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Merge pull request #448 from danielyxie/v0.40.3-patch-2
V0.40.3 patch 2
This commit is contained in:
commit
ba72ad338e
@ -3,9 +3,10 @@ Netscript Documentation
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Netscript is the programming language used in the world of Bitburner.
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When you write scripts in Bitburner, they are written in the Netscript language.
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Netscript is simply a tiny subset of Javascript. This means that Netscript's
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syntax is almost idental to Javascript's, but it does not implement many of the
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features that Javascript has.
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Netscript is simply a subset of `JavaScript <https://developer.mozilla.org/en-US/docs/Web/JavaScript>`_,.
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This means that Netscript's syntax is
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identical to that of JavaScript, but it does not implement some of the features
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that JavaScript has.
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If you have any requests or suggestions to improve the Netscript language, feel free
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to reach out to the developer!
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@ -2,14 +2,18 @@
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Netscript 1.0
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=============
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Netscript 1.0 is implemented using modified version of Neil Fraser's
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Netscript 1.0 is implemented using a modified version of Neil Fraser's
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`JS-Interpreter <https://github.com/NeilFraser/JS-Interpreter>`_.
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This interpreter was created for ES5, which means that the code written
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for Netscript 1.0 must be compliant for that version. However, some additional
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ES6+ features are implemented through polyfills.
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This is an ES5 JavaScript interpreter. This means that (almost) any JavaScript feature
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that is available in ES5 is also available in Netscript 1.0. However, this also means
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that the interpreter does not natively support any JavaScript features introduced in versions
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ES6 or after.
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Netscript 1.0 scripts end with the ".script" extension.
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If you are confused by the ES5/ES6/etc. terminology, consider reading this:
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`WTF is ES6, ES8, ES2017, ECMAScript... <https://codeburst.io/javascript-wtf-is-es6-es8-es-2017-ecmascript-dca859e4821c>`_
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Netscript 1.0 scripts end with the ".script" extension in their filenames.
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Which ES6+ features are supported?
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----------------------------------
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@ -772,6 +772,18 @@ write
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is set to "w", then the data is written in "write" mode which means that it will overwrite all existing data on the text file. If *mode* is set to
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any other value then the data will be written in "append" mode which means that the data will be added at the end of the text file.
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tryWrite
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^^^^^^^^
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.. js:function:: tryWrite(port, data="")
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:param number port: Port to be written to
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:param string data: Data to try to write
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:returns: True if the data is successfully written to the port, and false otherwise
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Attempts to write data to the specified Netscript Port. If the port is full, the data will
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not be written. Otherwise, the data will be written normally
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read
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^^^^
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@ -813,6 +825,17 @@ clear
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If the *port/fn* argument is a string, then it specifies the name of a text file (.txt) and will delete all data from that text file.
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getPortHandle
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^^^^^^^^^^^^^
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.. js:function:: getPortHandle(port)
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:param number port: Port number
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Get a handle to a Netscript Port. See more details here: :ref:`netscript_ports`
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**WARNING:** Port Handles only work in :ref:`netscriptjs`. They will not work in :ref:`netscript1`.
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rm
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^^
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@ -1,9 +1,13 @@
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.. _netscript_misc:
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Netscript Miscellaneous
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=======================
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.. _netscript_ports:
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Netscript Ports
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---------------
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Netscript ports are endpoints that can be used to communicate between scripts.
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Netscript Ports are endpoints that can be used to communicate between scripts.
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A port is implemented as a sort of serialized queue, where you can only write
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and read one element at a time from the port. When you read data from a port,
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the element that is read is removed from the port.
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@ -55,9 +59,11 @@ And the data in port 1 will look like::
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**Port Handles**
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WARNING: Port Handles only work in :ref:`netscriptjs`. They do not work in :ref:`netscript1`
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The :js:func:`getPortHandle` Netscript function can be used to get a handle to a Netscript Port.
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This handle allows you to access several new port-related functions and the
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port's underlying data structure, which is just a Javascript array. The functions are:
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port's underlying data structure, which is just a JavaScript array. The functions are:
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.. js:method:: NetscriptPort.write(data)
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@ -6,6 +6,9 @@ let CONSTANTS = {
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//the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.
