mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-19 12:45:45 +01:00
commit
13105e33ad
@ -1,16 +1,26 @@
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/* css for Missions */
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/* Hacking missions */
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#mission-container {
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overflow:hidden;
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}
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.hack-mission-grid {
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display: grid;
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grid-template-columns: 10% 10% 10% 10% 10% 10% 10% 10%;
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grid-template-rows: 8% 8% 8% 8% 8% 8% 8% 8%;
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/*grid-template-columns: 11% 11% 11% 11% 11% 11% 11% 11%;*/
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grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr;
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/*grid-template-rows: 10% 10% 10% 10% 10% 10% 10% 10%;*/
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grid-template-rows: 1fr 1fr 1fr 1fr 1fr 1fr 1fr 1fr;
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grid-gap: 2.5%;
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height: 100%;
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position:fixed;
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height: 90%;
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position:absolute;
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width: 100%;
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overflow-y:auto;
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padding-right: 10px;
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}
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.hack-mission-grid::-webkit-scrollbar {
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display:none;
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}
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.hack-mission-node {
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@ -209,7 +209,24 @@ a:link, a:visited {
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z-index: 99;
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}
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.tooltip:hover .tooltiptext {
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/* Same thing as a normal tooltip except its a bit higher */
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.tooltip .tooltiptexthigh {
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visibility: hidden;
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width: 300px;
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background-color: var(--my-background-color);
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border: 2px solid var(--my-highlight-color);;
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color: white;
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text-align: center;
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padding: 4px;
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left: 101%;
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bottom:-25%;
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position: absolute;
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z-index: 99;
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}
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.tooltip:hover .tooltiptext,
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.tooltip:hover .tooltiptexthigh {
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visibility: visible;
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}
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@ -2,6 +2,7 @@
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.generic-fullscreen-container {
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color: var(--my-font-color);
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width: 99%;
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height: 100%;
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}
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#work-in-progress-container {
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|
10509
dist/bundle.js
vendored
10509
dist/bundle.js
vendored
File diff suppressed because it is too large
Load Diff
@ -1,11 +1,15 @@
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import {BitNodeMultipliers} from "./BitNode.js";
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import {CONSTANTS} from "./Constants.js";
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import {Factions, getNextNeurofluxLevel} from "./Faction.js";
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import {addWorkerScript} from "./NetscriptWorker.js";
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import {Player} from "./Player.js";
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import {prestigeAugmentation} from "./Prestige.js";
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import {Factions, getNextNeurofluxLevel} from "./Faction.js";
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import {Script, RunningScript} from "./Script.js";
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import {Server} from "./Server.js";
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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import {Reviver, Generic_toJSON,
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Generic_fromJSON} from "../utils/JSONReviver.js";
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import {isString} from "../utils/StringHelperFunctions.js";
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//Augmentations
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function Augmentation(name) {
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@ -121,6 +125,7 @@ let AugmentationNames = {
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PCDNIOptimizer: "PC Direct-Neural Interface Optimization Submodule",
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PCDNINeuralNetwork: "PC Direct-Neural Interface NeuroNet Injector",
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ADRPheromone1: "ADR-V1 Pheromone Gene",
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ADRPheromone2: "ADR-V2 Pheromone Gene",
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HacknetNodeCPUUpload: "Hacknet Node CPU Architecture Neural-Upload",
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HacknetNodeCacheUpload: "Hacknet Node Cache Architecture Neural-Upload",
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HacknetNodeNICUpload: "HacknetNode NIC Architecture Neural-Upload",
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@ -817,8 +822,8 @@ function initAugmentations() {
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ADRPheromone1.setRequirements(1500, 3500000);
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ADRPheromone1.setInfo("The body is genetically re-engineered so that it produces the ADR-V1 pheromone, " +
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"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, " +
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"triggers feelings of admiration and approval in other people. <br><br>" +
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"This augmentation: <br>" +
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"triggers feelings of admiration and approval in other people.<br><br>" +
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"This augmentation:<br>" +
