Added augmentations

This commit is contained in:
Daniel Xie 2016-12-22 09:56:15 -06:00
parent 8dbca029de
commit 65ba93190b
2 changed files with 201 additions and 0 deletions

192
src/Augmentations.js Normal file

@ -0,0 +1,192 @@
//Augmentations
function Augmentation(name) {
this.name = name;
this.owned = false; //Whether the player has it (you can only have each augmentation once)
this.description = "";
}
Augmentation.prototype.setDescription(desc) {
this.description = desc;
}
Augmentation.prototype.toJSON = function() {
return Generic_toJSON("Augmentation", this);
}
Augmentation.fromJSON = function(value) {
return Generic_fromJSON(Augmentation, value.data);
}
Reviver.constructors.Augmentation = Augmentation;
Augmentations = {}
AddToAugmentations = function(aug) {
var name = aug.name;
Augmentations[name] = aug;
}
//TODO Set descriptions for all
initAugmentations = function() {
//Combat stat augmentations
var Targeting1 = new Augmentation("Targeting I");
AddToAugmentations(Targeting1);
var Targeting2 = new Augmentation("Targeting II");
AddToAugmentations(Targeting2);
var Targeting3 = new Augmentation("Targeting III");
AddToAugmentations(Targeting3);
var SyntheticHeart = new Augmentation("Synthetic Heart");
AddToAugmentations(SyntheticHeart);
var MicrofibralMuscle = new Augmentation("Microfibral Muscle");
AddToAugmentations(MicrofibralMuscle)
var CombatStrength1 = new Augmentation("Combat Strength I");
AddToAugmentations(CombatStrength1);
var CombatStrength2 = new Augmentation("Combat Strength II");
AddToAugmentations(CombatStrength2);
var CombatStrength3 = new Augmentation("Combat Strength III");
AddToAugmentations(CombatStrength3);
var NanofiberWeave = new Augmentation("Nanofiber Weave");
AddToAugmentations(NanofiberWeave);
var SubdermalArmor = new Augmentation("Subdermal Armor");
AddToAugmentations(SubdermalArmor);
var WiredReflexes = new Augmentation("Wired Reflexes");
AddToAugmentations(WiredReflexes);
var GrapheneBoneLacings = new Augmentation("Graphene Bone Lacings");
AddToAugmentations(GrapheneBoneLacings);
//Labor stat augmentations
var CASIE = new Augmentation("Computer Assisted Social Interaction Enhancement");
AddToAugmentations(CASIE);
//Hacking augmentations
var ArtificialBioNeuralNetwork = new Augmentation("Artificial Bio-neural Network Implant");
AddToAugmentations(ArtificialBioNeuralNetwork);
var ArtificialSynapticPotentiation = new Augmentation("Artificial Synaptic Potentiation");
AddToAugmentations(ArtificialSynapticPotentiation);
var SynapticEnhancement = new Augmentation("Synaptic Enhancement Implant");
AddToAugmentations(SynapticEnhancement);
var NeuralRetentionEnhancement = new Augmentation("Neural-Retention Enhancement");
AddToAugmentations(NeuralRetentionEnhancement);
var DataJack = new Augmentation("DataJack");
AddToAugmentations(DataJack);
var ENM = new Augmentation("Embedded Netburner Module");
AddToAugmentations(ENM);
var ENMCore = new Augmentation("Embedded Netburner Module Core Implant");
AddToAugmentations(ENMCore);
var ENMCoreV2 = new Augmentation("Embedded Netburner Module Core V2 Upgrade");
AddToAugmentations(ENMCoreV2);
var ENMCoreV3 = new Augmentation("Embedded Netburner Module Core V3 Upgrade");
AddToAugmentations(ENMCoreV3);
var ENMAnalyzeEngine = new Augmentation("Embedded Netburner Module Analyze Engine");
AddToAugmentations(ENMAnalyzeEngine);
var ENMDMA = new Augmentation("Embedded Netburner Module Direct Memory Access Upgrade");
AddToAugmentations(ENMDMA);
//Misc augmentations
}
applyAugmentations = function(aug) {
switch(aug.name) {
//Combat stat augmentations
case "Targeting I":
//Dex 5%
break;
case "Targeting II":
//Dex 5%
break;
case "Targeting III":
//Dex 5%
break;
case "Synthetic Heart":
//Agi and Str 10%
break;
case "Microfibral muscle":
//Strength and Defense 10%
break;
case "Combat Strength I":
//Str and Defense 5%
break;
case "Combat Strength II":
break;
case "Combat Strength III":
break;
case "Nanofiber Weave":
//str + Defense 10%
break;
case "Subdermal Armor":
//Defense 10%
break;
case "Wired Reflexes":
//Agility 10%
break;
case "Graphene Bone Lacings":
//Strength defense 15%
break;
//Labor stats augmentations
case "Computer Assisted Social Interaction Enhancement":
//Charisma 10%
break;
//Hacking augmentations
case "Artificial Bio-neural Network Implant":
//Hacking speed and money gained 10%
break;
case "Artificial Synaptic Potentiation":
//Hacking speed 15%
break;
case "Synaptic Enhancement Implant":
//Hacking speed 5%
break;
case "Neural-Retention Enhancement":
//Gain 10% more hacking exp
break;
case "DataJack":
//5% more money from hacking
break;
case "Embedded Netburner Module":
//Doesn't give anyhting itself but allows user to install
//ENM upgrades in the future, which are very powerful
break;
case "Embedded Netburner Module Core Implant":
//Hacking speed, money gained, and exp gained 5%
break;
case "Embedded Netburner Module Core V2 Upgrade":
//Hacking speed, money gained, and exp gained 10%
break;
case "Embedded Netburner Module Core V3 Upgrade":
//Hacking speed, money gained, and exp gained 15%
break;
case "Embedded Netburner Module Analyze Engine":
//Hacking speed 20%
break;
case "Embedded Netburner Module Direct Memory Access Upgrade":
//Money hacked 20%
break;
default:
console.log("No such augmentation!");
break;
}
}

@ -84,8 +84,17 @@ initFactions = function() {
AddToFactions(Volhaven);
//Criminal Organizations/Gangs
var SpeakersForTheDead = new Faction("Speakers for the Dead");
AddToFactions(SpeakersForTheDead);
var DarkArmy = new Faction("The Dark Army");
AddToFactions(DarkArmy);
var TheSyndicate = new Faction("The Syndicate");
AddToFactions(TheSyndicate);
//Earlygame factions - factions the player will prestige with early on that don't
//belong in other categories
var TianDiHui = new Faction("Tian Di Hui"); //Society of the Heaven and Earth
AddToFactions(TianDiHui);
}