2017-07-03 21:42:11 +02:00
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/* Infiltration.js
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*
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* Kill
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* Knockout (nonlethal)
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* Stealth Knockout (nonlethal)
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* Assassinate
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*
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* Hack Security
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* Destroy Security
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* Sneak past Security
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*
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* Pick the locked door
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*
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* Bribe security
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*
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* Escape
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*/
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InfiltrationScenarios = {
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Guards: "You see an armed security guard patrolling the area.",
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TechOnly: "The area is equipped with a state-of-the-art security system: cameras, laser tripwires, and sentry turrets.",
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TechOrLockedDoor: "The area is equipped with a state-of-the-art security system. There is a locked door on the side of the " +
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"room that can be used to bypass security.",
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Bots: "You see a few security bots patrolling the area.",
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}
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function InfiltrationInstance(companyName, startLevel, val, maxClearance, diff) {
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this.companyName = companyName;
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this.clearanceLevel = 0;
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this.maxClearanceLevel = maxClearance;
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this.securityLevel = startLevel;
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this.difficulty = diff; //Affects how much security level increases. Represents a percentage
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this.baseValue = val; //Base value of company secrets
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this.secretsStolen = []; //Numbers representing value of stolen secrets
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this.hackingExpGained = 0;
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this.strExpGained = 0;
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this.defExpGained = 0;
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this.dexExpGained = 0;
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this.agiExpGained = 0;
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this.chaExpGained = 0;
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}
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InfiltrationInstance.prototype.gainHackingExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.hackingExpGained += amt;
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}
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InfiltrationInstance.prototype.gainStrengthExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.strExpGained += amt;
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}
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InfiltrationInstance.prototype.gainDefenseExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.defExpGained += amt;
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}
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InfiltrationInstance.prototype.gainDexterityExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.dexExpGained += amt;
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}
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InfiltrationInstance.prototype.gainAgilityExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.agiExpGained += amt;
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}
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InfiltrationInstance.prototype.gainCharismaExp = function(amt) {
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if (isNaN(amt)) {return;}
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this.chaExpGained += amt;
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}
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function beginInfiltration(companyName, startLevel, val, maxClearance, diff) {
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var inst = new InfiltrationInstance(companyName, startLevel, val, maxClearance, diff);
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clearInfiltrationStatusText();
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nextInfiltrationLevel(inst);
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}
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function endInfiltration(inst, success) {
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if (success) {
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infiltrationBoxCreate(inst);
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}
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clearEventListeners("infiltration-kill");
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clearEventListeners("infiltration-knockout");
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clearEventListeners("infiltration-stealthknockout");
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clearEventListeners("infiltration-assassinate");
