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prep v2
This commit is contained in:
parent
b409e58447
commit
bb8af88b77
189
src/Constants.ts
189
src/Constants.ts
@ -88,8 +88,8 @@ export const CONSTANTS: {
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Donations: number; // number of blood/plasma/palette donation the dev have verified., boosts NFG
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LatestUpdate: string;
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} = {
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VersionString: "1.7.0",
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VersionNumber: 19,
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VersionString: "2.0.0",
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VersionNumber: 21,
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// Speed (in ms) at which the main loop is updated
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_idleSpeed: 200,
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@ -229,171 +229,44 @@ export const CONSTANTS: {
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InfiniteLoopLimit: 2000,
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Donations: 20,
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Donations: 21,
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LatestUpdate: `
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## [draft] v1.7.0 - 2022-04-13 to 2022-05-20
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v2.0.0 - 2022-07-19 Work rework
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-------------------------------
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#### Information
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API break rewards
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Modifications included between **2022-04-13** and **2022-05-20** 'b5e4d70' to '0fbe4a1').
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* Everyone is awarded 10 NFG.
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* All work in progress program is auto completed.
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* All work in progress crafting is auto completed without adding entropy.
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_[See Pull Requests on GitHub](https://github.com/search?q=user%3Adanielyxie%20repo%3Abitburner%20is%3Apr%20is%3Amerged%20merged%3A%222022-04-13T16%3A32%3A26.000Z..2022-05-20T06%3A08%3A51.000Z%22)_
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Work (Create program / Work for faction / Studying / etc ...)
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#### Merged Pull Requests
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* Working has been rebuilt from the grounds up. The motivation for that change is that all
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different types of work all required different cached variables on the main Player object.
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This caused a lot of bugs and crashes. It's been reworked in such a way as to prevent bugs
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and make it nearly trivial to add new kinds of work. However, since this caused a few API break
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I've decided to mark this version following semver protocols and call it 2.0.0
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* Crime can be unfocused and auto loops, no more spam clicking.
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* All work type give their reward immediately. No need to stop work to bank rewards like reputation.
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* Faction and Company work no longer have a time limit.
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* Company work no longer reduces rep gain by half for quitting early.
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* Company faction require 400k rep to join (from 200k)
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* Backdooring company server reduces faction requirement to 300k.
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* All work generally no longer keep track of cumulative gains like exp and reputation since it's applied instantly.
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* getPlayer returns way less fields but does return the new 'currentWork' field.
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* workForCompany argument 'companyName' is now not-optional
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* commitCrime now has 'focus' optional parameter
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- [Feature] Monaco Theme Editor (by @nickofolas) #[3438](https://github.com/danielyxie/bitburner/pull/3438)
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- [Fix] Dummy Stanek grid width (by @nickofolas) #[3442](https://github.com/danielyxie/bitburner/pull/3442)
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- [Fix] Theme browser assets not loading (by @nickofolas) #[3446](https://github.com/danielyxie/bitburner/pull/3446)
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- Accept valid JSON arrays in coding contracts (by @Savlik) #[3247](https://github.com/danielyxie/bitburner/pull/3247)
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- another dark theme? (by @hydroflame) #[3450](https://github.com/danielyxie/bitburner/pull/3450)
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- API: Add repFromDonation() to the Formula API (by @Hoekstraa) #[3461](https://github.com/danielyxie/bitburner/pull/3461)
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- API: Add safeguard to ns.killall(), preventing killing itself by default (by @Hoekstraa) #[3607](https://github.com/danielyxie/bitburner/pull/3607)
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- API: FIX #2993 sleeve.travel with invalid city names (by @TheMas3212) #[3458](https://github.com/danielyxie/bitburner/pull/3458)
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- API: Fix inconsistent return value in 'ns.grafting.getAugmentationGraftTime' (by @nickofolas) #[3539](https://github.com/danielyxie/bitburner/pull/3539)
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- API: Fix leak of real Employee object in hireEmployee (by @TheMas3212) #[3483](https://github.com/danielyxie/bitburner/pull/3483)
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- API: replace a number of references to workerscript.log with \_ctx.log (by @TheMas3212) #[3470](https://github.com/danielyxie/bitburner/pull/3470)
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- API: Terminal screen can now be cleared from within scripts with ns.ui.clearTerminal() (by @Hoekstraa) #[3618](https://github.com/danielyxie/bitburner/pull/3618)
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- AUGMENTATIONS: Fix 'isSpecial' filter in helper (Removes NeuroFlux, Stanek's Gift, etc from gangs) (by @nickofolas) #[3565](https://github.com/danielyxie/bitburner/pull/3565)
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- AUGMENTATIONS: Fix Augmentation rep req not being properly influenced by BitNode multipliers (by @nickofolas) #[3652](https://github.com/danielyxie/bitburner/pull/3652)
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- AUGMENTATIONS: Fix NeuroFlux being applied improperly and migrate broken saves (by @nickofolas) #[3613](https://github.com/danielyxie/bitburner/pull/3613)
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- AUGMENTATIONS: Fix reputation check for faction augs (by @nickofolas) #[3609](https://github.com/danielyxie/bitburner/pull/3609)
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- AUGMENTATIONS: Tweak a couple small UI elements (by @nickofolas) #[3614](https://github.com/danielyxie/bitburner/pull/3614)
