mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 01:33:54 +01:00
rewrite augmentation stats description so it's autogenerated and consistent with the actual effects.
This commit is contained in:
parent
0671c48c86
commit
be8d56ced9
@ -1,14 +1,18 @@
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// Class definition for a single Augmentation object
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import * as React from "react";
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import { IMap } from "../types";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { Faction } from "../Faction/Faction";
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import { Factions } from "../Faction/Factions";
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import { numeralWrapper } from "../ui/numeralFormat";
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import { Money } from "../ui/React/Money";
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import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
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interface IConstructorParams {
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info: string | JSX.Element;
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stats?: JSX.Element;
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isSpecial?: boolean;
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moneyCost: number;
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name: string;
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@ -45,6 +49,129 @@ interface IConstructorParams {
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bladeburner_stamina_gain_mult?: number;
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bladeburner_analysis_mult?: number;
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bladeburner_success_chance_mult?: number;
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startingMoney?: number;
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programs?: string[];
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}
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function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
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const f = (x: number, decimals: number = 0) => {
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// look, I don't know how to make a "smart decimals"
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// todo, make it smarter
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if(x === 1.0777-1) return "7.77%";
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if(x === 1.777-1) return "77.7%";
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return numeralWrapper.formatPercentage(x, decimals);
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};
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let desc = <>This augmentation: </>;
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if(mults.hacking_mult &&
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mults.hacking_mult == mults.strength_mult &&
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mults.hacking_mult == mults.defense_mult &&
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mults.hacking_mult == mults.dexterity_mult &&
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mults.hacking_mult == mults.agility_mult &&
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mults.hacking_mult == mults.charisma_mult){
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desc = <>{desc}<br />- Increases all skills by {f(mults.hacking_mult-1)}</>
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} else {
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if(mults.hacking_mult)
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desc = <>{desc}<br />- Increases Hacking by {f(mults.hacking_mult-1)}</>
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if(mults.strength_mult &&
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mults.strength_mult == mults.defense_mult &&
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mults.strength_mult == mults.dexterity_mult &&
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mults.strength_mult == mults.agility_mult) {
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desc = <>{desc}<br />- Increases all combat skills by {f(mults.strength_mult-1)}</>
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} else {
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if(mults.strength_mult)
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desc = <>{desc}<br />- Increases Strength by {f(mults.strength_mult-1)}</>
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if(mults.defense_mult)
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desc = <>{desc}<br />- Increases Defense by {f(mults.defense_mult-1)}</>
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if(mults.dexterity_mult)
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desc = <>{desc}<br />- Increases Dexterity by {f(mults.dexterity_mult-1)}</>
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if(mults.agility_mult)
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desc = <>{desc}<br />- Increases Agility by {f(mults.agility_mult-1)}</>
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}
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if(mults.charisma_mult)
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desc = <>{desc}<br />- Increases Charisma by {f(mults.charisma_mult-1)}</>
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}
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if(mults.hacking_exp_mult &&
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mults.hacking_exp_mult === mults.strength_exp_mult &&
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mults.hacking_exp_mult === mults.defense_exp_mult &&
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mults.hacking_exp_mult === mults.dexterity_exp_mult &&
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mults.hacking_exp_mult === mults.agility_exp_mult &&
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mults.hacking_exp_mult === mults.charisma_exp_mult) {
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desc = <>{desc}<br />- Increases experience gain for all skills by {f(mults.hacking_exp_mult-1)}</>
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} else {
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if(mults.hacking_exp_mult)
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desc = <>{desc}<br />- Increases Hacking experience gain by {f(mults.hacking_exp_mult-1)}</>
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if(mults.strength_exp_mult &&
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mults.strength_exp_mult === mults.defense_exp_mult &&
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mults.strength_exp_mult === mults.dexterity_exp_mult &&
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mults.strength_exp_mult === mults.agility_exp_mult) {
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desc = <>{desc}<br />- Increases experience gain for all combat skills by {f(mults.strength_exp_mult-1)}</>
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} else {
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if(mults.strength_exp_mult)
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desc = <>{desc}<br />- Increases Strength experience gain by {f(mults.strength_exp_mult-1)}</>
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if(mults.defense_exp_mult)
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desc = <>{desc}<br />- Increases Defense experience gain by {f(mults.defense_exp_mult-1)}</>
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if(mults.dexterity_exp_mult)
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desc = <>{desc}<br />- Increases Dexterity experience gain by {f(mults.dexterity_exp_mult-1)}</>
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if(mults.agility_exp_mult)
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desc = <>{desc}<br />- Increases Agility experience gain by {f(mults.agility_exp_mult-1)}</>
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}
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if(mults.charisma_exp_mult)
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desc = <>{desc}<br />- Increases Charisma experience gain by {f(mults.charisma_exp_mult-1)}</>
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}
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if(mults.hacking_speed_mult)
