mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 10:13:52 +01:00
612 lines
23 KiB
JavaScript
612 lines
23 KiB
JavaScript
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import {Player} from "./Player.js";
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import {CONSTANTS} from "./Constants.js";
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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import {addOffset, getRandomInt,
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clearEventListenersEl} from "../utils/HelperFunctions.js";
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import {formatNumber} from "../utils/StringHelperFunctions.js";
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import jsplumb from 'jsplumb'
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let inMission = false; //Flag to denote whether a mission is running
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function setInMission(bool) {
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inMission = bool;
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}
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/* Hacking Missions */
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/*You start with N CPU nodes dependent on home computer cores
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Three main stats:
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Attack - Specific to a node. Affected by hacking skill, RAM (for home comp)
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Defense - Universal defense - summed from all nodes
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HP - Specific to a node. Affected by hacking skill, RAM (for home comp)
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Enemy has the following nodes:
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Firewall Nodes - Essentially shields. Weak attack but large def
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CPU Nodes - Defeating and capturing these will give you new nodes to use
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Database Node - Main Target
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Misc Nodes (initially not owned by player or enemy):
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Spam nodes - Increases time limit
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Transfer Nodes - Slightly increases attack for all of your CPUs
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Shield Node - Increases your defense
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Shapes for nodes:
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Firewall - Rectangle
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CPU - Circle
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Database - Parralelogram
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Spam - Diamond
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Transfer - Cone
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Shield - Shield shape
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*/
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let NodeTypes = {
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Core: "CPU Core Node", //All actions available
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Firewall: "Firewall Node", //No actions available
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Database: "Database Node", //No actions available
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Spam: "Spam Node", //No actions Available
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Transfer: "Transfer Node", //Can Soften, Scan, and Overflow
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Shield: "Shield Node" //Can Fortify
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}
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let NodeActions = {
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Attack: "Attack", //Damaged based on attack stat + hacking level + opp def
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Scan: "Scan", //-Def for target, affected by hacking level
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Soften: "Soften", //-Attack for target, affected by hacking level
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Fortify: "Fortify", //+Defense for Node, affected by hacking level
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Overflow: "Overflow", //+Attack but -Defense for Node, affected by hacking level
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}
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function Node(type, stats) {
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this.type = type;
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this.atk = stats.atk ? stats.atk : 0;
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this.def = stats.def ? stats.def : 0;
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this.hp = stats.hp ? stats.hp : 0;
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this.maxhp = this.hp;
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this.plyrCtrl = false;
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this.enmyCtrl = false;
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this.pos = [0, 0]; //x, y
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this.el = null; //Holds the Node's DOM element
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this.action = null;
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}
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Node.prototype.setPosition = function(x, y) {
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this.pos = [x, y];
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}
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Node.prototype.setControlledByPlayer = function() {
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this.plyrCtrl = true;
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this.enmyCtrl = false;
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if (this.el) {
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this.classList.remove("hack-mission-enemy-node");
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this.classList.add("hack-mission-player-node");
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}
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}
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Node.prototype.setControlledByEnemy = function() {
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this.plyrCtrl = false;
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this.enmyCtrl = true;
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if (this.el) {
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this.classList.remove("hack-mission-player-node");
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this.classList.add("hack-mission-enemy-node");
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}
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}
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//Sets this node to be the active node
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Node.prototype.select = function(actionButtons) {