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"Increases the amount of reputation the player gains when working for a company by 10% <br>" +
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"Increases the amount of reputation the player gains for a faction by 10%");
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ADRPheromone1.addToFactions(["Tian Di Hui", "The Syndicate", "NWO", "MegaCorp", "Four Sigma"]);
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@ -827,6 +832,19 @@ function initAugmentations() {
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}
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AddToAugmentations(ADRPheromone1);
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var ADRPheromone2 = new Augmentation(AugmentationNames.ADRPheromone2);
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ADRPheromone2.setRequirements(25000, 90000000000);
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ADRPheromone2.setInfo("The body is genetically re-engineered so that it produces the ADR-V2 pheromone, " +
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"which is similar to but more potent than ADR-V1. This pheromone, when excreted, " +
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"triggers feelings of admiration, approval, and respect in others.<br><br>" +
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"This augmentation:<br>" +
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"Increases the amount of reputation the player gains for a faction and company by 20%.");
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ADRPheromone2.addToFactions(["Silhouette", "Four Sigma", "Bachman & Associates", "Clarke Incorporated"]);
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if (augmentationExists(AugmentationNames.ADRPheromone2)) {
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delete Augmentations[AugmentationNames.ADRPheromone2];
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}
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AddToAugmentations(ADRPheromone2);
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//HacknetNode Augmentations
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var HacknetNodeCPUUpload = new Augmentation(AugmentationNames.HacknetNodeCPUUpload);
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HacknetNodeCPUUpload.setRequirements(1500, 2200000);
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@ -1626,6 +1644,10 @@ function applyAugmentation(aug, reapply=false) {
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Player.company_rep_mult *= 1.1;
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Player.faction_rep_mult *= 1.1;
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break;
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case AugmentationNames.ADRPheromone2:
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Player.company_rep_mult *= 1.2;
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Player.faction_rep_mult *= 1.2;
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break;
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//Hacknet Node Augmentations
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case AugmentationNames.HacknetNodeCPUUpload:
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@ -1910,7 +1932,7 @@ function PlayerOwnedAugmentation(name) {
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this.level = 1;
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}
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function installAugmentations() {
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function installAugmentations(cbScript=null) {
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if (Player.queuedAugmentations.length == 0) {
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dialogBoxCreate("You have not purchased any Augmentations to install!");
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return false;
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@ -1930,6 +1952,25 @@ function installAugmentations() {
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"to install the following Augmentations:<br>" + augmentationList +
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"<br>You wake up in your home...you feel different...");
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prestigeAugmentation();
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//Run a script after prestiging
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if (cbScript && isString(cbScript)) {
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var home = Player.getHomeComputer();
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for (var i = 0; i < home.scripts.length; ++i) {
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if (home.scripts[i].filename === cbScript) {
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var script = home.scripts[i];
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var ramUsage = script.ramUsage;
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var ramAvailable = home.maxRam - home.ramUsed;
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if (ramUsage > ramAvailable) {
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return; //Not enough RAM
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}
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var runningScriptObj = new RunningScript(script, []); //No args
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runningScriptObj.threads = 1; //Only 1 thread
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home.runningScripts.push(runningScriptObj);
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addWorkerScript(runningScriptObj, home);
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}
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}
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}
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}
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function augmentationExists(name) {
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@ -1,5 +1,5 @@
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let CONSTANTS = {
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Version: "0.29.1",
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Version: "0.29.2",
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -34,7 +34,6 @@ let CONSTANTS = {
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CompanyReputationToFavorBase: 500,
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CompanyReputationToFavorMult: 1.02,
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/* Augmentation */
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//NeuroFlux Governor cost multiplier as you level up
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NeuroFluxGovernorLevelMult: 1.14,
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@ -116,17 +115,18 @@ let CONSTANTS = {
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//Intelligence-related constants
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IntelligenceCrimeWeight: 0.05, //Weight for how much int affects crime success rates
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IntelligenceInfiltrationWeight: 0.1, //Weight for how much int affects infiltration success rates
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IntelligenceCrimeBaseExpGain: 0.0002,
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IntelligenceCrimeBaseExpGain: 0.001,
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IntelligenceProgramBaseExpGain: 1000, //Program required hack level divided by this to determine int exp gain
