mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 18:23:54 +01:00
e572c6dad8
* Hash upgrades and Bladeburner skills can now be clicked to copy to clipboard * Aug purchase confirmation popup displays money in 0.000a format * Character now displays hacknet server info properly * Character,Info now displays hacknet server info correctly. * Formulas (#825) Formulas API v0.1 * Make all money the same color, same for reputation, format all numbers consistently. * rename a lot of the formulas function to no longer contain calculate * added hacking related formulas * removed unused variable * v0.51.0
250 lines
9.3 KiB
JavaScript
250 lines
9.3 KiB
JavaScript
import React from "react";
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import ReactDOM from "react-dom";
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import { FactionRoot } from "./ui/Root";
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import { Augmentations } from "../Augmentation/Augmentations";
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import { isRepeatableAug } from "../Augmentation/AugmentationHelpers";
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import { PlayerOwnedAugmentation } from "../Augmentation/PlayerOwnedAugmentation";
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import { AugmentationNames } from "../Augmentation/data/AugmentationNames";
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import { BitNodeMultipliers } from "../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../Constants";
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import { Engine } from "../engine";
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import { Faction } from "./Faction";
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import { Factions } from "./Factions";
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import { HackingMission, setInMission } from "../Missions";
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import { Player } from "../Player";
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import { Settings } from "../Settings/Settings";
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import { Page, routing } from "../ui/navigationTracking";
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import { dialogBoxCreate } from "../../utils/DialogBox";
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import { factionInvitationBoxCreate } from "../../utils/FactionInvitationBox";
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import {
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Reviver,
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Generic_toJSON,
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Generic_fromJSON
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} from "../../utils/JSONReviver";
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import { formatNumber } from "../../utils/StringHelperFunctions";
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import { numeralWrapper } from "../ui/numeralFormat";
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import { Money } from "../ui/React/Money";
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import {
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yesNoBoxCreate,
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yesNoBoxGetYesButton,
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yesNoBoxGetNoButton,
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yesNoBoxClose
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} from "../../utils/YesNoBox";
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export function inviteToFaction(faction) {
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if (Settings.SuppressFactionInvites) {
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faction.alreadyInvited = true;
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Player.factionInvitations.push(faction.name);
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if (routing.isOn(Page.Factions)) {
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Engine.loadFactionsContent();
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}
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} else {
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factionInvitationBoxCreate(faction);
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}
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}
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export function joinFaction(faction) {
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faction.isMember = true;
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Player.factions.push(faction.name);
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const factionInfo = faction.getInfo();
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//Determine what factions you are banned from now that you have joined this faction
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for(const i in factionInfo.enemies) {
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const enemy = factionInfo.enemies[i];
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if (Factions[enemy] instanceof Faction) {
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Factions[enemy].isBanned = true;
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}
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}
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}
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export function startHackingMission(faction) {
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const mission = new HackingMission(faction.playerReputation, faction);
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setInMission(true, mission); //Sets inMission flag to true
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mission.init();
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}
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//Displays the HTML content for a specific faction
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export function displayFactionContent(factionName, initiallyOnAugmentationsPage=false) {
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const faction = Factions[factionName];
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if (faction == null) {
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throw new Error(`Invalid factionName passed into displayFactionContent(): ${factionName}`);
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}
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if (!faction.isMember) {
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throw new Error(`Not a member of this faction. Cannot display faction information`);
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}
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ReactDOM.render(
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<FactionRoot
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engine={Engine}
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initiallyOnAugmentationsPage={initiallyOnAugmentationsPage}
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faction={faction}
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p={Player}
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startHackingMissionFn={startHackingMission}
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/>,
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Engine.Display.factionContent
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)
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}
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export function purchaseAugmentationBoxCreate(aug, fac) {
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const factionInfo = fac.getInfo();
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const yesBtn = yesNoBoxGetYesButton();
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yesBtn.innerHTML = "Purchase";
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yesBtn.addEventListener("click", function() {
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if (!isRepeatableAug(aug) && Player.hasAugmentation(aug)) {
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return;
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}
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purchaseAugmentation(aug, fac);
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yesNoBoxClose();
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});
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const noBtn = yesNoBoxGetNoButton();
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noBtn.innerHTML = "Cancel";
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noBtn.addEventListener("click", function() {
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yesNoBoxClose();
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});
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yesNoBoxCreate(<>
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<h2>{aug.name}</h2><br />
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<div dangerouslySetInnerHTML={{__html: aug.info}}></div><br /><br />
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<br />Would you like to purchase the {aug.name} Augmentation for
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{Money(aug.baseCost * factionInfo.augmentationPriceMult)}?