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clearEventListeners("infiltration-hacksecurity");
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clearEventListeners("infiltration-destroysecurity");
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clearEventListeners("infiltration-sneak");
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clearEventListeners("infiltration-pickdoor");
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clearEventListeners("infiltration-bribe");
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clearEventListeners("infiltration-escape");
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Engine.loadWorldContent();
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}
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function nextInfiltrationLevel(inst) {
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++inst.clearanceLevel;
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updateInfiltrationLevelText(inst);
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//Buttons
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var killButton = clearEventListeners("infiltration-kill");
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var knockoutButton = clearEventListeners("infiltration-knockout");
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var stealthKnockoutButton = clearEventListeners("infiltration-stealthknockout");
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var assassinateButton = clearEventListeners("infiltration-assassinate");
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var hackSecurityButton = clearEventListeners("infiltration-hacksecurity");
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var destroySecurityButton = clearEventListeners("infiltration-destroysecurity");
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var sneakButton = clearEventListeners("infiltration-sneak");
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var pickdoorButton = clearEventListeners("infiltration-pickdoor");
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var bribeButton = clearEventListeners("infiltration-bribe");
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var escapeButton = clearEventListeners("infiltration-escape");
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killButton.style.display = "none";
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knockoutButton.style.display = "none";
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stealthKnockoutButton.style.display = "none";
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assassinateButton.style.display = "none";
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hackSecurityButton.style.display = "none";
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destroySecurityButton.style.display = "none";
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sneakButton.style.display = "none";
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pickdoorButton.style.display = "none";
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bribeButton.style.display = "none";
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escapeButton.style.display = "none";
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var rand = getRandomInt(0, 5); //This needs to change if more scenarios are added
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var scenario = null;
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switch (rand) {
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case 1:
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scenario = InfiltrationScenarios.TechOnly;
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hackSecurityButton.style.display = "block";
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destroySecurityButton.style.display = "block";
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sneakButton.style.display = "block";
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escapeButton.style.display = "block";
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break;
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case 2:
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scenario = InfiltrationScenarios.TechOrLockedDoor;
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hackSecurityButton.style.display = "block";
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destroySecurityButton.style.display = "block";
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sneakButton.style.display = "block";
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pickdoorButton.style.display = "block";
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escapeButton.style.display = "block";
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break;
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case 3:
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scenario = InfiltrationScenarios.Bots;
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killButton.style.display = "block";
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killButton.addEventListener("click", function() {
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var res = attemptInfiltrationKill(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY killed the security bots! Unfortunately you alerted the " +
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"rest of the facility's security. The facility's security " +
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"level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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Player.karma -= 1;
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endInfiltrationLevel(inst);
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return false;
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} else {
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var dmgTaken = Math.max(1, Math.round(1.5 * inst.securityLevel / Player.defense));