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MaxSkillLevel: 975,
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//Milliseconds per game cycle
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MilliPerCycle: 200,
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//How much reputation is needed to join a megacorporation's faction
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CorpFactionRepRequirement: 200e3,
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@ -493,12 +496,13 @@ let CONSTANTS = {
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"World Stock Exchange account and TIX API Access<br>",
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LatestUpdate:
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"v0.40.3<br>" +
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"* b1t_flum3.exe program can now be created immediately at Hacking level 1 (rather than hacking level 5)<br>" +
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"* UI improvements for the character overview panel and the left-hand menu (by mat-jaworski)<br>" +
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"* Improved the introductory tutorial<br>"
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`v0.40.3<br>
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* b1t_flum3.exe program can now be created immediately at Hacking level 1 (rather than hacking level 5)
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* UI improvements for the character overview panel and the left-hand menu (by mat-jaworski)
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* Updated documentation to reflect the fact that Netscript port handles (getPortHandle()) only works in NetscriptJS (2.0), NOT Netscript 1.0
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* Added tryWrite() Netscript function
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* When working (for a company/faction), experience is gained immediately/continuously rather than all at once when the work is finished
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* Improved the introductory tutorial`
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}
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export {CONSTANTS};
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@ -1847,6 +1847,25 @@ function NetscriptFunctions(workerScript) {
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throw makeRuntimeRejectMsg(workerScript, "Invalid argument passed in for write: " + port);
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}
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},
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tryWrite : function(port, data="") {
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if (workerScript.checkingRam) {
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return updateStaticRam("tryWrite", CONSTANTS.ScriptReadWriteRamCost);
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}
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updateDynamicRam("tryWrite", CONSTANTS.ScriptReadWriteRamCost);
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if (!isNaN(port)) {
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port = Math.round(port);
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if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {
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throw makeRuntimeRejectMsg(workerScript, "ERROR: tryWrite() called on invalid port: " + port + ". Only ports 1-" + CONSTANTS.NumNetscriptPorts + " are valid.");
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}
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var port = NetscriptPorts[port-1];
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if (port == null || !(port instanceof NetscriptPort)) {
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throw makeRuntimeRejectMsg(workerScript, "Could not find port: " + port + ". This is a bug contact the game developer");
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}
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return port.tryWrite(data);
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} else {
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throw makeRuntimeRejectMsg(workerScript, "Invalid argument passed in for tryWrite: " + port);
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}
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},
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read : function(port) {
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if (workerScript.checkingRam) {
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return updateStaticRam("read", CONSTANTS.ScriptReadWriteRamCost);
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426
src/Player.js
426
src/Player.js
@ -30,6 +30,8 @@ import numeral from "numeral/min/numeral.min";
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import {formatNumber,
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convertTimeMsToTimeElapsedString} from "../utils/StringHelperFunctions";
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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function PlayerObject() {
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//Skills and stats
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this.hacking_skill = 1;
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@ -613,6 +615,7 @@ PlayerObject.prototype.resetWorkStatus = function() {
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workMoneyLossRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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@ -634,24 +637,109 @@ PlayerObject.prototype.resetWorkStatus = function() {
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document.getElementById("work-in-progress-text").innerHTML = "";
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}
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PlayerObject.prototype.gainWorkExp = function() {
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this.gainHackingExp(this.workHackExpGained);
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this.gainStrengthExp(this.workStrExpGained);
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this.gainDefenseExp(this.workDefExpGained);
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this.gainDexterityExp(this.workDexExpGained);
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this.gainAgilityExp(this.workAgiExpGained);
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this.gainCharismaExp(this.workChaExpGained);
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PlayerObject.prototype.processWorkEarnings = function(numCycles=1) {
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var hackExpGain = this.workHackExpGainRate * numCycles;
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var strExpGain = this.workStrExpGainRate * numCycles;
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var defExpGain = this.workDefExpGainRate * numCycles;
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var dexExpGain = this.workDexExpGainRate * numCycles;
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var agiExpGain = this.workAgiExpGainRate * numCycles;
