bitburner-src/src/Augmentation/Augmentation.tsx
2021-09-08 23:47:34 -04:00

553 lines
15 KiB
TypeScript

// Class definition for a single Augmentation object
import * as React from "react";
import { IMap } from "../types";
import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
import { Faction } from "../Faction/Faction";
import { Factions } from "../Faction/Factions";
import { numeralWrapper } from "../ui/numeralFormat";
import { Money } from "../ui/React/Money";
import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver";
interface IConstructorParams {
info: string | JSX.Element;
stats?: JSX.Element;
isSpecial?: boolean;
moneyCost: number;
name: string;
prereqs?: string[];
repCost: number;
hacking_mult?: number;
strength_mult?: number;
defense_mult?: number;
dexterity_mult?: number;
agility_mult?: number;
charisma_mult?: number;
hacking_exp_mult?: number;
strength_exp_mult?: number;
defense_exp_mult?: number;
dexterity_exp_mult?: number;
agility_exp_mult?: number;
charisma_exp_mult?: number;
hacking_chance_mult?: number;
hacking_speed_mult?: number;
hacking_money_mult?: number;
hacking_grow_mult?: number;
company_rep_mult?: number;
faction_rep_mult?: number;
crime_money_mult?: number;
crime_success_mult?: number;
work_money_mult?: number;
hacknet_node_money_mult?: number;
hacknet_node_purchase_cost_mult?: number;
hacknet_node_ram_cost_mult?: number;
hacknet_node_core_cost_mult?: number;
hacknet_node_level_cost_mult?: number;
bladeburner_max_stamina_mult?: number;
bladeburner_stamina_gain_mult?: number;
bladeburner_analysis_mult?: number;
bladeburner_success_chance_mult?: number;
startingMoney?: number;
programs?: string[];
}
function generateStatsDescription(mults: IMap<number>, programs?: string[], startingMoney?: number): JSX.Element {
const f = (x: number, decimals = 0): string => {
// look, I don't know how to make a "smart decimals"
// todo, make it smarter
if (x === 1.0777 - 1) return "7.77%";
if (x === 1.777 - 1) return "77.7%";
return numeralWrapper.formatPercentage(x, decimals);
};
let desc = <>Effects:</>;
if (
mults.hacking_mult &&
mults.hacking_mult == mults.strength_mult &&
mults.hacking_mult == mults.defense_mult &&
mults.hacking_mult == mults.dexterity_mult &&
mults.hacking_mult == mults.agility_mult &&
mults.hacking_mult == mults.charisma_mult
) {
desc = (
<>
{desc}
<br />+{f(mults.hacking_mult - 1)} all skills
</>
);
} else {
if (mults.hacking_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_mult - 1)} hacking skill
</>
);
if (
mults.strength_mult &&
mults.strength_mult == mults.defense_mult &&
mults.strength_mult == mults.dexterity_mult &&
mults.strength_mult == mults.agility_mult
) {
desc = (
<>
{desc}
<br />+{f(mults.strength_mult - 1)} combat skills
</>
);
} else {
if (mults.strength_mult)
desc = (
<>
{desc}
<br />+{f(mults.strength_mult - 1)} strength skill
</>
);
if (mults.defense_mult)
desc = (
<>
{desc}
<br />+{f(mults.defense_mult - 1)} defense skill
</>
);
if (mults.dexterity_mult)
desc = (
<>
{desc}
<br />+{f(mults.dexterity_mult - 1)} dexterity skill
</>
);
if (mults.agility_mult)
desc = (
<>
{desc}
<br />+{f(mults.agility_mult - 1)} agility skill
</>
);
}
if (mults.charisma_mult)
desc = (
<>
{desc}
<br />+{f(mults.charisma_mult - 1)} Charisma skill
</>
);
}
if (
mults.hacking_exp_mult &&
mults.hacking_exp_mult === mults.strength_exp_mult &&
mults.hacking_exp_mult === mults.defense_exp_mult &&
mults.hacking_exp_mult === mults.dexterity_exp_mult &&
mults.hacking_exp_mult === mults.agility_exp_mult &&
mults.hacking_exp_mult === mults.charisma_exp_mult
) {
desc = (
<>
{desc}
<br />+{f(mults.hacking_exp_mult - 1)} exp for all skills
</>
);
} else {
if (mults.hacking_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_exp_mult - 1)} hacking exp
