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https://github.com/bitburner-official/bitburner-src.git
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Trying to get hack progress bar to work
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@ -8,7 +8,8 @@ var Player = {
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dexterity: 1,
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dexterity: 1,
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agility: 1,
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agility: 1,
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hacking_chance_multiplier: 2, //Increase through ascensions/augmentations
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hacking_chance_multiplier: 2, //Increase through ascensions/augmentations
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hacking_speed_multiplier: 5, //Decrease through ascensions/augmentations
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//hacking_speed_multiplier: 5, //Decrease through ascensions/augmentations
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hacking_speed_multiplier: 1, //Make it faster for debugging
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Accumulative stats and skills
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//Accumulative stats and skills
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@ -95,10 +96,8 @@ var Player = {
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// ------------------------------- * hacking_speed_multiplier
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// ------------------------------- * hacking_speed_multiplier
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// hacking_skill
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// hacking_skill
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calculateHackingTime: function() {
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calculateHackingTime: function() {
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var difficultyMult = Player.currentServer.requiredHackingSkill * Player.currentServer.difficulty;
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var difficultyMult = Player.currentServer.requiredHackingSkill * Player.currentServer.hackDifficulty;
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console.log("difficultyMult: " + difficultyMult);
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var skillFactor = difficultyMult / Player.hacking_skill;
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var skillFactor = difficultyMult / Player.hacking_skill;
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console.log("skillFactor: " + skillFactor);
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console.log("Player.hacking_speed_multiplier: " + Player.hacking_speed_multiplier);
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console.log("Player.hacking_speed_multiplier: " + Player.hacking_speed_multiplier);
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return skillFactor * Player.hacking_speed_multiplier;
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return skillFactor * Player.hacking_speed_multiplier;
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},
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},
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@ -112,11 +111,6 @@ var Player = {
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//Set the startHack flag so the engine starts the hacking process
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//Set the startHack flag so the engine starts the hacking process
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Player.startHack = true;
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Player.startHack = true;
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while (Player.finishHack == false) {
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//Waiting for hack to complete
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}
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Player.finishHack = false;
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//DEBUG
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//DEBUG
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return 5;
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return 5;
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}
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}
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@ -4,6 +4,17 @@ var post = function(input) {
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window.scrollTo(0, document.body.scrollHeight);
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window.scrollTo(0, document.body.scrollHeight);
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}
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}
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//Same thing as post but the td cells have ids so they can be animated for the hack progress bar
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var hackProgressBarPost = function(input) {
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$("#terminal-input").before('<tr class="posted"><td id="hack-progress-bar" style="color: #66ff33;">' + input + '</td></tr>');
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window.scrollTo(0, document.body.scrollHeight);
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}
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var hackProgressPost = function(input) {
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$("#terminal-input").before('<tr class="posted"><td id="hack-progress" style="color: #66ff33;">' + input + '</td></tr>');
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window.scrollTo(0, document.body.scrollHeight);
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}
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var postNetburnerText = function() {
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var postNetburnerText = function() {
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post("Netburner v1.0");
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post("Netburner v1.0");
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}
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}
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@ -77,8 +88,8 @@ var Terminal = {
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} else if (Player.currentServer.requiredHackingSkill > Player.hacking_skill) {
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} else if (Player.currentServer.requiredHackingSkill > Player.hacking_skill) {
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post("Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill");
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post("Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill");
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} else {
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} else {
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post("<p id='hacking-progress'> Time left: </p>");
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hackProgressPost("Time left:");
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post("<p id='hacking-progress-bar'> | </p>");
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hackProgressBarPost("[");
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var hackResult = Player.hack();
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var hackResult = Player.hack();
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}
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}
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break;
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break;
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@ -87,7 +87,6 @@ var Engine = {
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loadTerminalContent: function() {
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loadTerminalContent: function() {
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Engine.hideAllContent();
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Engine.hideAllContent();
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Engine.Display.terminalContent.style.visibility = "visible";
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Engine.Display.terminalContent.style.visibility = "visible";
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postNetburnerText();
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},
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},
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loadCharacterContent: function() {
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loadCharacterContent: function() {
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@ -132,7 +131,8 @@ var Engine = {
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var idleTime = Engine._idleSpeed - timeDifference;
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var idleTime = Engine._idleSpeed - timeDifference;
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//Manual hack
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//Manual hack
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if (Player.startHack = true) {
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if (Player.startHack == true) {
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console.log("Player.startHack flag was set to true");
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Engine._totalHackTime = Player.hackingTime;
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Engine._totalHackTime = Player.hackingTime;
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Engine._hackTimeLeft = Player.hackingTime;
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Engine._hackTimeLeft = Player.hackingTime;
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Engine._manualHackInProgress = true;
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Engine._manualHackInProgress = true;
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@ -159,25 +159,26 @@ var Engine = {
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_hackProgressBarCount: 0,
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_hackProgressBarCount: 0,
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_manualHackInProgress: false,
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_manualHackInProgress: false,
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updateHackProgress: function() {
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updateHackProgress: function() {
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if (Engine.manualHackInProgress) {
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if (Engine._manualHackInProgress == true) {
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Engine._hackTimeLeft -= (_idleSpeed/ 1000); //Substract idle speed (ms)
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console.log("Manual Hack in Progress");
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Engine._hackTimeLeft -= (Engine._idleSpeed/ 1000); //Substract idle speed (ms)
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//Calculate percent filled
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//Calculate percent filled
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var percent = Math.floor((1 - Engine._hackTimeLeft / Engine.totalhackTime) * 100);
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var percent = Math.floor((1 - Engine._hackTimeLeft / Engine.totalhackTime) * 100);
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console.log("Hack progress percent: " + percent);
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//Update progress bar
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//Update progress bar
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if (Engine._hackProgressBarCount * 2 < percent) {
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if (Engine._hackProgressBarCount * 2 < percent) {
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Engine._hackProgressStr += '|';
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Engine._hackProgressStr += '|';
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Engine._ProgressBarCount += 1;
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Engine._ProgressBarCount += 1;
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$('#hacking-progress-bar').html(Engine._hackProgressStr);
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document.getElementbyId("hack-progress-bar").innerHTML = Engine._hackProgressStr;
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}
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}
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//Update hack time remaining
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//Update hack time remaining
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Engine._hackTimeStr = "Time left: " + Engine._hackTimeLeft.asString();
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//Engine._hackTimeStr = "Time left: " + Engine._hackTimeLeft.asString();
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$('#hacking-progress').html(Engine._hackTimeStr);
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//Once percent is 100, the hack is completed
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//Once percent is 100, the hack is completed
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if (percent == 100) {
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if (percent >= 100) {
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Engine.manualHackInProgress = false;
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Engine.manualHackInProgress = false;
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Player.finishHack = true;
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Player.finishHack = true;
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}
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}
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