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writeInfiltrationStatusText("You FAILED to kill the security bots. The bots fight back " +
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"and raise the alarm! You take " + dmgTaken + " damage and " +
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"the facility's security level increases by " +
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formatNumber((res[1]*100)-100, 2).toString() + "%");
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if (Player.takeDamage(dmgTaken)) {
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endInfiltration(inst, false);
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}
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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});
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assassinateButton.style.display = "block";
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assassinateButton.addEventListener("click", function() {
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var res = attemptInfiltrationAssassinate(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security bots without being detected!");
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Player.karma -= 1;
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED to assassinate the security bots. The bots have not detected " +
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"you but are now more alert for an intruder. The facility's security level " +
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"has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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});
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hackSecurityButton.style.display = "block";
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sneakButton.style.display = "block";
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escapeButton.style.display = "block";
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break;
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default: //0, 4-5
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scenario = InfiltrationScenarios.Guards;
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killButton.style.display = "block";
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killButton.addEventListener("click", function() {
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var res = attemptInfiltrationKill(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY killed the security guard! Unfortunately you alerted the " +
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"rest of the facility's security. The facility's security " +
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"level has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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Player.karma -= 3;
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endInfiltrationLevel(inst);
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return false;
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} else {
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var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));
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writeInfiltrationStatusText("You FAILED to kill the security guard. The guard fights back " +
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"and raises the alarm! You take " + dmgTaken + " damage and " +
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"the facility's security level has increased by " +
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formatNumber((res[1]*100)-100, 2).toString() + "%");
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if (Player.takeDamage(dmgTaken)) {
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endInfiltration(inst, false);
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}
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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});
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knockoutButton.style.display = "block";
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stealthKnockoutButton.style.display = "block";
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assassinateButton.style.display = "block";
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assassinateButton.addEventListener("click", function() {
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var res = attemptInfiltrationAssassinate(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security guard without being detected!");
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Player.karma -= 3;
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED to assassinate the security guard. The guard has not detected " +
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"you but is now more alert for an intruder. The facility's security level " +
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"has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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});
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sneakButton.style.display = "block";
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bribeButton.style.display = "block";
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escapeButton.style.display = "block";
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break;
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}
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knockoutButton.addEventListener("click", function() {
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var res = attemptInfiltrationKnockout(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard! " +
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"Unfortunately you made a lot of noise and alerted other security.");
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writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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endInfiltrationLevel(inst);
