResults((old) => {\n let next = old;\n next += win ? \"✓\" : \"✗\";\n if (next.length > 15) next = next.slice(1);\n return next;\n });\n }\n\n function failure(options?: { automated: boolean }): void {\n setStage(Stage.Countdown);\n pushResult(false);\n // Kill the player immediately if they use automation, so\n // it's clear they're not meant to\n const damage = options?.automated ? player.hp : props.StartingDifficulty * 3;\n if (player.takeDamage(damage)) {\n router.toCity();\n return;\n }\n setupNextGame();\n }\n\n let stageComponent: React.ReactNode;\n switch (stage) {\n case Stage.Countdown:\n stageComponent = setStage(Stage.Minigame)} />;\n break;\n case Stage.Minigame: {\n const MiniGame = minigames[gameIds.id];\n stageComponent = ;\n break;\n }\n case Stage.Sell:\n stageComponent = (\n \n );\n break;\n }\n\n function Progress(): React.ReactElement {\n return (\n

\n {results.slice(0, results.length - 1)}\n {results[results.length - 1]}\n

\n );\n }\n\n return (\n <>\n \n \n \n Level: {level} / {props.MaxLevel}\n \n \n \n\n \n {stageComponent}\n \n \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport Grid from \"@mui/material/Grid\";\n\nimport Typography from \"@mui/material/Typography\";\ninterface IProps {\n onFinish: () => void;\n}\n\nexport function Countdown(props: IProps): React.ReactElement {\n const [x, setX] = useState(3);\n useEffect(() => {\n if (x === 0) {\n props.onFinish();\n return;\n }\n setTimeout(() => setX(x - 1), 200);\n });\n\n return (\n <>\n \n \n Get Ready!\n {x}\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { random } from \"../utils\";\nimport { interpolate } from \"./Difficulty\";\nimport { BlinkingCursor } from \"./BlinkingCursor\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n min: number;\n max: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 8000, min: 2, max: 3 },\n Normal: { timer: 6000, min: 4, max: 5 },\n Hard: { timer: 4000, min: 4, max: 6 },\n Impossible: { timer: 2500, min: 7, max: 7 },\n};\n\nfunction generateLeftSide(difficulty: Difficulty): string {\n let str = \"\";\n const length = random(difficulty.min, difficulty.max);\n for (let i = 0; i < length; i++) {\n str += [\"[\", \"<\", \"(\", \"{\"][Math.floor(Math.random() * 4)];\n }\n\n return str;\n}\n\nfunction getChar(event: KeyboardEvent): string {\n if (event.keyCode == 48 && event.shiftKey) return \")\";\n if (event.keyCode == 221 && !event.shiftKey) return \"]\";\n if (event.keyCode == 221 && event.shiftKey) return \"}\";\n if (event.keyCode == 190 && event.shiftKey) return \">\";\n return \"\";\n}\n\nfunction match(left: string, right: string): boolean {\n return (\n (left === \"[\" && right === \"]\") ||\n (left === \"<\" && right === \">\") ||\n (left === \"(\" && right === \")\") ||\n (left === \"{\" && right === \"}\")\n );\n}\n\nexport function BracketGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, min: 0, max: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [right, setRight] = useState(\"\");\n const [left] = useState(generateLeftSide(difficulty));\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n const char = getChar(event);\n if (!char) return;\n if (!match(left[left.length - right.length - 1], char)) {\n props.onFailure();\n return;\n }\n if (left.length === right.length + 1) {\n props.onSuccess();\n return;\n }\n setRight(right + char);\n }\n\n return (\n \n \n \n Close the brackets\n \n {`${left}${right}`}\n \n \n \n \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { interpolate } from \"./Difficulty\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n window: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { window: 600 },\n Normal: { window: 325 },\n Hard: { window: 250 },\n Impossible: { window: 150 },\n};\n\nexport function SlashGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { window: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const [guarding, setGuarding] = useState(true);\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n if (event.keyCode !== 32) return;\n if (guarding) {\n props.onFailure();\n } else {\n props.onSuccess();\n }\n }\n\n useEffect(() => {\n let id2 = -1;\n const id = window.setTimeout(() => {\n setGuarding(false);\n id2 = window.setTimeout(() => setGuarding(true), difficulty.window);\n }, Math.random() * 3250 + 1500);\n return () => {\n clearInterval(id);\n if (id2 !== -1) clearInterval(id2);\n };\n }, []);\n\n return (\n \n \n \n Slash when his guard is down!\n {guarding ? \"!Guarding!\" : \"!ATTACKING!\"}\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { random } from \"../utils\";\nimport { interpolate } from \"./Difficulty\";\nimport { BlinkingCursor } from \"./BlinkingCursor\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n min: number;\n max: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 16000, min: 3, max: 4 },\n Normal: { timer: 12500, min: 2, max: 3 },\n Hard: { timer: 15000, min: 3, max: 4 },\n Impossible: { timer: 8000, min: 4, max: 4 },\n};\n\nexport function BackwardGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, min: 0, max: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [answer] = useState(makeAnswer(difficulty));\n const [guess, setGuess] = useState(\"\");\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n if (event.keyCode === 16) return;\n const nextGuess = guess + event.key.toUpperCase();\n if (!answer.startsWith(nextGuess)) props.onFailure();\n else if (answer === nextGuess) props.onSuccess();\n else setGuess(nextGuess);\n }\n\n return (\n \n \n \n Type it backward\n \n \n \n {answer}\n \n \n \n {guess}\n \n \n \n \n );\n}\n\nfunction makeAnswer(difficulty: Difficulty): string {\n const length = random(difficulty.min, difficulty.max);\n let answer = \"\";\n for (let i = 0; i < length; i++) {\n if (i > 0) answer += \" \";\n answer += words[Math.floor(Math.random() * words.length)];\n }\n\n return answer;\n}\n\nconst words = [\n \"ALGORITHM\",\n \"ANALOG\",\n \"APP\",\n \"APPLICATION\",\n \"ARRAY\",\n \"BACKUP\",\n \"BANDWIDTH\",\n \"BINARY\",\n \"BIT\",\n \"BITE\",\n \"BITMAP\",\n \"BLOG\",\n \"BLOGGER\",\n \"BOOKMARK\",\n \"BOOT\",\n \"BROADBAND\",\n \"BROWSER\",\n \"BUFFER\",\n \"BUG\",\n \"BUS\",\n \"BYTE\",\n \"CACHE\",\n \"CAPS LOCK\",\n \"CAPTCHA\",\n \"CD\",\n \"CD-ROM\",\n \"CLIENT\",\n \"CLIPBOARD\",\n \"CLOUD\",\n \"COMPUTING\",\n \"COMMAND\",\n \"COMPILE\",\n \"COMPRESS\",\n \"COMPUTER\",\n \"CONFIGURE\",\n \"COOKIE\",\n \"COPY\",\n \"CPU\",\n \"CYBERCRIME\",\n \"CYBERSPACE\",\n \"DASHBOARD\",\n \"DATA\",\n \"MINING\",\n \"DATABASE\",\n \"DEBUG\",\n \"DECOMPRESS\",\n \"DELETE\",\n \"DESKTOP\",\n \"DEVELOPMENT\",\n \"DIGITAL\",\n \"DISK\",\n \"DNS\",\n \"DOCUMENT\",\n \"DOMAIN\",\n \"DOMAIN NAME\",\n \"DOT\",\n \"DOT MATRIX\",\n \"DOWNLOAD\",\n \"DRAG\",\n \"DVD\",\n \"DYNAMIC\",\n \"EMAIL\",\n \"EMOTICON\",\n \"ENCRYPT\",\n \"ENCRYPTION\",\n \"ENTER\",\n \"EXABYTE\",\n \"FAQ\",\n \"FILE\",\n \"FINDER\",\n \"FIREWALL\",\n \"FIRMWARE\",\n \"FLAMING\",\n \"FLASH\",\n \"FLASH DRIVE\",\n \"FLOPPY DISK\",\n \"FLOWCHART\",\n \"FOLDER\",\n \"FONT\",\n \"FORMAT\",\n \"FRAME\",\n \"FREEWARE\",\n \"GIGABYTE\",\n \"GRAPHICS\",\n \"HACK\",\n \"HACKER\",\n \"HARDWARE\",\n \"HOME PAGE\",\n \"HOST\",\n \"HTML\",\n \"HYPERLINK\",\n \"HYPERTEXT\",\n \"ICON\",\n \"INBOX\",\n \"INTEGER\",\n \"INTERFACE\",\n \"INTERNET\",\n \"IP ADDRESS\",\n \"ITERATION\",\n \"JAVA\",\n \"JOYSTICK\",\n \"JUNKMAIL\",\n \"KERNEL\",\n \"KEY\",\n \"KEYBOARD\",\n \"KEYWORD\",\n \"LAPTOP\",\n \"LASER PRINTER\",\n \"LINK\",\n \"LINUX\",\n \"LOG OUT\",\n \"LOGIC\",\n \"LOGIN\",\n \"LURKING\",\n \"MACINTOSH\",\n \"MACRO\",\n \"MAINFRAME\",\n \"MALWARE\",\n \"MEDIA\",\n \"MEMORY\",\n \"MIRROR\",\n \"MODEM\",\n \"MONITOR\",\n \"MOTHERBOARD\",\n \"MOUSE\",\n \"MULTIMEDIA\",\n \"NET\",\n \"NETWORK\",\n \"NODE\",\n \"NOTEBOOK\",\n \"COMPUTER\",\n \"OFFLINE\",\n \"ONLINE\",\n \"OPENSOURCE\",\n \"OPERATING\",\n \"SYSTEM\",\n \"OPTION\",\n \"OUTPUT\",\n \"PAGE\",\n \"PASSWORD\",\n \"PASTE\",\n \"PATH\",\n \"PHISHING\",\n \"PIRACY\",\n \"PIRATE\",\n \"PLATFORM\",\n \"PLUGIN\",\n \"PODCAST\",\n \"POPUP\",\n \"PORTAL\",\n \"PRINT\",\n \"PRINTER\",\n \"PRIVACY\",\n \"PROCESS\",\n \"PROGRAM\",\n \"PROGRAMMER\",\n \"PROTOCOL\",\n \"QUEUE\",\n \"QWERTY\",\n \"RAM\",\n \"REALTIME\",\n \"REBOOT\",\n \"RESOLUTION\",\n \"RESTORE\",\n \"ROM\",\n \"ROOT\",\n \"ROUTER\",\n \"RUNTIME\",\n \"SAVE\",\n \"SCAN\",\n \"SCANNER\",\n \"SCREEN\",\n \"SCREENSHOT\",\n \"SCRIPT\",\n \"SCROLL\",\n \"SCROLL\",\n \"SEARCH\",\n \"ENGINE\",\n \"SECURITY\",\n \"SERVER\",\n \"SHAREWARE\",\n \"SHELL\",\n \"SHIFT\",\n \"SHIFT KEY\",\n \"SNAPSHOT\",\n \"SOCIAL NETWORKING\",\n \"SOFTWARE\",\n \"SPAM\",\n \"SPAMMER\",\n \"SPREADSHEET\",\n \"SPYWARE\",\n \"STATUS\",\n \"STORAGE\",\n \"SUPERCOMPUTER\",\n \"SURF\",\n \"SYNTAX\",\n \"TABLE\",\n \"TAG\",\n \"TERMINAL\",\n \"TEMPLATE\",\n \"TERABYTE\",\n \"TEXT EDITOR\",\n \"THREAD\",\n \"TOOLBAR\",\n \"TRASH\",\n \"TROJAN HORSE\",\n \"TYPEFACE\",\n \"UNDO\",\n \"UNIX\",\n \"UPLOAD\",\n \"URL\",\n \"USER\",\n \"USER INTERFACE\",\n \"USERNAME\",\n \"UTILITY\",\n \"VERSION\",\n \"VIRTUAL\",\n \"VIRTUAL MEMORY\",\n \"VIRUS\",\n \"WEB\",\n \"WEBMASTER\",\n \"WEBSITE\",\n \"WIDGET\",\n \"WIKI\",\n \"WINDOW\",\n \"WINDOWS\",\n \"WIRELESS\",\n \"PROCESSOR\",\n \"WORKSTATION\",\n \"WEB\",\n \"WORM\",\n \"WWW\",\n \"XML\",\n \"ZIP\",\n];\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { interpolate } from \"./Difficulty\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n size: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 12000, size: 6 },\n Normal: { timer: 9000, size: 8 },\n Hard: { timer: 5000, size: 9 },\n Impossible: { timer: 2500, size: 12 },\n};\n\nexport function BribeGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, size: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [choices] = useState(makeChoices(difficulty));\n const [index, setIndex] = useState(0);\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n const k = event.keyCode;\n if (k === 32) {\n if (positive.includes(choices[index])) props.onSuccess();\n else props.onFailure();\n return;\n }\n\n let newIndex = index;\n if ([38, 87, 68, 39].includes(k)) newIndex++;\n if ([65, 37, 83, 40].includes(k)) newIndex--;\n while (newIndex < 0) newIndex += choices.length;\n while (newIndex > choices.length - 1) newIndex -= choices.length;\n setIndex(newIndex);\n }\n\n return (\n \n \n \n Say something nice about the guard.\n \n \n \n \n ↑\n \n \n {choices[index]}\n \n \n ↓\n \n \n \n );\n}\n\nfunction shuffleArray(array: string[]): void {\n for (let i = array.length - 1; i > 0; i--) {\n const j = Math.floor(Math.random() * (i + 1));\n const temp = array[i];\n array[i] = array[j];\n array[j] = temp;\n }\n}\n\nfunction makeChoices(difficulty: Difficulty): string[] {\n const choices = [];\n choices.push(positive[Math.floor(Math.random() * positive.length)]);\n for (let i = 0; i < difficulty.size; i++) {\n const option = negative[Math.floor(Math.random() * negative.length)];\n if (choices.includes(option)) {\n i--;\n continue;\n }\n choices.push(option);\n }\n shuffleArray(choices);\n return choices;\n}\n\nconst positive = [\n \"affectionate\",\n \"agreeable\",\n \"bright\",\n \"charming\",\n \"creative\",\n \"determined\",\n \"energetic\",\n \"friendly\",\n \"funny\",\n \"generous\",\n \"polite\",\n \"likable\",\n \"diplomatic\",\n \"helpful\",\n \"giving\",\n \"kind\",\n \"hardworking\",\n \"patient\",\n \"dynamic\",\n \"loyal\",\n];\n\nconst negative = [\n \"aggressive\",\n \"aloof\",\n \"arrogant\",\n \"big-headed\",\n \"boastful\",\n \"boring\",\n \"bossy\",\n \"careless\",\n \"clingy\",\n \"couch potato\",\n \"cruel\",\n \"cynical\",\n \"grumpy\",\n \"hot air\",\n \"know it all\",\n \"obnoxious\",\n \"pain in the neck\",\n \"picky\",\n \"tactless\",\n \"thoughtless\",\n];\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { random, getArrow } from \"../utils\";\nimport { interpolate } from \"./Difficulty\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n min: number;\n max: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 13000, min: 6, max: 8 },\n Normal: { timer: 7000, min: 7, max: 8 },\n Hard: { timer: 5000, min: 8, max: 9 },\n Impossible: { timer: 3000, min: 9, max: 10 },\n};\n\nexport function CheatCodeGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, min: 0, max: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [code] = useState(generateCode(difficulty));\n const [index, setIndex] = useState(0);\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n if (code[index] !== getArrow(event)) {\n props.onFailure();\n return;\n }\n setIndex(index + 1);\n if (index + 1 >= code.length) props.onSuccess();\n }\n\n return (\n \n \n \n Enter the Code!\n {code[index]}\n \n \n \n );\n}\n\nfunction generateCode(difficulty: Difficulty): string {\n const arrows = [\"←\", \"→\", \"↑\", \"↓\"];\n let code = \"\";\n for (let i = 0; i < random(difficulty.min, difficulty.max); i++) {\n let arrow = arrows[Math.floor(4 * Math.random())];\n while (arrow === code[code.length - 1]) arrow = arrows[Math.floor(4 * Math.random())];\n code += arrow;\n }\n\n return code;\n}\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { interpolate } from \"./Difficulty\";\nimport { getArrow } from \"../utils\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n width: number;\n height: number;\n symbols: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 12500, width: 3, height: 3, symbols: 6 },\n Normal: { timer: 15000, width: 4, height: 4, symbols: 7 },\n Hard: { timer: 12500, width: 5, height: 5, symbols: 8 },\n Impossible: { timer: 10000, width: 6, height: 6, symbols: 9 },\n};\n\nexport function Cyberpunk2077Game(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, width: 0, height: 0, symbols: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [grid] = useState(generatePuzzle(difficulty));\n const [answer] = useState(generateAnswer(grid, difficulty));\n const [index, setIndex] = useState(0);\n const [pos, setPos] = useState([0, 0]);\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n const move = [0, 0];\n const arrow = getArrow(event);\n switch (arrow) {\n case \"↑\":\n move[1]--;\n break;\n case \"←\":\n move[0]--;\n break;\n case \"↓\":\n move[1]++;\n break;\n case \"→\":\n move[0]++;\n break;\n }\n const next = [pos[0] + move[0], pos[1] + move[1]];\n next[0] = (next[0] + grid[0].length) % grid[0].length;\n next[1] = (next[1] + grid.length) % grid.length;\n setPos(next);\n\n if (event.keyCode == 32) {\n const selected = grid[pos[1]][pos[0]];\n const expected = answer[index];\n if (selected !== expected) {\n props.onFailure();\n return;\n }\n setIndex(index + 1);\n if (answer.length === index + 1) props.onSuccess();\n }\n }\n\n const fontSize = \"2em\";\n return (\n \n \n \n Match the symbols!\n \n Targets:{\" \"}\n {answer.map((a, i) => {\n if (i == index)\n return (\n \n {a} \n \n );\n return (\n \n {a} \n \n );\n })}\n \n
\n {grid.map((line, y) => (\n
\n \n {line.map((cell, x) => {\n if (x == pos[0] && y == pos[1])\n return (\n \n {cell} \n \n );\n return (\n \n {cell} \n \n );\n })}\n \n
\n
\n ))}\n \n
\n
\n );\n}\n\nfunction generateAnswer(grid: string[][], difficulty: Difficulty): string[] {\n const answer = [];\n for (let i = 0; i < Math.round(difficulty.symbols); i++) {\n answer.push(grid[Math.floor(Math.random() * grid.length)][Math.floor(Math.random() * grid[0].length)]);\n }\n return answer;\n}\n\nfunction randChar(): string {\n return \"ABCDEF0123456789\"[Math.floor(Math.random() * 16)];\n}\n\nfunction generatePuzzle(difficulty: Difficulty): string[][] {\n const puzzle = [];\n for (let i = 0; i < Math.round(difficulty.height); i++) {\n const line = [];\n for (let j = 0; j < Math.round(difficulty.width); j++) {\n line.push(randChar() + randChar());\n }\n puzzle.push(line);\n }\n return puzzle;\n}\n","import React, { useState, useEffect } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { interpolate } from \"./Difficulty\";\nimport { getArrow } from \"../utils\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n width: number;\n height: number;\n mines: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 15000, width: 3, height: 3, mines: 4 },\n Normal: { timer: 15000, width: 4, height: 4, mines: 7 },\n Hard: { timer: 15000, width: 5, height: 5, mines: 11 },\n Impossible: { timer: 15000, width: 6, height: 6, mines: 15 },\n};\n\nexport function MinesweeperGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = { timer: 0, width: 0, height: 0, mines: 0 };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [minefield] = useState(generateMinefield(difficulty));\n const [answer, setAnswer] = useState(generateEmptyField(difficulty));\n const [pos, setPos] = useState([0, 0]);\n const [memoryPhase, setMemoryPhase] = useState(true);\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n if (memoryPhase) return;\n const move = [0, 0];\n const arrow = getArrow(event);\n switch (arrow) {\n case \"↑\":\n move[1]--;\n break;\n case \"←\":\n move[0]--;\n break;\n case \"↓\":\n move[1]++;\n break;\n case \"→\":\n move[0]++;\n break;\n }\n const next = [pos[0] + move[0], pos[1] + move[1]];\n next[0] = (next[0] + minefield[0].length) % minefield[0].length;\n next[1] = (next[1] + minefield.length) % minefield.length;\n setPos(next);\n\n if (event.keyCode == 32) {\n if (!minefield[pos[1]][pos[0]]) {\n props.onFailure();\n return;\n }\n setAnswer((old) => {\n old[pos[1]][pos[0]] = true;\n if (fieldEquals(minefield, old)) props.onSuccess();\n return old;\n });\n }\n }\n\n useEffect(() => {\n const id = setTimeout(() => setMemoryPhase(false), 2000);\n return () => clearInterval(id);\n }, []);\n\n return (\n \n \n \n {memoryPhase ? \"Remember all the mines!\" : \"Mark all the mines!\"}\n {minefield.map((line, y) => (\n
\n \n {line.map((cell, x) => {\n if (memoryPhase) {\n if (minefield[y][x]) return [?] ;\n return [ ] ;\n } else {\n if (x == pos[0] && y == pos[1]) return [X] ;\n if (answer[y][x]) return [.] ;\n return [ ] ;\n }\n })}\n \n
\n
\n ))}\n \n
\n
\n );\n}\n\nfunction fieldEquals(a: boolean[][], b: boolean[][]): boolean {\n function count(field: boolean[][]): number {\n return field.flat().reduce((a, b) => a + (b ? 1 : 0), 0);\n }\n return count(a) === count(b);\n}\n\nfunction generateEmptyField(difficulty: Difficulty): boolean[][] {\n const field = [];\n for (let i = 0; i < difficulty.height; i++) {\n field.push(new Array(Math.round(difficulty.width)).fill(false));\n }\n return field;\n}\n\nfunction generateMinefield(difficulty: Difficulty): boolean[][] {\n const field = generateEmptyField(difficulty);\n for (let i = 0; i < difficulty.mines; i++) {\n const x = Math.floor(Math.random() * field.length);\n const y = Math.floor(Math.random() * field[0].length);\n if (field[x][y]) {\n i--;\n continue;\n }\n field[x][y] = true;\n }\n return field;\n}\n","import React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport Typography from \"@mui/material/Typography\";\nimport { IMinigameProps } from \"./IMinigameProps\";\nimport { KeyHandler } from \"./KeyHandler\";\nimport { GameTimer } from \"./GameTimer\";\nimport { random } from \"../utils\";\nimport { interpolate } from \"./Difficulty\";\n\ninterface Difficulty {\n [key: string]: number;\n timer: number;\n wiresmin: number;\n wiresmax: number;\n rules: number;\n}\n\nconst difficulties: {\n Trivial: Difficulty;\n Normal: Difficulty;\n Hard: Difficulty;\n Impossible: Difficulty;\n} = {\n Trivial: { timer: 9000, wiresmin: 4, wiresmax: 4, rules: 2 },\n Normal: { timer: 7000, wiresmin: 6, wiresmax: 6, rules: 2 },\n Hard: { timer: 5000, wiresmin: 8, wiresmax: 8, rules: 3 },\n Impossible: { timer: 4000, wiresmin: 9, wiresmax: 9, rules: 4 },\n};\n\nconst types = [\"|\", \".\", \"/\", \"-\", \"█\", \"#\"];\n\nconst colors = [\"red\", \"#FFC107\", \"blue\", \"white\"];\n\nconst colorNames: any = {\n red: \"red\",\n \"#FFC107\": \"yellow\",\n blue: \"blue\",\n white: \"white\",\n};\n\ninterface Wire {\n tpe: string;\n colors: string[];\n}\n\ninterface Question {\n toString: () => string;\n shouldCut: (wire: Wire, index: number) => boolean;\n}\n\nexport function WireCuttingGame(props: IMinigameProps): React.ReactElement {\n const difficulty: Difficulty = {\n timer: 0,\n wiresmin: 0,\n wiresmax: 0,\n rules: 0,\n };\n interpolate(difficulties, props.difficulty, difficulty);\n const timer = difficulty.timer;\n const [wires] = useState(generateWires(difficulty));\n const [cutWires, setCutWires] = useState(new Array(wires.length).fill(false));\n const [questions] = useState(generateQuestion(wires, difficulty));\n\n function press(this: Document, event: KeyboardEvent): void {\n event.preventDefault();\n const wireNum = parseInt(event.key);\n\n if (wireNum < 1 || wireNum > wires.length || isNaN(wireNum)) return;\n setCutWires((old) => {\n const next = [...old];\n next[wireNum - 1] = true;\n if (!questions.some((q) => q.shouldCut(wires[wireNum - 1], wireNum - 1))) {\n props.onFailure();\n }\n\n // check if we won\n const wiresToBeCut = [];\n for (let j = 0; j < wires.length; j++) {\n let shouldBeCut = false;\n for (let i = 0; i < questions.length; i++) {\n shouldBeCut = shouldBeCut || questions[i].shouldCut(wires[j], j);\n }\n wiresToBeCut.push(shouldBeCut);\n }\n if (wiresToBeCut.every((b, i) => b === next[i])) {\n props.onSuccess();\n }\n\n return next;\n });\n }\n\n return (\n \n \n \n Cut the wires with the following properties! (keyboard 1 to 9)\n {questions.map((question, i) => (\n {question.toString()}\n ))}\n \n {new Array(wires.length).fill(0).map((_, i) => (\n  {i + 1}    \n ))}\n \n {new Array(8).fill(0).map((_, i) => (\n
\n \n {wires.map((wire, j) => {\n if ((i === 3 || i === 4) && cutWires[j])\n return       ;\n return (\n \n |{wire.tpe}|   \n \n );\n })}\n \n
\n ))}\n \n
\n
