bitburner-src/src/engine.js

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//Replaces the character at an index with a new character
String.prototype.replaceAt=function(index, character) {
return this.substr(0, index) + character + this.substr(index+character.length);
}
var Engine = {
//Clickable objects
Clickables: {
hackButton: null,
//Main menu buttons
terminalMainMenuButton: null,
characterMainMenuButton: null,
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scriptEditorMainMenuButton: null,
saveMainMenuButton: null,
deleteMainMenuButton: null,
},
//Display objects
Display: {
//Progress bar
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progress: null,
//Display for status text (such as "Saved" or "Loaded")
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statusText: null,
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hacking_skill: null,
//Main menu content
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terminalContent: null,
characterContent: null,
scriptEditorContent: null,
//Character info
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characterInfo: null,
//Script editor text
scriptEditorText: null,
},
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//Current page status
Page: {
Terminal: "Terminal",
CharacterInfo: "CharacterInfo",
ScriptEditor: "ScriptEditor",
},
currentPage: null,
//Time variables (milliseconds unix epoch time)
_lastUpdate: new Date().getTime(),
_idleSpeed: 200, //Speed (in ms) at which the main loop is updated
//Save function
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saveGame: function() {
var PlayerSave = JSON.stringify(Player);
var AllServersSave = JSON.stringify(AllServers);
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//TODO Add factions + companies here when they're done
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window.localStorage.setItem("netburnerPlayerSave", PlayerSave);
window.localStorage.setItem("netburnerAllServersSave", AllServersSave);
console.log("Game saved to local storage");
},
//Load saved game function
loadSave: function() {
//Check to see if file exists
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if (!window.localStorage.getItem("netburnerPlayerSave")) {
console.log("No Player save to load");
return false;
} else if (!window.localStorage.getItem("netburnerAllServersSave")) {
console.log("No AllServers save to load");
return false;
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} else {
var PlayerSave = window.localStorage.getItem("netburnerPlayerSave");
var AllServersSave = window.localStorage.getItem("netburnerAllServersSave");
Player = JSON.parse(PlayerSave, Reviver);
AllServers = JSON.parse(AllServersSave, Reviver);
return true;
}
},
//Delete saved game function
deleteSave: function() {
if (!window.localStorage.getItem("netburnerPlayerSave")) {
console.log("No Player Save to delete");
return false;
} else if (!window.localStorage.getItem("netburnerAllServersSave")) {
console.log("No AllServers Save to delete");
} else {
window.localStorage.removeItem("netburnerPlayerSave");
window.localStorage.removeItem("netburnerAllServersSave");
console.log("Deleted saves")
return true;
}
},
/* Load content when a main menu button is clicked */
loadTerminalContent: function() {
Engine.hideAllContent();
Engine.Display.terminalContent.style.visibility = "visible";
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Engine.currentPage = Engine.Page.Terminal;
},
loadCharacterContent: function() {
Engine.hideAllContent();
Engine.Display.characterContent.style.visibility = "visible";
Engine.displayCharacterInfo();
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Engine.currentPage = Engine.Page.CharacterInfo;
},
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loadScriptEditorContent: function(filename = "", code = "") {
Engine.hideAllContent();
Engine.Display.scriptEditorContent.style.visibility = "visible";
if (filename == "") {
document.getElementById("script-editor-filename").value = "untitled";
} else {
document.getElementById("script-editor-filename").value = filename;
}
document.getElementById("script-editor-text").value = code;
Engine.currentPage = Engine.Page.ScriptEditor;
},
//Helper function that hides all content
hideAllContent: function() {
Engine.Display.terminalContent.style.visibility = "hidden";
Engine.Display.characterContent.style.visibility = "hidden";
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Engine.Display.scriptEditorContent.style.visibility = "hidden";
},
/* Display character info */
displayCharacterInfo: function() {
Engine.Display.characterInfo.innerHTML = 'Money: $' + Player.money + '<br><br>' +
'Hacking Level: ' + Player.hacking_skill + '<br><br>' +
'Strength: ' + Player.strength + '<br><br>' +
'Defense: ' + Player.defense + '<br><br>' +
'Dexterity: ' + Player.dexterity + '<br><br>' +
'Agility: ' + Player.agility + '<br><br>' +
'Charisma: ' + Player.charisma + '<br><br>' +
'Servers owned: ' + Player.purchasedServers.length + '<br><br>' +
'Hacking Experience: ' + Player.hacking_exp + '<br><br>';
},
/* Main Event Loop */
idleTimer: function() {
//Get time difference
var _thisUpdate = new Date().getTime();
var diff = _thisUpdate - Engine._lastUpdate;
var offset = diff % Engine._idleSpeed;
//Divide this by cycle time to determine how many cycles have elapsed since last update
diff = Math.floor(diff / Engine._idleSpeed);
if (diff > 0) {
//Update the game engine by the calculated number of cycles
Engine.updateGame(diff);
Engine._lastUpdate = _thisUpdate - offset;
}
window.requestAnimationFrame(Engine.idleTimer);
},
//Counters for the main event loop. Represent the number of game cycles are required
//for something to happen.