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- basic doc no longer hacker themed (by @hydroflame) #[3449](https://github.com/danielyxie/bitburner/pull/3449)
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- BITNODE: FIX #3546 BitVerse now shows proper BN level when accessed via flume (by @nickofolas) #[3550](https://github.com/danielyxie/bitburner/pull/3550)
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- BLADEBURNER: fixes #3648 : Automate console command capitalisation inconsistent (by @Vic1970) #[3647](https://github.com/danielyxie/bitburner/pull/3647)
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- BLADEBURNER: Fix #3594 Blade's Simulacrum worked without being installed (by @Undeemiss) #[3639](https://github.com/danielyxie/bitburner/pull/3639)
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- blood (by @hydroflame) #[3495](https://github.com/danielyxie/bitburner/pull/3495)
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- BUGFIX: getAugmentationCost response backwards (by @phyzical) #[3617](https://github.com/danielyxie/bitburner/pull/3617)
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- BUGFIX: Handle edge case in LZ compression code and fix docs (by @stalefishies) #[3581](https://github.com/danielyxie/bitburner/pull/3581)
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- BUGFIX: make bonustime for gang in miliseconds (by @phyzical) #[3578](https://github.com/danielyxie/bitburner/pull/3578)
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- BUGFIX: sleeve stale object refence during augmentation (by @phyzical) #[3601](https://github.com/danielyxie/bitburner/pull/3601)
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- Bugfix/corp updates (by @phyzical) #[3321](https://github.com/danielyxie/bitburner/pull/3321)
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- Bump async from 2.6.3 to 2.6.4 (by @dependabot[bot]) #[3463](https://github.com/danielyxie/bitburner/pull/3463)
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- CODINGCONTRACT: Fix #3391 Double contract reward exploit (by @Undeemiss) #[3646](https://github.com/danielyxie/bitburner/pull/3646)
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- CODINGCONTRACT: FIX #3484 BREAKING Fixed capitalization in contract name (by @Undeemiss) #[3537](https://github.com/danielyxie/bitburner/pull/3537)
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- CODINGCONTRACT: New "Proper 2-Coloring of a Graph" contract (by @Undeemiss) #[3530](https://github.com/danielyxie/bitburner/pull/3530)
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- CODINGCONTRACT: Three new compression contracts (by @stalefishies) #[3541](https://github.com/danielyxie/bitburner/pull/3541)
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- CODINGCONTRACT: Typo & clarity fixes to description of Encoded Binary to Integer contract (by @ActuallyCurtis) #[3469](https://github.com/danielyxie/bitburner/pull/3469)
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- CODINGCONTRACT: Updated description of 2-coloring contract (by @Undeemiss) #[3531](https://github.com/danielyxie/bitburner/pull/3531)
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- COMPANY: Fix #3551 Applying for a new job will not change active employer if player is performing company work (by @Snarling) #[3552](https://github.com/danielyxie/bitburner/pull/3552)
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- CORPORATIONS: Expose makeProducts on NSDivision interface (by @DavidGrinberg) #[3570](https://github.com/danielyxie/bitburner/pull/3570)
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- CORPORATIONS: Expose sales cost on NSMaterial interface (by @DavidGrinberg) #[3574](https://github.com/danielyxie/bitburner/pull/3574)
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- Corrected example grids found in Stanek help (by @Undeemiss) #[3441](https://github.com/danielyxie/bitburner/pull/3441)
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- Create program action no longer creates duplicates (by @Undeemiss) #[3436](https://github.com/danielyxie/bitburner/pull/3436)
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- DOCUMENTATION: Add descriptions for compression contracts (by @stalefishies) #[3559](https://github.com/danielyxie/bitburner/pull/3559)
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- DOCUMENTATION: Add new coding contract descriptions (by @stalefishies) #[3542](https://github.com/danielyxie/bitburner/pull/3542)
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- DOCUMENTATION: Clarify definition for installAugmentations() (by @PSEUDOSTAGE) #[3560](https://github.com/danielyxie/bitburner/pull/3560)
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- DOCUMENTATION: FIX #3516 "cannot" misspelled as "cannnot" (by @Undeemiss) #[3533](https://github.com/danielyxie/bitburner/pull/3533)
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- EDITOR: FIX #3502 Editor theme migration crash (by @nickofolas) #[3503](https://github.com/danielyxie/bitburner/pull/3503)
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- FEATURE: added logic to allow quitJob to be called from singularity (by @phyzical) #[3577](https://github.com/danielyxie/bitburner/pull/3577)
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- fix #3395 donating to special factions possible via singularity (by @TheMas3212) #[3456](https://github.com/danielyxie/bitburner/pull/3456)
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- fix b1tflum3 and destroyW0r1dD43m0n singularity functions to check for sf4 (by @TheMas3212) #[3443](https://github.com/danielyxie/bitburner/pull/3443)
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- Fix inconsistancy with trying to work for gang factions while running a gang (by @TheMas3212) #[3454](https://github.com/danielyxie/bitburner/pull/3454)
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- Fix infiltration rep BN mult calculation (by @trambelus) #[3632](https://github.com/danielyxie/bitburner/pull/3632)
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- Fix script editor settings. (by @hydroflame) #[3504](https://github.com/danielyxie/bitburner/pull/3504)
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- Fix test/jest/Netscript/DynamicRamCalculation.test.js (by @TheMas3212) #[3455](https://github.com/danielyxie/bitburner/pull/3455)
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- GRAFTING: Fix Grafting not being handled in singularity stop work (by @nickofolas) #[3568](https://github.com/danielyxie/bitburner/pull/3568)
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- GRAFTING: Implement sorting options (by @nickofolas) #[3654](https://github.com/danielyxie/bitburner/pull/3654)
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- INFILTRATION: Added new faction called infiltrators that provide infiltration specific augs. (by @phyzical) #[3241](https://github.com/danielyxie/bitburner/pull/3241)
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- INFILTRATION: Fix minigame cycle (by @nickofolas) #[3549](https://github.com/danielyxie/bitburner/pull/3549)
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- INFILTRATION: Fix phyzical WKS aug effects being applied before aug is installed (by @nickofolas) #[3555](https://github.com/danielyxie/bitburner/pull/3555)
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- INFILTRATION: Fix rep reward being substantially higher than intended (by @nickofolas) #[3562](https://github.com/danielyxie/bitburner/pull/3562)
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- INFILTRATION: New faction, Shadows of Anarchy, provides various augs to help infiltrations. (by @hydroflame) #[3543](https://github.com/danielyxie/bitburner/pull/3543)
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- INFILTRATION: Update gameplay UI (by @nickofolas) #[3587](https://github.com/danielyxie/bitburner/pull/3587)