\n );\n}\n\nfunction randomPositionQuestion(wires: Wire[]): Question {\n const index = Math.floor(Math.random() * wires.length);\n return {\n toString: (): string => {\n return `Cut wires number ${index + 1}.`;\n },\n shouldCut: (wire: Wire, i: number): boolean => {\n return index === i;\n },\n };\n}\n\nfunction randomColorQuestion(wires: Wire[]): Question {\n const index = Math.floor(Math.random() * wires.length);\n const cutColor = wires[index].colors[0];\n return {\n toString: (): string => {\n return `Cut all wires colored ${colorNames[cutColor]}.`;\n },\n shouldCut: (wire: Wire): boolean => {\n return wire.colors.includes(cutColor);\n },\n };\n}\n\nfunction generateQuestion(wires: Wire[], difficulty: Difficulty): Question[] {\n const numQuestions = difficulty.rules;\n const questionGenerators = [randomPositionQuestion, randomColorQuestion];\n const questions = [];\n for (let i = 0; i < numQuestions; i++) {\n questions.push(questionGenerators[i % 2](wires));\n }\n return questions;\n}\n\nfunction generateWires(difficulty: Difficulty): Wire[] {\n const wires = [];\n const numWires = random(difficulty.wiresmin, difficulty.wiresmax);\n for (let i = 0; i < numWires; i++) {\n const wireColors = [colors[Math.floor(Math.random() * colors.length)]];\n if (Math.random() < 0.15) {\n wireColors.push(colors[Math.floor(Math.random() * colors.length)]);\n }\n wires.push({\n tpe: types[Math.floor(Math.random() * types.length)],\n colors: wireColors,\n });\n }\n return wires;\n}\n","import { Factions } from \"../../Faction/Factions\";\nimport React, { useState } from \"react\";\nimport Grid from \"@mui/material/Grid\";\nimport { Money } from \"../../ui/React/Money\";\nimport { Reputation } from \"../../ui/React/Reputation\";\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n StartingDifficulty: number;\n Difficulty: number;\n MaxLevel: number;\n}\n\nexport function Victory(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const [faction, setFaction] = useState(\"none\");\n\n function quitInfiltration(): void {\n router.toCity();\n }\n\n const levelBonus = props.MaxLevel * Math.pow(1.01, props.MaxLevel);\n\n const repGain =\n Math.pow(props.Difficulty + 1, 1.1) *\n Math.pow(props.StartingDifficulty, 1.2) *\n 30 *\n levelBonus *\n BitNodeMultipliers.InfiltrationRep;\n\n const moneyGain =\n Math.pow(props.Difficulty + 1, 2) *\n Math.pow(props.StartingDifficulty, 3) *\n 3e3 *\n levelBonus *\n BitNodeMultipliers.InfiltrationMoney;\n\n function sell(): void {\n player.gainMoney(moneyGain);\n player.recordMoneySource(moneyGain, \"infiltration\");\n quitInfiltration();\n }\n\n function trade(): void {\n if (faction === \"none\") return;\n Factions[faction].playerReputation += repGain;\n quitInfiltration();\n }\n\n function changeDropdown(event: SelectChangeEvent): void {\n setFaction(event.target.value);\n }\n\n return (\n <>\n \n \n Infiltration successful!\n \n \n \n You can trade the confidential information you found for money or reputation.\n \n \n \n \n \n \n \n \n \n \n \n \n );\n}\n","import React, { useState } from \"react\";\n\nimport { generateResleeves } from \"../Resleeving\";\nimport { Resleeve } from \"../Resleeve\";\nimport { ResleeveElem } from \"./ResleeveElem\";\nimport { use } from \"../../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Box from \"@mui/material/Box\";\n\nconst SortOption: {\n [key: string]: string | undefined;\n Cost: string;\n Hacking: string;\n Strength: string;\n Defense: string;\n Dexterity: string;\n Agility: string;\n Charisma: string;\n AverageCombatStats: string;\n AverageAllStats: string;\n TotalNumAugmentations: string;\n} = {\n Cost: \"Cost\",\n Hacking: \"Hacking Level\",\n Strength: \"Strength Level\",\n Defense: \"Defense Level\",\n Dexterity: \"Dexterity Level\",\n Agility: \"Agility Level\",\n Charisma: \"Charisma Level\",\n AverageCombatStats: \"Average Combat Stats\",\n AverageAllStats: \"Average Stats\",\n TotalNumAugmentations: \"Number of Augmentations\",\n};\n\n// Helper function for averaging\nfunction getAverage(...values: number[]): number {\n let sum = 0;\n for (let i = 0; i < values.length; ++i) {\n sum += values[i];\n }\n\n return sum / values.length;\n}\n\nconst SortFunctions: {\n [key: string]: ((a: Resleeve, b: Resleeve) => number) | undefined;\n Cost: (a: Resleeve, b: Resleeve) => number;\n Hacking: (a: Resleeve, b: Resleeve) => number;\n Strength: (a: Resleeve, b: Resleeve) => number;\n Defense: (a: Resleeve, b: Resleeve) => number;\n Dexterity: (a: Resleeve, b: Resleeve) => number;\n Agility: (a: Resleeve, b: Resleeve) => number;\n Charisma: (a: Resleeve, b: Resleeve) => number;\n AverageCombatStats: (a: Resleeve, b: Resleeve) => number;\n AverageAllStats: (a: Resleeve, b: Resleeve) => number;\n TotalNumAugmentations: (a: Resleeve, b: Resleeve) => number;\n} = {\n Cost: (a: Resleeve, b: Resleeve): number => a.getCost() - b.getCost(),\n Hacking: (a: Resleeve, b: Resleeve): number => a.hacking_skill - b.hacking_skill,\n Strength: (a: Resleeve, b: Resleeve): number => a.strength - b.strength,\n Defense: (a: Resleeve, b: Resleeve): number => a.defense - b.defense,\n Dexterity: (a: Resleeve, b: Resleeve): number => a.dexterity - b.dexterity,\n Agility: (a: Resleeve, b: Resleeve): number => a.agility - b.agility,\n Charisma: (a: Resleeve, b: Resleeve): number => a.charisma - b.charisma,\n AverageCombatStats: (a: Resleeve, b: Resleeve): number =>\n getAverage(a.strength, a.defense, a.dexterity, a.agility) -\n getAverage(b.strength, b.defense, b.dexterity, b.agility),\n AverageAllStats: (a: Resleeve, b: Resleeve): number =>\n getAverage(a.hacking_skill, a.strength, a.defense, a.dexterity, a.agility, a.charisma) -\n getAverage(b.hacking_skill, b.strength, b.defense, b.dexterity, b.agility, b.charisma),\n TotalNumAugmentations: (a: Resleeve, b: Resleeve): number => a.augmentations.length - b.augmentations.length,\n};\n\nexport function ResleeveRoot(): React.ReactElement {\n const player = use.Player();\n const [sort, setSort] = useState(SortOption.Cost);\n // Randomly create all Resleeves if they dont already exist\n if (player.resleeves.length === 0) {\n player.resleeves = generateResleeves();\n }\n\n function onSortChange(event: SelectChangeEvent): void {\n setSort(event.target.value);\n }\n\n const sortFunction = SortFunctions[sort];\n if (sortFunction === undefined) throw new Error(`sort function '${sort}' is undefined`);\n player.resleeves.sort(sortFunction);\n\n return (\n <>\n \n Re-sleeving is the process of digitizing and transferring your consciousness into a new human body, or 'sleeve'.\n Here at VitaLife, you can purchase new specially-engineered bodies for the re-sleeve process. Many of these\n bodies even come with genetic and cybernetic Augmentations!\n
\n
\n Re-sleeving will change your experience for every stat. It will also REMOVE all of your currently-installed\n Augmentations, and replace them with the ones provided by the purchased sleeve. However, Augmentations that you\n have purchased but not installed will NOT be removed. If you have purchased an Augmentation and then re-sleeve\n into a body which already has that Augmentation, it will be removed (since you cannot have duplicate\n Augmentations).\n
\n
\n NOTE: The stats and multipliers displayed on this page do NOT include your bonuses from Source-File.\n
\n \n Sort By: \n \n \n {player.resleeves.map((resleeve, i) => (\n \n ))}\n \n );\n}\n","/**\n * Implements the Resleeve class, which defines a new body\n * that the player can \"re-sleeve\" into.\n */\nimport { Person } from \"../Person\";\n\nimport { Augmentation } from \"../../Augmentation/Augmentation\";\nimport { Augmentations } from \"../../Augmentation/Augmentations\";\n\nimport { Generic_fromJSON, Generic_toJSON, Reviver } from \"../../utils/JSONReviver\";\n\nexport class Resleeve extends Person {\n constructor() {\n super();\n }\n\n getCost(): number {\n // Each experience point adds this to the cost\n const CostPerExp = 25e3;\n\n // Final cost is multiplied by this constant ^ # Augs\n const NumAugsExponent = 1.2;\n\n // Get total exp in this re-sleeve\n const totalExp: number =\n this.hacking_exp +\n this.strength_exp +\n this.defense_exp +\n this.dexterity_exp +\n this.agility_exp +\n this.charisma_exp;\n\n // Get total base Augmentation cost for this re-sleeve\n let totalAugmentationCost = 0;\n for (let i = 0; i < this.augmentations.length; ++i) {\n const aug: Augmentation | null = Augmentations[this.augmentations[i].name];\n if (aug == null) {\n console.error(`Could not find Augmentation ${this.augmentations[i].name}`);\n continue;\n }\n totalAugmentationCost += aug.startingCost;\n }\n\n return totalExp * CostPerExp + totalAugmentationCost * Math.pow(NumAugsExponent, this.augmentations.length);\n }\n\n /**\n * Serialize the current object to a JSON save state.\n */\n toJSON(): any {\n return Generic_toJSON(\"Resleeve\", this);\n }\n\n /**\n * Initiatizes a Resleeve object from a JSON save state.\n */\n // eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types\n static fromJSON(value: any): Resleeve {\n return Generic_fromJSON(Resleeve, value.data);\n }\n}\n\nReviver.constructors.Resleeve = Resleeve;\n","import React, { useState } from \"react\";\nimport { IPlayer } from \"../../IPlayer\";\nimport { Resleeve } from \"../Resleeve\";\nimport { Augmentations } from \"../../../Augmentation/Augmentations\";\nimport { purchaseResleeve } from \"../Resleeving\";\nimport { Money } from \"../../../ui/React/Money\";\n\nimport { numeralWrapper } from \"../../../ui/numeralFormat\";\nimport { dialogBoxCreate } from \"../../../ui/React/DialogBox\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Grid from \"@mui/material/Grid\";\n\ninterface IProps {\n resleeve: Resleeve;\n player: IPlayer;\n}\n\nexport function ResleeveElem(props: IProps): React.ReactElement {\n const [aug, setAug] = useState(props.resleeve.augmentations[0].name);\n\n function openStats(): void {\n dialogBoxCreate(\n <>\n \n Total Multipliers:\n \n \n Hacking Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_mult)}\n
\n Hacking Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_exp_mult)}\n
\n Strength Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.strength_mult)}\n
\n Strength Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.strength_exp_mult)}\n
\n Defense Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.defense_mult)}\n
\n Defense Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.defense_exp_mult)}\n
\n Dexterity Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.dexterity_mult)}\n
\n Dexterity Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.dexterity_exp_mult)}\n
\n Agility Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.agility_mult)}\n
\n Agility Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.agility_exp_mult)}\n
\n Charisma Level multiplier: {numeralWrapper.formatPercentage(props.resleeve.charisma_mult)}\n
\n Charisma Experience multiplier: {numeralWrapper.formatPercentage(props.resleeve.charisma_exp_mult)}\n
\n Hacking Chance multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_chance_mult)}\n
\n Hacking Speed multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_speed_mult)}\n
\n Hacking Money multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_money_mult)}\n
\n Hacking Growth multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacking_grow_mult)}\n
\n Salary multiplier: {numeralWrapper.formatPercentage(props.resleeve.work_money_mult)}\n
\n Company Reputation Gain multiplier: {numeralWrapper.formatPercentage(props.resleeve.company_rep_mult)}\n
\n Faction Reputation Gain multiplier: {numeralWrapper.formatPercentage(props.resleeve.faction_rep_mult)}\n
\n Crime Money multiplier: {numeralWrapper.formatPercentage(props.resleeve.crime_money_mult)}\n
\n Crime Success multiplier: {numeralWrapper.formatPercentage(props.resleeve.crime_success_mult)}\n
\n Hacknet Income multiplier: {numeralWrapper.formatPercentage(props.resleeve.hacknet_node_money_mult)}\n
\n Hacknet Purchase Cost multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.hacknet_node_purchase_cost_mult)}\n
\n Hacknet Level Upgrade Cost multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.hacknet_node_level_cost_mult)}\n
\n Hacknet Ram Upgrade Cost multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.hacknet_node_ram_cost_mult)}\n
\n Hacknet Core Upgrade Cost multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.hacknet_node_core_cost_mult)}\n
\n Bladeburner Max Stamina multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.bladeburner_max_stamina_mult)}\n
\n Bladeburner Stamina Gain multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.bladeburner_stamina_gain_mult)}\n
\n Bladeburner Field Analysis multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.bladeburner_analysis_mult)}\n
\n Bladeburner Success Chance multiplier:\n {numeralWrapper.formatPercentage(props.resleeve.bladeburner_success_chance_mult)}\n
\n ,\n );\n }\n\n function onAugChange(event: SelectChangeEvent): void {\n setAug(event.target.value);\n }\n\n const currentAug = Augmentations[aug];\n const cost = props.resleeve.getCost();\n\n function purchase(): void {\n if (!purchaseResleeve(props.resleeve, props.player)) return;\n dialogBoxCreate(\n <>\n You re-sleeved for !\n ,\n );\n }\n\n return (\n \n \n \n \n Hacking: {numeralWrapper.formatSkill(props.resleeve.hacking_skill)} (\n {numeralWrapper.formatExp(props.resleeve.hacking_exp)} exp)\n
\n Strength: {numeralWrapper.formatSkill(props.resleeve.strength)} (\n {numeralWrapper.formatExp(props.resleeve.strength_exp)} exp)\n
\n Defense: {numeralWrapper.formatSkill(props.resleeve.defense)} (\n {numeralWrapper.formatExp(props.resleeve.defense_exp)} exp)\n
\n Dexterity: {numeralWrapper.formatSkill(props.resleeve.dexterity)} (\n {numeralWrapper.formatExp(props.resleeve.dexterity_exp)} exp)\n
\n Agility: {numeralWrapper.formatSkill(props.resleeve.agility)} (\n {numeralWrapper.formatExp(props.resleeve.agility_exp)} exp)\n
\n Charisma: {numeralWrapper.formatSkill(props.resleeve.charisma)} (\n {numeralWrapper.formatExp(props.resleeve.charisma_exp)} exp)\n
# Augmentations: {props.resleeve.augmentations.length}\n
\n \n
\n \n \n {currentAug !== undefined && currentAug.info}\n \n \n \n It costs to purchase this Sleeve.\n \n \n \n
\n
\n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { use } from \"./Context\";\nimport { CONSTANTS } from \"../Constants\";\nimport { numeralWrapper } from \"./numeralFormat\";\nimport { Reputation } from \"./React/Reputation\";\nimport { ReputationRate } from \"./React/ReputationRate\";\nimport { MoneyRate } from \"./React/MoneyRate\";\nimport { Money } from \"./React/Money\";\nimport { convertTimeMsToTimeElapsedString } from \"../utils/StringHelperFunctions\";\nimport { Factions } from \"../Faction/Factions\";\nimport { Company } from \"../Company/Company\";\nimport { Companies } from \"../Company/Companies\";\nimport { Locations } from \"../Locations/Locations\";\nimport { LocationName } from \"../Locations/data/LocationNames\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Grid from \"@mui/material/Grid\";\nimport Button from \"@mui/material/Button\";\n\nimport { createProgressBarText } from \"../utils/helpers/createProgressBarText\";\n\nconst CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;\n\nexport function WorkInProgressRoot(): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, CONSTANTS.MilliPerCycle);\n return () => clearInterval(id);\n }, []);\n const player = use.Player();\n const router = use.Router();\n const faction = Factions[player.currentWorkFactionName];\n if (player.workType == CONSTANTS.WorkTypeFaction) {\n function cancel(): void {\n router.toFaction(faction);\n player.finishFactionWork(true);\n }\n function unfocus(): void {\n router.toFaction(faction);\n player.stopFocusing();\n }\n return (\n \n \n \n You are currently {player.currentWorkFactionDescription} for your faction {faction.name}\n
\n (Current Faction Reputation: \n ).
\n You have been doing this for {convertTimeMsToTimeElapsedString(player.timeWorked)}\n
\n
\n You have earned:
\n
\n (){\" \"}\n
\n
\n (\n ) reputation for this faction
\n
\n {numeralWrapper.formatExp(player.workHackExpGained)} (\n {numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp
\n
\n {numeralWrapper.formatExp(player.workStrExpGained)} (\n {numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp
\n {numeralWrapper.formatExp(player.workDefExpGained)} (\n {numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp
\n {numeralWrapper.formatExp(player.workDexExpGained)} (\n {numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp
\n {numeralWrapper.formatExp(player.workAgiExpGained)} (\n {numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp
\n
\n {numeralWrapper.formatExp(player.workChaExpGained)} (\n {numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp
\n
\n You will automatically finish after working for 20 hours. You can cancel earlier if you wish.\n
\n There is no penalty for cancelling earlier.\n
\n
\n \n \n \n \n
\n );\n }\n\n const className = player.className;\n if (player.className !== \"\") {\n function cancel(): void {\n player.finishClass(true);\n router.toCity();\n }\n\n let stopText = \"\";\n if (\n className == CONSTANTS.ClassGymStrength ||\n className == CONSTANTS.ClassGymDefense ||\n className == CONSTANTS.ClassGymDexterity ||\n className == CONSTANTS.ClassGymAgility\n ) {\n stopText = \"Stop training at gym\";\n } else {\n stopText = \"Stop taking course\";\n }\n\n return (\n \n \n \n You have been {className} for {convertTimeMsToTimeElapsedString(player.timeWorked)}\n
\n
\n This has cost you:
\n (){\" \"}\n
\n
\n You have gained:
\n {numeralWrapper.formatExp(player.workHackExpGained)} (\n {numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp
\n {numeralWrapper.formatExp(player.workStrExpGained)} (\n {numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp
\n {numeralWrapper.formatExp(player.workDefExpGained)} (\n {numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp
\n {numeralWrapper.formatExp(player.workDexExpGained)} (\n {numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp
\n {numeralWrapper.formatExp(player.workAgiExpGained)} (\n {numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp
\n {numeralWrapper.formatExp(player.workChaExpGained)} (\n {numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp
\n You may cancel at any time\n
\n
\n \n \n \n
\n );\n }\n\n if (player.workType == CONSTANTS.WorkTypeCompany) {\n const comp = Companies[player.companyName];\n let companyRep = 0;\n if (comp == null || !(comp instanceof Company)) {\n throw new Error(`Could not find Company: ${player.companyName}`);\n }\n companyRep = comp.playerReputation;\n\n function cancel(): void {\n player.finishWork(true);\n router.toJob();\n }\n function unfocus(): void {\n player.stopFocusing();\n router.toJob();\n }\n\n const position = player.jobs[player.companyName];\n\n const penalty = player.cancelationPenalty();\n\n const penaltyString = penalty === 0.5 ? \"half\" : \"three-quarters\";\n return (\n \n \n \n You are currently working as a {position} at {player.companyName} (Current Company Reputation:{\" \"}\n )
\n
\n You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}\n
\n
\n You have earned:
\n
\n (){\" \"}\n
\n
\n (\n ) reputation for this company
\n
\n {numeralWrapper.formatExp(player.workHackExpGained)} (\n {`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) hacking exp
\n
\n {numeralWrapper.formatExp(player.workStrExpGained)} (\n {`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) strength exp
\n {numeralWrapper.formatExp(player.workDefExpGained)} (\n {`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) defense exp
\n {numeralWrapper.formatExp(player.workDexExpGained)} (\n {`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) dexterity exp
\n {numeralWrapper.formatExp(player.workAgiExpGained)} (\n {`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) agility exp
\n
\n {numeralWrapper.formatExp(player.workChaExpGained)} (\n {`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) charisma exp
\n
\n You will automatically finish after working for 8 hours. You can cancel earlier if you wish, but you will\n only gain {penaltyString} of the reputation you've earned so far.\n
\n
\n \n \n \n \n
\n );\n }\n\n if (player.workType == CONSTANTS.WorkTypeCompanyPartTime) {\n function cancel(): void {\n player.finishWork(true);\n router.toJob();\n }\n function unfocus(): void {\n player.stopFocusing();\n router.toJob();\n }\n const comp = Companies[player.companyName];\n let companyRep = 0;\n if (comp == null || !(comp instanceof Company)) {\n throw new Error(`Could not find Company: ${player.companyName}`);\n }\n companyRep = comp.playerReputation;\n\n const position = player.jobs[player.companyName];\n return (\n \n \n \n You are currently working as a {position} at {player.companyName} (Current Company Reputation:{\" \"}\n )
\n
\n You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}\n
\n
\n You have earned:
\n
\n (){\" \"}\n
\n
\n (\n \n ) reputation for this company
\n
\n {numeralWrapper.formatExp(player.workHackExpGained)} (\n {`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) hacking exp
\n
\n {numeralWrapper.formatExp(player.workStrExpGained)} (\n {`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) strength exp
\n {numeralWrapper.formatExp(player.workDefExpGained)} (\n {`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) defense exp
\n {numeralWrapper.formatExp(player.workDexExpGained)} (\n {`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) dexterity exp
\n {numeralWrapper.formatExp(player.workAgiExpGained)} (\n {`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) agility exp
\n
\n {numeralWrapper.formatExp(player.workChaExpGained)} (\n {`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}\n ) charisma exp
\n
\n You will automatically finish after working for 8 hours. You can cancel earlier if you wish, and there will\n be no penalty because this is a part-time job.\n
\n
\n \n \n \n \n
\n );\n }\n\n if (player.crimeType !== \"\") {\n const percent = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100);\n let numBars = Math.round(percent / 5);\n if (numBars < 0) {\n numBars = 0;\n }\n if (numBars > 20) {\n numBars = 20;\n }\n // const progressBar = \"[\" + Array(numBars + 1).join(\"|\") + Array(20 - numBars + 1).join(\" \") + \"]\";\n const progressBar = createProgressBarText({ progress: (numBars + 1) / 20, totalTicks: 20 });\n\n return (\n \n \n \n You are attempting to {player.crimeType}.\n
\n\n \n Time remaining: {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorked)}\n \n\n
\n
{progressBar}
\n
\n
\n \n {\n router.toLocation(Locations[LocationName.Slums]);\n player.finishCrime(true);\n }}\n >\n Cancel crime\n \n \n
\n );\n }\n\n if (player.createProgramName !== \"\") {\n return (\n \n \n \n You are currently working on coding {player.createProgramName}.
\n
\n You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}\n
\n
\n The program is {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}\n % complete.
