bitburner-src/src/Bladeburner.jsx
hydroflame eb7004feaa
Merge pull request #959 from MartinFournier/suppress-bladeburner-popup
Add setting to suppress Bladeburner prompts
2021-05-17 21:09:21 -04:00

3259 lines
137 KiB
JavaScript

import { Augmentations } from "./Augmentation/Augmentations";
import { AugmentationNames } from "./Augmentation/data/AugmentationNames";
import { BitNodeMultipliers } from "./BitNode/BitNodeMultipliers";
import { Engine } from "./engine";
import { Faction } from "./Faction/Faction";
import { Factions, factionExists } from "./Faction/Factions";
import { joinFaction, displayFactionContent } from "./Faction/FactionHelpers";
import { Player } from "./Player";
import { hackWorldDaemon, redPillFlag } from "./RedPill";
import { calculateHospitalizationCost } from "./Hospital/Hospital";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
import { dialogBoxCreate } from "../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON,
} from "../utils/JSONReviver";
import { setTimeoutRef } from "./utils/SetTimeoutRef";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../utils/StringHelperFunctions";
import { Settings } from "./Settings/Settings";
import { ConsoleHelpText } from "./Bladeburner/data/Help";
import { City } from "./Bladeburner/City";
import { BladeburnerConstants } from "./Bladeburner/data/Constants";
import { Skill } from "./Bladeburner/Skill";
import { Skills } from "./Bladeburner/Skills";
import { Operation } from "./Bladeburner/Operation";
import { BlackOperation } from "./Bladeburner/BlackOperation";
import { BlackOperations } from "./Bladeburner/BlackOperations";
import { Contract } from "./Bladeburner/Contract";
import { GeneralActions } from "./Bladeburner/GeneralActions";
import { ActionTypes } from "./Bladeburner/data/ActionTypes";
import { addOffset } from "../utils/helpers/addOffset";
import { clearObject } from "../utils/helpers/clearObject";
import { createProgressBarText } from "../utils/helpers/createProgressBarText";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { getTimestamp } from "../utils/helpers/getTimestamp";
import { KEY } from "../utils/helpers/keyCodes";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { appendLineBreaks } from "../utils/uiHelpers/appendLineBreaks";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeElement } from "../utils/uiHelpers/removeElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { StatsTable } from "./ui/React/StatsTable";
import { CopyableText } from "./ui/React/CopyableText";
import { Money } from "./ui/React/Money";
import React from "react";
import ReactDOM from "react-dom";
const stealthIcon = `<svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="0 0 166 132" style="fill:#adff2f;"><g><path d="M132.658-0.18l-24.321,24.321c-7.915-2.71-16.342-4.392-25.087-4.392c-45.84,0-83,46-83,46 s14.1,17.44,35.635,30.844L12.32,120.158l12.021,12.021L144.68,11.841L132.658-0.18z M52.033,80.445 c-2.104-4.458-3.283-9.438-3.283-14.695c0-19.054,15.446-34.5,34.5-34.5c5.258,0,10.237,1.179,14.695,3.284L52.033,80.445z"/><path d="M134.865,37.656l-18.482,18.482c0.884,3.052,1.367,6.275,1.367,9.612c0,19.055-15.446,34.5-34.5,34.5 c-3.337,0-6.56-0.483-9.611-1.367l-10.124,10.124c6.326,1.725,12.934,2.743,19.735,2.743c45.84,0,83-46,83-46 S153.987,50.575,134.865,37.656z"/></g></svg>&nbsp;`
const killIcon = `<svg xmlns="http://www.w3.org/2000/svg" width="16px" height="16px" viewBox="-22 0 511 511.99561" style="fill:#adff2f;"><path d="m.496094 466.242188 39.902344-39.902344 45.753906 45.753906-39.898438 39.902344zm0 0"/><path d="m468.421875 89.832031-1.675781-89.832031-300.265625 300.265625 45.753906 45.753906zm0 0"/><path d="m95.210938 316.785156 16.84375 16.847656h.003906l83.65625 83.65625 22.753906-22.753906-100.503906-100.503906zm0 0"/><path d="m101.445312 365.300781-39.902343 39.902344 45.753906 45.753906 39.902344-39.902343-39.90625-39.902344zm0 0"/></svg>`
// DOM related variables
const ActiveActionCssClass = "bladeburner-active-action";
// Console related stuff
let consoleHistoryIndex = 0;
// Keypresses for Console
$(document).keydown(function(event) {
if (routing.isOn(Page.Bladeburner)) {
if (!(Player.bladeburner instanceof Bladeburner)) { return; }
let consoleHistory = Player.bladeburner.consoleHistory;
if (event.keyCode === KEY.ENTER) {
event.preventDefault();
var command = DomElems.consoleInput.value;
if (command.length > 0) {
Player.bladeburner.postToConsole("> " + command);
Player.bladeburner.resetConsoleInput();
Player.bladeburner.executeConsoleCommands(command);
}
}
if (event.keyCode === KEY.UPARROW) {
if (DomElems.consoleInput == null) {return;}
var i = consoleHistoryIndex;
var len = consoleHistory.length;
if (len === 0) {return;}
if (i < 0 || i > len) {
consoleHistoryIndex = len;
}
if (i !== 0) {
--consoleHistoryIndex;
}
var prevCommand = consoleHistory[consoleHistoryIndex];
DomElems.consoleInput.value = prevCommand;
setTimeoutRef(function(){DomElems.consoleInput.selectionStart = DomElems.consoleInput.selectionEnd = 10000; }, 0);
}
if (event.keyCode === KEY.DOWNARROW) {
if (DomElems.consoleInput == null) {return;}
var i = consoleHistoryIndex;
var len = consoleHistory.length;
if (len == 0) {return;}
if (i < 0 || i > len) {
consoleHistoryIndex = len;
}
// Latest command, put nothing
if (i == len || i == len-1) {
consoleHistoryIndex = len;
DomElems.consoleInput.value = "";
} else {
++consoleHistoryIndex;
var prevCommand = consoleHistory[consoleHistoryIndex];
DomElems.consoleInput.value = prevCommand;
}
}
}
});
function ActionIdentifier(params={}) {
if (params.name) {this.name = params.name;}
if (params.type) {this.type = params.type;}
}
ActionIdentifier.prototype.toJSON = function() {
return Generic_toJSON("ActionIdentifier", this);
}
ActionIdentifier.fromJSON = function(value) {
return Generic_fromJSON(ActionIdentifier, value.data);
}
Reviver.constructors.ActionIdentifier = ActionIdentifier;
function Bladeburner(params={}) {
this.numHosp = 0; // Number of hospitalizations
this.moneyLost = 0; // Money lost due to hospitalizations
this.rank = 0;
this.maxRank = 0; // Used to determine skill points
this.skillPoints = 0;
this.totalSkillPoints = 0;
this.teamSize = 0; // Number of team members
this.teamLost = 0; // Number of team members lost
this.storedCycles = 0;
this.randomEventCounter = getRandomInt(240, 600); // 4-10 minutes
// These times are in seconds
this.actionTimeToComplete = 0; // 0 or -1 is an infinite running action (like training)
this.actionTimeCurrent = 0;
this.actionTimeOverflow = 0;
// ActionIdentifier Object
var idleActionType = ActionTypes["Idle"];
this.action = new ActionIdentifier({type:idleActionType});
this.cities = {};
for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) {
this.cities[BladeburnerConstants.CityNames[i]] = new City({name: BladeburnerConstants.CityNames[i]});
}
this.city = BladeburnerConstants.CityNames[2]; // Sector-12
// Map of SkillNames -> level
this.skills = {};
this.skillMultipliers = {};
this.updateSkillMultipliers(); // Calls resetSkillMultipliers()
// Max Stamina is based on stats and Bladeburner-specific bonuses
this.staminaBonus = 0; // Gained from training
this.maxStamina = 0;
this.calculateMaxStamina();
this.stamina = this.maxStamina;
/**
* Contracts and Operations objects. These objects have unique
* properties because they are randomized in each instance and have stats like
* successes/failures, so they need to be saved/loaded by the game.
*/
this.contracts = {};
this.operations = {};
// Object that contains name of all Black Operations that have been completed
this.blackops = {};
// Flags for whether these actions should be logged to console
this.logging = {
general:true,
contracts:true,
ops:true,
blackops:true,
events:true,
}
// Simple automation values
this.automateEnabled = false;
this.automateActionHigh = 0;
this.automateThreshHigh = 0; //Stamina Threshold
this.automateActionLow = 0;
this.automateThreshLow = 0; //Stamina Threshold
// Console command history
this.consoleHistory = [];
this.consoleLogs = [];
// Initialization
this.initializeDomElementRefs();
if (params.new) {this.create();}
}
Bladeburner.prototype.prestige = function() {
this.resetAction();
var bladeburnerFac = Factions["Bladeburners"];
if (this.rank >= BladeburnerConstants.RankNeededForFaction) {
joinFaction(bladeburnerFac);
}
}
Bladeburner.prototype.create = function() {
this.contracts["Tracking"] = new Contract({
name:"Tracking",
desc:"Identify and locate Synthoids. This contract involves reconnaissance " +
"and information-gathering ONLY. Do NOT engage. Stealth is of the utmost importance.<br><br>" +
"Successfully completing Tracking contracts will slightly improve your Synthoid population estimate for " +
"whatever city you are currently in.",
baseDifficulty:125,difficultyFac:1.02,rewardFac:1.041,
rankGain:0.3, hpLoss:0.5,
count:getRandomInt(25, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1},
isStealth:true,
});
this.contracts["Bounty Hunter"] = new Contract({
name:"Bounty Hunter",
desc:"Hunt down and capture fugitive Synthoids. These Synthoids are wanted alive.<br><br>" +
"Successfully completing a Bounty Hunter contract will lower the population in your " +
"current city, and will also increase its chaos level.",
baseDifficulty:250, difficultyFac:1.04,rewardFac:1.085,
rankGain:0.9, hpLoss:1,
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true,
});
this.contracts["Retirement"] = new Contract({
name:"Retirement",
desc:"Hunt down and retire (kill) rogue Synthoids.<br><br>" +
"Successfully completing a Retirement contract will lower the population in your current " +
"city, and will also increase its chaos level.",
baseDifficulty:200, difficultyFac:1.03, rewardFac:1.065,
rankGain:0.6, hpLoss:1,
count:getRandomInt(5, 150), countGrowth:getRandomInt(5, 75)/10,
weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1},
decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},
isKill:true,
});
this.operations["Investigation"] = new Operation({
name:"Investigation",
desc:"As a field agent, investigate and identify Synthoid " +
"populations, movements, and operations.<br><br>Successful " +
"Investigation ops will increase the accuracy of your " +
"synthoid data.<br><br>" +
"You will NOT lose HP from failed Investigation ops.",
baseDifficulty:400, difficultyFac:1.03,rewardFac:1.07,reqdRank:25,
rankGain:2.2, rankLoss:0.2,
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1},
decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true,
});
this.operations["Undercover Operation"] = new Operation({
name:"Undercover Operation",
desc:"Conduct undercover operations to identify hidden " +
"and underground Synthoid communities and organizations.<br><br>" +
"Successful Undercover ops will increase the accuracy of your synthoid " +
"data.",
baseDifficulty:500, difficultyFac:1.04, rewardFac:1.09, reqdRank:100,
rankGain:4.4, rankLoss:0.4, hpLoss:2,
count:getRandomInt(1, 100), countGrowth:getRandomInt(10, 40)/10,
weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},
isStealth:true,
});
this.operations["Sting Operation"] = new Operation({
name:"Sting Operation",
desc:"Conduct a sting operation to bait and capture particularly " +
"notorious Synthoid criminals.",
baseDifficulty:650, difficultyFac:1.04, rewardFac:1.095, reqdRank:500,
rankGain:5.5, rankLoss:0.5, hpLoss:2.5,
count:getRandomInt(1, 150), countGrowth:getRandomInt(3, 40)/10,
weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1},
decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9},
isStealth:true,
});
this.operations["Raid"] = new Operation({
name:"Raid",
desc:"Lead an assault on a known Synthoid community. Note that " +
"there must be an existing Synthoid community in your current city " +
"in order for this Operation to be successful.",
baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000,
rankGain:55,rankLoss:2.5,hpLoss:50,
count:getRandomInt(1, 150), countGrowth:getRandomInt(2, 40)/10,
weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isKill:true,
});
this.operations["Stealth Retirement Operation"] = new Operation({
name:"Stealth Retirement Operation",
desc:"Lead a covert operation to retire Synthoids. The " +
"objective is to complete the task without " +
"drawing any attention. Stealth and discretion are key.",
baseDifficulty:1000, difficultyFac:1.05, rewardFac:1.11, reqdRank:20e3,
rankGain:22, rankLoss:2, hpLoss:10,
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},
isStealth:true, isKill:true,
});
this.operations["Assassination"] = new Operation({
name:"Assassination",
desc:"Assassinate Synthoids that have been identified as " +
"important, high-profile social and political leaders " +
"in the Synthoid communities.",
baseDifficulty:1500, difficultyFac:1.06, rewardFac:1.14, reqdRank:50e3,
rankGain:44, rankLoss:4, hpLoss:5,
count:getRandomInt(1, 150), countGrowth:getRandomInt(1, 20)/10,
weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},
decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8},
isStealth:true, isKill:true,
});
}
Bladeburner.prototype.storeCycles = function(numCycles=1) {
this.storedCycles += numCycles;
}
Bladeburner.prototype.process = function() {
// Edge case condition...if Operation Daedalus is complete trigger the BitNode
