diff --git a/css/popupboxes.css b/css/popupboxes.css index b3c3b953f..50378b171 100644 --- a/css/popupboxes.css +++ b/css/popupboxes.css @@ -2,7 +2,7 @@ .popup-box-container { display: none; /* Hidden by default */ position: fixed; /* Stay in place */ - z-index: 1; /* Sit on top */ + z-index: 10; /* Sit on top */ left: 0; top: 0; width: 100%; @@ -54,7 +54,7 @@ #log-box-container { display: block; position: absolute; - z-index: 2; + z-index: 10; width: 50%; height: auto; max-height: 40%; diff --git a/dist/bundle.js b/dist/bundle.js index 061ff7363..cebad8c91 100644 --- a/dist/bundle.js +++ b/dist/bundle.js @@ -2645,9 +2645,9 @@ let CONSTANTS = { //Hacking Missions HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty HackingMissionRepToRewardConversion: 10, //Faction rep divided byt his to get mission rep reward - HackingMissionSpamTimeIncrease: 20000, //How much time limit increase is gained when conquering a Spam Node (ms) + HackingMissionSpamTimeIncrease: 15000, //How much time limit increase is gained when conquering a Spam Node (ms) HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node - HackingMissionMiscDefenseIncrease: 5, //The amount by which every misc node's defense increases when one is conquered + HackingMissionMiscDefenseIncrease: 10, //The amount by which every misc node's defense increases when one is conquered HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.

" + "In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " + "are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " + @@ -2686,7 +2686,10 @@ let CONSTANTS = { "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 " + "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 " + "the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " + - "or press 'd',", + "or press 'd'.

" + + "Other Notes:

" + + "-Whenever you conquer a miscellenaous Node (not owned by the enemy), the defense of all remaining miscellaneous Nodes will increase " + + "by a smal fixed amount.", //Gang constants @@ -35192,7 +35195,7 @@ function HackingMission(rep, fac) { this.faction = fac; this.started = false; - this.time = 300000; //5 minutes to start, milliseconds + this.time = 180000; //5 minutes to start, milliseconds this.playerCores = []; this.playerNodes = []; //Non-core nodes @@ -35250,7 +35253,7 @@ HackingMission.prototype.init = function() { } //Randomly generate enemy nodes (CPU and Firewall) based on difficulty - var numNodes = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1); + var numNodes = this.difficulty; var numFirewalls = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1); var numDatabases = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(this.difficulty, this.difficulty + 1); var totalNodes = numNodes + numFirewalls + numDatabases; @@ -35262,7 +35265,7 @@ HackingMission.prototype.init = function() { var randMult = Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["a" /* addOffset */])(this.difficulty, 20); for (var i = 0; i < numNodes; ++i) { var stats = { - atk: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(30, 50), + atk: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(40, 60), def: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(20, 40), hp: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(100, 120) } @@ -35282,7 +35285,7 @@ HackingMission.prototype.init = function() { } for (var i = 0; i < numDatabases; ++i) { var stats = { - atk: 0, + atk: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(10, 20), def: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(20, 30), hp: randMult * Object(__WEBPACK_IMPORTED_MODULE_5__utils_HelperFunctions_js__["d" /* getRandomInt */])(120, 150) } @@ -35945,6 +35948,10 @@ HackingMission.prototype.initJsPlumb = function() { instance.bind("connection", (info)=>{ var targetNode = this.getNodeFromElement(info.target); + //Do not detach for enemy nodes + var thisNode = this.getNodeFromElement(info.source); + if (thisNode.enmyCtrl) {return;} + //If the node is not reachable, drop the connection if (!this.nodeReachable(targetNode)) { info.sourceEndpoint.detachFrom(info.targetEndpoint); @@ -35961,14 +35968,6 @@ HackingMission.prototype.initJsPlumb = function() { 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 @@ -36284,7 +36283,6 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) { nodeObj.conn = this.jsplumbinstance.connect({ source:nodeObj.el, target:node.el, - type:"basic" }); } } diff --git a/src/Constants.js b/src/Constants.js index 0ec092cf0..6d969344c 100644 --- a/src/Constants.js +++ b/src/Constants.js @@ -124,9 +124,9 @@ let CONSTANTS = { //Hacking Missions HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty HackingMissionRepToRewardConversion: 10, //Faction rep divided byt his to get mission rep reward - HackingMissionSpamTimeIncrease: 20000, //How much time limit increase is gained when conquering a Spam Node (ms) + HackingMissionSpamTimeIncrease: 15000, //How much time limit increase is gained when conquering a Spam Node (ms) HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node - HackingMissionMiscDefenseIncrease: 5, //The amount by which every misc node's defense increases when one is conquered + HackingMissionMiscDefenseIncrease: 10, //The amount by which every misc node's defense increases when one is conquered HackingMissionHowToPlay: "Hacking missions are a minigame that, if won, will reward you with faction reputation.

