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Began implementing Sleeve UI page
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9
css/sleeves.scss
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9
css/sleeves.scss
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/**
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* Styling for the Sleeves Management page
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*/
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@import "theme";
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.sleeve-container {
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border: 1px solid white;
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margin: 4px;
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}
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@ -508,6 +508,10 @@ export let CONSTANTS: IMap<any> = {
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LatestUpdate:
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`
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v0.43.0
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* Stock Market Changes:
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** Each stock now has a maximum number of shares you can purchase (both Long and Short positions combined)
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** Added getStockMaxShares() Netscript function to the TIX API
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* Home Computer RAM is now capped at 2 ^ 30 GB (1073741824 GB)
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`
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@ -51,14 +51,6 @@ export interface ICrime {
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kills: number;
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}
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// Interface for Faction object
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// Used because at the time of implementation, the Faction object has not been
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// converted to TypeScript
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export interface IFaction {
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name: string;
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playerReputation: number;
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}
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// Interface that defines a generic object used to track experience/money
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// earnings for tasks
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export interface ITaskTracker {
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@ -129,6 +121,12 @@ export abstract class Person {
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work_money_mult: number;
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/**
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* Augmentations
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*/
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this.augmentations = [];
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this.queuedAugmentations = [];
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/**
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* City that the person is in
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*/
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@ -1,6 +1,6 @@
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/**
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* Sleeves are clones of the player that can be used to perform
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* different tasks synchronously.
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* Sleeves are bodies that contain the player's cloned consciousness.
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* The player can use these bodies to perform different tasks synchronously.
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*
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* Each sleeve is its own individual, meaning it has its own stats/exp
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*
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@ -11,7 +11,6 @@ import { SleeveTaskType } from "./SleeveTaskTypesEnum";
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import { Person,
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IPlayer,
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ICrime,
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IFaction,
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ITaskTracker,
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createTaskTracker } from "../Person";
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@ -101,6 +100,8 @@ export class Sleeve extends Person {
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* Sleeve shock. Number between 1 and 100
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* Trauma/shock that comes with being in a sleeve. Experience earned
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* is multipled by shock%. This gets applied before synchronization
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*
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* Reputation earned is also multiplied by shock%
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*/
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shock: number = 1;
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@ -251,6 +252,7 @@ export class Sleeve extends Person {
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* Earn money for player
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*/
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gainMoney(p: IPlayer, task: ITaskTracker, numCycles: number=1): void {
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this.earningsForPlayer.money += (task.money * numCycles);
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p.gainMoney(task.money * numCycles);
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}
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@ -262,17 +264,17 @@ export class Sleeve extends Person {
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if (this.currentTask === SleeveTaskType.Faction) {
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switch (this.factionWorkType) {
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case FactionWorkType.Hacking:
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return this.getFactionHackingWorkRepGain();
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return this.getFactionHackingWorkRepGain() * (this.shock / 100);
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case FactionWorkType.Field:
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return this.getFactionFieldWorkRepGain();
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return this.getFactionFieldWorkRepGain() * (this.shock / 100);
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case FactionWorkType.Security:
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return this.getFactionSecurityWorkRepGain();
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return this.getFactionSecurityWorkRepGain() * (this.shock / 100);
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default:
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console.warn(`Invalid Sleeve.factionWorkType property in Sleeve.getRepGain(): ${this.factionWorkType}`);
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return 0;
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}
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} else if (this.currentTask === SleeveTaskType.Company) {
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return 0;
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return 0; // TODO
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} else {
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console.warn(`Sleeve.getRepGain() called for invalid task type: ${this.currentTask}`);
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return 0;
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@ -327,16 +329,21 @@ export class Sleeve extends Person {
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retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);
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this.gainMoney(p, this.gainRatesForTask, cyclesUsed);
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// TODO REP for both this and company
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const fac = Factions[this.currentTaskLocation];
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// Gain faction reputation
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const fac: Faction = Factions[this.currentTaskLocation];
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if (!(fac instanceof Faction)) {