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</>);
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}
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//Returns a boolean indicating whether the player has the prerequisites for the
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//specified Augmentation
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export function hasAugmentationPrereqs(aug) {
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let hasPrereqs = true;
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if (aug.prereqs && aug.prereqs.length > 0) {
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for (let i = 0; i < aug.prereqs.length; ++i) {
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const prereqAug = Augmentations[aug.prereqs[i]];
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if (prereqAug == null) {
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console.error(`Invalid prereq Augmentation ${aug.prereqs[i]}`);
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continue;
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}
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if (prereqAug.owned === false) {
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hasPrereqs = false;
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// Check if the aug is purchased
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for (let j = 0; j < Player.queuedAugmentations.length; ++j) {
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if (Player.queuedAugmentations[j].name === prereqAug.name) {
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hasPrereqs = true;
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break;
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}
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}
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}
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}
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}
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return hasPrereqs;
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}
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export function purchaseAugmentation(aug, fac, sing=false) {
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const factionInfo = fac.getInfo();
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var hasPrereqs = hasAugmentationPrereqs(aug);
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if (!hasPrereqs) {
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var txt = "You must first purchase or install " + aug.prereqs.join(",") + " before you can " +
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"purchase this one.";
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if (sing) {return txt;} else {dialogBoxCreate(txt);}
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} else if (aug.baseCost !== 0 && Player.money.lt(aug.baseCost * factionInfo.augmentationPriceMult)) {
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let txt = "You don't have enough money to purchase " + aug.name;
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if (sing) {return txt;}
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dialogBoxCreate(txt);
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} else if (fac.playerReputation < aug.baseRepRequirement) {
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let txt = "You don't have enough faction reputation to purchase " + aug.name;
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if (sing) {return txt;}
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dialogBoxCreate(txt);
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} else if (aug.baseCost === 0 || Player.money.gte(aug.baseCost * factionInfo.augmentationPriceMult)) {
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if (Player.firstAugPurchased === false) {
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Player.firstAugPurchased = true;
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document.getElementById("augmentations-tab").style.display = "list-item";
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document.getElementById("character-menu-header").click();
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document.getElementById("character-menu-header").click();
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}
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var queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
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if (aug.name == AugmentationNames.NeuroFluxGovernor) {
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queuedAugmentation.level = getNextNeurofluxLevel();
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}
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Player.queuedAugmentations.push(queuedAugmentation);
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Player.loseMoney((aug.baseCost * factionInfo.augmentationPriceMult));
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// If you just purchased Neuroflux Governor, recalculate the cost
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if (aug.name == AugmentationNames.NeuroFluxGovernor) {
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var nextLevel = getNextNeurofluxLevel();
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--nextLevel;
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var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
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aug.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;
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aug.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;
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for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
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aug.baseCost *= CONSTANTS.MultipleAugMultiplier;
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}
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}
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for (var name in Augmentations) {
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if (Augmentations.hasOwnProperty(name)) {
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Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier;
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}
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}
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if (sing) {
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return "You purchased " + aug.name;
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} else {
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if(!Settings.SuppressBuyAugmentationConfirmation){
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dialogBoxCreate("You purchased " + aug.name + ". It's enhancements will not take " +
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"effect until they are installed. To install your augmentations, go to the " +
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"'Augmentations' tab on the left-hand navigation menu. Purchasing additional " +
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"augmentations will now be more expensive.");
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}
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}
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// Force a rerender of the Augmentations page
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displayFactionContent(fac.name, true);
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} else {
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dialogBoxCreate("Hmm, something went wrong when trying to purchase an Augmentation. " +
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"Please report this to the game developer with an explanation of how to " +
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"reproduce this.");
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}
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}
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export function getNextNeurofluxLevel() {
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// Get current Neuroflux level based on Player's augmentations
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let currLevel = 0;
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for (var i = 0; i < Player.augmentations.length; ++i) {
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if (Player.augmentations[i].name === AugmentationNames.NeuroFluxGovernor) {
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currLevel = Player.augmentations[i].level;
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}
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}
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// Account for purchased but uninstalled Augmentations
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for (var i = 0; i < Player.queuedAugmentations.length; ++i) {
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if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
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++currLevel;
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}
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}
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return currLevel + 1;
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}
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export function processPassiveFactionRepGain(numCycles) {
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var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
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for (var name in Factions) {
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if (Factions.hasOwnProperty(name)) {
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var faction = Factions[name];
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//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
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//maybe later make this based on
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//a player's 'status' like how powerful they are and how much money they have
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if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
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}
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}
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}
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