mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-30 01:47:33 +01:00
few stanek improvements.
This commit is contained in:
parent
48ee6ac82e
commit
de8b38b299
@ -81,7 +81,6 @@ export function hasAugmentationPrereqs(aug: Augmentation): boolean {
|
||||
}
|
||||
|
||||
export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = false): string {
|
||||
const factionInfo = fac.getInfo();
|
||||
const hasPrereqs = hasAugmentationPrereqs(aug);
|
||||
if (!hasPrereqs) {
|
||||
const txt = `You must first purchase or install ${aug.prereqs.join(",")} before you can purchase this one.`;
|
||||
@ -90,7 +89,7 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
||||
} else {
|
||||
dialogBoxCreate(txt);
|
||||
}
|
||||
} else if (aug.baseCost !== 0 && Player.money < aug.baseCost * factionInfo.augmentationPriceMult) {
|
||||
} else if (aug.baseCost !== 0 && Player.money < aug.baseCost) {
|
||||
const txt = "You don't have enough money to purchase " + aug.name;
|
||||
if (sing) {
|
||||
return txt;
|
||||
@ -102,14 +101,14 @@ export function purchaseAugmentation(aug: Augmentation, fac: Faction, sing = fal
|
||||
return txt;
|
||||
}
|
||||
dialogBoxCreate(txt);
|
||||
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost * factionInfo.augmentationPriceMult) {
|
||||
} else if (aug.baseCost === 0 || Player.money >= aug.baseCost) {
|
||||
const queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
|
||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
||||
queuedAugmentation.level = getNextNeurofluxLevel();
|
||||
}
|
||||
Player.queuedAugmentations.push(queuedAugmentation);
|
||||
|
||||
Player.loseMoney(aug.baseCost * factionInfo.augmentationPriceMult, "augmentations");
|
||||
Player.loseMoney(aug.baseCost, "augmentations");
|
||||
|
||||
// If you just purchased Neuroflux Governor, recalculate the cost
|
||||
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
||||
|
@ -2,20 +2,20 @@ import React from "react";
|
||||
import { IMap } from "../types";
|
||||
import { FactionNames } from "./data/FactionNames";
|
||||
|
||||
interface FactionInfoParams {
|
||||
infoText?: JSX.Element;
|
||||
enemies?: string[];
|
||||
offerHackingWork?: boolean;
|
||||
offerFieldWork?: boolean;
|
||||
offerSecurityWork?: boolean;
|
||||
special?: boolean;
|
||||
keepOnInstall?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains the "information" property for all the Factions, which is just a description of each faction
|
||||
*/
|
||||
export class FactionInfo {
|
||||
/**
|
||||
* The multiplier to apply to augmentation base purchase price.
|
||||
*/
|
||||
augmentationPriceMult: number;
|
||||
|
||||
/**
|
||||
* The multiplier to apply to augmentation reputation base requirement.
|
||||
*/
|
||||
augmentationRepRequirementMult: number;
|
||||
|
||||
/**
|
||||
* The names of all other factions considered to be enemies to this faction.
|
||||
*/
|
||||
@ -31,11 +31,6 @@ export class FactionInfo {
|
||||
*/
|
||||
offerFieldWork: boolean;
|
||||
|
||||
/**
|
||||
* A flag indicating if the faction supports hacking missions to earn reputation.
|
||||
*/
|
||||
offerHackingMission: boolean;
|
||||
|
||||
/**
|
||||
* A flag indicating if the faction supports hacking work to earn reputation.
|
||||
*/
|
||||
@ -56,32 +51,19 @@ export class FactionInfo {
|
||||
*/
|
||||
special: boolean;
|
||||
|
||||
constructor(
|
||||
infoText: JSX.Element,
|
||||
enemies: string[],
|
||||
offerHackingMission: boolean,
|
||||
offerHackingWork: boolean,
|
||||
offerFieldWork: boolean,
|
||||
offerSecurityWork: boolean,
|
||||
special: boolean,
|
||||
keep: boolean,
|
||||
) {
|
||||
this.infoText = infoText;
|
||||
this.enemies = enemies;
|
||||
this.offerHackingMission = offerHackingMission;
|
||||
this.offerHackingWork = offerHackingWork;
|
||||
this.offerFieldWork = offerFieldWork;
|
||||
this.offerSecurityWork = offerSecurityWork;
|
||||
constructor(params: FactionInfoParams) {
|
||||
this.infoText = params.infoText ?? <></>;
|
||||
this.enemies = params.enemies ?? [];
|
||||
this.offerHackingWork = params.offerHackingWork ?? false;
|
||||
this.offerFieldWork = params.offerFieldWork ?? false;
|
||||
this.offerSecurityWork = params.offerSecurityWork ?? false;
|
||||
|
||||
// These are always all 1 for now.