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desc = <>{desc}<br />- Increases Hacking speed by {f(mults.hacking_speed_mult-1)}</>
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if(mults.hacking_chance_mult)
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desc = <>{desc}<br />- Increases hack() success chance by {f(mults.hacking_chance_mult-1)}</>
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if(mults.hacking_money_mult)
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desc = <>{desc}<br />- Increases hack() power by {f(mults.hacking_money_mult-1)}</>
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if(mults.hacking_grow_mult)
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desc = <>{desc}<br />- Increases grow() by {f(mults.hacking_grow_mult-1)}</>
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if(mults.faction_rep_mult &&
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mults.faction_rep_mult === mults.company_rep_mult) {
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desc = <>{desc}<br />- Increases reputation gain from factions and companies by {f(mults.faction_rep_mult-1)}</>
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} else {
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if(mults.faction_rep_mult)
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desc = <>{desc}<br />- Increases reputation gain from factions by {f(mults.faction_rep_mult-1)}</>
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if(mults.company_rep_mult)
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desc = <>{desc}<br />- Increases reputation gain from companies by {f(mults.company_rep_mult-1)}</>
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}
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if(mults.crime_money_mult)
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desc = <>{desc}<br />- Increases money gained from committing crimes by {f(mults.crime_money_mult-1)}</>
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if(mults.crime_success_mult)
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desc = <>{desc}<br />- Increases crime success rate by {f(mults.crime_success_mult-1)}</>
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if(mults.work_money_mult)
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desc = <>{desc}<br />- Increases money gained from working by {f(mults.work_money_mult-1)}</>
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if(mults.hacknet_node_money_mult)
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desc = <>{desc}<br />- Increases Hacknet production by {f(mults.hacknet_node_money_mult-1)}</>
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if(mults.hacknet_node_purchase_cost_mult)
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desc = <>{desc}<br />- Decreases the purchase cost of Hacknet Nodes by {f(-(mults.hacknet_node_purchase_cost_mult-1))}</>
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if(mults.hacknet_node_level_cost_mult)
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desc = <>{desc}<br />- Decreases the upgrade cost of Hacknet Nodes by {f(-(mults.hacknet_node_level_cost_mult-1))}</>
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if(mults.bladeburner_max_stamina_mult)
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desc = <>{desc}<br />- Increases Bladeburner Max Stamina by {f(mults.bladeburner_max_stamina_mult-1)}</>
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if(mults.bladeburner_stamina_gain_mult)
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desc = <>{desc}<br />- Increases Bladeburner Stamina gain by {f(mults.bladeburner_stamina_gain_mult-1)}</>
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if(mults.bladeburner_analysis_mult)
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desc = <>{desc}<br />- Increases Bladeburner Field Analysis effectiveness by {f(mults.bladeburner_analysis_mult-1)}</>
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if(mults.bladeburner_success_chance_mult)
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desc = <>{desc}<br />- Increases success chance in Bladeburner Contracts and Operations by {f(mults.bladeburner_success_chance_mult-1)}</>
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if(startingMoney)
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desc = <>{desc}<br />- Provides {Money(startingMoney)} after a reset.</>
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if(programs)
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desc = <>{desc}<br />- Provides {programs.join(' and ')} after a reset.</>
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return desc;
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}
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export class Augmentation {
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@ -58,6 +185,9 @@ export class Augmentation {
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// Description of what this Aug is and what it does
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info: string | JSX.Element;
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// Description of the stats, often autogenerated, sometimes manually written.
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stats: JSX.Element;
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// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
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isSpecial = false;
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@ -126,6 +256,11 @@ export class Augmentation {
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if (params.bladeburner_stamina_gain_mult) { this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult; }
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if (params.bladeburner_analysis_mult) { this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult; }
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if (params.bladeburner_success_chance_mult) { this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult; }
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if(params.stats)
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this.stats = params.stats;
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else
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this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
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}
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// Adds this Augmentation to the specified Factions
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File diff suppressed because it is too large
Load Diff
@ -47,6 +47,7 @@ export const AugmentationNames: IMap<string> = {
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PCDNI: "PC Direct-Neural Interface",
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PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule",
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PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
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PCMatrix: "PCMatrix",
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ADRPheromone1: "ADR-V1 Pheromone Gene",
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ADRPheromone2: "ADR-V2 Pheromone Gene",
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ShadowsSimulacrum: "The Shadow's Simulacrum",
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@ -6,7 +6,7 @@
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import { IMap } from "./types";
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export const CONSTANTS: IMap<any> = {
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Version: "0.52.1",
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Version: "0.52.2",
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/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -225,24 +225,11 @@ export const CONSTANTS: IMap<any> = {
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TotalNumBitNodes: 24,
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LatestUpdate: `
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v0.52.1 - 2021-07-10 bugfixing (hydroflame & community)
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v0.52.2 - 2021-07-10 TITLE (hydroflame & community)
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-------------------------------------------
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**Misc.**
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* Fix game crash/corruption when quitting a job while working for it unfocused.
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* Fix typo in corporation Market Data.