if (redPillFlag === false && this.blackops.hasOwnProperty("Operation Daedalus")) {
return hackWorldDaemon(Player.bitNodeN);
}
// If the Player starts doing some other actions, set action to idle and alert
if (Augmentations[AugmentationNames.BladesSimulacrum].owned === false && Player.isWorking) {
if (this.action.type !== ActionTypes["Idle"]) {
let msg = "Your Bladeburner action was cancelled because you started doing something else.";
if (this.automateEnabled) {
msg += `<br><br>Your automation was disabled as well. You will have to re-enable it through the Bladeburner console`
this.automateEnabled = false;
}
if (!Settings.SuppressBladeburnerPopup) {
dialogBoxCreate(msg);
}
}
this.resetAction();
}
// If the Player has no Stamina, set action to idle
if (this.stamina <= 0) {
this.log("Your Bladeburner action was cancelled because your stamina hit 0");
this.resetAction();
}
// A 'tick' for this mechanic is one second (= 5 game cycles)
if (this.storedCycles >= BladeburnerConstants.CyclesPerSecond) {
var seconds = Math.floor(this.storedCycles / BladeburnerConstants.CyclesPerSecond);
seconds = Math.min(seconds, 5); // Max of 5 'ticks'
this.storedCycles -= seconds * BladeburnerConstants.CyclesPerSecond;
// Stamina
this.calculateMaxStamina();
this.stamina += (this.calculateStaminaGainPerSecond() * seconds);
this.stamina = Math.min(this.maxStamina, this.stamina);
// Count increase for contracts/operations
for (let contract of Object.values(this.contracts)) {
contract.count += (seconds * contract.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
}
for (let op of Object.values(this.operations)) {
op.count += (seconds * op.countGrowth/BladeburnerConstants.ActionCountGrowthPeriod);
}
// Chaos goes down very slowly
for (let cityName of BladeburnerConstants.CityNames) {
var city = this.cities[cityName];
if (!(city instanceof City)) {throw new Error("Invalid City object when processing passive chaos reduction in Bladeburner.process");}
city.chaos -= (0.0001 * seconds);
city.chaos = Math.max(0, city.chaos);
}
// Random Events
this.randomEventCounter -= seconds;
if (this.randomEventCounter <= 0) {
this.randomEvent();
// Add instead of setting because we might have gone over the required time for the event
this.randomEventCounter += getRandomInt(240, 600);
}
this.processAction(seconds);
// Automation
if (this.automateEnabled) {
// Note: Do NOT set this.action = this.automateActionHigh/Low since it creates a reference
if (this.stamina <= this.automateThreshLow) {
if (this.action.name !== this.automateActionLow.name || this.action.type !== this.automateActionLow.type) {
this.action = new ActionIdentifier({type: this.automateActionLow.type, name: this.automateActionLow.name});
this.startAction(this.action);
}
} else if (this.stamina >= this.automateThreshHigh) {
if (this.action.name !== this.automateActionHigh.name || this.action.type !== this.automateActionHigh.type) {
this.action = new ActionIdentifier({type: this.automateActionHigh.type, name: this.automateActionHigh.name});
this.startAction(this.action);
}
}
}
if (routing.isOn(Page.Bladeburner)) {
this.updateContent();
}
}
}
Bladeburner.prototype.calculateMaxStamina = function() {
const effAgility = Player.agility * this.skillMultipliers.effAgi;
let maxStamina = (Math.pow(effAgility, 0.8) + this.staminaBonus) *
this.skillMultipliers.stamina *
Player.bladeburner_max_stamina_mult;
if (this.maxStamina !== maxStamina) {
const oldMax = this.maxStamina;
this.maxStamina = maxStamina;
this.stamina = this.maxStamina * this.stamina / oldMax;
}
if (isNaN(maxStamina)) {throw new Error("Max Stamina calculated to be NaN in Bladeburner.calculateMaxStamina()");}
}
Bladeburner.prototype.calculateStaminaGainPerSecond = function() {
var effAgility = Player.agility * this.skillMultipliers.effAgi;
var maxStaminaBonus = this.maxStamina / BladeburnerConstants.MaxStaminaToGainFactor;
var gain = (BladeburnerConstants.StaminaGainPerSecond + maxStaminaBonus) * Math.pow(effAgility, 0.17);
return gain * (this.skillMultipliers.stamina * Player.bladeburner_stamina_gain_mult);
}
Bladeburner.prototype.calculateStaminaPenalty = function() {
return Math.min(1, this.stamina / (0.5 * this.maxStamina));
}
Bladeburner.prototype.changeRank = function(change) {
if (isNaN(change)) {throw new Error("NaN passed into Bladeburner.changeRank()");}
this.rank += change;
if (this.rank < 0) {this.rank = 0;}
this.maxRank = Math.max(this.rank, this.maxRank);
var bladeburnersFactionName = "Bladeburners";
if (factionExists(bladeburnersFactionName)) {
var bladeburnerFac = Factions[bladeburnersFactionName];
if (!(bladeburnerFac instanceof Faction)) {
throw new Error("Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button");
}
if (bladeburnerFac.isMember) {
var favorBonus = 1 + (bladeburnerFac.favor / 100);
bladeburnerFac.playerReputation += (BladeburnerConstants.RankToFactionRepFactor * change * Player.faction_rep_mult * favorBonus);
}
}
// Gain skill points
var rankNeededForSp = (this.totalSkillPoints+1) * BladeburnerConstants.RanksPerSkillPoint;
if (this.maxRank >= rankNeededForSp) {
// Calculate how many skill points to gain
var gainedSkillPoints = Math.floor((this.maxRank - rankNeededForSp) / BladeburnerConstants.RanksPerSkillPoint + 1);
this.skillPoints += gainedSkillPoints;
this.totalSkillPoints += gainedSkillPoints;
}
}
Bladeburner.prototype.getCurrentCity = function() {
var city = this.cities[this.city];
if (!(city instanceof City)) {
throw new Error("Bladeburner.getCurrentCity() did not properly return a City object");
}
return city;
}
Bladeburner.prototype.resetSkillMultipliers = function() {
this.skillMultipliers = {
successChanceAll: 1,
successChanceStealth: 1,
successChanceKill: 1,
successChanceContract: 1,
successChanceOperation: 1,
successChanceEstimate: 1,
actionTime: 1,
effHack: 1,
effStr: 1,
effDef: 1,
effDex: 1,
effAgi: 1,
effCha: 1,
effInt: 1,
stamina: 1,
money: 1,
expGain: 1,
};
}
Bladeburner.prototype.updateSkillMultipliers = function() {
this.resetSkillMultipliers();
for (var skillName in this.skills) {
if (this.skills.hasOwnProperty(skillName)) {
var skill = Skills[skillName];
if (skill == null) {
throw new Error("Could not find Skill Object for: " + skillName);
}
var level = this.skills[skillName];
if (level == null || level <= 0) {continue;} //Not upgraded
var multiplierNames = Object.keys(this.skillMultipliers);
for (var i = 0; i < multiplierNames.length; ++i) {
var multiplierName = multiplierNames[i];
if (skill[multiplierName] != null && !isNaN(skill[multiplierName])) {
var value = skill[multiplierName] * level;
var multiplierValue = 1 + (value / 100);
if (multiplierName === "actionTime") {
multiplierValue = 1 - (value / 100);
}
this.skillMultipliers[multiplierName] *= multiplierValue;
}
}
}
}
}
Bladeburner.prototype.upgradeSkill = function(skill) {
// This does NOT handle deduction of skill points
var skillName = skill.name;
if (this.skills[skillName]) {
++this.skills[skillName];
} else {
this.skills[skillName] = 1;
}
if (isNaN(this.skills[skillName]) || this.skills[skillName] < 0) {
throw new Error("Level of Skill " + skillName + " is invalid: " + this.skills[skillName]);
}
this.updateSkillMultipliers();
}
Bladeburner.prototype.getActionObject = function(actionId) {
/**
* Given an ActionIdentifier object, returns the corresponding
* GeneralAction, Contract, Operation, or BlackOperation object
*/
switch (actionId.type) {
case ActionTypes["Contract"]:
return this.contracts[actionId.name];
case ActionTypes["Operation"]:
return this.operations[actionId.name];
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
return BlackOperations[actionId.name];
case ActionTypes["Training"]:
return GeneralActions["Training"];
case ActionTypes["Field Analysis"]:
return GeneralActions["Field Analysis"];
case ActionTypes["Recruitment"]:
return GeneralActions["Recruitment"];
default:
return null;
}
}
// Sets the player to the "IDLE" action
Bladeburner.prototype.resetAction = function() {
this.action = new ActionIdentifier({type:ActionTypes.Idle});
}
Bladeburner.prototype.startAction = function(actionId) {
if (actionId == null) {return;}
this.action = actionId;
this.actionTimeCurrent = 0;
switch (actionId.type) {
case ActionTypes["Idle"]:
this.actionTimeToComplete = 0;
break;
case ActionTypes["Contract"]:
try {
var action = this.getActionObject(actionId);
if (action == null) {
throw new Error("Failed to get Contract Object for: " + actionId.name);
}
if (action.count < 1) {return this.resetAction();}
this.actionTimeToComplete = action.getActionTime(this);
} catch(e) {
exceptionAlert(e);
}
break;
case ActionTypes["Operation"]:
try {
var action = this.getActionObject(actionId);
if (action == null) {
throw new Error ("Failed to get Operation Object for: " + actionId.name);
}
if (action.count < 1) {return this.resetAction();}
if (actionId.name === "Raid" && this.getCurrentCity().commsEst === 0) {return this.resetAction();}
this.actionTimeToComplete = action.getActionTime(this);
} catch(e) {
exceptionAlert(e);
}
break;
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
try {
// Safety measure - don't repeat BlackOps that are already done
if (this.blackops[actionId.name] != null) {
this.resetAction();
this.log("Error: Tried to start a Black Operation that had already been completed");
break;
}
var action = this.getActionObject(actionId);
if (action == null) {
throw new Error("Failed to get BlackOperation object for: " + actionId.name);
}
this.actionTimeToComplete = action.getActionTime(this);
} catch(e) {
exceptionAlert(e);
}
break;
case ActionTypes["Recruitment"]:
this.actionTimeToComplete = this.getRecruitmentTime();
break;
case ActionTypes["Training"]:
case ActionTypes["FieldAnalysis"]:
case ActionTypes["Field Analysis"]:
this.actionTimeToComplete = 30;
break;
case ActionTypes["Diplomacy"]:
case ActionTypes["Hyperbolic Regeneration Chamber"]:
this.actionTimeToComplete = 60;
break;
default:
throw new Error("Invalid Action Type in Bladeburner.startAction(): " + actionId.type);
break;
}
}
Bladeburner.prototype.processAction = function(seconds) {
if (this.action.type === ActionTypes["Idle"]) {return;}
if (this.actionTimeToComplete <= 0) {
throw new Error(`Invalid actionTimeToComplete value: ${this.actionTimeToComplete}, type; ${this.action.type}`);
}
if (!(this.action instanceof ActionIdentifier)) {
throw new Error("Bladeburner.action is not an ActionIdentifier Object");
}
// If the previous action went past its completion time, add to the next action
// This is not added inmediatly in case the automation changes the action
this.actionTimeCurrent += seconds + this.actionTimeOverflow;
this.actionTimeOverflow = 0;
if (this.actionTimeCurrent >= this.actionTimeToComplete) {
this.actionTimeOverflow = this.actionTimeCurrent - this.actionTimeToComplete;
return this.completeAction();
}
}
Bladeburner.prototype.completeAction = function() {
switch (this.action.type) {
case ActionTypes["Contract"]:
case ActionTypes["Operation"]:
try {
var isOperation = (this.action.type === ActionTypes["Operation"]);
var action = this.getActionObject(this.action);
if (action == null) {
throw new Error("Failed to get Contract/Operation Object for: " + this.action.name);
}
var difficulty = action.getDifficulty();
var difficultyMultiplier = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor;
var rewardMultiplier = Math.pow(action.rewardFac, action.level-1);
// Stamina loss is based on difficulty
this.stamina -= (BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier);
if (this.stamina < 0) {this.stamina = 0;}
// Process Contract/Operation success/failure
if (action.attempt(this)) {
this.gainActionStats(action, true);
++action.successes;
--action.count;
// Earn money for contracts
var moneyGain = 0;
if (!isOperation) {
moneyGain = BladeburnerConstants.ContractBaseMoneyGain * rewardMultiplier * this.skillMultipliers.money;
Player.gainMoney(moneyGain);
Player.recordMoneySource(moneyGain, "bladeburner");
}
if (isOperation) {
action.setMaxLevel(BladeburnerConstants.OperationSuccessesPerLevel);
} else {
action.setMaxLevel(BladeburnerConstants.ContractSuccessesPerLevel);
}
if (action.rankGain) {
var gain = addOffset(action.rankGain * rewardMultiplier * BitNodeMultipliers.BladeburnerRank, 10);
this.changeRank(gain);
if (isOperation && this.logging.ops) {
this.log(action.name + " successfully completed! Gained " + formatNumber(gain, 3) + " rank");
} else if (!isOperation && this.logging.contracts) {
this.log(action.name + " contract successfully completed! Gained " + formatNumber(gain, 3) + " rank and " + numeralWrapper.formatMoney(moneyGain));
}
}
isOperation ? this.completeOperation(true) : this.completeContract(true);
} else {
this.gainActionStats(action, false);
++action.failures;
var loss = 0, damage = 0;
if (action.rankLoss) {
loss = addOffset(action.rankLoss * rewardMultiplier, 10);
this.changeRank(-1 * loss);
}
if (action.hpLoss) {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
this.hpLost += damage;
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += cost;
}
}
var logLossText = "";
if (loss > 0) {logLossText += "Lost " + formatNumber(loss, 3) + " rank. ";}
if (damage > 0) {logLossText += "Took " + formatNumber(damage, 0) + " damage.";}
