* infiltration use buttons instead of a links

* minor accessibility patch

* Hospitalization will not cost more than 10% of the players money.

* Adde hospitalization netscript function

* Removed the suggestion that the combat path will lead to Daedalus, it still will. But new players should not be told that this is a viable path to completing a BitNode.

* getMemberInformation now returns everything about the member.

* New netscript function to get the players hacknet server hash capacity

* yesno dialog box will not keep older messages anymore

* v0.51.1
This commit is contained in:
hydroflame 2021-04-06 03:50:09 -04:00 committed by GitHub
parent 6f330efc44
commit db2bf79e3b
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GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 215 additions and 110 deletions

10
README_contribution.md Normal file

@ -0,0 +1,10 @@
Deploying a new version
-----------------------
Update the following
- `src/Constants.ts` `Version` and `LatestUpdate`
- `package.json` `version`
- `doc/source/conf.py` `version` and `release`
- `doc/source/changelog.rst`
- post to discord
- post to reddit.com/r/Bitburner

@ -184,5 +184,4 @@
#infiltration-buttons .a-link-button {
display: inline;
width: 25%;
}

File diff suppressed because one or more lines are too long

@ -1,2 +1,2 @@
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//# sourceMappingURL=engineStyle.bundle.js.map

@ -1374,8 +1374,7 @@ button {
margin-top: 20px; }
#infiltration-buttons .a-link-button {
display: inline;
width: 25%; }
display: inline; }
/**
* Styling for the Augmentations UI. This is the page that displays all of the

26
dist/vendor.bundle.js vendored

File diff suppressed because one or more lines are too long

@ -3,6 +3,32 @@
Changelog
=========
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
------------------------------------------------------------------------------------------
**Netscript**
* 'getPlayer' returns players faction and tor
* 'hospitalization' is a new singularity function.
* 'gang.getMemberInformation' now returns more information.
* 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity.
**Hospitalization**
* Now only cost at most 10% of your money.
**Bugfix**
* confirmation dialog box no longer use previous text
**Accessibility**
* The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links
* New option to disable ASCII art. This will make the metro map and world
map display as a list of buttons.
**Misc.**
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
v0.51.0 - 2021-03-31 Formulas (hydroflame)
------------------------------------------

@ -66,7 +66,7 @@ documentation_title = '{0} Documentation'.format(project)
# The short X.Y version.
version = '0.51'
# The full version, including alpha/beta/rc tags.
release = '0.51.0'
release = '0.51.1'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

@ -0,0 +1,12 @@
hashCapacity() Netscript Function
=================================
.. warning:: This page contains spoilers for the game
.. js:function:: hashCapacity()
:RAM cost: 0 GB
:returns: The players maximum hash capacity.
.. note:: This function is only applicable for Hacknet Servers (the upgraded version of
a Hacknet Node).

@ -46,6 +46,7 @@ In :ref:`netscriptjs`::
upgradeCache() <hacknetnodeapi/upgradeCache>
getCacheUpgradeCost() <hacknetnodeapi/getCacheUpgradeCost>
numHashes() <hacknetnodeapi/numHashes>
hashCapacity() <hacknetnodeapi/hashCapacity>
hashCost() <hacknetnodeapi/hashCost>
spendHashes() <hacknetnodeapi/spendHashes>
getHashUpgradeLevel() <hacknetnodeapi/getHashUpgradeLevel>

@ -28,6 +28,7 @@ level 3, then you will be able to access all of the Singularity Functions.
connect() <singularityfunctions/connect>
manualHack() <singularityfunctions/manualHack>
getPlayer() <singularityfunctions/getPlayer>
hospitalize() <singularityfunctions/hospitalize>
isBusy() <singularityfunctions/isBusy>
stopAction() <singularityfunctions/stopAction>
upgradeHomeRam() <singularityfunctions/upgradeHomeRam>

@ -0,0 +1,11 @@
hospitalize() Netscript Function
===================================
.. js:function:: hospitalize()
:RAM cost: 1 GB
:returns: The cost of your visit to the hospital.
If you are not in BitNode-4, then you must have Level 1 of Source-File 4 in order to use this function.
Hospitalize yourself. Recovering all lost hp.