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- keeping up to date (by @hydroflame) #[3432](https://github.com/danielyxie/bitburner/pull/3432)
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- Keeping up to date. (by @hydroflame) #[3561](https://github.com/danielyxie/bitburner/pull/3561)
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- Make .lit and .msg files clickable (by @Chris380) #[3453](https://github.com/danielyxie/bitburner/pull/3453)
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- MESSAGES: Added the name of NiteSec's server to their .msg (by @Undeemiss) #[3466](https://github.com/danielyxie/bitburner/pull/3466)
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- MISC: add better typing to Electron.tsx (by @taralx) #[3540](https://github.com/danielyxie/bitburner/pull/3540)
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- MISC: Added NS function closeTail to close tail windows (by @Undeemiss) #[3666](https://github.com/danielyxie/bitburner/pull/3666)
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- MISC: Adjust deps to current usage (by @taralx) #[3519](https://github.com/danielyxie/bitburner/pull/3519)
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- MISC: Close some GitHub issues that do not need action (by @Undeemiss) #[3640](https://github.com/danielyxie/bitburner/pull/3640)
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- MISC: Closing more GitHub issues I missed last time (by @Undeemiss) #[3665](https://github.com/danielyxie/bitburner/pull/3665)
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- MISC: Correct BB Skill point achievement name (by @Undeemiss) #[3571](https://github.com/danielyxie/bitburner/pull/3571)
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- MISC: Correct typos in getScriptRam docs. (by @nzdjb) #[3590](https://github.com/danielyxie/bitburner/pull/3590)
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- MISC: Fix #3125 BREAKING Renamed BN mult CorporationSoftCap to CorporationSoftcap (by @Undeemiss) #[3638](https://github.com/danielyxie/bitburner/pull/3638)
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- MISC: FIX #3593 Float errors can no longer prevent full usage of a server's available ram. (by @Snarling) #[3619](https://github.com/danielyxie/bitburner/pull/3619)
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- MISC: fix typing conflict between jest and cypress (by @taralx) #[3518](https://github.com/danielyxie/bitburner/pull/3518)
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- MISC: fix typing conflict between jest and cypress (by @taralx) #[3644](https://github.com/danielyxie/bitburner/pull/3644)
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- MISC: Fixed typo in exceptionAlert.ts (by @Undeemiss) #[3572](https://github.com/danielyxie/bitburner/pull/3572)
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- MISC: Fixed typos in game options (by @notacompsciguy) #[3584](https://github.com/danielyxie/bitburner/pull/3584)
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- MISC: HammingCodingContracts need rework (by @Hedrauta) #[3479](https://github.com/danielyxie/bitburner/pull/3479)
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- MISC: Implemented infinite loop safety net. (by @hydroflame) #[3624](https://github.com/danielyxie/bitburner/pull/3624)
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- MISC: make jQuery use explicit (by @taralx) #[3517](https://github.com/danielyxie/bitburner/pull/3517)
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- MISC: Make tutorial explain ns1 vs ns2 better (by @hydroflame) #[3586](https://github.com/danielyxie/bitburner/pull/3586)
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- MISC: Remove comments that describe nonexistent augs (by @Undeemiss) #[3569](https://github.com/danielyxie/bitburner/pull/3569)
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- MISC: update @types/numeral and fix type errors (by @taralx) #[3521](https://github.com/danielyxie/bitburner/pull/3521)
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- MISC: Update logic for stats page BitNode level (by @nickofolas) #[3512](https://github.com/danielyxie/bitburner/pull/3512)
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- MISC: upgrade to eslint v8 (by @taralx) #[3523](https://github.com/danielyxie/bitburner/pull/3523)
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- MISC: Wrap most of the API in the new api wrapper (by @hydroflame) #[3627](https://github.com/danielyxie/bitburner/pull/3627)
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- OPTIONS: Fix sliders not sliding correctly (by @nickofolas) #[3642](https://github.com/danielyxie/bitburner/pull/3642)
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- REFACTOR: augmentation cost, rep cost and level to be calculated in place (by @phyzical) #[3544](https://github.com/danielyxie/bitburner/pull/3544)
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- REFACTOR: augmentation isSpecial adjustments (by @phyzical) #[3564](https://github.com/danielyxie/bitburner/pull/3564)
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- Reran npm format and lint to fix formatting (by @Undeemiss) #[3434](https://github.com/danielyxie/bitburner/pull/3434)
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- Revert "MISC: fix typing conflict between jest and cypress" (by @hydroflame) #[3608](https://github.com/danielyxie/bitburner/pull/3608)
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- Revert "MISC: HammingCodingContracts need rework" (by @hydroflame) #[3500](https://github.com/danielyxie/bitburner/pull/3500)
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- revert theme (by @hydroflame) #[3451](https://github.com/danielyxie/bitburner/pull/3451)
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- Singularity: Fix #3489 Disable checkTixApiAccess for purchase4SMarketData (by @DavidGrinberg) #[3490](https://github.com/danielyxie/bitburner/pull/3490)
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- SLEEVES: Fix issues with Sleeve UI crashing when Sleeve task faction becomes gang faction (by @nickofolas) #[3557](https://github.com/danielyxie/bitburner/pull/3557)
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- STANEK: Fix #3196 Charging booster fragments throws an error (by @Undeemiss) #[3637](https://github.com/danielyxie/bitburner/pull/3637)
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- STANEK: FIX #3277 Can no longer overlap rotated fragments (by @Undeemiss) #[3460](https://github.com/danielyxie/bitburner/pull/3460)
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- STANEK: FIX #3282 Added NS function stanek.acceptGift (by @Undeemiss) #[3513](https://github.com/danielyxie/bitburner/pull/3513)
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- STANEK: Properly reapply entropy in Stanek's Gift (by @nickofolas) #[3673](https://github.com/danielyxie/bitburner/pull/3673)
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- STANEK: Stanek NS functions correctly throw errors when stanek not installed (by @Undeemiss) #[3660](https://github.com/danielyxie/bitburner/pull/3660)
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- Started collecting lore so that additions to it are simpler (by @Undeemiss) #[3465](https://github.com/danielyxie/bitburner/pull/3465)
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- TERMINAL: FIX #3492 Allow cd .. even when destination directory is empty (by @Snarling) #[3525](https://github.com/danielyxie/bitburner/pull/3525)
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- TERMINAL: FIX #3651 Make directory name regex more flexible (by @Dane-Horn) #[3653](https://github.com/danielyxie/bitburner/pull/3653)
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- TOOLING: Add GitHub action to validate PR titles (by @MartinFournier) #[3471](https://github.com/danielyxie/bitburner/pull/3471)