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if (this.enmyCtrl) {return;}
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this.el.classList.add("hack-mission-player-node-active");
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//Make all buttons inactive
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for (var i = 0; i < actionButtons.length; ++i) {
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actionButtons[i].classList.remove("a-link-button");
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actionButtons[i].classList.add("a-link-button-inactive");
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}
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switch(this.type) {
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case NodeTypes.Core:
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//All buttons active
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for (var i = 0; i < actionButtons.length; ++i) {
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actionButtons[i].classList.remove("a-link-button-inactive");
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actionButtons[i].classList.add("a-link-button");
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}
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break;
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case NodeTypes.Transfer:
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actionButtons[1].classList.remove("a-link-button-inactive");
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actionButtons[1].classList.add("a-link-button");
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actionButtons[2].classList.remove("a-link-button-inactive");
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actionButtons[2].classList.add("a-link-button");
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actionButtons[4].classList.remove("a-link-button-inactive");
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actionButtons[4].classList.add("a-link-button");
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break;
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default:
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break;
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}
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}
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Node.prototype.deselect = function(actionButtons) {
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this.el.classList.remove("active");
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for (var i = 0; i < actionButtons.length; ++i) {
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actionButtons[i].classList.remove("a-link-button");
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actionButtons[i].classList.add("a-link-button-inactive");
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}
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}
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//Hacking mission instance
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//Takes in the reputation of the Faction for which the mission is
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//being conducted
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function HackingMission(rep, fac) {
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this.faction = fac;
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this.playerCores = [];
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this.playerNodes = []; //Non-core nodes
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this.playerDef = 0;
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this.enemyCores = [];
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this.enemyDatabases = [];
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this.enemyNodes = []; //Non-core nodes
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this.enemyDef = 0;
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this.miscNodes = [];
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this.selectedNode = null; //Which of the player's nodes is currently selected
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this.actionButtons = []; //DOM buttons for actions
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this.availablePositions = [];
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for (var r = 0; r < 8; ++r) {
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for (var c = 0; c < 8; ++c) {
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this.availablePositions.push([r, c]);
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}
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}
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//this.map = Array(8).fill(Array(8).fill(null)); //8x8 2d array of references to Nodes
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this.map = [];
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for (var i = 0; i < 8; ++i) {
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this.map.push([null, null, null, null, null, null, null, null]);
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}
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//difficulty capped at 16
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this.difficulty = Math.min(16, Math.round(rep / CONSTANTS.HackingMissionRepToDiffConversion) + 1);
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console.log("difficulty: " + this.difficulty);
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this.reward = 200 + (rep / CONSTANTS.HackingMissionRepToRewardConversion);
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}
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HackingMission.prototype.init = function() {
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//Create Header DOM
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this.createPageDom();
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//Create player starting nodes
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var home = Player.getHomeComputer()
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for (var i = 0; i < home.cpuCores; ++i) {
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var stats = {
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atk: (Player.hacking_skill / 10) * (home.maxRam / 8),
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def: (Player.hacking_skill / 20) * (home.maxRam / 2),
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hp: (Player.hacking_skill / 5) * (home.maxRam / 4),
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};
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this.playerCores.push(new Node(NodeTypes.Core, stats));
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this.playerCores[i].setControlledByPlayer();
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this.setNodePosition(this.playerCores[i], 0, i);
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this.removeAvailablePosition(0, i);
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}
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//Randomly generate enemy nodes (CPU and Firewall) based on difficulty
