bitburner-src/src/Faction/ui/Root.tsx
2021-09-11 12:24:09 -04:00

275 lines
9.7 KiB
TypeScript

/**
* Root React Component for displaying a Faction's UI.
* This is the component for displaying a single faction's UI, not the list of all
* accessible factions
*/
import * as React from "react";
import { AugmentationsPage } from "./AugmentationsPage";
import { DonateOption } from "./DonateOption";
import { Info } from "./Info";
import { Option } from "./Option";
import { CONSTANTS } from "../../Constants";
import { IEngine } from "../../IEngine";
import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
import { Faction } from "../../Faction/Faction";
import { IPlayer } from "../../PersonObjects/IPlayer";
import { createSleevePurchasesFromCovenantPopup } from "../../PersonObjects/Sleeve/SleeveCovenantPurchases";
import { SourceFileFlags } from "../../SourceFile/SourceFileFlags";
import { yesNoBoxClose, yesNoBoxCreate, yesNoBoxGetNoButton, yesNoBoxGetYesButton } from "../../../utils/YesNoBox";
type IProps = {
engine: IEngine;
initiallyOnAugmentationsPage?: boolean;
faction: Faction;
p: IPlayer;
startHackingMissionFn: (faction: Faction) => void;
};
type IState = {
rerenderFlag: boolean;
purchasingAugs: boolean;
};
// Info text for all options on the UI
const gangInfo = "Create and manage a gang for this Faction. Gangs will earn you money and " + "faction reputation";
const hackingMissionInfo =
"Attempt a hacking mission for your faction. " +
"A mission is a mini game that, if won, earns you " +
"significant reputation with this faction. (Recommended hacking level: 200+)";
const hackingContractsInfo =
"Complete hacking contracts for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on your hacking skill. " +
"You will gain hacking exp.";
const fieldWorkInfo =
"Carry out field missions for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on all of your stats. " +
"You will gain exp for all stats.";
const securityWorkInfo =
"Serve in a security detail for your faction. " +
"Your effectiveness, which determines how much " +
"reputation you gain for this faction, is based on your combat stats. " +
"You will gain exp for all combat stats.";
const augmentationsInfo =
"As your reputation with this faction rises, you will " +
"unlock Augmentations, which you can purchase to enhance " +
"your abilities.";
const sleevePurchasesInfo = "Purchase Duplicate Sleeves and upgrades. These are permanent!";
const GangNames = [
"Slum Snakes",
"Tetrads",
"The Syndicate",
"The Dark Army",
"Speakers for the Dead",
"NiteSec",
"The Black Hand",
];
export class FactionRoot extends React.Component<IProps, IState> {
constructor(props: IProps) {
super(props);
this.state = {
rerenderFlag: false,
purchasingAugs: props.initiallyOnAugmentationsPage ? props.initiallyOnAugmentationsPage : false,
};
this.manageGang = this.manageGang.bind(this);
this.rerender = this.rerender.bind(this);
this.routeToMain = this.routeToMain.bind(this);
this.routeToPurchaseAugs = this.routeToPurchaseAugs.bind(this);
this.sleevePurchases = this.sleevePurchases.bind(this);
this.startFieldWork = this.startFieldWork.bind(this);
this.startHackingContracts = this.startHackingContracts.bind(this);
this.startHackingMission = this.startHackingMission.bind(this);
this.startSecurityWork = this.startSecurityWork.bind(this);
}
manageGang(): void {
// If player already has a gang, just go to the gang UI
if (this.props.p.inGang()) {
return this.props.engine.loadGangContent();
}
// Otherwise, we have to create the gang
const facName = this.props.faction.name;
let isHacking = false;
if (facName === "NiteSec" || facName === "The Black Hand") {
isHacking = true;
}
// A Yes/No popup box will allow the player to confirm gang creation
const yesBtn = yesNoBoxGetYesButton();
const noBtn = yesNoBoxGetNoButton();
if (yesBtn == null || noBtn == null) {
return;
}
yesBtn.innerHTML = "Create Gang";
yesBtn.addEventListener("click", () => {
this.props.p.startGang(facName, isHacking);
const worldMenuHeader = document.getElementById("world-menu-header");
if (worldMenuHeader instanceof HTMLElement) {
worldMenuHeader.click();
worldMenuHeader.click();
}
this.props.engine.loadGangContent();
yesNoBoxClose();
});
noBtn.innerHTML = "Cancel";
noBtn.addEventListener("click", () => {
yesNoBoxClose();
});
// Pop-up text
let gangTypeText = "";
if (isHacking) {
gangTypeText =