</>
);
if (
mults.strength_exp_mult &&
mults.strength_exp_mult === mults.defense_exp_mult &&
mults.strength_exp_mult === mults.dexterity_exp_mult &&
mults.strength_exp_mult === mults.agility_exp_mult
) {
desc = (
<>
{desc}
<br />+{f(mults.strength_exp_mult - 1)} combat exp
</>
);
} else {
if (mults.strength_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.strength_exp_mult - 1)} strength exp
</>
);
if (mults.defense_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.defense_exp_mult - 1)} defense exp
</>
);
if (mults.dexterity_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.dexterity_exp_mult - 1)} dexterity exp
</>
);
if (mults.agility_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.agility_exp_mult - 1)} agility exp
</>
);
}
if (mults.charisma_exp_mult)
desc = (
<>
{desc}
<br />+{f(mults.charisma_exp_mult - 1)} charisma exp
</>
);
}
if (mults.hacking_speed_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_speed_mult - 1)} faster hack(), grow(), and weaken()
</>
);
if (mults.hacking_chance_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_chance_mult - 1)} hack() success chance
</>
);
if (mults.hacking_money_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_money_mult - 1)} hack() power
</>
);
if (mults.hacking_grow_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacking_grow_mult - 1)} grow() power
</>
);
if (mults.faction_rep_mult && mults.faction_rep_mult === mults.company_rep_mult) {
desc = (
<>
{desc}
<br />+{f(mults.faction_rep_mult - 1)} reputation from factions and companies
</>
);
} else {
if (mults.faction_rep_mult)
desc = (
<>
{desc}
<br />+{f(mults.faction_rep_mult - 1)} reputation from factions
</>
);
if (mults.company_rep_mult)
desc = (
<>
{desc}
<br />+{f(mults.company_rep_mult - 1)} reputation from companies
</>
);
}
if (mults.crime_money_mult)
desc = (
<>
{desc}
<br />+{f(mults.crime_money_mult - 1)} crime money
</>
);
if (mults.crime_success_mult)
desc = (
<>
{desc}
<br />+{f(mults.crime_success_mult - 1)} crime success rate
</>
);
if (mults.work_money_mult)
desc = (
<>
{desc}
<br />+{f(mults.work_money_mult - 1)} work money
</>
);
if (mults.hacknet_node_money_mult)
desc = (
<>
{desc}
<br />+{f(mults.hacknet_node_money_mult - 1)} hacknet production
</>
);
if (mults.hacknet_node_purchase_cost_mult)
desc = (
<>
{desc}
<br />-{f(-(mults.hacknet_node_purchase_cost_mult - 1))} hacknet nodes cost
</>
);
if (mults.hacknet_node_level_cost_mult)
desc = (
<>
{desc}
<br />-{f(-(mults.hacknet_node_level_cost_mult - 1))} hacknet nodes upgrade cost
</>
);
if (mults.bladeburner_max_stamina_mult)
desc = (
<>
{desc}
<br />+{f(mults.bladeburner_max_stamina_mult - 1)} Bladeburner Max Stamina
</>
);
if (mults.bladeburner_stamina_gain_mult)
desc = (
<>
{desc}
<br />+{f(mults.bladeburner_stamina_gain_mult - 1)} Bladeburner Stamina gain
</>
);
if (mults.bladeburner_analysis_mult)
desc = (
<>
{desc}
<br />+{f(mults.bladeburner_analysis_mult - 1)} Bladeburner Field Analysis effectiveness
</>
);
if (mults.bladeburner_success_chance_mult)
desc = (
<>
{desc}
<br />+{f(mults.bladeburner_success_chance_mult - 1)} Bladeburner Contracts and Operations success chance
</>
);
if (startingMoney)
desc = (
<>
{desc}
<br />
Start with <Money money={startingMoney} /> after installing Augmentations.
</>
);
if (programs)
desc = (
<>
{desc}
<br />
Start with {programs.join(" and ")} after installing Augmentations.
</>
);
return desc;
}
export class Augmentation {
// How much money this costs to buy
baseCost = 0;
// How much faction reputation is required to unlock this
baseRepRequirement = 0;
// Description of what this Aug is and what it does
info: string | JSX.Element;
// Description of the stats, often autogenerated, sometimes manually written.