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var numNodes = getRandomInt(this.difficulty, this.difficulty + 2);
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var numFirewalls = getRandomInt(this.difficulty, this.difficulty + 5);
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var numDatabases = getRandomInt(this.difficulty, this.difficulty + 1);
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var totalNodes = numNodes + numFirewalls + numDatabases;
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var xlimit = 7 - Math.floor(totalNodes / 8);
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console.log("numNodes: " + numNodes);
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console.log("numFirewalls: " + numFirewalls);
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console.log("numDatabases: " + numDatabases);
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console.log("totalNodes: " + totalNodes);
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console.log("xlimit: " + xlimit);
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var randMult = addOffset(this.difficulty, 20);
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for (var i = 0; i < numNodes; ++i) {
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var stats = {
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atk: randMult * getRandomInt(400, 750),
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def: randMult * getRandomInt(400, 750),
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hp: randMult * getRandomInt(800, 1200)
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}
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this.enemyCores.push(new Node(NodeTypes.Core, stats));
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this.enemyCores[i].setControlledByEnemy();
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this.setNodeRandomPosition(this.enemyCores[i], xlimit);
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}
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for (var i = 0; i < numFirewalls; ++i) {
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var stats = {
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atk: randMult * getRandomInt(100, 400),
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def: randMult * getRandomInt(1000, 2500),
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hp: randMult * getRandomInt(500, 2000)
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}
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this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));
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this.enemyNodes[i].setControlledByEnemy();
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this.setNodeRandomPosition(this.enemyNodes[i], xlimit);
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}
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for (var i = 0; i < numDatabases; ++i) {
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var stats = {
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atk: randMult * getRandomInt(100, 200),
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def: randMult * getRandomInt(1000, 1500),
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hp: randMult * getRandomInt(1000, 2000)
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}
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var node = new Node(NodeTypes.Database, stats);
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node.setControlledByEnemy();
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this.setNodeRandomPosition(node, xlimit);
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this.enemyDatabases.push(node);
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}
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this.calculateDefenses();
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this.createMap();
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}
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HackingMission.prototype.createPageDom = function() {
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var container = document.getElementById("mission-container");
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var headerText = document.createElement("p");
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headerText.innerHTML = "You are about to start a hacking mission! For more information " +
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"about how hacking missions work, click one of the guide links " +
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"below (one opens up an in-game guide and the other opens up " +
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"the guide from the wiki). Click the 'Start' button to begin.";
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headerText.style.display = "block";
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headerText.classList.add("hack-mission-header-element");
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headerText.style.width = "80%";
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var inGameGuideBtn = document.createElement("a");
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inGameGuideBtn.innerText = "How to Play";
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inGameGuideBtn.classList.add("a-link-button");
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inGameGuideBtn.style.display = "inline-block";
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inGameGuideBtn.classList.add("hack-mission-header-element");
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inGameGuideBtn.addEventListener("click", function() {
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dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay);
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return false;
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});
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var wikiGuideBtn = document.createElement("a");
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wikiGuideBtn.innerText = "Wiki Guide";
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wikiGuideBtn.classList.add("a-link-button");
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wikiGuideBtn.style.display = "inline-block";
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wikiGuideBtn.classList.add("hack-mission-header-element");
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wikiGuideBtn.target = "_blank";
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//TODO Add link to wiki page wikiGuideBtn.href =
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//Start button will get replaced with forfeit when game is started
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var startBtn = document.createElement("a");
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startBtn.classList.add("hack-mission-header-element");
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startBtn.style.display = "block";
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//Create Action Buttons (Attack/Scan/Soften/ etc...)
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var actionsContainer = document.createElement("span");
