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https://github.com/bitburner-official/bitburner-src.git
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Merge pull request #145 from danielyxie/dev
Bugfixes and balance tweaks for Hacking missions
This commit is contained in:
commit
029b95c809
@ -2,7 +2,7 @@
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.popup-box-container {
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display: none; /* Hidden by default */
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position: fixed; /* Stay in place */
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z-index: 1; /* Sit on top */
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z-index: 10; /* Sit on top */
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left: 0;
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top: 0;
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width: 100%;
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@ -54,7 +54,7 @@
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#log-box-container {
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display: block;
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position: absolute;
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z-index: 2;
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z-index: 10;
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width: 50%;
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height: auto;
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max-height: 40%;
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30
dist/bundle.js
vendored
30
dist/bundle.js
vendored
@ -2645,9 +2645,9 @@ let CONSTANTS = {
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//Hacking Missions
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HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 10, //Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease: 20000, //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionSpamTimeIncrease: 15000, //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease: 5, //The amount by which every misc node's defense increases when one is conquered
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HackingMissionMiscDefenseIncrease: 10, //The amount by which every misc node's defense increases when one is conquered
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HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
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"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
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"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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@ -2686,7 +2686,10 @@ let CONSTANTS = {
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"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes " +
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"can target, since they are the only ones that can perform actions. To remove a target, you can simply click on the line that represents " +
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"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " +
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"or press 'd',",
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"or press 'd'.<br><br>" +
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"Other Notes:<br><br>" +
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"-Whenever you conquer a miscellenaous Node (not owned by the enemy), the defense of all remaining miscellaneous Nodes will increase " +
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"by a smal fixed amount.",
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//Gang constants
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@ -35192,7 +35195,7 @@ function HackingMission(rep, fac) {
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this.faction = fac;
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this.started = false;
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this.time = 300000; //5 minutes to start, milliseconds
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this.time = 180000; //5 minutes to start, milliseconds
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this.playerCores = [];
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this.playerNodes = []; //Non-core nodes
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@ -35250,7 +35253,7 @@ HackingMission.prototype.init = function() {
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}
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//Randomly generate enemy nodes (CPU and Firewall) based on difficulty
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var numNodes = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1);
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var numNodes = this.difficulty;
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var numFirewalls = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1);
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var numDatabases = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1);
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var totalNodes = numNodes + numFirewalls + numDatabases;
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@ -35262,7 +35265,7 @@ HackingMission.prototype.init = function() {
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var randMult = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["a" /* 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 * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(30, 50),
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atk: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(40, 60),
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def: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(20, 40),
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hp: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(100, 120)
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}
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@ -35282,7 +35285,7 @@ HackingMission.prototype.init = function() {
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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: 0,
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atk: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(10, 20),
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def: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(20, 30),
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hp: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(120, 150)
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}
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@ -35945,6 +35948,10 @@ HackingMission.prototype.initJsPlumb = function() {
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instance.bind("connection", (info)=>{
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var targetNode = this.getNodeFromElement(info.target);
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//Do not detach for enemy nodes
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var thisNode = this.getNodeFromElement(info.source);
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if (thisNode.enmyCtrl) {return;}
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//If the node is not reachable, drop the connection
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if (!this.nodeReachable(targetNode)) {
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info.sourceEndpoint.detachFrom(info.targetEndpoint);
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@ -35961,14 +35968,6 @@ HackingMission.prototype.initJsPlumb = function() {
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sourceNode.conn = null;
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});
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//Set connection type for enemy connections
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instance.registerConnectionTypes({
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"basic": {
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paintStyle:{ stroke:"red", strokeWidth:5 },
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hoverPaintStyle:{ stroke:"red", strokeWidth:7 },
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anchor:"Continuous",
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},
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})
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}
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//Drops all connections where the specified node is the source
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@ -36284,7 +36283,6 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
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nodeObj.conn = this.jsplumbinstance.connect({
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source:nodeObj.el,
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target:node.el,
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type:"basic"
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});
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}
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}
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@ -124,9 +124,9 @@ let CONSTANTS = {
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//Hacking Missions
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HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 10, //Faction rep divided byt his to get mission rep reward
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HackingMissionSpamTimeIncrease: 20000, //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionSpamTimeIncrease: 15000, //How much time limit increase is gained when conquering a Spam Node (ms)
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HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node
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HackingMissionMiscDefenseIncrease: 5, //The amount by which every misc node's defense increases when one is conquered
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HackingMissionMiscDefenseIncrease: 10, //The amount by which every misc node's defense increases when one is conquered
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HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.<br><br>" +
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"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " +
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"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " +
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@ -165,7 +165,10 @@ let CONSTANTS = {
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"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes " +
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"can target, since they are the only ones that can perform actions. To remove a target, you can simply click on the line that represents " +
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"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " +
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"or press 'd',",
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"or press 'd'.<br><br>" +
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"Other Notes:<br><br>" +
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"-Whenever you conquer a miscellenaous Node (not owned by the enemy), the defense of all remaining miscellaneous Nodes will increase " +
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"by a smal fixed amount.",
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//Gang constants
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@ -156,7 +156,7 @@ function HackingMission(rep, fac) {
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this.faction = fac;
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this.started = false;
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this.time = 300000; //5 minutes to start, milliseconds
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this.time = 180000; //5 minutes to start, milliseconds
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this.playerCores = [];
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this.playerNodes = []; //Non-core nodes
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@ -214,7 +214,7 @@ HackingMission.prototype.init = function() {
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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 + 1);
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var numNodes = this.difficulty;
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var numFirewalls = getRandomInt(this.difficulty, this.difficulty + 1);
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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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@ -226,7 +226,7 @@ HackingMission.prototype.init = function() {
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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(30, 50),
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atk: randMult * getRandomInt(40, 60),
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def: randMult * getRandomInt(20, 40),
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hp: randMult * getRandomInt(100, 120)
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}
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@ -246,7 +246,7 @@ HackingMission.prototype.init = function() {
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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: 0,
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atk: randMult * getRandomInt(10, 20),
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def: randMult * getRandomInt(20, 30),
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hp: randMult * getRandomInt(120, 150)
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}
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@ -909,6 +909,10 @@ HackingMission.prototype.initJsPlumb = function() {
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instance.bind("connection", (info)=>{
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var targetNode = this.getNodeFromElement(info.target);
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//Do not detach for enemy nodes
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var thisNode = this.getNodeFromElement(info.source);
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if (thisNode.enmyCtrl) {return;}
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//If the node is not reachable, drop the connection
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if (!this.nodeReachable(targetNode)) {
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info.sourceEndpoint.detachFrom(info.targetEndpoint);
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@ -925,14 +929,6 @@ HackingMission.prototype.initJsPlumb = function() {
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sourceNode.conn = null;
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});
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//Set connection type for enemy connections
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instance.registerConnectionTypes({
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"basic": {
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paintStyle:{ stroke:"red", strokeWidth:5 },
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hoverPaintStyle:{ stroke:"red", strokeWidth:7 },
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anchor:"Continuous",
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},
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})
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}
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//Drops all connections where the specified node is the source
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@ -1248,7 +1244,6 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
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nodeObj.conn = this.jsplumbinstance.connect({
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source:nodeObj.el,
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target:node.el,
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type:"basic"
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});
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}
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}
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