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IntelligenceTerminalHackBaseExpGain: 200, //Hacking exp divided by this to determine int exp gain
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IntelligenceSingFnBaseExpGain: 0.0005,
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IntelligenceClassBaseExpGain: 0.0000001,
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//Hacking Missions
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HackingMissionRepToDiffConversion: 5000, //Faction rep is divided by this to get mission difficulty
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HackingMissionRepToRewardConversion: 12, //Faction rep divided byt his to get mission rep reward
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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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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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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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@ -161,8 +161,8 @@ let CONSTANTS = {
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"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard " +
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"shortcut that can be used as well.<br><br>" +
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"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target " +
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"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can only target " +
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"Nodes that are 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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"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target " +
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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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@ -515,11 +515,12 @@ let CONSTANTS = {
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"must be a string containing the hostname or IP of the target server. This function will always return true. <br><br>" +
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"<i>scp(script, [source], destination)</i><br>Copies a script or literature (.lit) file to another server. The first argument is a string with " +
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"the filename of the script or literature file " +
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"to be copied. The next two arguments are strings containing the hostname/IPs of the source and target server. " +
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"to be copied, or an array of filenames to be copied. The next two arguments are strings containing the hostname/IPs of the source and target server. " +
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"The source refers to the server from which the script/literature file will be copied, while the destination " +
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"refers to the server to which it will be copied. The source server argument is optional, and if ommitted the source " +
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"will be the current server (the server on which the script is running). Returns true if the script/literature file is " +
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"successfully copied over and false otherwise. <br><br>" +
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"successfully copied over and false otherwise. If the first argument passed in is an array, then the function " +
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"will return if at least one of the files in the array is successfully copied over.<br><br>" +
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"Example: scp('hack-template.script', 'foodnstuff'); //Copies hack-template.script from the current server to foodnstuff<br>" +
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"Example: scp('foo.lit', 'helios', 'home'); //Copies foo.lit from the helios server to the home computer<br><br>" +
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"<i>ls(hostname/ip)</i><br>Returns an array containing the names of all files on the specified server. The argument must be a " +
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@ -632,6 +633,9 @@ let CONSTANTS = {
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"an empty string. The function will fail if the arguments passed in are invalid or if the player does not have enough money to purchase the specified server.<br><br>" +
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"<i>deleteServer(hostname)</i><br>Deletes one of the servers you've purchased with the specified hostname. The function will fail if " +
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"there are any scripts running on the specified server. Returns true if successful and false otherwise<br><br>" +
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"<i>getPurchasedServers([hostname=true])</i><br>Returns an array with either the hostname or IPs of all of the servers you " +
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"have purchased. It takes an optional parameter specifying whether the hostname or IP addresses will be returned. If this " +
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"parameter is not specified, it is true by default and hostnames will be returned<br><br>" +
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"<i>round(n)</i><br>Rounds the number n to the nearest integer. If the argument passed in is not a number, then the function will return 0.<br><br>" +
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"<i>write(port, data)</i><br>Writes data to a port. The first argument must be a number between 1 and 10 that specifies the port. The second " +
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"argument defines the data to write to the port. If the second argument is not specified then it will write an empty string to the port.<br><br>" +
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@ -905,10 +909,14 @@ let CONSTANTS = {
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"This function will try to purchase the specified Augmentation through the given Faction.<br><br>" +
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"The two arguments must be strings specifying the name of the Faction and Augmentation, respectively. These arguments are both CASE-SENSITIVE.<br><br>" +
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"This function will return true if the Augmentation is successfully purchased, and false otherwise.<br><br>" +
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"<i>installAugmentations()</i><br>" +
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"<i>installAugmentations(cbScript)</i><br>" +
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"If you are not in BitNode-4, then you must have Level 3 of Source-File 4 in order to use this function.<br><br>" +
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"This function will automatically install your Augmentations, resetting the game as usual.<br><br>" +
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"It will return true if successful, and false otherwise.",
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"It will return true if successful, and false otherwise.<br><br>" +
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"This function takes a single optional parameter that specifies a callback script. This is " +
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"a script that will automatically be run after Augmentations are installed (after the reset). " +