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- UI FIX #3485 - Allow bulk purchasing when smart supply is enabled (by @phyzical) #[3486](https://github.com/danielyxie/bitburner/pull/3486)
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- UI: Change text color of Augmentations page backup button (by @nickofolas) #[3511](https://github.com/danielyxie/bitburner/pull/3511)
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- UI: FIX #1754 Stanek effect summary & slight tweak. (by @borisflagell) #[3622](https://github.com/danielyxie/bitburner/pull/3622)
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- UI: FIX #2228,#2958 Fix tab highlights and highlight files not on home. (by @phyzical) #[2989](https://github.com/danielyxie/bitburner/pull/2989)
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- UI: FIX #2256 Hacknet server's upgrade tooltip were not handling RAM… (by @borisflagell) #[3532](https://github.com/danielyxie/bitburner/pull/3532)
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- UI: FIX #2741 Allow using modifier keys inside the typing infiltration (by @Dane-Horn) #[3634](https://github.com/danielyxie/bitburner/pull/3634)
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- UI: FIX #2829 Remove defeated NPC gangs from territory page (by @Dane-Horn) #[3633](https://github.com/danielyxie/bitburner/pull/3633)
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- UI: FIX #3313 Streamline the GraftingRoot page by making it rerender. (by @borisflagell) #[3558](https://github.com/danielyxie/bitburner/pull/3558)
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- UI: FIX #3341 Enable touch-clicks in react-draggable (by @Snarling) #[3488](https://github.com/danielyxie/bitburner/pull/3488)
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- UI: FIX #3415 Tweak Manage Gang button visibility (by @borisflagell) #[3528](https://github.com/danielyxie/bitburner/pull/3528)
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- UI: FIX #3457 autocomplete suggestions no longer require hovering terminal input (by @Snarling) #[3493](https://github.com/danielyxie/bitburner/pull/3493)
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- UI: FIX #3473 'mv' now says destination script is running instead of returning an error (by @Hoekstraa) #[3474](https://github.com/danielyxie/bitburner/pull/3474)
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- UI: FIX #3522 realigned autocomplete popup (by @Snarling) #[3524](https://github.com/danielyxie/bitburner/pull/3524)
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- UI: FIX #3592 Sidebar and bash shortcuts now work on MacOS with US-like layouts (by @Hoekstraa) #[3605](https://github.com/danielyxie/bitburner/pull/3605)
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- UI: Fix Agility BitNode multiplier not appearing in UI (by @nickofolas) #[3662](https://github.com/danielyxie/bitburner/pull/3662)
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- UI: Fix exclusive augs not always showing as purchasable through gangs when they should (by @nickofolas) #[3676](https://github.com/danielyxie/bitburner/pull/3676)
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- UI: Fix the achievement covenant icon was not shown (by @Risenafis) #[3510](https://github.com/danielyxie/bitburner/pull/3510)
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- UI: Fix z-index of modals overriding everything (by @nickofolas) #[3620](https://github.com/danielyxie/bitburner/pull/3620)
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- UI: lightweight description update on "increase maximum money" hash spending option. (by @borisflagell) #[3547](https://github.com/danielyxie/bitburner/pull/3547)
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- UI: Minor improvements to log boxes (by @nickofolas) #[3641](https://github.com/danielyxie/bitburner/pull/3641)
|
||||
- UI: Overhaul GameOptions UI (by @nickofolas) #[3505](https://github.com/danielyxie/bitburner/pull/3505)
|
||||
- UI: Positioning improved for tail titlebar buttons, and tail window has minimum size constraints. (by @Snarling) #[3548](https://github.com/danielyxie/bitburner/pull/3548)
|
||||
- UI: Redesign purchasable Augmentations (by @nickofolas) #[3545](https://github.com/danielyxie/bitburner/pull/3545)
|
||||
- UI: Refactor and redesign WorkInProgress interface (by @nickofolas) #[3611](https://github.com/danielyxie/bitburner/pull/3611)
|
||||
- UI: Refactors, redesigns, and new section to stats page (by @nickofolas) #[3626](https://github.com/danielyxie/bitburner/pull/3626)
|
||||
- UI: Sort and color Graft Augmentation list (by @jaype87) #[3616](https://github.com/danielyxie/bitburner/pull/3616)
|
||||
- UI: Update Factions list interface (by @nickofolas) #[3675](https://github.com/danielyxie/bitburner/pull/3675)
|
||||
- WORK: FIX #3435 Quitting the active job now sets first remaining job as active (by @Snarling) #[3507](https://github.com/danielyxie/bitburner/pull/3507)
|
||||
- WORK: Refactor work types to use 'enum's instead of constants (by @nickofolas) #[3612](https://github.com/danielyxie/bitburner/pull/3612)
|
||||
Multipliers
|
||||
|
||||
#### Other Changes
|
||||
* The main player object was also plagues with a million fields all called '*_mult'. Representing the different multipliers
|
||||
* These have been refactored in a field called 'mults'.
|
||||
|
||||
- increase donation counter (by @hydroflame) - [8456410](https://github.com/danielyxie/bitburner/commit/84564100e90c46ae4b816853c2cdea0bc309af4d)
|
||||
- allbuild commit 7f9e3775 (by @hydroflame) - [791c19c](https://github.com/danielyxie/bitburner/commit/791c19c4fe447c9231bfb423b9fc48114e783b43)
|
||||
- allbuild commit bcbda22a (by @hydroflame) - [032c440](https://github.com/danielyxie/bitburner/commit/032c440eaeb069eecd720ec2f8e069f705a0c1b4)
|
||||
- fix documentation for getDarkwebPrograms (by @hydroflame) - [4056956](https://github.com/danielyxie/bitburner/commit/4056956c2ada37946333bdad44cb0b6eb3909bf8)
|
||||
- support ASNI (by @hydroflame) - [36c7ef1](https://github.com/danielyxie/bitburner/commit/36c7ef1ad7ea8bb69fca23bce5883a3c2e23f1e0)
|
||||
- allbuild commit 22b6d0d5 (by @hydroflame) - [b46718d](https://github.com/danielyxie/bitburner/commit/b46718d188880ecf716ae045861d81d61e00af4b)
|
||||
- allbuild commit 36c7ef1a (by @hydroflame) - [d0ebf5e](https://github.com/danielyxie/bitburner/commit/d0ebf5e14e0498cb063fde35d63c9f59f2c01e35)
|
||||
- Update documentation for employee (by @hydroflame) - [100e81c](https://github.com/danielyxie/bitburner/commit/100e81c8ab4a408f74cc9bd9ffe2b8bad3d03462)
|
||||
- allbuild commit c799b291 (by @hydroflame) - [f5f5879](https://github.com/danielyxie/bitburner/commit/f5f5879fc380678d978e2b0a29ba7b6f0b4c9ec0)
|
||||
- ideas (by @hydroflame) - [0121fee](https://github.com/danielyxie/bitburner/commit/0121fee6e4c690d01650d1e68a80ea363bb48bce)
|
||||
- allbuild commit 0121fee6 (by @hydroflame) - [5c417e9](https://github.com/danielyxie/bitburner/commit/5c417e9b4df236df8bf3e2f8262b7bce87c934df)
|
||||
- Update codebase for stanek (by @hydroflame) - [c2b4a5b](https://github.com/danielyxie/bitburner/commit/c2b4a5b52a2162d2e49c7317b0a60a349984eb47)
|
||||
- fix lint (by @hydroflame) - [4cc518f](https://github.com/danielyxie/bitburner/commit/4cc518f37723aafb3168b64cd689408afdb74877)
|
||||
- Fix (by @hydroflame) - [9af553f](https://github.com/danielyxie/bitburner/commit/9af553f63cb1380795550648b0134b608564fab8)
|
||||
- Fix stanek leaking classes (by @hydroflame) - [fda3f02](https://github.com/danielyxie/bitburner/commit/fda3f02d73dba27034128c9be5e810a51e475e38)
|
||||
- fix conflicts (by @hydroflame) - [ca1a2aa](https://github.com/danielyxie/bitburner/commit/ca1a2aad333fa838b6d0e57f89e1cedba086a4a0)
|
||||
- Nerf noodle bar.
|
||||
Misc.
|
||||
|
||||
* Nerf noodle bar, obviously.