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return false;
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} else {
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var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));
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writeInfiltrationStatusText("You FAILED to knockout the security guard. The guard " +
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"raises the alarm and fights back! You take " + dmgTaken + " damage and " +
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"the facility's security level increases by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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if (Player.takeDamage(dmgTaken)) {
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endInfiltration(inst, false);
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}
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
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});
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stealthKnockoutButton.addEventListener("click", function() {
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var res = attemptInfiltrationStealthKnockout(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard without making " +
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"any noise!");
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endInfiltrationLevel(inst);
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return false;
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} else {
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var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));
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writeInfiltrationStatusText("You FAILED to stealthily knockout the security guard. The guard " +
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"raises the alarm and fights back! You take " + dmgTaken + " damage and " +
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"the facility's security level increases by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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if (Player.takeDamage(dmgTaken)) {
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endInfiltration(inst, false);
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}
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
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});
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hackSecurityButton.addEventListener("click", function() {
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var res = attemptInfiltrationHack(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY hacked and disabled the security system!");
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writeInfiltrationStatusText("The facility's security level increased by " + ((res[1]*100) - 100).toString() + "%");
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED to hack the security system. The facility's " +
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"security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
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});
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destroySecurityButton.addEventListener("click", function() {
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var res = attemptInfiltrationDestroySecurity(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY and violently destroy the security system!");
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writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED to destroy the security system. The facility's " +
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"security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
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});
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sneakButton.addEventListener("click", function() {
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var res = attemptInfiltrationSneak(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY sneak past the security undetected!");
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED and were detected while trying to sneak past security! The facility's " +
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"security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
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});
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pickdoorButton.addEventListener("click", function() {
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var res = attemptInfiltrationPickLockedDoor(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY pick the locked door!");
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writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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endInfiltrationLevel(inst);
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return false;
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} else {
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writeInfiltrationStatusText("You FAILED to pick the locked door. The facility's security level " +
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"increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
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}
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updateInfiltrationButtons(inst, scenario);
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updateInfiltrationLevelText(inst);
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return false;
|
|
|
|
});
|
|
|
|
|
|
|
|
bribeButton.addEventListener("click", function() {
|
|
|
|
var bribeAmt = CONSTANTS.InfiltrationBribeBaseAmount * inst.clearanceLevel;
|
|
|
|
if (Player.money < bribeAmt) {
|
|
|
|
writeInfiltrationStatusText("You do not have enough money to bribe the guard. " +
|
|
|
|
"You need $" + bribeAmt);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