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actionsContainer.classList.add("hack-mission-action-buttons-container");
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for (var i = 0; i < 5; ++i) {
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this.actionButtons.push(document.createElement("a"));
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this.actionButtons[i].style.display = "inline-block";
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this.actionButtons[i].classList.add("a-link-button-inactive"); //Disabled at start
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this.actionButtons[i].classList.add("tooltip"); //Disabled at start
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this.actionButtons[i].classList.add("hack-mission-header-element");
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actionsContainer.appendChild(this.actionButtons[i]);
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}
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this.actionButtons[0].innerText = "Attack(1)";
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var atkTooltip = document.createElement("span");
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atkTooltip.classList.add("tooltiptext");
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atkTooltip.innerText = "Lowers the targeted node's HP. The effectiveness of this depends on " +
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"this node's Attack level, your hacking level, and the opponents defense level.";
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this.actionButtons[0].appendChild(atkTooltip);
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this.actionButtons[1].innerText = "Scan(2)";
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var scanTooltip = document.createElement("span");
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scanTooltip.classList.add("tooltiptext");
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scanTooltip.innerText = "Lowers the targeted node's defense. The effectiveness of this depends on " +
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"this node's Attack level and your hacking level";
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this.actionButtons[1].appendChild(scanTooltip);
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this.actionButtons[2].innerText = "Soften(3)";
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var softenTooltip = document.createElement("span");
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softenTooltip.classList.add("tooltiptext");
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softenTooltip.innerText = "Lowers the targeted node's attack. The effectiveness of this depends on " +
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"this node's Attack level and your hacking level";
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this.actionButtons[2].appendChild(softenTooltip);
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this.actionButtons[3].innerText = "Fortify(4)";
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var fortifyTooltip = document.createElement("span");
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fortifyTooltip.classList.add("tooltiptext");
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fortifyTooltip.innerText = "Raises this node's Defense level. The effectiveness of this depends on " +
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"your hacking level";
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this.actionButtons[3].appendChild(fortifyTooltip);
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this.actionButtons[4].innerText = "Overflow(5)";
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var overflowTooltip = document.createElement("span");
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overflowTooltip.classList.add("tooltiptext");
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overflowTooltip.innerText = "Raises this node's Attack level but lowers its Defense level. The effectiveness " +
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"of this depends on your hacking level.";
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this.actionButtons[4].appendChild(overflowTooltip);
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var timeDisplay = document.createElement("p");
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container.appendChild(headerText);
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container.appendChild(inGameGuideBtn);
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container.appendChild(wikiGuideBtn);
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container.appendChild(startBtn);
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container.appendChild(actionsContainer);
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container.appendChild(timeDisplay);
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}
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//Should only be used at the start
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HackingMission.prototype.calculateDefenses = function() {
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var total = 0;
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for (var i = 0; i < this.playerCores.length; ++i) {
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total += this.playerCores[i].def;
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}
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for (var i = 0; i < this.playerNodes.length; ++i) {
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total += this.playerNodes[i].def;
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}
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console.log("player defenses calculated to be: " + total);
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this.playerDef = total;
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total = 0;
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for (var i = 0; i < this.enemyCores.length; ++i) {
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total += this.enemyCores[i].def;
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}
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for (var i = 0; i < this.enemyDatabases.length; ++i) {
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total += this.enemyDatabases[i].def;
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}
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for (var i = 0; i < this.enemyNodes.length; ++i) {
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total += this.enemyNodes[i].def;
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}
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console.log("enemy defenses calculated to be: " + total);
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this.enemyDef = total;
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}
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HackingMission.prototype.removeAvailablePosition = function(x, y) {
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for (var i = 0; i < this.availablePositions.length; ++i) {
