* Fix a weird mismatch between gangFormulas and actual gang for calculating wanted penalty
* Gang respect will not fall below 1. Previously, ascension did clamp this at 1 but members dying in warfare allowed respect to reach 0.
* Gang member earned respect is now calculated correctly. Previously the actual gains were calculated, then the respect was added to the gang, and then the member earnedRespect was incorrectly being re-calculated using the increased respect. Now the respect is recorded on the member during the first/actual calculation.
* Update doc error, regenerate docs
* Update a bad error message in renamePurchasedServer@serverPurchases.ts
* restore true/false return (removed in #450 due to miscommunication)
* corp overhaul: Corp production quality now depends on materials
* corp overhaul: Product price can be set separately for each city
* corp overhaul: export uses relatives
* corp overhaul: ignore energy in quality
* corp overhaul: getProduct() is city dependant
* corp overhaul: bulkbuy available from start
* corp overhaul: add multibuy for leveled upgrads
* corp overhaul: changes to UI
* corp overhaul: base quality 1, reqmat changes
* corp overhaul: puchased material quality is 1
* corp overhaul: get rid of the text box from ta2
* corp overhaul: sold shares limitations
* corp overhaul: coffee -> tea, training -> intern
* corp overhaul: smartsupply has multiple options
* corp overhaul: restart, literature, investore, ui
* corp overhaul: nerf advertising
* corp overhaul: bunch of stuff
Now named missingKey, is much faster (approx 4x faster based on testing), and provides better error info when it fails (which property was missing from the provided object).
Previously player could submit as many wrong answers in the solution as they wanted, as long as all correct answers were included. Fixed by ensuring length matches actual answer.
Changed SF1 to apply a 1/incMult multiplier to hacknet costs to match how NFG, SF12, etc. handle it. Previously was calculated as a %reduction.
Changed wording on SF9 to include a %reduction in hacknet costs.
Buffed SF9 effect to 12% base from 8%, to make up for weaker hacknet cost mults from SF1.
* Options are responsive again (fix from previous changes)
* Better height control on the monaco container using flexbox.
* Added options for tab size, auto-detect indentation per-file, font family, and font ligatures.
Increased BN multipliers for HacknetNodeMoney and WorldDaemonDifficulty to PI (3.14159...). This brings WD required hack to 9424.77796076938 (now the 2nd highest ^-^).
Bn9 now starts with the same node bn9.3 rewards (the idea here is it helps showcase the BNs new feature and just speeds up a lot of what made it so slow early on)
This option adds additional time to the sleep in hack/grow/weaken before
the command takes effect. The critical difference between this and doing
your own sleep is that it creates a single, uninterruptible sleep: This
opens up multiple new avenues of gameplay for batching.
Note that use of this new feature is theoretically always suboptimal,
since extending the sleep time wastes RAM.
* Added new positive integer ns validation helper
* `run`, `exec`, and `spawn` verify threads as a positive integer.
* `run` terminal command also fails if the provided threadcount is not a positive integer.
* Removed some references to .script files in various documentation, and removed some of the NS1 example blocks
* More blade devmenu functions
* Custom money field, set money to 0 option
* Options for removing blade/gang/corp
* Better dev menu responsiveness (dev menu rerenders after adding or removing blade/gang/corp)
* Some general code style changes
This is analagous to tprintRaw (enabled by ns.iKnowWhatImDoing()), but
for logs instead of the terminal. This provides a supported* method of
creating complicated UIs for scripts.
*No actual support, expressed or implied, is provided for use of this
function.
* handle enums differently
* Enums are frozen and fed directly to the proxy
* Enums are not included in the NSFull definition, allowing samekeys for RamCostTree<API>, InternalAPI<API>, and ExternalAPI<API>
* Rewrote a lot of the ramcalc test, with better typing thanks to the samekeys above
* Fix ns1 for proxy (args, pid, and enums after above changes were not being added to ns1 scripts.)
* Fixed an overview issue where the bars could display inaccurately.
Update changelog and bump version to 2.2.1
* minEmployeeDecay is now part of CorpConstants and has a value of 10. This replaces Office.minEne/minMor/minHap
* Also removed some unnecessary files in dist/ext for MathJax
* Rebuilt documentation to remove minHap/minMor/minEne from getOffice, and add minEmployeeDecay to corporation.getConstants
* Updated mathjax and better-react-mathjax
* Removed MathJaxWrapper. Per better-react-mathjax documentation, we were incorrectly including a new context for every equation using this wrapper.
* Wrapped entire game in a MathJaxContext at GameRoot.
* infiltration gain bug fix
* fix corp division description
* avoid some issues with Infinity at super high NFG levels
Co-authored-by: Daniel Perez Alvarez <danielpza@protonmail.com>
Previous changes had overview become empty when collapsing it, which broke the collapse animation. It also would have broken use of the player-visible hooks, because those would have been removed from the document on collapse.
Now a context is used to store whether the overview is being shown or not, and components that update themselves will only do so when they are being shown.
Fixes the broken overview where improper hook use was causing React errors for certain prop changes.
Overview no longer rerenders itself on a timer. Instead individual items that need to check for state updates do so themselves on a timer.