var res = attemptInfiltrationBribe(inst);
|
|
|
|
if (res[0]) {
|
|
|
|
writeInfiltrationStatusText("You SUCCESSFULLY bribed a guard to let you through " +
|
|
|
|
"to the next clearance level for $" + bribeAmt);
|
|
|
|
Player.loseMoney(bribeAmt);
|
|
|
|
endInfiltrationLevel(inst);
|
|
|
|
return false;
|
|
|
|
} else {
|
|
|
|
writeInfiltrationStatusText("You FAILED to bribe a guard! The guard is alerting " +
|
|
|
|
"other security guards about your presence! The facility's " +
|
|
|
|
"security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
|
|
|
|
}
|
|
|
|
updateInfiltrationButtons(inst, scenario);
|
|
|
|
updateInfiltrationLevelText(inst);
|
|
|
|
return false;
|
|
|
|
});
|
|
|
|
|
|
|
|
escapeButton.addEventListener("click", function() {
|
|
|
|
var res = attemptInfiltrationEscape(inst);
|
|
|
|
if (res[0]) {
|
|
|
|
writeInfiltrationStatusText("You SUCCESSFULLY escape from the facility with the stolen classified " +
|
|
|
|
"documents and company secrets!");
|
|
|
|
endInfiltration(inst, true);
|
|
|
|
return false;
|
|
|
|
} else {
|
|
|
|
writeInfiltrationStatusText("You FAILED to escape from the facility. You took 1 damage. The facility's " +
|
|
|
|
"security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%");
|
|
|
|
if (Player.takeDamage(1)) {
|
|
|
|
endInfiltration(inst, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
updateInfiltrationButtons(inst, scenario);
|
|
|
|
updateInfiltrationLevelText(inst);
|
|
|
|
return false;
|
|
|
|
});
|
|
|
|
|
|
|
|
updateInfiltrationButtons(inst, scenario);
|
|
|
|
writeInfiltrationStatusText("");
|
|
|
|
writeInfiltrationStatusText("You are now on clearance level " + inst.clearanceLevel + ".<br>" +
|
|
|
|
scenario);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
function endInfiltrationLevel(inst) {
|
|
|
|
//Check if you gained any secrets
|
|
|
|
if (inst.clearanceLevel % 5 == 0) {
|
|
|
|
var baseSecretValue = inst.baseValue * inst.clearanceLevel / 2;
|
2017-07-22 00:54:55 +02:00
|
|
|
var secretValue = baseSecretValue * Player.faction_rep_mult * 1.2;
|
2017-07-03 21:42:11 +02:00
|
|
|
var secretMoneyValue = baseSecretValue * CONSTANTS.InfiltrationMoneyValue;
|
2017-07-22 00:54:55 +02:00
|
|
|
inst.secretsStolen.push(baseSecretValue);
|
2017-07-03 21:42:11 +02:00
|
|
|
dialogBoxCreate("You found and stole a set of classified documents from the company. " +
|
|
|
|
"These classified secrets could probably be sold for money ($" +
|
|
|
|
formatNumber(secretMoneyValue, 2) + "), or they " +
|
|
|
|
"could be given to factions for reputation (" + formatNumber(secretValue, 3) + " rep)");
|
|
|
|
}
|
|
|
|
|
|
|
|
//Increase security level based on difficulty
|
|
|
|
inst.securityLevel *= (1 + (inst.difficulty / 100));
|
|
|
|
writeInfiltrationStatusText("You move on to the facility's next clearance level. This " +
|
|
|
|
"clearance level has " + inst.difficulty + "% higher security");
|
|
|
|
|
|
|
|
//If this is max level, force endInfiltration
|
|
|
|
if (inst.clearanceLevel >= inst.maxClearanceLevel) {
|
|
|
|
endInfiltration(inst, true);
|
|
|
|
} else {
|
|
|
|
nextInfiltrationLevel(inst);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function writeInfiltrationStatusText(txt) {
|
|
|
|
var statusTxt = document.getElementById("infiltration-status-text");
|
|
|
|
statusTxt.innerHTML += (txt + "<br>");
|
|
|
|
statusTxt.parentElement.scrollTop = statusTxt.scrollHeight;
|
|
|
|
}
|
|
|
|
|
|
|
|
function clearInfiltrationStatusText() {
|
|
|
|
document.getElementById("infiltration-status-text").innerHTML = "";
|
|
|
|
}
|
|
|
|
|
|
|
|
function updateInfiltrationLevelText(inst) {
|
|
|
|
var totalValue = 0;
|
|
|
|
var totalMoneyValue = 0;
|
|
|
|
for (var i = 0; i < inst.secretsStolen.length; ++i) {
|
|
|
|
totalValue += inst.secretsStolen[i];
|
|
|
|
totalMoneyValue += inst.secretsStolen[i] * CONSTANTS.InfiltrationMoneyValue;
|
|
|
|
}
|
|
|
|
document.getElementById("infiltration-level-text").innerHTML =
|
|
|
|
"Facility name: " + inst.companyName + "<br>" +
|
|
|
|
"Clearance Level: " + inst.clearanceLevel + "<br>" +
|
|
|
|
"Security Level: " + formatNumber(inst.securityLevel, 3) + "<br><br>" +
|
|
|
|
"Total reputation value of secrets stolen: " + formatNumber(totalValue, 3) + "<br>" +
|
|
|
|
"Total monetary value of secrets stolen: $" + formatNumber(totalMoneyValue, 2) + "<br><br>" +
|
|
|
|
"Hack exp gained: " + formatNumber(inst.hackingExpGained, 3) + "<br>" +
|
|
|
|
"Str exp gained: " + formatNumber(inst.strExpGained, 3) + "<br>" +
|
|
|
|
"Def exp gained: " + formatNumber(inst.defExpGained, 3) + "<br>" +
|
|
|
|
"Dex exp gained: " + formatNumber(inst.dexExpGained, 3) + "<br>" +
|
|
|
|
"Agi exp gained: " + formatNumber(inst.agiExpGained, 3) + "<br>" +
|
|
|
|
"Cha exp gained: " + formatNumber(inst.chaExpGained, 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
function updateInfiltrationButtons(inst, scenario) {
|
|
|
|
var killChance = getInfiltrationKillChance(inst);
|
|
|
|
var knockoutChance = getInfiltrationKnockoutChance(inst);
|
|
|
|
var stealthKnockoutChance = getInfiltrationStealthKnockoutChance(inst);
|
|
|
|
var assassinateChance = getInfiltrationAssassinateChance(inst);
|
|
|
|
var destroySecurityChance = getInfiltrationDestroySecurityChance(inst);
|
|
|
|
var hackChance = getInfiltrationHackChance(inst);
|
|
|
|
var sneakChance = getInfiltrationSneakChance(inst);
|
|
|
|
var lockpickChance = getInfiltrationPickLockedDoorChance(inst);
|
|
|
|
var bribeChance = getInfiltrationBribeChance(inst);
|
|
|
|
var escapeChance = getInfiltrationEscapeChance(inst);
|
|
|
|
|
|
|
|
document.getElementById("infiltration-escape").innerHTML = "Escape" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to escape the facility with the classified secrets and " +
|
|
|
|
"documents you have stolen. You have a " +
|
|
|
|
formatNumber(escapeChance*100, 2) + "% chance of success. If you fail, " +
|
|
|
|
"the security level will increase by 5%.</span>";