|
||||
|
||||
`,
|
||||
};
|
||||
|
@ -1941,7 +1941,9 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
try {
|
||||
data = String(data);
|
||||
} catch (e: unknown) {
|
||||
throw ctx.makeRuntimeErrorMsg(`Invalid data (${String(e)}). Data being written must be convertible to a string`);
|
||||
throw ctx.makeRuntimeErrorMsg(
|
||||
`Invalid data (${String(e)}). Data being written must be convertible to a string`,
|
||||
);
|
||||
}
|
||||
|
||||
const server = workerScript.getServer();
|
||||
@ -2378,7 +2380,6 @@ export function NetscriptFunctions(workerScript: WorkerScript): NS {
|
||||
money: Player.money,
|
||||
city: Player.city,
|
||||
location: Player.location,
|
||||
companyName: Player.companyName,
|
||||
hasWseAccount: Player.hasWseAccount,
|
||||
hasTixApiAccess: Player.hasTixApiAccess,
|
||||
has4SData: Player.has4SData,
|
||||
|
@ -795,14 +795,9 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
|
||||
workForCompany: (_ctx: NetscriptContext) =>
|
||||
function (_companyName: unknown, _focus: unknown = true): boolean {
|
||||
_ctx.helper.checkSingularityAccess();
|
||||
let companyName = _ctx.helper.string("companyName", _companyName);
|
||||
const companyName = _ctx.helper.string("companyName", _companyName);
|
||||
const focus = _ctx.helper.boolean(_focus);
|
||||
|
||||
// Sanitize input
|
||||
if (companyName == null) {
|
||||
companyName = player.companyName;
|
||||
}
|
||||
|
||||
// Make sure its a valid company
|
||||
if (companyName == null || companyName === "" || !(Companies[companyName] instanceof Company)) {
|
||||
_ctx.log(() => `Invalid company: '${companyName}'`);
|
||||
@ -838,7 +833,7 @@ export function NetscriptSingularity(player: IPlayer, workerScript: WorkerScript
|
||||
player.stopFocusing();
|
||||
Router.toTerminal();
|
||||
}
|
||||
_ctx.log(() => `Began working at '${player.companyName}' as a '${companyPositionName}'`);
|
||||
_ctx.log(() => `Began working at '${companyName}' as a '${companyPositionName}'`);
|
||||
return true;
|
||||
},
|
||||
applyToCompany: (_ctx: NetscriptContext) =>
|
||||
|
@ -35,7 +35,6 @@ import { Multipliers } from "./Multipliers";
|
||||
export interface IPlayer extends IPerson {
|
||||
bitNodeN: number;
|
||||
city: CityName;
|
||||
companyName: string;
|
||||
corporation: ICorporation | null;
|
||||
gang: IGang | null;
|
||||
bladeburner: IBladeburner | null;
|
||||
@ -165,8 +164,6 @@ export interface IPlayer extends IPerson {
|
||||
hospitalize(): void;
|
||||
checkForFactionInvitations(): Faction[];
|
||||
setBitNodeNumber(n: number): void;
|
||||
getMult(name: string): number;
|
||||
setMult(name: string, mult: number): void;
|
||||
canAccessCotMG(): boolean;
|
||||
sourceFileLvl(n: number): number;
|
||||
applyEntropy(stacks?: number): void;
|
||||
|
@ -46,7 +46,6 @@ export class PlayerObject implements IPlayer {
|
||||
augmentations: IPlayerOwnedAugmentation[];
|
||||
bitNodeN: number;
|
||||
city: CityName;
|
||||
companyName: string;
|
||||
corporation: ICorporation | null;
|
||||
gang: IGang | null;
|
||||
bladeburner: IBladeburner | null;
|
||||
@ -192,8 +191,6 @@ export class PlayerObject implements IPlayer {
|
||||
hospitalize: () => void;
|
||||
checkForFactionInvitations: () => Faction[];
|
||||
setBitNodeNumber: (n: number) => void;
|
||||
getMult: (name: string) => number;
|
||||
setMult: (name: string, mult: number) => void;
|
||||
canAccessCotMG: () => boolean;
|
||||
sourceFileLvl: (n: number) => number;
|
||||
applyEntropy: (stacks?: number) => void;
|
||||
@ -240,9 +237,6 @@ export class PlayerObject implements IPlayer {
|
||||
// The CompanyPosition name must match a key value in CompanyPositions
|
||||
this.jobs = {};
|
||||
|
||||
// Company at which player is CURRENTLY working (only valid when the player is actively working)
|
||||
this.companyName = ""; // Name of Company. Must match a key value in Companies ma;
|
||||
|
||||
// Servers
|
||||
this.currentServer = ""; //hostname of Server currently being accessed through termina;
|
||||
this.purchasedServers = []; //hostnames of purchased server;
|
||||
@ -403,9 +397,6 @@ export class PlayerObject implements IPlayer {
|
||||
this.getUpgradeHomeCoresCost = serverMethods.getUpgradeHomeCoresCost;
|
||||
this.createHacknetServer = serverMethods.createHacknetServer;
|
||||
|
||||
this.getMult = generalMethods.getMult;
|
||||
this.setMult = generalMethods.setMult;
|
||||
|
||||
this.canAccessCotMG = generalMethods.canAccessCotMG;
|
||||
this.sourceFileLvl = generalMethods.sourceFileLvl;
|
||||
|
||||
|
@ -99,7 +99,6 @@ export function prestigeAugmentation(this: PlayerObject): void {
|
||||
this.city = CityName.Sector12;
|
||||
this.location = LocationName.TravelAgency;
|
||||
|
||||
this.companyName = "";
|
||||
this.jobs = {};
|
||||
|
||||
this.purchasedServers = [];
|
||||
@ -542,10 +541,7 @@ export function getNextCompanyPosition(
|
||||
company: Company,
|
||||
entryPosType: CompanyPosition,
|
||||
): CompanyPosition | null {
|
||||
let currCompany = null;
|
||||
if (this.companyName !== "") {
|
||||
currCompany = Companies[this.companyName];
|
||||
}
|
||||
const currCompany = Companies[company.name];
|
||||
|
||||
//Not employed at this company, so return the entry position
|
||||
if (currCompany == null || currCompany.name != company.name) {
|
||||
@ -555,7 +551,7 @@ export function getNextCompanyPosition(
|
||||
//If the entry pos type and the player's current position have the same type,
|
||||
//return the player's "nextCompanyPosition". Otherwise return the entryposType
|
||||
//Employed at this company, so just return the next position if it exists.
|
||||
const currentPositionName = this.jobs[this.companyName];
|
||||
const currentPositionName = this.jobs[company.name];
|
||||
if (!currentPositionName) return entryPosType;
|
||||
const currentPosition = CompanyPositions[currentPositionName];
|
||||
if (
|
||||
@ -581,9 +577,6 @@ export function quitJob(this: IPlayer, company: string): void {
|
||||
this.finishWork(true);
|
||||
}
|
||||
delete this.jobs[company];
|
||||
if (this.companyName === company) {
|
||||
this.companyName = this.hasJob() ? Object.keys(this.jobs)[0] : "";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -668,7 +661,6 @@ export function applyForEmployeeJob(this: IPlayer, sing = false): boolean {
|
||||
}
|
||||
if (this.isQualified(company, CompanyPositions[position])) {
|
||||
this.jobs[company.name] = position;
|
||||
this.companyName = company.name;
|
||||
|
||||
if (!sing) {
|
||||
dialogBoxCreate("Congratulations, you are now employed at " + this.location);
|
||||
@ -693,7 +685,6 @@ export function applyForPartTimeEmployeeJob(this: IPlayer, sing = false): boolea
|
||||
}
|
||||
if (this.isQualified(company, CompanyPositions[position])) {
|
||||
this.jobs[company.name] = position;
|
||||
this.companyName = company.name;
|
||||
if (!sing) {
|
||||
dialogBoxCreate("Congratulations, you are now employed part-time at " + this.location);
|
||||
}
|
||||
@ -717,7 +708,6 @@ export function applyForWaiterJob(this: IPlayer, sing = false): boolean {
|
||||
}
|
||||
if (this.isQualified(company, CompanyPositions[position])) {
|
||||
this.jobs[company.name] = position;
|
||||
this.companyName = company.name;
|
||||
if (!sing) {
|
||||
dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.location);
|
||||
}
|
||||
@ -739,7 +729,6 @@ export function applyForPartTimeWaiterJob(this: IPlayer, sing = false): boolean
|
||||
}
|
||||
if (this.isQualified(company, CompanyPositions[position])) {
|
||||
this.jobs[company.name] = position;
|
||||
this.companyName = company.name;
|
||||
if (!sing) {
|
||||
dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.location);
|
||||
}
|
||||
@ -1434,16 +1423,6 @@ export function getCasinoWinnings(this: IPlayer): number {
|
||||
return this.moneySourceA.casino;
|
||||
}
|
||||
|
||||
export function getMult(this: IPlayer, name: string): number {
|
||||
if (!this.hasOwnProperty(name)) return 1;
|
||||
return (this as any)[name];
|
||||
}
|
||||
|
||||
export function setMult(this: IPlayer, name: string, mult: number): void {
|
||||
if (!this.hasOwnProperty(name)) return;
|
||||
(this as any)[name] = mult;
|
||||
}
|
||||
|
||||
export function canAccessCotMG(this: IPlayer): boolean {
|
||||
return this.bitNodeN === 13 || this.sourceFileLvl(13) > 0;
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ import * as ExportBonus from "./ExportBonus";
|
||||
import { dialogBoxCreate } from "./ui/React/DialogBox";
|
||||
import { Reviver, Generic_toJSON, Generic_fromJSON, IReviverValue } from "./utils/JSONReviver";
|
||||
import { save } from "./db";
|
||||
import { v1APIBreak } from "./utils/v1APIBreak";
|
||||
import { AwardNFG, v1APIBreak } from "./utils/v1APIBreak";
|
||||
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
|
||||
import { PlayerOwnedAugmentation } from "./Augmentation/PlayerOwnedAugmentation";
|
||||
import { LocationName } from "./Locations/data/LocationNames";
|
||||
@ -354,15 +354,7 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
||||
}
|
||||
if (typeof ver === "number") {
|
||||
if (ver < 2) {
|
||||
// Give 10 neuroflux because v1 API break.