"This is a HACKING gang. Members in this gang will have different tasks than COMBAT gangs. " +
"Compared to combat gangs, progression with hacking gangs is more straightforward as territory warfare " +
"is not as important.<br><br>";
} else {
gangTypeText =
"This is a COMBAT gang. Members in this gang will have different tasks than HACKING gangs. " +
"Compared to hacking gangs, progression with combat gangs can be more difficult as territory management " +
"is more important. However, well-managed combat gangs can progress faster than hacking ones.<br><br>";
}
yesNoBoxCreate(
`Would you like to create a new Gang with ${facName}?<br><br>` +
"Note that this will prevent you from creating a Gang with any other Faction until " +
"this BitNode is destroyed. It also resets your reputation with this faction.<br><br>" +
gangTypeText +
"Other than hacking vs combat, there are NO differences between the Factions you can " +
"create a Gang with, and each of these Factions have all Augmentations available.",
);
}
rerender(): void {
this.setState((prevState) => {
return {
rerenderFlag: !prevState.rerenderFlag,
};
});
}
// Route to the main faction page
routeToMain(): void {
this.setState({ purchasingAugs: false });
}
// Route to the purchase augmentation UI for this faction
routeToPurchaseAugs(): void {
this.setState({ purchasingAugs: true });
}
sleevePurchases(): void {
createSleevePurchasesFromCovenantPopup(this.props.p);
}
startFieldWork(): void {
this.props.p.startFactionFieldWork(this.props.faction);
}
startHackingContracts(): void {
this.props.p.startFactionHackWork(this.props.faction);
}
startHackingMission(): void {
const fac = this.props.faction;
this.props.p.singularityStopWork();
this.props.engine.loadMissionContent();
this.props.startHackingMissionFn(fac);
}
startSecurityWork(): void {
this.props.p.startFactionSecurityWork(this.props.faction);
}
render(): React.ReactNode {
return this.state.purchasingAugs ? this.renderAugmentationsPage() : this.renderMainPage();
}
renderMainPage(): React.ReactNode {
const p = this.props.p;
const faction = this.props.faction;
const factionInfo = faction.getInfo();
// We have a special flag for whether the player this faction is the player's
// gang faction because if the player has a gang, they cannot do any other action
const isPlayersGang = p.inGang() && p.getGangName() === faction.name;
// Flags for whether special options (gang, sleeve purchases, donate, etc.)
// should be shown
const favorToDonate = Math.floor(CONSTANTS.BaseFavorToDonate * BitNodeMultipliers.RepToDonateToFaction);
const canDonate = faction.favor >= favorToDonate;
const canPurchaseSleeves = faction.name === "The Covenant" && p.bitNodeN >= 10 && SourceFileFlags[10];
let canAccessGang = p.canAccessGang() && GangNames.includes(faction.name);
if (p.inGang()) {
if (p.getGangName() !== faction.name) {
canAccessGang = false;
} else if (p.getGangName() === faction.name) {
canAccessGang = true;
}
}
return (
<div id="faction-container">
<h1>{faction.name}</h1>
<Info faction={faction} factionInfo={factionInfo} />
{canAccessGang && <Option buttonText={"Manage Gang"} infoText={gangInfo} onClick={this.manageGang} />}
{!isPlayersGang && factionInfo.offerHackingMission && (
<Option buttonText={"Hacking Mission"} infoText={hackingMissionInfo} onClick={this.startHackingMission} />
)}
{!isPlayersGang && factionInfo.offerHackingWork && (
<Option
buttonText={"Hacking Contracts"}
infoText={hackingContractsInfo}
onClick={this.startHackingContracts}
/>
)}
{!isPlayersGang && factionInfo.offerFieldWork && (
<Option buttonText={"Field Work"} infoText={fieldWorkInfo} onClick={this.startFieldWork} />
)}
{!isPlayersGang && factionInfo.offerSecurityWork && (
<Option buttonText={"Security Work"} infoText={securityWorkInfo} onClick={this.startSecurityWork} />
)}
{!isPlayersGang && factionInfo.offersWork() && (
<DonateOption
faction={this.props.faction}
p={this.props.p}
rerender={this.rerender}
favorToDonate={favorToDonate}
disabled={!canDonate}
/>
)}
<Option buttonText={"Purchase Augmentations"} infoText={augmentationsInfo} onClick={this.routeToPurchaseAugs} />
{canPurchaseSleeves && (
<Option
buttonText={"Purchase & Upgrade Duplicate Sleeves"}
infoText={sleevePurchasesInfo}
onClick={this.sleevePurchases}
/>
)}
</div>
);
}
renderAugmentationsPage(): React.ReactNode {
return (
<>
<AugmentationsPage faction={this.props.faction} p={this.props.p} routeToMainPage={this.routeToMain} />
</>
);
}
}