|
||||
this.augmentationPriceMult = 1;
|
||||
this.augmentationRepRequirementMult = 1;
|
||||
this.keep = keep;
|
||||
this.special = special;
|
||||
this.keep = params.keepOnInstall ?? false;
|
||||
this.special = params.special ?? false;
|
||||
}
|
||||
|
||||
offersWork(): boolean {
|
||||
return this.offerFieldWork || this.offerHackingMission || this.offerHackingWork || this.offerSecurityWork;
|
||||
return this.offerFieldWork || this.offerHackingWork || this.offerSecurityWork;
|
||||
}
|
||||
}
|
||||
|
||||
@ -91,35 +73,25 @@ export class FactionInfo {
|
||||
// tslint:disable-next-line:variable-name
|
||||
export const FactionInfos: IMap<FactionInfo> = {
|
||||
// Endgame
|
||||
[FactionNames.Illuminati]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.Illuminati]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Humanity never changes. No matter how civilized society becomes, it will eventually fall back into chaos. And
|
||||
from this chaos, we are the invisible hand that guides them to order.{" "}
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.Daedalus]: new FactionInfo(
|
||||
<>Yesterday we obeyed kings and bent our necks to emperors. Today we kneel only to truth.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Daedalus]: new FactionInfo({
|
||||
infoText: <>Yesterday we obeyed kings and bent our necks to emperors. Today we kneel only to truth.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.TheCovenant]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.TheCovenant]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Surrender yourself. Give up your empty individuality to become part of something great, something eternal.
|
||||
Become a slave. Submit your mind, body, and soul. Only then can you set yourself free.
|
||||
@ -128,35 +100,27 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
Only then can you discover immortality.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
// Megacorporations, each forms its own faction
|
||||
[FactionNames.ECorp]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.ECorp]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
{FactionNames.ECorp}'s mission is simple: to connect the world of today with the technology of tomorrow. With
|
||||
our wide range of Internet-related software and commercial hardware, {FactionNames.ECorp} makes the world's
|
||||
information universally accessible.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.MegaCorp]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.MegaCorp]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
{FactionNames.MegaCorp} does what no other dares to do. We imagine. We create. We invent. We create what others
|
||||
have never even dreamed of. Our work fills the world's needs for food, water, power, and transportation on an
|
||||
@ -167,17 +131,14 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
the world.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.BachmanAssociates]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.BachmanAssociates]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Where Law and Business meet - thats where we are.
|
||||
<br />
|
||||
@ -185,112 +146,87 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
Legal Insight - Business Instinct - Innovative Experience.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.BladeIndustries]: new FactionInfo(
|
||||
<>Augmentation is Salvation.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
[FactionNames.BladeIndustries]: new FactionInfo({
|
||||
infoText: <>Augmentation is Salvation.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.NWO]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.NWO]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Humans don't truly desire freedom. They want to be observed, understood, and judged. They want to be given
|
||||
purpose and direction in life. That is why they created God. And that is why they created civilization - not
|
||||
because of willingness, but because of a need to be incorporated into higher orders of structure and meaning.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.ClarkeIncorporated]: new FactionInfo(
|
||||
<>The Power of the Genome - Unlocked.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
[FactionNames.ClarkeIncorporated]: new FactionInfo({
|
||||
infoText: <>The Power of the Genome - Unlocked.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.OmniTekIncorporated]: new FactionInfo(
|
||||
<>Simply put, our mission is to design and build robots that make a difference.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
[FactionNames.OmniTekIncorporated]: new FactionInfo({
|
||||
infoText: <>Simply put, our mission is to design and build robots that make a difference.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.FourSigma]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.FourSigma]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
The scientific method is the best way to approach investing. Big strategies backed up with big data. Driven by
|
||||
deep learning and innovative ideas. And improved by iteration. That's {FactionNames.FourSigma}.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
[FactionNames.KuaiGongInternational]: new FactionInfo(
|
||||
<>Dream big. Work hard. Make history.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
[FactionNames.KuaiGongInternational]: new FactionInfo({
|
||||
infoText: <>Dream big. Work hard. Make history.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
// Other Corporations
|
||||
[FactionNames.FulcrumSecretTechnologies]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.FulcrumSecretTechnologies]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
The human organism has an innate desire to worship. That is why they created gods. If there were no gods, it
|
||||
would be necessary to create them. And now we can.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerSecurityWork: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
|
||||
// Hacker groups
|
||||
[FactionNames.BitRunners]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.BitRunners]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Our entire lives are controlled by bits. All of our actions, our thoughts, our personal information. It's all
|
||||
transformed into bits, stored in bits, communicated through bits. It’s impossible for any person to move, to
|
||||
@ -302,17 +238,11 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
Those who run the bits, run the world.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.TheBlackHand]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.TheBlackHand]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
The world, so afraid of strong government, now has no government. Only power - Digital power. Financial power.