Counters: {
autoSaveCounter: 300,
},
decrementAllCounters: function(numCycles = 1) {
for (var counter in Engine.Counters) {
if (Engine.Counters.hasOwnProperty(counter)) {
Engine.Counters[counter] = Engine.Counters[counter] - numCycles;
}
}
},
//Checks if any counters are 0 and if they are, executes whatever
//is necessary and then resets the counter
checkCounters: function() {
if (Engine.Counters.autoSaveCounter <= 0) {
Engine.saveGame();
Engine.Counters.autoSaveCounter = 300;
}
},
//TODO Account for numCycles in Code, hasn't been done yet
updateGame: function(numCycles = 1) {
//Manual hack
if (Player.startAction == true) {
Engine._totalActionTime = Player.actionTime;
Engine._actionTimeLeft = Player.actionTime;
Engine._actionInProgress = true;
Engine._actionProgressBarCount = 1;
Engine._actionProgressStr = "[ ]";
Engine._actionTimeStr = "Time left: ";
Player.startAction = false;
}
Engine.decrementAllCounters(numCycles);
Engine.checkCounters();
Engine.updateHackProgress(numCycles);
},
/* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */
_totalActionTime: 0,
_actionTimeLeft: 0,
_actionTimeStr: "Time left: ",
_actionProgressStr: "[ ]",
_actionProgressBarCount: 1,
_actionInProgress: false,
updateHackProgress: function(numCycles = 1) {
if (Engine._actionInProgress == true) {
//TODO Do this calculation based on numCycles rather than idle speed
var timeElapsedMilli = numCycles * Engine._idleSpeed;
Engine._actionTimeLeft -= (timeElapsedMilli/ 1000); //Substract idle speed (ms)
//Calculate percent filled
var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100);
//Update progress bar
while (Engine._actionProgressBarCount * 2 <= percent) {
Engine._actionProgressStr = Engine._actionProgressStr.replaceAt(Engine._actionProgressBarCount, "|");
Engine._actionProgressBarCount += 1;
}
//Update hack time remaining
Engine._actionTimeStr = "Time left: " + Math.max(0, Math.round(Engine._actionTimeLeft)).toString() + "s";
document.getElementById("hack-progress").innerHTML = Engine._actionTimeStr;
//Dynamically update progress bar
document.getElementById("hack-progress-bar").innerHTML = Engine._actionProgressStr.replace( / /g, "&nbsp;" );
//Once percent is 100, the hack is completed
if (percent >= 100) {
Engine._actionInProgress = false;
Terminal.finishAction();
}
}
},
/* Initialization */
init: function() {
//Initialization functions
if (Engine.loadSave()) {
console.log("Loaded game from save");
Companies.init();
CompanyPositions.init();
console.log("Calling loadAllRunningScripts()");
loadAllRunningScripts();
console.log("Finished calling loadAllRunningScripts()");
} else {
//No save found, start new game
console.log("Initializing new game");
Player.init();
initForeignServers();
Companies.init();
CompanyPositions.init();
}
//Main menu buttons and content
Engine.Clickables.terminalMainMenuButton = document.getElementById("terminal-menu-link");
Engine.Clickables.terminalMainMenuButton.addEventListener("click", function() {
Engine.loadTerminalContent();
return false;
});
Engine.Clickables.characterMainMenuButton = document.getElementById("character-menu-link");
Engine.Clickables.characterMainMenuButton.addEventListener("click", function() {
Engine.loadCharacterContent();
return false;
});
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Engine.Clickables.scriptEditorMainMenuButton = document.getElementById("create-script-menu-link");
Engine.Clickables.scriptEditorMainMenuButton.addEventListener("click", function() {
Engine.loadScriptEditorContent();
return false;
});
Engine.Clickables.saveMainMenuButton = document.getElementById("save-game-link");
Engine.Clickables.saveMainMenuButton.addEventListener("click", function() {
Engine.saveGame();
return false;
});
Engine.Clickables.deleteMainMenuButton = document.getElementById("delete-game-link");
Engine.Clickables.deleteMainMenuButton.addEventListener("click", function() {
Engine.deleteSave();
return false;
});
Engine.Display.terminalContent = document.getElementById("terminal-container");
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Engine.currentPage = Engine.Page.Terminal;
Engine.Display.characterContent = document.getElementById("character-container");
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Engine.Display.characterContent.style.visibility = "hidden";
Engine.Display.scriptEditorContent = document.getElementById("script-editor-container");
Engine.Display.scriptEditorContent.style.visibility = "hidden";
//Character info
Engine.Display.characterInfo = document.getElementById("character-info");
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//Script editor
Engine.Display.scriptEditorText = document.getElementById("script-editor-text");
//Message at the top of terminal
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postNetburnerText();
//Run main loop
Engine.idleTimer();
runScriptsLoop();
}
};
window.onload = function() {
Engine.init();
};