\n If you cancel, your work will be saved and you can come back to complete the program later.\n
\n
\n \n {\n player.finishCreateProgramWork(true);\n router.toTerminal();\n }}\n >\n Cancel work on creating program\n \n \n
\n );\n }\n\n if (!player.workType) router.toTerminal();\n\n return <>;\n}\n","import React, { useState, useRef } from \"react\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport Typography from \"@mui/material/Typography\";\nimport Slider from \"@mui/material/Slider\";\nimport Grid from \"@mui/material/Grid\";\nimport FormControlLabel from \"@mui/material/FormControlLabel\";\nimport Switch from \"@mui/material/Switch\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport Button from \"@mui/material/Button\";\n\nimport Box from \"@mui/material/Box\";\nimport List from \"@mui/material/List\";\nimport ListItem from \"@mui/material/ListItem\";\nimport Link from \"@mui/material/Link\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nimport DownloadIcon from \"@mui/icons-material/Download\";\nimport UploadIcon from \"@mui/icons-material/Upload\";\n\nimport { FileDiagnosticModal } from \"../../Diagnostic/FileDiagnosticModal\";\nimport { dialogBoxCreate } from \"./DialogBox\";\nimport { ConfirmationModal } from \"./ConfirmationModal\";\nimport { ThemeEditorModal } from \"./ThemeEditorModal\";\n\nimport { Settings } from \"../../Settings/Settings\";\nimport { save, deleteGame } from \"../../db\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n root: {\n width: 50,\n padding: theme.spacing(2),\n userSelect: \"none\",\n },\n }),\n);\n\ninterface IProps {\n player: IPlayer;\n save: () => void;\n export: () => void;\n forceKill: () => void;\n softReset: () => void;\n}\n\nexport function GameOptionsRoot(props: IProps): React.ReactElement {\n const classes = useStyles();\n const importInput = useRef(null);\n\n const [execTime, setExecTime] = useState(Settings.CodeInstructionRunTime);\n const [logSize, setLogSize] = useState(Settings.MaxLogCapacity);\n const [portSize, setPortSize] = useState(Settings.MaxPortCapacity);\n const [terminalSize, setTerminalSize] = useState(Settings.MaxTerminalCapacity);\n\n const [autosaveInterval, setAutosaveInterval] = useState(Settings.AutosaveInterval);\n\n const [suppressMessages, setSuppressMessages] = useState(Settings.SuppressMessages);\n const [suppressFactionInvites, setSuppressFactionInvites] = useState(Settings.SuppressFactionInvites);\n const [suppressTravelConfirmations, setSuppressTravelConfirmations] = useState(Settings.SuppressTravelConfirmation);\n const [suppressBuyAugmentationConfirmation, setSuppressBuyAugmentationConfirmation] = useState(\n Settings.SuppressBuyAugmentationConfirmation,\n );\n const [suppressHospitalizationPopup, setSuppressHospitalizationPopup] = useState(\n Settings.SuppressHospitalizationPopup,\n );\n\n const [suppressBladeburnerPopup, setSuppressBladeburnerPopup] = useState(Settings.SuppressBladeburnerPopup);\n\n const [disableHotkeys, setDisableHotkeys] = useState(Settings.DisableHotkeys);\n const [disableASCIIArt, setDisableASCIIArt] = useState(Settings.DisableASCIIArt);\n const [disableTextEffects, setDisableTextEffects] = useState(Settings.DisableTextEffects);\n const [enableBashHotkeys, setEnableBashHotkeys] = useState(Settings.EnableBashHotkeys);\n const [enableTimestamps, setEnableTimestamps] = useState(Settings.EnableTimestamps);\n const [saveGameOnFileSave, setSaveGameOnFileSave] = useState(Settings.SaveGameOnFileSave);\n\n const [locale, setLocale] = useState(Settings.Locale);\n const [diagnosticOpen, setDiagnosticOpen] = useState(false);\n const [deleteGameOpen, setDeleteOpen] = useState(false);\n const [themeEditorOpen, setThemeEditorOpen] = useState(false);\n\n function handleExecTimeChange(event: any, newValue: number | number[]): void {\n setExecTime(newValue as number);\n Settings.CodeInstructionRunTime = newValue as number;\n }\n\n function handleLogSizeChange(event: any, newValue: number | number[]): void {\n setLogSize(newValue as number);\n Settings.MaxLogCapacity = newValue as number;\n }\n\n function handlePortSizeChange(event: any, newValue: number | number[]): void {\n setPortSize(newValue as number);\n Settings.MaxPortCapacity = newValue as number;\n }\n\n function handleTerminalSizeChange(event: any, newValue: number | number[]): void {\n setTerminalSize(newValue as number);\n Settings.MaxTerminalCapacity = newValue as number;\n }\n\n function handleAutosaveIntervalChange(event: any, newValue: number | number[]): void {\n setAutosaveInterval(newValue as number);\n Settings.AutosaveInterval = newValue as number;\n }\n\n function handleSuppressMessagesChange(event: React.ChangeEvent): void {\n setSuppressMessages(event.target.checked);\n Settings.SuppressMessages = event.target.checked;\n }\n\n function handleSuppressFactionInvitesChange(event: React.ChangeEvent): void {\n setSuppressFactionInvites(event.target.checked);\n Settings.SuppressFactionInvites = event.target.checked;\n }\n\n function handleSuppressTravelConfirmationsChange(event: React.ChangeEvent): void {\n setSuppressTravelConfirmations(event.target.checked);\n Settings.SuppressTravelConfirmation = event.target.checked;\n }\n\n function handleSuppressBuyAugmentationConfirmationChange(event: React.ChangeEvent): void {\n setSuppressBuyAugmentationConfirmation(event.target.checked);\n Settings.SuppressBuyAugmentationConfirmation = event.target.checked;\n }\n\n function handleSuppressHospitalizationPopupChange(event: React.ChangeEvent): void {\n setSuppressHospitalizationPopup(event.target.checked);\n Settings.SuppressHospitalizationPopup = event.target.checked;\n }\n\n function handleSuppressBladeburnerPopupChange(event: React.ChangeEvent): void {\n setSuppressBladeburnerPopup(event.target.checked);\n Settings.SuppressBladeburnerPopup = event.target.checked;\n }\n\n function handleDisableHotkeysChange(event: React.ChangeEvent): void {\n setDisableHotkeys(event.target.checked);\n Settings.DisableHotkeys = event.target.checked;\n }\n\n function handleDisableASCIIArtChange(event: React.ChangeEvent): void {\n setDisableASCIIArt(event.target.checked);\n Settings.DisableASCIIArt = event.target.checked;\n }\n\n function handleDisableTextEffectsChange(event: React.ChangeEvent): void {\n setDisableTextEffects(event.target.checked);\n Settings.DisableTextEffects = event.target.checked;\n }\n function handleLocaleChange(event: SelectChangeEvent): void {\n setLocale(event.target.value as string);\n Settings.Locale = event.target.value as string;\n }\n\n function handleEnableBashHotkeysChange(event: React.ChangeEvent): void {\n setEnableBashHotkeys(event.target.checked);\n Settings.EnableBashHotkeys = event.target.checked;\n }\n function handleEnableTimestampsChange(event: React.ChangeEvent): void {\n setEnableTimestamps(event.target.checked);\n Settings.EnableTimestamps = event.target.checked;\n }\n function handleSaveGameOnFile(event: React.ChangeEvent): void {\n setSaveGameOnFileSave(event.target.checked);\n Settings.SaveGameOnFileSave = event.target.checked;\n }\n\n function startImport(): void {\n if (!window.File || !window.FileReader || !window.FileList || !window.Blob) return;\n const ii = importInput.current;\n if (ii === null) throw new Error(\"import input should not be null\");\n ii.click();\n }\n\n function onImport(event: React.ChangeEvent): void {\n const files = event.target.files;\n if (files === null) return;\n const file = files[0];\n if (!file) {\n dialogBoxCreate(\"Invalid file selected\");\n return;\n }\n\n const reader = new FileReader();\n reader.onload = function (this: FileReader, e: ProgressEvent) {\n const target = e.target;\n if (target === null) {\n console.error(\"error importing file\");\n return;\n }\n const result = target.result;\n if (typeof result !== \"string\" || result === null) {\n console.error(\"FileReader event was not type string\");\n return;\n }\n const contents = result;\n save(contents).then(() => setTimeout(() => location.reload(), 1000));\n };\n reader.readAsText(file);\n }\n\n return (\n
\n \n Options\n \n\n \n \n \n \n \n The minimum number of milliseconds it takes to execute an operation in Netscript. Setting this too\n low can result in poor performance if you have many scripts running.\n \n }\n >\n Netscript exec time (ms)\n \n \n \n \n \n The maximum number of lines a script's logs can hold. Setting this too high can cause the game to\n use a lot of memory if you have many scripts running.\n \n }\n >\n Netscript log size\n \n \n \n \n \n The maximum number of entries that can be written to a port using Netscript's write() function.\n Setting this too high can cause the game to use a lot of memory.\n \n }\n >\n Netscript port size\n \n \n \n \n \n The maximum number of entries that can be written to a the terminal. Setting this too high can cause\n the game to use a lot of memory.\n \n }\n >\n Terminal capacity\n \n \n \n \n The time (in seconds) between each autosave. Set to 0 to disable autosave.\n }\n >\n Autosave interval (s)\n \n \n \n \n }\n label={\n \n If this is set, then any messages you receive will not appear as popups on the screen. They will\n still get sent to your home computer as '.msg' files and can be viewed with the 'cat' Terminal\n command.\n \n }\n >\n Suppress messages\n \n }\n />\n \n \n }\n label={\n \n If this is set, then any faction invites you receive will not appear as popups on the screen.\n Your outstanding faction invites can be viewed in the 'Factions' page.\n \n }\n >\n Suppress faction invites\n \n }\n />\n \n \n \n }\n label={\n \n If this is set, the confirmation message before traveling will not show up. You will\n automatically be deducted the travel cost as soon as you click.\n \n }\n >\n Suppress travel confirmations\n \n }\n />\n \n \n \n }\n label={\n \n If this is set, the confirmation message before buying augmentation will not show up.\n \n }\n >\n Suppress buy augmentation confirmation\n \n }\n />\n \n \n \n }\n label={\n \n If this is set, a popup message will no longer be shown when you are hospitalized after taking\n too much damage.\n \n }\n >\n Suppress hospitalization popup\n \n }\n />\n \n {!!props.player.bladeburner && (\n \n \n }\n label={\n \n If this is set, then having your Bladeburner actions interrupted by being busy with something\n else will not display a popup message.\n \n }\n >\n Suppress bladeburner popup\n \n }\n />\n \n )}\n \n }\n label={\n \n If this is set, then most hotkeys (keyboard shortcuts) in the game are disabled. This includes\n Terminal commands, hotkeys to navigate between different parts of the game, and the \"Save and\n Close (Ctrl + b)\" hotkey in the Text Editor.\n \n }\n >\n Disable hotkeys\n \n }\n />\n \n \n }\n label={\n If this is set all ASCII art will be disabled.}>\n Disable ascii art\n \n }\n />\n \n \n }\n label={\n \n If this is set, text effects will not be displayed. This can help if text is difficult to read\n in certain areas.\n \n }\n >\n Disable text effects\n \n }\n />\n \n\n \n }\n label={\n \n Improved Bash emulation mode. Setting this to 1 enables several new Terminal shortcuts and\n features that more closely resemble a real Bash-style shell. Note that when this mode is\n enabled, the default browser shortcuts are overriden by the new Bash shortcuts.\n \n }\n >\n Enable bash hotkeys\n \n }\n />\n \n \n }\n label={\n \n Terminal commands and log entries will be timestamped. The timestamp will have the format: M/D\n h:m\n \n }\n >\n Enable timestamps\n \n }\n />\n \n\n \n }\n label={\n Save your game any time a file is saved in the script editor.}\n >\n Save game on file save\n \n }\n />\n \n\n \n Sets the locale for displaying numbers.}>\n Locale \n \n \n \n \n
\n
\n
\n \n \n \n \n
\n \n \n \n \n \n \n export}>\n \n \n import}>\n \n \n \n \n \n Forcefully kill all active running scripts, in case there is a bug or some unexpected issue with the\n game. After using this, save the game and then reload the page. This is different then normal kill in\n that normal kill will tell the script to shut down while force kill just removes the references to it\n (and it should crash on it's own). This will not remove the files on your computer. Just forcefully\n kill all running instance of all scripts.\n \n }\n >\n \n \n \n \n \n Perform a soft reset. Resets everything as if you had just purchased an Augmentation.\n \n }\n >\n \n \n \n \n \n If your save file is extremely big you can use this button to view a map of all the files on every\n server. Be careful there might be spoilers.\n \n }\n >\n \n \n \n \n \n \n Report bug\n \n \n Changelog\n \n \n Documentation\n \n \n Discord\n \n \n Reddit\n \n \n \n
\n setDiagnosticOpen(false)} />\n {\n setDeleteOpen(false);\n deleteGame()\n .then(() => setTimeout(() => location.reload(), 1000))\n .catch((r) => console.error(`Could not delete game: ${r}`));\n }}\n open={deleteGameOpen}\n onClose={() => setDeleteOpen(false)}\n confirmationText={\"Really delete your game? (It's permanent!)\"}\n />\n setThemeEditorOpen(false)} />\n
\n );\n}\n","import React from \"react\";\nimport { GetServer, GetAllServers } from \"../Server/AllServers\";\nimport { Modal } from \"../ui/React/Modal\";\nimport { numeralWrapper } from \"../ui/numeralFormat\";\n\nimport Table from \"@mui/material/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport TableCell from \"@mui/material/TableCell\";\nimport TableContainer from \"@mui/material/TableContainer\";\nimport TableHead from \"@mui/material/TableHead\";\nimport TableRow from \"@mui/material/TableRow\";\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Accordion from \"@mui/material/Accordion\";\nimport AccordionSummary from \"@mui/material/AccordionSummary\";\nimport AccordionDetails from \"@mui/material/AccordionDetails\";\nimport ExpandMoreIcon from \"@mui/icons-material/ExpandMore\";\n\ninterface IServerProps {\n hostname: string;\n}\n\nfunction ServerAccordion(props: IServerProps): React.ReactElement {\n const server = GetServer(props.hostname);\n if (server === null) throw new Error(\"server should not be null\");\n let totalSize = 0;\n for (const f of server.scripts) {\n totalSize += f.code.length;\n }\n\n for (const f of server.textFiles) {\n totalSize += f.text.length;\n }\n\n if (totalSize === 0) {\n return <>;\n }\n\n interface File {\n name: string;\n size: number;\n }\n\n const files: File[] = [];\n\n for (const f of server.scripts) {\n files.push({ name: f.filename, size: f.code.length });\n }\n\n for (const f of server.textFiles) {\n files.push({ name: f.fn, size: f.text.length });\n }\n\n files.sort((a: File, b: File): number => b.size - a.size);\n\n return (\n \n }>\n \n {server.hostname} ({numeralWrapper.formatBigNumber(totalSize)}b)\n \n \n \n \n \n \n \n \n Filename\n \n \n Size\n \n \n \n \n {files.map((file: File) => (\n \n \n {file.name}\n \n \n {numeralWrapper.formatBigNumber(file.size)}b\n \n \n ))}\n \n
\n
\n
    \n
    \n
    \n );\n}\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nexport function FileDiagnosticModal(props: IProps): React.ReactElement {\n const keys: string[] = [];\n for (const key in GetAllServers()) {\n keys.push(key);\n }\n\n return (\n \n <>\n \n Welcome to the file diagnostic! If your save file is really big it's likely because you have too many\n text/scripts. This tool can help you narrow down where they are.\n \n {keys.map((hostname: string) => (\n \n ))}\n \n \n );\n}\n","import React from \"react\";\nimport { Modal } from \"./Modal\";\n\nimport Button from \"@mui/material/Button\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n onConfirm: () => void;\n confirmationText: string;\n}\n\nexport function ConfirmationModal(props: IProps): React.ReactElement {\n return (\n \n <>\n {props.confirmationText}\n {\n props.onConfirm();\n }}\n >\n Confirm\n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { Modal } from \"./Modal\";\nimport Button from \"@mui/material/Button\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport TextField from \"@mui/material/TextField\";\nimport IconButton from \"@mui/material/IconButton\";\nimport ReplyIcon from \"@mui/icons-material/Reply\";\nimport { Color, ColorPicker } from \"material-ui-color\";\nimport { ThemeEvents } from \"./Theme\";\nimport { Settings, defaultSettings } from \"../../Settings/Settings\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\ninterface IColorEditorProps {\n name: string;\n color: string | undefined;\n onColorChange: (name: string, value: string) => void;\n defaultColor: string;\n}\n\nfunction ColorEditor({ name, onColorChange, color, defaultColor }: IColorEditorProps): React.ReactElement {\n if (color === undefined) {\n console.error(`color ${name} was undefined, reverting to default`);\n color = defaultColor;\n }\n\n return (\n <>\n \n onColorChange(name, \"#\" + newColor.hex)}\n />\n \n ),\n endAdornment: (\n <>\n onColorChange(name, defaultColor)}>\n \n \n \n ),\n }}\n />\n \n );\n}\n\nexport function ThemeEditorModal(props: IProps): React.ReactElement {\n const [customTheme, setCustomTheme] = useState<{ [key: string]: string | undefined }>({\n ...Settings.theme,\n });\n\n function onThemeChange(event: React.ChangeEvent): void {\n try {\n const importedTheme = JSON.parse(event.target.value);\n if (typeof importedTheme !== \"object\") return;\n setCustomTheme(importedTheme);\n for (const key of Object.keys(importedTheme)) {\n Settings.theme[key] = importedTheme[key];\n }\n ThemeEvents.emit();\n } catch (err) {\n // ignore\n }\n }\n\n function onColorChange(name: string, value: string): void {\n setCustomTheme((old: any) => {\n old[name] = value;\n return old;\n });\n\n Settings.theme[name] = value;\n ThemeEvents.emit();\n }\n\n return (\n \n \n Example tooltip}>\n \n \n \n \n \n \n \n text with primary color\n text with secondary color\n text with error color\n \n \n
    \n Warning: Editing the theme is very slow.\n \n \n \n\n
    \n \n \n \n\n
    \n \n \n \n\n
    \n \n \n \n\n
    \n \n \n \n\n
    \n \n \n \n \n\n
    \n \n \n \n \n \n \n \n \n
    \n
    \n \n
    \n );\n}\n","import React, { useState, useEffect } from \"react\";\n\nimport { SleeveElem } from \"./SleeveElem\";\nimport { FAQModal } from \"./FAQModal\";\nimport { use } from \"../../../ui/Context\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Link from \"@mui/material/Link\";\n\nexport function SleeveRoot(): React.ReactElement {\n const player = use.Player();\n const [FAQOpen, setFAQOpen] = useState(false);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n return (\n <>\n Sleeves\n \n Duplicate Sleeves are MK-V Synthoids (synthetic androids) into which your consciousness has been copied. In\n other words, these Synthoids contain a perfect duplicate of your mind.\n
    \n
    \n Sleeves can be used to perform different tasks synchronously.\n
    \n
    \n
    \n\n \n \n Documentation\n \n {player.sleeves.map((sleeve, i) => (\n \n ))}\n setFAQOpen(false)} />\n \n );\n}\n","import React, { useState } from \"react\";\n\nimport { Sleeve } from \"../Sleeve\";\nimport { SleeveTaskType } from \"../SleeveTaskTypesEnum\";\n\nimport { CONSTANTS } from \"../../../Constants\";\n\nimport { Crimes } from \"../../../Crime/Crimes\";\n\nimport { numeralWrapper } from \"../../../ui/numeralFormat\";\n\nimport { createProgressBarText } from \"../../../utils/helpers/createProgressBarText\";\n\nimport { SleeveAugmentationsModal } from \"./SleeveAugmentationsModal\";\nimport { TravelModal } from \"./TravelModal\";\nimport { Money } from \"../../../ui/React/Money\";\nimport { MoneyRate } from \"../../../ui/React/MoneyRate\";\nimport { use } from \"../../../ui/Context\";\nimport { ReputationRate } from \"../../../ui/React/ReputationRate\";\nimport { StatsElement } from \"../ui/StatsElement\";\nimport { MoreStatsModal } from \"./MoreStatsModal\";\nimport { MoreEarningsModal } from \"../ui/MoreEarningsModal\";\nimport { TaskSelector } from \"../ui/TaskSelector\";\nimport { FactionWorkType } from \"../../../Faction/FactionWorkTypeEnum\";\nimport { StatsTable } from \"../../../ui/React/StatsTable\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Grid from \"@mui/material/Grid\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\ninterface IProps {\n sleeve: Sleeve;\n rerender: () => void;\n}\n\nexport function SleeveElem(props: IProps): React.ReactElement {\n const player = use.Player();\n const [statsOpen, setStatsOpen] = useState(false);\n const [earningsOpen, setEarningsOpen] = useState(false);\n const [travelOpen, setTravelOpen] = useState(false);\n const [augmentationsOpen, setAugmentationsOpen] = useState(false);\n\n const [abc, setABC] = useState([\"------\", \"------\", \"------\"]);\n\n function setTask(): void {\n props.sleeve.resetTaskStatus(); // sets to idle\n switch (abc[0]) {\n case \"------\":\n break;\n case \"Work for Company\":\n props.sleeve.workForCompany(player, abc[1]);\n break;\n case \"Work for Faction\":\n props.sleeve.workForFaction(player, abc[1], abc[2]);\n break;\n case \"Commit Crime\":\n props.sleeve.commitCrime(player, abc[1]);\n break;\n case \"Take University Course\":\n props.sleeve.takeUniversityCourse(player, abc[2], abc[1]);\n break;\n case \"Workout at Gym\":\n props.sleeve.workoutAtGym(player, abc[2], abc[1]);\n break;\n case \"Shock Recovery\":\n props.sleeve.shockRecovery(player);\n break;\n case \"Synchronize\":\n props.sleeve.synchronize(player);\n break;\n default:\n console.error(`Invalid/Unrecognized taskValue in setSleeveTask(): ${abc[0]}`);\n }\n props.rerender();\n }\n\n let desc = <>;\n switch (props.sleeve.currentTask) {\n case SleeveTaskType.Idle:\n desc = <>This sleeve is currently idle;\n break;\n case SleeveTaskType.Company:\n desc = <>This sleeve is currently working your job at {props.sleeve.currentTaskLocation}.;\n break;\n case SleeveTaskType.Faction: {\n let doing = \"nothing\";\n switch (props.sleeve.factionWorkType) {\n case FactionWorkType.Field:\n doing = \"Field work\";\n break;\n case FactionWorkType.Hacking:\n doing = \"Hacking contracts\";\n break;\n case FactionWorkType.Security:\n doing = \"Security work\";\n break;\n }\n desc = (\n <>\n This sleeve is currently doing {doing} for {props.sleeve.currentTaskLocation}.\n \n );\n break;\n }\n case SleeveTaskType.Crime:\n desc = (\n <>\n This sleeve is currently attempting to {Crimes[props.sleeve.crimeType].type} (Success Rate:{\" \"}\n {numeralWrapper.formatPercentage(Crimes[props.sleeve.crimeType].successRate(props.sleeve))}).\n \n );\n break;\n case SleeveTaskType.Class:\n desc = <>This sleeve is currently studying/taking a course at {props.sleeve.currentTaskLocation}.;\n break;\n case SleeveTaskType.Gym:\n desc = <>This sleeve is currently working out at {props.sleeve.currentTaskLocation}.;\n break;\n case SleeveTaskType.Recovery:\n desc = (\n <>\n This sleeve is currently set to focus on shock recovery. This causes the Sleeve's shock to decrease at a\n faster rate.\n \n );\n break;\n case SleeveTaskType.Synchro:\n desc = (\n <>\n This sleeve is currently set to synchronize with the original consciousness. This causes the Sleeve's\n synchronization to increase.\n \n );\n break;\n default:\n console.error(`Invalid/Unrecognized taskValue in updateSleeveTaskDescription(): ${abc[0]}`);\n }\n\n let data: any[][] = [];\n if (props.sleeve.currentTask === SleeveTaskType.Crime) {\n data = [\n [`Money`, , `(on success)`],\n [`Hacking Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.hack), `(2x on success)`],\n [`Strength Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.str), `(2x on success)`],\n [`Defense Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.def), `(2x on success)`],\n [`Dexterity Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.dex), `(2x on success)`],\n [`Agility Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.agi), `(2x on success)`],\n [`Charisma Exp`, numeralWrapper.formatExp(props.sleeve.gainRatesForTask.cha), `(2x on success)`],\n ];\n } else {\n data = [\n [`Money:`, ],\n [`Hacking Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.hack)} / s`],\n [`Strength Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.str)} / s`],\n [`Defense Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.def)} / s`],\n [`Dexterity Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.dex)} / s`],\n [`Agility Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.agi)} / s`],\n [`Charisma Exp:`, `${numeralWrapper.formatExp(5 * props.sleeve.gainRatesForTask.cha)} / s`],\n ];\n if (props.sleeve.currentTask === SleeveTaskType.Company || props.sleeve.currentTask === SleeveTaskType.Faction) {\n const repGain: number = props.sleeve.getRepGain(player);\n data.push([`Reputation:`, ]);\n }\n }\n\n return (\n <>\n \n \n \n \n Insufficient funds : \"\"}>\n \n \n \n \n Unlocked when sleeve has fully recovered : \"\"}\n >\n \n \n \n \n \n \n \n {desc}\n \n {props.sleeve.currentTask === SleeveTaskType.Crime &&\n createProgressBarText({\n progress: props.sleeve.currentTaskTime / props.sleeve.currentTaskMaxTime,\n totalTicks: 25,\n })}\n \n \n \n \n \n \n \n \n setStatsOpen(false)} sleeve={props.sleeve} />\n setEarningsOpen(false)} sleeve={props.sleeve} />\n setTravelOpen(false)}\n sleeve={props.sleeve}\n rerender={props.rerender}\n />\n setAugmentationsOpen(false)}\n sleeve={props.sleeve}\n />\n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { Sleeve } from \"../Sleeve\";\nimport { findSleevePurchasableAugs } from \"../SleeveHelpers\";\nimport { Augmentations } from \"../../../Augmentation/Augmentations\";\nimport { Augmentation } from \"../../../Augmentation/Augmentation\";\nimport { Money } from \"../../../ui/React/Money\";\nimport { Modal } from \"../../../ui/React/Modal\";\nimport { use } from \"../../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Paper from \"@mui/material/Paper\";\nimport Box from \"@mui/material/Box\";\nimport Button from \"@mui/material/Button\";\nimport TableBody from \"@mui/material/TableBody\";\nimport Table from \"@mui/material/Table\";\nimport { TableCell } from \"../../../ui/React/Table\";\nimport TableRow from \"@mui/material/TableRow\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n sleeve: Sleeve;\n}\n\nexport function SleeveAugmentationsModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 150);\n return () => clearInterval(id);\n }, []);\n\n // Array of all owned Augmentations. Names only\n const ownedAugNames = props.sleeve.augmentations.map((e) => e.name);\n\n // You can only purchase Augmentations that are actually available from\n // your factions. I.e. you must be in a faction that has the Augmentation\n // and you must also have enough rep in that faction in order to purchase it.\n const availableAugs = findSleevePurchasableAugs(props.sleeve, player);\n\n function purchaseAugmentation(aug: Augmentation): void {\n props.sleeve.tryBuyAugmentation(player, aug);\n rerender();\n }\n\n return (\n \n <>\n \n You can purchase Augmentations for your Duplicate Sleeves. These Augmentations have the same effect as they\n would for you. You can only purchase Augmentations that you have unlocked through Factions.\n
    \n
    \n When purchasing an Augmentation for a Duplicate Sleeve, they are immediately installed. This means that the\n Duplicate Sleeve will immediately lose all of its stat experience.\n
    \n \n \n {availableAugs.map((aug) => {\n return (\n \n \n \n \n \n \n \n {aug.name}\n \n \n \n \n \n \n \n );\n })}\n \n
    \n\n {ownedAugNames.length > 0 && (\n <>\n Owned Augmentations:\n {ownedAugNames.map((augName) => {\n const aug = Augmentations[augName];\n let tooltip = <>;\n if (typeof aug.info === \"string\") {\n tooltip = (\n <>\n {aug.info}\n
    \n
    \n {aug.stats}\n \n );\n } else {\n tooltip = (\n <>\n {aug.info}\n
    \n
    \n {aug.stats}\n \n );\n }\n\n return (\n {tooltip}}>\n \n {augName}\n \n \n );\n })}\n \n )}\n \n
    \n );\n}\n","import React from \"react\";\nimport { Sleeve } from \"../Sleeve\";\nimport { CONSTANTS } from \"../../../Constants\";\nimport { Money } from \"../../../ui/React/Money\";\nimport { WorldMap } from \"../../../ui/React/WorldMap\";\nimport { CityName } from \"../../../Locations/data/CityNames\";\nimport { Settings } from \"../../../Settings/Settings\";\nimport { dialogBoxCreate } from \"../../../ui/React/DialogBox\";\nimport { use } from \"../../../ui/Context\";\nimport { Modal } from \"../../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n sleeve: Sleeve;\n rerender: () => void;\n}\n\nexport function TravelModal(props: IProps): React.ReactElement {\n const player = use.Player();\n function travel(city: string): void {\n if (!player.canAfford(CONSTANTS.TravelCost)) {\n dialogBoxCreate(\"You cannot afford to have this sleeve travel to another city\");\n }\n props.sleeve.city = city as CityName;\n player.loseMoney(CONSTANTS.TravelCost);\n props.sleeve.resetTaskStatus();\n props.rerender();\n props.onClose();\n }\n\n return (\n \n <>\n \n Have this sleeve travel to a different city. This affects the gyms and universities at which this sleeve can\n study. Traveling to a different city costs . It will\n also set your current sleeve task to idle.\n \n {Settings.DisableASCIIArt ? (\n Object.values(CityName).map((city: CityName) => (\n \n ))\n ) : (\n travel(city)} />\n )}\n \n \n );\n}\n","import { Sleeve } from \"../Sleeve\";\nimport { numeralWrapper } from \"../../../ui/numeralFormat\";\nimport React from \"react\";\n\nimport { StatsTable } from \"../../../ui/React/StatsTable\";\n\ninterface IProps {\n sleeve: Sleeve;\n}\n\nexport function StatsElement(props: IProps): React.ReactElement {\n const rows = [\n [\n \"HP: \",\n <>\n {numeralWrapper.formatHp(props.sleeve.hp)} / {numeralWrapper.formatHp(props.sleeve.max_hp)}\n ,\n ],\n [\"City: \", <>{props.sleeve.city}],\n [\"Hacking: \", <>{numeralWrapper.formatSkill(props.sleeve.hacking_skill)}],\n [\"Strength: \", <>{numeralWrapper.formatSkill(props.sleeve.strength)}],\n [\"Defense: \", <>{numeralWrapper.formatSkill(props.sleeve.defense)}],\n [\"Dexterity: \", <>{numeralWrapper.formatSkill(props.sleeve.dexterity)}],\n [\"Agility: \", <>{numeralWrapper.formatSkill(props.sleeve.agility)}],\n [\"Charisma: \", <>{numeralWrapper.formatSkill(props.sleeve.charisma)}],\n [\"Shock: \", <>{numeralWrapper.formatSleeveShock(100 - props.sleeve.shock)}],\n [\"Sync: \", <>{numeralWrapper.formatSleeveSynchro(props.sleeve.sync)}],\n [\"Memory: \", <>{numeralWrapper.formatSleeveMemory(props.sleeve.memory)}],\n ];\n return ;\n}\n","import { Sleeve } from \"../Sleeve\";\nimport { numeralWrapper } from \"../../../ui/numeralFormat\";\nimport { StatsTable } from \"../../../ui/React/StatsTable\";\nimport { Modal } from \"../../../ui/React/Modal\";\nimport React from \"react\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n sleeve: Sleeve;\n}\n\nexport function MoreStatsModal(props: IProps): React.ReactElement {\n return (\n \n Hacking: ,\n props.sleeve.hacking_skill,\n <> ({numeralWrapper.formatExp(props.sleeve.hacking_exp)} exp),\n ],\n [\n <>Strength: ,\n props.sleeve.strength,\n <> ({numeralWrapper.formatExp(props.sleeve.strength_exp)} exp),\n ],\n [\n <>Defense: ,\n props.sleeve.defense,\n <> ({numeralWrapper.formatExp(props.sleeve.defense_exp)} exp),\n ],\n [\n <>Dexterity: ,\n props.sleeve.dexterity,\n <> ({numeralWrapper.formatExp(props.sleeve.dexterity_exp)} exp),\n ],\n [\n <>Agility: ,\n props.sleeve.agility,\n <> ({numeralWrapper.formatExp(props.sleeve.agility_exp)} exp),\n ],\n [\n <>Charisma: ,\n props.sleeve.charisma,\n <> ({numeralWrapper.formatExp(props.sleeve.charisma_exp)} exp),\n ],\n ]}\n title=\"Stats:\"\n />\n