@ -261,16 +261,16 @@
<div id="infiltration-left-panel">
<p id="infiltration-level-text"> </p>
<div id="infiltration-buttons">
<a class="a-link-button tooltip" id="infiltration-kill"> </a>
<a class="a-link-button tooltip" id="infiltration-knockout"> </a>
<a class="a-link-button tooltip" id="infiltration-stealthknockout"> </a>
<a class="a-link-button tooltip" id="infiltration-assassinate"> </a>
<a class="a-link-button tooltip" id="infiltration-hacksecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-destroysecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-sneak"> </a>
<a class="a-link-button tooltip" id="infiltration-pickdoor"> </a>
<a class="a-link-button tooltip" id="infiltration-bribe"> </a>
<a class="a-link-button tooltip" id="infiltration-escape"> </a>
<button class="a-link-button tooltip" id="infiltration-kill"> </button>
<button class="a-link-button tooltip" id="infiltration-knockout"> </button>
<button class="a-link-button tooltip" id="infiltration-stealthknockout"> </button>
<button class="a-link-button tooltip" id="infiltration-assassinate"> </button>
<button class="a-link-button tooltip" id="infiltration-hacksecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-destroysecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-sneak"> </button>
<button class="a-link-button tooltip" id="infiltration-pickdoor"> </button>
<button class="a-link-button tooltip" id="infiltration-bribe"> </button>
<button class="a-link-button tooltip" id="infiltration-escape"> </button>
</div>
</div>
<div id="infiltration-right-panel">
@ -387,7 +387,7 @@
<!-- Game Options -->
<div id="game-options-container" class="popup-box-container">
<div id="game-options-content" class="game-options-box">
<button id="game-options-close-button">&times;</button>
<button id="game-options-close-button" aria-label="close options dialog">&times;</button>
<h1> Game Options </h1>
<br/>
<div id="game-options-left-panel">

@ -121,5 +121,5 @@
"watch": "webpack --watch --mode production",
"watch:dev": "webpack --watch --mode development"
},
"version": "0.50.1"
"version": "0.51.1"
}

@ -8,6 +8,7 @@ import { Factions, factionExists } from "./Faction/Factions";
import { joinFaction, displayFactionContent } from "./Faction/FactionHelpers";
import { Player } from "./Player";
import { hackWorldDaemon, redPillFlag } from "./RedPill";
import { calculateHospitalizationCost } from "./Hospital/Hospital";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
@ -728,9 +729,10 @@ Bladeburner.prototype.completeAction = function() {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
this.hpLost += damage;
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);
this.moneyLost += cost;
}
}
var logLossText = "";
@ -800,9 +802,10 @@ Bladeburner.prototype.completeAction = function() {
if (action.hpLoss) {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);
this.moneyLost += cost;
}
}
teamLossMax = Math.floor(teamCount);
@ -1771,7 +1774,7 @@ Bladeburner.prototype.updateOverviewContent = function() {
Stamina Penalty: {formatNumber((1-this.calculateStaminaPenalty())*100, 1)}%<br /><br />
Team Size: {formatNumber(this.teamSize, 0)}<br />
Team Members Lost: {formatNumber(this.teamLost, 0)}<br /><br />
Num Times Hospitalized: this.numHosp<br />
Num Times Hospitalized: {this.numHosp}<br />
Money Lost From Hospitalizations: {Money(this.moneyLost)}<br /><br />
Current City: {this.city}<br />
</>, DomElems.overviewGen1);

@ -6,7 +6,7 @@
import { IMap } from "./types";
export let CONSTANTS: IMap<any> = {
Version: "0.51.0",
Version: "0.51.1",
/** Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
* and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
@ -228,25 +228,30 @@ export let CONSTANTS: IMap<any> = {
LatestUpdate:
`
v0.51.0 - 2021-03-31 Formulas (hydroflame)
v0.51.1 - 2021-04-06 Bugfixes because the author of the last patch sucks (it's hydroflame)
-------
Formulas API
* A new API is introduced, this gives players access to various formulas used in the game.
It'll help you make more informed decisions.
Netscript
* 'getServer' is a new function meant to be used with the formulas API.
* 'getPlayer' is a new function meant to be used with the formulas API.
* 'getStats' and 'getCharacterInformation' are deprecated in favor of 'getPlayer'
* 'getCurrentServer' is a new function that returns the server the player is currently connected.
* 'getPlayer' returns players faction and tor
* 'hospitalization' is a new singularity function.
* 'gang.getMemberInformation' now returns more information.
* 'hacknet.hashCapacity' is a new hacknet function that returns the maximum hash capacity.
Display
* All money should now consistently be orange.
* All rep should now consistently be light-yellow.
* Most numbers should display consistently now (aka all money is formatted the same).
Hospitalization
* Now only cost at most 10% of your money.
Click to copy
* Certain UI elements are now 'click-to-copy'
Bugfix
* confirmation dialog box no longer use previous text
Accessibility
* The game is a little easier to handle for screen readers (yes, there's an
absolute legend playing this game with a screen reader)
* Infiltration use buttons instead of a-links
* New option to disable ASCII art. This will make the metro map and world
map display as a list of buttons.
Misc.
* 'fl1ght.exe' will no longer suggest the combat path. Related faction
requirements unchanged.
`
}