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var chaExpGain = this.workChaExpGainRate * numCycles;
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this.gainHackingExp(hackExpGain);
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this.gainStrengthExp(strExpGain);
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this.gainDefenseExp(defExpGain);
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this.gainDexterityExp(dexExpGain);
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this.gainAgilityExp(agiExpGain);
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this.gainCharismaExp(chaExpGain);
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this.workHackExpGained += hackExpGain;
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this.workStrExpGained += strExpGain;
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this.workDefExpGained += defExpGain;
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this.workDexExpGained += dexExpGain;
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this.workAgiExpGained += agiExpGain;
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this.workChaExpGained += chaExpGain;
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this.workRepGained += this.workRepGainRate * numCycles;
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this.workMoneyGained += this.workMoneyGainRate * numCycles;
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this.workMoneyGained -= this.workMoneyLossRate * numCycles;
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}
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/* Working for Company */
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PlayerObject.prototype.startWork = function() {
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this.resetWorkStatus();
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this.isWorking = true;
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this.workType = CONSTANTS.WorkTypeCompany;
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this.workHackExpGainRate = this.getWorkHackExpGain();
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this.workStrExpGainRate = this.getWorkStrExpGain();
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this.workDefExpGainRate = this.getWorkDefExpGain();
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this.workDexExpGainRate = this.getWorkDexExpGain();
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this.workAgiExpGainRate = this.getWorkAgiExpGain();
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this.workChaExpGainRate = this.getWorkChaExpGain();
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this.workRepGainRate = this.getWorkRepGain();
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this.workMoneyGainRate = this.getWorkMoneyGain();
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this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
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//Remove all old event listeners from Cancel button
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var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
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newCancelButton.innerHTML = "Cancel Work";
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newCancelButton.addEventListener("click", function() {
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Player.finishWork(true);
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return false;
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});
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//Display Work In Progress Screen
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Engine.loadWorkInProgressContent();
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}
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PlayerObject.prototype.work = function(numCycles) {
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//Cap the number of cycles being processed to whatever would put you at
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//the work time limit (8 hours)
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var overMax = false;
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if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer8Hours) {
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overMax = true;
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numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / Engine._idleSpeed);
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}
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this.timeWorked += Engine._idleSpeed * numCycles;
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this.workRepGainRate = this.getWorkRepGain();
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this.processWorkEarnings(numCycles);
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//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
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if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
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return this.finishWork(false);
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}
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var comp = Companies[this.companyName], companyRep = "0";
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if (comp == null || !(comp instanceof Company)) {
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console.log("ERROR: Could not find Company: " + this.companyName);
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} else {
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companyRep = comp.playerReputation;
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}
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var txt = document.getElementById("work-in-progress-text");
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txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
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" at " + this.companyName + " (Current Company Reputation: " +
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formatNumber(companyRep, 0) + ")<br><br>" +
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"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
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"You have earned: <br><br>" +
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"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
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formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this company <br><br>" +
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formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
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formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
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formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
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formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
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formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
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formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
||||
"but you will only gain half of the reputation you've earned so far."