    \n Hacking Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.hacking_mult)],\n [<>Hacking Experience multiplier: , numeralWrapper.formatPercentage(props.sleeve.hacking_exp_mult)],\n [<>Strength Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.strength_mult)],\n [<>Strength Experience multiplier: , numeralWrapper.formatPercentage(props.sleeve.strength_exp_mult)],\n [<>Defense Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.defense_mult)],\n [<>Defense Experience multiplier: , numeralWrapper.formatPercentage(props.sleeve.defense_exp_mult)],\n [<>Dexterity Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.dexterity_mult)],\n [\n <>Dexterity Experience multiplier: ,\n numeralWrapper.formatPercentage(props.sleeve.dexterity_exp_mult),\n ],\n [<>Agility Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.agility_mult)],\n [<>Agility Experience multiplier: , numeralWrapper.formatPercentage(props.sleeve.agility_exp_mult)],\n [<>Charisma Level multiplier: , numeralWrapper.formatPercentage(props.sleeve.charisma_mult)],\n [<>Charisma Experience multiplier: , numeralWrapper.formatPercentage(props.sleeve.charisma_exp_mult)],\n [\n <>Faction Reputation Gain multiplier: ,\n numeralWrapper.formatPercentage(props.sleeve.faction_rep_mult),\n ],\n [\n <>Company Reputation Gain multiplier: ,\n numeralWrapper.formatPercentage(props.sleeve.company_rep_mult),\n ],\n [<>Salary multiplier: , numeralWrapper.formatPercentage(props.sleeve.work_money_mult)],\n [<>Crime Money multiplier: , numeralWrapper.formatPercentage(props.sleeve.crime_money_mult)],\n [<>Crime Success multiplier: , numeralWrapper.formatPercentage(props.sleeve.crime_success_mult)],\n ]}\n title=\"Multipliers:\"\n />\n
    \n );\n}\n","import { Sleeve } from \"../Sleeve\";\nimport { numeralWrapper } from \"../../../ui/numeralFormat\";\nimport { Money } from \"../../../ui/React/Money\";\nimport * as React from \"react\";\nimport { StatsTable } from \"../../../ui/React/StatsTable\";\nimport { Modal } from \"../../../ui/React/Modal\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n sleeve: Sleeve;\n}\n\nexport function MoreEarningsModal(props: IProps): React.ReactElement {\n return (\n \n ],\n [\"Hacking Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.hack)],\n [\"Strength Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.str)],\n [\"Defense Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.def)],\n [\"Dexterity Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.dex)],\n [\"Agility Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.agi)],\n [\"Charisma Exp \", numeralWrapper.formatExp(props.sleeve.earningsForTask.cha)],\n ]}\n title=\"Earnings for Current Task:\"\n />\n
    \n ],\n [\"Hacking Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.hack)],\n [\"Strength Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.str)],\n [\"Defense Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.def)],\n [\"Dexterity Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.dex)],\n [\"Agility Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.agi)],\n [\"Charisma Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForPlayer.cha)],\n ]}\n title=\"Total Earnings for Host Consciousness:\"\n />\n
    \n ],\n [\"Hacking Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.hack)],\n [\"Strength Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.str)],\n [\"Defense Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.def)],\n [\"Dexterity Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.dex)],\n [\"Agility Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.agi)],\n [\"Charisma Exp: \", numeralWrapper.formatExp(props.sleeve.earningsForSleeves.cha)],\n ]}\n title=\"Total Earnings for Other Sleeves:\"\n />\n
    \n
    \n );\n}\n","import React, { useState } from \"react\";\nimport { Sleeve } from \"../Sleeve\";\nimport { IPlayer } from \"../../IPlayer\";\nimport { SleeveTaskType } from \"../SleeveTaskTypesEnum\";\nimport { Crimes } from \"../../../Crime/Crimes\";\nimport { LocationName } from \"../../../Locations/data/LocationNames\";\nimport { CityName } from \"../../../Locations/data/CityNames\";\nimport { Factions } from \"../../../Faction/Factions\";\nimport { FactionWorkType } from \"../../../Faction/FactionWorkTypeEnum\";\nimport Select, { SelectChangeEvent } from \"@mui/material/Select\";\nimport MenuItem from \"@mui/material/MenuItem\";\n\nconst universitySelectorOptions: string[] = [\n \"Study Computer Science\",\n \"Data Structures\",\n \"Networks\",\n \"Algorithms\",\n \"Management\",\n \"Leadership\",\n];\n\nconst gymSelectorOptions: string[] = [\"Train Strength\", \"Train Defense\", \"Train Dexterity\", \"Train Agility\"];\n\ninterface IProps {\n sleeve: Sleeve;\n player: IPlayer;\n setABC: (abc: string[]) => void;\n}\n\ninterface ITaskDetails {\n first: string[];\n second: (s1: string) => string[];\n}\n\nfunction possibleJobs(player: IPlayer, sleeve: Sleeve): string[] {\n // Array of all companies that other sleeves are working at\n const forbiddenCompanies = [];\n for (const otherSleeve of player.sleeves) {\n if (sleeve === otherSleeve) {\n continue;\n }\n if (otherSleeve.currentTask === SleeveTaskType.Company) {\n forbiddenCompanies.push(otherSleeve.currentTaskLocation);\n }\n }\n const allJobs: string[] = Object.keys(player.jobs);\n for (let i = 0; i < allJobs.length; ++i) {\n if (!forbiddenCompanies.includes(allJobs[i])) {\n allJobs[i];\n }\n }\n\n return allJobs;\n}\n\nfunction possibleFactions(player: IPlayer, sleeve: Sleeve): string[] {\n // Array of all factions that other sleeves are working for\n const forbiddenFactions = [\"Bladeburners\"];\n if (player.gang) {\n forbiddenFactions.push(player.gang.facName);\n }\n for (const otherSleeve of player.sleeves) {\n if (sleeve === otherSleeve) {\n continue;\n }\n if (otherSleeve.currentTask === SleeveTaskType.Faction) {\n forbiddenFactions.push(otherSleeve.currentTaskLocation);\n }\n }\n\n const factions = [];\n for (const fac of player.factions) {\n if (!forbiddenFactions.includes(fac)) {\n factions.push(fac);\n }\n }\n\n return factions;\n}\n\nconst tasks: {\n [key: string]: undefined | ((player: IPlayer, sleeve: Sleeve) => ITaskDetails);\n [\"------\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Work for Company\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Work for Faction\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Commit Crime\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Take University Course\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Workout at Gym\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Shock Recovery\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n [\"Synchronize\"]: (player: IPlayer, sleeve: Sleeve) => ITaskDetails;\n} = {\n \"------\": (): ITaskDetails => {\n return { first: [\"------\"], second: () => [\"------\"] };\n },\n \"Work for Company\": (player: IPlayer, sleeve: Sleeve): ITaskDetails => {\n let jobs = possibleJobs(player, sleeve);\n\n if (jobs.length === 0) jobs = [\"------\"];\n return { first: jobs, second: () => [\"------\"] };\n },\n \"Work for Faction\": (player: IPlayer, sleeve: Sleeve): ITaskDetails => {\n let factions = possibleFactions(player, sleeve);\n if (factions.length === 0) factions = [\"------\"];\n\n return {\n first: factions,\n second: (s1: string) => {\n const faction = Factions[s1];\n const facInfo = faction.getInfo();\n const options: string[] = [];\n if (facInfo.offerHackingWork) {\n options.push(\"Hacking Contracts\");\n }\n if (facInfo.offerFieldWork) {\n options.push(\"Field Work\");\n }\n if (facInfo.offerSecurityWork) {\n options.push(\"Security Work\");\n }\n return options;\n },\n };\n },\n \"Commit Crime\": (): ITaskDetails => {\n return { first: Object.keys(Crimes), second: () => [\"------\"] };\n },\n \"Take University Course\": (player: IPlayer, sleeve: Sleeve): ITaskDetails => {\n let universities: string[] = [];\n switch (sleeve.city) {\n case CityName.Aevum:\n universities = [LocationName.AevumSummitUniversity];\n break;\n case CityName.Sector12:\n universities = [LocationName.Sector12RothmanUniversity];\n break;\n case CityName.Volhaven:\n universities = [LocationName.VolhavenZBInstituteOfTechnology];\n break;\n default:\n universities = [\"No university available in city!\"];\n break;\n }\n\n return { first: universitySelectorOptions, second: () => universities };\n },\n \"Workout at Gym\": (player: IPlayer, sleeve: Sleeve): ITaskDetails => {\n let gyms: string[] = [];\n switch (sleeve.city) {\n case CityName.Aevum:\n gyms = [LocationName.AevumCrushFitnessGym, LocationName.AevumSnapFitnessGym];\n break;\n case CityName.Sector12:\n gyms = [LocationName.Sector12IronGym, LocationName.Sector12PowerhouseGym];\n break;\n case CityName.Volhaven:\n gyms = [LocationName.VolhavenMilleniumFitnessGym];\n break;\n default:\n gyms = [\"No gym available in city!\"];\n break;\n }\n\n return { first: gymSelectorOptions, second: () => gyms };\n },\n \"Shock Recovery\": (): ITaskDetails => {\n return { first: [\"------\"], second: () => [\"------\"] };\n },\n Synchronize: (): ITaskDetails => {\n return { first: [\"------\"], second: () => [\"------\"] };\n },\n};\n\nconst canDo: {\n [key: string]: undefined | ((player: IPlayer, sleeve: Sleeve) => boolean);\n [\"------\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Work for Company\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Work for Faction\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Commit Crime\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Take University Course\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Workout at Gym\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Shock Recovery\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n [\"Synchronize\"]: (player: IPlayer, sleeve: Sleeve) => boolean;\n} = {\n \"------\": () => true,\n \"Work for Company\": (player: IPlayer, sleeve: Sleeve) => possibleJobs(player, sleeve).length > 0,\n \"Work for Faction\": (player: IPlayer, sleeve: Sleeve) => possibleFactions(player, sleeve).length > 0,\n \"Commit Crime\": () => true,\n \"Take University Course\": (player: IPlayer, sleeve: Sleeve) =>\n [CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),\n \"Workout at Gym\": (player: IPlayer, sleeve: Sleeve) =>\n [CityName.Aevum, CityName.Sector12, CityName.Volhaven].includes(sleeve.city),\n \"Shock Recovery\": (player: IPlayer, sleeve: Sleeve) => sleeve.shock < 100,\n Synchronize: (player: IPlayer, sleeve: Sleeve) => sleeve.sync < 100,\n};\n\nfunction getABC(sleeve: Sleeve): [string, string, string] {\n switch (sleeve.currentTask) {\n case SleeveTaskType.Idle:\n return [\"------\", \"------\", \"------\"];\n case SleeveTaskType.Company:\n return [\"Work for Company\", sleeve.currentTaskLocation, \"------\"];\n case SleeveTaskType.Faction: {\n let workType = \"\";\n switch (sleeve.factionWorkType) {\n case FactionWorkType.Hacking:\n workType = \"Hacking Contracts\";\n break;\n case FactionWorkType.Field:\n workType = \"Field Work\";\n break;\n case FactionWorkType.Security:\n workType = \"Security Work\";\n break;\n }\n return [\"Work for Faction\", sleeve.currentTaskLocation, workType];\n }\n case SleeveTaskType.Crime:\n return [\"Commit Crime\", sleeve.crimeType, \"------\"];\n case SleeveTaskType.Class:\n return [\"Take University Course\", sleeve.className, sleeve.currentTaskLocation];\n case SleeveTaskType.Gym:\n return [\"Workout at Gym\", sleeve.gymStatType, sleeve.currentTaskLocation];\n case SleeveTaskType.Recovery:\n return [\"Shock Recovery\", \"------\", \"------\"];\n case SleeveTaskType.Synchro:\n return [\"Synchronize\", \"------\", \"------\"];\n }\n}\n\nexport function TaskSelector(props: IProps): React.ReactElement {\n const abc = getABC(props.sleeve);\n const [s0, setS0] = useState(abc[0]);\n const [s1, setS1] = useState(abc[1]);\n const [s2, setS2] = useState(abc[2]);\n\n const validActions = Object.keys(canDo).filter((k) =>\n (canDo[k] as (player: IPlayer, sleeve: Sleeve) => boolean)(props.player, props.sleeve),\n );\n\n const detailsF = tasks[s0];\n if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);\n const details = detailsF(props.player, props.sleeve);\n const details2 = details.second(s1);\n\n if (details.first.length > 0 && !details.first.includes(s1)) {\n setS1(details.first[0]);\n props.setABC([s0, details.first[0], s2]);\n }\n if (details2.length > 0 && !details2.includes(s2)) {\n setS2(details2[0]);\n props.setABC([s0, s1, details2[0]]);\n }\n\n function onS0Change(event: SelectChangeEvent): void {\n const n = event.target.value;\n const detailsF = tasks[n];\n if (detailsF === undefined) throw new Error(`No function for task '${s0}'`);\n const details = detailsF(props.player, props.sleeve);\n const details2 = details.second(details.first[0]);\n setS2(details2[0]);\n setS1(details.first[0]);\n setS0(n);\n props.setABC([n, details.first[0], details2[0]]);\n }\n\n function onS1Change(event: SelectChangeEvent): void {\n setS1(event.target.value);\n props.setABC([s0, event.target.value, s2]);\n }\n\n function onS2Change(event: SelectChangeEvent): void {\n setS2(event.target.value);\n props.setABC([s0, s1, event.target.value]);\n }\n\n return (\n <>\n \n {!(details.first.length === 1 && details.first[0] === \"------\") && (\n <>\n
    \n \n \n )}\n {!(details2.length === 1 && details2[0] === \"------\") && (\n <>\n
    \n \n \n )}\n \n );\n}\n","import React from \"react\";\n\nimport { Modal } from \"../../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nexport function FAQModal({ open, onClose }: IProps): React.ReactElement {\n return (\n \n <>\n How do Duplicate Sleeves work?\n
    \n \n Duplicate Sleeves are essentially clones. You can use them to perform any work type action, such as working\n for a company/faction or committing a crime. Having sleeves perform these tasks earns you money, experience,\n and reputation.\n \n
    \n
    \n \n Sleeves are their own individuals, which means they each have their own experience and stats.\n \n
    \n
    \n \n When a sleeve earns experience, it earns experience for itself, the player's original 'consciousness', as well\n as all of the player's other sleeves.\n \n
    \n
    \n What is Synchronization (Sync)?\n
    \n \n Synchronization is a measure of how aligned your consciousness is with that of your Duplicate Sleeves. It is a\n numerical value between 1 and 100, and it affects how much experience is earned when the sleeve is performing\n a task.\n \n
    \n
    \n \n Let N be the sleeve's synchronization. When the sleeve earns experience by performing a task, both the sleeve\n and the player's original host consciousness earn N% of the amount of experience normally earned by the task.\n All of the player's other sleeves earn ((N/100)^2 * 100)% of the experience.\n \n
    \n
    \n Synchronization can be increased by assigning sleeves to the 'Synchronize' task.\n
    \n
    \n What is Shock?\n
    \n \n Sleeve shock is a measure of how much trauma the sleeve has due to being placed in a new body. It is a\n numerical value between 0 and 99, where 99 indicates full shock and 0 indicates no shock. Shock affects the\n amount of experience earned by the sleeve.\n \n
    \n
    \n \n Sleeve shock slowly decreases over time. You can further increase the rate at which it decreases by assigning\n sleeves to the 'Shock Recovery' task.\n \n
    \n
    \n Why can't I work for this company or faction?\n
    \n \n Only one of your sleeves can work for a given company/faction a time. To clarify further, if you have two\n sleeves they can work for two different companies, but they cannot both work for the same company.\n \n
    \n
    \n Why did my Sleeve stop working?\n
    \n \n Sleeves are subject to the same time restrictions as you. This means that they automatically stop working at a\n company after 8 hours, and stop working for a faction after 20 hours.\n \n
    \n
    \n How do I buy Augmentations for my Sleeves?\n
    \n Your Sleeve needs to have a Shock of 0 in order for you to buy Augmentations for it.\n
    \n
    \n Why can't I buy the X Augmentation for my sleeve?\n
    \n \n Certain Augmentations, like Bladeburner-specific ones and NeuroFlux Governor, are not available for sleeves.\n \n
    \n
    \n Do sleeves get reset when installing Augmentations or switching BitNodes?\n
    \n Sleeves are reset when switching BitNodes, but not when installing Augmentations.\n
    \n
    \n What is Memory?\n
    \n \n Sleeve memory dictates what a sleeve's synchronization will be when its reset by switching BitNodes. For\n example, if a sleeve has a memory of 25, then when you switch BitNodes its synchronization will initially be\n set to 25, rather than 1.\n \n
    \n
    \n \n Memory can only be increased by purchasing upgrades from The Covenant. It is a persistent stat, meaning it\n never gets resets back to 1. The maximum possible value for a sleeve's memory is 100.\n \n \n
    \n );\n}\n","/**\n * Root React Component for the Hacknet Node UI\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { GeneralInfo } from \"./GeneralInfo\";\nimport { HacknetNodeElem } from \"./HacknetNodeElem\";\nimport { HacknetServerElem } from \"./HacknetServerElem\";\nimport { HacknetNode } from \"../HacknetNode\";\nimport { HacknetServer } from \"../HacknetServer\";\nimport { HashUpgradeModal } from \"./HashUpgradeModal\";\nimport { MultiplierButtons } from \"./MultiplierButtons\";\nimport { PlayerInfo } from \"./PlayerInfo\";\nimport { PurchaseButton } from \"./PurchaseButton\";\nimport { PurchaseMultipliers } from \"../data/Constants\";\n\nimport {\n getCostOfNextHacknetNode,\n getCostOfNextHacknetServer,\n hasHacknetServers,\n purchaseHacknet,\n} from \"../HacknetHelpers\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { GetServer } from \"../../Server/AllServers\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Grid from \"@mui/material/Grid\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n player: IPlayer;\n}\n\nexport function HacknetRoot(props: IProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n const [purchaseMultiplier, setPurchaseMultiplier] = useState(PurchaseMultipliers.x1);\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n let totalProduction = 0;\n for (let i = 0; i < props.player.hacknetNodes.length; ++i) {\n const node = props.player.hacknetNodes[i];\n if (hasHacknetServers(props.player)) {\n if (node instanceof HacknetNode) throw new Error(\"node was hacknet node\"); // should never happen\n const hserver = GetServer(node);\n if (!(hserver instanceof HacknetServer)) throw new Error(\"node was not hacknet server\"); // should never happen\n if (hserver) {\n totalProduction += hserver.hashRate;\n } else {\n console.warn(`Could not find Hacknet Server object in AllServers map (i=${i})`);\n }\n } else {\n if (typeof node === \"string\") throw new Error(\"node was ip string\"); // should never happen\n totalProduction += node.moneyGainRatePerSecond;\n }\n }\n\n function handlePurchaseButtonClick(): void {\n purchaseHacknet(props.player);\n rerender();\n }\n\n // Cost to purchase a new Hacknet Node\n let purchaseCost;\n if (hasHacknetServers(props.player)) {\n purchaseCost = getCostOfNextHacknetServer(props.player);\n } else {\n purchaseCost = getCostOfNextHacknetNode(props.player);\n }\n\n // onClick event handlers for purchase multiplier buttons\n const purchaseMultiplierOnClicks = [\n () => setPurchaseMultiplier(PurchaseMultipliers.x1),\n () => setPurchaseMultiplier(PurchaseMultipliers.x5),\n () => setPurchaseMultiplier(PurchaseMultipliers.x10),\n () => setPurchaseMultiplier(PurchaseMultipliers.MAX),\n ];\n\n // HacknetNode components\n const nodes = props.player.hacknetNodes.map((node: string | HacknetNode) => {\n if (hasHacknetServers(props.player)) {\n if (node instanceof HacknetNode) throw new Error(\"node was hacknet node\"); // should never happen\n const hserver = GetServer(node);\n if (hserver == null) {\n throw new Error(`Could not find Hacknet Server object in AllServers map for IP: ${node}`);\n }\n if (!(hserver instanceof HacknetServer)) throw new Error(\"node was not hacknet server\"); // should never happen\n return (\n \n );\n } else {\n if (typeof node === \"string\") throw new Error(\"node was ip string\"); // should never happen\n return (\n \n );\n }\n });\n\n return (\n <>\n Hacknet {hasHacknetServers(props.player) ? \"Servers\" : \"Nodes\"}\n \n\n \n\n
    \n\n \n \n \n \n \n \n \n \n\n {hasHacknetServers(props.player) && }\n\n {nodes}\n setOpen(false)} />\n \n );\n}\n","/**\n * React Component for the Hacknet Node UI\n *\n * Displays general information about Hacknet Nodes\n */\nimport React from \"react\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n hasHacknetServers: boolean;\n}\n\nexport function GeneralInfo(props: IProps): React.ReactElement {\n return (\n <>\n \n The Hacknet is a global, decentralized network of machines. It is used by hackers all around the world to\n anonymously share computing power and perform distributed cyberattacks without the fear of being traced.\n \n {!props.hasHacknetServers ? (\n <>\n \n {`Here, you can purchase a Hacknet Node, a specialized machine that can connect ` +\n `and contribute its resources to the Hacknet network. This allows you to take ` +\n `a small percentage of profits from hacks performed on the network. Essentially, ` +\n `you are renting out your Node's computing power.`}\n \n \n {`Each Hacknet Node you purchase will passively earn you money. Each Hacknet Node ` +\n `can be upgraded in order to increase its computing power and thereby increase ` +\n `the profit you earn from it.`}\n \n \n ) : (\n <>\n \n {`Here, you can purchase a Hacknet Server, an upgraded version of the Hacknet Node. ` +\n `Hacknet Servers will perform computations and operations on the network, earning ` +\n `you hashes. Hashes can be spent on a variety of different upgrades.`}\n \n \n {`Hacknet Servers can also be used as servers to run scripts. However, running scripts ` +\n `on a server will reduce its hash rate (hashes generated per second). A Hacknet Server's hash ` +\n `rate will be reduced by the percentage of RAM that is being used by that Server to run ` +\n `scripts.`}\n \n \n )}\n \n );\n}\n","/**\n * React Component for the Hacknet Node UI.\n * This Component displays the panel for a single Hacknet Node\n */\nimport React from \"react\";\n\nimport { HacknetNodeConstants } from \"../data/Constants\";\nimport {\n getMaxNumberLevelUpgrades,\n getMaxNumberRamUpgrades,\n getMaxNumberCoreUpgrades,\n purchaseLevelUpgrade,\n purchaseRamUpgrade,\n purchaseCoreUpgrade,\n} from \"../HacknetHelpers\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { HacknetNode } from \"../HacknetNode\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Grid from \"@mui/material/Grid\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport { TableCell } from \"../../ui/React/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport Table from \"@mui/material/Table\";\nimport TableRow from \"@mui/material/TableRow\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\ninterface IProps {\n node: HacknetNode;\n purchaseMultiplier: number | \"MAX\";\n rerender: () => void;\n player: IPlayer;\n}\n\nexport function HacknetNodeElem(props: IProps): React.ReactElement {\n const node = props.node;\n const purchaseMult = props.purchaseMultiplier;\n const rerender = props.rerender;\n\n // Upgrade Level Button\n let upgradeLevelContent;\n if (node.level >= HacknetNodeConstants.MaxLevel) {\n upgradeLevelContent = <>MAX LEVEL;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberLevelUpgrades(props.player, node, HacknetNodeConstants.MaxLevel);\n } else {\n const levelsToMax = HacknetNodeConstants.MaxLevel - node.level;\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, props.player.hacknet_node_level_cost_mult);\n upgradeLevelContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeLevelOnClick(): void {\n const numUpgrades =\n purchaseMult === \"MAX\"\n ? getMaxNumberLevelUpgrades(props.player, node, HacknetNodeConstants.MaxLevel)\n : purchaseMult;\n purchaseLevelUpgrade(props.player, node, numUpgrades);\n rerender();\n }\n\n let upgradeRamContent;\n if (node.ram >= HacknetNodeConstants.MaxRam) {\n upgradeRamContent = <>MAX RAM;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberRamUpgrades(props.player, node, HacknetNodeConstants.MaxRam);\n } else {\n const levelsToMax = Math.round(Math.log2(HacknetNodeConstants.MaxRam / node.ram));\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, props.player.hacknet_node_ram_cost_mult);\n upgradeRamContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeRamOnClick(): void {\n const numUpgrades =\n purchaseMult === \"MAX\" ? getMaxNumberRamUpgrades(props.player, node, HacknetNodeConstants.MaxRam) : purchaseMult;\n purchaseRamUpgrade(props.player, node, numUpgrades);\n rerender();\n }\n\n let upgradeCoresContent;\n if (node.cores >= HacknetNodeConstants.MaxCores) {\n upgradeCoresContent = <>MAX CORES;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberCoreUpgrades(props.player, node, HacknetNodeConstants.MaxCores);\n } else {\n const levelsToMax = HacknetNodeConstants.MaxCores - node.cores;\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, props.player.hacknet_node_core_cost_mult);\n upgradeCoresContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeCoresOnClick(): void {\n const numUpgrades =\n purchaseMult === \"MAX\"\n ? getMaxNumberCoreUpgrades(props.player, node, HacknetNodeConstants.MaxCores)\n : purchaseMult;\n purchaseCoreUpgrade(props.player, node, numUpgrades);\n rerender();\n }\n\n return (\n \n \n \n \n \n {node.name}\n \n \n \n \n Production:\n \n \n \n (\n )\n \n \n \n \n \n Level:\n \n \n {node.level}\n \n \n \n \n \n \n \n RAM:\n \n \n {numeralWrapper.formatRAM(node.ram)}\n \n \n \n \n \n \n \n Cores:\n \n \n {node.cores}\n \n \n \n \n \n \n
    \n
    \n );\n}\n","/**\n * React Component for the Hacknet Node UI.\n * This Component displays the panel for a single Hacknet Node\n */\nimport React from \"react\";\n\nimport { HacknetServerConstants } from \"../data/Constants\";\nimport {\n getMaxNumberLevelUpgrades,\n getMaxNumberRamUpgrades,\n getMaxNumberCoreUpgrades,\n getMaxNumberCacheUpgrades,\n purchaseLevelUpgrade,\n purchaseRamUpgrade,\n purchaseCoreUpgrade,\n purchaseCacheUpgrade,\n updateHashManagerCapacity,\n} from \"../HacknetHelpers\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { HacknetServer } from \"../HacknetServer\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { Hashes } from \"../../ui/React/Hashes\";\nimport { HashRate } from \"../../ui/React/HashRate\";\nimport Typography from \"@mui/material/Typography\";\nimport Grid from \"@mui/material/Grid\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport { TableCell } from \"../../ui/React/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport Table from \"@mui/material/Table\";\nimport TableRow from \"@mui/material/TableRow\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\ninterface IProps {\n node: HacknetServer;\n purchaseMultiplier: number | string;\n rerender: () => void;\n player: IPlayer;\n}\n\nexport function HacknetServerElem(props: IProps): React.ReactElement {\n const node = props.node;\n const purchaseMult = props.purchaseMultiplier;\n const rerender = props.rerender;\n\n // Upgrade Level Button\n let upgradeLevelContent;\n if (node.level >= HacknetServerConstants.MaxLevel) {\n upgradeLevelContent = <>MAX LEVEL;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberLevelUpgrades(props.player, node, HacknetServerConstants.MaxLevel);\n } else {\n const levelsToMax = HacknetServerConstants.MaxLevel - node.level;\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeLevelCost = node.calculateLevelUpgradeCost(multiplier, props.player.hacknet_node_level_cost_mult);\n upgradeLevelContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeLevelOnClick(): void {\n let numUpgrades = purchaseMult;\n if (purchaseMult === \"MAX\") {\n numUpgrades = getMaxNumberLevelUpgrades(props.player, node, HacknetServerConstants.MaxLevel);\n }\n purchaseLevelUpgrade(props.player, node, numUpgrades as number);\n rerender();\n }\n\n // Upgrade RAM Button\n let upgradeRamContent;\n if (node.maxRam >= HacknetServerConstants.MaxRam) {\n upgradeRamContent = <>MAX RAM;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberRamUpgrades(props.player, node, HacknetServerConstants.MaxRam);\n } else {\n const levelsToMax = Math.round(Math.log2(HacknetServerConstants.MaxRam / node.maxRam));\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeRamCost = node.calculateRamUpgradeCost(multiplier, props.player.hacknet_node_ram_cost_mult);\n upgradeRamContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeRamOnClick(): void {\n let numUpgrades = purchaseMult;\n if (purchaseMult === \"MAX\") {\n numUpgrades = getMaxNumberRamUpgrades(props.player, node, HacknetServerConstants.MaxRam);\n }\n purchaseRamUpgrade(props.player, node, numUpgrades as number);\n rerender();\n }\n\n // Upgrade Cores Button\n let upgradeCoresContent;\n if (node.cores >= HacknetServerConstants.MaxCores) {\n upgradeCoresContent = <>MAX CORES;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberCoreUpgrades(props.player, node, HacknetServerConstants.MaxCores);\n } else {\n const levelsToMax = HacknetServerConstants.MaxCores - node.cores;\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeCoreCost = node.calculateCoreUpgradeCost(multiplier, props.player.hacknet_node_core_cost_mult);\n upgradeCoresContent = (\n <>\n +{multiplier} - \n \n \n );\n }\n function upgradeCoresOnClick(): void {\n let numUpgrades = purchaseMult;\n if (purchaseMult === \"MAX\") {\n numUpgrades = getMaxNumberCoreUpgrades(props.player, node, HacknetServerConstants.MaxCores);\n }\n purchaseCoreUpgrade(props.player, node, numUpgrades as number);\n rerender();\n }\n\n // Upgrade Cache button\n let upgradeCacheContent;\n if (node.cache >= HacknetServerConstants.MaxCache) {\n upgradeCacheContent = <>MAX CACHE;\n } else {\n let multiplier = 0;\n if (purchaseMult === \"MAX\") {\n multiplier = getMaxNumberCacheUpgrades(props.player, node, HacknetServerConstants.MaxCache);\n } else {\n const levelsToMax = HacknetServerConstants.MaxCache - node.cache;\n multiplier = Math.min(levelsToMax, purchaseMult as number);\n }\n\n const upgradeCacheCost = node.calculateCacheUpgradeCost(multiplier);\n upgradeCacheContent = (\n <>\n +{multiplier} - \n \n \n );\n if (props.player.money.lt(upgradeCacheCost)) {\n } else {\n }\n }\n function upgradeCacheOnClick(): void {\n let numUpgrades = purchaseMult;\n if (purchaseMult === \"MAX\") {\n numUpgrades = getMaxNumberCacheUpgrades(props.player, node, HacknetServerConstants.MaxCache);\n }\n purchaseCacheUpgrade(props.player, node, numUpgrades as number);\n rerender();\n updateHashManagerCapacity(props.player);\n }\n\n return (\n \n \n \n \n \n {node.hostname}\n \n \n \n \n Production:\n \n \n \n ()\n \n \n \n \n \n Hash Capacity:\n \n \n \n \n \n \n \n \n \n Level:\n \n \n {node.level}\n \n \n \n \n \n \n \n RAM:\n \n \n {numeralWrapper.formatRAM(node.maxRam)}\n \n \n \n \n \n \n \n Cores:\n \n \n {node.cores}\n \n \n \n \n \n \n \n Cache Level:\n \n \n {node.cache}\n \n \n \n \n \n \n