@ -42,11 +42,9 @@ export class GeneralInfo extends React.Component {
hackers all around the world to anonymously share computing power and
perform distributed cyberattacks without the fear of being traced.
</p>
<br />
<p className={"hacknet-general-info"}>
{this.getSecondParagraph()}
</p>
<br />
<p className={"hacknet-general-info"}>
{this.getThirdParagraph()}
</p>

@ -134,19 +134,22 @@ export class HacknetNode extends React.Component {
</span>
</div>
<div className={"row"}>
<p>Level:</p><span className={"text upgradable-info"}>{node.level}</span>
<p>Level:</p>
<span className={"text upgradable-info"}>{node.level}</span>
<button className={upgradeLevelClass} onClick={upgradeLevelOnClick}>
{upgradeLevelContent}
</button>
</div>
<div className={"row"}>
<p>RAM:</p><span className={"text upgradable-info"}>{node.ram}GB</span>
<p>RAM:</p>
<span className={"text upgradable-info"}>{node.ram}GB</span>
<button className={upgradeRamClass} onClick={upgradeRamOnClick}>
{upgradeRamContent}
</button>
</div>
<div className={"row"}>
<p>Cores:</p><span className={"text upgradable-info"}>{node.cores}</span>
<p>Cores:</p>
<span className={"text upgradable-info"}>{node.cores}</span>
<button className={upgradeCoresClass} onClick={upgradeCoresOnClick}>
{upgradeCoresContent}
</button>

26
src/Hospital/Hospital.ts Normal file

@ -0,0 +1,26 @@
import { CONSTANTS } from "../Constants";
import { IPlayer } from "../PersonObjects/IPlayer"
export function getHospitalizationCost(p: IPlayer): number {
let money;
if (typeof p.money === 'number') {
money = p.money;
} else {
money = p.money.toNumber();
}
if (money < 0) {
return 0;
}
return Math.min(money*0.1, (p.max_hp - p.hp) * CONSTANTS.HospitalCostPerHp);
}
export function calculateHospitalizationCost(p: IPlayer, damage: number): number {
const oldhp = p.hp;
p.hp -= damage
if (p.hp < 0) p.hp = 0;
const cost = getHospitalizationCost(p);
p.hp = oldhp;
return cost;
}

@ -7,6 +7,7 @@ import * as React from "react";
import { CONSTANTS } from "../../Constants";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { getHospitalizationCost } from "../../Hospital/Hospital";
import { numeralWrapper } from "../../ui/numeralFormat";
import { AutoupdatingStdButton } from "../../ui/React/AutoupdatingStdButton";
@ -42,7 +43,7 @@ export class HospitalLocation extends React.Component<IProps, IState> {
}
getCost(): number {
return (this.props.p.max_hp - this.props.p.hp) * CONSTANTS.HospitalCostPerHp;
return getHospitalizationCost(this.props.p);
}
getHealed(e: React.MouseEvent<HTMLElement>): void {

@ -183,6 +183,7 @@ export const RamCosts: IMap<any> = {
getStats: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
getCharacterInformation: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
getPlayer: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
hospitalize: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
isBusy: () => RamCostConstants.ScriptSingularityFn1RamCost / 4,
stopAction: () => RamCostConstants.ScriptSingularityFn1RamCost / 2,
upgradeHomeRam: () => RamCostConstants.ScriptSingularityFn2RamCost,