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if (this.availablePositions[i][0] === x &&
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this.availablePositions[i][1] === y) {
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this.availablePositions.splice(i, 1);
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return;
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}
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}
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console.log("WARNING: removeAvailablePosition() did not remove " + x + ", " + y);
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}
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HackingMission.prototype.setNodePosition = function(nodeObj, x, y) {
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if (!(nodeObj instanceof Node)) {
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console.log("WARNING: Non-Node object passed into setNodePOsition");
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return;
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}
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if (isNaN(x) || isNaN(y)) {
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console.log("ERR: Invalid values passed as x and y for setNodePosition");
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console.log(x);
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console.log(y);
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return;
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}
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nodeObj.pos = [x, y];
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this.map[x][y] = nodeObj;
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}
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HackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) {
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var i = getRandomInt(0, this.availablePositions.length - 1);
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var pos = this.availablePositions.splice(i, 1);
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pos = pos[0];
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this.setNodePosition(nodeObj, pos[0], pos[1]);
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}
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HackingMission.prototype.createMap = function() {
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//Use a grid
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var map = document.createElement("div");
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map.classList.add("hack-mission-grid");
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map.setAttribute("id", "hacking-mission-map");
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|
document.getElementById("mission-container").appendChild(map);
|
||
|
|
||
|
//Create random Nodes for every space in the map that
|
||
|
//hasn't been filled yet
|
||
|
for (var x = 0; x < 8; ++x) {
|
||
|
for (var y = 0; y < 8; ++y) {
|
||
|
if (!(this.map[x][y] instanceof Node)) {
|
||
|
var node, type = getRandomInt(0, 2);
|
||
|
var randMult = addOffset(this.difficulty, 20);
|
||
|
switch (type) {
|
||
|
case 0: //Spam
|
||
|
var stats = {
|
||
|
atk: 0,
|
||
|
def: randMult * getRandomInt(400, 800),
|
||
|
hp: randMult * getRandomInt(500, 1000)
|
||
|
}
|
||
|
node = new Node(NodeTypes.Spam, stats);
|
||
|
break;
|
||
|
case 1: //Transfer
|
||
|
var stats = {
|
||
|
atk: 0,
|
||
|
def: randMult * getRandomInt(500, 1000),
|
||
|
hp: randMult * getRandomInt(600, 1100)
|
||
|
}
|
||
|
node = new Node(NodeTypes.Transfer, stats);
|
||
|
break;
|
||
|
case 2: //Shield
|
||
|
default:
|
||
|
var stats = {
|
||
|
atk: 0,
|
||
|
def: randMult * getRandomInt(750, 1000),
|
||
|
hp: randMult * getRandomInt(700, 1000)
|
||
|
}
|
||
|
node = new Node(NodeTypes.Shield, stats);
|
||
|
break;
|
||
|
}
|
||
|
this.setNodePosition(node, x, y);
|
||
|
this.removeAvailablePosition(x, y);
|
||
|
this.miscNodes.push(node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Create DOM elements in order
|
||
|
for (var r = 0; r < 8; ++r) {
|
||
|
for (var c = 0; c < 8; ++c) {
|
||
|
this.createNodeDomElement(this.map[r][c]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Configure all Player CPUS
|
||
|
for (var i = 0; i < this.playerCores.length; ++i) {
|
||
|
console.log("Configuring Player Node: " + this.playerCores[i].el.id);
|
||
|
this.configurePlayerNodeElement(this.playerCores[i].el);
|
||
|
}
|
||
|
|
||
|
console.log(this.map);
|
||
|
this.initJsPlumb();
|
||
|
}
|
||
|
|
||
|
HackingMission.prototype.createNodeDomElement = function(nodeObj) {
|
||
|
var nodeDiv = document.createElement("a");
|
||
|
nodeObj.el = nodeDiv;
|
||
|
document.getElementById("hacking-mission-map").appendChild(nodeDiv);
|
||
|
|
||
|
//Set the node element's id based on its coordinates
|
||
|
nodeDiv.setAttribute("id", "hacking-mission-node-" +
|
||
|
nodeObj.pos[0] + "-" +
|
||
|
nodeObj.pos[1]);
|
||
|
|
||
|
//Set node classes for owner
|
||
|
nodeDiv.classList.add("hack-mission-node");
|
||
|
if (nodeObj.plyrCtrl) {
|
||
|
nodeDiv.classList.add("hack-mission-player-node");
|
||
|
} else if (nodeObj.enmyCtrl) {
|
||
|
nodeDiv.classList.add("hack-mission-enemy-node");
|
||
|
}
|
||
|
|
||
|
//Set node classes based on type
|
||
|
switch (nodeObj.type) {
|
||
|
case NodeTypes.Core:
|
||
|
nodeDiv.innerHTML = "<p>CPU Core<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-cpu-node");
|
||
|
break;
|
||
|
case NodeTypes.Firewall:
|
||
|
nodeDiv.innerHTML = "<p>Firewall<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-firewall-node");
|
||
|
break;
|
||
|
case NodeTypes.Database:
|
||
|
nodeDiv.innerHTML = "<p>Database<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-database-node");
|
||
|
break;
|
||
|
case NodeTypes.Spam:
|
||
|
nodeDiv.innerHTML = "<p>Spam<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-spam-node");
|
||
|
break;
|
||
|
case NodeTypes.Transfer:
|
||
|
nodeDiv.innerHTML = "<p>Transfer<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-transfer-node");
|
||
|
break;
|
||
|
case NodeTypes.Shield:
|
||
|
default:
|
||
|
nodeDiv.innerHTML = "<p>Shield<br>" + "HP: " +
|
||
|
formatNumber(nodeObj.hp, 1) + "</p>";
|
||
|
nodeDiv.classList.add("hack-mission-shield-node");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Gets a Node DOM element's corresponding Node object using its
|
||
|
//element id
|
||
|
HackingMission.prototype.getNodeFromElement = function(el) {
|
||
|
var id = el.id;
|
||
|
id = id.replace("hacking-mission-node-", "");
|
||
|
var res = id.split('-');
|
||
|
if (res.length != 2) {
|
||
|
console.log("ERROR Parsing Hacking Mission Node Id. Could not find coordinates");
|
||
|
return null;
|
||
|
}
|
||
|
var x = res[0], y = res[1];
|
||
|
if (isNaN(x) || isNaN(y) || x >= 8 || y >= 8 || x < 0 || y < 0) {
|
||
|
console.log("ERROR: Unexpected values for x and y: " + x + ", " + y);
|
||
|
return null;
|
||
|
}
|
||
|
return this.map[x][y];
|
||
|
}
|
||
|
|
||
|
//Configures a DOM element representing a player-owned node to
|
||
|
//be selectable and actionable
|
||
|
//Note: Does NOT change its css class. This is handled by Node.setControlledBy...