    \n
    \n );\n}\n","/**\n * Create the pop-up for purchasing upgrades with hashes\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { HashManager } from \"../HashManager\";\nimport { HashUpgrades } from \"../HashUpgrades\";\n\nimport { Hashes } from \"../../ui/React/Hashes\";\nimport { HacknetUpgradeElem } from \"./HacknetUpgradeElem\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nexport function HashUpgradeModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(() => setRerender((old) => !old), 200);\n return () => clearInterval(id);\n }, []);\n\n const hashManager = player.hashManager;\n if (!(hashManager instanceof HashManager)) {\n throw new Error(`Player does not have a HashManager)`);\n }\n\n return (\n \n <>\n Spend your hashes on a variety of different upgrades\n \n Hashes: \n \n {Object.keys(HashUpgrades).map((upgName) => {\n const upg = HashUpgrades[upgName];\n return (\n \n );\n })}\n \n \n );\n}\n","import React, { useState } from \"react\";\n\nimport { purchaseHashUpgrade } from \"../HacknetHelpers\";\nimport { HashManager } from \"../HashManager\";\nimport { HashUpgrade } from \"../HashUpgrade\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nimport { ServerDropdown, ServerType } from \"../../ui/React/ServerDropdown\";\n\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\nimport { CopyableText } from \"../../ui/React/CopyableText\";\nimport { Hashes } from \"../../ui/React/Hashes\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Paper from \"@mui/material/Paper\";\nimport Button from \"@mui/material/Button\";\nimport { SelectChangeEvent } from \"@mui/material/Select\";\n\ninterface IProps {\n player: IPlayer;\n hashManager: HashManager;\n upg: HashUpgrade;\n rerender: () => void;\n}\n\nexport function HacknetUpgradeElem(props: IProps): React.ReactElement {\n const [selectedServer, setSelectedServer] = useState(\"ecorp\");\n function changeTargetServer(event: SelectChangeEvent): void {\n setSelectedServer(event.target.value);\n }\n\n function purchase(): void {\n const canPurchase = props.hashManager.hashes >= props.hashManager.getUpgradeCost(props.upg.name);\n if (canPurchase) {\n const res = purchaseHashUpgrade(props.player, props.upg.name, selectedServer);\n if (!res) {\n dialogBoxCreate(\n \"Failed to purchase upgrade. This may be because you do not have enough hashes, \" +\n \"or because you do not have access to the feature upgrade affects.\",\n );\n }\n props.rerender();\n }\n }\n\n const hashManager = props.hashManager;\n const upg = props.upg;\n const cost = hashManager.getUpgradeCost(upg.name);\n const level = hashManager.upgrades[upg.name];\n const effect = upg.effectText(level);\n\n // Purchase button\n const canPurchase = hashManager.hashes >= cost;\n\n // We'll reuse a Bladeburner css class\n return (\n \n \n \n \n \n Cost: , Bought: {level} times\n \n\n {upg.desc}\n {!upg.hasTargetServer && (\n \n )}\n {upg.hasTargetServer && (\n \n )}\n {level > 0 && effect && {effect}}\n \n );\n}\n","/**\n * React Component for the Multiplier buttons on the Hacknet page.\n * These buttons let the player control how many Nodes/Upgrades they're\n * purchasing when using the UI (x1, x5, x10, MAX)\n */\nimport React from \"react\";\n\nimport { PurchaseMultipliers } from \"../data/Constants\";\nimport Button from \"@mui/material/Button\";\n\ninterface IMultiplierProps {\n disabled: boolean;\n onClick: () => void;\n text: string;\n}\n\nfunction MultiplierButton(props: IMultiplierProps): React.ReactElement {\n return (\n \n );\n}\n\ninterface IProps {\n purchaseMultiplier: number | string;\n onClicks: (() => void)[];\n}\n\nexport function MultiplierButtons(props: IProps): React.ReactElement {\n if (props.purchaseMultiplier == null) {\n throw new Error(`MultiplierButtons constructed without required props`);\n }\n\n const mults = [\"x1\", \"x5\", \"x10\", \"MAX\"];\n const onClicks = props.onClicks;\n const buttons = [];\n for (let i = 0; i < mults.length; ++i) {\n const mult = mults[i];\n const btnProps = {\n disabled: props.purchaseMultiplier === PurchaseMultipliers[mult],\n onClick: onClicks[i],\n text: mult,\n };\n\n buttons.push();\n }\n\n return <>{buttons};\n}\n","/**\n * React Component for displaying Player info and stats on the Hacknet Node UI.\n * This includes:\n * - Player's money\n * - Player's production from Hacknet Nodes\n */\nimport React from \"react\";\n\nimport { hasHacknetServers } from \"../HacknetHelpers\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Money } from \"../../ui/React/Money\";\nimport { MoneyRate } from \"../../ui/React/MoneyRate\";\nimport { HashRate } from \"../../ui/React/HashRate\";\nimport { Hashes } from \"../../ui/React/Hashes\";\nimport Typography from \"@mui/material/Typography\";\n\ninterface IProps {\n totalProduction: number;\n player: IPlayer;\n}\n\nexport function PlayerInfo(props: IProps): React.ReactElement {\n const hasServers = hasHacknetServers(props.player);\n\n let prod;\n if (hasServers) {\n prod = ;\n } else {\n prod = ;\n }\n\n return (\n <>\n \n Money:\n \n \n\n {hasServers && (\n <>\n \n Hashes: /{\" \"}\n \n \n \n )}\n\n \n Total Hacknet {hasServers ? \"Server\" : \"Node\"} Production: {prod}\n \n \n );\n}\n","/**\n * React Component for the button that is used to purchase new Hacknet Nodes\n */\nimport React from \"react\";\n\nimport { hasHacknetServers, hasMaxNumberHacknetServers } from \"../HacknetHelpers\";\nimport { Player } from \"../../Player\";\nimport { Money } from \"../../ui/React/Money\";\n\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n multiplier: number | string;\n onClick: () => void;\n cost: number;\n}\n\nexport function PurchaseButton(props: IProps): React.ReactElement {\n const cost = props.cost;\n let text;\n if (hasHacknetServers(Player)) {\n if (hasMaxNumberHacknetServers(Player)) {\n text = <>Hacknet Server limit reached;\n } else {\n text = (\n <>\n Purchase Hacknet Server - \n \n \n );\n }\n } else {\n text = (\n <>\n Purchase Hacknet Node - \n \n \n );\n }\n\n return (\n \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a company\n *\n * This subcomponent renders all of the buttons for applying to jobs at a company\n */\nimport React, { useState } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Box from \"@mui/material/Box\";\n\nimport { ApplyToJobButton } from \"./ApplyToJobButton\";\n\nimport { Locations } from \"../Locations\";\nimport { LocationName } from \"../data/LocationNames\";\n\nimport { Companies } from \"../../Company/Companies\";\nimport { CompanyPosition } from \"../../Company/CompanyPosition\";\nimport { CompanyPositions } from \"../../Company/CompanyPositions\";\nimport * as posNames from \"../../Company/data/companypositionnames\";\n\nimport { Reputation } from \"../../ui/React/Reputation\";\nimport { Favor } from \"../../ui/React/Favor\";\nimport { use } from \"../../ui/Context\";\nimport { QuitJobModal } from \"../../Company/ui/QuitJobModal\";\n\ntype IProps = {\n locName: LocationName;\n};\n\nexport function CompanyLocation(props: IProps): React.ReactElement {\n const p = use.Player();\n const router = use.Router();\n const [quitOpen, setQuitOpen] = useState(false);\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n /**\n * We'll keep a reference to the Company that this component is being rendered for,\n * so we don't have to look it up every time\n */\n const company = Companies[props.locName];\n if (company == null) throw new Error(`CompanyLocation component constructed with invalid company: ${props.locName}`);\n\n /**\n * Reference to the Location that this component is being rendered for\n */\n const location = Locations[props.locName];\n if (location == null) {\n throw new Error(`CompanyLocation component constructed with invalid location: ${props.locName}`);\n }\n\n /**\n * Name of company position that player holds, if applicable\n */\n const jobTitle = p.jobs[props.locName] ? p.jobs[props.locName] : null;\n\n /**\n * CompanyPosition object for the job that the player holds at this company\n * (if he has one)\n */\n const companyPosition = jobTitle ? CompanyPositions[jobTitle] : null;\n\n p.location = props.locName;\n\n function applyForAgentJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForAgentJob();\n rerender();\n }\n\n function applyForBusinessConsultantJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForBusinessConsultantJob();\n rerender();\n }\n\n function applyForBusinessJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForBusinessJob();\n rerender();\n }\n\n function applyForEmployeeJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForEmployeeJob();\n rerender();\n }\n\n function applyForItJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForItJob();\n rerender();\n }\n\n function applyForPartTimeEmployeeJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForPartTimeEmployeeJob();\n rerender();\n }\n\n function applyForPartTimeWaiterJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForPartTimeWaiterJob();\n rerender();\n }\n\n function applyForSecurityJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForSecurityJob();\n rerender();\n }\n\n function applyForSoftwareConsultantJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForSoftwareConsultantJob();\n rerender();\n }\n\n function applyForSoftwareJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForSoftwareJob();\n rerender();\n }\n\n function applyForWaiterJob(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n p.applyForWaiterJob();\n rerender();\n }\n\n function startInfiltration(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n const loc = location;\n if (!loc.infiltrationData)\n throw new Error(`trying to start infiltration at ${props.locName} but the infiltrationData is null`);\n\n router.toInfiltration(loc);\n }\n\n function work(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n\n const pos = companyPosition;\n if (pos instanceof CompanyPosition) {\n if (pos.isPartTimeJob() || pos.isSoftwareConsultantJob() || pos.isBusinessConsultantJob()) {\n p.startWorkPartTime(router, props.locName);\n } else {\n p.startWork(router, props.locName);\n }\n router.toWork();\n }\n }\n\n const isEmployedHere = jobTitle != null;\n const favorGain = company.getFavorGain();\n\n return (\n <>\n {isEmployedHere && (\n <>\n Job Title: {jobTitle}\n -------------------------\n \n \n You will have company favor upon resetting after\n installing Augmentations\n \n }\n >\n \n Company reputation: \n \n \n \n -------------------------\n \n \n Company favor increases the rate at which you earn reputation for this company by 1% per favor.\n Company favor is gained whenever you reset after installing Augmentations. The amount of favor you\n gain depends on how much reputation you have with the company.\n \n }\n >\n \n Company Favor: \n \n \n \n -------------------------\n
    \n \n     \n \n setQuitOpen(false)}\n />\n \n )}\n
    \n {company.hasAgentPositions() && (\n \n )}\n {company.hasBusinessConsultantPositions() && (\n \n )}\n {company.hasBusinessPositions() && (\n \n )}\n {company.hasEmployeePositions() && (\n \n )}\n {company.hasEmployeePositions() && (\n \n )}\n {company.hasITPositions() && (\n \n )}\n {company.hasSecurityPositions() && (\n \n )}\n {company.hasSoftwareConsultantPositions() && (\n \n )}\n {company.hasSoftwarePositions() && (\n \n )}\n {company.hasWaiterPositions() && (\n \n )}\n {company.hasWaiterPositions() && (\n \n )}\n {location.infiltrationData != null && }\n \n );\n}\n","import React from \"react\";\nimport { Company } from \"../Company\";\nimport { use } from \"../../ui/Context\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n locName: string;\n company: Company;\n onQuit: () => void;\n}\n\nexport function QuitJobModal(props: IProps): React.ReactElement {\n const player = use.Player();\n function quit(): void {\n player.quitJob(props.locName);\n props.onQuit();\n props.onClose();\n }\n\n return (\n \n Would you like to quit your job at {props.company.name}?\n
    \n
    \n \n
    \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a gym\n *\n * This subcomponent renders all of the buttons for training at the gym\n */\nimport * as React from \"react\";\nimport Button from \"@mui/material/Button\";\n\nimport { Location } from \"../Location\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { GetServer } from \"../../Server/AllServers\";\nimport { Server } from \"../../Server/Server\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { IRouter } from \"../../ui/Router\";\n\ntype IProps = {\n loc: Location;\n p: IPlayer;\n router: IRouter;\n};\n\nexport function GymLocation(props: IProps): React.ReactElement {\n function calculateCost(): number {\n const server = GetServer(props.loc.name);\n if (server == null || !server.hasOwnProperty(\"backdoorInstalled\")) return props.loc.costMult;\n const discount = (server as Server).backdoorInstalled ? 0.9 : 1;\n return props.loc.costMult * discount;\n }\n\n function train(stat: string): void {\n const loc = props.loc;\n props.p.startClass(props.router, calculateCost(), loc.expMult, stat);\n }\n\n function trainStrength(): void {\n train(CONSTANTS.ClassGymStrength);\n }\n\n function trainDefense(): void {\n train(CONSTANTS.ClassGymDefense);\n }\n\n function trainDexterity(): void {\n train(CONSTANTS.ClassGymDexterity);\n }\n\n function trainAgility(): void {\n train(CONSTANTS.ClassGymAgility);\n }\n\n const cost = CONSTANTS.ClassGymBaseCost * calculateCost();\n\n return (\n <>\n \n
    \n \n
    \n \n
    \n \n \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a hospital\n *\n * This subcomponent renders all of the buttons for hospital options\n */\nimport * as React from \"react\";\nimport Button from \"@mui/material/Button\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { getHospitalizationCost } from \"../../Hospital/Hospital\";\n\nimport { Money } from \"../../ui/React/Money\";\n\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\n\ntype IProps = {\n p: IPlayer;\n};\n\ntype IState = {\n currHp: number;\n};\n\nexport class HospitalLocation extends React.Component {\n /**\n * Stores button styling that sets them all to block display\n */\n btnStyle: any;\n\n constructor(props: IProps) {\n super(props);\n\n this.btnStyle = { display: \"block\" };\n\n this.getCost = this.getCost.bind(this);\n this.getHealed = this.getHealed.bind(this);\n\n this.state = {\n currHp: this.props.p.hp,\n };\n }\n\n getCost(): number {\n return getHospitalizationCost(this.props.p);\n }\n\n getHealed(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n\n if (this.props.p.hp < 0) {\n this.props.p.hp = 0;\n }\n if (this.props.p.hp >= this.props.p.max_hp) {\n return;\n }\n\n const cost = this.getCost();\n this.props.p.loseMoney(cost);\n this.props.p.hp = this.props.p.max_hp;\n this.props.p.recordMoneySource(-1 * cost, \"hospitalization\");\n\n // This just forces a re-render to update the cost\n this.setState({\n currHp: this.props.p.hp,\n });\n\n dialogBoxCreate(\n <>\n You were healed to full health! The hospital billed you for \n ,\n );\n }\n\n render(): React.ReactNode {\n const cost = this.getCost();\n\n return (\n \n );\n }\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a slum\n *\n * This subcomponent renders all of the buttons for committing crimes\n */\nimport * as React from \"react\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nimport { Crimes } from \"../../Crime/Crimes\";\n\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { use } from \"../../ui/Context\";\n\nexport function SlumsLocation(): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n function shoplift(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Shoplift.commit(router, player);\n }\n\n function robStore(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.RobStore.commit(router, player);\n }\n\n function mug(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Mug.commit(router, player);\n }\n\n function larceny(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Larceny.commit(router, player);\n }\n\n function dealDrugs(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.DealDrugs.commit(router, player);\n }\n\n function bondForgery(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.BondForgery.commit(router, player);\n }\n\n function traffickArms(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.TraffickArms.commit(router, player);\n }\n\n function homicide(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Homicide.commit(router, player);\n }\n\n function grandTheftAuto(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.GrandTheftAuto.commit(router, player);\n }\n\n function kidnap(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Kidnap.commit(router, player);\n }\n\n function assassinate(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Assassination.commit(router, player);\n }\n\n function heist(e: React.MouseEvent): void {\n if (!e.isTrusted) {\n return;\n }\n Crimes.Heist.commit(router, player);\n }\n\n const shopliftChance = Crimes.Shoplift.successRate(player);\n const robStoreChance = Crimes.RobStore.successRate(player);\n const mugChance = Crimes.Mug.successRate(player);\n const larcenyChance = Crimes.Larceny.successRate(player);\n const drugsChance = Crimes.DealDrugs.successRate(player);\n const bondChance = Crimes.BondForgery.successRate(player);\n const armsChance = Crimes.TraffickArms.successRate(player);\n const homicideChance = Crimes.Homicide.successRate(player);\n const gtaChance = Crimes.GrandTheftAuto.successRate(player);\n const kidnapChance = Crimes.Kidnap.successRate(player);\n const assassinateChance = Crimes.Assassination.successRate(player);\n const heistChance = Crimes.Heist.successRate(player);\n\n return (\n <>\n Attempt to shoplift from a low-end retailer}>\n \n \n
    \n Attempt to commit armed robbery on a high-end store}>\n \n \n
    \n Attempt to mug a random person on the street}>\n \n \n
    \n Attempt to rob property from someone's house}>\n \n \n
    \n Attempt to deal drugs}>\n \n \n
    \n Attempt to forge corporate bonds}>\n \n \n
    \n Attempt to smuggle illegal arms into the city}>\n \n \n
    \n Attempt to murder a random person on the street}>\n \n \n
    \n Attempt to commit grand theft auto}>\n \n \n
    \n Attempt to kidnap and ransom a high-profile-target}>\n \n \n
    \n Attempt to assassinate a high-profile target}>\n \n \n
    \n Attempt to pull off the ultimate heist}>\n \n \n
    \n \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location has special\n * actions/options/properties\n *\n * Examples:\n * - Bladeburner @ NSA\n * - Re-sleeving @ VitaLife\n * - Create Corporation @ City Hall\n *\n * This subcomponent creates all of the buttons for interacting with those special\n * properties\n */\nimport React, { useState } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nimport { Location } from \"../Location\";\nimport { CreateCorporationModal } from \"../../Corporation/ui/CreateCorporationModal\";\nimport { LocationName } from \"../data/LocationNames\";\n\nimport { use } from \"../../ui/Context\";\n\nimport { dialogBoxCreate } from \"../../ui/React/DialogBox\";\n\ntype IProps = {\n loc: Location;\n};\n\nexport function SpecialLocation(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const setRerender = useState(false)[1];\n const inBladeburner = player.inBladeburner();\n\n /**\n * Click handler for Bladeburner button at Sector-12 NSA\n */\n function handleBladeburner(): void {\n const p = player;\n if (p.inBladeburner()) {\n // Enter Bladeburner division\n router.toBladeburner();\n } else {\n // Apply for Bladeburner division\n if (p.strength >= 100 && p.defense >= 100 && p.dexterity >= 100 && p.agility >= 100) {\n p.startBladeburner({ new: true });\n dialogBoxCreate(\"You have been accepted into the Bladeburner division!\");\n setRerender((old) => !old);\n\n const worldHeader = document.getElementById(\"world-menu-header\");\n if (worldHeader instanceof HTMLElement) {\n worldHeader.click();\n worldHeader.click();\n }\n } else {\n dialogBoxCreate(\"Rejected! Please apply again when you have 100 of each combat stat (str, def, dex, agi)\");\n }\n }\n }\n\n /**\n * Click handler for Resleeving button at New Tokyo VitaLife\n */\n function handleResleeving(): void {\n router.toResleeves();\n }\n\n function renderBladeburner(): React.ReactElement {\n if (!player.canAccessBladeburner()) {\n return <>;\n }\n const text = inBladeburner ? \"Enter Bladeburner Headquarters\" : \"Apply to Bladeburner Division\";\n return ;\n }\n\n function renderNoodleBar(): React.ReactElement {\n function EatNoodles(): void {\n dialogBoxCreate(<>You ate some delicious noodles and feel refreshed.);\n }\n\n return ;\n }\n\n function CreateCorporation(): React.ReactElement {\n const [open, setOpen] = useState(false);\n if (!player.canAccessCorporation()) {\n return (\n <>\n \n A business man is yelling at a clerk. You should come back later.\n \n \n );\n }\n return (\n <>\n \n setOpen(false)} />\n \n );\n }\n\n function renderResleeving(): React.ReactElement {\n if (!player.canAccessResleeving()) {\n return <>;\n }\n return ;\n }\n\n function renderCotMG(): React.ReactElement {\n // prettier-ignore\n const symbol = \n {\" `` \"}
    \n {\" -odmmNmds: \"}
    \n {\" `hNmo:..-omNh. \"}
    \n {\" yMd` `hNh \"}
    \n {\" mMd oNm \"}
    \n {\" oMNo .mM/ \"}
    \n {\" `dMN+ -mM+ \"}
    \n {\" -mMNo -mN+ \"}
    \n {\" .+- :mMNo/mN/ \"}
    \n {\":yNMd. :NMNNN/ \"}
    \n {\"-mMMMh. /NMMh` \"}
    \n {\" .dMMMd. /NMMMy` \"}
    \n {\" `yMMMd. /NNyNMMh` \"}
    \n {\" `sMMMd. +Nm: +NMMh. \"}
    \n {\" oMMMm- oNm: /NMMd. \"}
    \n {\" +NMMmsMm- :mMMd. \"}
    \n {\" /NMMMm- -mMMd. \"}
    \n {\" /MMMm- -mMMd. \"}
    \n {\" `sMNMMm- .mMmo \"}
    \n {\" `sMd:hMMm. ./. \"}
    \n {\" `yMy` `yNMd` \"}
    \n {\" `hMs` oMMy \"}
    \n {\" `hMh sMN- \"}
    \n {\" /MM- .NMo \"}
    \n {\" +MM: :MM+ \"}
    \n {\" sNNo-.`.-omNy` \"}
    \n {\" -smNNNNmdo- \"}
    \n {\" `..` \"}
    \n\n return (\n <>\n \n A decrepit altar stands in the middle of a dilapidated church.\n
    \n
    A symbol is carved in the altar.\n
    \n
    \n {symbol}\n \n );\n }\n\n switch (props.loc.name) {\n case LocationName.NewTokyoVitaLife: {\n return renderResleeving();\n }\n case LocationName.Sector12CityHall: {\n return ;\n }\n case LocationName.Sector12NSA: {\n return renderBladeburner();\n }\n case LocationName.NewTokyoNoodleBar: {\n return renderNoodleBar();\n }\n case LocationName.ChongqingChurchOfTheMachineGod: {\n return renderCotMG();\n }\n default:\n console.error(`Location ${props.loc.name} doesn't have any special properties`);\n return <>;\n }\n}\n","import React, { useState } from \"react\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n}\n\nexport function CreateCorporationModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const canSelfFund = player.canAfford(150e9);\n if (!player.canAccessCorporation() || player.hasCorporation()) {\n props.onClose();\n return <>;\n }\n\n const [name, setName] = useState(\"\");\n function onChange(event: React.ChangeEvent): void {\n setName(event.target.value);\n }\n\n function selfFund(): void {\n if (!canSelfFund) {\n return;\n }\n\n if (name == \"\") {\n return;\n }\n\n player.startCorporation(name);\n player.loseMoney(150e9);\n\n props.onClose();\n router.toCorporation();\n }\n\n function seed(): void {\n if (name == \"\") {\n return;\n }\n\n player.startCorporation(name, 500e6);\n\n props.onClose();\n router.toCorporation();\n }\n\n return (\n \n \n Would you like to start a corporation? This will require $150b for registration and initial funding. This $150b\n can either be self-funded, or you can obtain the seed money from the government in exchange for 500 million\n shares\n
    \n
    \n If you would like to start one, please enter a name for your corporation below:\n
    \n \n \n \n
    \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a tech vendor\n *\n * This subcomponent renders all of the buttons for purchasing things from tech vendors\n */\nimport React, { useState, useEffect } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\nimport { Location } from \"../Location\";\nimport { RamButton } from \"./RamButton\";\nimport { TorButton } from \"./TorButton\";\nimport { CoresButton } from \"./CoresButton\";\n\nimport { getPurchaseServerCost } from \"../../Server/ServerPurchases\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { use } from \"../../ui/Context\";\nimport { PurchaseServerModal } from \"./PurchaseServerModal\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\n\ninterface IServerProps {\n ram: number;\n rerender: () => void;\n}\n\nfunction ServerButton(props: IServerProps): React.ReactElement {\n const [open, setOpen] = useState(false);\n const player = use.Player();\n const cost = getPurchaseServerCost(props.ram);\n return (\n <>\n \n setOpen(false)}\n ram={props.ram}\n cost={cost}\n rerender={props.rerender}\n />\n
    \n \n );\n}\n\ntype IProps = {\n loc: Location;\n};\n\nexport function TechVendorLocation(props: IProps): React.ReactElement {\n const player = use.Player();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 1000);\n return () => clearInterval(id);\n }, []);\n\n const purchaseServerButtons: React.ReactNode[] = [];\n for (let i = props.loc.techVendorMinRam; i <= props.loc.techVendorMaxRam; i *= 2) {\n purchaseServerButtons.push();\n }\n\n return (\n <>\n
    \n {purchaseServerButtons}\n
    \n \n \"You can order bigger servers via scripts. We don't take custom order in person.\"\n \n
    \n \n
    \n \n
    \n \n \n );\n}\n","import React from \"react\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { purchaseRamForHomeComputer } from \"../../Server/ServerPurchases\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { MathJax, MathJaxContext } from \"better-react-mathjax\";\n\ntype IProps = {\n p: IPlayer;\n rerender: () => void;\n};\n\nexport function RamButton(props: IProps): React.ReactElement {\n const homeComputer = props.p.getHomeComputer();\n if (homeComputer.maxRam >= CONSTANTS.HomeComputerMaxRam) {\n return ;\n }\n\n const cost = props.p.getUpgradeHomeRamCost();\n\n function buy(): void {\n purchaseRamForHomeComputer(props.p);\n props.rerender();\n }\n\n return (\n \n {`\\\\(\\\\large{cost = 3.2 \\\\cdot 10^3 \\\\cdot 1.58^{log_2{(ram)}}}\\\\)`}\n \n }\n >\n \n \n \n \n );\n}\n","import React from \"react\";\nimport Button from \"@mui/material/Button\";\n\nimport { purchaseTorRouter } from \"../LocationsHelpers\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nimport { Money } from \"../../ui/React/Money\";\n\ntype IProps = {\n p: IPlayer;\n rerender: () => void;\n};\n\nexport function TorButton(props: IProps): React.ReactElement {\n function buy(): void {\n purchaseTorRouter(props.p);\n props.rerender();\n }\n\n if (props.p.hasTorRouter()) {\n return ;\n }\n\n return (\n \n );\n}\n","/**\n * Location and traveling-related helper functions.\n * Mostly used for UI\n */\nimport { CONSTANTS } from \"../Constants\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { AddToAllServers, createUniqueRandomIp } from \"../Server/AllServers\";\nimport { safetlyCreateUniqueServer } from \"../Server/ServerHelpers\";\n\nimport { dialogBoxCreate } from \"../ui/React/DialogBox\";\n\n/**\n * Attempt to purchase a TOR router\n * @param {IPlayer} p - Player object\n */\nexport function purchaseTorRouter(p: IPlayer): void {\n if (p.hasTorRouter()) {\n dialogBoxCreate(`You already have a TOR Router!`);\n return;\n }\n if (!p.canAfford(CONSTANTS.TorRouterCost)) {\n dialogBoxCreate(\"You cannot afford to purchase the TOR router!\");\n return;\n }\n p.loseMoney(CONSTANTS.TorRouterCost);\n\n const darkweb = safetlyCreateUniqueServer({\n ip: createUniqueRandomIp(),\n hostname: \"darkweb\",\n organizationName: \"\",\n isConnectedTo: false,\n adminRights: false,\n purchasedByPlayer: false,\n maxRam: 1,\n });\n AddToAllServers(darkweb);\n\n p.getHomeComputer().serversOnNetwork.push(darkweb.hostname);\n darkweb.serversOnNetwork.push(p.getHomeComputer().hostname);\n dialogBoxCreate(\n \"You have purchased a TOR router!
    \" +\n \"You now have access to the dark web from your home computer.
