bitburner-src/src/Crimes.js

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/* Crimes.js */
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function commitShopliftCrime() {
Player.crimeType = CONSTANTS.CrimeShoplift;
Player.startCrime(0, 1, 1, 1, 1, 0, 100, 3000); //$33.33 per sec
}
function commitMugCrime() {
Player.crimeType = CONSTANTS.CrimeMug;
Player.startCrime(0, 2, 2, 2, 2, 0, 250, 5000); //$50 per sec
}
function commitDealDrugsCrime() {
Player.crimeType = CONSTANTS.CrimeDrugs;
Player.startCrime(0, 2, 2, 2, 2, 4, 1000, 10000); //$100 per sec
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}
function commitTraffickArmsCrime() {
Player.crimeType = CONSTANTS.CrimeTraffickArms;
Player.startCrime(0, 5, 5, 5, 5, 8, 2500, 20000); //$125 per sec
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}
function commitHomicideCrime() {
Player.crimeType = CONSTANTS.CrimeHomicide;
Player.startCrime(0, 3, 3, 3, 3, 0, 300, 3000); //$100 per sec
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}
function commitKidnapCrime() {
Player.crimeType = CONSTANTS.CrimeKidnap;
Player.startCrime(0, 10, 10, 10, 10, 10, 10000, 60000); //$166.67 per sec
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}
function determineCrimeSuccess(crime, moneyGained) {
var chance = 0;
switch (crime) {
case CONSTANTS.CrimeShoplift:
chance = determineCrimeChanceShoplift();
break;
case CONSTANTS.CrimeMug:
chance = determineCrimeChanceMug();
break;
case CONSTANTS.CrimeDrugs:
chance = determineCrimeChanceDealDrugs();
break;
case CONSTANTS.CrimeTraffickArms:
chance = determineCrimeChanceTraffickArms();
break;
case CONSTANTS.CrimeHomicide:
chance = determineCrimeChanceHomicide();
break;
case CONSTANTS.CrimeKidnap:
chance = determineCrimeChanceKidnap();
break;
default:
dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
return;
}
if (Math.random() <= chance) {
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//Success
Player.gainMoney(moneyGained);
return true;
} else {
//Failure
return false;
}
}
function determineCrimeChanceShoplift() {
return ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 10;
}
function determineCrimeChanceMug() {
return ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 4;
}
function determineCrimeChanceDealDrugs() {
return ((3*Player.charisma / CONSTANTS.MaxSkillLevel +
2*Player.strength / CONSTANTS.MaxSkillLevel +
2*Player.defense / CONSTANTS.MaxSkillLevel +
2*Player.dexterity / CONSTANTS.MaxSkillLevel +
2*Player.agility / CONSTANTS.MaxSkillLevel));
}
function determineCrimeChanceTraffickArms() {
return ((Player.charisma / CONSTANTS.MaxSkillLevel +
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 1.5;
}
function determineCrimeChanceHomicide() {
return ((Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel)) * 2;
}
function determineCrimeChanceKidnap() {
return ((Player.charisma / CONSTANTS.MaxSkillLevel +
Player.strength / CONSTANTS.MaxSkillLevel +
Player.defense / CONSTANTS.MaxSkillLevel +
Player.dexterity / CONSTANTS.MaxSkillLevel +
Player.agility / CONSTANTS.MaxSkillLevel));
}