if (isOperation && this.logging.ops) {
this.log(action.name + " failed! " + logLossText);
} else if (!isOperation && this.logging.contracts) {
this.log(action.name + " contract failed! " + logLossText);
}
isOperation ? this.completeOperation(false) : this.completeContract(false);
}
if (action.autoLevel) {action.level = action.maxLevel;} // Autolevel
this.startAction(this.action); // Repeat action
} catch(e) {
exceptionAlert(e);
}
break;
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
try {
var action = this.getActionObject(this.action);
if (action == null || !(action instanceof BlackOperation)) {
throw new Error("Failed to get BlackOperation Object for: " + this.action.name);
}
var difficulty = action.getDifficulty();
var difficultyMultiplier = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor;
// Stamina loss is based on difficulty
this.stamina -= (BladeburnerConstants.BaseStaminaLoss * difficultyMultiplier);
if (this.stamina < 0) {this.stamina = 0;}
// Team loss variables
var teamCount = action.teamCount, teamLossMax;
if (action.attempt(this)) {
this.gainActionStats(action, true);
action.count = 0;
this.blackops[action.name] = true;
var rankGain = 0;
if (action.rankGain) {
rankGain = addOffset(action.rankGain * BitNodeMultipliers.BladeburnerRank, 10);
this.changeRank(rankGain);
}
teamLossMax = Math.ceil(teamCount/2);
// Operation Daedalus
if (action.name === "Operation Daedalus") {
this.resetAction();
return hackWorldDaemon(Player.bitNodeN);
}
if (routing.isOn(Page.Bladeburner)) {
this.createActionAndSkillsContent();
}
if (this.logging.blackops) {
this.log(action.name + " successful! Gained " + formatNumber(rankGain, 1) + " rank");
}
} else {
this.gainActionStats(action, false);
var rankLoss = 0, damage = 0;
if (action.rankLoss) {
rankLoss = addOffset(action.rankLoss, 10);
this.changeRank(-1 * rankLoss);
}
if (action.hpLoss) {
damage = action.hpLoss * difficultyMultiplier;
damage = Math.ceil(addOffset(damage, 10));
const cost = calculateHospitalizationCost(Player, damage);
if (Player.takeDamage(damage)) {
++this.numHosp;
this.moneyLost += cost;
}
}
teamLossMax = Math.floor(teamCount);
if (this.logging.blackops) {
this.log(action.name + " failed! Lost " + formatNumber(rankLoss, 1) + " rank and took " + formatNumber(damage, 0) + " damage");
}
}
this.resetAction(); // Stop regardless of success or fail
// Calculate team lossses
if (teamCount >= 1) {
var losses = getRandomInt(1, teamLossMax);
this.teamSize -= losses;
this.teamLost += losses;
if (this.logging.blackops) {
this.log("You lost " + formatNumber(losses, 0) + " team members during " + action.name);
}
}
} catch(e) {
exceptionAlert(e);
}
break;
case ActionTypes["Training"]:
this.stamina -= (0.5 * BladeburnerConstants.BaseStaminaLoss);
var strExpGain = 30 * Player.strength_exp_mult,
defExpGain = 30 * Player.defense_exp_mult,
dexExpGain = 30 * Player.dexterity_exp_mult,
agiExpGain = 30 * Player.agility_exp_mult,
staminaGain = 0.04 * this.skillMultipliers.stamina;
Player.gainStrengthExp(strExpGain);
Player.gainDefenseExp(defExpGain);
Player.gainDexterityExp(dexExpGain);
Player.gainAgilityExp(agiExpGain);
this.staminaBonus += (staminaGain);
if (this.logging.general) {
this.log("Training completed. Gained: " +
formatNumber(strExpGain, 1) + " str exp, " +
formatNumber(defExpGain, 1) + " def exp, " +
formatNumber(dexExpGain, 1) + " dex exp, " +
formatNumber(agiExpGain, 1) + " agi exp, " +
formatNumber(staminaGain, 3) + " max stamina");
}
this.startAction(this.action); // Repeat action
break;
case ActionTypes["FieldAnalysis"]:
case ActionTypes["Field Analysis"]:
// Does not use stamina. Effectiveness depends on hacking, int, and cha
var eff = 0.04 * Math.pow(Player.hacking_skill, 0.3) +
0.04 * Math.pow(Player.intelligence, 0.9) +
0.02 * Math.pow(Player.charisma, 0.3);
eff *= Player.bladeburner_analysis_mult;
if (isNaN(eff) || eff < 0) {
throw new Error("Field Analysis Effectiveness calculated to be NaN or negative");
}
var hackingExpGain = 20 * Player.hacking_exp_mult,
charismaExpGain = 20 * Player.charisma_exp_mult;
Player.gainHackingExp(hackingExpGain);
Player.gainIntelligenceExp(BladeburnerConstants.BaseIntGain);
Player.gainCharismaExp(charismaExpGain);
this.changeRank(0.1 * BitNodeMultipliers.BladeburnerRank);
this.getCurrentCity().improvePopulationEstimateByPercentage(eff * this.skillMultipliers.successChanceEstimate);
if (this.logging.general) {
this.log("Field analysis completed. Gained 0.1 rank, " + formatNumber(hackingExpGain, 1) + " hacking exp, and " + formatNumber(charismaExpGain, 1) + " charisma exp");
}
this.startAction(this.action); // Repeat action
break;
case ActionTypes["Recruitment"]:
var successChance = this.getRecruitmentSuccessChance();
if (Math.random() < successChance) {
var expGain = 2 * BladeburnerConstants.BaseStatGain * this.actionTimeToComplete;
Player.gainCharismaExp(expGain);
++this.teamSize;
if (this.logging.general) {
this.log("Successfully recruited a team member! Gained " + formatNumber(expGain, 1) + " charisma exp");
}
} else {
var expGain = BladeburnerConstants.BaseStatGain * this.actionTimeToComplete;
Player.gainCharismaExp(expGain);
if (this.logging.general) {
this.log("Failed to recruit a team member. Gained " + formatNumber(expGain, 1) + " charisma exp");
}
}
this.startAction(this.action); // Repeat action
break;
case ActionTypes["Diplomacy"]:
var eff = this.getDiplomacyEffectiveness();
this.getCurrentCity().chaos *= eff;
if (this.getCurrentCity().chaos < 0) { this.getCurrentCity().chaos = 0; }
if (this.logging.general) {
this.log(`Diplomacy completed. Chaos levels in the current city fell by ${numeralWrapper.formatPercentage(1 - eff)}`);
}
this.startAction(this.action); // Repeat Action
break;
case ActionTypes["Hyperbolic Regeneration Chamber"]: {
Player.regenerateHp(BladeburnerConstants.HrcHpGain);
const staminaGain = this.maxStamina * (BladeburnerConstants.HrcStaminaGain / 100);
this.stamina = Math.min(this.maxStamina, this.stamina + staminaGain);
this.startAction(this.action);
if (this.logging.general) {
this.log(`Rested in Hyperbolic Regeneration Chamber. Restored ${BladeburnerConstants.HrcHpGain} HP and gained ${numeralWrapper.formatStamina(staminaGain)} stamina`);
}
break;
}
default:
console.error(`Bladeburner.completeAction() called for invalid action: ${this.action.type}`);
break;
}
}
Bladeburner.prototype.completeContract = function(success) {
if (this.action.type !== ActionTypes.Contract) {
throw new Error("completeContract() called even though current action is not a Contract");
}
var city = this.getCurrentCity();
if (success) {
switch (this.action.name) {
case "Tracking":
// Increase estimate accuracy by a relatively small amount
city.improvePopulationEstimateByCount(getRandomInt(100, 1e3));
break;
case "Bounty Hunter":
city.changePopulationByCount(-1, {estChange:-1});
city.changeChaosByCount(0.02);
break;
case "Retirement":
city.changePopulationByCount(-1, {estChange:-1});
city.changeChaosByCount(0.04);
break;
default:
throw new Error("Invalid Action name in completeContract: " + this.action.name);
}
}
}
Bladeburner.prototype.completeOperation = function(success) {
if (this.action.type !== ActionTypes.Operation) {
throw new Error("completeOperation() called even though current action is not an Operation");
}
var action = this.getActionObject(this.action);
if (action == null) {
throw new Error("Failed to get Contract/Operation Object for: " + this.action.name);
}
// Calculate team losses
var teamCount = action.teamCount, max;
if (teamCount >= 1) {
if (success) {
max = Math.ceil(teamCount/2);
} else {
max = Math.floor(teamCount)
}
var losses = getRandomInt(0, max);
this.teamSize -= losses;
this.teamLost += losses;
if (this.logging.ops && losses > 0) {
this.log("Lost " + formatNumber(losses, 0) + " team members during this " + action.name);
}
}
var city = this.getCurrentCity();
switch (action.name) {
case "Investigation":
if (success) {
city.improvePopulationEstimateByPercentage(0.4 * this.skillMultipliers.successChanceEstimate);
if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) {
city.improveCommunityEstimate(1);
}
} else {
this.triggerPotentialMigration(this.city, 0.1);
}
break;
case "Undercover Operation":
if (success) {
city.improvePopulationEstimateByPercentage(0.8 * this.skillMultipliers.successChanceEstimate);
if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) {
city.improveCommunityEstimate(1);
}
} else {
this.triggerPotentialMigration(this.city, 0.15);
}
break;
case "Sting Operation":
if (success) {
city.changePopulationByPercentage(-0.1, {changeEstEqually:true, nonZero:true});
}
city.changeChaosByCount(0.1);
break;
case "Raid":
if (success) {
city.changePopulationByPercentage(-1, {changeEstEqually:true, nonZero:true});
--city.comms;
--city.commsEst;
} else {
var change = getRandomInt(-10, -5) / 10;
city.changePopulationByPercentage(change, {nonZero:true});
}
city.changeChaosByPercentage(getRandomInt(1, 5));
break;
case "Stealth Retirement Operation":
if (success) {
city.changePopulationByPercentage(-0.5, {changeEstEqually:true,nonZero:true});
}
city.changeChaosByPercentage(getRandomInt(-3, -1));
break;
case "Assassination":
if (success) {
city.changePopulationByCount(-1, {estChange:-1});
}
city.changeChaosByPercentage(getRandomInt(-5, 5));
break;
default:
throw new Error("Invalid Action name in completeOperation: " + this.action.name);
}
}
Bladeburner.prototype.getRecruitmentTime = function() {
var effCharisma = Player.charisma * this.skillMultipliers.effCha;
var charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;
return Math.max(10, Math.round(BladeburnerConstants.BaseRecruitmentTimeNeeded - charismaFactor));
}
Bladeburner.prototype.getRecruitmentSuccessChance = function() {
return Math.pow(Player.charisma, 0.45) / (this.teamSize + 1);
}
Bladeburner.prototype.getDiplomacyEffectiveness = function() {
// Returns a decimal by which the city's chaos level should be multiplied (e.g. 0.98)
const CharismaLinearFactor = 1e3;
const CharismaExponentialFactor = 0.045;
const charismaEff = Math.pow(Player.charisma, CharismaExponentialFactor) + Player.charisma / CharismaLinearFactor;
return (100 - charismaEff) / 100;
}
/**
* Process stat gains from Contracts, Operations, and Black Operations
* @param action(Action obj) - Derived action class
* @param success(bool) - Whether action was successful
*/
Bladeburner.prototype.gainActionStats = function(action, success) {
var difficulty = action.getDifficulty();
/**
* Gain multiplier based on difficulty. If this changes then the
* same variable calculated in completeAction() needs to change too
*/
var difficultyMult = Math.pow(difficulty, BladeburnerConstants.DiffMultExponentialFactor) + difficulty / BladeburnerConstants.DiffMultLinearFactor;
var time = this.actionTimeToComplete;
var successMult = success ? 1 : 0.5;
var unweightedGain = time * BladeburnerConstants.BaseStatGain * successMult * difficultyMult;
var unweightedIntGain = time * BladeburnerConstants.BaseIntGain * successMult * difficultyMult;
const skillMult = this.skillMultipliers.expGain;
Player.gainHackingExp(unweightedGain * action.weights.hack * Player.hacking_exp_mult * skillMult);
Player.gainStrengthExp(unweightedGain * action.weights.str * Player.strength_exp_mult * skillMult);
Player.gainDefenseExp(unweightedGain * action.weights.def * Player.defense_exp_mult * skillMult);
Player.gainDexterityExp(unweightedGain * action.weights.dex * Player.dexterity_exp_mult * skillMult);
Player.gainAgilityExp(unweightedGain * action.weights.agi * Player.agility_exp_mult * skillMult);
Player.gainCharismaExp(unweightedGain * action.weights.cha * Player.charisma_exp_mult * skillMult);
let intExp = unweightedIntGain * action.weights.int * skillMult;
if (intExp > 1) {
intExp = Math.pow(intExp, 0.8);
}
Player.gainIntelligenceExp(intExp);
}
Bladeburner.prototype.randomEvent = function() {
var chance = Math.random();
// Choose random source/destination city for events
var sourceCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];
var sourceCity = this.cities[sourceCityName];
if (!(sourceCity instanceof City)) {
throw new Error("sourceCity was not a City object in Bladeburner.randomEvent()");
}
var destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];
while (destCityName === sourceCityName) {
destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];
}
var destCity = this.cities[destCityName];
if (!(sourceCity instanceof City) || !(destCity instanceof City)) {
throw new Error("sourceCity/destCity was not a City object in Bladeburner.randomEvent()");
}
if (chance <= 0.05) {
// New Synthoid Community, 5%
++sourceCity.comms;
var percentage = getRandomInt(10, 20) / 100;
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop += count;
if (this.logging.events) {
this.log("Intelligence indicates that a new Synthoid community was formed in a city");
}
} else if (chance <= 0.1) {
// Synthoid Community Migration, 5%
if (sourceCity.comms <= 0) {
// If no comms in source city, then instead trigger a new Synthoid community event
++sourceCity.comms;
var percentage = getRandomInt(10, 20) / 100;
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop += count;
if (this.logging.events) {