    \" +\n \"Use the scan/scan-analyze commands to search for the dark web connection.\",\n );\n}\n","import React from \"react\";\nimport Button from \"@mui/material/Button\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { MathJax, MathJaxContext } from \"better-react-mathjax\";\n\ntype IProps = {\n p: IPlayer;\n rerender: () => void;\n};\n\nexport function CoresButton(props: IProps): React.ReactElement {\n const homeComputer = props.p.getHomeComputer();\n const maxCores = homeComputer.cpuCores >= 8;\n if (maxCores) {\n return ;\n }\n\n const cost = props.p.getUpgradeHomeCoresCost();\n\n function buy(): void {\n if (maxCores) return;\n if (!props.p.canAfford(cost)) return;\n props.p.loseMoney(cost);\n homeComputer.cpuCores++;\n props.rerender();\n }\n\n return (\n \n {`\\\\(\\\\large{cost = 10^9 \\\\cdot 7.5 ^{\\\\text{cores}}}\\\\)`}\n \n }\n >\n \n \n \n \n );\n}\n","/**\n * React Component for the popup used to purchase a new server.\n */\nimport React, { useState } from \"react\";\nimport { purchaseServer } from \"../../Server/ServerPurchases\";\nimport { numeralWrapper } from \"../../ui/numeralFormat\";\nimport { Money } from \"../../ui/React/Money\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n open: boolean;\n onClose: () => void;\n ram: number;\n cost: number;\n rerender: () => void;\n}\n\nexport function PurchaseServerModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const [hostname, setHostname] = useState(\"\");\n\n function tryToPurchaseServer(): void {\n purchaseServer(hostname, props.ram, props.cost, player);\n props.onClose();\n }\n\n function onKeyUp(event: React.KeyboardEvent): void {\n if (event.keyCode === 13) tryToPurchaseServer();\n }\n\n function onChange(event: React.ChangeEvent): void {\n setHostname(event.target.value);\n }\n\n return (\n \n \n Would you like to purchase a new server with {numeralWrapper.formatRAM(props.ram)} of RAM for{\" \"}\n ?\n \n
    \n
    \n Please enter the server hostname below:\n
    \n\n \n Buy\n \n ),\n }}\n />\n
    \n );\n}\n","import React from \"react\";\nimport { CONSTANTS } from \"../../Constants\";\nimport { Money } from \"../../ui/React/Money\";\nimport { Modal } from \"../../ui/React/Modal\";\nimport { use } from \"../../ui/Context\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ninterface IProps {\n city: string;\n travel: () => void;\n\n open: boolean;\n onClose: () => void;\n}\n\nexport function TravelConfirmationModal(props: IProps): React.ReactElement {\n const player = use.Player();\n const cost = CONSTANTS.TravelCost;\n function travel(): void {\n props.travel();\n }\n\n return (\n \n \n Would you like to travel to {props.city}? The trip will cost .\n \n
    \n
    \n \n
    \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a university\n *\n * This subcomponent renders all of the buttons for studying/taking courses\n */\nimport * as React from \"react\";\nimport Tooltip from \"@mui/material/Tooltip\";\nimport Button from \"@mui/material/Button\";\n\nimport { Location } from \"../Location\";\n\nimport { CONSTANTS } from \"../../Constants\";\nimport { GetServer } from \"../../Server/AllServers\";\nimport { Server } from \"../../Server/Server\";\n\nimport { Money } from \"../../ui/React/Money\";\nimport { use } from \"../../ui/Context\";\n\ntype IProps = {\n loc: Location;\n};\n\nexport function UniversityLocation(props: IProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n\n function calculateCost(): number {\n const server = GetServer(props.loc.name);\n if (server == null || !server.hasOwnProperty(\"backdoorInstalled\")) return props.loc.costMult;\n const discount = (server as Server).backdoorInstalled ? 0.9 : 1;\n return props.loc.costMult * discount;\n }\n\n function take(stat: string): void {\n const loc = props.loc;\n player.startClass(router, calculateCost(), loc.expMult, stat);\n }\n\n function study(): void {\n take(CONSTANTS.ClassStudyComputerScience);\n }\n\n function dataStructures(): void {\n take(CONSTANTS.ClassDataStructures);\n }\n\n function networks(): void {\n take(CONSTANTS.ClassNetworks);\n }\n\n function algorithms(): void {\n take(CONSTANTS.ClassAlgorithms);\n }\n\n function management(): void {\n take(CONSTANTS.ClassManagement);\n }\n\n function leadership(): void {\n take(CONSTANTS.ClassLeadership);\n }\n\n const costMult: number = calculateCost();\n\n const dataStructuresCost = CONSTANTS.ClassDataStructuresBaseCost * costMult;\n const networksCost = CONSTANTS.ClassNetworksBaseCost * costMult;\n const algorithmsCost = CONSTANTS.ClassAlgorithmsBaseCost * costMult;\n const managementCost = CONSTANTS.ClassManagementBaseCost * costMult;\n const leadershipCost = CONSTANTS.ClassLeadershipBaseCost * costMult;\n\n const earnHackingExpTooltip = `Gain hacking experience!`;\n const earnCharismaExpTooltip = `Gain charisma experience!`;\n\n return (\n <>\n \n \n \n
    \n \n \n \n
    \n \n \n \n
    \n \n \n \n
    \n \n \n \n
    \n \n \n \n \n );\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a gym\n *\n * This subcomponent renders all of the buttons for training at the gym\n */\nimport React, { useState } from \"react\";\nimport Button from \"@mui/material/Button\";\nimport { Blackjack } from \"../../Casino/Blackjack\";\nimport { CoinFlip } from \"../../Casino/CoinFlip\";\nimport { Roulette } from \"../../Casino/Roulette\";\nimport { SlotMachine } from \"../../Casino/SlotMachine\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\n\nenum GameType {\n None = \"none\",\n Coin = \"coin\",\n Slots = \"slots\",\n Roulette = \"roulette\",\n Blackjack = \"blackjack\",\n}\n\ntype IProps = {\n p: IPlayer;\n};\n\nexport function CasinoLocation(props: IProps): React.ReactElement {\n const [game, setGame] = useState(GameType.None);\n\n function updateGame(game: GameType): void {\n setGame(game);\n }\n\n return (\n <>\n {game === GameType.None && (\n <>\n \n
    \n \n
    \n \n
    \n \n \n )}\n {game !== GameType.None && (\n <>\n \n {game === GameType.Coin && }\n {game === GameType.Slots && }\n {game === GameType.Roulette && }\n {game === GameType.Blackjack && }\n \n )}\n \n );\n}\n","import * as React from \"react\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Money } from \"../ui/React/Money\";\nimport { Game } from \"./Game\";\nimport { Deck } from \"./CardDeck/Deck\";\nimport { Hand } from \"./CardDeck/Hand\";\nimport { InputAdornment } from \"@mui/material\";\nimport { ReactCard } from \"./CardDeck/ReactCard\";\nimport Button from \"@mui/material/Button\";\nimport Paper from \"@mui/material/Paper\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\n\nconst MAX_BET = 100e6;\n\nenum Result {\n Pending = \"\",\n PlayerWon = \"You won!\",\n PlayerWonByBlackjack = \"You Won! Blackjack!\",\n DealerWon = \"You lost!\",\n Tie = \"Push! (Tie)\",\n}\n\ntype Props = {\n p: IPlayer;\n};\n\ntype State = {\n playerHand: Hand;\n dealerHand: Hand;\n bet: number;\n betInput: string;\n gameInProgress: boolean;\n result: Result;\n gains: number; // Track gains only for this session\n wagerInvalid: boolean;\n wagerInvalidHelperText: string;\n};\n\nexport class Blackjack extends Game {\n deck: Deck;\n\n constructor(props: Props) {\n super(props);\n\n this.deck = new Deck(5); // 5-deck multideck\n\n const initialBet = 1e6;\n\n this.state = {\n playerHand: new Hand([]),\n dealerHand: new Hand([]),\n bet: initialBet,\n betInput: String(initialBet),\n gameInProgress: false,\n result: Result.Pending,\n gains: 0,\n wagerInvalid: false,\n wagerInvalidHelperText: \"\",\n };\n }\n\n canStartGame = (): boolean => {\n const { p } = this.props;\n const { bet } = this.state;\n\n return p.canAfford(bet);\n };\n\n startGame = (): void => {\n if (!this.canStartGame()) {\n return;\n }\n\n // Take money from player right away so that player's dont just \"leave\" to avoid the loss (I mean they could\n // always reload without saving but w.e)\n this.props.p.loseMoney(this.state.bet);\n\n const playerHand = new Hand([this.deck.safeDrawCard(), this.deck.safeDrawCard()]);\n const dealerHand = new Hand([this.deck.safeDrawCard(), this.deck.safeDrawCard()]);\n\n this.setState({\n playerHand,\n dealerHand,\n gameInProgress: true,\n result: Result.Pending,\n });\n\n // If the player is dealt a blackjack and the dealer is not, then the player\n // immediately wins\n if (this.getTrueHandValue(playerHand) === 21) {\n if (this.getTrueHandValue(dealerHand) === 21) {\n this.finishGame(Result.Tie);\n } else {\n this.finishGame(Result.PlayerWonByBlackjack);\n }\n } else if (this.getTrueHandValue(dealerHand) === 21) {\n // Check if dealer won by blackjack. We know at this point that the player does not also have blackjack.\n this.finishGame(Result.DealerWon);\n }\n };\n\n // Returns an array of numbers representing all possible values of the given Hand. The reason it needs to be\n // an array is because an Ace can count as both 1 and 11.\n getHandValue = (hand: Hand): number[] => {\n let result: number[] = [0];\n\n for (let i = 0; i < hand.cards.length; ++i) {\n const value = hand.cards[i].value;\n if (value >= 10) {\n result = result.map((x) => x + 10);\n } else if (value === 1) {\n result = result.flatMap((x) => [x + 1, x + 11]);\n } else {\n result = result.map((x) => x + value);\n }\n }\n\n return result;\n };\n\n // Returns the single hand value used for determine things like victory and whether or not\n // the dealer has to hit. Essentially this uses the biggest value that's 21 or under. If no such value exists,\n // then it means the hand is busted and we can just return whatever\n getTrueHandValue = (hand: Hand): number => {\n const handValues = this.getHandValue(hand);\n const valuesUnder21 = handValues.filter((x) => x <= 21);\n\n if (valuesUnder21.length > 0) {\n valuesUnder21.sort((a, b) => a - b);\n return valuesUnder21[valuesUnder21.length - 1];\n } else {\n // Just return the first value. It doesnt really matter anyways since hand is buted\n return handValues[0];\n }\n };\n\n // Returns all hand values that are 21 or under. If no values are 21 or under, then the first value is returned.\n getHandDisplayValues = (hand: Hand): number[] => {\n const handValues = this.getHandValue(hand);\n if (this.isHandBusted(hand)) {\n // Hand is busted so just return the 1st value, doesn't really matter\n return [...new Set([handValues[0]])];\n } else {\n return [...new Set(handValues.filter((x) => x <= 21))];\n }\n };\n\n isHandBusted = (hand: Hand): boolean => {\n return this.getTrueHandValue(hand) > 21;\n };\n\n playerHit = (event: React.MouseEvent): void => {\n if (!event.isTrusted) {\n return;\n }\n\n const newHand = this.state.playerHand.addCards(this.deck.safeDrawCard());\n\n this.setState({\n playerHand: newHand,\n });\n\n // Check if player busted, and finish the game if so\n if (this.isHandBusted(newHand)) {\n this.finishGame(Result.DealerWon);\n }\n };\n\n playerStay = (event: React.MouseEvent): void => {\n if (!event.isTrusted) {\n return;\n }\n\n // Determine if Dealer needs to hit. A dealer must hit if they have 16 or lower.\n // If the dealer has a Soft 17 (Ace + 6), then they stay.\n let newDealerHand = this.state.dealerHand;\n while (true) {\n // The dealer's \"true\" hand value is the 2nd one if its 21 or less (the 2nd value is always guaranteed\n // to be equal or larger). Otherwise its the 1st.\n const dealerHandValue = this.getTrueHandValue(newDealerHand);\n\n if (dealerHandValue <= 16) {\n newDealerHand = newDealerHand.addCards(this.deck.safeDrawCard());\n } else {\n break;\n }\n }\n\n this.setState({\n dealerHand: newDealerHand,\n });\n\n // If dealer has busted, then player wins\n if (this.isHandBusted(newDealerHand)) {\n this.finishGame(Result.PlayerWon);\n } else {\n const dealerHandValue = this.getTrueHandValue(newDealerHand);\n const playerHandValue = this.getTrueHandValue(this.state.playerHand);\n\n // We expect nobody to have busted. If someone busted, there is an error\n // in our game logic\n if (dealerHandValue > 21 || playerHandValue > 21) {\n throw new Error(\"Someone busted when not expected to\");\n }\n\n if (playerHandValue > dealerHandValue) {\n this.finishGame(Result.PlayerWon);\n } else if (playerHandValue < dealerHandValue) {\n this.finishGame(Result.DealerWon);\n } else {\n this.finishGame(Result.Tie);\n }\n }\n };\n\n finishGame = (result: Result): void => {\n let gains = 0;\n if (this.isPlayerWinResult(result)) {\n gains = this.state.bet;\n\n // We 2x the gains because we took away money at the start, so we need to give the original bet back.\n this.win(this.props.p, 2 * gains);\n } else if (result === Result.DealerWon) {\n gains = -1 * this.state.bet;\n this.win(this.props.p, -this.state.bet); // Get the original bet back\n // Dont need to take money here since we already did it at the start\n } else if (result === Result.Tie) {\n this.win(this.props.p, this.state.bet); // Get the original bet back\n }\n\n this.setState({\n gameInProgress: false,\n result,\n gains: this.state.gains + gains,\n });\n };\n\n isPlayerWinResult = (result: Result): boolean => {\n return result === Result.PlayerWon || result === Result.PlayerWonByBlackjack;\n };\n\n wagerOnChange = (event: React.ChangeEvent): void => {\n const { p } = this.props;\n const betInput = event.target.value;\n const wager = Math.round(parseFloat(betInput));\n if (isNaN(wager)) {\n this.setState({\n bet: 0,\n betInput,\n wagerInvalid: true,\n wagerInvalidHelperText: \"Not a valid number\",\n });\n } else if (wager <= 0) {\n this.setState({\n bet: 0,\n betInput,\n wagerInvalid: true,\n wagerInvalidHelperText: \"Must bet a postive amount\",\n });\n } else if (wager > MAX_BET) {\n this.setState({\n bet: 0,\n betInput,\n wagerInvalid: true,\n wagerInvalidHelperText: \"Exceeds max bet\",\n });\n } else if (!p.canAfford(wager)) {\n this.setState({\n bet: 0,\n betInput,\n wagerInvalid: true,\n wagerInvalidHelperText: \"Not enough money\",\n });\n } else {\n // Valid wager\n this.setState({\n bet: wager,\n betInput,\n wagerInvalid: false,\n wagerInvalidHelperText: \"\",\n result: Result.Pending, // Reset previous game status to clear the win/lose text UI\n });\n }\n };\n\n // Start game button\n startOnClick = (event: React.MouseEvent): void => {\n // Protect against scripting...although maybe this would be fun to automate\n if (!event.isTrusted) {\n return;\n }\n\n if (!this.state.wagerInvalid) {\n this.startGame();\n }\n };\n\n render(): React.ReactNode {\n const { betInput, playerHand, dealerHand, gameInProgress, result, wagerInvalid, wagerInvalidHelperText, gains } =\n this.state;\n\n // Get the player totals to display.\n const playerHandValues = this.getHandDisplayValues(playerHand);\n const dealerHandValues = this.getHandDisplayValues(dealerHand);\n\n return (\n <>\n {/* Wager input */}\n \n \n {\"Wager (Max: \"}\n \n {\")\"}\n \n }\n disabled={gameInProgress}\n onChange={this.wagerOnChange}\n error={wagerInvalid}\n helperText={wagerInvalid ? wagerInvalidHelperText : \"\"}\n type=\"number\"\n style={{\n width: \"200px\",\n }}\n InputProps={{\n startAdornment: (\n \n $\n \n ),\n }}\n />\n\n \n {\"Total earnings this session: \"}\n \n \n \n\n {/* Buttons */}\n {!gameInProgress ? (\n \n ) : (\n <>\n \n \n \n )}\n\n {/* Main game part. Displays both if the game is in progress OR if there's a result so you can see\n * the cards that led to that result. */}\n {(gameInProgress || result !== Result.Pending) && (\n <>\n \n \n
    Player
    \n {playerHand.cards.map((card, i) => (\n \n ))}\n\n
    Value(s): 
    \n {playerHandValues.map((value, i) => (\n
    {value}
    \n ))}\n
    \n
    \n\n
    \n\n \n \n
    Dealer
    \n {dealerHand.cards.map((card, i) => (\n // Hide every card except the first while game is in progress\n
    \n
    \n \n )}\n\n {/* Results from previous round */}\n {result !== Result.Pending && (\n \n {result}\n {this.isPlayerWinResult(result) && }\n {result === Result.DealerWon && }\n \n )}\n \n );\n }\n}\n","import { Card, Suit } from \"./Card\";\nimport { shuffle } from \"lodash\";\n\nexport class Deck {\n private cards: Card[] = [];\n\n // Support multiple decks\n constructor(private numDecks = 1) {\n this.reset();\n }\n\n shuffle(): void {\n this.cards = shuffle(this.cards); // Just use lodash\n }\n\n drawCard(): Card {\n if (this.cards.length == 0) {\n throw new Error(\"Tried to draw card from empty deck\");\n }\n\n return this.cards.shift() as Card; // Guaranteed to return a Card since we throw an Error if array is empty\n }\n\n // Draws a card, resetting the deck beforehands if the Deck is empty\n safeDrawCard(): Card {\n if (this.cards.length === 0) {\n this.reset();\n }\n\n return this.drawCard();\n }\n\n // Reset the deck back to the original 52 cards and shuffle it\n reset(): void {\n this.cards = [];\n\n for (let i = 1; i <= 13; ++i) {\n for (let j = 0; j < this.numDecks; ++j) {\n this.cards.push(new Card(i, Suit.Clubs));\n this.cards.push(new Card(i, Suit.Diamonds));\n this.cards.push(new Card(i, Suit.Hearts));\n this.cards.push(new Card(i, Suit.Spades));\n }\n }\n\n this.shuffle();\n }\n\n size(): number {\n return this.cards.length;\n }\n\n isEmpty(): boolean {\n return this.cards.length === 0;\n }\n}\n","/**\n * React Subcomponent for displaying a location's UI, when that location is a gym\n *\n * This subcomponent renders all of the buttons for training at the gym\n */\nimport React, { useState } from \"react\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { BadRNG } from \"./RNG\";\nimport { win, reachedLimit } from \"./Game\";\nimport { trusted } from \"./utils\";\n\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\n\ntype IProps = {\n p: IPlayer;\n};\n\nconst minPlay = 0;\nconst maxPlay = 10e3;\n\nexport function CoinFlip(props: IProps): React.ReactElement {\n const [investment, setInvestment] = useState(1000);\n const [result, setResult] = useState( );\n const [status, setStatus] = useState(\"\");\n const [playLock, setPlayLock] = useState(false);\n\n function updateInvestment(e: React.ChangeEvent): void {\n let investment: number = parseInt(e.currentTarget.value);\n if (isNaN(investment)) {\n investment = minPlay;\n }\n if (investment > maxPlay) {\n investment = maxPlay;\n }\n if (investment < minPlay) {\n investment = minPlay;\n }\n setInvestment(investment);\n }\n\n function play(guess: string): void {\n if (reachedLimit(props.p)) return;\n const v = BadRNG.random();\n let letter: string;\n if (v < 0.5) {\n letter = \"H\";\n } else {\n letter = \"T\";\n }\n const correct: boolean = guess === letter;\n\n setResult(\n \n \n {letter}\n \n ,\n );\n setStatus(correct ? \" win!\" : \"lose!\");\n setPlayLock(true);\n\n setTimeout(() => setPlayLock(false), 250);\n if (correct) {\n win(props.p, investment);\n } else {\n win(props.p, -investment);\n }\n if (reachedLimit(props.p)) return;\n }\n\n return (\n <>\n Result: {result}\n \n \n \n \n \n ),\n }}\n />\n \n {status}\n \n );\n}\n","import React, { useState, useEffect } from \"react\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Money } from \"../ui/React/Money\";\nimport { win, reachedLimit } from \"./Game\";\nimport { WHRNG } from \"./RNG\";\nimport { trusted } from \"./utils\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport TextField from \"@mui/material/TextField\";\n\ntype IProps = {\n p: IPlayer;\n};\n\nconst minPlay = 0;\nconst maxPlay = 1e7;\n\nfunction isRed(n: number): boolean {\n return [1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36].includes(n);\n}\n\ntype Strategy = {\n match: (n: number) => boolean;\n payout: number;\n};\n\nconst redNumbers: number[] = [1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36];\n\nconst strategies: {\n Red: Strategy;\n Black: Strategy;\n Odd: Strategy;\n Even: Strategy;\n High: Strategy;\n Low: Strategy;\n Third1: Strategy;\n Third2: Strategy;\n Third3: Strategy;\n} = {\n Red: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return redNumbers.includes(n);\n },\n payout: 1,\n },\n Black: {\n match: (n: number): boolean => {\n return !redNumbers.includes(n);\n },\n payout: 1,\n },\n Odd: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n % 2 === 1;\n },\n payout: 1,\n },\n Even: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n % 2 === 0;\n },\n payout: 1,\n },\n High: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n > 18;\n },\n payout: 1,\n },\n Low: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n < 19;\n },\n payout: 1,\n },\n Third1: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n <= 12;\n },\n payout: 2,\n },\n Third2: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n >= 13 && n <= 24;\n },\n payout: 2,\n },\n Third3: {\n match: (n: number): boolean => {\n if (n === 0) return false;\n return n >= 25;\n },\n payout: 2,\n },\n};\n\nfunction Single(s: number): Strategy {\n return {\n match: (n: number): boolean => {\n return s === n;\n },\n payout: 36,\n };\n}\n\nexport function Roulette(props: IProps): React.ReactElement {\n const [rng] = useState(new WHRNG(new Date().getTime()));\n const [investment, setInvestment] = useState(1000);\n const [canPlay, setCanPlay] = useState(true);\n const [status, setStatus] = useState(\"waiting\");\n const [n, setN] = useState(0);\n const [lock, setLock] = useState(true);\n const [strategy, setStrategy] = useState({\n payout: 0,\n match: (): boolean => {\n return false;\n },\n });\n\n useEffect(() => {\n const i = window.setInterval(step, 50);\n return () => clearInterval(i);\n });\n\n function step(): void {\n if (!lock) {\n setN(Math.floor(Math.random() * 37));\n }\n }\n\n function updateInvestment(e: React.ChangeEvent): void {\n let investment: number = parseInt(e.currentTarget.value);\n if (isNaN(investment)) {\n investment = minPlay;\n }\n if (investment > maxPlay) {\n investment = maxPlay;\n }\n if (investment < minPlay) {\n investment = minPlay;\n }\n setInvestment(investment);\n }\n\n function currentNumber(): string {\n if (n === 0) return \"0\";\n const color = isRed(n) ? \"R\" : \"B\";\n return `${n}${color}`;\n }\n\n function play(s: Strategy): void {\n if (reachedLimit(props.p)) return;\n\n setCanPlay(false);\n setLock(false);\n setStatus(\"playing\");\n setStrategy(s);\n\n setTimeout(() => {\n let n = Math.floor(rng.random() * 37);\n let status = <>;\n let gain = 0;\n let playerWin = strategy.match(n);\n // oh yeah, the house straight up cheats. Try finding the seed now!\n if (playerWin && Math.random() > 0.9) {\n playerWin = false;\n while (strategy.match(n)) {\n n = (n + 1) % 36;\n }\n }\n if (playerWin) {\n gain = investment * strategy.payout;\n status = (\n <>\n won \n \n );\n } else {\n gain = -investment;\n status = (\n <>\n lost \n \n );\n }\n win(props.p, gain);\n\n setCanPlay(true);\n setLock(true);\n setStatus(status);\n setN(n);\n\n reachedLimit(props.p);\n }, 1600);\n }\n\n return (\n <>\n {currentNumber()}\n \n {status}\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
    \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
    \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
    \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
    \n \n \n \n \n \n
    \n \n \n \n \n \n \n \n \n \n \n \n
    \n \n
    \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\n\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { Money } from \"../ui/React/Money\";\nimport { WHRNG } from \"./RNG\";\nimport { win, reachedLimit } from \"./Game\";\nimport { trusted } from \"./utils\";\nimport Typography from \"@mui/material/Typography\";\nimport TextField from \"@mui/material/TextField\";\nimport Button from \"@mui/material/Button\";\n\ntype IProps = {\n p: IPlayer;\n};\n\n// statically shuffled array of symbols.\nconst symbols = [\n \"D\",\n \"C\",\n \"$\",\n \"?\",\n \"♥\",\n \"A\",\n \"C\",\n \"B\",\n \"C\",\n \"E\",\n \"B\",\n \"E\",\n \"C\",\n \"*\",\n \"D\",\n \"♥\",\n \"B\",\n \"A\",\n \"A\",\n \"A\",\n \"C\",\n \"A\",\n \"D\",\n \"B\",\n \"E\",\n \"?\",\n \"D\",\n \"*\",\n \"@\",\n \"♥\",\n \"B\",\n \"E\",\n \"?\",\n];\n\nfunction getPayout(s: string, n: number): number {\n switch (s) {\n case \"$\":\n return [20, 200, 1000][n];\n case \"@\":\n return [8, 80, 400][n];\n case \"♥\":\n case \"?\":\n return [6, 20, 150][n];\n case \"D\":\n case \"E\":\n return [1, 8, 30][n];\n default:\n return [1, 5, 20][n];\n }\n}\n\nconst payLines = [\n // lines\n [\n [0, 0],\n [0, 1],\n [0, 2],\n [0, 3],\n [0, 4],\n ],\n [\n [1, 0],\n [1, 1],\n [1, 2],\n [1, 3],\n [1, 4],\n ],\n [\n [2, 0],\n [2, 1],\n [2, 2],\n [2, 3],\n [2, 4],\n ],\n\n // Vs\n [\n [2, 0],\n [1, 1],\n [0, 2],\n [1, 3],\n [2, 4],\n ],\n [\n [0, 0],\n [1, 1],\n [2, 2],\n [1, 3],\n [0, 4],\n ],\n\n // rest\n [\n [0, 0],\n [1, 1],\n [1, 2],\n [1, 3],\n [0, 4],\n ],\n [\n [2, 0],\n [1, 1],\n [1, 2],\n [1, 3],\n [2, 4],\n ],\n [\n [1, 0],\n [0, 1],\n [0, 2],\n [0, 3],\n [1, 4],\n ],\n [\n [1, 0],\n [2, 1],\n [2, 2],\n [2, 3],\n [1, 4],\n ],\n];\n\nconst minPlay = 0;\nconst maxPlay = 1e6;\n\nexport function SlotMachine(props: IProps): React.ReactElement {\n const [rng] = useState(new WHRNG(props.p.totalPlaytime));\n const [index, setIndex] = useState([0, 0, 0, 0, 0]);\n const [locks, setLocks] = useState([0, 0, 0, 0, 0]);\n const [investment, setInvestment] = useState(1000);\n const [canPlay, setCanPlay] = useState(true);\n const [status, setStatus] = useState(\"waiting\");\n\n useEffect(() => {\n const i = window.setInterval(step, 50);\n return () => clearInterval(i);\n });\n\n function step(): void {\n let stoppedOne = false;\n const copy = index.slice();\n for (const i in copy) {\n if (copy[i] === locks[i] && !stoppedOne) continue;\n copy[i] = (copy[i] + 1) % symbols.length;\n stoppedOne = true;\n }\n\n setIndex(copy);\n\n if (stoppedOne && copy.every((e, i) => e === locks[i])) {\n checkWinnings();\n }\n }\n\n function getTable(): string[][] {\n return [\n [\n symbols[(index[0] + symbols.length - 1) % symbols.length],\n symbols[(index[1] + symbols.length - 1) % symbols.length],\n symbols[(index[2] + symbols.length - 1) % symbols.length],\n symbols[(index[3] + symbols.length - 1) % symbols.length],\n symbols[(index[4] + symbols.length - 1) % symbols.length],\n ],\n [symbols[index[0]], symbols[index[1]], symbols[index[2]], symbols[index[3]], symbols[index[4]]],\n [\n symbols[(index[0] + 1) % symbols.length],\n symbols[(index[1] + 1) % symbols.length],\n symbols[(index[2] + 1) % symbols.length],\n symbols[(index[3] + 1) % symbols.length],\n symbols[(index[4] + 1) % symbols.length],\n ],\n ];\n }\n\n function play(): void {\n if (reachedLimit(props.p)) return;\n setStatus(\"playing\");\n win(props.p, -investment);\n if (!canPlay) return;\n unlock();\n setTimeout(lock, rng.random() * 2000 + 1000);\n }\n\n function lock(): void {\n setLocks([\n Math.floor(rng.random() * symbols.length),\n Math.floor(rng.random() * symbols.length),\n Math.floor(rng.random() * symbols.length),\n Math.floor(rng.random() * symbols.length),\n Math.floor(rng.random() * symbols.length),\n ]);\n }\n\n function checkWinnings(): void {\n const t = getTable();\n const getPaylineData = function (payline: number[][]): string[] {\n const data = [];\n for (const point of payline) {\n data.push(t[point[0]][point[1]]);\n }\n return data;\n };\n\n const countSequence = function (data: string[]): number {\n let count = 1;\n for (let i = 1; i < data.length; i++) {\n if (data[i] !== data[i - 1]) break;\n count++;\n }\n\n return count;\n };\n\n let gains = -investment;\n for (const payline of payLines) {\n const data = getPaylineData(payline);\n const count = countSequence(data);\n if (count < 3) continue;\n const payout = getPayout(data[0], count - 3);\n gains += investment * payout;\n win(props.p, investment * payout);\n }\n\n setStatus(\n <>\n {gains > 0 ? \"gained\" : \"lost\"} \n ,\n );\n setCanPlay(true);\n if (reachedLimit(props.p)) return;\n }\n\n function unlock(): void {\n setLocks([-1, -1, -1, -1, -1]);\n setCanPlay(false);\n }\n\n function updateInvestment(e: React.ChangeEvent): void {\n let investment: number = parseInt(e.currentTarget.value);\n if (isNaN(investment)) {\n investment = minPlay;\n }\n if (investment > maxPlay) {\n investment = maxPlay;\n }\n if (investment < minPlay) {\n investment = minPlay;\n }\n setInvestment(investment);\n }\n\n const t = getTable();\n // prettier-ignore\n return (\n <>\n+———————————————————————+\n| | {t[0][0]} | {t[0][1]} | {t[0][2]} | {t[0][3]} | {t[0][4]} | |\n| | | | | | | |\n| | {symbols[index[0]]} | {symbols[index[1]]} | {symbols[index[2]]} | {symbols[index[3]]} | {symbols[index[4]]} | |\n| | | | | | | |\n| | {symbols[(index[0]+1)%symbols.length]} | {symbols[(index[1]+1)%symbols.length]} | {symbols[(index[2]+1)%symbols.length]} | {symbols[(index[3]+1)%symbols.length]} | {symbols[(index[4]+1)%symbols.length]} | |\n+———————————————————————+\n Spin!)}}\n />\n \n {status}\n Pay lines\n\n----- ····· ·····\n····· ----- ·····\n····· ····· -----\n