|
||||
const nf = Player.augmentations.find((a) => a.name === AugmentationNames.NeuroFluxGovernor);
|
||||
if (nf) {
|
||||
nf.level += 10;
|
||||
} else {
|
||||
const nf = new PlayerOwnedAugmentation(AugmentationNames.NeuroFluxGovernor);
|
||||
nf.level = 10;
|
||||
Player.augmentations.push(nf);
|
||||
}
|
||||
AwardNFG(10);
|
||||
Player.reapplyAllAugmentations(true);
|
||||
Player.reapplyAllSourceFiles();
|
||||
}
|
||||
@ -459,6 +451,16 @@ function evaluateVersionCompatibility(ver: string | number): void {
|
||||
AddToAllServers(darkweb);
|
||||
}
|
||||
}
|
||||
if (ver < 21) {
|
||||
// 2.0.0 work rework
|
||||
AwardNFG(10);
|
||||
const create = anyPlayer["createProgramName"];
|
||||
console.log(create);
|
||||
if (create) Player.getHomeComputer().pushProgram(create);
|
||||
const graft = anyPlayer["graftAugmentationName"];
|
||||
console.log(graft);
|
||||
if (graft) Player.augmentations.push({ name: graft, level: 1 });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
3
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
3
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -27,7 +27,6 @@ interface Player {
|
||||
money: number;
|
||||
city: string;
|
||||
location: string;
|
||||
companyName: string;
|
||||
hasWseAccount: boolean;
|
||||
hasTixApiAccess: boolean;
|
||||
has4SData: boolean;
|
||||
@ -1758,7 +1757,7 @@ export interface Singularity {
|
||||
* @param focus - Acquire player focus on this work operation. Optional. Defaults to true.
|
||||
* @returns True if the player starts working, and false otherwise.
|
||||
*/
|
||||
workForCompany(companyName?: string, focus?: boolean): boolean;
|
||||
workForCompany(companyName: string, focus?: boolean): boolean;
|
||||
|
||||
/**
|
||||
* Quit jobs by company.
|
||||
|
@ -56,6 +56,7 @@ import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
|
||||
import { ProgramsSeen } from "../../Programs/ui/ProgramsRoot";
|
||||
import { InvitationsSeen } from "../../Faction/ui/FactionsRoot";
|
||||
import { hash } from "../../hash/hash";
|
||||
import { Locations } from "../../Locations/Locations";
|
||||
|
||||
const openedMixin = (theme: Theme): CSSObject => ({
|
||||
width: theme.spacing(31),
|
||||
@ -159,7 +160,7 @@ export function SidebarRoot(props: IProps): React.ReactElement {
|
||||
|
||||
const canCorporation = !!props.player.corporation;
|
||||
const canGang = !!props.player.gang;
|
||||
const canJob = props.player.companyName !== "";
|
||||
const canJob = Object.values(props.player.jobs).length > 0;
|
||||
const canStockMarket = props.player.hasWseAccount;
|
||||
const canBladeburner = !!props.player.bladeburner;
|
||||
const canStaneksGift = props.player.augmentations.some((aug) => aug.name === AugmentationNames.StaneksGift1);
|
||||
@ -218,7 +219,7 @@ export function SidebarRoot(props: IProps): React.ReactElement {
|
||||
}
|
||||
|
||||
function clickJob(): void {
|
||||
props.router.toJob();
|
||||
props.router.toJob(Locations[Object.keys(props.player.jobs)[0]]);
|
||||
}
|
||||
|
||||
function clickStockMarket(): void {
|
||||
|
@ -23,7 +23,6 @@ export class CompanyWork extends Work {
|
||||
constructor(params?: CompanyWorkParams) {
|
||||
super(WorkType.COMPANY, params?.singularity ?? false);
|
||||
this.companyName = params?.companyName ?? LocationName.NewTokyoNoodleBar;
|
||||
console.log(Companies);
|
||||
}
|
||||
|
||||
getCompany(): Company {
|
||||
|
@ -249,22 +249,7 @@ export function CharacterStats(): React.ReactElement {
|
||||
</IconButton>
|
||||
</>
|
||||
</StatsRow>
|
||||
{player.companyName ? (
|
||||
<>
|
||||
<StatsRow
|
||||
name="Last Employer"
|
||||
color={Settings.theme.primary}
|
||||
data={{ content: player.companyName }}
|
||||
/>
|
||||
<StatsRow
|
||||
name="Last Job"
|
||||
color={Settings.theme.primary}
|
||||
data={{ content: player.jobs[player.companyName] }}
|
||||
/>
|
||||
</>
|
||||
) : (
|
||||
<></>
|
||||
)}
|
||||
|
||||
{player.jobs && Object.keys(player.jobs).length !== 0 ? (
|
||||
<StatsRow name="All Employers" color={Settings.theme.primary} data={{}}>
|
||||
<>
|
||||
|
@ -242,8 +242,8 @@ export function GameRoot({ player, engine, terminal }: IProps): React.ReactEleme
|
||||
toStockMarket: () => setPage(Page.StockMarket),
|
||||
toTerminal: () => setPage(Page.Terminal),
|
||||
toTutorial: () => setPage(Page.Tutorial),
|
||||
toJob: () => {
|
||||
setLocation(Locations[player.companyName]);
|
||||
toJob: (location: Location) => {
|
||||
setLocation(location);
|
||||
setPage(Page.Job);
|
||||
},
|
||||
toCity: () => {
|
||||
|
@ -72,7 +72,7 @@ export interface IRouter {
|
||||
toGang(): void;
|
||||
toHacknetNodes(): void;
|
||||
toInfiltration(location: Location): void;
|
||||
toJob(): void;
|
||||
toJob(location: Location): void;
|
||||
toMilestones(): void;
|
||||
toGrafting(): void;
|
||||
toScriptEditor(files?: Record<string, string>, options?: ScriptEditorRouteOptions): void;
|
||||
|
@ -141,273 +141,276 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
stopText: "",
|
||||
};
|
||||
|
||||
if (player.currentWork !== null) {
|
||||
if (isCrimeWork(player.currentWork)) {
|
||||
const crime = player.currentWork.getCrime();
|
||||
const completion = (player.currentWork.unitCompleted / crime.time) * 100;
|
||||
if (player.currentWork === null) {
|
||||
setTimeout(() => router.toTerminal());
|
||||
return <></>;
|
||||
}
|
||||
|
||||
if (isCrimeWork(player.currentWork)) {
|
||||
const crime = player.currentWork.getCrime();
|
||||
const completion = (player.currentWork.unitCompleted / crime.time) * 100;
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => {
|
||||
router.toLocation(Locations[LocationName.Slums]);
|
||||
player.finishWork(true);
|
||||
},
|
||||
unfocus: () => {
|
||||
router.toCity();
|
||||
player.stopFocusing();
|
||||
},
|
||||
},
|
||||
title: `You are attempting to ${crime.type}`,
|
||||
|
||||
progress: {
|
||||
remaining: crime.time - player.currentWork.unitCompleted,
|
||||
percentage: completion,
|
||||
},
|
||||
|
||||
stopText: "Stop commiting crime",
|
||||
};
|
||||
}
|
||||
|
||||
if (isClassWork(player.currentWork)) {
|
||||
const classWork = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toCity();
|
||||
}
|
||||
|
||||
function unfocus(): void {
|
||||
router.toCity();
|
||||
player.stopFocusing();
|
||||
}
|
||||
|
||||
let stopText = "";
|
||||