|
||
|
HackingMission.prototype.configurePlayerNodeElement = function(el) {
|
||
|
var nodeObj = this.getNodeFromElement(el);
|
||
|
if (nodeObj === null) {console.log("Error getting Node object");}
|
||
|
|
||
|
//Add event listener
|
||
|
el.addEventListener("click", ()=>{
|
||
|
if (this.selectedNode instanceof Node) {
|
||
|
this.selectedNode.deselect(this.actionButtons);
|
||
|
this.selectedNode = null;
|
||
|
}
|
||
|
console.log("Selecting node :" + el.id);
|
||
|
nodeObj.select(this.actionButtons);
|
||
|
this.selectedNode = nodeObj;
|
||
|
});
|
||
|
}
|
||
|
|
||
|
//Configures a DOM element representing an enemy-node by removing
|
||
|
//any event listeners
|
||
|
HackingMission.prototype.configureEnemyNodeElement = function(el) {
|
||
|
//Deselect node if it was the selected node
|
||
|
var nodeObj = this.getNodeFromElement(el);
|
||
|
if (this.selectedNode == nodeObj) {
|
||
|
nodeObj.deselect(this.actionButtons);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
HackingMission.prototype.initJsPlumb = function() {
|
||
|
var instance = jsPlumb.getInstance({
|
||
|
DragOptions:{cursor:"pointer", zIndex:2000},
|
||
|
PaintStyle: {
|
||
|
gradient: { stops: [
|
||
|
[ 0, "#FFFFFF" ],
|
||
|
[ 1, "#FFFFFF" ]
|
||
|
] },
|
||
|
stroke: "#FFFFFF",
|
||
|
strokeWidth: 10
|
||
|
},
|
||
|
});
|
||
|
|
||
|
//All player cores are sources
|
||
|
for (var i = 0; i < this.playerCores.length; ++i) {
|
||
|
instance.makeSource(this.playerCores[i].el, {
|
||
|
deleteEndpointsOnEmpty:true,
|
||
|
maxConnections:1,
|
||
|
anchor:"Center",
|
||
|
connector:"Straight"
|
||
|
});
|
||
|
}
|
||
|
|
||
|
//Everything else is a target
|
||
|
for (var i = 0; i < this.enemyCores.length; ++i) {
|
||
|
instance.makeTarget(this.enemyCores[i].el, {
|
||
|
maxConnections:-1,
|
||
|
anchor:"Center",
|
||
|
connector:"Straight"
|
||
|
});
|
||
|
}
|
||
|
for (var i = 0; i < this.enemyDatabases.length; ++i) {
|
||
|
instance.makeTarget(this.enemyDatabases[i].el, {
|
||
|
maxConnections:-1,
|
||
|
anchor:"Center",
|
||
|
connector:["Straight"]
|
||
|
});
|
||
|
}
|
||
|
for (var i = 0; i < this.enemyNodes.length; ++i) {
|
||
|
instance.makeTarget(this.enemyNodes[i].el, {
|
||
|
maxConnections:-1,
|
||
|
anchor:"Center",
|
||
|
connector:"Straight"
|
||
|
});
|
||
|
}
|
||
|
for (var i = 0; i < this.miscNodes.length; ++i) {
|
||
|
instance.makeTarget(this.miscNodes[i].el, {
|
||
|
maxConnections:-1,
|
||
|
anchor:"Center",
|
||
|
connector:"Straight"
|
||
|
});
|
||
|
}
|
||
|
|
||
|
//Clicking a connection drops it
|
||
|
instance.bind("click", function(conn, originalEvent) {
|
||
|
console.log("test");
|
||
|
var endpoints = conn.endpoints;
|
||
|
endpoints[0].detachFrom(endpoints[1]);
|
||
|
});
|
||
|
}
|
||
|
|
||
|
export {HackingMission, inMission, setInMission};
|