    \n\n··^·· \\···/ \\···/\n·/·\\· ·\\·/· ·---·\n/···\\ ··v·· ·····\n
    \n\n····· ·---· ·····\n·---· /···\\ \\···/\n/···\\ ····· ·---·\n \n );\n}\n\n// https://felgo.com/doc/how-to-make-a-slot-game-tutorial/\n","import React, { useEffect, useState } from \"react\";\n\nfunction replace(str: string, i: number, char: string): string {\n return str.substring(0, i) + char + str.substring(i + 1);\n}\n\ninterface IProps {\n content: string;\n}\n\nfunction randomize(char: string): string {\n const randFrom = (str: string): string => str[Math.floor(Math.random() * str.length)];\n const classes = [\"abcdefghijklmnopqrstuvwxyz\", \"ABCDEFGHIJKLMNOPQRSTUVWXYZ\", \"1234567890\", \" _\", \"()[]{}<>\"];\n const other = `!@#$%^&*()_+|\\\\';\"/.,?\\`~`;\n\n for (const c of classes) {\n if (c.includes(char)) return randFrom(c);\n }\n\n return randFrom(other);\n}\n\nexport function CorruptableText(props: IProps): JSX.Element {\n const [content, setContent] = useState(props.content);\n\n useEffect(() => {\n let counter = 5;\n const id = setInterval(() => {\n counter--;\n if (counter > 0) return;\n counter = Math.random() * 5;\n const index = Math.random() * content.length;\n const letter = content.charAt(index);\n setContent(replace(content, index, randomize(letter)));\n setTimeout(() => {\n setContent(content);\n }, 50);\n }, 100);\n\n return () => {\n clearInterval(id);\n };\n }, []);\n\n return {content};\n}\n","/**\n * React Component for displaying a City's UI.\n * This UI shows all of the available locations in the city, and lets the player\n * visit those locations\n */\nimport * as React from \"react\";\n\nimport { City } from \"../City\";\nimport { Cities } from \"../Cities\";\nimport { LocationName } from \"../data/LocationNames\";\nimport { Locations } from \"../Locations\";\nimport { Location } from \"../Location\";\nimport { Settings } from \"../../Settings/Settings\";\n\nimport { use } from \"../../ui/Context\";\nimport { IRouter } from \"../../ui/Router\";\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\n\ntype IProps = {\n city: City;\n};\n\nfunction toLocation(router: IRouter, location: Location): void {\n if (location.name === LocationName.TravelAgency) {\n router.toTravel();\n } else if (location.name === LocationName.WorldStockExchange) {\n router.toStockMarket();\n } else {\n router.toLocation(location);\n }\n}\n\nfunction LocationLetter(location: Location): React.ReactElement {\n const router = use.Router();\n if (!location) return *;\n return (\n toLocation(router, location)}\n >\n X\n \n );\n}\n\nfunction ASCIICity(props: IProps): React.ReactElement {\n const locationLettersRegex = /[A-Z]/g;\n const letterMap: any = {\n A: 0,\n B: 1,\n C: 2,\n D: 3,\n E: 4,\n F: 5,\n G: 6,\n H: 7,\n I: 8,\n J: 9,\n K: 10,\n L: 11,\n M: 12,\n N: 13,\n O: 14,\n P: 15,\n Q: 16,\n R: 17,\n S: 18,\n T: 19,\n U: 20,\n V: 21,\n W: 22,\n X: 23,\n Y: 24,\n Z: 25,\n };\n\n const lineElems = (s: string): JSX.Element[] => {\n const elems: any[] = [];\n const matches: any[] = [];\n let match: any;\n while ((match = locationLettersRegex.exec(s)) !== null) {\n matches.push(match);\n }\n if (matches.length === 0) {\n elems.push(s);\n return elems;\n }\n\n for (let i = 0; i < matches.length; i++) {\n const startI = i === 0 ? 0 : matches[i - 1].index + 1;\n const endI = matches[i].index;\n elems.push(s.slice(startI, endI));\n const locationI = letterMap[s[matches[i].index]];\n elems.push(LocationLetter(Locations[props.city.locations[locationI]]));\n }\n elems.push(s.slice(matches[matches.length - 1].index + 1));\n return elems;\n };\n\n const elems: JSX.Element[] = [];\n const lines = props.city.asciiArt.split(\"\\n\");\n for (const i in lines) {\n elems.push(\n \n {lineElems(lines[i])}\n ,\n );\n }\n\n return <>{elems};\n}\n\nfunction ListCity(props: IProps): React.ReactElement {\n const router = use.Router();\n const locationButtons = props.city.locations.map((locName) => {\n return (\n \n \n
    \n
    \n );\n });\n\n return <>{locationButtons};\n}\n\nexport function LocationCity(): React.ReactElement {\n const player = use.Player();\n const city = Cities[player.city];\n return (\n <>\n {city.name}\n {Settings.DisableASCIIArt ? : }\n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { use } from \"../../ui/Context\";\nimport { getAvailableCreatePrograms } from \"../ProgramHelpers\";\n\nimport { Tooltip, Typography } from \"@mui/material\";\nimport Button from \"@mui/material/Button\";\n\nexport function ProgramsRoot(): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n return (\n <>\n Create program\n \n This page displays any programs that you are able to create. Writing the code for a program takes time, which\n can vary based on how complex the program is. If you are working on creating a program you can cancel at any\n time. Your progress will be saved and you can continue later.\n \n\n {getAvailableCreatePrograms(player).map((program) => {\n const create = program.create;\n if (create === null) return <>;\n\n return (\n \n \n {\n if (!event.isTrusted) return;\n player.startCreateProgramWork(router, program.name, create.time, create.level);\n }}\n >\n {program.name}\n \n \n
    \n
    \n );\n })}\n \n );\n}\n","import React, { useState } from \"react\";\nimport { Options } from \"./Options\";\nimport { Modal } from \"../../ui/React/Modal\";\n\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport Typography from \"@mui/material/Typography\";\nimport Select from \"@mui/material/Select\";\nimport Switch from \"@mui/material/Switch\";\nimport MenuItem from \"@mui/material/MenuItem\";\nimport TextField from \"@mui/material/TextField\";\n\ninterface IProps {\n options: Options;\n save: (options: Options) => void;\n onClose: () => void;\n open: boolean;\n}\n\nexport function OptionsModal(props: IProps): React.ReactElement {\n const [theme, setTheme] = useState(props.options.theme);\n const [insertSpaces, setInsertSpaces] = useState(props.options.insertSpaces);\n const [fontSize, setFontSize] = useState(props.options.fontSize);\n\n function save(): void {\n props.save({\n theme: theme,\n insertSpaces: insertSpaces,\n fontSize: fontSize,\n });\n props.onClose();\n }\n\n function onFontChange(event: React.ChangeEvent): void {\n const f = parseFloat(event.target.value);\n if (isNaN(f)) return;\n setFontSize(f);\n }\n\n return (\n \n \n Theme: \n \n \n\n \n Use whitespace over tabs: \n setInsertSpaces(event.target.checked)} checked={insertSpaces} />\n \n \n \n \n
    \n \n
    \n );\n}\n","export async function loadThemes(monaco: { editor: any }): Promise {\n monaco.editor.defineTheme(\"monokai\", {\n base: \"vs-dark\",\n inherit: true,\n rules: [\n {\n background: \"272822\",\n token: \"\",\n },\n {\n foreground: \"75715e\",\n token: \"comment\",\n },\n {\n foreground: \"e6db74\",\n token: \"string\",\n },\n {\n token: \"number\",\n foreground: \"ae81ff\",\n },\n {\n token: \"otherkeyvars\",\n foreground: \"ae81ff\",\n },\n {\n foreground: \"ae81ff\",\n token: \"function\",\n },\n {\n foreground: \"f92672\",\n token: \"keyword\",\n },\n {\n token: \"storage.type.function.js\",\n foreground: \"ae81ff\",\n },\n {\n token: \"ns\",\n foreground: \"97d92b\",\n },\n {\n token: \"netscriptfunction\",\n foreground: \"53d3e4\",\n },\n {\n token: \"otherkeywords\",\n foreground: \"53d3e4\",\n },\n {\n token: \"this\",\n foreground: \"fd971f\",\n },\n ],\n colors: {\n \"editor.foreground\": \"#F8F8F2\",\n \"editor.background\": \"#272822\",\n \"editor.selectionBackground\": \"#49483E\",\n \"editor.lineHighlightBackground\": \"#3E3D32\",\n \"editorCursor.foreground\": \"#F8F8F0\",\n \"editorWhitespace.foreground\": \"#3B3A32\",\n \"editorIndentGuide.activeBackground\": \"#9D550FB0\",\n \"editor.selectionHighlightBorder\": \"#222218\",\n },\n });\n}\n","import { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { Milestones } from \"../Milestones\";\nimport { Milestone } from \"../Milestone\";\nimport * as React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\n\ninterface IProps {\n player: IPlayer;\n}\n\nfunction highestMilestone(p: IPlayer, milestones: Milestone[]): number {\n let n = -1;\n for (let i = 0; i < milestones.length; i++) {\n if (milestones[i].fulfilled(p)) n = i;\n }\n\n return n;\n}\n\nexport function MilestonesRoot(props: IProps): JSX.Element {\n const n = highestMilestone(props.player, Milestones);\n const milestones = Milestones.map((milestone: Milestone, i: number) => {\n if (i <= n + 1) {\n return (\n \n [{milestone.fulfilled(props.player) ? \"x\" : \" \"}] {milestone.title}\n \n );\n }\n });\n return (\n <>\n Milestones\n \n \n Milestones don't reward you for completing them. They are here to guide you if you're lost. They will reset\n when you install Augmentations.\n \n
    \n\n Completing fl1ght.exe\n {milestones}\n
    \n \n );\n}\n","import React, { useState, useEffect, useRef } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport List from \"@mui/material/List\";\nimport ListItem from \"@mui/material/ListItem\";\nimport { Link as MuiLink } from \"@mui/material\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport Box from \"@mui/material/Box\";\nimport { ITerminal, Output, Link } from \"../ITerminal\";\nimport { IRouter } from \"../../ui/Router\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { TerminalInput } from \"./TerminalInput\";\nimport { TerminalEvents, TerminalClearEvents } from \"../TerminalEvents\";\nimport { BitFlumeModal } from \"../../BitNode/ui/BitFlumeModal\";\nimport { CodingContractModal } from \"../../ui/React/CodingContractModal\";\n\nimport _ from \"lodash\";\n\ninterface IActionTimerProps {\n terminal: ITerminal;\n}\n\nfunction ActionTimer({ terminal }: IActionTimerProps): React.ReactElement {\n return (\n \n {terminal.getProgressText()}\n \n );\n}\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n nopadding: {\n padding: theme.spacing(0),\n },\n preformatted: {\n whiteSpace: \"pre-wrap\",\n overflowWrap: \"anywhere\",\n margin: theme.spacing(0),\n },\n list: {\n padding: theme.spacing(0),\n height: \"100%\",\n },\n }),\n);\n\ninterface IProps {\n terminal: ITerminal;\n router: IRouter;\n player: IPlayer;\n}\n\nexport function TerminalRoot({ terminal, router, player }: IProps): React.ReactElement {\n const scrollHook = useRef(null);\n const setRerender = useState(0)[1];\n const [key, setKey] = useState(0);\n function rerender(): void {\n setRerender((old) => old + 1);\n }\n\n function clear(): void {\n setKey((key) => key + 1);\n }\n\n useEffect(() => TerminalEvents.subscribe(_.debounce(async () => rerender(), 25, { maxWait: 50 })), []);\n useEffect(() => TerminalClearEvents.subscribe(_.debounce(async () => clear(), 25, { maxWait: 50 })), []);\n\n function doScroll(): void {\n const hook = scrollHook.current;\n if (hook !== null) {\n setTimeout(() => hook.scrollIntoView(true), 50);\n }\n }\n\n doScroll();\n\n useEffect(() => {\n setTimeout(doScroll, 50);\n }, []);\n\n const classes = useStyles();\n return (\n <>\n \n \n {terminal.outputHistory.map((item, i) => {\n if (item instanceof Output)\n return (\n \n \n {item.text}\n \n \n );\n if (item instanceof Link)\n return (\n \n {item.dashes}> \n terminal.connectToServer(player, item.hostname)}\n >\n {item.hostname}\n \n \n );\n })}\n\n {terminal.action !== null && (\n \n {\" \"}\n \n )}\n \n
    \n
    \n \n \n \n \n \n \n );\n}\n","import React, { useState, useEffect, useRef } from \"react\";\nimport Typography from \"@mui/material/Typography\";\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport TextField from \"@mui/material/TextField\";\nimport Tooltip from \"@mui/material/Tooltip\";\n\nimport { KEY } from \"../../utils/helpers/keyCodes\";\nimport { ITerminal } from \"../ITerminal\";\nimport { IRouter } from \"../../ui/Router\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { determineAllPossibilitiesForTabCompletion } from \"../determineAllPossibilitiesForTabCompletion\";\nimport { tabCompletion } from \"../tabCompletion\";\nimport { Settings } from \"../../Settings/Settings\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n textfield: {\n margin: theme.spacing(0),\n },\n input: {\n backgroundColor: \"#000\",\n },\n nopadding: {\n padding: theme.spacing(0),\n },\n preformatted: {\n whiteSpace: \"pre-wrap\",\n margin: theme.spacing(0),\n },\n list: {\n padding: theme.spacing(0),\n height: \"100%\",\n },\n }),\n);\n\ninterface IProps {\n terminal: ITerminal;\n router: IRouter;\n player: IPlayer;\n}\n// Save command in case we de-load this screen.\nlet command = \"\";\n\nexport function TerminalInput({ terminal, router, player }: IProps): React.ReactElement {\n const terminalInput = useRef(null);\n\n const [value, setValue] = useState(command);\n const [possibilities, setPossibilities] = useState([]);\n const classes = useStyles();\n\n function saveValue(value: string): void {\n command = value;\n setValue(value);\n }\n\n function handleValueChange(event: React.ChangeEvent): void {\n saveValue(event.target.value);\n setPossibilities([]);\n }\n\n function modifyInput(mod: string): void {\n const ref = terminalInput.current;\n if (!ref) return;\n const inputLength = value.length;\n const start = ref.selectionStart;\n if (start === null) return;\n const inputText = ref.value;\n\n switch (mod.toLowerCase()) {\n case \"backspace\":\n if (start > 0 && start <= inputLength + 1) {\n saveValue(inputText.substr(0, start - 1) + inputText.substr(start));\n }\n break;\n case \"deletewordbefore\": // Delete rest of word before the cursor\n for (let delStart = start - 1; delStart > 0; --delStart) {\n if (inputText.charAt(delStart) === \" \") {\n saveValue(inputText.substr(0, delStart) + inputText.substr(start));\n return;\n }\n }\n break;\n case \"deletewordafter\": // Delete rest of word after the cursor\n for (let delStart = start + 1; delStart <= value.length + 1; ++delStart) {\n if (inputText.charAt(delStart) === \" \") {\n saveValue(inputText.substr(0, start) + inputText.substr(delStart));\n return;\n }\n }\n break;\n case \"clearafter\": // Deletes everything after cursor\n break;\n case \"clearbefore:\": // Deleetes everything before cursor\n break;\n }\n }\n\n function moveTextCursor(loc: string): void {\n const ref = terminalInput.current;\n if (!ref) return;\n const inputLength = value.length;\n const start = ref.selectionStart;\n if (start === null) return;\n\n switch (loc.toLowerCase()) {\n case \"home\":\n ref.setSelectionRange(0, 0);\n break;\n case \"end\":\n ref.setSelectionRange(inputLength, inputLength);\n break;\n case \"prevchar\":\n if (start > 0) {\n ref.setSelectionRange(start - 1, start - 1);\n }\n break;\n case \"prevword\":\n for (let i = start - 2; i >= 0; --i) {\n if (ref.value.charAt(i) === \" \") {\n ref.setSelectionRange(i + 1, i + 1);\n return;\n }\n }\n ref.setSelectionRange(0, 0);\n break;\n case \"nextchar\":\n ref.setSelectionRange(start + 1, start + 1);\n break;\n case \"nextword\":\n for (let i = start + 1; i <= inputLength; ++i) {\n if (ref.value.charAt(i) === \" \") {\n ref.setSelectionRange(i, i);\n return;\n }\n }\n ref.setSelectionRange(inputLength, inputLength);\n break;\n default:\n console.warn(\"Invalid loc argument in Terminal.moveTextCursor()\");\n break;\n }\n }\n\n // Catch all key inputs and redirect them to the terminal.\n useEffect(() => {\n function keyDown(this: Document, event: KeyboardEvent): void {\n if (terminal.contractOpen) return;\n if (terminal.action !== null && event.keyCode === KEY.C && event.ctrlKey) {\n terminal.finishAction(router, player, true);\n return;\n }\n const ref = terminalInput.current;\n if (event.ctrlKey || event.metaKey) return;\n if (event.keyCode === KEY.C && (event.ctrlKey || event.metaKey)) return; // trying to copy\n\n if (ref) ref.focus();\n }\n document.addEventListener(\"keydown\", keyDown);\n return () => document.removeEventListener(\"keydown\", keyDown);\n });\n\n async function onKeyDown(event: React.KeyboardEvent): Promise {\n // Run command.\n if (event.keyCode === KEY.ENTER && value !== \"\") {\n event.preventDefault();\n terminal.print(`[${player.getCurrentServer().hostname} ~${terminal.cwd()}]> ${value}`);\n terminal.executeCommands(router, player, value);\n saveValue(\"\");\n return;\n }\n\n // Autocomplete\n if (event.keyCode === KEY.TAB && value !== \"\") {\n event.preventDefault();\n\n let copy = value;\n const semiColonIndex = copy.lastIndexOf(\";\");\n if (semiColonIndex !== -1) {\n copy = copy.slice(semiColonIndex + 1);\n }\n\n copy = copy.trim();\n copy = copy.replace(/\\s\\s+/g, \" \");\n\n const commandArray = copy.split(\" \");\n let index = commandArray.length - 2;\n if (index < -1) {\n index = 0;\n }\n const allPos = await determineAllPossibilitiesForTabCompletion(player, copy, index, terminal.cwd());\n if (allPos.length == 0) {\n return;\n }\n\n let arg = \"\";\n let command = \"\";\n if (commandArray.length == 0) {\n return;\n }\n if (commandArray.length == 1) {\n command = commandArray[0];\n } else if (commandArray.length == 2) {\n command = commandArray[0];\n arg = commandArray[1];\n } else if (commandArray.length == 3) {\n command = commandArray[0] + \" \" + commandArray[1];\n arg = commandArray[2];\n } else {\n arg = commandArray.pop() + \"\";\n command = commandArray.join(\" \");\n }\n\n let newValue = tabCompletion(command, arg, allPos, value);\n if (typeof newValue === \"string\" && newValue !== \"\") {\n if (!newValue.endsWith(\" \") && !newValue.endsWith(\"/\") && allPos.length === 1) newValue += \" \";\n saveValue(newValue);\n }\n if (Array.isArray(newValue)) {\n setPossibilities(newValue);\n }\n }\n\n // Clear screen.\n if (event.keyCode === KEY.L && event.ctrlKey) {\n event.preventDefault();\n terminal.clear();\n }\n\n // Select previous command.\n if (event.keyCode === KEY.UPARROW || (Settings.EnableBashHotkeys && event.keyCode === KEY.P && event.ctrlKey)) {\n if (Settings.EnableBashHotkeys) {\n event.preventDefault();\n }\n const i = terminal.commandHistoryIndex;\n const len = terminal.commandHistory.length;\n\n if (len == 0) {\n return;\n }\n if (i < 0 || i > len) {\n terminal.commandHistoryIndex = len;\n }\n\n if (i != 0) {\n --terminal.commandHistoryIndex;\n }\n const prevCommand = terminal.commandHistory[terminal.commandHistoryIndex];\n saveValue(prevCommand);\n const ref = terminalInput.current;\n if (ref) {\n setTimeout(function () {\n ref.selectionStart = ref.selectionEnd = 10000;\n }, 10);\n }\n }\n\n // Select next command\n if (event.keyCode === KEY.DOWNARROW || (Settings.EnableBashHotkeys && event.keyCode === KEY.M && event.ctrlKey)) {\n if (Settings.EnableBashHotkeys) {\n event.preventDefault();\n }\n const i = terminal.commandHistoryIndex;\n const len = terminal.commandHistory.length;\n\n if (len == 0) {\n return;\n }\n if (i < 0 || i > len) {\n terminal.commandHistoryIndex = len;\n }\n\n // Latest command, put nothing\n if (i == len || i == len - 1) {\n terminal.commandHistoryIndex = len;\n saveValue(\"\");\n } else {\n ++terminal.commandHistoryIndex;\n const prevCommand = terminal.commandHistory[terminal.commandHistoryIndex];\n saveValue(prevCommand);\n }\n }\n\n // Extra Bash Emulation Hotkeys, must be enabled through .fconf\n if (Settings.EnableBashHotkeys) {\n if (event.keyCode === KEY.A && event.ctrlKey) {\n event.preventDefault();\n moveTextCursor(\"home\");\n }\n\n if (event.keyCode === KEY.E && event.ctrlKey) {\n event.preventDefault();\n moveTextCursor(\"end\");\n }\n\n if (event.keyCode === KEY.B && event.ctrlKey) {\n event.preventDefault();\n moveTextCursor(\"prevchar\");\n }\n\n if (event.keyCode === KEY.B && event.altKey) {\n event.preventDefault();\n moveTextCursor(\"prevword\");\n }\n\n if (event.keyCode === KEY.F && event.ctrlKey) {\n event.preventDefault();\n moveTextCursor(\"nextchar\");\n }\n\n if (event.keyCode === KEY.F && event.altKey) {\n event.preventDefault();\n moveTextCursor(\"nextword\");\n }\n\n if ((event.keyCode === KEY.H || event.keyCode === KEY.D) && event.ctrlKey) {\n modifyInput(\"backspace\");\n event.preventDefault();\n }\n\n // TODO AFTER THIS:\n // alt + d deletes word after cursor\n // ^w deletes word before cursor\n // ^k clears line after cursor\n // ^u clears line before cursor\n }\n }\n\n return (\n <>\n 0 ? (\n <>\n \n Possible autocomplete candidate:\n \n \n {possibilities.join(\" \")}\n \n \n ) : (\n \"\"\n )\n }\n >\n \n [{player.getCurrentServer().hostname} ~{terminal.cwd()}]> \n \n ),\n spellCheck: false,\n onKeyDown: onKeyDown,\n }}\n >
    \n \n \n );\n}\n","import { evaluateDirectoryPath, getAllParentDirectories } from \"./DirectoryHelpers\";\nimport { getSubdirectories } from \"./DirectoryServerHelpers\";\n\nimport { Aliases, GlobalAliases } from \"../Alias\";\nimport { DarkWebItems } from \"../DarkWeb/DarkWebItems\";\nimport { IPlayer } from \"../PersonObjects/IPlayer\";\nimport { GetServer, GetAllServers } from \"../Server/AllServers\";\nimport { ParseCommand, ParseCommands } from \"./Parser\";\nimport { isScriptFilename } from \"../Script/isScriptFilename\";\nimport { compile } from \"../NetscriptJSEvaluator\";\nimport { Flags } from \"../NetscriptFunctions/Flags\";\nimport * as libarg from \"arg\";\n\n// An array of all Terminal commands\nconst commands = [\n \"alias\",\n \"analyze\",\n \"backdoor\",\n \"cat\",\n \"cd\",\n \"check\",\n \"clear\",\n \"cls\",\n \"connect\",\n \"cp\",\n \"download\",\n \"expr\",\n \"free\",\n \"grow\",\n \"hack\",\n \"help\",\n \"home\",\n \"hostname\",\n \"ifconfig\",\n \"kill\",\n \"killall\",\n \"ls\",\n \"lscpu\",\n \"mem\",\n \"mv\",\n \"nano\",\n \"ps\",\n \"rm\",\n \"run\",\n \"scan-analyze\",\n \"scan\",\n \"scp\",\n \"sudov\",\n \"tail\",\n \"theme\",\n \"top\",\n \"weaken\",\n];\n\nexport async function determineAllPossibilitiesForTabCompletion(\n p: IPlayer,\n input: string,\n index: number,\n currPath = \"\",\n): Promise {\n let allPos: string[] = [];\n allPos = allPos.concat(Object.keys(GlobalAliases));\n const currServ = p.getCurrentServer();\n const homeComputer = p.getHomeComputer();\n\n let parentDirPath = \"\";\n let evaledParentDirPath: string | null = null;\n\n // Helper functions\n function addAllCodingContracts(): void {\n for (const cct of currServ.contracts) {\n allPos.push(cct.fn);\n }\n }\n\n function addAllLitFiles(): void {\n for (const file of currServ.messages) {\n if (!file.endsWith(\".msg\")) {\n allPos.push(file);\n }\n }\n }\n\n function addAllMessages(): void {\n for (const file of currServ.messages) {\n if (file.endsWith(\".msg\")) {\n allPos.push(file);\n }\n }\n }\n\n function addAllPrograms(): void {\n for (const program of homeComputer.programs) {\n allPos.push(program);\n }\n }\n\n function addAllScripts(): void {\n for (const script of currServ.scripts) {\n const res = processFilepath(script.filename);\n if (res) {\n allPos.push(res);\n }\n }\n }\n\n function addAllTextFiles(): void {\n for (const txt of currServ.textFiles) {\n const res = processFilepath(txt.fn);\n if (res) {\n allPos.push(res);\n }\n }\n }\n\n function addAllDirectories(): void {\n // Directories are based on the currently evaluated path\n const subdirs = getSubdirectories(currServ, evaledParentDirPath == null ? \"/\" : evaledParentDirPath);\n\n for (let i = 0; i < subdirs.length; ++i) {\n const assembledDirPath = evaledParentDirPath == null ? subdirs[i] : evaledParentDirPath + subdirs[i];\n const res = processFilepath(assembledDirPath);\n if (res != null) {\n subdirs[i] = res;\n }\n }\n\n allPos = allPos.concat(subdirs);\n }\n\n // Convert from the real absolute path back to the original path used in the input\n function convertParentPath(filepath: string): string {\n if (parentDirPath == null || evaledParentDirPath == null) {\n console.warn(`convertParentPath() called when paths are null`);\n return filepath;\n }\n\n if (!filepath.startsWith(evaledParentDirPath)) {\n console.warn(\n `convertParentPath() called for invalid path. (filepath=${filepath}) (evaledParentDirPath=${evaledParentDirPath})`,\n );\n return filepath;\n }\n\n return parentDirPath + filepath.slice(evaledParentDirPath.length);\n }\n\n // Given an a full, absolute filepath, converts it to the proper value\n // for autocompletion purposes\n function processFilepath(filepath: string): string | null {\n if (evaledParentDirPath) {\n if (filepath.startsWith(evaledParentDirPath)) {\n return convertParentPath(filepath);\n }\n } else if (parentDirPath !== \"\") {\n // If the parent directory is the root directory, but we're not searching\n // it from the root directory, we have to add the original path\n let t_parentDirPath = parentDirPath;\n if (!t_parentDirPath.endsWith(\"/\")) {\n t_parentDirPath += \"/\";\n }\n return parentDirPath + filepath;\n } else {\n return filepath;\n }\n\n return null;\n }\n\n function isCommand(cmd: string): boolean {\n let t_cmd = cmd;\n if (!t_cmd.endsWith(\" \")) {\n t_cmd += \" \";\n }\n\n return input.startsWith(t_cmd);\n }\n\n /**\n * If the command starts with './' and the index == -1, then the user\n * has input ./partialexecutablename so autocomplete the script or program.