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"This script will be run with no arguments and 1 thread. It must be located on your home computer. This argument, if used, " +
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"must be a string with the name of the script.",
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TutorialTravelingText:"There are six major cities in the world that you are able to travel to: <br><br> " +
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" Aevum<br>" +
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@ -1008,6 +1016,17 @@ let CONSTANTS = {
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"World Stock Exchange account and TIX API Access<br>",
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LatestUpdate:
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"v0.29.2<br>" +
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"-installAugmentations() Singularity Function now takes a callback script as an argument. This is a script " +
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"that gets ran automatically after Augmentations are installed. The script is run with no arguments and only a single thread, " +
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"and must be found on your home computer.<br>" +
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"-Added the ability to create your own functions in Netscript. See <a href='http://bitburner.wikia.com/wiki/Netscript_Functions' target='_blank'>this link</a> for details<br>" +
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"-Added :q, :x, and :wq Vim Ex Commands when using the Vim script editor keybindings. :w, :x, and :wq will all save the script and return to Terminal. " +
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":q will quit (return to Terminal) WITHOUT saving. If anyone thinks theres an issue with this please let me know, I don't use Vim<br>" +
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"-Added a new Augmentation: ADR-V2 Pheromone Gene<br>" +
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"-In Hacking Missions, enemy nodes will now automatically target Nodes and perform actions.<br>" +
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"-Re-balanced Hacking Missions through minor tweaking of many numbers<br>" +
|
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"-The faction reputation reward for Hacking Missions was slightly increased<br><br>" +
|
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"v0.29.1<br>" +
|
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"-New gameplay feature that is currently in BETA: Hacking Missions. Hacking Missions is an active gameplay mechanic (its a minigame) " +
|
||||
"that is meant to be used to earn faction reputation. However, since this is currently in beta, hacking missions will NOT grant reputation " +
|
||||
|
177
src/Missions.js
177
src/Missions.js
@ -156,7 +156,7 @@ function HackingMission(rep, fac) {
|
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this.faction = fac;
|
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|
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this.started = false;
|
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this.time = 180000; //2 minutes, milliseconds
|
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this.time = 300000; //5 minutes to start, milliseconds
|
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|
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this.playerCores = [];
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this.playerNodes = []; //Non-core nodes
|
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@ -203,8 +203,8 @@ HackingMission.prototype.init = function() {
|
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var home = Player.getHomeComputer()
|
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for (var i = 0; i < home.cpuCores; ++i) {
|
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var stats = {
|
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atk: (Player.hacking_skill / 10),
|
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def: (Player.hacking_skill / 25),
|
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atk: (Player.hacking_skill / 6),
|
||||
def: (Player.hacking_skill / 20),
|
||||
hp: (Player.hacking_skill / 5),
|
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};
|
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this.playerCores.push(new Node(NodeTypes.Core, stats));
|
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@ -226,9 +226,9 @@ HackingMission.prototype.init = function() {
|
||||
var randMult = addOffset(this.difficulty, 20);
|
||||
for (var i = 0; i < numNodes; ++i) {
|
||||
var stats = {
|
||||
atk: randMult * getRandomInt(125, 175),
|
||||
def: randMult * getRandomInt(30, 50),
|
||||
hp: randMult * getRandomInt(225, 275)
|
||||
atk: randMult * getRandomInt(30, 50),
|
||||
def: randMult * getRandomInt(20, 40),
|
||||
hp: randMult * getRandomInt(100, 120)
|
||||
}
|
||||
this.enemyCores.push(new Node(NodeTypes.Core, stats));
|
||||
this.enemyCores[i].setControlledByEnemy();
|
||||
@ -236,9 +236,9 @@ HackingMission.prototype.init = function() {
|
||||
}
|
||||
for (var i = 0; i < numFirewalls; ++i) {
|
||||
var stats = {
|
||||
atk: randMult * getRandomInt(10, 25),
|
||||
atk: 0,
|
||||
def: randMult * getRandomInt(50, 75),
|
||||
hp: randMult * getRandomInt(175, 200)
|
||||
hp: randMult * getRandomInt(150, 200)
|
||||
}
|
||||
this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));
|
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this.enemyNodes[i].setControlledByEnemy();
|
||||
@ -246,8 +246,8 @@ HackingMission.prototype.init = function() {
|
||||
}
|
||||
for (var i = 0; i < numDatabases; ++i) {
|
||||
var stats = {
|
||||
atk: randMult * getRandomInt(20, 30),
|
||||
def: randMult * getRandomInt(25, 40),
|
||||
atk: 0,
|
||||
def: randMult * getRandomInt(20, 30),
|
||||
hp: randMult * getRandomInt(120, 150)
|
||||
}
|
||||
var node = new Node(NodeTypes.Database, stats);
|
||||
@ -332,37 +332,37 @@ HackingMission.prototype.createPageDom = function() {
|
||||
}
|
||||
this.actionButtons[0].innerText = "Attack(a)";
|
||||
var atkTooltip = document.createElement("span");
|
||||
atkTooltip.classList.add("tooltiptext");
|
||||
atkTooltip.classList.add("tooltiptexthigh");
|
||||
atkTooltip.innerText = "Lowers the targeted node's HP. The effectiveness of this depends on " +
|
||||
"this node's Attack level, your hacking level, and the opponent's defense level.";
|
||||
this.actionButtons[0].appendChild(atkTooltip);
|
||||
this.actionButtons[1].innerText = "Scan(s)";
|
||||
var scanTooltip = document.createElement("span");
|
||||
scanTooltip.classList.add("tooltiptext");
|
||||
scanTooltip.classList.add("tooltiptexthigh");
|
||||
scanTooltip.innerText = "Lowers the targeted node's defense. The effectiveness of this depends on " +
|
||||
"this node's Attack level, your hacking level, and the opponent's defense level.";
|
||||
this.actionButtons[1].appendChild(scanTooltip);
|
||||
this.actionButtons[2].innerText = "Weaken(w)";
|
||||
var WeakenTooltip = document.createElement("span");
|
||||
WeakenTooltip.classList.add("tooltiptext");
|
||||
WeakenTooltip.classList.add("tooltiptexthigh");
|
||||
WeakenTooltip.innerText = "Lowers the targeted node's attack. The effectiveness of this depends on " +
|
||||
"this node's Attack level, your hacking level, and the opponent's defense level.";
|
||||
this.actionButtons[2].appendChild(WeakenTooltip);
|
||||
this.actionButtons[3].innerText = "Fortify(f)";
|
||||
var fortifyTooltip = document.createElement("span");
|
||||
fortifyTooltip.classList.add("tooltiptext");