stats: JSX.Element;
// Any Augmentation not immediately available in BitNode-1 is special (e.g. Bladeburner augs)
isSpecial = false;
// Augmentation level - for repeatable Augs like NeuroFlux Governor
level = 0;
// Name of Augmentation
name = "";
// Whether the player owns this Augmentation
owned = false;
// Array of names of all prerequisites
prereqs: string[] = [];
// Multipliers given by this Augmentation. Must match the property name in
// The Player/Person classes
mults: IMap<number> = {};
// Initial cost. Doesn't change when you purchase multiple Augmentation
startingCost = 0;
constructor(
params: IConstructorParams = {
info: "",
moneyCost: 0,
name: "",
repCost: 0,
},
) {
this.name = params.name;
this.info = params.info;
this.prereqs = params.prereqs ? params.prereqs : [];
this.baseRepRequirement = params.repCost * BitNodeMultipliers.AugmentationRepCost;
this.baseCost = params.moneyCost * BitNodeMultipliers.AugmentationMoneyCost;
this.startingCost = this.baseCost;
if (params.isSpecial) {
this.isSpecial = true;
}
this.level = 0;
// Set multipliers
if (params.hacking_mult) {
this.mults.hacking_mult = params.hacking_mult;
}
if (params.strength_mult) {
this.mults.strength_mult = params.strength_mult;
}
if (params.defense_mult) {
this.mults.defense_mult = params.defense_mult;
}
if (params.dexterity_mult) {
this.mults.dexterity_mult = params.dexterity_mult;
}
if (params.agility_mult) {
this.mults.agility_mult = params.agility_mult;
}
if (params.charisma_mult) {
this.mults.charisma_mult = params.charisma_mult;
}
if (params.hacking_exp_mult) {
this.mults.hacking_exp_mult = params.hacking_exp_mult;
}
if (params.strength_exp_mult) {
this.mults.strength_exp_mult = params.strength_exp_mult;
}
if (params.defense_exp_mult) {
this.mults.defense_exp_mult = params.defense_exp_mult;
}
if (params.dexterity_exp_mult) {
this.mults.dexterity_exp_mult = params.dexterity_exp_mult;
}
if (params.agility_exp_mult) {
this.mults.agility_exp_mult = params.agility_exp_mult;
}
if (params.charisma_exp_mult) {
this.mults.charisma_exp_mult = params.charisma_exp_mult;
}
if (params.hacking_chance_mult) {
this.mults.hacking_chance_mult = params.hacking_chance_mult;
}
if (params.hacking_speed_mult) {
this.mults.hacking_speed_mult = params.hacking_speed_mult;
}
if (params.hacking_money_mult) {
this.mults.hacking_money_mult = params.hacking_money_mult;
}
if (params.hacking_grow_mult) {
this.mults.hacking_grow_mult = params.hacking_grow_mult;
}
if (params.company_rep_mult) {
this.mults.company_rep_mult = params.company_rep_mult;
}
if (params.faction_rep_mult) {
this.mults.faction_rep_mult = params.faction_rep_mult;
}
if (params.crime_money_mult) {
this.mults.crime_money_mult = params.crime_money_mult;
}
if (params.crime_success_mult) {
this.mults.crime_success_mult = params.crime_success_mult;
}
if (params.work_money_mult) {
this.mults.work_money_mult = params.work_money_mult;
}
if (params.hacknet_node_money_mult) {
this.mults.hacknet_node_money_mult = params.hacknet_node_money_mult;
}
if (params.hacknet_node_purchase_cost_mult) {
this.mults.hacknet_node_purchase_cost_mult = params.hacknet_node_purchase_cost_mult;
}
if (params.hacknet_node_ram_cost_mult) {
this.mults.hacknet_node_ram_cost_mult = params.hacknet_node_ram_cost_mult;
}
if (params.hacknet_node_core_cost_mult) {
this.mults.hacknet_node_core_cost_mult = params.hacknet_node_core_cost_mult;
}
if (params.hacknet_node_level_cost_mult) {
this.mults.hacknet_node_level_cost_mult = params.hacknet_node_level_cost_mult;
}
if (params.bladeburner_max_stamina_mult) {
this.mults.bladeburner_max_stamina_mult = params.bladeburner_max_stamina_mult;
}
if (params.bladeburner_stamina_gain_mult) {
this.mults.bladeburner_stamina_gain_mult = params.bladeburner_stamina_gain_mult;
}
if (params.bladeburner_analysis_mult) {
this.mults.bladeburner_analysis_mult = params.bladeburner_analysis_mult;
}
if (params.bladeburner_success_chance_mult) {
this.mults.bladeburner_success_chance_mult = params.bladeburner_success_chance_mult;
}
if (params.stats) this.stats = params.stats;
else this.stats = generateStatsDescription(this.mults, params.programs, params.startingMoney);
}
// Adds this Augmentation to the specified Factions
addToFactions(factionList: string[]): void {
for (let i = 0; i < factionList.length; ++i) {
const faction: Faction | null = Factions[factionList[i]];
if (faction == null) {
console.warn(`In Augmentation.addToFactions(), could not find faction with this name: ${factionList[i]}`);
continue;
}
faction.augmentations.push(this.name);
}
}
// Adds this Augmentation to all Factions
addToAllFactions(): void {
for (const fac in Factions) {
if (Factions.hasOwnProperty(fac)) {
const facObj: Faction | null = Factions[fac];
if (facObj == null) {
console.warn(`Invalid Faction object in addToAllFactions(). Key value: ${fac}`);
continue;
}
facObj.augmentations.push(this.name);
}
}
}
// Serialize the current object to a JSON save state.
toJSON(): any {
return Generic_toJSON("Augmentation", this);
}
// Initiatizes a Augmentation object from a JSON save state.
// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
static fromJSON(value: any): Augmentation {
return Generic_fromJSON(Augmentation, value.data);
}
}
Reviver.constructors.Augmentation = Augmentation;