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console.error(`Invalid faction for Sleeve task: ${this.currentTaskLocation}`);
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break;
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}
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const repGainPerCycle: number = this.getRepGain();
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fac.playerReputation += (repGainPerCycle * cyclesUsed);
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break;
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case SleeveTaskType.Company:
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retValue = this.gainExperience(p, this.gainRatesForTask, cyclesUsed);
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this.gainMoney(p, this.gainRatesForTask, cyclesUsed);
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// TODO Rep gain for this
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break;
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case SleeveTaskType.Recovery:
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this.shock = Math.max(100, this.shock + (0.001 * this.storedCycles));
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166
src/PersonObjects/Sleeve/SleeveUI.ts
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166
src/PersonObjects/Sleeve/SleeveUI.ts
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/**
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* Module for handling the Sleeve UI
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*/
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import { Sleeve } from "./Sleeve";
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import { SleeveTaskType } from "./SleeveTaskTypesEnum";
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import { IMap } from "../../types";
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import { Page,
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routing } from "../../ui/navigationTracking";
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import { exceptionAlert } from "../../../utils/helpers/exceptionAlert";
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import { createElement } from "../../../utils/uiHelpers/createElement";
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import { createOptionElement } from "../../../utils/uiHelpers/createOptionElement";
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import { removeElement } from "../../../utils/uiHelpers/removeElement";
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import { removeElementById } from "../../../utils/uiHelpers/removeElementById";
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// Object that keeps track of all DOM elements for the UI for a single Sleeve
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interface ISleeveUIElems {
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container: Element | null,
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statsPanel: Element | null,
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stats: Element | null,
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statsTooltip: Element | null,
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taskPanel: Element | null,
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taskSelector: Element | null,
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taskDetailsSelector: Element | null,
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taskDescription: Element | null,
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earningsPanel: Element | null,
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currentEarningsInfo: Element | null,
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totalEarningsInfo: Element | null,
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}
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// Object that keeps track of all DOM elements for the entire Sleeve UI
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interface IPageUIElems {
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container: Element | null;
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info: Element | null,
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sleeveList: Element | null,
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sleeves: ISleeveUIElems[] | null,
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}
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const UIElems: IPageUIElems = {
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container: null,
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info: null,
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sleeveList: null,
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sleeves: null,
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}
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// Interface for Player object
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interface IPlayer {
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sleeves: Sleeve[];
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}
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// Creates the UI for the entire Sleeves page
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export function createSleevesPage(p: IPlayer) {
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if (!routing.isOn(Page.Sleeves)) { return; }
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try {
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UIElems.container = createElement("div", {
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class: "generic-menupage-container",
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id: "sleeves-container",
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position: "fixed",
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});
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UIElems.info = createElement("p", {
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display: "inline-block",
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innerText: "Sleeves are MK-V Synthoids (synthetic androids) into which your " +
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"consciousness has copied. In other words, these Synthoids contain " +
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"a perfect duplicate of your mind.<br><br>" +
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"Sleeves can be used to perform different tasks synchronously.",
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});
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UIElems.sleeveList = createElement("ul");
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UIElems.sleeves = [];
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for (const sleeve of p.sleeves) {
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UIElems.sleeves.push(this.createSleeveUi(sleeve, p.sleeves));
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}
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UIElems.container.appendChild(UIElems.info);
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UIElems.container.appendChild(UIElems.sleeveList);
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document.getElementById("entire-game-container")!.appendChild(UIElems.container);
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} catch(e) {
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exceptionAlert(e);
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}
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}
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// Updates the UI for the entire Sleeves page
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export function updateSleevesPage() {
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if (!routing.isOn(Page.Sleeves)) { return; }
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}
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export function clearSleevesPage() {
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removeElement(UIElems.container);
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for (const prop in UIElems) {
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UIElems[prop] = null;
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}
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}
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// Creates the UI for a single Sleeve
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// Returns an object containing the DOM elements in the UI (ISleeveUIElems)
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function createSleeveUi(sleeve: Sleeve, allSleeves: Sleeve[]) {
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if (!routing.isOn(Page.Sleeves)) { return; }
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const elems: ISleeveUIElems = {