|
||||
fortifyTooltip.classList.add("tooltiptexthigh");
|
||||
fortifyTooltip.innerText = "Raises this node's Defense level. The effectiveness of this depends on " +
|
||||
"your hacking level";
|
||||
this.actionButtons[3].appendChild(fortifyTooltip);
|
||||
this.actionButtons[4].innerText = "Overflow(r)";
|
||||
var overflowTooltip = document.createElement("span");
|
||||
overflowTooltip.classList.add("tooltiptext");
|
||||
overflowTooltip.classList.add("tooltiptexthigh");
|
||||
overflowTooltip.innerText = "Raises this node's Attack level but lowers its Defense level. The effectiveness " +
|
||||
"of this depends on your hacking level.";
|
||||
this.actionButtons[4].appendChild(overflowTooltip);
|
||||
this.actionButtons[5].innerText = "Drop Connection(d)";
|
||||
var dropconnTooltip = document.createElement("span");
|
||||
dropconnTooltip.classList.add("tooltiptext");
|
||||
dropconnTooltip.classList.add("tooltiptexthigh");
|
||||
dropconnTooltip.innerText = "Removes this Node's current connection to some target Node, if it has one. This can " +
|
||||
"also be done by simply clicking the white connection line.";
|
||||
this.actionButtons[5].appendChild(dropconnTooltip);
|
||||
@ -387,6 +387,7 @@ HackingMission.prototype.createPageDom = function() {
|
||||
console.log("ERR: Pressing Action button without selected node");
|
||||
return;
|
||||
}
|
||||
if (this.selectedNode.type !== NodeTypes.Core) {return;}
|
||||
this.setActionButtonsActive();
|
||||
this.setActionButton(NodeActions.Attack, false); //Set attack button inactive
|
||||
this.selectedNode.action = NodeActions.Attack;
|
||||
@ -608,7 +609,7 @@ HackingMission.prototype.createMap = function() {
|
||||
case 0: //Spam
|
||||
var stats = {
|
||||
atk: 0,
|
||||
def: randMult * getRandomInt(35, 55),
|
||||
def: randMult * getRandomInt(30, 50),
|
||||
hp: randMult * getRandomInt(125, 150)
|
||||
}
|
||||
node = new Node(NodeTypes.Spam, stats);
|
||||
@ -616,7 +617,7 @@ HackingMission.prototype.createMap = function() {
|
||||
case 1: //Transfer
|
||||
var stats = {
|
||||
atk: 0,
|
||||
def: randMult * getRandomInt(45, 65),
|
||||
def: randMult * getRandomInt(40, 60),
|
||||
hp: randMult * getRandomInt(150, 175)
|
||||
}
|
||||
node = new Node(NodeTypes.Transfer, stats);
|
||||
@ -625,7 +626,7 @@ HackingMission.prototype.createMap = function() {
|
||||
default:
|
||||
var stats = {
|
||||
atk: 0,
|
||||
def: randMult * getRandomInt(60, 80),
|
||||
def: randMult * getRandomInt(50, 75),
|
||||
hp: randMult * getRandomInt(200, 250)
|
||||
}
|
||||
node = new Node(NodeTypes.Shield, stats);
|
||||
@ -761,9 +762,15 @@ HackingMission.prototype.updateNodeDomElement = function(nodeObj) {
|
||||
}
|
||||
|
||||
//Gets a Node DOM element's corresponding Node object using its
|
||||
//element id
|
||||
//element id. Function accepts either the DOM element object or the ID as
|
||||
//an argument
|
||||
HackingMission.prototype.getNodeFromElement = function(el) {
|
||||
var id = el.id;
|
||||
var id;
|
||||
if (isString(el)) {
|
||||
id = el;
|
||||
} else {
|
||||
id = el.id;
|
||||
}
|
||||
id = id.replace("hacking-mission-node-", "");
|
||||
var res = id.split('-');
|
||||
if (res.length != 2) {
|
||||
@ -820,6 +827,15 @@ HackingMission.prototype.nodeReachable = function(node) {
|
||||
return false;
|
||||
}
|
||||
|
||||
HackingMission.prototype.nodeReachableByEnemy = function(node) {
|
||||
var x = node.pos[0], y = node.pos[1];
|
||||
if (x > 0 && this.map[x-1][y].enmyCtrl) {return true;}
|
||||
if (x < 7 && this.map[x+1][y].enmyCtrl) {return true;}
|
||||
if (y > 0 && this.map[x][y-1].enmyCtrl) {return true;}
|
||||
if (y < 7 && this.map[x][y+1].enmyCtrl) {return true;}
|
||||
return false;
|
||||
}
|
||||
|
||||
HackingMission.prototype.start = function() {
|
||||
this.started = true;
|
||||
this.initJsPlumb();
|
||||
@ -908,6 +924,15 @@ HackingMission.prototype.initJsPlumb = function() {
|
||||
var sourceNode = this.getNodeFromElement(info.source);
|
||||
sourceNode.conn = null;
|
||||
});
|
||||
|
||||
//Set connection type for enemy connections
|
||||
instance.registerConnectionTypes({
|
||||
"basic": {
|
||||
paintStyle:{ stroke:"red", strokeWidth:5 },
|
||||
hoverPaintStyle:{ stroke:"red", strokeWidth:7 },
|
||||
anchor:"Continuous",
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
//Drops all connections where the specified node is the source
|
||||
@ -950,11 +975,13 @@ HackingMission.prototype.process = function(numCycles=1) {
|
||||
|
||||
//Process actions of all enemy nodes
|
||||
this.enemyCores.forEach((node)=>{
|
||||
this.enemyAISelectAction(node);
|
||||
res |= this.processNode(node, storedCycles);
|
||||
});
|
||||
|
||||
this.enemyNodes.forEach((node)=>{
|
||||
if (node.type === NodeTypes.Transfer) {
|
||||
this.enemyAISelectAction(node);
|
||||
res |= this.processNode(node, storedCycles);
|
||||
}
|
||||
});
|
||||
@ -969,7 +996,7 @@ HackingMission.prototype.process = function(numCycles=1) {
|
||||
return;
|
||||
}
|
||||
|
||||
//Defense of every misc Node increase by 1 per second
|
||||
//Defense of every misc Node increase by 0.5 per second
|
||||
this.miscNodes.forEach((node)=>{
|
||||
node.def += (0.1 * storedCycles);
|
||||
this.updateNodeDomElement(node);
|
||||
@ -994,7 +1021,13 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
|
||||
var targetNode = null, def, atk;
|
||||
if (nodeObj.conn) {
|
||||
var targetNode;
|
||||
if (nodeObj.conn.target) {
|
||||
targetNode = this.getNodeFromElement(nodeObj.conn.target);
|
||||
} else {
|
||||
targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
|
||||
}
|
||||
|
||||
if (targetNode.plyrCtrl) {
|
||||
def = this.playerDef;
|
||||
atk = this.enemyAtk;
|
||||
@ -1062,7 +1095,6 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
|
||||
//Flag for whether the target node was a misc node
|
||||
var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;
|
||||
console.log("isMiscNode: " + isMiscNode);
|
||||
|
||||
//Remove all connections from Node
|
||||
this.dropAllConnectionsToNode(targetNode);
|
||||
@ -1080,6 +1112,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
});
|
||||
} else {
|
||||
targetNode.setControlledByEnemy();
|
||||
nodeObj.conn = null; //Clear connection
|
||||
this.jsplumbinstance.unmakeSource(targetNode.el);
|
||||
this.jsplumbinstance.makeTarget(targetNode.el, {
|
||||
maxConnections:-1,
|
||||
@ -1092,10 +1125,8 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
|
||||
//Helper function to swap nodes between the respective enemyNodes/playerNodes arrays
|
||||
function swapNodes(orig, dest, targetNode) {
|
||||
console.log("swapNodes called");
|
||||
for (var i = 0; i < orig.length; ++i) {
|
||||
if (orig[i] == targetNode) {
|
||||
console.log("Swapping nodes");
|
||||
var node = orig.splice(i, 1);
|
||||
node = node[0];
|
||||
dest.push(node);
|
||||
@ -1104,7 +1135,6 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
}
|
||||
}
|
||||
|
||||
//Whether conquered node was a misc node
|
||||
switch(targetNode.type) {
|
||||
case NodeTypes.Core:
|
||||
if (conqueredByPlayer) {
|
||||
@ -1132,12 +1162,12 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
case NodeTypes.Spam:
|
||||
if (conqueredByPlayer) {
|
||||
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
|
||||
//Conquering spam node increases time limit
|
||||
this.time += CONSTANTS.HackingMissionSpamTimeIncrease;
|
||||
} else {
|
||||
swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
|
||||
}
|
||||
|
||||
//Conquering spam node increases time limit
|
||||
this.time += CONSTANTS.HackingMissionSpamTimeIncrease;
|
||||
break;
|
||||
case NodeTypes.Transfer:
|
||||
//Conquering a Transfer node increases the attack of all cores by some percentages
