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