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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-24 07:02:26 +01:00
make gang button a component
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@ -22,6 +22,7 @@ import { Box, Paper, Typography, Button, Tooltip } from "@mui/material";
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import { CovenantPurchasesRoot } from "../../PersonObjects/Sleeve/ui/CovenantPurchasesRoot";
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import { FactionNames } from "../data/FactionNames";
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import { GangConstants } from "../../Gang/data/Constants";
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import { GangButton } from "./GangButton";
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type IProps = {
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faction: Faction;
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@ -61,18 +62,8 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
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const player = use.Player();
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const router = use.Router();
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const [sleevesOpen, setSleevesOpen] = useState(false);
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const [gangOpen, setGangOpen] = useState(false);
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const factionInfo = faction.getInfo();
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function manageGang(): void {
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// If player already has a gang, just go to the gang UI
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if (player.inGang()) {
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return router.toGang();
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}
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setGangOpen(true);
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}
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function startWork(): void {
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player.startFocusing();
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router.toWork();
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@ -104,20 +95,6 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
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const canPurchaseSleeves = faction.name === FactionNames.TheCovenant && player.bitNodeN === 10;
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// Note : For future-proofing sake, an assumption is made that player is intended to retain access to his gang if his karma were to somehow increases.
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let isManageGangVisible = GangConstants.Names.includes(faction.name) && player.isAwareOfGang();
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// karma threshold is only checked at that point, via canAccessGang(). No further check is made.
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let isManageGangClickable = player.canAccessGang();
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if (player.inGang()) {
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if (player.getGangName() !== faction.name) {
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isManageGangVisible = false;
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} else if (player.getGangName() === faction.name) {
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isManageGangVisible = true;
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// The following line will enable the button, without checking for karma threshold.
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isManageGangClickable = true;
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}
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}
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return (
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<>
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<Button onClick={() => router.toFactions()}>Back</Button>
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@ -125,26 +102,7 @@ function MainPage({ faction, rerender, onAugmentations }: IMainProps): React.Rea
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{faction.name}
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</Typography>
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<Info faction={faction} factionInfo={factionInfo} />
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{isManageGangVisible && (
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<>
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<Box>
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<Paper sx={{ my: 1, p: 1 }}>
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<Tooltip
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title={!isManageGangClickable ? <Typography>Unlocked when reaching {GangConstants.GangKarmaRequirement} karma</Typography> : ""}
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>
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<span>
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<Button onClick={manageGang} disabled={!isManageGangClickable}>
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{"Manage Gang"}
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</Button>
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<Typography>{gangInfo}</Typography>
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</span>
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</Tooltip>
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</Paper>
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</Box>
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<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
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</>
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)}
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<GangButton faction={faction} />
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{!isPlayersGang && factionInfo.offerHackingWork && (
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<Option
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buttonText={"Hacking Contracts"}
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79
src/Faction/ui/GangButton.tsx
Normal file
79
src/Faction/ui/GangButton.tsx
Normal file
@ -0,0 +1,79 @@
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import { Button, Typography, Box, Paper, Tooltip } from "@mui/material";
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import React, { useState } from "react";
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import { GangConstants } from "../../Gang/data/Constants";
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import { use } from "../../ui/Context";
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import { Faction } from "../Faction";
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import { CreateGangModal } from "./CreateGangModal";
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type IProps = {
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faction: Faction;
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};
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export function GangButton({ faction }: IProps): React.ReactElement {
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const player = use.Player();
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const router = use.Router();
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const [gangOpen, setGangOpen] = useState(false);
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if (
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!GangConstants.Names.includes(faction.name) || // not even a gang
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!player.isAwareOfGang() || // doesn't know about gang
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(player.inGang() && player.getGangName() !== faction.name) // already in another gang
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) {
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return <></>;
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}
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let data = {
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enabled: false,
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title: "",
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tooltip: "" as string | React.ReactElement,
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description: "",
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};
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if (player.inGang()) {
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data = {
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enabled: true,
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title: "Manage Gang",
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tooltip: "",
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description: "Manage a gang for this Faction. Gangs will earn you money and faction reputation",
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};
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} else {
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data = {
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enabled: player.canAccessGang(),
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title: "Create Gang",
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tooltip: !player.canAccessGang() ? (
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<Typography>Unlocked when reaching {GangConstants.GangKarmaRequirement} karma</Typography>
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) : (
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""
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),
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description: "Create a gang for this Faction. Gangs will earn you money and faction reputation",
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};
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}
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const manageGang = (): void => {
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// If player already has a gang, just go to the gang UI
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if (player.inGang()) {
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return router.toGang();
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}
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setGangOpen(true);
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};
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return (
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<>
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<Box>
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<Paper sx={{ my: 1, p: 1 }}>
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<Tooltip title={data.tooltip}>
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<span>
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<Button onClick={manageGang} disabled={!data.enabled}>
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{data.title}
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</Button>
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</span>
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</Tooltip>
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<Typography>{data.description}</Typography>
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</Paper>
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</Box>
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<CreateGangModal facName={faction.name} open={gangOpen} onClose={() => setGangOpen(false)} />
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</>
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);
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}
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@ -1,7 +1,7 @@
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import { getRandomInt } from "../utils/helpers/getRandomInt";
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import { MinHeap } from "../utils/Heap";
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import { comprGenChar, comprLZGenerate, comprLZEncode, comprLZDecode } from "../utils/CompressionContract";
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import { comprGenChar, comprLZGenerate, comprLZEncode, comprLZDecode } from "../utils/CompressionContracts";
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import { HammingEncode, HammingDecode } from "../utils/HammingCodeTools";
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/* tslint:disable:completed-docs no-magic-numbers arrow-return-shorthand */
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