this.log("Intelligence indicates that a new Synthoid community was formed in a city");
}
} else {
--sourceCity.comms;
++destCity.comms;
// Change pop
var percentage = getRandomInt(10, 20) / 100;
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop -= count;
destCity.pop += count;
if (this.logging.events) {
this.log("Intelligence indicates that a Synthoid community migrated from " + sourceCityName + " to some other city");
}
}
} else if (chance <= 0.3) {
// New Synthoids (non community), 20%
var percentage = getRandomInt(8, 24) / 100;
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop += count;
if (this.logging.events) {
this.log("Intelligence indicates that the Synthoid population of " + sourceCityName + " just changed significantly");
}
} else if (chance <= 0.5) {
// Synthoid migration (non community) 20%
this.triggerMigration(sourceCityName);
if (this.logging.events) {
this.log("Intelligence indicates that a large number of Synthoids migrated from " + sourceCityName + " to some other city");
}
} else if (chance <= 0.7) {
// Synthoid Riots (+chaos), 20%
sourceCity.chaos += 1;
sourceCity.chaos *= (1 + getRandomInt(5, 20) / 100);
if (this.logging.events) {
this.log("Tensions between Synthoids and humans lead to riots in " + sourceCityName + "! Chaos increased");
}
} else if (chance <= 0.9) {
// Less Synthoids, 20%
var percentage = getRandomInt(8, 20) / 100;
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop -= count;
if (this.logging.events) {
this.log("Intelligence indicates that the Synthoid population of " + sourceCityName + " just changed significantly");
}
}
// 10% chance of nothing happening
}
Bladeburner.prototype.triggerPotentialMigration = function(sourceCityName, chance) {
if (chance == null || isNaN(chance)) {
console.error("Invalid 'chance' parameter passed into Bladeburner.triggerPotentialMigration()");
}
if (chance > 1) {chance /= 100;}
if (Math.random() < chance) {this.triggerMigration(sourceCityName);}
}
Bladeburner.prototype.triggerMigration = function(sourceCityName) {
var destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];
while (destCityName === sourceCityName) {
destCityName = BladeburnerConstants.CityNames[getRandomInt(0, 5)];
}
var destCity = this.cities[destCityName];
var sourceCity = this.cities[sourceCityName];
if (destCity == null || sourceCity == null) {
throw new Error("Failed to find City with name: " + destCityName);
}
var rand = Math.random(), percentage = getRandomInt(3, 15) / 100;
if (rand < 0.05 && sourceCity.comms > 0) { // 5% chance for community migration
percentage *= getRandomInt(2, 4); // Migration increases population change
--sourceCity.comms;
++destCity.comms;
}
var count = Math.round(sourceCity.pop * percentage);
sourceCity.pop -= count;
destCity.pop += count;
}
let DomElems = {};
Bladeburner.prototype.initializeDomElementRefs = function() {
DomElems = {
bladeburnerDiv: null,
// Main Divs
overviewConsoleParentDiv: null,
overviewDiv: null, // Overview of stats that stays fixed on left
actionAndSkillsDiv: null, // Panel for different sections (contracts, ops, skills)
currentTab: null, // Contracts, Operations, Black Ops, Skills
consoleDiv: null,
consoleTable: null,
consoleInputRow: null, // tr
consoleInputCell: null, // td
consoleInputHeader: null, // "> "
consoleInput: null, // Actual input element
// Overview Content
overviewRank: null,
overviewStamina: null,
overviewStaminaHelpTip: null,
overviewGen1: null, // Stamina Penalty, Team, Hospitalized stats, current city
overviewEstPop: null,
overviewEstPopHelpTip: null,
overviewEstComms: null,
overviewChaos: null,
overviewSkillPoints: null,
overviewBonusTime: null,
overviewAugMults: null,
// Actions and Skills Content
actionsAndSkillsDesc: null,
actionsAndSkillsList: null, // ul element of all UI elements in this panel
generalActions: {},
contracts: {},
operations: {},
blackops: {},
skills: {},
skillPointsDisplay: null,
};
}
Bladeburner.prototype.createContent = function() {
DomElems.bladeburnerDiv = createElement("div", {
id:"bladeburner-container", position:"fixed", class:"generic-menupage-container",
});
// Parent Div for Overview and Console
DomElems.overviewConsoleParentDiv = createElement("div", {
height:"60%", display:"block", position:"relative",
});
// Overview and Action/Skill pane
DomElems.overviewDiv = createElement("div", {
width:"30%", display:"inline-block", border:"1px solid white",
});
DomElems.actionAndSkillsDiv = createElement("div", {
height:"60%", width:"70%", display:"block",
border:"1px solid white", margin:"6px", padding:"6px",
});
DomElems.currentTab = "general";
this.createOverviewContent();
this.createActionAndSkillsContent();
// Console
DomElems.consoleDiv = createElement("div", {
class:"bladeburner-console-div",
clickListener:() => {
if (DomElems.consoleInput instanceof Element) {
DomElems.consoleInput.focus();
}
return false;
},
});
DomElems.consoleTable = createElement("table", {class:"bladeburner-console-table"});
DomElems.consoleInputRow = createElement("tr", {class:"bladeburner-console-input-row", id:"bladeburner-console-input-row"});
DomElems.consoleInputCell = createElement("td", {class:"bladeburner-console-input-cell"});
DomElems.consoleInputHeader = createElement("pre", {innerText:"> "});
DomElems.consoleInput = createElement("input", {
type:"text", class:"bladeburner-console-input", tabIndex:1,
onfocus:() => {DomElems.consoleInput.value = DomElems.consoleInput.value},
});
DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);
DomElems.consoleInputCell.appendChild(DomElems.consoleInput);
DomElems.consoleInputRow.appendChild(DomElems.consoleInputCell);
DomElems.consoleTable.appendChild(DomElems.consoleInputRow);
DomElems.consoleDiv.appendChild(DomElems.consoleTable);
DomElems.overviewConsoleParentDiv.appendChild(DomElems.overviewDiv);
DomElems.overviewConsoleParentDiv.appendChild(DomElems.consoleDiv);
DomElems.bladeburnerDiv.appendChild(DomElems.overviewConsoleParentDiv);
DomElems.bladeburnerDiv.appendChild(DomElems.actionAndSkillsDiv);
// legend
const legend = createElement("div")
legend.innerHTML = `<span class="text">${stealthIcon}= This action requires stealth, ${killIcon} = This action involves retirement</span>`
DomElems.bladeburnerDiv.appendChild(legend);
document.getElementById("entire-game-container").appendChild(DomElems.bladeburnerDiv);
if (this.consoleLogs.length === 0) {
this.postToConsole("Bladeburner Console BETA");
this.postToConsole("Type 'help' to see console commands");
} else {
for (let i = 0; i < this.consoleLogs.length; ++i) {
this.postToConsole(this.consoleLogs[i], false);
}
}
DomElems.consoleInput.focus();
}
Bladeburner.prototype.clearContent = function() {
if (DomElems.bladeburnerDiv instanceof Element) {
removeChildrenFromElement(DomElems.bladeburnerDiv);
removeElement(DomElems.bladeburnerDiv);
}
clearObject(DomElems);
this.initializeDomElementRefs();
}
Bladeburner.prototype.createOverviewContent = function() {
if (DomElems.overviewDiv == null) {
throw new Error("Bladeburner.createOverviewContent() called with DomElems.overviewDiv = null");
}
DomElems.overviewRank = createElement("p", {
innerText:"Rank: ",
display:"inline-block",
tooltip:"Your rank within the Bladeburner division",
});
DomElems.overviewStamina = createElement("p", {
display:"inline-block",
});
DomElems.overviewStaminaHelpTip = createElement("div", {
class:"help-tip",
innerText:"?",
clickListener: () => {
dialogBoxCreate("Performing actions will use up your stamina.<br><br>" +
"Your max stamina is determined primarily by your agility stat.<br><br>" +
"Your stamina gain rate is determined by both your agility and your " +
"max stamina. Higher max stamina leads to a higher gain rate.<br><br>" +
"Once your " +
"stamina falls below 50% of its max value, it begins to negatively " +
"affect the success rate of your contracts/operations. This penalty " +
"is shown in the overview panel. If the penalty is 15%, then this means " +
"your success rate would be multipled by 85% (100 - 15).<br><br>" +
"Your max stamina and stamina gain rate can also be increased by " +
"training, or through skills and Augmentation upgrades.");
},
});
DomElems.overviewGen1 = createElement("p", {
display:"block",
});
DomElems.overviewEstPop = createElement("p", {
innerText:"Est. Synthoid Population: ",
display:"inline-block",
tooltip:"This is your Bladeburner division's estimate of how many Synthoids exist " +
"in your current city.",
});
DomElems.overviewEstPopHelpTip = createElement("div", {
innerText:"?", class:"help-tip",
clickListener:() => {
dialogBoxCreate("The success rate of your contracts/operations depends on " +
"the population of Synthoids in your current city. " +
"The success rate that is shown to you is only an estimate, " +
"and it is based on your Synthoid population estimate.<br><br>" +
"Therefore, it is important that this Synthoid population estimate " +
"is accurate so that you have a better idea of your " +
"success rate for contracts/operations. Certain " +
"actions will increase the accuracy of your population " +
"estimate.<br><br>" +
"The Synthoid populations of cities can change due to your " +
"actions or random events. If random events occur, they will " +
"be logged in the Bladeburner Console.");
},
});
DomElems.overviewEstComms = createElement("p", {
innerText:"Est. Synthoid Communities: ",
display:"inline-block",
tooltip:"This is your Bladeburner divison's estimate of how many Synthoid " +
"communities exist in your current city.",
});
DomElems.overviewChaos = createElement("p", {
innerText:"City Chaos: ",
display:"inline-block",
tooltip:"The city's chaos level due to tensions and conflicts between humans and Synthoids. " +
"Having too high of a chaos level can make contracts and operations harder.",
});
DomElems.overviewBonusTime = createElement("p", {
innerText: "Bonus time: ",
display: "inline-block",
tooltip: "You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by browser). " +
"Bonus time makes the Bladeburner mechanic progress faster, up to 5x the normal speed.",
});
DomElems.overviewSkillPoints = createElement("p", {display:"block"});
DomElems.overviewAugMults = createElement("div", {display:"block"});
DomElems.overviewDiv.appendChild(DomElems.overviewRank);
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(DomElems.overviewStamina);
DomElems.overviewDiv.appendChild(DomElems.overviewStaminaHelpTip);
DomElems.overviewDiv.appendChild(DomElems.overviewGen1);
DomElems.overviewDiv.appendChild(DomElems.overviewEstPop);
DomElems.overviewDiv.appendChild(DomElems.overviewEstPopHelpTip);
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(DomElems.overviewEstComms);
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(DomElems.overviewChaos);
appendLineBreaks(DomElems.overviewDiv, 2);
DomElems.overviewDiv.appendChild(DomElems.overviewBonusTime);
DomElems.overviewDiv.appendChild(DomElems.overviewSkillPoints);
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(DomElems.overviewAugMults);
// Travel to new city button
appendLineBreaks(DomElems.overviewDiv, 1);
DomElems.overviewDiv.appendChild(createElement("a", {
innerHTML:"Travel", class:"a-link-button", display:"inline-block",
clickListener:() => {
var popupId = "bladeburner-travel-popup-cancel-btn";
var popupArguments = [];
popupArguments.push(createElement("a", { // Cancel Button
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId); return false;
},
}))
popupArguments.push(createElement("p", { // Info Text
innerText:"Travel to a different city for your Bladeburner " +
"activities. This does not cost any money. The city you are " +
"in for your Bladeburner duties does not affect " +
"your location in the game otherwise",
}));
for (var i = 0; i < BladeburnerConstants.CityNames.length; ++i) {
(function(inst, i) {
popupArguments.push(createElement("div", {
/**
* Reusing this css class...it adds a border and makes it
* so that background color changes when you hover
*/
class:"cmpy-mgmt-find-employee-option",
innerText:BladeburnerConstants.CityNames[i],
clickListener:() => {
inst.city = BladeburnerConstants.CityNames[i];
removeElementById(popupId);
inst.updateOverviewContent();
return false;
},
}));
})(this, i);
}
createPopup(popupId, popupArguments);
},
}));
// Faction button
const bladeburnersFactionName = "Bladeburners";
if (factionExists(bladeburnersFactionName)) {
var bladeburnerFac = Factions[bladeburnersFactionName];
if (!(bladeburnerFac instanceof Faction)) {
throw new Error("Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button");
}
DomElems.overviewDiv.appendChild(createElement("a", {
innerText:"Faction", class:"a-link-button", display:"inline-block",
tooltip:"Apply to the Bladeburner Faction, or go to the faction page if you are already a member",
clickListener:() => {
if (bladeburnerFac.isMember) {
Engine.loadFactionContent();
displayFactionContent(bladeburnersFactionName);
} else {
if (this.rank >= BladeburnerConstants.RankNeededForFaction) {
joinFaction(bladeburnerFac);
dialogBoxCreate("Congratulations! You were accepted into the Bladeburners faction");
removeChildrenFromElement(DomElems.overviewDiv);
this.createOverviewContent();
} else {
dialogBoxCreate("You need a rank of 25 to join the Bladeburners Faction!")
