// Root React Component for the Corporation UI
import React, { useState, useEffect } from "react";
import { Theme, useTheme } from "@mui/material/styles";
import makeStyles from "@mui/styles/makeStyles";
import createStyles from "@mui/styles/createStyles";
import { numeralWrapper } from "../../ui/numeralFormat";
import { Reputation } from "./Reputation";
import { KillScriptsModal } from "./KillScriptsModal";
import Table from "@mui/material/Table";
import TableBody from "@mui/material/TableBody";
import TableCell from "@mui/material/TableCell";
import TableRow from "@mui/material/TableRow";
import Typography from "@mui/material/Typography";
import Button from "@mui/material/Button";
import IconButton from "@mui/material/IconButton";
import SaveIcon from "@mui/icons-material/Save";
import ClearAllIcon from "@mui/icons-material/ClearAll";
import { Settings } from "../../Settings/Settings";
import { use } from "../Context";
import { StatsProgressOverviewCell } from "./StatsProgressBar";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
interface IProps {
save: () => void;
killScripts: () => void;
}
function Intelligence(): React.ReactElement {
const player = use.Player();
const classes = useStyles();
if (player.intelligence === 0) return <>>;
return (
Int {numeralWrapper.formatSkill(player.intelligence)}
{/*Hook for player scripts*/}
);
}
function Bladeburner(): React.ReactElement {
const player = use.Player();
const classes = useStyles();
const bladeburner = player.bladeburner;
if (bladeburner === null) return <>>;
const action = bladeburner.getTypeAndNameFromActionId(bladeburner.action);
if (action.type === "Idle") return <>>;
return (
<>
Bladeburner:
{action.type}: {action.name}
>
);
}
function Work(): React.ReactElement {
const player = use.Player();
const router = use.Router();
const classes = useStyles();
if (!player.isWorking || player.focus) return <>>;
if (player.className !== "") {
return (
<>
Work in progress:{player.className}
>
);
}
if (player.createProgramName !== "") {
return (
<>
Work in progress:
{player.createProgramName}{" "}
{((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}%
>
);
}
return (
<>
Work in progress:
+ rep
>
);
}
const useStyles = makeStyles((theme: Theme) =>
createStyles({
cellNone: {
borderBottom: "none",
padding: 0,
margin: 0,
},
cell: {
padding: 0,
margin: 0,
},
hp: {
color: theme.colors.hp,
},
money: {
color: theme.colors.money,
},
hack: {
color: theme.colors.hack,
},
combat: {
color: theme.colors.combat,
},
cha: {
color: theme.colors.cha,
},
int: {
color: theme.colors.int,
},
}),
);
export { useStyles as characterOverviewStyles };
export function CharacterOverview({ save, killScripts }: IProps): React.ReactElement {
const [killOpen, setKillOpen] = useState(false);
const player = use.Player();
const setRerender = useState(false)[1];
useEffect(() => {
const id = setInterval(() => setRerender((old) => !old), 600);
return () => clearInterval(id);
}, []);
const classes = useStyles();
const theme = useTheme();
const hackingProgress = player.calculateSkillProgress(
player.hacking_exp,
player.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier,
);
const strengthProgress = player.calculateSkillProgress(
player.strength_exp,
player.strength_mult * BitNodeMultipliers.StrengthLevelMultiplier,
);
const defenseProgress = player.calculateSkillProgress(
player.defense_exp,
player.defense_mult * BitNodeMultipliers.DefenseLevelMultiplier,
);
const dexterityProgress = player.calculateSkillProgress(
player.dexterity_exp,
player.dexterity_mult * BitNodeMultipliers.DexterityLevelMultiplier,
);
const agilityProgress = player.calculateSkillProgress(
player.agility_exp,
player.agility_mult * BitNodeMultipliers.AgilityLevelMultiplier,
);
const charismaProgress = player.calculateSkillProgress(
player.charisma_exp,
player.charisma_mult * BitNodeMultipliers.CharismaLevelMultiplier,
);
return (
<>
HP
{numeralWrapper.formatHp(player.hp)} / {numeralWrapper.formatHp(player.max_hp)}
{/*Hook for player scripts*/}
Money {numeralWrapper.formatMoney(player.money)}
{/*Hook for player scripts*/}
Hack {numeralWrapper.formatSkill(player.hacking)}
{/*Hook for player scripts*/}
Str {numeralWrapper.formatSkill(player.strength)}
{/*Hook for player scripts*/}
Def {numeralWrapper.formatSkill(player.defense)}
{/*Hook for player scripts*/}
Dex {numeralWrapper.formatSkill(player.dexterity)}
{/*Hook for player scripts*/}
Agi {numeralWrapper.formatSkill(player.agility)}
{/*Hook for player scripts*/}
Cha {numeralWrapper.formatSkill(player.charisma)}
{/*Hook for player scripts*/}
{/*Hook for player scripts*/}
{/*Hook for player scripts*/}
{/*Hook for player scripts*/}
setKillOpen(true)}>