" + "In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes " + "are colored blue, while the enemy's are red. There are also other nodes on the map colored gray " + @@ -165,7 +165,10 @@ let CONSTANTS = { "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 " + "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 " + "the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, " + - "or press 'd',", + "or press 'd'.

" + + "Other Notes:

" + + "-Whenever you conquer a miscellenaous Node (not owned by the enemy), the defense of all remaining miscellaneous Nodes will increase " + + "by a smal fixed amount.", //Gang constants diff --git a/src/Missions.js b/src/Missions.js index c4200e218..53e26ad4b 100644 --- a/src/Missions.js +++ b/src/Missions.js @@ -156,7 +156,7 @@ function HackingMission(rep, fac) { this.faction = fac; this.started = false; - this.time = 300000; //5 minutes to start, milliseconds + this.time = 180000; //5 minutes to start, milliseconds this.playerCores = []; this.playerNodes = []; //Non-core nodes @@ -214,7 +214,7 @@ HackingMission.prototype.init = function() { } //Randomly generate enemy nodes (CPU and Firewall) based on difficulty - var numNodes = getRandomInt(this.difficulty, this.difficulty + 1); + var numNodes = this.difficulty; var numFirewalls = getRandomInt(this.difficulty, this.difficulty + 1); var numDatabases = getRandomInt(this.difficulty, this.difficulty + 1); var totalNodes = numNodes + numFirewalls + numDatabases; @@ -226,7 +226,7 @@ HackingMission.prototype.init = function() { var randMult = addOffset(this.difficulty, 20); for (var i = 0; i < numNodes; ++i) { var stats = { - atk: randMult * getRandomInt(30, 50), + atk: randMult * getRandomInt(40, 60), def: randMult * getRandomInt(20, 40), hp: randMult * getRandomInt(100, 120) } @@ -246,7 +246,7 @@ HackingMission.prototype.init = function() { } for (var i = 0; i < numDatabases; ++i) { var stats = { - atk: 0, + atk: randMult * getRandomInt(10, 20), def: randMult * getRandomInt(20, 30), hp: randMult * getRandomInt(120, 150) } @@ -909,6 +909,10 @@ HackingMission.prototype.initJsPlumb = function() { instance.bind("connection", (info)=>{ var targetNode = this.getNodeFromElement(info.target); + //Do not detach for enemy nodes + var thisNode = this.getNodeFromElement(info.source); + if (thisNode.enmyCtrl) {return;} + //If the node is not reachable, drop the connection if (!this.nodeReachable(targetNode)) { info.sourceEndpoint.detachFrom(info.targetEndpoint); @@ -925,14 +929,6 @@ HackingMission.prototype.initJsPlumb = function() { 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 @@ -1248,7 +1244,6 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) { nodeObj.conn = this.jsplumbinstance.connect({ source:nodeObj.el, target:node.el, - type:"basic" }); } }