}
}
return false;
},
}));
}
DomElems.overviewDiv.appendChild(createElement("br"));
DomElems.overviewDiv.appendChild(createElement("br"));
this.updateOverviewContent();
}
Bladeburner.prototype.createActionAndSkillsContent = function() {
if (DomElems.currentTab == null) {DomElems.currentTab = "general";}
removeChildrenFromElement(DomElems.actionAndSkillsDiv);
clearObject(DomElems.generalActions);
clearObject(DomElems.contracts);
clearObject(DomElems.operations);
clearObject(DomElems.blackops);
clearObject(DomElems.skills);
//Navigation buttons
var currTab = DomElems.currentTab.toLowerCase();
var buttons = ["General", "Contracts", "Operations", "BlackOps", "Skills"];
for (var i = 0; i < buttons.length; ++i) {
(function(buttons, i, inst, currTab) {
DomElems.actionAndSkillsDiv.appendChild(createElement("a", {
innerText:buttons[i],
class:currTab === buttons[i].toLowerCase() ? "bladeburner-nav-button-inactive" : "bladeburner-nav-button",
clickListener:() => {
DomElems.currentTab = buttons[i].toLowerCase();
inst.createActionAndSkillsContent();
return false;
},
}));
}) (buttons, i, this, currTab);
}
// General info/description for each action
DomElems.actionsAndSkillsDesc = createElement("p", {
display:"block", margin:"4px", padding:"4px",
});
// List for actions/skills
removeChildrenFromElement(DomElems.actionsAndSkillsList);
DomElems.actionsAndSkillsList = createElement("ul");
switch(currTab) {
case "general":
this.createGeneralActionsContent();
break;
case "contracts":
this.createContractsContent();
break;
case "operations":
this.createOperationsContent();
break;
case "blackops":
this.createBlackOpsContent();
break;
case "skills":
this.createSkillsContent();
break;
default:
throw new Error("Invalid value for DomElems.currentTab in Bladeburner.createActionAndSkillsContent");
}
this.updateContent();
DomElems.actionAndSkillsDiv.appendChild(DomElems.actionsAndSkillsDesc);
DomElems.actionAndSkillsDiv.appendChild(DomElems.actionsAndSkillsList);
}
Bladeburner.prototype.createGeneralActionsContent = function() {
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createGeneralActionsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerText =
"These are generic actions that will assist you in your Bladeburner " +
"duties. They will not affect your Bladeburner rank in any way."
for (var actionName in GeneralActions) {
if (GeneralActions.hasOwnProperty(actionName)) {
DomElems.generalActions[actionName] = createElement("div", {
class:"bladeburner-action", name:actionName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.generalActions[actionName]);
}
}
}
Bladeburner.prototype.createContractsContent = function() {
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createContractsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerHTML =
"Complete contracts in order to increase your Bladeburner rank and earn money. " +
"Failing a contract will cause you to lose HP, which can lead to hospitalization.<br><br>" +
"You can unlock higher-level contracts by successfully completing them. " +
"Higher-level contracts are more difficult, but grant more rank, experience, and money.";
for (var contractName in this.contracts) {
if (this.contracts.hasOwnProperty(contractName)) {
DomElems.contracts[contractName] = createElement("div", {
class:"bladeburner-action", name:contractName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.contracts[contractName]);
}
}
}
Bladeburner.prototype.createOperationsContent = function() {
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createOperationsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerHTML =
"Carry out operations for the Bladeburner division. " +
"Failing an operation will reduce your Bladeburner rank. It will also " +
"cause you to lose HP, which can lead to hospitalization. In general, " +
"operations are harder and more punishing than contracts, " +
"but are also more rewarding.<br><br>" +
"Operations can affect the chaos level and Synthoid population of your " +
"current city. The exact effects vary between different Operations.<br><br>" +
"For operations, you can use a team. You must first recruit team members. " +
"Having a larger team will improves your chances of success.<br><br>" +
"You can unlock higher-level operations by successfully completing them. " +
"Higher-level operations are more difficult, but grant more rank and experience.";
for (var operationName in this.operations) {
if (this.operations.hasOwnProperty(operationName)) {
DomElems.operations[operationName] = createElement("div", {
class:"bladeburner-action", name:operationName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.operations[operationName]);
}
}
}
Bladeburner.prototype.createBlackOpsContent = function() {
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createBlackOpsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
DomElems.actionsAndSkillsDesc.innerHTML =
"Black Operations (Black Ops) are special, one-time covert operations. " +
"Each Black Op must be unlocked successively by completing " +
"the one before it.<br><br>" +
"<b>Your ultimate goal to climb through the ranks of Bladeburners is to complete " +
"all of the Black Ops.</b><br><br>" +
"Like normal operations, you may use a team for Black Ops. Failing " +
"a black op will incur heavy HP and rank losses.";
// Put Black Operations in sequence of required rank
var blackops = [];
for (var blackopName in BlackOperations) {
if (BlackOperations.hasOwnProperty(blackopName)) {
blackops.push(BlackOperations[blackopName]);
}
}
blackops.sort(function(a, b) {
return (a.reqdRank - b.reqdRank);
});
for (var i = blackops.length-1; i >= 0 ; --i) {
if (this.blackops[[blackops[i].name]] == null && i !== 0 && this.blackops[[blackops[i-1].name]] == null) {continue;} // If this one nor the next are completed then this isn't unlocked yet.
DomElems.blackops[blackops[i].name] = createElement("div", {
class:"bladeburner-action", name:blackops[i].name,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);
}
}
Bladeburner.prototype.createSkillsContent = function() {
if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {
throw new Error("Bladeburner.createSkillsContent called with either " +
"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null");
}
// Display Current multipliers
DomElems.actionsAndSkillsDesc.innerHTML =
"You will gain one skill point every " + BladeburnerConstants.RanksPerSkillPoint + " ranks.<br><br>" +
"Note that when upgrading a skill, the benefit for that skill is additive. " +
"However, the effects of different skills with each other is multiplicative.<br><br>"
var multKeys = Object.keys(this.skillMultipliers);
for (var i = 0; i < multKeys.length; ++i) {
var mult = this.skillMultipliers[multKeys[i]];
if (mult && mult !== 1) {
mult = formatNumber(mult, 3);
switch(multKeys[i]) {
case "successChanceAll":
DomElems.actionsAndSkillsDesc.innerHTML += "Total Success Chance: x" + mult + "<br>";
break;
case "successChanceStealth":
DomElems.actionsAndSkillsDesc.innerHTML += "Stealth Success Chance: x" + mult + "<br>";
break;
case "successChanceKill":
DomElems.actionsAndSkillsDesc.innerHTML += "Retirement Success Chance: x" + mult + "<br>";
break;
case "successChanceContract":
DomElems.actionsAndSkillsDesc.innerHTML += "Contract Success Chance: x" + mult + "<br>";
break;
case "successChanceOperation":
DomElems.actionsAndSkillsDesc.innerHTML += "Operation Success Chance: x" + mult + "<br>";
break;
case "successChanceEstimate":
DomElems.actionsAndSkillsDesc.innerHTML += "Synthoid Data Estimate: x" + mult + "<br>";
break;
case "actionTime":
DomElems.actionsAndSkillsDesc.innerHTML += "Action Time: x" + mult + "<br>";
break;
case "effHack":
DomElems.actionsAndSkillsDesc.innerHTML += "Hacking Skill: x" + mult + "<br>";
break;
case "effStr":
DomElems.actionsAndSkillsDesc.innerHTML += "Strength: x" + mult + "<br>";
break;
case "effDef":
DomElems.actionsAndSkillsDesc.innerHTML += "Defense: x" + mult + "<br>";
break;
case "effDex":
DomElems.actionsAndSkillsDesc.innerHTML += "Dexterity: x" + mult + "<br>";
break;
case "effAgi":
DomElems.actionsAndSkillsDesc.innerHTML += "Agility: x" + mult + "<br>";
break;
case "effCha":
DomElems.actionsAndSkillsDesc.innerHTML += "Charisma: x" + mult + "<br>";
break;
case "effInt":
DomElems.actionsAndSkillsDesc.innerHTML += "Intelligence: x" + mult + "<br>";
break;
case "stamina":
DomElems.actionsAndSkillsDesc.innerHTML += "Stamina: x" + mult + "<br>";
break;
case "money":
DomElems.actionsAndSkillsDesc.innerHTML += "Contract Money: x" + mult + "<br>";
break;
case "expGain":
DomElems.actionsAndSkillsDesc.innerHTML += "Exp Gain: x" + mult + "<br>";
break;
default:
console.warn(`Unrecognized SkillMult Key: ${multKeys[i]}`);
break;
}
}
}
// Skill Points
DomElems.skillPointsDisplay = createElement("p", {
innerHTML:"<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>",
});
DomElems.actionAndSkillsDiv.appendChild(DomElems.skillPointsDisplay);
// UI Element for each skill
for (var skillName in Skills) {
if (Skills.hasOwnProperty(skillName)) {
DomElems.skills[skillName] = createElement("div", {
class:"bladeburner-action", name:skillName,
});
DomElems.actionsAndSkillsList.appendChild(DomElems.skills[skillName]);
}
}
}
Bladeburner.prototype.updateContent = function() {
this.updateOverviewContent();
this.updateActionAndSkillsContent();
}
Bladeburner.prototype.updateOverviewContent = function() {
if (!routing.isOn(Page.Bladeburner)) {return;}
DomElems.overviewRank.childNodes[0].nodeValue = "Rank: " + formatNumber(this.rank, 2);
DomElems.overviewStamina.innerText = "Stamina: " + formatNumber(this.stamina, 3) + " / " + formatNumber(this.maxStamina, 3);
ReactDOM.render(<>
Stamina Penalty: {formatNumber((1-this.calculateStaminaPenalty())*100, 1)}%<br /><br />
Team Size: {formatNumber(this.teamSize, 0)}<br />
Team Members Lost: {formatNumber(this.teamLost, 0)}<br /><br />
Num Times Hospitalized: {this.numHosp}<br />
Money Lost From Hospitalizations: {Money(this.moneyLost)}<br /><br />
Current City: {this.city}<br />
</>, DomElems.overviewGen1);
DomElems.overviewEstPop.childNodes[0].nodeValue = "Est. Synthoid Population: " + numeralWrapper.formatPopulation(this.getCurrentCity().popEst);
DomElems.overviewEstComms.childNodes[0].nodeValue = "Est. Synthoid Communities: " + formatNumber(this.getCurrentCity().comms, 0);
DomElems.overviewChaos.childNodes[0].nodeValue = "City Chaos: " + formatNumber(this.getCurrentCity().chaos);
DomElems.overviewSkillPoints.innerText = "Skill Points: " + formatNumber(this.skillPoints, 0);
DomElems.overviewBonusTime.childNodes[0].nodeValue = "Bonus time: " + convertTimeMsToTimeElapsedString(this.storedCycles/BladeburnerConstants.CyclesPerSecond*1000);
ReactDOM.render(StatsTable([
["Aug. Success Chance mult: ", formatNumber(Player.bladeburner_success_chance_mult*100, 1) + "%"],
["Aug. Max Stamina mult: ", formatNumber(Player.bladeburner_max_stamina_mult*100, 1) + "%"],
["Aug. Stamina Gain mult: ", formatNumber(Player.bladeburner_stamina_gain_mult*100, 1) + "%"],
["Aug. Field Analysis mult: ", formatNumber(Player.bladeburner_analysis_mult*100, 1) + "%"],
]), DomElems.overviewAugMults);
}
Bladeburner.prototype.updateActionAndSkillsContent = function() {
if (DomElems.currentTab == null) {DomElems.currentTab = "general";}
switch(DomElems.currentTab.toLowerCase()) {
case "general":
var actionElems = Object.keys(DomElems.generalActions);
for (var i = 0; i < actionElems.length; ++i) {
var actionElem = DomElems.generalActions[actionElems[i]];
var name = actionElem.name;
var actionObj = GeneralActions[name];
if (actionObj == null) {
throw new Error("Could not find Object " + name + " in Bladeburner.updateActionAndSkillsContent()");
}
if (this.action.type === ActionTypes[name]) {
actionElem.classList.add(ActiveActionCssClass);
} else {
actionElem.classList.remove(ActiveActionCssClass);
}
this.updateGeneralActionsUIElement(actionElem, actionObj);
}
break;
case "contracts":
var contractElems = Object.keys(DomElems.contracts);
for (var i = 0; i < contractElems.length; ++i) {
var contractElem = DomElems.contracts[contractElems[i]];
var name = contractElem.name;
if (this.action.type === ActionTypes["Contract"] && name === this.action.name) {
contractElem.classList.add(ActiveActionCssClass);
} else {
contractElem.classList.remove(ActiveActionCssClass);
}
var contract = this.contracts[name];
if (contract == null) {
throw new Error("Could not find Contract " + name + " in Bladeburner.updateActionAndSkillsContent()");
}
this.updateContractsUIElement(contractElem, contract);
}
break;
case "operations":
var operationElems = Object.keys(DomElems.operations);
for (var i = 0; i < operationElems.length; ++i) {
var operationElem = DomElems.operations[operationElems[i]];
var name = operationElem.name;
if (this.action.type === ActionTypes["Operation"] && name === this.action.name) {
operationElem.classList.add(ActiveActionCssClass);
} else {
operationElem.classList.remove(ActiveActionCssClass);
}
var operation = this.operations[name];
if (operation == null) {
throw new Error("Could not find Operation " + name + " in Bladeburner.updateActionAndSkillsContent()");
}
this.updateOperationsUIElement(operationElem, operation);
}
break;
case "blackops":
var blackopsElems = Object.keys(DomElems.blackops);
for (var i = 0; i < blackopsElems.length; ++i) {
var blackopElem = DomElems.blackops[blackopsElems[i]];
var name = blackopElem.name;
if (this.action.type === ActionTypes["BlackOperation"] && name === this.action.name) {