|
||||
Technological power. And those at the top rule with an invisible hand. They built a society where the rich get
|
||||
@ -322,17 +252,13 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
So much pain. So many lives. Their darkness must end.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
// prettier-ignore
|
||||
[FactionNames.NiteSec]: new FactionInfo(<>
|
||||
[FactionNames.NiteSec]: new FactionInfo({
|
||||
infoText:(<>
|
||||
{" __..__ "}<br />
|
||||
{" _.nITESECNIt. "}<br />
|
||||
{" .-'NITESECNITESEc. "}<br />
|
||||
@ -367,105 +293,87 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
{" / .d/$/$; , ; "}<br />
|
||||
{" d .dNITESEC $ | "}<br />
|
||||
{" :bp.__.gNITESEC/$ :$ ; "}<br />
|
||||
{" NITESECNITESECNIT /$b : "}<br /></>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
{" NITESECNITESECNIT /$b : "}<br /></>),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: false,
|
||||
offerSecurityWork: false,
|
||||
special: false,
|
||||
keepOnInstall: false,
|
||||
}),
|
||||
|
||||
// City factions, essentially governments
|
||||
[FactionNames.Aevum]: new FactionInfo(
|
||||
<>The Silicon City.</>,
|
||||
[FactionNames.Chongqing, FactionNames.NewTokyo, FactionNames.Ishima, FactionNames.Volhaven],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Chongqing]: new FactionInfo(
|
||||
<>Serve the People.</>,
|
||||
[FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Ishima]: new FactionInfo(
|
||||
<>The East Asian Order of the Future.</>,
|
||||
[FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.NewTokyo]: new FactionInfo(
|
||||
<>Asia's World City.</>,
|
||||
[FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Sector12]: new FactionInfo(
|
||||
<>The City of the Future.</>,
|
||||
[FactionNames.Chongqing, FactionNames.NewTokyo, FactionNames.Ishima, FactionNames.Volhaven],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Volhaven]: new FactionInfo(
|
||||
<>Benefit, Honor, and Glory.</>,
|
||||
[FactionNames.Chongqing, FactionNames.Sector12, FactionNames.NewTokyo, FactionNames.Aevum, FactionNames.Ishima],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Aevum]: new FactionInfo({
|
||||
infoText: <>The Silicon City.</>,
|
||||
enemies: [FactionNames.Chongqing, FactionNames.NewTokyo, FactionNames.Ishima, FactionNames.Volhaven],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
[FactionNames.Chongqing]: new FactionInfo({
|
||||
infoText: <>Serve the People.</>,
|
||||
enemies: [FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
[FactionNames.Ishima]: new FactionInfo({
|
||||
infoText: <>The East Asian Order of the Future.</>,
|
||||
enemies: [FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
[FactionNames.NewTokyo]: new FactionInfo({
|
||||
infoText: <>Asia's World City.</>,
|
||||
enemies: [FactionNames.Sector12, FactionNames.Aevum, FactionNames.Volhaven],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
[FactionNames.Sector12]: new FactionInfo({
|
||||
infoText: <>The City of the Future.</>,
|
||||
enemies: [FactionNames.Chongqing, FactionNames.NewTokyo, FactionNames.Ishima, FactionNames.Volhaven],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
[FactionNames.Volhaven]: new FactionInfo({
|
||||
infoText: <>Benefit, Honor, and Glory.</>,
|
||||
enemies: [
|
||||
FactionNames.Chongqing,
|
||||
FactionNames.Sector12,
|
||||
FactionNames.NewTokyo,
|
||||
FactionNames.Aevum,
|
||||
FactionNames.Ishima,
|
||||
],
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
// Criminal Organizations/Gangs
|
||||
[FactionNames.SpeakersForTheDead]: new FactionInfo(
|
||||
<>It is better to reign in Hell than to serve in Heaven.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.SpeakersForTheDead]: new FactionInfo({
|
||||
infoText: <>It is better to reign in Hell than to serve in Heaven.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.TheDarkArmy]: new FactionInfo(
|
||||
<>The World doesn't care about right or wrong. It only cares about power.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.TheDarkArmy]: new FactionInfo({