|
||||
@ -1163,15 +1193,102 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
//If a misc node was conquered, the defense for all misc nodes increases by some fixed amount
|
||||
this.miscNodes.forEach((node)=>{
|
||||
node.def += CONSTANTS.HackingMissionMiscDefenseIncrease;
|
||||
});
|
||||
}
|
||||
|
||||
//Update node DOMs
|
||||
this.updateNodeDomElement(nodeObj);
|
||||
if (targetNode) {this.updateNodeDomElement(targetNode);}
|
||||
return calcStats;
|
||||
}
|
||||
|
||||
var hackEffWeightSelf = 150; //Weight for Node actions on self
|
||||
//Enemy "AI" for CPU Cor eand Transfer Nodes
|
||||
HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
|
||||
if (nodeObj === null) {return;}
|
||||
switch(nodeObj.type) {
|
||||
case NodeTypes.Core:
|
||||
//Select a single RANDOM target from miscNodes and player's Nodes
|
||||
//If it is reachable, it will target it. If not, no target will
|
||||
//be selected for now, and the next time process() gets called this will repeat
|
||||
if (nodeObj.conn === null) {
|
||||
if (this.miscNodes.length === 0) {
|
||||
//Randomly pick a player node and attack it if its reachable
|
||||
var rand = getRandomInt(0, this.playerNodes.length-1);
|
||||
var node = this.playerNodes[rand];
|
||||
if (this.nodeReachableByEnemy(node)) {
|
||||
//Create connection
|
||||
console.log("Enemy core selected a Player Node as target");
|
||||
nodeObj.conn = this.jsplumbinstance.connect({
|
||||
source:nodeObj.el,
|
||||
target:node.el
|
||||
});
|
||||
} else {
|
||||
//Randomly pick a player core and attack it if its reachable
|
||||
rand = getRandomInt(0, this.playerCores.length-1);
|
||||
node = this.playerCores[rand];
|
||||
if (this.nodeReachableByEnemy(node)) {
|
||||
//Create connection
|
||||
console.log("Enemy core selected a Player Core as target");
|
||||
nodeObj.conn = this.jsplumbinstance.connect({
|
||||
source:nodeObj.el,
|
||||
target:node.el
|
||||
});
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//Randomly pick a misc node and attack it if its reachable
|
||||
var rand = getRandomInt(0, this.miscNodes.length-1);
|
||||
var node = this.miscNodes[rand];
|
||||
if (this.nodeReachableByEnemy(node)) {
|
||||
console.log("Enemy core selected a Misc Node as target: " + node.el.id);
|
||||
nodeObj.conn = this.jsplumbinstance.connect({
|
||||
source:nodeObj.el,
|
||||
target:node.el,
|
||||
type:"basic"
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//If no connection was made, set the Core to Fortify
|
||||
nodeObj.action = NodeActions.Fortify;
|
||||
} else {
|
||||
var targetNode;
|
||||
if (nodeObj.conn.target) {
|
||||
targetNode = this.getNodeFromElement(nodeObj.conn.target);
|
||||
} else {
|
||||
targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
|
||||
}
|
||||
if (targetNode === null) {
|
||||
console.log("Error getting Target node Object in enemyAISelectAction()");
|
||||
}
|
||||
|
||||
if (targetNode.def > this.enemyAtk - 25) {
|
||||
nodeObj.action = NodeActions.Scan;
|
||||
} else {
|
||||
nodeObj.action = NodeActions.Attack;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case NodeTypes.Transfer:
|
||||
//Switch between fortifying and overflowing as necessary
|
||||
if (nodeObj.def < 125) {
|
||||
nodeObj.action = NodeActions.Fortify;
|
||||
} else {
|
||||
nodeObj.action = NodeActions.Overflow;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var hackEffWeightSelf = 130; //Weight for Node actions on self
|
||||
var hackEffWeightTarget = 25; //Weight for Node Actions against Target
|
||||
var hackEffWeightAttack = 110; //Weight for Attack action
|
||||
var hackEffWeightAttack = 80; //Weight for Attack action
|
||||
|
||||
//Returns damage per cycle based on stats
|
||||
HackingMission.prototype.calculateAttackDamage = function(atk, def, hacking = 0) {
|
||||
|
@ -4,7 +4,9 @@ import {NetscriptFunctions} from "./NetscriptFunctions.js";
|
||||
*/
|
||||
function Environment(workerScript,parent) {
|
||||
if (parent){
|
||||
this.vars = parent.vars;
|
||||
//Create a copy of parent's variables
|
||||
//this.vars = parent.vars;
|
||||
this.vars = Object.assign({}, parent.vars);
|
||||
} else {
|
||||
this.vars = NetscriptFunctions(workerScript);
|
||||
}
|
||||
@ -15,17 +17,19 @@ Environment.prototype = {
|
||||
//Create a "subscope", which is a new new "sub-environment"
|
||||
//The subscope is linked to this through its parent variable
|
||||
extend: function() {
|
||||
return new Environment(this);
|
||||
return new Environment(null, this);
|
||||
},
|
||||
|
||||
//Finds the scope where the variable with the given name is defined
|
||||
lookup: function(name) {
|
||||
var scope = this;
|
||||
while (scope) {
|
||||
if (Object.prototype.hasOwnProperty.call(scope.vars, name))
|
||||
if (Object.prototype.hasOwnProperty.call(scope.vars, name)) {
|
||||
return scope;
|
||||
}
|
||||
scope = scope.parent;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
//Get the current value of a variable
|
||||
@ -39,15 +43,14 @@ Environment.prototype = {
|
||||
//Sets the value of a variable in any scope
|
||||
set: function(name, value) {
|
||||
var scope = this.lookup(name);
|
||||
// let's not allow defining globals from a nested environment
|
||||
//
|
||||
// If scope is null (aka existing variable with name could not be found)
|
||||
// and this is NOT the global scope, throw error
|
||||
if (!scope && this.parent) {
|
||||
console.log("Here");
|
||||
throw new Error("Undefined variable " + name);
|
||||
|
||||
//If scope has a value, then this variable is already set in a higher scope, so
|
||||
//set is there. Otherwise, create a new variable in the local scope
|
||||
if (scope !== null) {
|
||||
return scope.vars[name] = value;
|
||||
} else {
|
||||
return this.vars[name] = value;
|
||||
}
|
||||
return (scope || this).vars[name] = value;
|
||||
},
|
||||
|
||||
setArrayElement: function(name, idx, value) {
|
||||
@ -56,7 +59,6 @@ Environment.prototype = {
|
||||
}
|
||||
var scope = this.lookup(name);
|
||||
if (!scope && this.parent) {
|
||||
console.log("Here");
|
||||
throw new Error("Undefined variable " + name);
|
||||
}
|
||||
var arr = (scope || this).vars[name];
|
||||
|
@ -8,6 +8,7 @@ import {Settings} from "./Settings.js";
|
||||
import {Script, findRunningScript,
|
||||
RunningScript} from "./Script.js";
|
||||
|
||||
import {Node} from "../utils/acorn.js";
|
||||
import {printArray} from "../utils/HelperFunctions.js";
|
||||
import {isValidIPAddress} from "../utils/IPAddress.js";
|
||||
import {isString} from "../utils/StringHelperFunctions.js";
|
||||
@ -33,7 +34,10 @@ function evaluate(exp, workerScript) {
|
||||
evaluateProgPromise.then(function(w) {
|
||||
resolve(workerScript);
|
||||
}, function(e) {
|
||||
if (isString(e)) {
|
||||
if (e.constructor === Array && e.length === 2 && e[0] === "RETURNSTATEMENT") {
|
||||
//Returning from a Player-defined function
|
||||
resolve(e[1]);
|
||||
} else if (isString(e)) {
|
||||
workerScript.errorMessage = e;
|
||||
reject(workerScript);
|
||||
} else if (e instanceof WorkerScript) {
|
||||
@ -55,7 +59,7 @@ function evaluate(exp, workerScript) {
|
||||
case "ExpressionStatement":
|
||||
var e = evaluate(exp.expression, workerScript);
|
||||
e.then(function(res) {
|
||||
resolve("expression done");
|
||||
resolve(res);
|
||||
}, function(e) {
|
||||
reject(e);
|
||||
});
|
||||
@ -76,7 +80,34 @@ function evaluate(exp, workerScript) {
|
||||
return evaluate(arg, workerScript);
|
||||
});
|
||||
Promise.all(argPromises).then(function(args) {
|
||||
if (exp.callee.type == "MemberExpression"){
|
||||
if (func instanceof Node) { //Player-defined function
|
||||
//Create new Environment for the function
|
||||
//Should be automatically garbage collected...