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishWork = function(cancelled, sing=false) {
|
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//Since the work was cancelled early, player only gains half of what they've earned so far
|
||||
if (cancelled) {
|
||||
this.workRepGained /= 2;
|
||||
}
|
||||
|
||||
this.gainWorkExp();
|
||||
|
||||
var company = Companies[this.companyName];
|
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company.playerReputation += (this.workRepGained);
|
||||
|
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@ -698,91 +786,6 @@ PlayerObject.prototype.finishWork = function(cancelled, sing=false) {
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startWork = function() {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
this.workType = CONSTANTS.WorkTypeCompany;
|
||||
|
||||
this.workHackExpGainRate = this.getWorkHackExpGain();
|
||||
this.workStrExpGainRate = this.getWorkStrExpGain();
|
||||
this.workDefExpGainRate = this.getWorkDefExpGain();
|
||||
this.workDexExpGainRate = this.getWorkDexExpGain();
|
||||
this.workAgiExpGainRate = this.getWorkAgiExpGain();
|
||||
this.workChaExpGainRate = this.getWorkChaExpGain();
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
this.workMoneyGainRate = this.getWorkMoneyGain();
|
||||
|
||||
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
||||
|
||||
//Remove all old event listeners from Cancel button
|
||||
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
||||
newCancelButton.innerHTML = "Cancel Work";
|
||||
newCancelButton.addEventListener("click", function() {
|
||||
Player.finishWork(true);
|
||||
return false;
|
||||
});
|
||||
|
||||
//Display Work In Progress Screen
|
||||
Engine.loadWorkInProgressContent();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.work = function(numCycles) {
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
|
||||
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
||||
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
||||
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
||||
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
||||
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
||||
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
||||
this.workRepGained += this.workRepGainRate * numCycles;
|
||||
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
||||
|
||||
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
||||
|
||||
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 >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
||||
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
||||
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
||||
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
||||
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
||||
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
||||
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
||||
this.workRepGained = this.workRepGainRate * maxCycles;
|
||||
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
||||
this.finishWork(false);
|
||||
return;
|
||||
}
|
||||
|
||||
var comp = Companies[this.companyName], companyRep = "0";
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
console.log("ERROR: Could not find Company: " + this.companyName);
|
||||
} else {
|
||||
companyRep = comp.playerReputation;
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
||||
" at " + this.companyName + " (Current Company Reputation: " +
|
||||
formatNumber(companyRep, 0) + ")<br><br>" +
|
||||
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
||||
"but you will only gain half of the reputation you've earned so far."
|
||||
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startWorkPartTime = function() {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
@ -811,57 +814,50 @@ PlayerObject.prototype.startWorkPartTime = function() {
|
||||
}
|
||||
|
||||
PlayerObject.prototype.workPartTime = function(numCycles) {
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
|
||||
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
||||
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
||||
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
||||
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
||||
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
||||
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
||||
this.workRepGained += this.workRepGainRate * numCycles;
|
||||
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
||||
|
||||
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at the
|
||||
//work time limit (8 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
overMax = true;
|
||||
numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / Engine._idleSpeed);
|
||||
}
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
||||
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
||||
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
||||
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
||||
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
||||
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
||||
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
||||
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
||||
this.workRepGained = this.workRepGainRate * maxCycles;
|
||||
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
||||
this.finishWorkPartTime();
|
||||
return;
|
||||
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
return this.finishWorkPartTime();
|
||||
}
|
||||
|
||||
var comp = Companies[this.companyName], companyRep = "0";
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
console.log("ERROR: Could not find Company: " + this.companyName);
|
||||
} else {
|
||||
companyRep = comp.playerReputation;
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
||||
" at " + Player.companyName + "<br><br>" +
|
||||
" at " + Player.companyName + " (Current Company Reputation: " +
|
||||
formatNumber(companyRep, 0) + ")<br><br>" +
|
||||
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
|
||||
"and there will be no penalty because this is a part-time job.";
|
||||
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishWorkPartTime = function(sing=false) {
|
||||
this.gainWorkExp();
|
||||
|
||||
var company = Companies[this.companyName];
|
||||
company.playerReputation += (this.workRepGained);
