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Update after merge
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@ -4,7 +4,7 @@
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*/
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import React, { useState } from "react";
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import { getNextNeurofluxLevel, hasAugmentationPrereqs, purchaseAugmentation } from "../../Faction/FactionHelpers";
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import { hasAugmentationPrereqs, purchaseAugmentation } from "../../Faction/FactionHelpers";
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import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
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import { Augmentations } from "../Augmentations";
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@ -20,6 +20,7 @@ import { CheckBox, CheckBoxOutlineBlank, Verified, Info, Report, CheckCircle } f
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import { Augmentation as AugFormat } from "../../ui/React/Augmentation";
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import { Paper, Button, Typography, Tooltip, Box, TableRow, Container, List, ListItem } from "@mui/material";
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import { TableCell } from "../../ui/React/Table";
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import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
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import { Augmentation } from "../Augmentation";
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// interface IReqProps {
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@ -233,7 +234,7 @@ export function PurchaseableAugmentation(props: IPurchaseableAugProps): React.Re
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// Determine button txt
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let btnTxt = aug.name;
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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btnTxt += ` - Level ${getNextNeurofluxLevel()}`;
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btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
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}
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let tooltip = <></>;
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@ -1,170 +0,0 @@
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/**
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* React component for displaying a single augmentation for purchase through
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* the faction UI
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*/
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import React, { useState } from "react";
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import { hasAugmentationPrereqs, purchaseAugmentation } from "../FactionHelpers";
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import { PurchaseAugmentationModal } from "./PurchaseAugmentationModal";
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import { Augmentations } from "../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { Faction } from "../Faction";
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import { IPlayer } from "../../PersonObjects/IPlayer";
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import { Settings } from "../../Settings/Settings";
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import { Money } from "../../ui/React/Money";
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import { Reputation } from "../../ui/React/Reputation";
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import { Augmentation as AugFormat } from "../../ui/React/Augmentation";
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import Button from "@mui/material/Button";
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import Typography from "@mui/material/Typography";
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import Tooltip from "@mui/material/Tooltip";
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import Box from "@mui/material/Box";
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import { TableCell } from "../../ui/React/Table";
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import TableRow from "@mui/material/TableRow";
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import { getNextNeuroFluxLevel } from "../../Augmentation/AugmentationHelpers";
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interface IReqProps {
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augName: string;
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p: IPlayer;
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hasReq: boolean;
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rep: number;
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hasRep: boolean;
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cost: number;
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hasCost: boolean;
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}
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function Requirements(props: IReqProps): React.ReactElement {
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const aug = Augmentations[props.augName];
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if (!props.hasReq) {
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return (
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<TableCell key={1} colSpan={2}>
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<Typography color="error">
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Requires{" "}
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{aug.prereqs.map((aug, i) => (
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<AugFormat key={i} name={aug} />
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))}
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</Typography>
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</TableCell>
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);
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}
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return (
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<React.Fragment key="f">
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<TableCell key={1}>
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<Typography>
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<Money money={props.cost} player={props.p} />
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</Typography>
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</TableCell>
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<TableCell key={2}>
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<Typography color={props.hasRep ? "primary" : "error"}>
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Requires <Reputation reputation={props.rep} /> faction reputation
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</Typography>
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</TableCell>
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</React.Fragment>
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);
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}
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interface IProps {
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augName: string;
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faction: Faction;
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p: IPlayer;
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rerender: () => void;
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owned?: boolean;
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}
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export function PurchaseableAugmentation(props: IProps): React.ReactElement {
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const [open, setOpen] = useState(false);
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const aug = Augmentations[props.augName];
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if (aug == null) throw new Error(`aug ${props.augName} does not exists`);
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if (aug == null) {
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console.error(
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`Invalid Augmentation when trying to create PurchaseableAugmentation display element: ${props.augName}`,
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);
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return <></>;
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}
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const moneyCost = aug.baseCost;
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const repCost = aug.baseRepRequirement;
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const hasReq = hasAugmentationPrereqs(aug);
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const hasRep = props.faction.playerReputation >= repCost;
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const hasCost = aug.baseCost === 0 || props.p.money > aug.baseCost;
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// Determine UI properties
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const color: "error" | "primary" = !hasReq || !hasRep || !hasCost ? "error" : "primary";
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// Determine button txt
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let btnTxt = aug.name;
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if (aug.name === AugmentationNames.NeuroFluxGovernor) {
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btnTxt += ` - Level ${getNextNeuroFluxLevel()}`;
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}
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let tooltip = <></>;
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if (typeof aug.info === "string") {
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tooltip = (
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<>
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<span>{aug.info}</span>
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<br />
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<br />
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{aug.stats}
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</>
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);
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} else
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tooltip = (
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<>
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{aug.info}
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<br />
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<br />
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{aug.stats}
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</>
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);
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function handleClick(): void {
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if (color === "error") return;
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if (!Settings.SuppressBuyAugmentationConfirmation) {
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setOpen(true);
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} else {
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purchaseAugmentation(aug, props.faction);
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props.rerender();
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}
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}
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return (
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<TableRow>
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{!props.owned && (
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<TableCell key={0}>
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<Button onClick={handleClick} color={color}>
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Buy
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</Button>
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<PurchaseAugmentationModal
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open={open}
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onClose={() => setOpen(false)}
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aug={aug}
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faction={props.faction}
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rerender={props.rerender}
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/>
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</TableCell>
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)}
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<TableCell key={1}>
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<Box display="flex">
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<Tooltip title={<Typography>{tooltip}</Typography>} placement="top">
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<Typography>{btnTxt}</Typography>
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</Tooltip>
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</Box>
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</TableCell>
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{!props.owned && (
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<Requirements
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key={2}
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augName={props.augName}
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p={props.p}
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cost={moneyCost}
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rep={repCost}
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hasReq={hasReq}
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hasRep={hasRep}
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hasCost={hasCost}
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/>
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)}
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</TableRow>
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);
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}
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