|
||||
var funcEnv = env.extend();
|
||||
console.log("Printing new environment for function:");
|
||||
console.log(funcEnv);
|
||||
|
||||
//Define function arguments in this new environment
|
||||
for (var i = 0; i < func.params.length; ++i) {
|
||||
var arg;
|
||||
if (i >= args.length) {
|
||||
arg = null;
|
||||
} else {
|
||||
arg = args[i];
|
||||
}
|
||||
funcEnv.def(func.params[i].name, arg);
|
||||
}
|
||||
|
||||
//Create a new WorkerScript for this function evaluation
|
||||
var funcWorkerScript = new WorkerScript(workerScript.scriptRef);
|
||||
funcWorkerScript.env = funcEnv;
|
||||
|
||||
evaluate(func.body, funcWorkerScript).then(function(res) {
|
||||
resolve(res);
|
||||
}).catch(function(e) {
|
||||
reject(e);
|
||||
});
|
||||
} else if (exp.callee.type == "MemberExpression"){
|
||||
evaluate(exp.callee.object, workerScript).then(function(object) {
|
||||
try {
|
||||
var res = func.apply(object,args);
|
||||
@ -125,7 +156,6 @@ function evaluate(exp, workerScript) {
|
||||
}
|
||||
resolve(object[index]);
|
||||
}).catch(function(e) {
|
||||
console.log("here");
|
||||
reject(makeRuntimeRejectMsg(workerScript, "Invalid MemberExpression"));
|
||||
});
|
||||
} else {
|
||||
@ -195,8 +225,14 @@ function evaluate(exp, workerScript) {
|
||||
resolve(false);
|
||||
break;
|
||||
case "ReturnStatement":
|
||||
var lineNum = getErrorLineNumber(exp, workerScript);
|
||||
reject(makeRuntimeRejectMsg(workerScript, "Return statements are not yet implemented in Netscript (line " + (lineNum+1) + ")"));
|
||||
console.log("Evaluating Return Statement");
|
||||
//var lineNum = getErrorLineNumber(exp, workerScript);
|
||||
//reject(makeRuntimeRejectMsg(workerScript, "Return statements are not yet implemented in Netscript (line " + (lineNum+1) + ")"));
|
||||
evaluate(exp.argument, workerScript).then(function(res) {
|
||||
reject(["RETURNSTATEMENT", res]);
|
||||
}).catch(function(e) {
|
||||
reject(e);
|
||||
});
|
||||
break;
|
||||
case "BreakStatement":
|
||||
reject("BREAKSTATEMENT");
|
||||
@ -206,7 +242,7 @@ function evaluate(exp, workerScript) {
|
||||
break;
|
||||
case "IfStatement":
|
||||
evaluateIf(exp, workerScript).then(function(forLoopRes) {
|
||||
resolve("forLoopDone");
|
||||
resolve(forLoopRes);
|
||||
}).catch(function(e) {
|
||||
reject(e);
|
||||
});
|
||||
@ -217,7 +253,7 @@ function evaluate(exp, workerScript) {
|
||||
break;e
|
||||
case "WhileStatement":
|
||||
evaluateWhile(exp, workerScript).then(function(forLoopRes) {
|
||||
resolve("forLoopDone");
|
||||
resolve(forLoopRes);
|
||||
}).catch(function(e) {
|
||||
if (e == "BREAKSTATEMENT" ||
|
||||
(e instanceof WorkerScript && e.errorMessage == "BREAKSTATEMENT")) {
|
||||
@ -241,6 +277,15 @@ function evaluate(exp, workerScript) {
|
||||
}
|
||||
});
|
||||
break;
|
||||
case "FunctionDeclaration":
|
||||
if (exp.id && exp.id.name) {
|
||||
env.set(exp.id.name, exp);
|
||||
resolve(true);
|
||||
} else {
|
||||
var lineNum = getErrorLineNumber(exp, workerScript);
|
||||
reject(makeRuntimeRejectMsg(workerScript, "Invalid function declaration at line " + lineNum+1));
|
||||
}
|
||||
break;
|
||||
default:
|
||||
var lineNum = getErrorLineNumber(exp, workerScript);
|
||||
reject(makeRuntimeRejectMsg(workerScript, "Unrecognized token: " + exp.type + " (line " + (lineNum+1) + "). This is currently unsupported in Netscript"));
|
||||
|
@ -1973,7 +1973,7 @@ function NetscriptFunctions(workerScript) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
installAugmentations() {
|
||||
installAugmentations(cbScript) {
|
||||
if (Player.bitNodeN != 4) {
|
||||
if (!(hasSingularitySF && singularitySFLvl >= 3)) {
|
||||
throw makeRuntimeRejectMsg(workerScript, "Cannot run installAugmentations(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.");
|
||||
@ -1987,7 +1987,7 @@ function NetscriptFunctions(workerScript) {
|
||||
}
|
||||
Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);
|
||||
workerScript.scriptRef.log("Installing Augmentations. This will cause this script to be killed");
|
||||
installAugmentations();
|
||||
installAugmentations(cbScript);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -12,7 +12,6 @@ import {parse} from "../utils/acorn.js";
|
||||
import {dialogBoxCreate} from "../utils/DialogBox.js";
|
||||
import {compareArrays, printArray} from "../utils/HelperFunctions.js";
|
||||
|
||||
|
||||
function WorkerScript(runningScriptObj) {
|
||||
this.name = runningScriptObj.filename;
|
||||
this.running = false;
|
||||
@ -180,6 +179,14 @@ function addWorkerScript(runningScriptObj, server) {
|
||||
}
|
||||
var ramUsage = runningScriptObj.scriptRef.ramUsage * threads
|
||||
* Math.pow(CONSTANTS.MultithreadingRAMCost, threads-1);
|
||||
var ramAvailable = server.maxRam - server.ramUsed;
|
||||
if (ramUsage > ramAvailable) {
|
||||
dialogBoxCreate("Not enough RAM to run script " + runningScriptObj.filename + " with args " +
|
||||
printArray(runningScriptObj.args) + ". This likely occurred because you re-loaded " +
|
||||
"the game and the script's RAM usage increased (either because of an update to the game or " +
|
||||
"your changes to the script.)");
|
||||
return;
|
||||
}
|
||||
server.ramUsed += ramUsage;
|
||||
|
||||
//Create the WorkerScript
|
||||
|
@ -1483,6 +1483,7 @@ PlayerObject.prototype.finishCrime = function(cancelled) {
|
||||
break;
|
||||
case CONSTANTS.CrimeKidnap:
|
||||
this.karma -= 6;
|
||||
this.gainIntelligenceExp(CONSTANTS.IntelligenceCrimeBaseExpGain);