|
|
|
|
|
|
|
|
switch(scenario) {
|
|
|
|
case InfiltrationScenarios.TechOrLockedDoor:
|
|
|
|
document.getElementById("infiltration-pickdoor").innerHTML = "Lockpick" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to pick the locked door. You have a " +
|
|
|
|
formatNumber(lockpickChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increased by 1%. If you fail, the " +
|
|
|
|
"security level will increase by 3%.</span>";
|
|
|
|
case InfiltrationScenarios.TechOnly:
|
|
|
|
document.getElementById("infiltration-hacksecurity").innerHTML = "Hack" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to hack and disable the security system. You have a " +
|
|
|
|
formatNumber(hackChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 3%. If you fail, " +
|
|
|
|
"the security level will increase by 5%.</span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-destroysecurity").innerHTML = "Destroy security" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to violently destroy the security system. You have a " +
|
|
|
|
formatNumber(destroySecurityChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 5%. If you fail, the " +
|
|
|
|
"security level will increase by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to sneak past the security system. You have a " +
|
|
|
|
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 8%. </span>";
|
|
|
|
break;
|
|
|
|
case InfiltrationScenarios.Bots:
|
|
|
|
document.getElementById("infiltration-kill").innerHTML = "Destroy bots" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to destroy the security bots through combat. You have a " +
|
|
|
|
formatNumber(killChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 5%. If you fail, " +
|
|
|
|
"the security level will increase by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-assassinate").innerHTML = "Assassinate bots" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to stealthily destroy the security bots through assassination. You have a " +
|
|
|
|
formatNumber(assassinateChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-hacksecurity").innerHTML = "Hack bots" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to disable the security bots by hacking them. You have a " +
|
|
|
|
formatNumber(hackChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 1%. If you fail, " +
|
|
|
|
"the security level will increase by 5%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to sneak past the security bots. You have a " +
|
|
|
|
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 8%. </span>";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case InfiltrationScenarios.Guards:
|
|
|
|
default:
|
|
|
|
document.getElementById("infiltration-kill").innerHTML = "Kill" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to kill the security guard. You have a " +
|
|
|
|
formatNumber(killChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 5%. If you fail, " +
|
|
|
|
"the security level will decrease by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-knockout").innerHTML = "Knockout" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to knockout the security guard. You have a " +
|
|
|
|
formatNumber(knockoutChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you succeed, the security level will increase by 3%. If you fail, the " +
|
|
|
|
"security level will increase by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-stealthknockout").innerHTML = "Stealth Knockout" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to stealthily knockout the security guard. You have a " +
|
|
|
|
formatNumber(stealthKnockoutChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 10%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-assassinate").innerHTML = "Assassinate" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to assassinate the security guard. You have a " +
|
|
|
|
formatNumber(assassinateChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 5%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-sneak").innerHTML = "Sneak" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to sneak past the security guard. You have a " +
|
|
|
|
formatNumber(sneakChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 8%. </span>";
|
|
|
|
|
|
|
|
document.getElementById("infiltration-bribe").innerHTML = "Bribe" +
|
|
|
|
"<span class='tooltiptext'>" +
|
|
|
|
"Attempt to bribe the security guard. You have a " +
|
|
|
|
formatNumber(bribeChance*100, 2) + "% chance of success. " +
|
|
|
|
"If you fail, the security level will increase by 15%. </span>";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Kill
|
|
|
|
//Success: 5%, Failure 10%, -Karma
|
|
|
|
function attemptInfiltrationKill(inst) {
|
|
|
|
var chance = getInfiltrationKillChance(inst);
|
|
|
|
inst.gainStrengthExp(inst.securityLevel / 750) * Player.strength_exp_mult;
|
|
|
|
inst.gainDefenseExp(inst.securityLevel / 750) * Player.defense_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 750) * Player.dexterity_exp_mult;
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 750) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
inst.securityLevel *= 1.05;
|
|
|
|
return [true, 1.05];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.1;
|
|
|
|
return [false, 1.1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationKillChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.strength +
|
|
|
|
Player.dexterity +
|
|
|
|
Player.agility) / (1.5 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Knockout
|
|
|
|
//Success: 3%, Failure: 10%
|
|
|
|
function attemptInfiltrationKnockout(inst) {
|
|
|
|
var chance = getInfiltrationKnockoutChance(inst);
|
|
|
|
inst.gainStrengthExp(inst.securityLevel / 750) * Player.strength_exp_mult;
|
|
|
|
inst.gainDefenseExp(inst.securityLevel / 750) * Player.defense_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 750) * Player.dexterity_exp_mult;
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 750) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