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* Fix typo in docs for hackPercent.
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* The tutorial encourages the players to connect to home before creating 'n00dles.script'
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* The dark web 'buy' command now accepts '-1' (one) and '--list' instead of just
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'-l'. Helps some confused players.
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* Character overview screen no longer hidden on the corporation screen.
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* Infiltration difficulty display is now more explicit (It's a big arrow instead
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of just one word.)
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* Fix wrong ram value in tutorial. (@MageKing17)
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* Plenty of augmentation description cleanup (@Kwazygloo)
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* Plenty of typo/description fixed (@MageKing17)
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* Cleanup description of singularity function on readthedocs (@PurePandemonium)
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* Fix bug when autolinking a server while backdooring (@schroederIT)
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** Augmentations **
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* New Augmentation offered by Aevum, themed around 777 and offers some basic
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programs.
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`,
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}
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@ -76,6 +76,7 @@ class DevMenuComponent extends Component {
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this.setSF = this.setSF.bind(this);
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this.setAllSF = this.setAllSF.bind(this);
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this.clearExploits = this.clearExploits.bind(this);
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this.processStocks = this.processStocks.bind(this);
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this.setStockPrice = this.setStockPrice.bind(this);
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this.viewStockCaps = this.viewStockCaps.bind(this);
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@ -378,6 +379,10 @@ class DevMenuComponent extends Component {
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}
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}
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clearExploits() {
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Player.exploits = [];
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}
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addProgram() {
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const program = this.state.program;
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if(!Player.hasProgram(program)) {
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@ -953,6 +958,12 @@ class DevMenuComponent extends Component {
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</div>
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<table>
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<tbody>
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<tr>
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<td><span className="text">Exploits:</span></td>
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<td>
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<button className="std-button touch-right" onClick={this.clearExploits()}>Clear</button>
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</td>
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</tr>
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<tr key={'sf-all'}>
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<td><span className="text">All:</span></td>
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<td>
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@ -137,6 +137,12 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
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btnTxt += ` - Level ${getNextNeurofluxLevel()}`;
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}
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let tooltip = <></>;
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if(typeof this.aug.info === "string")
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tooltip = <><span dangerouslySetInnerHTML={{__html: this.aug.info}} /><br /><br />{this.aug.stats}</>
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else
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tooltip = <>{this.aug.info}<br /><br />{this.aug.stats}</>
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return (
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<li>
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<span style={spanStyleMarkup}>
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@ -145,7 +151,7 @@ export class PurchaseableAugmentation extends React.Component<IProps, any> {
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onClick={this.handleClick}
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style={inlineStyleMarkup}
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text={btnTxt}
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tooltip={this.aug.info}
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tooltip={tooltip}
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/>
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<p style={txtStyle}>{status}</p>
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</span>
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@ -59,6 +59,8 @@ export function createSleevePurchaseAugsPopup(sleeve: Sleeve, p: IPlayer): void
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if(typeof tooltip !== 'string') {
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tooltip = renderToStaticMarkup(tooltip);
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}
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tooltip += "<br /><br />";
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tooltip += renderToStaticMarkup(aug.stats);
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ownedAugsDiv.appendChild(createElement("div", {
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class: "gang-owned-upgrade", // Reusing a class from the Gang UI
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@ -92,6 +94,8 @@ export function createSleevePurchaseAugsPopup(sleeve: Sleeve, p: IPlayer): void
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if(typeof info !== 'string') {
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info = renderToStaticMarkup(info);
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}
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info += "<br /><br />";
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info += renderToStaticMarkup(aug.stats);
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div.appendChild(createElement("p", {
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fontSize: "12px",
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@ -97,6 +97,11 @@ function prestigeAugmentation() {
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Player.setMoney(1e6);
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homeComp.programs.push(Programs.BruteSSHProgram.name);
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}
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if (augmentationExists(AugmentationNames.PCMatrix) &&
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Augmentations[AugmentationNames.PCMatrix].owned) {
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homeComp.programs.push(Programs.DeepscanV1.name);
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homeComp.programs.push(Programs.AutoLink.name);
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}
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// Re-create foreign servers
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initForeignServers(Player.getHomeComputer());
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@ -28,7 +28,7 @@ export function AugmentationAccordion(props: IProps): React.ReactElement {
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return (
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<Accordion
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headerContent={<>{displayName}</>}
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panelContent={<p dangerouslySetInnerHTML={{__html: props.aug.info}}></p>}
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panelContent={<p><span dangerouslySetInnerHTML={{__html: props.aug.info}} /><br /><br />{props.aug.stats}</p>}
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/>
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)
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}
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@ -36,7 +36,7 @@ export function AugmentationAccordion(props: IProps): React.ReactElement {
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return (
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<Accordion
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headerContent={<>{displayName}</>}
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panelContent={<p>{props.aug.info}</p>}
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panelContent={<p>{props.aug.info}<br /><br />{props.aug.stats}</p>}
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/>
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)
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}
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