import React from "react"; import ReactDOM from "react-dom"; import { FactionRoot } from "./ui/Root"; import { Augmentations } from "../Augmentation/Augmentations"; import { isRepeatableAug } from "../Augmentation/AugmentationHelpers"; import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation"; import { AugmentationNames } from "../Augmentation/data/AugmentationNames"; import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers"; import { CONSTANTS } from "../Constants"; import { Engine } from "../engine"; import { Faction } from "./Faction"; import { Factions } from "./Factions"; import { HackingMission, setInMission } from "../Missions"; import { Player } from "../Player"; import { Settings } from "../Settings/Settings"; import { Page, routing } from "../ui/navigationTracking"; import { dialogBoxCreate } from "../../utils/DialogBox"; import { factionInvitationBoxCreate } from "../../utils/FactionInvitationBox"; import { Reviver, Generic_toJSON, Generic_fromJSON } from "../../utils/JSONReviver"; import { formatNumber } from "../../utils/StringHelperFunctions"; import { yesNoBoxCreate, yesNoBoxGetYesButton, yesNoBoxGetNoButton, yesNoBoxClose } from "../../utils/YesNoBox"; export function inviteToFaction(faction) { if (Settings.SuppressFactionInvites) { faction.alreadyInvited = true; Player.factionInvitations.push(faction.name); if (routing.isOn(Page.Factions)) { Engine.loadFactionsContent(); } } else { factionInvitationBoxCreate(faction); } } export function joinFaction(faction) { faction.isMember = true; Player.factions.push(faction.name); const factionInfo = faction.getInfo(); //Determine what factions you are banned from now that you have joined this faction for(const i in factionInfo.enemies) { const enemy = factionInfo.enemies[i]; if (Factions[enemy] instanceof Faction) { Factions[enemy].isBanned = true; } } } export function startHackingMission(faction) { const mission = new HackingMission(faction.playerReputation, faction); setInMission(true, mission); //Sets inMission flag to true mission.init(); } //Displays the HTML content for a specific faction export function displayFactionContent(factionName, initiallyOnAugmentationsPage=false) { const faction = Factions[factionName]; if (faction == null) { throw new Error(`Invalid factionName passed into displayFactionContent(): ${factionName}`); } if (!faction.isMember) { throw new Error(`Not a member of this faction. Cannot display faction information`); } ReactDOM.render( , Engine.Display.factionContent ) } export function purchaseAugmentationBoxCreate(aug, fac) { const factionInfo = fac.getInfo(); const yesBtn = yesNoBoxGetYesButton(); yesBtn.innerHTML = "Purchase"; yesBtn.addEventListener("click", function() { if (!isRepeatableAug(aug) && Player.hasAugmentation(aug)) { return; } purchaseAugmentation(aug, fac); yesNoBoxClose(); }); const noBtn = yesNoBoxGetNoButton(); noBtn.innerHTML = "Cancel"; noBtn.addEventListener("click", function() { yesNoBoxClose(); }); yesNoBoxCreate("

" + aug.name + "


" + aug.info + "

" + "
Would you like to purchase the " + aug.name + " Augmentation for $" + formatNumber(aug.baseCost * factionInfo.augmentationPriceMult, 2) + "?"); } //Returns a boolean indicating whether the player has the prerequisites for the //specified Augmentation export function hasAugmentationPrereqs(aug) { let hasPrereqs = true; if (aug.prereqs && aug.prereqs.length > 0) { for (let i = 0; i < aug.prereqs.length; ++i) { const prereqAug = Augmentations[aug.prereqs[i]]; if (prereqAug == null) { console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`); continue; } if (prereqAug.owned === false) { hasPrereqs = false; // Check if the aug is purchased for (let j = 0; j < Player.queuedAugmentations.length; ++j) { if (Player.queuedAugmentations[j].name === prereqAug.name) { hasPrereqs = true; break; } } } } } return hasPrereqs; } export function purchaseAugmentation(aug, fac, sing=false) { const factionInfo = fac.getInfo(); var hasPrereqs = hasAugmentationPrereqs(aug); if (!hasPrereqs) { var txt = "You must first purchase or install " + aug.prereqs.join(",") + " before you can " + "purchase this one."; if (sing) {return txt;} else {dialogBoxCreate(txt);} } else if (aug.baseCost !== 0 && Player.money.lt(aug.baseCost * factionInfo.augmentationPriceMult)) { let txt = "You don't have enough money to purchase " + aug.name; if (sing) {return txt;} dialogBoxCreate(txt); } else if (fac.playerReputation < aug.baseRepRequirement) { let txt = "You don't have enough faction reputation to purchase " + aug.name; if (sing) {return txt;} dialogBoxCreate(txt); } else if (aug.baseCost === 0 || Player.money.gte(aug.baseCost * factionInfo.augmentationPriceMult)) { if (Player.firstAugPurchased === false) { Player.firstAugPurchased = true; document.getElementById("augmentations-tab").style.display = "list-item"; document.getElementById("character-menu-header").click(); document.getElementById("character-menu-header").click(); } var queuedAugmentation = new PlayerOwnedAugmentation(aug.name); if (aug.name == AugmentationNames.NeuroFluxGovernor) { queuedAugmentation.level = getNextNeurofluxLevel(); } Player.queuedAugmentations.push(queuedAugmentation); Player.loseMoney((aug.baseCost * factionInfo.augmentationPriceMult)); // If you just purchased Neuroflux Governor, recalculate the cost if (aug.name == AugmentationNames.NeuroFluxGovernor) { var nextLevel = getNextNeurofluxLevel(); --nextLevel; var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel); aug.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost; aug.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost; for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) { aug.baseCost *= CONSTANTS.MultipleAugMultiplier; } } for (var name in Augmentations) { if (Augmentations.hasOwnProperty(name)) { Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier; } } if (sing) { return "You purchased " + aug.name; } else { if(!Settings.SuppressBuyAugmentationConfirmation){ dialogBoxCreate("You purchased " + aug.name + ". It's enhancements will not take " + "effect until they are installed. To install your augmentations, go to the " + "'Augmentations' tab on the left-hand navigation menu. Purchasing additional " + "augmentations will now be more expensive."); } } // Force a rerender of the Augmentations page displayFactionContent(fac.name, true); } else { dialogBoxCreate("Hmm, something went wrong when trying to purchase an Augmentation. " + "Please report this to the game developer with an explanation of how to " + "reproduce this."); } } export function getNextNeurofluxLevel() { // Get current Neuroflux level based on Player's augmentations let currLevel = 0; for (var i = 0; i < Player.augmentations.length; ++i) { if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) { currLevel = Player.augmentations[i].level; } } // Account for purchased but uninstalled Augmentations for (var i = 0; i < Player.queuedAugmentations.length; ++i) { if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) { ++currLevel; } } return currLevel + 1; } export function processPassiveFactionRepGain(numCycles) { var numTimesGain = (numCycles / 600) * Player.faction_rep_mult; for (var name in Factions) { if (Factions.hasOwnProperty(name)) { var faction = Factions[name]; //TODO Get hard value of 1 rep per "rep gain cycle"" for now.. //maybe later make this based on //a player's 'status' like how powerful they are and how much money they have if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);} } } }