inst.securityLevel *= 1.03;
|
|
|
|
return [true, 1.03];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.1;
|
|
|
|
return [false, 1.1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationKnockoutChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.strength +
|
|
|
|
Player.dexterity +
|
|
|
|
Player.agility) / (1.75 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
//Stealth knockout
|
|
|
|
//Success: 0%, Failure: 10%
|
|
|
|
function attemptInfiltrationStealthKnockout(inst) {
|
|
|
|
var chance = getInfiltrationStealthKnockoutChance(inst);
|
|
|
|
inst.gainStrengthExp(inst.securityLevel / 750) * Player.strength_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 500) * Player.dexterity_exp_mult;
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 500) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
return [true, 1];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.1;
|
|
|
|
return [false, 1.1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationStealthKnockoutChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(0.5 * Player.strength +
|
|
|
|
2 * Player.dexterity +
|
|
|
|
2 * Player.agility) / (3 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
//Assassination
|
|
|
|
//Success: 0%, Failure: 5%, -Karma
|
|
|
|
function attemptInfiltrationAssassinate(inst) {
|
|
|
|
var chance = getInfiltrationAssassinateChance(inst);
|
|
|
|
inst.gainStrengthExp(inst.securityLevel / 750) * Player.strength_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 500) * Player.dexterity_exp_mult;
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 500) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
return [true, 1];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.05;
|
|
|
|
return [false, 1.05];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationAssassinateChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.dexterity +
|
|
|
|
0.5 * Player.agility) / (2 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Destroy security
|
|
|
|
//Success: 5%, Failure: 10%
|
|
|
|
function attemptInfiltrationDestroySecurity(inst) {
|
|
|
|
var chance = getInfiltrationDestroySecurityChance(inst);
|
|
|
|
inst.gainStrengthExp(inst.securityLevel / 750) * Player.strength_exp_mult;
|
|
|
|
inst.gainDefenseExp(inst.securityLevel / 750) * Player.defense_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 750) * Player.dexterity_exp_mult;
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 750) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
inst.securityLevel *= 1.05;
|
|
|
|
return [true, 1.05];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.1;
|
|
|
|
return [false, 1.1];
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationDestroySecurityChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.strength +
|
|
|
|
Player.dexterity +
|
|
|
|
Player.agility) / (2 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//Hack security
|
|
|
|
//Success: 1%, Failure: 5%
|
|
|
|
function attemptInfiltrationHack(inst) {
|
|
|
|
var chance = getInfiltrationHackChance(inst);
|
|
|
|
inst.gainHackingExp(inst.securityLevel / 250) * Player.hacking_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
inst.securityLevel *= 1.03;
|
|
|
|
return [true, 1.03];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.05;
|
|
|
|
return [false, 1.05];
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationHackChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.hacking_skill) / lvl);
|
|
|
|
}
|
|
|
|
|
|
|
|
//Sneak past security
|
|
|
|
//Success: 0%, Failure: 8%
|
|
|
|
function attemptInfiltrationSneak(inst) {
|
|
|
|
var chance = getInfiltrationSneakChance(inst);
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 250) * Player.agility_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
return [true, 1];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.08;
|
|
|
|
return [false, 1.08];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationSneakChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.agility +
|
|
|
|
0.5 * Player.dexterity) / (2 * lvl));
|
|
|
|
}
|
|
|
|
|
|
|
|
//Pick locked door
|
|
|
|
//Success: 1%, Failure: 3%
|
|
|
|
function attemptInfiltrationPickLockedDoor(inst) {
|
|
|
|
var chance = getInfiltrationPickLockedDoorChance(inst);
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 250) * Player.dexterity_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
inst.securityLevel *= 1.01;
|
|
|
|
return [true, 1.01];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.03;
|
|
|
|
return [false, 1.03];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationPickLockedDoorChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.dexterity) / lvl);
|
|
|
|
}
|
|
|
|
|
|
|
|
//Bribe
|
|
|
|
//Success: 0%, Failure: 15%,
|
|
|
|
function attemptInfiltrationBribe(inst) {
|
|
|
|
var chance = getInfiltrationBribeChance(inst);
|
|
|
|
inst.gainCharismaExp(inst.securityLevel / 250) * Player.charisma_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
return [true, 1];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.15;
|
|
|
|
return [false, 1.15];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationBribeChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(Player.charisma) / lvl);
|
|
|
|
}
|
|
|
|
|
|
|
|
//Escape
|
|
|
|
//Failure: 5%
|
|
|
|
function attemptInfiltrationEscape(inst) {
|
|
|
|
var chance = getInfiltrationEscapeChance(inst);
|
|
|
|
inst.gainAgilityExp(inst.securityLevel / 500) * Player.agility_exp_mult;
|
|
|
|
inst.gainDexterityExp(inst.securityLevel / 500) * Player.dexterity_exp_mult;
|
|
|
|
if (Math.random() <= chance) {
|
|
|
|
return [true, 1];
|
|
|
|
} else {
|
|
|
|
inst.securityLevel *= 1.05;
|
|
|
|
return [false, 1.05];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function getInfiltrationEscapeChance(inst) {
|
|
|
|
var lvl = inst.securityLevel;
|
|
|
|
return Math.min(0.95,
|
|
|
|
(2 * Player.agility +
|
|
|
|
Player.dexterity) / lvl);
|
|
|
|
}
|