|
||||
infoText: <>The World doesn't care about right or wrong. It only cares about power.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.TheSyndicate]: new FactionInfo(<>Honor holds you back.</>, [], true, true, true, true, false, false),
|
||||
[FactionNames.TheSyndicate]: new FactionInfo({
|
||||
infoText: <>Honor holds you back.</>,
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.Silhouette]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.Silhouette]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
Corporations have filled the void of power left behind by the collapse of Western government. The issue is
|
||||
they've become so big that you don't know who they're working for. And if you're employed at one of these
|
||||
@ -475,80 +383,51 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
That's terror. Terror, fear, and corruption. All born into the system, all propagated by the system.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
offerFieldWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.Tetrads]: new FactionInfo(
|
||||
<>Following the mandate of Heaven and carrying out the way.</>,
|
||||
[],
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Tetrads]: new FactionInfo({
|
||||
infoText: <>Following the mandate of Heaven and carrying out the way.</>,
|
||||
|
||||
[FactionNames.SlumSnakes]: new FactionInfo(
|
||||
<>{FactionNames.SlumSnakes} rule!</>,
|
||||
[],
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.SlumSnakes]: new FactionInfo({
|
||||
infoText: <>{FactionNames.SlumSnakes} rule!</>,
|
||||
|
||||
offerFieldWork: true,
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
// Earlygame factions - factions the player will prestige with early on that don't belong in other categories.
|
||||
[FactionNames.Netburners]: new FactionInfo(
|
||||
<>{"~~//*>H4CK||3T 8URN3R5**>?>\\~~"}</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.Netburners]: new FactionInfo({
|
||||
infoText: <>{"~~//*>H4CK||3T 8URN3R5**>?>\\~~"}</>,
|
||||
offerHackingWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.TianDiHui]: new FactionInfo(
|
||||
<>Obey Heaven and work righteously.</>,
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
[FactionNames.TianDiHui]: new FactionInfo({
|
||||
infoText: <>Obey Heaven and work righteously.</>,
|
||||
offerHackingWork: true,
|
||||
|
||||
[FactionNames.CyberSec]: new FactionInfo(
|
||||
(
|
||||
offerSecurityWork: true,
|
||||
}),
|
||||
|
||||
[FactionNames.CyberSec]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
The Internet is the first thing that was built that we don't fully understand, the largest experiment in anarchy
|
||||
that we have ever had. And as the world becomes increasingly dominated by it, society approaches the brink of
|
||||
total chaos. We serve only to protect society, to protect humanity, to protect the world from imminent collapse.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
),
|
||||
offerHackingWork: true,
|
||||
}),
|
||||
|
||||
// Special Factions
|
||||
[FactionNames.Bladeburners]: new FactionInfo(
|
||||
(
|
||||
[FactionNames.Bladeburners]: new FactionInfo({
|
||||
infoText: (
|
||||
<>
|
||||
It's too bad they won't live. But then again, who does?
|
||||
<br />
|
||||
@ -557,17 +436,13 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
Completing {FactionNames.Bladeburners} contracts/operations will increase your reputation.
|
||||
</>
|
||||
),
|
||||
[],
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
),
|
||||
|
||||
special: true,
|
||||
}),
|
||||
|
||||
// prettier-ignore
|
||||
[FactionNames.ChurchOfTheMachineGod]: new FactionInfo(<>
|
||||
[FactionNames.ChurchOfTheMachineGod]: new FactionInfo({
|
||||
infoText:(<>
|
||||
{" `` "}<br />
|
||||
{" -odmmNmds: "}<br />
|
||||
{" `hNmo:..-omNh. "}<br />
|
||||
@ -599,13 +474,11 @@ export const FactionInfos: IMap<FactionInfo> = {
|
||||
Many cultures predict an end to humanity in the near future, a final
|
||||
Armageddon that will end the world; but we disagree.