\n * Put './' in front of each script/executable\n */\n if (isCommand(\"./\") && index == -1) {\n //All programs and scripts\n for (let i = 0; i < currServ.scripts.length; ++i) {\n allPos.push(\"./\" + currServ.scripts[i].filename);\n }\n\n //Programs are on home computer\n for (let i = 0; i < homeComputer.programs.length; ++i) {\n allPos.push(\"./\" + homeComputer.programs[i]);\n }\n return allPos;\n }\n\n // Autocomplete the command\n if (index === -1) {\n return commands.concat(Object.keys(Aliases)).concat(Object.keys(GlobalAliases));\n }\n\n // Since we're autocompleting an argument and not a command, the argument might\n // be a file/directory path. We have to account for that when autocompleting\n const commandArray = input.split(\" \");\n if (commandArray.length === 0) {\n console.warn(`Tab autocompletion logic reached invalid branch`);\n return allPos;\n }\n const arg = commandArray[commandArray.length - 1];\n parentDirPath = getAllParentDirectories(arg);\n evaledParentDirPath = evaluateDirectoryPath(parentDirPath, currPath);\n if (evaledParentDirPath === \"/\") {\n evaledParentDirPath = null;\n } else if (evaledParentDirPath == null) {\n return allPos; // Invalid path\n } else {\n evaledParentDirPath += \"/\";\n }\n\n if (isCommand(\"buy\")) {\n const options = [];\n for (const i in DarkWebItems) {\n const item = DarkWebItems[i];\n options.push(item.program);\n }\n\n return options.concat(Object.keys(GlobalAliases));\n }\n\n if (isCommand(\"scp\") && index === 1) {\n for (const server of GetAllServers()) {\n allPos.push(server.hostname);\n }\n\n return allPos;\n }\n\n if (isCommand(\"scp\") && index === 0) {\n addAllScripts();\n addAllLitFiles();\n addAllTextFiles();\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"cp\") && index === 0) {\n addAllScripts();\n addAllTextFiles();\n addAllDirectories();\n return allPos;\n }\n\n if (isCommand(\"connect\")) {\n // All network connections\n for (let i = 0; i < currServ.serversOnNetwork.length; ++i) {\n const serv = GetServer(currServ.serversOnNetwork[i]);\n if (serv == null) {\n continue;\n }\n allPos.push(serv.hostname);\n }\n\n return allPos;\n }\n\n if (isCommand(\"kill\") || isCommand(\"tail\") || isCommand(\"mem\") || isCommand(\"check\")) {\n addAllScripts();\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"nano\")) {\n addAllScripts();\n addAllTextFiles();\n allPos.push(\".fconf\");\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"rm\")) {\n addAllScripts();\n addAllPrograms();\n addAllLitFiles();\n addAllTextFiles();\n addAllCodingContracts();\n addAllDirectories();\n\n return allPos;\n }\n\n async function scriptAutocomplete(): Promise {\n if (!isCommand(\"run\")) return;\n const commands = ParseCommands(input);\n if (commands.length === 0) return;\n const command = ParseCommand(commands[commands.length - 1]);\n const filename = command[1] + \"\";\n if (!isScriptFilename(filename)) return; // Not a script.\n if (filename.endsWith(\".script\")) return; // Doesn't work with ns1.\n const script = currServ.scripts.find((script) => script.filename === filename);\n if (!script) return; // Doesn't exist.\n if (!script.module) {\n compile(script, currServ.scripts);\n }\n const loadedModule = await script.module;\n if (!loadedModule.autocomplete) return; // Doesn't have an autocomplete function.\n\n const runArgs = { \"--tail\": Boolean, \"-t\": Number };\n const flags = libarg(runArgs, {\n permissive: true,\n argv: command.slice(2),\n });\n const flagFunc = Flags(flags._);\n let pos: string[] = [];\n let pos2: string[] = [];\n pos = pos.concat(\n loadedModule.autocomplete(\n {\n servers: GetAllServers().map((server) => server.hostname),\n scripts: currServ.scripts.map((script) => script.filename),\n txts: currServ.textFiles.map((txt) => txt.fn),\n flags: (schema: any) => {\n pos2 = schema.map((f: any) => \"--\" + f[0]);\n try {\n return flagFunc(schema);\n } catch (err) {\n return undefined;\n }\n },\n },\n flags._,\n ),\n );\n return pos.concat(pos2);\n }\n const pos = await scriptAutocomplete();\n if (pos) return pos;\n\n if (isCommand(\"run\")) {\n addAllScripts();\n addAllPrograms();\n addAllCodingContracts();\n addAllDirectories();\n }\n\n if (isCommand(\"cat\")) {\n addAllMessages();\n addAllLitFiles();\n addAllTextFiles();\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"download\") || isCommand(\"mv\")) {\n addAllScripts();\n addAllTextFiles();\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"cd\")) {\n addAllDirectories();\n\n return allPos;\n }\n\n if (isCommand(\"ls\") && index === 0) {\n addAllDirectories();\n }\n\n return allPos;\n}\n","/**\n * Helper functions that implement \"directory\" functionality in the Terminal.\n * These aren't \"real\" directories, it's more of a pseudo-directory implementation\n * that uses mainly string manipulation.\n *\n * This file contains function that deal with Server-related directory things.\n * Functions that deal with the string manipulation can be found in\n * ./DirectoryHelpers.ts\n */\nimport { isValidDirectoryPath, isInRootDirectory, getFirstParentDirectory } from \"./DirectoryHelpers\";\nimport { BaseServer } from \"../Server/BaseServer\";\n\n/**\n * Given a directory (by the full directory path) and a server, returns all\n * subdirectories of that directory. This is only for FIRST-LEVEl/immediate subdirectories\n */\nexport function getSubdirectories(serv: BaseServer, dir: string): string[] {\n const res: string[] = [];\n\n if (!isValidDirectoryPath(dir)) {\n return res;\n }\n\n let t_dir = dir;\n if (!t_dir.endsWith(\"/\")) {\n t_dir += \"/\";\n }\n\n function processFile(fn: string): void {\n if (t_dir === \"/\" && isInRootDirectory(fn)) {\n const subdir = getFirstParentDirectory(fn);\n if (subdir !== \"/\" && !res.includes(subdir)) {\n res.push(subdir);\n }\n } else if (fn.startsWith(t_dir)) {\n const remaining = fn.slice(t_dir.length);\n const subdir = getFirstParentDirectory(remaining);\n if (subdir !== \"/\" && !res.includes(subdir)) {\n res.push(subdir);\n }\n }\n }\n\n for (const script of serv.scripts) {\n processFile(script.filename);\n }\n\n for (const txt of serv.textFiles) {\n processFile(txt.fn);\n }\n\n return res;\n}\n","export class ScriptUrl {\n filename: string;\n url: string;\n\n constructor(filename: string, url: string) {\n this.filename = filename;\n this.url = url;\n }\n}\n","import { containsAllStrings, longestCommonStart } from \"../utils/StringHelperFunctions\";\n\n/**\n * Implements tab completion for the Terminal\n *\n * @param command {string} Terminal command, excluding the last incomplete argument\n * @param arg {string} Last argument that is being completed\n * @param allPossibilities {string[]} All values that `arg` can complete to\n */\nexport function tabCompletion(\n command: string,\n arg: string,\n allPossibilities: string[],\n oldValue: string,\n): string[] | string | undefined {\n if (!(allPossibilities.constructor === Array)) {\n return;\n }\n if (!containsAllStrings(allPossibilities)) {\n return;\n }\n\n // Remove all options in allPossibilities that do not match the current string\n // that we are attempting to autocomplete\n if (arg === \"\") {\n for (let i = allPossibilities.length - 1; i >= 0; --i) {\n if (!allPossibilities[i].toLowerCase().startsWith(command.toLowerCase())) {\n allPossibilities.splice(i, 1);\n }\n }\n } else {\n for (let i = allPossibilities.length - 1; i >= 0; --i) {\n if (!allPossibilities[i].toLowerCase().startsWith(arg.toLowerCase())) {\n allPossibilities.splice(i, 1);\n }\n }\n }\n\n const semiColonIndex = oldValue.lastIndexOf(\";\");\n\n let val = \"\";\n if (allPossibilities.length === 0) {\n return;\n } else if (allPossibilities.length === 1) {\n if (arg === \"\") {\n //Autocomplete command\n val = allPossibilities[0];\n } else {\n val = command + \" \" + allPossibilities[0];\n }\n\n if (semiColonIndex === -1) {\n // No semicolon, so replace the whole command\n return val;\n } else {\n // Replace only after the last semicolon\n return oldValue.slice(0, semiColonIndex + 1) + \" \" + val;\n }\n } else {\n const longestStartSubstr = longestCommonStart(allPossibilities);\n /**\n * If the longest common starting substring of remaining possibilities is the same\n * as whatevers already in terminal, just list all possible options. Otherwise,\n * change the input in the terminal to the longest common starting substr\n */\n if (arg === \"\") {\n if (longestStartSubstr === command) {\n return allPossibilities;\n } else {\n if (semiColonIndex === -1) {\n // No semicolon, so replace the whole command\n return longestStartSubstr;\n } else {\n // Replace only after the last semicolon\n return `${oldValue.slice(0, semiColonIndex + 1)} ${longestStartSubstr}`;\n }\n }\n } else {\n if (longestStartSubstr === arg) {\n // List all possible options\n return allPossibilities;\n } else {\n if (semiColonIndex == -1) {\n // No semicolon, so replace the whole command\n return `${command} ${longestStartSubstr}`;\n } else {\n // Replace only after the last semicolon\n return `${oldValue.slice(0, semiColonIndex + 1)} ${command} ${longestStartSubstr}`;\n }\n }\n }\n }\n}\n","import React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Link from \"@mui/material/Link\";\nimport Box from \"@mui/material/Box\";\nexport function TutorialRoot(): React.ReactElement {\n return (\n <>\n Tutorial / Documentation\n \n \n Getting Started\n \n
    \n \n Servers & Networking\n \n
    \n \n Hacking\n \n
    \n \n Scripts\n \n
    \n \n Netscript Programming Language\n \n
    \n \n Traveling\n \n
    \n \n Companies\n \n
    \n \n Infiltration\n \n
    \n \n Factions\n \n
    \n \n Augmentations\n \n
    \n \n Keyboard Shortcuts\n \n
    \n \n );\n}\n","/**\n * Root React Component for the \"Active Scripts\" UI page. This page displays\n * and provides information about all of the player's scripts that are currently running\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { ScriptProduction } from \"./ScriptProduction\";\nimport { ServerAccordions } from \"./ServerAccordions\";\n\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\n\nimport Typography from \"@mui/material/Typography\";\n\ntype IProps = {\n workerScripts: Map;\n};\n\nexport function ActiveScriptsRoot(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n\n return (\n <>\n Active Scripts\n \n This page displays a list of all of your scripts that are currently running across every machine. It also\n provides information about each script's production. The scripts are categorized by the hostname of the servers\n on which they are running.\n \n\n \n \n \n );\n}\n","/**\n * React Component for displaying the total production and production rate\n * of scripts on the 'Active Scripts' UI page\n */\nimport * as React from \"react\";\n\nimport { Money } from \"../React/Money\";\nimport { MoneyRate } from \"../React/MoneyRate\";\nimport { use } from \"../Context\";\n\nimport Typography from \"@mui/material/Typography\";\n\nimport { Theme } from \"@mui/material/styles\";\nimport makeStyles from \"@mui/styles/makeStyles\";\nimport createStyles from \"@mui/styles/createStyles\";\nimport Table from \"@mui/material/Table\";\nimport TableBody from \"@mui/material/TableBody\";\nimport TableCell from \"@mui/material/TableCell\";\nimport TableRow from \"@mui/material/TableRow\";\n\nconst useStyles = makeStyles((theme: Theme) =>\n createStyles({\n cell: {\n borderBottom: \"none\",\n padding: theme.spacing(1),\n margin: theme.spacing(1),\n whiteSpace: \"nowrap\",\n },\n size: {\n width: \"1px\",\n },\n }),\n);\nexport function ScriptProduction(): React.ReactElement {\n const player = use.Player();\n const classes = useStyles();\n const prodRateSinceLastAug = player.scriptProdSinceLastAug / (player.playtimeSinceLastAug / 1000);\n\n return (\n \n \n \n \n Total production:\n \n \n \n \n \n \n \n \n ()\n \n \n \n \n
    \n );\n}\n","/**\n * React Component for rendering the Accordion elements for all servers\n * on which scripts are running\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { ServerAccordion } from \"./ServerAccordion\";\n\nimport TextField from \"@mui/material/TextField\";\nimport List from \"@mui/material/List\";\nimport TablePagination from \"@mui/material/TablePagination\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\nimport { WorkerScriptStartStopEventEmitter } from \"../../Netscript/WorkerScriptStartStopEventEmitter\";\nimport { GetServer } from \"../../Server/AllServers\";\nimport { BaseServer } from \"../../Server/BaseServer\";\nimport { Settings } from \"../../Settings/Settings\";\nimport { TablePaginationActionsAll } from \"../React/TablePaginationActionsAll\";\nimport SearchIcon from \"@mui/icons-material/Search\";\n\n// Map of server hostname -> all workerscripts on that server for all active scripts\ninterface IServerData {\n server: BaseServer;\n workerScripts: WorkerScript[];\n}\n\ninterface IServerToScriptsMap {\n [key: string]: IServerData | undefined;\n}\n\ntype IProps = {\n workerScripts: Map;\n};\n\nexport function ServerAccordions(props: IProps): React.ReactElement {\n const [filter, setFilter] = useState(\"\");\n const [page, setPage] = useState(0);\n const [rowsPerPage, setRowsPerPage] = useState(Settings.ActiveScriptsServerPageSize);\n const setRerender = useState(false)[1];\n\n const handleChangePage = (event: unknown, newPage: number): void => {\n setPage(newPage);\n };\n\n const handleChangeRowsPerPage = (event: React.ChangeEvent): void => {\n Settings.ActiveScriptsServerPageSize = parseInt(event.target.value, 10);\n setRowsPerPage(parseInt(event.target.value, 10));\n setPage(0);\n };\n\n function handleFilterChange(event: React.ChangeEvent): void {\n setFilter(event.target.value);\n setPage(0);\n }\n\n const serverToScriptMap: IServerToScriptsMap = {};\n for (const ws of props.workerScripts.values()) {\n const server = GetServer(ws.hostname);\n if (server == null) {\n console.warn(`WorkerScript has invalid IP address: ${ws.hostname}`);\n continue;\n }\n\n let data = serverToScriptMap[server.hostname];\n\n if (data === undefined) {\n serverToScriptMap[server.hostname] = {\n server: server,\n workerScripts: [],\n };\n data = serverToScriptMap[server.hostname];\n }\n if (data !== undefined) data.workerScripts.push(ws);\n }\n\n const filtered = Object.values(serverToScriptMap).filter((data) => data && data.server.hostname.includes(filter));\n\n function rerender(): void {\n setRerender((old) => !old);\n }\n\n useEffect(() => WorkerScriptStartStopEventEmitter.subscribe(rerender));\n\n return (\n <>\n ,\n spellCheck: false,\n }}\n />\n \n {filtered.slice(page * rowsPerPage, page * rowsPerPage + rowsPerPage).map((data) => {\n return (\n data && (\n \n )\n );\n })}\n \n \n \n );\n}\n","/**\n * React Component for rendering the Accordion element for a single\n * server in the 'Active Scripts' UI page\n */\nimport * as React from \"react\";\n\nimport Typography from \"@mui/material/Typography\";\n\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\n\nimport Paper from \"@mui/material/Paper\";\nimport Box from \"@mui/material/Box\";\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\nimport { ServerAccordionContent } from \"./ServerAccordionContent\";\n\nimport { BaseServer } from \"../../Server/BaseServer\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\n\nimport { createProgressBarText } from \"../../utils/helpers/createProgressBarText\";\n\ntype IProps = {\n server: BaseServer;\n workerScripts: WorkerScript[];\n};\n\nexport function ServerAccordion(props: IProps): React.ReactElement {\n const [open, setOpen] = React.useState(false);\n const server = props.server;\n\n // Accordion's header text\n // TODO: calculate the longest hostname length rather than hard coding it\n const longestHostnameLength = 18;\n const paddedName = `${server.hostname}${\" \".repeat(longestHostnameLength)}`.slice(\n 0,\n Math.max(server.hostname.length, longestHostnameLength),\n );\n const barOptions = {\n progress: server.ramUsed / server.maxRam,\n totalTicks: 30,\n };\n const headerTxt = `${paddedName} ${createProgressBarText(barOptions)}`;\n\n return (\n \n setOpen((old) => !old)}>\n {headerTxt}} />\n {open ? : }\n \n \n \n \n \n \n \n );\n}\n","import React, { useState } from \"react\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\nimport { WorkerScriptAccordion } from \"./WorkerScriptAccordion\";\nimport List from \"@mui/material/List\";\nimport TablePagination from \"@mui/material/TablePagination\";\nimport { TablePaginationActionsAll } from \"../React/TablePaginationActionsAll\";\nimport { Settings } from \"../../Settings/Settings\";\n\ninterface IProps {\n workerScripts: WorkerScript[];\n}\n\nexport function ServerAccordionContent(props: IProps): React.ReactElement {\n const [page, setPage] = useState(0);\n const [rowsPerPage, setRowsPerPage] = useState(Settings.ActiveScriptsScriptPageSize);\n const handleChangePage = (event: unknown, newPage: number): void => {\n setPage(newPage);\n };\n\n const handleChangeRowsPerPage = (event: React.ChangeEvent): void => {\n Settings.ActiveScriptsScriptPageSize = parseInt(event.target.value, 10);\n setRowsPerPage(parseInt(event.target.value, 10));\n setPage(0);\n };\n\n return (\n <>\n \n {props.workerScripts.slice(page * rowsPerPage, page * rowsPerPage + rowsPerPage).map((ws) => (\n \n ))}\n \n \n \n );\n}\n","/**\n * React Component for displaying a single WorkerScript's info as an\n * Accordion element\n */\nimport * as React from \"react\";\n\nimport { numeralWrapper } from \"../numeralFormat\";\n\nimport Table from \"@mui/material/Table\";\nimport TableCell from \"@mui/material/TableCell\";\nimport TableRow from \"@mui/material/TableRow\";\nimport TableBody from \"@mui/material/TableBody\";\nimport Button from \"@mui/material/Button\";\nimport Box from \"@mui/material/Box\";\nimport Paper from \"@mui/material/Paper\";\nimport Typography from \"@mui/material/Typography\";\nimport IconButton from \"@mui/material/IconButton\";\nimport DeleteIcon from \"@mui/icons-material/Delete\";\nimport ListItemButton from \"@mui/material/ListItemButton\";\nimport ListItemText from \"@mui/material/ListItemText\";\nimport makeStyles from \"@mui/styles/makeStyles\";\n\nimport Collapse from \"@mui/material/Collapse\";\nimport ExpandLess from \"@mui/icons-material/ExpandLess\";\nimport ExpandMore from \"@mui/icons-material/ExpandMore\";\n\nimport { killWorkerScript } from \"../../Netscript/killWorkerScript\";\nimport { WorkerScript } from \"../../Netscript/WorkerScript\";\n\nimport { dialogBoxCreate } from \"../React/DialogBox\";\nimport { LogBoxEvents } from \"../React/LogBoxManager\";\nimport { convertTimeMsToTimeElapsedString } from \"../../utils/StringHelperFunctions\";\nimport { arrayToString } from \"../../utils/helpers/arrayToString\";\nimport { Money } from \"../React/Money\";\nimport { MoneyRate } from \"../React/MoneyRate\";\n\nconst useStyles = makeStyles({\n noborder: {\n borderBottom: \"none\",\n },\n});\n\ntype IProps = {\n workerScript: WorkerScript;\n};\n\nexport function WorkerScriptAccordion(props: IProps): React.ReactElement {\n const classes = useStyles();\n const [open, setOpen] = React.useState(false);\n const workerScript = props.workerScript;\n const scriptRef = workerScript.scriptRef;\n\n function logClickHandler(): void {\n LogBoxEvents.emit(scriptRef);\n }\n const killScript = killWorkerScript.bind(null, scriptRef as any, scriptRef.server);\n\n function killScriptClickHandler(): void {\n killScript();\n dialogBoxCreate(\"Killing script\");\n }\n\n // Calculations for script stats\n const onlineMps = scriptRef.onlineMoneyMade / scriptRef.onlineRunningTime;\n const onlineEps = scriptRef.onlineExpGained / scriptRef.onlineRunningTime;\n\n return (\n <>\n setOpen((old) => !old)} component={Paper}>\n └ {props.workerScript.name}} />\n {open ? : }\n \n \n \n \n \n \n \n └ Threads:\n \n \n {numeralWrapper.formatThreads(props.workerScript.scriptRef.threads)}\n \n \n \n \n └ Args: {arrayToString(props.workerScript.args)}\n \n \n \n \n └ Online Time:\n \n \n {convertTimeMsToTimeElapsedString(scriptRef.onlineRunningTime * 1e3)}\n \n \n \n \n └ Offline Time:\n \n \n {convertTimeMsToTimeElapsedString(scriptRef.offlineRunningTime * 1e3)}\n \n \n \n \n └ Total online production:\n \n \n \n \n \n \n \n \n \n \n  {numeralWrapper.formatExp(scriptRef.onlineExpGained) + \" hacking exp\"}\n \n \n\n \n \n └ Online production rate:\n \n \n \n \n \n \n \n \n \n \n  {numeralWrapper.formatExp(onlineEps) + \" hacking exp / sec\"}\n \n \n\n \n \n └ Total offline production:\n \n \n \n \n \n \n \n \n \n \n  {numeralWrapper.formatExp(scriptRef.offlineExpGained) + \" hacking exp\"}\n \n \n \n
    \n\n \n \n \n \n
    \n
    \n \n );\n}\n","import React, { useState, useEffect } from \"react\";\nimport { IPlayer } from \"../../PersonObjects/IPlayer\";\nimport { IRouter } from \"../../ui/Router\";\nimport { Factions } from \"../Factions\";\nimport { Faction } from \"../Faction\";\nimport { joinFaction } from \"../FactionHelpers\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Box from \"@mui/material/Box\";\nimport Link from \"@mui/material/Link\";\nimport Button from \"@mui/material/Button\";\nimport TableBody from \"@mui/material/TableBody\";\nimport { Table, TableCell } from \"../../ui/React/Table\";\nimport TableRow from \"@mui/material/TableRow\";\n\ninterface IProps {\n player: IPlayer;\n router: IRouter;\n}\n\nexport function FactionsRoot(props: IProps): React.ReactElement {\n const setRerender = useState(false)[1];\n function rerender(): void {\n setRerender((old) => !old);\n }\n useEffect(() => {\n const id = setInterval(rerender, 200);\n return () => clearInterval(id);\n }, []);\n function openFaction(faction: Faction): void {\n props.router.toFaction(faction);\n }\n\n function acceptInvitation(event: React.MouseEvent, faction: string): void {\n if (!event.isTrusted) return;\n joinFaction(Factions[faction]);\n setRerender((x) => !x);\n }\n\n return (\n <>\n Factions\n Lists all factions you have joined\n
    \n \n {props.player.factions.map((faction: string) => (\n openFaction(Factions[faction])}>\n {faction}\n \n ))}\n \n
    \n {props.player.factionInvitations.length > 0 && (\n <>\n \n Outstanding Faction Invitations\n \n \n Lists factions you have been invited to. You can accept these faction invitations at any time.\n \n \n \n {props.player.factionInvitations.map((faction: string) => (\n \n \n {faction}\n \n \n \n \n \n ))}\n \n
    \n \n )}\n \n );\n}\n","/**\n * Root React Component for displaying a Faction's UI.\n * This is the component for displaying a single faction's UI, not the list of all\n * accessible factions\n */\nimport React, { useState, useEffect } from \"react\";\n\nimport { AugmentationsPage } from \"./AugmentationsPage\";\nimport { DonateOption } from \"./DonateOption\";\nimport { Info } from \"./Info\";\nimport { Option } from \"./Option\";\n\nimport { CONSTANTS } from \"../../Constants\";\n\nimport { BitNodeMultipliers } from \"../../BitNode/BitNodeMultipliers\";\nimport { Faction } from \"../../Faction/Faction\";\nimport { SourceFileFlags } from \"../../SourceFile/SourceFileFlags\";\n\nimport { use } from \"../../ui/Context\";\nimport { CreateGangModal } from \"./CreateGangModal\";\n\nimport Typography from \"@mui/material/Typography\";\nimport Button from \"@mui/material/Button\";\nimport { CovenantPurchasesRoot } from \"../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot\";\n\ntype IProps = {\n faction: Faction;\n};\n\n// Info text for all options on the UI\nconst gangInfo = \"Create and manage a gang for this Faction. Gangs will earn you money and \" + \"faction reputation\";\nconst hackingContractsInfo =\n \"Complete hacking contracts for your faction. \" +\n \"Your effectiveness, which determines how much \" +\n \"reputation you gain for this faction, is based on your hacking skill. \" +\n \"You will gain hacking exp.\";\nconst fieldWorkInfo =\n \"Carry out field missions for your faction. \" +\n \"Your effectiveness, which determines how much \" +\n \"reputation you gain for this faction, is based on all of your stats. \" +\n \"You will gain exp for all stats.\";\nconst securityWorkInfo =\n \"Serve in a security detail for your faction. \" +\n \"Your effectiveness, which determines how much \" +\n \"reputation you gain for this faction, is based on your combat stats. \" +\n \"You will gain exp for all combat stats.\";\nconst augmentationsInfo =\n \"As your reputation with this faction rises, you will \" +\n \"unlock Augmentations, which you can purchase to enhance \" +\n \"your abilities.\";\nconst sleevePurchasesInfo = \"Purchase Duplicate Sleeves and upgrades. These are permanent!\";\n\nconst GangNames = [\n \"Slum Snakes\",\n \"Tetrads\",\n \"The Syndicate\",\n \"The Dark Army\",\n \"Speakers for the Dead\",\n \"NiteSec\",\n \"The Black Hand\",\n];\n\ninterface IMainProps {\n faction: Faction;\n rerender: () => void;\n onAugmentations: () => void;\n}\n\nfunction MainPage({ faction, rerender, onAugmentations }: IMainProps): React.ReactElement {\n const player = use.Player();\n const router = use.Router();\n const [sleevesOpen, setSleevesOpen] = useState(false);\n const [gangOpen, setGangOpen] = useState(false);\n const p = player;\n const factionInfo = faction.getInfo();\n\n function manageGang(): void {\n // If player already has a gang, just go to the gang UI\n if (player.inGang()) {\n return router.toGang();\n }\n\n setGangOpen(true);\n }\n\n function startFieldWork(faction: Faction): void {\n player.startFactionFieldWork(router, faction);\n }\n\n function startHackingContracts(faction: Faction): void {\n player.startFactionHackWork(router, faction);\n }\n\n function startSecurityWork(faction: Faction): void {\n player.startFactionSecurityWork(router, faction);\n }\n\n // We have a special flag for whether the player this faction is the player's\n // gang faction because if the player has a gang, they cannot do any other action\n const isPlayersGang = p.inGang() && p.getGangName() === faction.name;\n\n // Flags for whether special options (gang, sleeve purchases, donate, etc.)\n // should be shown\n const favorToDonate = Math.floor(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);\n const canDonate = faction.favor >= favorToDonate;\n\n const canPurchaseSleeves = faction.name === \"The Covenant\" && p.bitNodeN >= 10 && SourceFileFlags[10];\n\n let canAccessGang = p.canAccessGang() && GangNames.includes(faction.name);\n if (p.inGang()) {\n if (p.getGangName() !== faction.name) {\n canAccessGang = false;\n } else if (p.getGangName() === faction.name) {\n canAccessGang = true;\n }\n }\n\n return (\n <>\n \n \n {faction.name}\n \n \n {canAccessGang && (\n <>\n