blackopElem.classList.add(ActiveActionCssClass);
} else {
blackopElem.classList.remove(ActiveActionCssClass);
}
var blackop = BlackOperations[name];
if (blackop == null) {
throw new Error("Could not find BlackOperation " + name + " in Bladeburner.updateActionAndSkillsContent()");
}
this.updateBlackOpsUIElement(blackopElem, blackop);
}
break;
case "skills":
DomElems.skillPointsDisplay.innerHTML = "<br><strong>Skill Points: " + formatNumber(this.skillPoints, 0) + "</strong>";
var skillElems = Object.keys(DomElems.skills);
for (var i = 0; i < skillElems.length; ++i) {
var skillElem = DomElems.skills[skillElems[i]];
var name = skillElem.name;
var skill = Skills[name];
if (skill == null) {
throw new Error("Could not find Skill " + name + " in Bladeburner.updateActionAndSkillsContent()");
}
this.updateSkillsUIElement(skillElem, skill);
}
break;
default:
throw new Error("Invalid value for DomElems.currentTab in Bladeburner.createActionAndSkillsContent");
}
}
Bladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
}));
} else {
// Start button
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
margin:"3px", padding:"3px",
clickListener:() => {
this.action.type = ActionTypes[action.name];
this.action.name = action.name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
},
}));
}
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", { // Info
innerHTML:action.desc, display:"inline-block",
}));
}
Bladeburner.prototype.updateContractsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
padding:"3px", margin:"3px",
clickListener:() => {
this.action.type = ActionTypes.Contract;
this.action.name = action.name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
},
}));
}
// Level and buttons to change level
var maxLevel = (action.level >= action.maxLevel);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.ContractSuccessesPerLevel) + " successes " +
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the contract" : "",
display:"inline",
clickListener:() => {
++action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the contract" : "",
display:"inline",
clickListener:() => {
--action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateContractsUIElement(el, action);
return false;
},
}));
var actionTime = action.getActionTime(this);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", { // Info
display:"inline-block",
innerHTML:action.desc + "\n\n" +
`Estimated success chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000) + "\n" +
"Contracts remaining: " + Math.floor(action.count) + "\n" +
"Successes: " + action.successes + "\n" +
"Failures: " + action.failures,
}));
// Autolevel Checkbox
el.appendChild(createElement("br"));
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase contract level when possible",
}));
const checkboxInput = createElement("input", {
type:"checkbox",
id: autolevelCheckboxId,
checked: action.autoLevel,
changeListener: () => {
action.autoLevel = checkboxInput.checked;
},
});
el.appendChild(checkboxInput);
}
Bladeburner.prototype.updateOperationsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
}));
} else { // Start button and set Team Size button
el.appendChild(createElement("a", {
innerText:"Start", class: "a-link-button",
margin:"3px", padding:"3px",
clickListener:() => {
this.action.type = ActionTypes.Operation;
this.action.name = action.name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
},
}));
el.appendChild(createElement("a", {
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
margin:"3px", padding:"3px",
clickListener:() => {
var popupId = "bladeburner-operation-set-team-size-popup";
var txt = createElement("p", {
innerText:"Enter the amount of team members you would like to take on these " +
"operations. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations.",
});
var input = createElement("input", {
type:"number", placeholder: "Team size", class: "text-input",
});
var setBtn = createElement("a", {
innerText:"Confirm", class:"a-link-button",
clickListener:() => {
var num = Math.round(parseFloat(input.value));
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
action.teamCount = num;
this.updateOperationsUIElement(el, action);
}
removeElementById(popupId);
return false;
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
input.focus();
},
}));
}
// Level and buttons to change level
var maxLevel = (action.level >= action.maxLevel);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", {
display:"inline-block",
innerText:"Level: " + action.level + " / " + action.maxLevel,
tooltip:action.getSuccessesNeededForNextLevel(BladeburnerConstants.OperationSuccessesPerLevel) + " successes " +
"needed for next level",
}));
el.appendChild(createElement("a", {
class: maxLevel ? "a-link-button-inactive" : "a-link-button", innerHTML:"&uarr;",
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the Operation" : "",
display:"inline",
clickListener:() => {
++action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
},
}));
el.appendChild(createElement("a", {
class: (action.level <= 1) ? "a-link-button-inactive" : "a-link-button", innerHTML:"&darr;",
padding:"2px", margin:"2px",
tooltip: isActive ? "WARNING: changing the level will restart the Operation" : "",
display:"inline",
clickListener:() => {
--action.level;
if (isActive) {this.startAction(this.action);} // Restart Action
this.updateOperationsUIElement(el, action);
return false;
},
}));
// General Info
var actionTime = action.getActionTime(this);
appendLineBreaks(el, 2);
el.appendChild(createElement("pre", {
display:"inline-block",
innerHTML:action.desc + "\n\n" +
`Estimated success chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000) + "\n" +
"Operations remaining: " + Math.floor(action.count) + "\n" +
"Successes: " + action.successes + "\n" +
"Failures: " + action.failures,
}));
// Autolevel Checkbox
el.appendChild(createElement("br"));
var autolevelCheckboxId = "bladeburner-" + action.name + "-autolevel-checkbox";
el.appendChild(createElement("label", {
for:autolevelCheckboxId, innerText:"Autolevel: ",color:"white",
tooltip:"Automatically increase operation level when possible",
}));
const checkboxInput = createElement("input", {
type:"checkbox",
id: autolevelCheckboxId,
checked: action.autoLevel,
changeListener: () => {
action.autoLevel = checkboxInput.checked;
},
});
el.appendChild(checkboxInput);
}
Bladeburner.prototype.updateBlackOpsUIElement = function(el, action) {
removeChildrenFromElement(el);
var isActive = el.classList.contains(ActiveActionCssClass);
var isCompleted = (this.blackops[action.name] != null);
var estimatedSuccessChance = action.getSuccessChance(this, {est:true});
var actionTime = action.getActionTime(this);
var hasReqdRank = this.rank >= action.reqdRank;
var computedActionTimeCurrent = Math.min(this.actionTimeCurrent+this.actionTimeOverflow,this.actionTimeToComplete);
// UI for Completed Black Op
if (isCompleted) {
el.appendChild(createElement("h2", {
innerText:action.name + " (COMPLETED)", display:"block",
}));
return;
}
el.appendChild(createElement("h2", { // Header
innerText:isActive ? action.name + " (IN PROGRESS - " +
formatNumber(computedActionTimeCurrent, 0) + " / " +
formatNumber(this.actionTimeToComplete, 0) + ")"
: action.name,
display:"inline-block",
}));
if (isActive) { // Progress bar if its active
var progress = computedActionTimeCurrent / this.actionTimeToComplete;
el.appendChild(createElement("p", {
display:"block",
innerText:createProgressBarText({progress:progress}),
}));
} else {
el.appendChild(createElement("a", { // Start button
innerText:"Start", margin:"3px", padding:"3px",
class:hasReqdRank ? "a-link-button" : "a-link-button-inactive",
clickListener:() => {
this.action.type = ActionTypes.BlackOperation;
this.action.name = action.name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
return false;
},
}));
el.appendChild(createElement("a", { // Set Team Size Button
innerText:"Set Team Size (Curr Size: " + formatNumber(action.teamCount, 0) + ")", class:"a-link-button",
margin:"3px", padding:"3px",
clickListener:() => {
var popupId = "bladeburner-operation-set-team-size-popup";
var txt = createElement("p", {
innerText:"Enter the amount of team members you would like to take on this " +
"BlackOp. If you do not have the specified number of team members, " +
"then as many as possible will be used. Note that team members may " +
"be lost during operations.",
});
var input = createElement("input", {
type:"number", placeholder: "Team size", class: "text-input",
});
var setBtn = createElement("a", {
innerText:"Confirm", class:"a-link-button",
clickListener:() => {
var num = Math.round(parseFloat(input.value));
if (isNaN(num) || num < 0) {
dialogBoxCreate("Invalid value entered for number of Team Members (must be numeric, positive)")
} else {
action.teamCount = num;
this.updateBlackOpsUIElement(el, action);
}
removeElementById(popupId);
return false;
},
});
var cancelBtn = createElement("a", {
innerText:"Cancel", class:"a-link-button",
clickListener:() => {
removeElementById(popupId);
return false;
},
});
createPopup(popupId, [txt, input, setBtn, cancelBtn]);
input.focus();
},
}));
}
// Info
appendLineBreaks(el, 2);
el.appendChild(createElement("p", {
display:"inline-block",
innerHTML:"<br>" + action.desc + "<br><br>",
}));
el.appendChild(createElement("p", {
display:"block", color:hasReqdRank ? "white" : "red",
innerHTML:"Required Rank: " + formatNumber(action.reqdRank, 0) + "<br>",
}));
el.appendChild(createElement("p", {
display:"inline-block",
innerHTML:`Estimated Success Chance: ${formatNumber(estimatedSuccessChance*100, 1)}% ${action.isStealth?stealthIcon:''}${action.isKill?killIcon:''}\n` +
"Time Required: " + convertTimeMsToTimeElapsedString(actionTime*1000),
}))
}
Bladeburner.prototype.updateSkillsUIElement = function(el, skill) {
removeChildrenFromElement(el);
var skillName = skill.name;
var currentLevel = 0;
if (this.skills[skillName] && !isNaN(this.skills[skillName])) {
currentLevel = this.skills[skillName];
}
var pointCost = skill.calculateCost(currentLevel);
const nameDiv = createElement("div");
ReactDOM.render(React.createElement(CopyableText, {value: skill.name}, null), nameDiv);
el.appendChild(nameDiv)
const h2 = createElement("h2", { // Header
display:"inline-block",
});
h2.appendChild(nameDiv);
el.appendChild(h2);
var canLevel = this.skillPoints >= pointCost;
var maxLvl = skill.maxLvl ? currentLevel >= skill.maxLvl : false;
el.appendChild(createElement("a", { // Level up button
innerText:"Level", display:"inline-block",
class: canLevel && !maxLvl ? "a-link-button" : "a-link-button-inactive",
margin:"3px", padding:"3px",
clickListener:() => {
if (this.skillPoints < pointCost) {return;}
this.skillPoints -= pointCost;
this.upgradeSkill(skill);
this.createActionAndSkillsContent();
return false;
},
}));
appendLineBreaks(el, 2);
el.appendChild(createElement("p", {
display:"block",
innerText:`Level: ${currentLevel}`,
}));
if (maxLvl) {
el.appendChild(createElement("p", {
color:"red", display:"block",
innerText:"MAX LEVEL",
}));
} else {
el.appendChild(createElement("p", {
display:"block",
innerText:"Skill Points required: " + formatNumber(pointCost, 0),
}));
}
el.appendChild(createElement("p", { // Info/Description
innerHTML:skill.desc, display:"inline-block",
}));
}
// Bladeburner Console Window
Bladeburner.prototype.postToConsole = function(input, saveToLogs=true) {
const MaxConsoleEntries = 100;
if (saveToLogs === true) {
this.consoleLogs.push(input);
if (this.consoleLogs.length > MaxConsoleEntries) {
this.consoleLogs.shift();
}
}
if (input == null || DomElems.consoleDiv == null) {return;}
$("#bladeburner-console-input-row").before('<tr><td class="bladeburner-console-line" style="color: var(--my-font-color); white-space:pre-wrap;">' + input + '</td></tr>');
if (DomElems.consoleTable.childNodes.length > MaxConsoleEntries) {
DomElems.consoleTable.removeChild(DomElems.consoleTable.firstChild);
}
this.updateConsoleScroll();
}
Bladeburner.prototype.updateConsoleScroll = function() {
DomElems.consoleDiv.scrollTop = DomElems.consoleDiv.scrollHeight;
}
Bladeburner.prototype.resetConsoleInput = function() {
DomElems.consoleInput.value = "";
}
Bladeburner.prototype.clearConsole = function() {
while (DomElems.consoleTable.childNodes.length > 1) {
DomElems.consoleTable.removeChild(DomElems.consoleTable.firstChild);
}
this.consoleLogs.length = 0;
}
Bladeburner.prototype.log = function(input) {
// Adds a timestamp and then just calls postToConsole
this.postToConsole(`[${getTimestamp()}] ${input}`);
}
// Handles a potential series of commands (comm1; comm2; comm3;)
Bladeburner.prototype.executeConsoleCommands = function(commands) {
try {
// Console History
if (this.consoleHistory[this.consoleHistory.length-1] != commands) {
this.consoleHistory.push(commands);
if (this.consoleHistory.length > 50) {
this.consoleHistory.splice(0, 1);
}
}
consoleHistoryIndex = this.consoleHistory.length;
const arrayOfCommands = commands.split(";");
for (let i = 0; i < arrayOfCommands.length; ++i) {
this.executeConsoleCommand(arrayOfCommands[i]);
}
} catch(e) {
exceptionAlert(e);
}
}
// Execute a single console command
Bladeburner.prototype.executeConsoleCommand = function(command) {
command = command.trim();
command = command.replace(/\s\s+/g, ' '); // Replace all whitespace w/ a single space
var args = this.parseCommandArguments(command);
if (args.length <= 0) {return;} // Log an error?
