Bugfixes and balance tweaks for Hacking missions

This commit is contained in:
danielyxie 2017-10-01 22:27:42 -05:00
parent 13105e33ad
commit 51c37176f1
4 changed files with 30 additions and 34 deletions

@ -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%;

30
dist/bundle.js vendored

@ -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.<br><br>" +
"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'.<br><br>" +
"Other Notes:<br><br>" +
"-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"
});
}
}

@ -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.<br><br>" +
"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'.<br><br>" +
"Other Notes:<br><br>" +
"-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

@ -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"
});
}
}