if (classWork.isGym()) {
|
||||
stopText = "Stop training at gym";
|
||||
} else {
|
||||
stopText = "Stop taking course";
|
||||
}
|
||||
|
||||
const rates = classWork.calculateRates(player);
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently <b>{classWork.getClass().youAreCurrently}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
gains: [
|
||||
<StatsRow name="Total Cost" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<Money money={classWork.earnings.money} /> (<MoneyRate money={rates.money * CYCLES_PER_SEC} />)
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...ExpRows(rates),
|
||||
],
|
||||
progress: {
|
||||
elapsed: classWork.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
},
|
||||
|
||||
stopText: stopText,
|
||||
};
|
||||
}
|
||||
|
||||
if (isCreateProgramWork(player.currentWork)) {
|
||||
const create = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toTerminal();
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toTerminal();
|
||||
player.stopFocusing();
|
||||
}
|
||||
|
||||
const completion = (create.unitCompleted / create.unitNeeded()) * 100;
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working on coding <b>{create.programName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
progress: {
|
||||
elapsed: create.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
percentage: completion,
|
||||
},
|
||||
|
||||
stopText: "Stop creating program",
|
||||
stopTooltip: "Your work will be saved and you can return to complete the program later.",
|
||||
};
|
||||
}
|
||||
|
||||
if (isGraftingWork(player.currentWork)) {
|
||||
const graft = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toTerminal();
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toTerminal();
|
||||
player.stopFocusing();
|
||||
}
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working on grafting <b>{graft.augmentation}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
progress: {
|
||||
elapsed: graft.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
percentage: (graft.unitCompleted / graft.unitNeeded()) * 100,
|
||||
},
|
||||
|
||||
stopText: "Stop grafting",
|
||||
stopTooltip: (
|
||||
<>
|
||||
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
|
||||
</>
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
if (isFactionWork(player.currentWork)) {
|
||||
const faction = player.currentWork.getFaction();
|
||||
if (!faction) {
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => {
|
||||
router.toLocation(Locations[LocationName.Slums]);
|
||||
player.finishWork(true);
|
||||
},
|
||||
unfocus: () => {
|
||||
router.toCity();
|
||||
player.stopFocusing();
|
||||
},
|
||||
cancel: () => router.toFactions(),
|
||||
},
|
||||
title: `You are attempting to ${crime.type}`,
|
||||
title:
|
||||
`You have not joined ${player.currentWork.factionName || "(Faction not found)"} at this time,` +
|
||||
" please try again if you think this should have worked",
|
||||
|
||||
progress: {
|
||||
remaining: crime.time - player.currentWork.unitCompleted,
|
||||
percentage: completion,
|
||||
},
|
||||
|
||||
stopText: "Stop commiting crime",
|
||||
stopText: "Back to Factions",
|
||||
};
|
||||
}
|
||||
|
||||
if (isClassWork(player.currentWork)) {
|
||||
const classWork = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toCity();
|
||||
}
|
||||
function cancel(): void {
|
||||
router.toFaction(faction);
|
||||
player.finishWork(true);
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toFaction(faction);
|
||||
player.stopFocusing();
|
||||
}
|
||||
|
||||
function unfocus(): void {
|
||||
router.toCity();
|
||||
player.stopFocusing();
|
||||
}
|
||||
const description = {
|
||||
[FactionWorkType.HACKING]: "carrying out hacking contracts",
|
||||
[FactionWorkType.FIELD]: "carrying out field missions",
|
||||
[FactionWorkType.SECURITY]: "performing security detail",
|
||||
};
|
||||
|
||||
let stopText = "";
|
||||
if (classWork.isGym()) {
|
||||
stopText = "Stop training at gym";
|
||||
} else {
|
||||
stopText = "Stop taking course";
|
||||
}
|
||||
const exp = player.currentWork.getExpRates(player);
|
||||
|
||||
const rates = classWork.calculateRates(player);
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently {description[player.currentWork.factionWorkType]} for <b>{faction.name}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
description: (
|
||||
<>
|
||||
Current Faction Reputation: <Reputation reputation={faction.playerReputation} /> (
|
||||
<ReputationRate reputation={player.currentWork.getReputationRate(player) * CYCLES_PER_SEC} />)
|
||||
</>
|
||||
),
|
||||
gains: ExpRows(exp),
|
||||
progress: {
|
||||
elapsed: player.currentWork.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
},
|
||||
|
||||
stopText: "Stop Faction work",
|
||||
};
|
||||
}
|
||||
|
||||
if (isCompanyWork(player.currentWork)) {
|
||||
const comp = Companies[player.currentWork.companyName];
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
cancel: () => router.toTerminal(),
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently <b>{classWork.getClass().youAreCurrently}</b>
|
||||
</>
|
||||
),
|
||||
title:
|
||||
`You cannot work for ${player.currentWork.companyName || "(Company not found)"} at this time,` +
|
||||
" please try again if you think this should have worked",
|
||||
|
||||
gains: [
|
||||
<StatsRow name="Total Cost" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<Money money={classWork.earnings.money} /> (<MoneyRate money={rates.money * CYCLES_PER_SEC} />)
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...ExpRows(rates),
|
||||
],
|
||||
progress: {
|
||||
elapsed: classWork.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
},
|
||||
|
||||
stopText: stopText,
|
||||
stopText: "Back to Terminal",
|
||||
};
|
||||
}
|
||||
|
||||
if (isCreateProgramWork(player.currentWork)) {
|
||||
const create = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toTerminal();
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toTerminal();
|
||||
player.stopFocusing();
|
||||
}
|
||||
const companyRep = comp.playerReputation;
|
||||
|
||||
const completion = (create.unitCompleted / create.unitNeeded()) * 100;
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working on coding <b>{create.programName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