|
||||
<br /><br />Note that for this faction, reputation can
|
||||
only be gained by charging Stanek's gift.</>,
|
||||
[],
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
),
|
||||
only be gained by charging Stanek's gift.</>),
|
||||
offerHackingWork: false,
|
||||
offerFieldWork: false,
|
||||
offerSecurityWork: false,
|
||||
special: true,
|
||||
keepOnInstall: true,
|
||||
}),
|
||||
};
|
||||
|
@ -78,10 +78,10 @@ export function AugmentationsPage(props: IProps): React.ReactElement {
|
||||
const augs = getAugs();
|
||||
function canBuy(augName: string): boolean {
|
||||
const aug = Augmentations[augName];
|
||||
const repCost = aug.baseRepRequirement * props.faction.getInfo().augmentationRepRequirementMult;
|
||||
const repCost = aug.baseRepRequirement;
|
||||
const hasReq = props.faction.playerReputation >= repCost;
|
||||
const hasRep = hasAugmentationPrereqs(aug);
|
||||
const hasCost = aug.baseCost !== 0 && player.money > aug.baseCost * props.faction.getInfo().augmentationPriceMult;
|
||||
const hasCost = aug.baseCost !== 0 && player.money > aug.baseCost;
|
||||
return hasCost && hasReq && hasRep;
|
||||
}
|
||||
const buy = augs.filter(canBuy).sort((augName1, augName2) => {
|
||||
|
@ -20,7 +20,6 @@ interface IProps {
|
||||
|
||||
export function PurchaseAugmentationModal(props: IProps): React.ReactElement {
|
||||
const player = use.Player();
|
||||
const factionInfo = props.faction.getInfo();
|
||||
|
||||
function buy(): void {
|
||||
if (!isRepeatableAug(props.aug) && player.hasAugmentation(props.aug)) {
|
||||
@ -43,7 +42,7 @@ export function PurchaseAugmentationModal(props: IProps): React.ReactElement {
|
||||
<br />
|
||||
<br />
|
||||
Would you like to purchase the {props.aug.name} Augmentation for
|
||||
<Money money={props.aug.baseCost * factionInfo.augmentationPriceMult} />?
|
||||
<Money money={props.aug.baseCost} />?
|
||||
<br />
|
||||
<br />
|
||||
</Typography>
|
||||
|
@ -84,11 +84,11 @@ export function PurchaseableAugmentation(props: IProps): React.ReactElement {
|
||||
return <></>;
|
||||
}
|
||||
|
||||
const moneyCost = aug.baseCost * props.faction.getInfo().augmentationPriceMult;
|
||||
const repCost = aug.baseRepRequirement * props.faction.getInfo().augmentationRepRequirementMult;
|
||||
const moneyCost = aug.baseCost;
|
||||
const repCost = aug.baseRepRequirement;
|
||||
const hasReq = hasAugmentationPrereqs(aug);
|
||||
const hasRep = props.faction.playerReputation >= repCost;
|
||||
const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost * props.faction.getInfo().augmentationPriceMult;
|
||||
const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost;
|
||||
|
||||
// Determine UI properties
|
||||
const color: "error" | "primary" = !hasReq || !hasRep || !hasCost ? "error" : "primary";
|
||||
|
@ -174,10 +174,11 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
applyAugmentation({ name: AugmentationNames.StaneksGift1, level: 1 });
|
||||
}
|
||||
|
||||
router.toFaction(faction);
|
||||
router.toStaneksGift();
|
||||
}
|
||||
|
||||
function renderCotMG(): React.ReactElement {
|
||||
const toStanek = <Button onClick={() => router.toStaneksGift()}>Open Stanek's Gift</Button>;
|
||||
// prettier-ignore
|
||||
const symbol = <Typography sx={{ lineHeight: '1em', whiteSpace: 'pre' }}>
|
||||
{" `` "}<br />
|
||||
@ -218,6 +219,9 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
seems. Curious, Just how much of a machine's soul do you house in that body?
|
||||
</i>
|
||||
</Typography>
|
||||
<br />
|
||||
{toStanek}
|
||||
<br />
|
||||
{symbol}
|
||||
</>
|
||||
);
|
||||
@ -232,6 +236,9 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
mastery of the gift clearly demonstrates that. My hopes are climbing by the day for you.
|
||||
</i>
|
||||
</Typography>
|
||||
<br />
|
||||
{toStanek}
|
||||
<br />
|
||||
{symbol}
|
||||
</>
|
||||
);
|
||||
@ -242,6 +249,9 @@ export function SpecialLocation(props: IProps): React.ReactElement {
|
||||
<Typography>
|
||||
<i>Allison "Mother" Stanek: Welcome back my child!</i>
|
||||
</Typography>
|
||||
<br />
|
||||
{toStanek}
|
||||
<br />
|
||||
{symbol}
|
||||
</>
|
||||
);
|
||||
|
Loading…
Reference in New Issue
Block a user