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container: null,
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statsPanel: null,
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stats: null,
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statsTooltip: null,
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taskPanel: null,
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taskSelector: null,
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taskDetailsSelector: null,
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taskDescription: null,
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earningsPanel: null,
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currentEarningsInfo: null,
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totalEarningsButton: null,
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}
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elems.container = createElement("div", {
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class: "sleeve-container",
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display: "block",
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});
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elems.statsPanel = createElement("div", { class: "sleeve-panel" });
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elems.stats = createElement("p", { class: "sleeve-stats-text tooltip" });
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elems.statsTooltip = createElement("span", { class: "tooltiptext" });
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elems.stats.appendChild(elems.statsTooltip);
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elems.statsPanel.appendChild(elems.stats);
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elems.taskPanel = createElement("div", { class: "sleeve-panel" });
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elems.taskSelector = createElement("select");
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elems.taskSelector.add(createOptionElement("------"));
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elems.taskSelector.add(createOptionElement("Work for Company"));
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elems.taskSelector.add(createOptionElement("Work for Faction"));
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elems.taskSelector.add(createOptionElement("Commit Crime"));
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elems.taskSelector.add(createOptionElement("Take University Course"));
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elems.taskSelector.add(createOptionElement("Workout at Gym"));
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elems.taskSelector.add(createOptionElement("Shock Recovery"));
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elems.taskSelector.add(createOptionElement("Synchronize"));
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elems.taskSelector.addEventListener("change", () => {
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updateSleeveTaskSelector(sleeve, elems, allSleeves);
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});
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// TODO Set initial value for task selector
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elems.taskDetailsSelector = createElement("select");
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elems.taskDescription = createElement("p");
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elems.taskPanel.appendChild(elems.taskSelector);
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elems.taskPanel.appendChild(elems.taskDetailsSelector);
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elems.taskPanel.appendChild(elems.taskDescription);
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elems.earningsPanel = createElement("div", { class: "sleeve-panel" });
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elems.currentEarningsInfo = createElement("p");
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elems.totalEarningsButton = createElement("button", { class: "std-button" });
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return elems;
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}
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// Updates the UI for a single Sleeve
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function updateSleeveUi() {
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if (!routing.isOn(Page.Sleeves)) { return; }
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}
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// Whenever a new task is selected, the "details" selector must update accordingly
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function updateSleeveTaskSelector(sleeve: Sleeve, elems: ISleeveUIElems, allSleeves: Sleeve[]) {
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const value: string =
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}
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@ -190,6 +190,9 @@ function PlayerObject() {
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this.bladeburner_analysis_mult = 1; //Field Analysis Only
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this.bladeburner_success_chance_mult = 1;
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// Sleeves
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this.sleeves = [];
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//bitnode
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this.bitNodeN = 1;
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* Manage special Bladeburner activities.
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*/
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Bladeburner = "Bladeburner",
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/**
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* Manage your Sleeves
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*/
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Sleeves = "Sleeves",
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}
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/**
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import { dialogBoxCreate } from "../DialogBox";
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function exceptionAlert(e) {
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interface IError {
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fileName?: string,
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lineNumber?: number,
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}
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export function exceptionAlert(e: IError): void {
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dialogBoxCreate("Caught an exception: " + e + "<br><br>" +
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"Filename: " + (e.fileName || "UNKNOWN FILE NAME") + "<br><br>" +
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"Line Number: " + (e.lineNumber || "UNKNOWN LINE NUMBER") + "<br><br>" +
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"This is a bug, please report to game developer with this " +
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"message as well as details about how to reproduce the bug.<br><br>" +
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"If you want to be safe, I suggest refreshing the game WITHOUT saving so that your " +
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"safe doesn't get corrupted");
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"safe doesn't get corrupted", false);
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}
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export {
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exceptionAlert
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}
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11
utils/uiHelpers/createOptionElement.ts
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11
utils/uiHelpers/createOptionElement.ts
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import { createElement } from "./createElement";
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export function createOptionElement(text: string, value: string="") {
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const sanitizedValue: string = value;
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if (sanitizedValue === "") { sanitizedValue = text; }
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return createElement("option", {
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text: text,
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value: sanitizedValue,
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});
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}
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