switch(args[0].toLowerCase()) {
case "automate":
this.executeAutomateConsoleCommand(args);
break;
case "clear":
case "cls":
this.clearConsole();
break;
case "help":
this.executeHelpConsoleCommand(args);
break;
case "log":
this.executeLogConsoleCommand(args);
break;
case "skill":
this.executeSkillConsoleCommand(args);
break;
case "start":
this.executeStartConsoleCommand(args);
break;
case "stop":
this.resetAction();
break;
default:
this.postToConsole("Invalid console command");
break;
}
}
Bladeburner.prototype.parseCommandArguments = function(command) {
/**
* Returns an array with command and its arguments in each index.
* e.g. skill "blade's intuition" foo returns [skill, blade's intuition, foo]
* The input to this fn will be trimmed and will have all whitespace replaced w/ a single space
*/
const args = [];
let start = 0, i = 0;
while (i < command.length) {
const c = command.charAt(i);
if (c === '"') { // Double quotes
const endQuote = command.indexOf('"', i+1);
if (endQuote !== -1 && (endQuote === command.length-1 || command.charAt(endQuote+1) === " ")) {
args.push(command.substr(i+1, (endQuote - i - 1)));
if (endQuote === command.length-1) {
start = i = endQuote+1;
} else {
start = i = endQuote+2; // Skip the space
}
continue;
}
} else if (c === "'") { // Single quotes, same thing as above
const endQuote = command.indexOf("'", i+1);
if (endQuote !== -1 && (endQuote === command.length-1 || command.charAt(endQuote+1) === " ")) {
args.push(command.substr(i+1, (endQuote - i - 1)));
if (endQuote === command.length-1) {
start = i = endQuote+1;
} else {
start = i = endQuote+2; // Skip the space
}
continue;
}
} else if (c === " ") {
args.push(command.substr(start, i-start));
start = i+1;
}
++i;
}
if (start !== i) {args.push(command.substr(start, i-start));}
return args;
}
Bladeburner.prototype.executeAutomateConsoleCommand = function(args) {
if (args.length !== 2 && args.length !== 4) {
this.postToConsole("Invalid use of 'automate' command: automate [var] [val] [hi/low]. Use 'help automate' for more info");
return;
}
// Enable/Disable
if (args.length === 2) {
var flag = args[1];
if (flag.toLowerCase() === "status") {
this.postToConsole("Automation: " + (this.automateEnabled ? "enabled" : "disabled"));
if (this.automateEnabled) {
this.postToConsole("When your stamina drops to " + formatNumber(this.automateThreshLow, 0) +
", you will automatically switch to " + this.automateActionLow.name +
". When your stamina recovers to " +
formatNumber(this.automateThreshHigh, 0) + ", you will automatically " +
"switch to " + this.automateActionHigh.name + ".");
}
} else if (flag.toLowerCase().includes("en")) {
if (!(this.automateActionLow instanceof ActionIdentifier) ||
!(this.automateActionHigh instanceof ActionIdentifier)) {
return this.log("Failed to enable automation. Actions were not set");
}
this.automateEnabled = true;
this.log("Bladeburner automation enabled");
} else if (flag.toLowerCase().includes("d")) {
this.automateEnabled = false;
this.log("Bladeburner automation disabled");
} else {
this.log("Invalid argument for 'automate' console command: " + args[1]);
}
return;
}
// Set variables
if (args.length === 4) {
var variable = args[1], val = args[2];
var highLow = false; // True for high, false for low
if (args[3].toLowerCase().includes("hi")) {highLow = true;}
switch (variable) {
case "general":
case "gen":
if (GeneralActions[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes[val], name:val,
});
if (highLow) {
this.automateActionHigh = action;
} else {
this.automateActionLow = action;
}
this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val);
} else {
this.postToConsole("Invalid action name specified: " + val);
}
break;
case "contract":
case "contracts":
if (this.contracts[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Contract, name:val,
});
if (highLow) {
this.automateActionHigh = action;
} else {
this.automateActionLow = action;
}
this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val);
} else {
this.postToConsole("Invalid contract name specified: " + val);
}
break;
case "ops":
case "op":
case "operations":
case "operation":
if (this.operations[val] != null) {
var action = new ActionIdentifier({
type:ActionTypes.Operation, name:val,
});
if (highLow) {
this.automateActionHigh = action;
} else {
this.automateActionLow = action;
}
this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") action set to " + val);
} else {
this.postToConsole("Invalid Operation name specified: " + val);
}
break;
case "stamina":
if (isNaN(val)) {
this.postToConsole("Invalid value specified for stamina threshold (must be numeric): " + val);
} else {
if (highLow) {
this.automateThreshHigh = Number(val);
} else {
this.automateThreshLow = Number(val);
}
this.log("Automate (" + (highLow ? "HIGH" : "LOW") + ") stamina threshold set to " + val);
}
break;
default:
break;
}
return;
}
}
Bladeburner.prototype.executeHelpConsoleCommand = function(args) {
if (args.length === 1) {
for(const line of ConsoleHelpText.helpList){
this.postToConsole(line);
}
} else {
for (var i = 1; i < args.length; ++i) {
const helpText = ConsoleHelpText[args[i]];
for(const line of helpText){
this.postToConsole(line);
}
}
}
}
Bladeburner.prototype.executeLogConsoleCommand = function(args) {
if (args.length < 3) {
this.postToConsole("Invalid usage of log command: log [enable/disable] [action/event]");
this.postToConsole("Use 'help log' for more details and examples");
return;
}
var flag = true;
if (args[1].toLowerCase().includes("d")) {flag = false;} // d for disable
switch (args[2].toLowerCase()) {
case "general":
case "gen":
this.logging.general = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for general actions");
break;
case "contract":
case "contracts":
this.logging.contracts = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for Contracts");
break;
case "ops":
case "op":
case "operations":
case "operation":
this.logging.ops = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for Operations");
break;
case "blackops":
case "blackop":
case "black operations":
case "black operation":
this.logging.blackops = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for BlackOps");
break;
case "event":
case "events":
this.logging.events = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for events");
break;
case "all":
this.logging.general = flag;
this.logging.contracts = flag;
this.logging.ops = flag;
this.logging.blackops = flag;
this.logging.events = flag;
this.log("Logging " + (flag ? "enabled" : "disabled") + " for everything");
break;
default:
this.postToConsole("Invalid action/event type specified: " + args[2]);
this.postToConsole("Examples of valid action/event identifiers are: [general, contracts, ops, blackops, events]");
break;
}
}
Bladeburner.prototype.executeSkillConsoleCommand = function(args) {
switch (args.length) {
case 1:
// Display Skill Help Command
this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]");
this.postToConsole("Use 'help skill' for more info");
break;
case 2:
if (args[1].toLowerCase() === "list") {
// List all skills and their level
this.postToConsole("Skills: ");
var skillNames = Object.keys(Skills);
for(var i = 0; i < skillNames.length; ++i) {
var skill = Skills[skillNames[i]];
var level = 0;
if (this.skills[skill.name] != null) {level = this.skills[skill.name];}
this.postToConsole(skill.name + ": Level " + formatNumber(level, 0));
}
this.postToConsole(" ");
this.postToConsole("Effects: ");
var multKeys = Object.keys(this.skillMultipliers);
for (var i = 0; i < multKeys.length; ++i) {
var mult = this.skillMultipliers[multKeys[i]];
if (mult && mult !== 1) {
mult = formatNumber(mult, 3);
switch(multKeys[i]) {
case "successChanceAll":
this.postToConsole("Total Success Chance: x" + mult);
break;
case "successChanceStealth":
this.postToConsole("Stealth Success Chance: x" + mult);
break;
case "successChanceKill":
this.postToConsole("Retirement Success Chance: x" + mult);
break;
case "successChanceContract":
this.postToConsole("Contract Success Chance: x" + mult);
break;
case "successChanceOperation":
this.postToConsole("Operation Success Chance: x" + mult);
break;
case "successChanceEstimate":
this.postToConsole("Synthoid Data Estimate: x" + mult);
break;
case "actionTime":
this.postToConsole("Action Time: x" + mult);
break;
case "effHack":
this.postToConsole("Hacking Skill: x" + mult);
break;
case "effStr":
this.postToConsole("Strength: x" + mult);
break;
case "effDef":
this.postToConsole("Defense: x" + mult);
break;
case "effDex":
this.postToConsole("Dexterity: x" + mult);
break;
case "effAgi":
this.postToConsole("Agility: x" + mult);
break;
case "effCha":
this.postToConsole("Charisma: x" + mult);
break;
case "effInt":
this.postToConsole("Intelligence: x" + mult);
break;
case "stamina":
this.postToConsole("Stamina: x" + mult);
break;
default:
console.warn(`Unrecognized SkillMult Key: ${multKeys[i]}`);
break;
}
}
}
} else {
this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]");
this.postToConsole("Use 'help skill' for more info");
}
break;
case 3:
var skillName = args[2];
var skill = Skills[skillName];
if (skill == null || !(skill instanceof Skill)) {
return this.postToConsole("Invalid skill name (Note that this is case-sensitive): " + skillName);
}
if (args[1].toLowerCase() === "list") {
let level = 0;
if (this.skills[skill.name] !== undefined) {
level = this.skills[skill.name];
}
this.postToConsole(skill.name + ": Level " + formatNumber(level), 0);
} else if (args[1].toLowerCase() === "level") {
var currentLevel = 0;
if (this.skills[skillName] && !isNaN(this.skills[skillName])) {
currentLevel = this.skills[skillName];
}
var pointCost = skill.calculateCost(currentLevel);
if (this.skillPoints >= pointCost) {
this.skillPoints -= pointCost;
this.upgradeSkill(skill);
this.log(skill.name + " upgraded to Level " + this.skills[skillName]);
this.createActionAndSkillsContent();
} else {
this.postToConsole("You do not have enough Skill Points to upgrade this. You need " + formatNumber(pointCost, 0));
}
} else {
this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]");
this.postToConsole("Use 'help skill' for more info");
}
break;
default:
this.postToConsole("Invalid usage of 'skill' console command: skill [action] [name]");
this.postToConsole("Use 'help skill' for more info");
break;
}
}
Bladeburner.prototype.executeStartConsoleCommand = function(args) {
if (args.length !== 3) {
this.postToConsole("Invalid usage of 'start' console command: start [type] [name]");
this.postToConsole("Use 'help start' for more info");
return;
}
var name = args[2];
switch (args[1].toLowerCase()) {
case "general":
case "gen":
if (GeneralActions[name] != null) {
this.action.type = ActionTypes[name];
this.action.name = name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
} else {
this.postToConsole("Invalid action name specified: " + args[2]);
}
break;
case "contract":
case "contracts":
if (this.contracts[name] != null) {
this.action.type = ActionTypes.Contract;
this.action.name = name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
} else {
this.postToConsole("Invalid contract name specified: " + args[2]);
}
break;
case "ops":
case "op":
case "operations":
case "operation":
if (this.operations[name] != null) {
this.action.type = ActionTypes.Operation;
this.action.name = name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
} else {
this.postToConsole("Invalid Operation name specified: " + args[2]);
}
break;
case "blackops":
case "blackop":
case "black operations":
case "black operation":
if (BlackOperations[name] != null) {
this.action.type = ActionTypes.BlackOperation;