progress: {
|
||||
elapsed: create.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
percentage: completion,
|
||||
},
|
||||
|
||||
stopText: "Stop creating program",
|
||||
stopTooltip: "Your work will be saved and you can return to complete the program later.",
|
||||
};
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toJob(Locations[comp.name]);
|
||||
}
|
||||
function unfocus(): void {
|
||||
player.stopFocusing();
|
||||
router.toJob(Locations[comp.name]);
|
||||
}
|
||||
|
||||
if (isGraftingWork(player.currentWork)) {
|
||||
const graft = player.currentWork;
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toTerminal();
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toTerminal();
|
||||
player.stopFocusing();
|
||||
}
|
||||
const position = player.jobs[player.currentWork.companyName];
|
||||
const gains = player.currentWork.getGainRates(player);
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working on grafting <b>{graft.augmentation}</b>
|
||||
</>
|
||||
),
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working as a <b>{position}</b> at <b>{player.currentWork.companyName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
progress: {
|
||||
elapsed: graft.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
percentage: (graft.unitCompleted / graft.unitNeeded()) * 100,
|
||||
},
|
||||
description: (
|
||||
<>
|
||||
Current Company Reputation: <Reputation reputation={companyRep} />
|
||||
</>
|
||||
),
|
||||
gains: [
|
||||
<StatsRow name="Money" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<MoneyRate money={gains.money * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
|
||||
<Typography>
|
||||
<ReputationRate reputation={gains.reputation * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...ExpRows(gains),
|
||||
],
|
||||
progress: {
|
||||
elapsed: player.currentWork.cyclesWorked * CYCLES_PER_SEC,
|
||||
},
|
||||
|
||||
stopText: "Stop grafting",
|
||||
stopTooltip: (
|
||||
<>
|
||||
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
|
||||
</>
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
if (isFactionWork(player.currentWork)) {
|
||||
const faction = player.currentWork.getFaction();
|
||||
if (!faction) {
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => router.toFactions(),
|
||||
},
|
||||
title:
|
||||
`You have not joined ${player.currentWork.factionName || "(Faction not found)"} at this time,` +
|
||||
" please try again if you think this should have worked",
|
||||
|
||||
stopText: "Back to Factions",
|
||||
};
|
||||
}
|
||||
|
||||
function cancel(): void {
|
||||
router.toFaction(faction);
|
||||
player.finishWork(true);
|
||||
}
|
||||
function unfocus(): void {
|
||||
router.toFaction(faction);
|
||||
player.stopFocusing();
|
||||
}
|
||||
|
||||
const description = {
|
||||
[FactionWorkType.HACKING]: "carrying out hacking contracts",
|
||||
[FactionWorkType.FIELD]: "carrying out field missions",
|
||||
[FactionWorkType.SECURITY]: "performing security detail",
|
||||
};
|
||||
|
||||
const exp = player.currentWork.getExpRates(player);
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently {description[player.currentWork.factionWorkType]} for <b>{faction.name}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
description: (
|
||||
<>
|
||||
Current Faction Reputation: <Reputation reputation={faction.playerReputation} /> (
|
||||
<ReputationRate reputation={player.currentWork.getReputationRate(player) * CYCLES_PER_SEC} />)
|
||||
</>
|
||||
),
|
||||
gains: ExpRows(exp),
|
||||
progress: {
|
||||
elapsed: player.currentWork.cyclesWorked * CONSTANTS._idleSpeed,
|
||||
},
|
||||
|
||||
stopText: "Stop Faction work",
|
||||
};
|
||||
}
|
||||
|
||||
if (isCompanyWork(player.currentWork)) {
|
||||
const comp = Companies[player.currentWork.companyName];
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => router.toTerminal(),
|
||||
},
|
||||
title:
|
||||
`You cannot work for ${player.currentWork.companyName || "(Company not found)"} at this time,` +
|
||||
" please try again if you think this should have worked",
|
||||
|
||||
stopText: "Back to Terminal",
|
||||
};
|
||||
}
|
||||
|
||||
const companyRep = comp.playerReputation;
|
||||
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
router.toJob();
|
||||
}
|
||||
function unfocus(): void {
|
||||
player.stopFocusing();
|
||||
router.toJob();
|
||||
}
|
||||
|
||||
const position = player.jobs[player.companyName];
|
||||
const gains = player.currentWork.getGainRates(player);
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working as a <b>{position}</b> at <b>{player.currentWork.companyName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
description: (
|
||||
<>
|
||||
Current Company Reputation: <Reputation reputation={companyRep} />
|
||||
</>
|
||||
),
|
||||
gains: [
|
||||
<StatsRow name="Money" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<MoneyRate money={gains.money * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
|
||||
<Typography>
|
||||
<ReputationRate reputation={gains.reputation * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...ExpRows(gains),
|
||||
],
|
||||
progress: {
|
||||
elapsed: player.currentWork.cyclesWorked * CYCLES_PER_SEC,
|
||||
},
|
||||
|
||||
stopText: "Stop working",
|
||||
};
|
||||
}
|
||||
stopText: "Stop working",
|
||||
};
|
||||
}
|
||||
|
||||
if (workInfo.title === "") {
|
||||
|
@ -1,3 +1,5 @@
|
||||
import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
|
||||
import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
|
||||
import { Player } from "../Player";
|
||||
import { Script } from "../Script/Script";
|
||||
import { GetAllServers } from "../Server/AllServers";
|
||||
@ -71,6 +73,17 @@ function convert(code: string): string {
|
||||
return out.join("\n");
|
||||
}
|
||||
|
||||
export function AwardNFG(n = 1): void {
|
||||
const nf = Player.augmentations.find((a) => a.name === AugmentationNames.NeuroFluxGovernor);
|
||||
if (nf) {
|
||||
nf.level += n;
|
||||
} else {
|
||||
const nf = new PlayerOwnedAugmentation(AugmentationNames.NeuroFluxGovernor);
|
||||
nf.level = n;
|
||||
Player.augmentations.push(nf);
|
||||
}
|
||||
}
|
||||
|
||||
export function v1APIBreak(): void {
|
||||
interface IFileLine {
|
||||
file: string;
|
||||
|
Loading…
Reference in New Issue
Block a user