mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 02:03:58 +01:00
274 lines
10 KiB
JavaScript
274 lines
10 KiB
JavaScript
import React from "react";
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import ReactDOM from "react-dom";
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import { FactionRoot } from "./ui/Root";
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import { Augmentations } from "../Augmentation/Augmentations";
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import { isRepeatableAug } from "../Augmentation/AugmentationHelpers";
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import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
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import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../Constants";
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import { Engine } from "../engine";
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import { Faction } from "./Faction";
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import { Factions } from "./Factions";
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import { HackingMission, setInMission } from "../Missions";
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import { Player } from "../Player";
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import { Settings } from "../Settings/Settings";
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import {
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getHackingWorkRepGain,
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getFactionSecurityWorkRepGain,
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getFactionFieldWorkRepGain,
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} from "../PersonObjects/formulas/reputation";
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import { SourceFileFlags } from "../SourceFile/SourceFileFlags";
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import { Page, routing } from "../ui/navigationTracking";
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import { dialogBoxCreate } from "../../utils/DialogBox";
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import { factionInvitationBoxCreate } from "../../utils/FactionInvitationBox";
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import { Money } from "../ui/React/Money";
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import {
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yesNoBoxCreate,
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yesNoBoxGetYesButton,
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yesNoBoxGetNoButton,
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yesNoBoxClose,
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} from "../../utils/YesNoBox";
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export function inviteToFaction(faction) {
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if (Settings.SuppressFactionInvites) {
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faction.alreadyInvited = true;
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Player.factionInvitations.push(faction.name);
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if (routing.isOn(Page.Factions)) {
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Engine.loadFactionsContent();
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}
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} else {
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factionInvitationBoxCreate(faction);
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}
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}
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export function joinFaction(faction) {
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if(faction.isMember) return;
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faction.isMember = true;
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Player.factions.push(faction.name);
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const factionInfo = faction.getInfo();
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//Determine what factions you are banned from now that you have joined this faction
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for(const i in factionInfo.enemies) {
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const enemy = factionInfo.enemies[i];
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if (Factions[enemy] instanceof Faction) {
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Factions[enemy].isBanned = true;
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}
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}
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for (var i = 0; i < Player.factionInvitations.length; ++i) {
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if (Player.factionInvitations[i] == faction.name || Factions[Player.factionInvitations[i]].isBanned) {
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Player.factionInvitations.splice(i, 1);
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i--;
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}
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}
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}
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export function startHackingMission(faction) {
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const mission = new HackingMission(faction.playerReputation, faction);
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setInMission(true, mission); //Sets inMission flag to true
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mission.init();
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}
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//Displays the HTML content for a specific faction
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export function displayFactionContent(factionName, initiallyOnAugmentationsPage=false) {
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const faction = Factions[factionName];
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if (faction == null) {
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throw new Error(`Invalid factionName passed into displayFactionContent(): ${factionName}`);
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}
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if (!faction.isMember) {
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throw new Error(`Not a member of this faction. Cannot display faction information`);
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}
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ReactDOM.render(
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<FactionRoot
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engine={Engine}
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initiallyOnAugmentationsPage={initiallyOnAugmentationsPage}
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faction={faction}
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p={Player}
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startHackingMissionFn={startHackingMission}
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/>,
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Engine.Display.factionContent,
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)
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}
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export function purchaseAugmentationBoxCreate(aug, fac) {
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const factionInfo = fac.getInfo();
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const yesBtn = yesNoBoxGetYesButton();
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yesBtn.innerHTML = "Purchase";
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yesBtn.addEventListener("click", function() {
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if (!isRepeatableAug(aug) && Player.hasAugmentation(aug)) {
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return;
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}
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purchaseAugmentation(aug, fac);
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yesNoBoxClose();
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});
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const noBtn = yesNoBoxGetNoButton();
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noBtn.innerHTML = "Cancel";
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noBtn.addEventListener("click", function() {
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yesNoBoxClose();
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});
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let content = (<div dangerouslySetInnerHTML={{__html: aug.info}}></div>);
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if(typeof aug.info !== 'string') {
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content = <div>{aug.info}</div>
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}
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yesNoBoxCreate(<>
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<h2>{aug.name}</h2><br />
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{content}<br /><br />
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<br />Would you like to purchase the {aug.name} Augmentation for
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{Money(aug.baseCost * factionInfo.augmentationPriceMult)}?
