Playtesting - Fixed some bugs, refactoring

This commit is contained in:
Daniel Xie 2017-04-17 23:32:17 -05:00
parent ffda024431
commit 77f386d14a
10 changed files with 104 additions and 30 deletions

@ -64,6 +64,10 @@
}
/* Active scripts */
.active-scripts-list {
list-style-type: none;
}
#active-scripts-container {
position: fixed;
padding-top: 10px;

@ -21,6 +21,14 @@ h2 {
color: #66ff33;
}
ul {
list-style-type: none;
}
li {
list-style-type: none;
}
/* Main menu */
.mainmenu {
list-style-type: none;

@ -131,7 +131,7 @@
<!-- Active scripts info page -->
<div id="active-scripts-container">
<ul class="active-scripts-list" id="active-scripts-list">
<ul class="active-scripts-list" id="active-scripts-list" style="list-style: none;">
</ul>
</div>
@ -504,7 +504,7 @@
<!-- Travel Pop-up Box -->
<div id="travel-box-container">
<div id="travel-box-content".
<div id="travel-box-content">
<p id="travel-box-text"> </p>
<span id="travel-box-confirm"> Yes </span>
<span id="travel-box-cancel"> No </span>

@ -62,6 +62,10 @@ PlayerObject.prototype.applyForJob = function(entryPosType) {
if (currCompany != "") {
if (currCompany.companyName != company.companyName) {
company.playerReputation -= 1000;
if (company.playerReputation < 0) {company.playerReputation = 0;}
if (Engine.debug) {
console.log("Lost reputation for " + company.companyName + ". It is now " + company.playerReputation);
}
}
}

@ -19,6 +19,15 @@ CONSTANTS = {
//How much a TOR router costs
TorRouterCost: 2000000,
MillisecondsPer20Hours: 72000000,
GameCyclesPer20Hours: 72000000 / 200,
MillisecondsPer8Hours: 28800000,
GameCyclesPer8Hours: 28800000 / 200,
MillisecondsPerHour: 3600000,
GameCyclesPerHour: 3600000 / 200,
//Text that is displayed when the 'help' command is ran in Terminal
HelpText: "analyze Get statistics and information about current machine <br>" +
"clear Clear all text on the terminal <br>" +

@ -244,14 +244,14 @@ function evaluate(exp, workerScript) {
Player.gainMoney(moneyGained);
workerScript.scriptRef.onlineMoneyMade += moneyGained;
Player.hacking_exp += expGainedOnSuccess;
Player.gainHackingExp(expGainedOnSuccess);
workerScript.scriptRef.onlineExpGained += expGainedOnSuccess;
console.log("Script successfully hacked " + server.hostname + " for $" + moneyGained + " and " + expGainedOnSuccess + " exp");
workerScript.scriptRef.log("Script successfully hacked " + server.hostname + " for $" + moneyGained + " and " + expGainedOnSuccess + " exp");
resolve("Hack success");
} else {
//Player only gains 25% exp for failure? TODO Can change this later to balance
Player.hacking_exp += expGainedOnFailure;
Player.gainHackingExp(expGainedOnFailure);
workerScript.scriptRef.onlineExpGained += expGainedOnFailure;
console.log("Script unsuccessful to hack " + server.hostname + ". Gained " + expGainedOnFailure + " exp");
@ -544,7 +544,7 @@ function scriptCalculateHackingTime(server) {
//The same as Player's calculateExpGain() function but takes in the server as an argument
function scriptCalculateExpGain(server) {
return Math.round(server.hackDifficulty * server.requiredHackingSkill * Player.hacking_exp_mult);
return Math.round(server.hackDifficulty * Player.hacking_exp_mult);
}
//The same as Player's calculatePercentMoneyHacked() function but takes in the server as an argument
@ -553,5 +553,7 @@ function scriptCalculatePercentMoneyHacked(server) {
var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked;
}