this.action.name = name;
this.startAction(this.action);
this.updateActionAndSkillsContent();
} else {
this.postToConsole("Invalid BlackOp name specified: " + args[2]);
}
break;
default:
this.postToConsole("Invalid action/event type specified: " + args[1]);
this.postToConsole("Examples of valid action/event identifiers are: [general, contract, op, blackop]");
break;
}
}
Bladeburner.prototype.getActionIdFromTypeAndName = function(type="", name="") {
if (type === "" || name === "") {return null;}
var action = new ActionIdentifier();
var convertedType = type.toLowerCase().trim();
var convertedName = name.toLowerCase().trim();
switch (convertedType) {
case "contract":
case "contracts":
case "contr":
action.type = ActionTypes["Contract"];
if (this.contracts.hasOwnProperty(name)) {
action.name = name;
return action;
} else {
return null;
}
break;
case "operation":
case "operations":
case "op":
case "ops":
action.type = ActionTypes["Operation"];
if (this.operations.hasOwnProperty(name)) {
action.name = name;
return action;
} else {
return null;
}
break;
case "blackoperation":
case "black operation":
case "black operations":
case "black op":
case "black ops":
case "blackop":
case "blackops":
action.type = ActionTypes["BlackOp"];
if (BlackOperations.hasOwnProperty(name)) {
action.name = name;
return action;
} else {
return null;
}
break;
case "general":
case "general action":
case "gen":
break;
default:
return null;
}
if (convertedType.startsWith("gen")) {
switch (convertedName) {
case "training":
action.type = ActionTypes["Training"];
action.name = "Training";
break;
case "recruitment":
case "recruit":
action.type = ActionTypes["Recruitment"];
action.name = "Recruitment";
break;
case "field analysis":
case "fieldanalysis":
action.type = ActionTypes["Field Analysis"];
action.name = "Field Analysis";
break;
case "diplomacy":
action.type = ActionTypes["Diplomacy"];
action.name = "Diplomacy";
break;
case "hyperbolic regeneration chamber":
action.type = ActionTypes["Hyperbolic Regeneration Chamber"];
action.name = "Hyperbolic Regeneration Chamber";
break;
default:
return null;
}
return action;
}
}
Bladeburner.prototype.getTypeAndNameFromActionId = function(actionId) {
var res = {};
let types = Object.keys(ActionTypes);
for (let i = 0; i < types.length; ++i) {
if (actionId.type === ActionTypes[types[i]]) {
res.type = types[i];
break;
}
}
if (res.type == null) {res.type = "Idle";}
res.name = actionId.name != null ? actionId.name : "Idle";
return res;
}
Bladeburner.prototype.getContractNamesNetscriptFn = function() {
return Object.keys(this.contracts);
}
Bladeburner.prototype.getOperationNamesNetscriptFn = function() {
return Object.keys(this.operations);
}
Bladeburner.prototype.getBlackOpNamesNetscriptFn = function() {
return Object.keys(BlackOperations);
}
Bladeburner.prototype.getGeneralActionNamesNetscriptFn = function() {
return Object.keys(GeneralActions);
}
Bladeburner.prototype.getSkillNamesNetscriptFn = function() {
return Object.keys(Skills);
}
Bladeburner.prototype.startActionNetscriptFn = function(type, name, workerScript) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.startAction", errorLogText);
return false;
}
// Special logic for Black Ops
if (actionId.type === ActionTypes["BlackOp"]) {
// Can't start a BlackOp if you don't have the required rank
let action = this.getActionObject(actionId);
if (action.reqdRank > this.rank) {
workerScript.log("bladeburner.startAction", `Insufficient rank to start Black Op '${actionId.name}'.`);
return false;
}
// Can't start a BlackOp if its already been done
if (this.blackops[actionId.name] != null) {
workerScript.log("bladeburner.startAction", `Black Op ${actionId.name} has already been completed.`);
return false;
}
// Can't start a BlackOp if you haven't done the one before it
var blackops = [];
for (const nm in BlackOperations) {
if (BlackOperations.hasOwnProperty(nm)) {
blackops.push(nm);
}
}
blackops.sort(function(a, b) {
return (BlackOperations[a].reqdRank - BlackOperations[b].reqdRank); // Sort black ops in intended order
});
let i = blackops.indexOf(actionId.name);
if (i === -1) {
workerScript.log("bladeburner.startAction", `Invalid Black Op: '${name}'`);
return false;
}
if (i > 0 && this.blackops[blackops[i-1]] == null) {
workerScript.log("bladeburner.startAction", `Preceding Black Op must be completed before starting '${actionId.name}'.`);
return false;
}
}
try {
this.startAction(actionId);
workerScript.log("bladeburner.startAction", `Starting bladeburner action with type '${type}' and name ${name}"`);
return true;
} catch(e) {
this.resetAction();
workerScript.log("bladeburner.startAction", errorLogText);
return false;
}
}
Bladeburner.prototype.getActionTimeNetscriptFn = function(type, name, workerScript) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.getActionTime", errorLogText);
return -1;
}
const actionObj = this.getActionObject(actionId);
if (actionObj == null) {
workerScript.log("bladeburner.getActionTime", errorLogText);
return -1;
}
switch (actionId.type) {
case ActionTypes["Contract"]:
case ActionTypes["Operation"]:
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
return actionObj.getActionTime(this);
case ActionTypes["Training"]:
case ActionTypes["Field Analysis"]:
case ActionTypes["FieldAnalysis"]:
return 30;
case ActionTypes["Recruitment"]:
return this.getRecruitmentTime();
default:
workerScript.log("bladeburner.getActionTime", errorLogText);
return -1;
}
}
Bladeburner.prototype.getActionEstimatedSuccessChanceNetscriptFn = function(type, name, workerScript) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText);
return -1;
}
const actionObj = this.getActionObject(actionId);
if (actionObj == null) {
workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText);
return -1;
}
switch (actionId.type) {
case ActionTypes["Contract"]:
case ActionTypes["Operation"]:
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
return actionObj.getSuccessChance(this, {est:true});
case ActionTypes["Training"]:
case ActionTypes["Field Analysis"]:
case ActionTypes["FieldAnalysis"]:
return 1;
case ActionTypes["Recruitment"]:
return this.getRecruitmentSuccessChance();
default:
workerScript.log("bladeburner.getActionEstimatedSuccessChance", errorLogText);
return -1;
}
}
Bladeburner.prototype.getActionCountRemainingNetscriptFn = function(type, name, workerScript) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.getActionCountRemaining", errorLogText);
return -1;
}
const actionObj = this.getActionObject(actionId);
if (actionObj == null) {
workerScript.log("bladeburner.getActionCountRemaining", errorLogText);
return -1;
}
switch (actionId.type) {
case ActionTypes["Contract"]:
case ActionTypes["Operation"]:
return Math.floor( actionObj.count );
case ActionTypes["BlackOp"]:
case ActionTypes["BlackOperation"]:
if (this.blackops[name] != null) {
return 0;
} else {
return 1;
}
case ActionTypes["Training"]:
case ActionTypes["Field Analysis"]:
case ActionTypes["FieldAnalysis"]:
return Infinity;
default:
workerScript.log("bladeburner.getActionCountRemaining", errorLogText);
return -1;
}
}
Bladeburner.prototype.getSkillLevelNetscriptFn = function(skillName, workerScript) {
if (skillName === "" || !Skills.hasOwnProperty(skillName)) {
workerScript.log("bladeburner.getSkillLevel", `Invalid skill: '${skillName}'`);
return -1;
}
if (this.skills[skillName] == null) {
return 0;
} else {
return this.skills[skillName];
}
}
Bladeburner.prototype.getSkillUpgradeCostNetscriptFn = function(skillName, workerScript) {
if (skillName === "" || !Skills.hasOwnProperty(skillName)) {
workerScript.log("bladeburner.getSkillUpgradeCost", `Invalid skill: '${skillName}'`);
return -1;
}
const skill = Skills[skillName];
if (this.skills[skillName] == null) {
return skill.calculateCost(0);
} else {
return skill.calculateCost(this.skills[skillName]);
}
}
Bladeburner.prototype.upgradeSkillNetscriptFn = function(skillName, workerScript) {
const errorLogText = `Invalid skill: '${skillName}'`;
if (!Skills.hasOwnProperty(skillName)) {
workerScript.log("bladeburner.upgradeSkill", errorLogText);
return false;
}
const skill = Skills[skillName];
let currentLevel = 0;
if (this.skills[skillName] && !isNaN(this.skills[skillName])) {
currentLevel = this.skills[skillName];
}
const cost = skill.calculateCost(currentLevel);
if(skill.maxLvl && currentLevel >= skill.maxLvl) {
workerScript.log("bladeburner.upgradeSkill", `Skill '${skillName}' is already maxed.`);
return false;
}
if (this.skillPoints < cost) {
workerScript.log("bladeburner.upgradeSkill", `You do not have enough skill points to upgrade ${skillName} (You have ${this.skillPoints}, you need ${cost})`);
return false;
}
this.skillPoints -= cost;
this.upgradeSkill(skill);
if (routing.isOn(Page.Bladeburner) && DomElems.currentTab.toLowerCase() === "skills") {
this.createActionAndSkillsContent();
}
workerScript.log("bladeburner.upgradeSkill", `'${skillName}' upgraded to level ${this.skills[skillName]}`);
return true;
}
Bladeburner.prototype.getTeamSizeNetscriptFn = function(type, name, workerScript) {
if (type === "" && name === "") {
return this.teamSize;
}
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.getTeamSize", errorLogText);
return -1;
}
const actionObj = this.getActionObject(actionId);
if (actionObj == null) {
workerScript.log("bladeburner.getTeamSize", errorLogText);
return -1;
}
if (actionId.type === ActionTypes["Operation"] ||
actionId.type === ActionTypes["BlackOp"] ||
actionId.type === ActionTypes["BlackOperation"]) {
return actionObj.teamCount;
} else {
return 0;
}
}
Bladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, workerScript) {
const errorLogText = `Invalid action: type='${type}' name='${name}'`;
const actionId = this.getActionIdFromTypeAndName(type, name);
if (actionId == null) {
workerScript.log("bladeburner.setTeamSize", errorLogText);
return -1;
}
if (actionId.type !== ActionTypes["Operation"] &&
actionId.type !== ActionTypes["BlackOp"] &&
actionId.type !== ActionTypes["BlackOperation"]) {
workerScript.log("bladeburner.setTeamSize", "Only valid for 'Operations' and 'BlackOps'");
return -1;
}
const actionObj = this.getActionObject(actionId);
if (actionObj == null) {
workerScript.log("bladeburner.setTeamSize", errorLogText);
return -1;
}
let sanitizedSize = Math.round(size);
if (isNaN(sanitizedSize) || sanitizedSize < 0) {
workerScript.log("bladeburner.setTeamSize", `Invalid size: ${size}`);
return -1;
}
if (this.teamSize < sanitizedSize) {sanitizedSize = this.teamSize;}
actionObj.teamCount = sanitizedSize;
workerScript.log("bladeburner.setTeamSize", `Team size for '${name}' set to ${sanitizedSize}.`);
return sanitizedSize;
}
Bladeburner.prototype.joinBladeburnerFactionNetscriptFn = function(workerScript) {
var bladeburnerFac = Factions["Bladeburners"];
if (bladeburnerFac.isMember) {
return true;
} else if (this.rank >= BladeburnerConstants.RankNeededForFaction) {
joinFaction(bladeburnerFac);
workerScript.log("bladeburner.joinBladeburnerFaction", "Joined Bladeburners faction.");
if (routing.isOn(Page.Bladeburner)) {
removeChildrenFromElement(DomElems.overviewDiv);
this.createOverviewContent();
}
return true;
} else {
workerScript.log("bladeburner.joinBladeburnerFaction", `You do not have the required rank (${this.rank}/${BladeburnerConstants.RankNeededForFaction}).`);
return false;
}
}
Bladeburner.prototype.toJSON = function() {
return Generic_toJSON("Bladeburner", this);
}
Bladeburner.fromJSON = function(value) {
return Generic_fromJSON(Bladeburner, value.data);
}
Reviver.constructors.Bladeburner = Bladeburner;
export { Bladeburner };