|
||||
break;
|
||||
case CONSTANTS.CrimeAssassination:
|
||||
++this.numPeopleKilled;
|
||||
|
@ -94,6 +94,12 @@ function scriptEditorInit() {
|
||||
VimApi.defineEx('quit', 'q', function(cm, input) {
|
||||
Engine.loadTerminalContent();
|
||||
});
|
||||
VimApi.defineEx('xwritequit', 'x', function(cm, input) {
|
||||
saveAndCloseScriptEditor();
|
||||
});
|
||||
VimApi.defineEx('wqwritequit', 'wq', function(cm, input) {
|
||||
saveAndCloseScriptEditor();
|
||||
});
|
||||
});
|
||||
}
|
||||
document.addEventListener("DOMContentLoaded", scriptEditorInit, false);
|
||||
@ -243,6 +249,7 @@ function calculateRamUsage(codeCopy) {
|
||||
numOccurrences(codeCopy, "getServerMaxMoney(") +
|
||||
numOccurrences(codeCopy, "getServerSecurityLevel(") +
|
||||
numOccurrences(codeCopy, "getServerBaseSecurityLevel(") +
|
||||
numOccurrences(codeCopy, "getServerMinSecurityLevel(") +
|
||||
numOccurrences(codeCopy, "getServerGrowth(") +
|
||||
numOccurrences(codeCopy, "getServerRequiredHackingLevel(") +
|
||||
numOccurrences(codeCopy, "getServerNumPortsRequired(") +
|
||||
@ -260,7 +267,8 @@ function calculateRamUsage(codeCopy) {
|
||||
var scriptBuySellStockCount = numOccurrences(codeCopy, "buyStock(") +
|
||||
numOccurrences(codeCopy, "sellStock(");
|
||||
var scriptPurchaseServerCount = numOccurrences(codeCopy, "purchaseServer(") +
|
||||
numOccurrences(codeCopy, "deleteServer(");
|
||||
numOccurrences(codeCopy, "deleteServer(") +
|
||||
numOccurrences(codeCopy, "getPurchasedServers(");
|
||||
var scriptRoundCount = numOccurrences(codeCopy, "round(");
|
||||
var scriptWriteCount = numOccurrences(codeCopy, "write(");
|
||||
var scriptReadCount = numOccurrences(codeCopy, "read(");
|
||||
@ -271,7 +279,8 @@ function calculateRamUsage(codeCopy) {
|
||||
numOccurrences(codeCopy, "getScriptExpGain(");
|
||||
var getHackTimeCount = numOccurrences(codeCopy, "getHackTime(") +
|
||||
numOccurrences(codeCopy, "getGrowTime(") +
|
||||
numOccurrences(codeCopy, "getWeakenTime(");
|
||||
numOccurrences(codeCopy, "getWeakenTime(") +
|
||||
numOccurrences(codeCopy, "getTimeSinceLastAug(");
|
||||
var singFn1Count = numOccurrences(codeCopy, "universityCourse(") +
|
||||
numOccurrences(codeCopy, "gymWorkout(") +
|
||||
numOccurrences(codeCopy, "travelToCity(") +
|
||||
|
@ -33,7 +33,15 @@ function initSourceFiles() {
|
||||
SourceFiles["SourceFile3"] = new SourceFile(3);
|
||||
SourceFiles["SourceFile4"] = new SourceFile(4, "This Source-File lets you access and use the Singularity Functions in every BitNode. Every " +
|
||||
"level of this Source-File opens up more of the Singularity Functions you can use.");
|
||||
SourceFiles["SourceFile5"] = new SourceFile(5);
|
||||
SourceFiles["SourceFile5"] = new SourceFile(5, "This Source-File grants a special new stat called Intelligence. Intelligence " +
|
||||
"is unique because it is permanent and persistent (it never gets reset back to 1). However, " +
|
||||
"gaining Intelligence experience is much slower than other stats, and it is also hidden (you won't " +
|
||||
"know when you gain experience and how much). Higher Intelligence levels will boost your production " +
|
||||
"for many actions in the game. In addition, this Source-File will unlock the getBitNodeMultipliers() " +
|
||||
"Netscript function, and will raise all of your hacking-related multipliers by:<br><br> " +
|
||||
"Level 1: 4%<br>" +
|
||||
"Level 2: 6%<br>" +
|
||||
"Level 3: 7%");
|
||||
SourceFiles["SourceFile6"] = new SourceFile(6);
|
||||
SourceFiles["SourceFile7"] = new SourceFile(7);
|
||||
SourceFiles["SourceFile8"] = new SourceFile(8);
|
||||
@ -108,6 +116,17 @@ function applySourceFile(srcFile) {
|
||||
case 4: //The Singularity
|
||||
//No effects, just gives access to Singularity functions
|
||||
break;
|
||||
case 5: //Artificial Intelligence
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
mult += (4 / (Math.pow(2, i)));
|
||||
}
|
||||
var incMult = 1 + (mult / 100);
|
||||
Player.hacking_chance_mult *= incMult;
|
||||
Player.hacking_speed_mult *= incMult;
|
||||
Player.hacking_money_mult *= incMult;
|
||||
Player.hacking_grow_mult *= incMult;
|
||||
break;
|
||||
case 11: //The Big Crash
|
||||
var mult = 0;
|
||||
for (var i = 0; i < srcFile.lvl; ++i) {
|
||||
|
@ -484,6 +484,11 @@ let Engine = {
|
||||
if (Player.sourceFiles.length !== 0) {
|
||||
bnText = "<br>Current BitNode: " + Player.bitNodeN;
|
||||
}
|
||||
|
||||
var intText = "";
|
||||
if (Player.intelligence > 0) {
|
||||
intText = 'Intelligence: ' + (Player.intelligence).toLocaleString() + "<br><br><br>";
|
||||
}
|
||||
Engine.Display.characterInfo.innerHTML =
|
||||
('<b>General</b><br><br>' +
|
||||
'Current City: ' + Player.city + '<br><br>' +
|
||||
@ -502,7 +507,8 @@ let Engine = {
|
||||
'Agility: ' + (Player.agility).toLocaleString() +
|
||||
" (" + numeral(Player.agility_exp).format('(0.000a)') + ' experience)<br>' +
|
||||
'Charisma: ' + (Player.charisma).toLocaleString() +
|
||||
" (" + numeral(Player.charisma_exp).format('(0.000a)') + ' experience)<br><br><br>' +
|
||||
" (" + numeral(Player.charisma_exp).format('(0.000a)') + ' experience)<br>' +
|
||||
intText +
|
||||
'<b>Multipliers</b><br><br>' +
|
||||
'Hacking Chance multiplier: ' + formatNumber(Player.hacking_chance_mult * 100, 2) + '%<br>' +
|
||||
'Hacking Speed multiplier: ' + formatNumber(Player.hacking_speed_mult * 100, 2) + '%<br>' +
|
||||
|
Loading…
Reference in New Issue
Block a user