@ -203,6 +203,8 @@ PlayerObject.prototype.calculatePercentMoneyHacked = function() {
var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
if (percentMoneyHacked < 0) {return 0;}
if (percentMoneyHacked > 1) {return 1;}
return percentMoneyHacked;
}
@ -212,7 +214,7 @@ PlayerObject.prototype.calculatePercentMoneyHacked = function() {
//
// Note: Keep it at an integer for now,
PlayerObject.prototype.calculateExpGain = function() {
return Math.round(this.getCurrentServer().hackDifficulty * this.getCurrentServer().requiredHackingSkill * this.hacking_exp_mult);
return Math.round(this.getCurrentServer().hackDifficulty * this.hacking_exp_mult);
}
//Hack/Analyze a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
@ -232,27 +234,71 @@ PlayerObject.prototype.analyze = function() {
}
PlayerObject.prototype.gainMoney = function(money) {
if (isNaN(money)) {
console.log("ERR: NaN passed into Player.gainMoney()"); return;
}
this.money += money;
this.total_money += money;
this.lifetime_money += money;
}
PlayerObject.prototype.gainHackingExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainHackingExp()"); return;
}
this.hacking_exp += exp;
}
PlayerObject.prototype.gainStrengthExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainStrengthExp()"); return;
}
this.strength_exp += exp;
}
PlayerObject.prototype.gainDefenseExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into player.gainDefenseExp()"); return;
}
this.defense_exp += exp;
}
PlayerObject.prototype.gainDexterityExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainDexterityExp()"); return;
}
this.dexterity_exp += exp;
}
PlayerObject.prototype.gainAgilityExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainAgilityExp()"); return;
}
this.agility_exp += exp;
}
PlayerObject.prototype.gainCharismaExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainCharismaExp()"); return;
}
this.charisma_exp += exp;
}
/* Working for Company */
PlayerObject.prototype.finishWork = function(cancelled) {
//Since the work was cancelled early, player only gains half of what they've earned so far
var cancMult = 1;
if (cancelled) {
cancMult = 2;
}
if (cancelled) {cancMult = 2;}
if (Engine.Debug) {
console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
}
this.hacking_exp += (this.workHackExpGained / cancMult);
this.strength_exp += (this.workStrExpGained / cancMult);
this.defense_exp += (this.workDefExpGained / cancMult);
this.dexterity_exp += (this.workDexExpGained / cancMult);
this.agility_exp += (this.workAgiExpGained / cancMult);
this.charisma_exp += (this.workChaExpGained / cancMult);
this.gainHackingExp(this.workHackExpGained / cancMult);
this.gainStrengthExp(this.workStrExpGained / cancMult);
this.gainDefenseExp(this.workDefExpGained / cancMult);
this.gainDexterityExp(this.workDexExpGained / cancMult);
this.gainAgilityExp(this.workAgiExpGained / cancMult);
this.gainCharismaExp(this.workChaExpGained / cancMult);
var company = Companies[this.companyName];
company.playerReputation += (this.workRepGained / cancMult);
@ -279,13 +325,13 @@ PlayerObject.prototype.finishWork = function(cancelled) {
txt = "You worked a full shift of 8 hours! <br><br> " +
"You earned a total of: <br>" +
"$" + (this.workMoneyGained / cancMult) + "<br>" +
(this.workRepGained / cancMult) + " reputation for the company <br>" +
(this.workHackExpGained / cancMult) + " hacking exp <br>" +
(this.workStrExpGained / cancMult) + " strength exp <br>" +
(this.workDefExpGained / cancMult) + " defense exp <br>" +
(this.workDexExpGained / cancMult) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult) + " agility exp <br>" +
(this.workChaExpGained / cancMult) + " charisma exp <br>";
(this.workRepGained / cancMult).toFixed(3) + " reputation for the company <br>" +
(this.workHackExpGained / cancMult).toFixed(3) + " hacking exp <br>" +
(this.workStrExpGained / cancMult).toFixed(3) + " strength exp <br>" +
(this.workDefExpGained / cancMult).toFixed(3) + " defense exp <br>" +
(this.workDexExpGained / cancMult).toFixed(3) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>" +
(this.workChaExpGained / cancMult).toFixed(3) + " charisma exp <br>";
}
dialogBoxCreate(txt);
@ -353,8 +399,8 @@ PlayerObject.prototype.work = function(numCycles) {
this.timeWorked += Engine._idleSpeed * numCycles;
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
if (this.timeWorked >= 28800000) {
var maxCycles = 144000; //Number of cycles in 8 hours
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
var maxCycles = CONSTANTS.GameCyclesPer8Hours; //Number of cycles in 8 hours
this.workHackExpGained = this.workhackExpGainRate * maxCycles;
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
@ -515,8 +561,8 @@ PlayerObject.prototype.workForFaction = function(numCycles) {
this.timeWorked += Engine._idleSpeed * numCycles;
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
if (this.timeWorked >= 72000000) {
var maxCycles = 360000; //Number of cycles in 20 hours
if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
var maxCycles = CONSTANTS.GameCyclesPer20Hours; //Number of cycles in 20 hours
this.workHackExpGained = this.workhackExpGainRate * maxCycles;
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
this.workDefExpGained = this.workDefExpGainRate * maxCycles;

@ -396,7 +396,7 @@ initForeignServers = function() {
//"Low level" targets
var FoodNStuffServer = new Server();
FoodNStuffServer.init(createRandomIp(), "foodnstuff", "Food N Stuff Supermarket", true, false, false, false, 2);
FoodNStuffServer.setHackingParameters(1, 1000000, 10, 20);
FoodNStuffServer.setHackingParameters(1, 500000, 10, 20);
FoodNStuffServer.setPortProperties(0);
AddToAllServers(FoodNStuffServer);
@ -644,7 +644,7 @@ processServerGrowth = function(numCycles) {
//Apply serverGrowth for the calculated number of growth cycles
var serverGrowth = Math.pow(1.0001, numServerGrowthCyclesAdjusted);
console.log("serverGrowth ratio: " + serverGrowth);
//console.log("serverGrowth ratio: " + serverGrowth);
server.moneyAvailable *= serverGrowth;
}
}

@ -112,12 +112,12 @@ var Terminal = {
Player.getCurrentServer().moneyAvailable -= moneyGained;
Player.gainMoney(moneyGained);
Player.hacking_exp += expGainedOnSuccess;
Player.gainHackingExp(expGainedOnSuccess)
post("Hack successful! Gained $" + moneyGained + " and " + expGainedOnSuccess + " hacking EXP");
} else { //Failure
//Player only gains 25% exp for failure? TODO Can change this later to balance
Player.hacking_exp += expGainedOnFailure;
Player.gainHackingExp(expGainedOnFailure)
post("Failed to hack " + Player.getCurrentServer().hostname + ". Gained " + expGainedOnFailure + " hacking EXP");
}
}

@ -645,6 +645,7 @@ var Engine = {
updateHackProgress: function(numCycles = 1) {
var timeElapsedMilli = numCycles * Engine._idleSpeed;
Engine._actionTimeLeft -= (timeElapsedMilli/ 1000); //Substract idle speed (ms)
Engine._actionTimeLeft = Math.max(Engine._actionTimeLeft, 0);
//Calculate percent filled
var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100);