@ -766,6 +766,10 @@ function NetscriptFunctions(workerScript) {
if (!hasHacknetServers()) { return 0; }
return Player.hashManager.hashes;
},
hashCapacity: function() {
if (!hasHacknetServers()) { return 0; }
return Player.hashManager.capacity;
},
hashCost : function(upgName) {
if (!hasHacknetServers()) { return Infinity; }
@ -2976,6 +2980,11 @@ function NetscriptFunctions(workerScript) {
Object.assign(data.jobs, Player.jobs);
return data;
},
hospitalize: function() {
updateDynamicRam("hospitalize", getRamCost("hospitalize"));
checkSingularityAccess("hospitalize", 1);
return Player.hospitalize();
},
isBusy: function() {
updateDynamicRam("isBusy", getRamCost("isBusy"));
checkSingularityAccess("isBusy", 1);
@ -3576,27 +3585,35 @@ function NetscriptFunctions(workerScript) {
checkGangApiAccess("getMemberInformation");
const member = getGangMember("getMemberInformation", name);
return {
agility: member.agi,
agilityEquipMult: member.agi_mult,
agilityAscensionMult: member.agi_asc_mult,
augmentations: member.augmentations.slice(),
charisma: member.cha,
charismaEquipMult: member.cha_mult,
charismaAscensionMult: member.cha_asc_mult,
defense: member.def,
defenseEquipMult: member.def_mult,
defenseAscensionMult: member.def_asc_mult,
dexterity: member.dex,
dexterityEquipMult: member.dex_mult,
dexterityAscensionMult: member.dex_asc_mult,
equipment: member.upgrades.slice(),
hacking: member.hack,
hackingEquipMult: member.hack_mult,
hackingAscensionMult: member.hack_asc_mult,
strength: member.str,
strengthEquipMult: member.str_mult,
strengthAscensionMult: member.str_asc_mult,
task: member.task,
name: member.name,
task: member.task,
earnedRespect: member.earnedRespect,
hack: member.hack,
str: member.str,
def: member.def,
dex: member.dex,
agi: member.agi,
cha: member.cha,
hack_exp: member.hack_exp,
str_exp: member.str_exp,
def_exp: member.def_exp,
dex_exp: member.dex_exp,
agi_exp: member.agi_exp,
cha_exp: member.cha_exp,
hack_mult: member.hack_mult,
str_mult: member.str_mult,
def_mult: member.def_mult,
dex_mult: member.dex_mult,
agi_mult: member.agi_mult,
cha_mult: member.cha_mult,
hack_asc_mult: member.hack_asc_mult,
str_asc_mult: member.str_asc_mult,
def_asc_mult: member.def_asc_mult,
dex_asc_mult: member.dex_asc_mult,
agi_asc_mult: member.agi_asc_mult,
cha_asc_mult: member.cha_asc_mult,
upgrades: member.upgrades.slice(),
augmentations: member.augmentations.slice(),
}
},
canRecruitMember: function() {

@ -43,6 +43,7 @@ import { applyExploit } from "../../Exploits/applyExploits";
import { SourceFiles } from "../../SourceFile/SourceFiles";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { influenceStockThroughCompanyWork } from "../../StockMarket/PlayerInfluencing";
import { getHospitalizationCost } from "../../Hospital/Hospital";
import Decimal from "decimal.js";
@ -1588,18 +1589,19 @@ export function regenerateHp(amt) {
}
export function hospitalize() {
const cost = getHospitalizationCost(this);
if (Settings.SuppressHospitalizationPopup === false) {
dialogBoxCreate(<>
You were in critical condition! You were taken to the hospital where
luckily they were able to save your life. You were charged&nbsp;
{Money(this.max_hp * CONSTANTS.HospitalCostPerHp)}
{Money(cost)}
</>);
}
const cost = this.max_hp * CONSTANTS.HospitalCostPerHp
this.loseMoney(cost);
this.recordMoneySource(-1 * cost, "hospitalization");
this.hp = this.max_hp;
return cost;
}
/********* Company job application **********/

@ -2139,23 +2139,11 @@ let Terminal = {
const numAugReq = Math.round(BitNodeMultipliers.DaedalusAugsRequirement*30)
const fulfilled = Player.augmentations.length >= numAugReq &&
Player.money.gt(1e11) &&
((Player.hacking_skill >= 2500)||
(Player.strength >= 1500 &&
Player.defense >= 1500 &&
Player.dexterity >= 1500 &&
Player.agility >= 1500));
Player.hacking_skill >= 2500;
if(!fulfilled) {
post(`Augmentations: ${Player.augmentations.length} / ${numAugReq}`);
postElement(<>Money: {Money(Player.money.toNumber())} / {Money(1e11)}</>);
post("One path below must be fulfilled...");
post("----------HACKING PATH----------");
post(`Hacking skill: ${Player.hacking_skill} / 2500`);
post("----------COMBAT PATH----------");
post(`Strength: ${Player.strength} / 1500`);
post(`Defense: ${Player.defense} / 1500`);
post(`Dexterity: ${Player.dexterity} / 1500`);
post(`Agility: ${Player.agility} / 1500`);
return;
}