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</>);
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}
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//Returns a boolean indicating whether the player has the prerequisites for the
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//specified Augmentation
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export function hasAugmentationPrereqs(aug) {
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let hasPrereqs = true;
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if (aug.prereqs && aug.prereqs.length > 0) {
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for (let i = 0; i < aug.prereqs.length; ++i) {
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const prereqAug = Augmentations[aug.prereqs[i]];
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if (prereqAug == null) {
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console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`);
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continue;
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}
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if (prereqAug.owned === false) {
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hasPrereqs = false;
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// Check if the aug is purchased
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for (let j = 0; j < Player.queuedAugmentations.length; ++j) {
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if (Player.queuedAugmentations[j].name === prereqAug.name) {
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hasPrereqs = true;
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break;
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}
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}
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}
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}
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}
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return hasPrereqs;
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}
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export function purchaseAugmentation(aug, fac, sing=false) {
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const factionInfo = fac.getInfo();
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var hasPrereqs = hasAugmentationPrereqs(aug);
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if (!hasPrereqs) {
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var txt = "You must first purchase or install " + aug.prereqs.join(",") + " before you can " +
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"purchase this one.";
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if (sing) {return txt;} else {dialogBoxCreate(txt);}
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} else if (aug.baseCost !== 0 && Player.money.lt(aug.baseCost * factionInfo.augmentationPriceMult)) {
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let txt = "You don't have enough money to purchase " + aug.name;
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if (sing) {return txt;}
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dialogBoxCreate(txt);
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} else if (fac.playerReputation < aug.baseRepRequirement) {
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let txt = "You don't have enough faction reputation to purchase " + aug.name;
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if (sing) {return txt;}
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dialogBoxCreate(txt);
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} else if (aug.baseCost === 0 || Player.money.gte(aug.baseCost * factionInfo.augmentationPriceMult)) {
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if (Player.firstAugPurchased === false) {
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Player.firstAugPurchased = true;
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document.getElementById("augmentations-tab").style.display = "list-item";
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document.getElementById("character-menu-header").click();
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document.getElementById("character-menu-header").click();
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}
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var queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
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if (aug.name == AugmentationNames.NeuroFluxGovernor) {
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queuedAugmentation.level = getNextNeurofluxLevel();
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}
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Player.queuedAugmentations.push(queuedAugmentation);
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Player.loseMoney((aug.baseCost * factionInfo.augmentationPriceMult));
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// If you just purchased Neuroflux Governor, recalculate the cost
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if (aug.name == AugmentationNames.NeuroFluxGovernor) {
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var nextLevel = getNextNeurofluxLevel();
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--nextLevel;
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var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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aug.baseRepRequirement = 500 * mult * BitNodeMultipliers.AugmentationRepCost;
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aug.baseCost = 750e3 * mult * BitNodeMultipliers.AugmentationMoneyCost;
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for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
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aug.baseCost *= (CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]]);
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}
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}
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for (var name in Augmentations) {
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if (Augmentations.hasOwnProperty(name)) {
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Augmentations[name].baseCost *= (CONSTANTS.MultipleAugMultiplier * [1, 0.96, 0.94, 0.93][SourceFileFlags[11]]);
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}
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}
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if (sing) {
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return "You purchased " + aug.name;
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} else {
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if(!Settings.SuppressBuyAugmentationConfirmation){
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dialogBoxCreate("You purchased " + aug.name + ". It's enhancements will not take " +
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"effect until they are installed. To install your augmentations, go to the " +
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"'Augmentations' tab on the left-hand navigation menu. Purchasing additional " +
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"augmentations will now be more expensive.");
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}
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}
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// Force a rerender of the Augmentations page
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displayFactionContent(fac.name, true);
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} else {
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dialogBoxCreate("Hmm, something went wrong when trying to purchase an Augmentation. " +
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"Please report this to the game developer with an explanation of how to " +
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"reproduce this.");
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}
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}
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export function getNextNeurofluxLevel() {
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// Get current Neuroflux level based on Player's augmentations
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let currLevel = 0;
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for (var i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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currLevel = Player.augmentations[i].level;
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}
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}
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// Account for purchased but uninstalled Augmentations
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for (var i = 0; i < Player.queuedAugmentations.length; ++i) {
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if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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++currLevel;
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}
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}
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return currLevel + 1;
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}
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export function processPassiveFactionRepGain(numCycles) {
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for (const name in Factions) {
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if (name === Player.currentWorkFactionName) continue;
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if (!Factions.hasOwnProperty(name)) continue;
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const faction = Factions[name];
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if (!faction.isMember) continue;
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// No passive rep for special factions
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const info = faction.getInfo();
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if(!info.offersWork()) continue;
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// No passive rep for gangs.
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if(Player.getGangName() === name) continue;
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// 0 favor = 1%/s
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// 50 favor = 6%/s
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// 100 favor = 11%/s
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const favorMult = Math.min(0.1, (faction.favor / 1000) + 0.01);
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// Find the best of all possible favor gain, minimum 1 rep / 2 minute.
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const hRep = getHackingWorkRepGain(Player, faction);
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const sRep = getFactionSecurityWorkRepGain(Player, faction);
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const fRep = getFactionFieldWorkRepGain(Player, faction);
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const rate = Math.max(hRep * favorMult, sRep * favorMult, fRep * favorMult, 1/120);
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faction.playerReputation += rate *
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(numCycles) *
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Player.faction_rep_mult *
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BitNodeMultipliers.FactionPassiveRepGain;
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}
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}
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