@ -274,16 +274,16 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<div id="infiltration-left-panel">
<p id="infiltration-level-text"> </p>
<div id="infiltration-buttons">
<a class="a-link-button tooltip" id="infiltration-kill"> </a>
<a class="a-link-button tooltip" id="infiltration-knockout"> </a>
<a class="a-link-button tooltip" id="infiltration-stealthknockout"> </a>
<a class="a-link-button tooltip" id="infiltration-assassinate"> </a>
<a class="a-link-button tooltip" id="infiltration-hacksecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-destroysecurity"> </a>
<a class="a-link-button tooltip" id="infiltration-sneak"> </a>
<a class="a-link-button tooltip" id="infiltration-pickdoor"> </a>
<a class="a-link-button tooltip" id="infiltration-bribe"> </a>
<a class="a-link-button tooltip" id="infiltration-escape"> </a>
<button class="a-link-button tooltip" id="infiltration-kill"> </button>
<button class="a-link-button tooltip" id="infiltration-knockout"> </button>
<button class="a-link-button tooltip" id="infiltration-stealthknockout"> </button>
<button class="a-link-button tooltip" id="infiltration-assassinate"> </button>
<button class="a-link-button tooltip" id="infiltration-hacksecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-destroysecurity"> </button>
<button class="a-link-button tooltip" id="infiltration-sneak"> </button>
<button class="a-link-button tooltip" id="infiltration-pickdoor"> </button>
<button class="a-link-button tooltip" id="infiltration-bribe"> </button>
<button class="a-link-button tooltip" id="infiltration-escape"> </button>
</div>
</div>
<div id="infiltration-right-panel">
@ -400,7 +400,7 @@ if (htmlWebpackPlugin.options.googleAnalytics.trackingId) { %>
<!-- Game Options -->
<div id="game-options-container" class="popup-box-container">
<div id="game-options-content" class="game-options-box">
<button id="game-options-close-button">&times;</button>
<button id="game-options-close-button" aria-label="close options dialog">&times;</button>
<h1> Game Options </h1>
<br />
<div id="game-options-left-panel">

@ -40,9 +40,9 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
function Hacknet(): React.ReactElement {
// Can't import HacknetHelpers for some reason.
if(!(p.bitNodeN === 9 || SourceFileFlags[9] > 0)) {
return <><span>Hacknet Nodes owned: {p.hacknetNodes.length}</span><br /></>
return <><span>{`Hacknet Nodes owned: ${p.hacknetNodes.length}</span>`}</span><br /></>
} else {
return <><span>Hacknet Servers owned: {p.hacknetNodes.length} / {HacknetServerConstants.MaxServers}</span><br /></>
return <><span>{`Hacknet Servers owned: ${p.hacknetNodes.length} / ${HacknetServerConstants.MaxServers}</span>`}</span><br /></>
}
}
@ -97,8 +97,8 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
<table>
<tbody>
{props.rows.map((r: any) => <tr key={r[0]}>
<td key='0'>{r[0]} multiplier: </td>
<td key='1' style={{textAlign: 'right'}}>{numeralWrapper.formatPercentage(r[1])}</td>
<td key='0'>{`${r[0]} multiplier:`}</td>
<td key='1' style={{textAlign: 'right', paddingLeft: '5px'}}>{numeralWrapper.formatPercentage(r[1])}</td>
{bn5Stat(r)}
</tr>)}
</tbody>
@ -234,9 +234,9 @@ export function CharacterInfo(p: IPlayer): React.ReactElement {
]} /><br /><br />
<b>Misc.</b><br /><br />
<span>Servers owned: {p.purchasedServers.length} / {getPurchaseServerLimit()}</span><br />
<span>{`Servers owned: ${p.purchasedServers.length} / ${getPurchaseServerLimit()}`}</span><br />
<Hacknet />
<span>Augmentations installed: {p.augmentations.length}</span><br /><br />
<span>{`Augmentations installed: ${p.augmentations.length}`}</span><br /><br />
{StatsTable(timeRows, null)}
<br />
<CurrentBitNode />

@ -134,7 +134,9 @@ export function yesNoTxtInpBoxGetInput(): string {
export function yesNoTxtInpBoxCreate(txt: string | JSX.Element) {
yesNoBoxOpen = true;
if (yesNoTextInputBoxTextElement) {
yesNoTextInputBoxTextElement.innerHTML = '';
if(typeof txt === 'string') {
yesNoTextInputBoxTextElement.innerHTML = txt;
} else {