|
||||
|
||||
@ -903,51 +899,6 @@ PlayerObject.prototype.finishWorkPartTime = function(sing=false) {
|
||||
}
|
||||
|
||||
/* Working for Faction */
|
||||
PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {
|
||||
this.gainWorkExp();
|
||||
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
faction.playerReputation += (this.workRepGained);
|
||||
|
||||
this.gainMoney(this.workMoneyGained);
|
||||
|
||||
this.updateSkillLevels();
|
||||
|
||||
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||
"You earned a total of: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
||||
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
||||
if (!sing) {dialogBoxCreate(txt);}
|
||||
|
||||
var mainMenu = document.getElementById("mainmenu-container");
|
||||
mainMenu.style.visibility = "visible";
|
||||
|
||||
this.isWorking = false;
|
||||
|
||||
Engine.loadFactionContent();
|
||||
displayFactionContent(faction.name);
|
||||
if (sing) {
|
||||
var res="You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " +
|
||||
"You earned " +
|
||||
formatNumber(this.workRepGained, 4) + " rep, " +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
||||
formatNumber(this.workStrExpGained, 4) + " str exp, " +
|
||||
formatNumber(this.workDefExpGained, 4) + " def exp, " +
|
||||
formatNumber(this.workDexExpGained, 4) + " dex exp, " +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agi exp, and " +
|
||||
formatNumber(this.workChaExpGained, 4) + " cha exp.";
|
||||
this.resetWorkStatus();
|
||||
return res;
|
||||
}
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startFactionWork = function(faction) {
|
||||
//Update reputation gain rate to account for faction favor
|
||||
var favorMult = 1 + (faction.favor / 100);
|
||||
@ -1042,32 +993,19 @@ PlayerObject.prototype.workForFaction = function(numCycles) {
|
||||
this.workRepGainRate *= favorMult;
|
||||
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
||||
|
||||
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
||||
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
||||
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
||||
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
||||
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
||||
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
||||
this.workRepGained += this.workRepGainRate * numCycles;
|
||||
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
||||
|
||||
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
overMax = true;
|
||||
numCycles = Math.round((CONSTANTS.MillisecondsPer20Hours - this.timeWorked) / Engine._idleSpeed);
|
||||
}
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
|
||||
if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer20Hours;
|
||||
this.timeWorked = CONSTANTS.MillisecondsPer20Hours;
|
||||
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
||||
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
||||
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
||||
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
||||
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
||||
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
||||
this.workRepGained = this.workRepGainRate * maxCycles;
|
||||
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
||||
this.finishFactionWork(false);
|
||||
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
return this.finishWork(false);
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
@ -1075,19 +1013,61 @@ PlayerObject.prototype.workForFaction = function(numCycles) {
|
||||
" (Current Faction Reputation: " + formatNumber(faction.playerReputation, 0) + "). <br>" +
|
||||
"You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this faction <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this faction <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
|
||||
"You will automatically finish after working for 20 hours. You can cancel earlier if you wish.<br>" +
|
||||
"There is no penalty for cancelling earlier.";
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
faction.playerReputation += (this.workRepGained);
|
||||
|
||||
this.gainMoney(this.workMoneyGained);
|
||||
|
||||
this.updateSkillLevels();
|
||||
|
||||
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||
"You earned a total of: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
||||
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
||||
if (!sing) {dialogBoxCreate(txt);}
|
||||
|
||||
var mainMenu = document.getElementById("mainmenu-container");
|
||||
mainMenu.style.visibility = "visible";
|
||||
|
||||
this.isWorking = false;
|
||||
|
||||
Engine.loadFactionContent();
|
||||
displayFactionContent(faction.name);
|
||||
if (sing) {
|
||||
var res="You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " +
|
||||
"You earned " +
|
||||
formatNumber(this.workRepGained, 4) + " rep, " +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
||||
formatNumber(this.workStrExpGained, 4) + " str exp, " +
|
||||
formatNumber(this.workDefExpGained, 4) + " def exp, " +
|
||||
formatNumber(this.workDexExpGained, 4) + " dex exp, " +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agi exp, and " +
|
||||
formatNumber(this.workChaExpGained, 4) + " cha exp.";
|
||||
this.resetWorkStatus();
|
||||
return res;
|
||||
}
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
//Money gained per game cycle
|
||||
PlayerObject.prototype.getWorkMoneyGain = function() {
|
||||
@ -1363,36 +1343,25 @@ PlayerObject.prototype.takeClass = function(numCycles) {
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
var className = this.className;
|
||||
|
||||
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
||||
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
||||
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
||||
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
||||
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
||||
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
||||
this.workRepGained += this.workRepGainRate * numCycles;
|
||||
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
||||
this.workMoneyGained -= this.workMoneyLossRate * numCycles;
|
||||
|
||||
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"This has cost you: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
"You have gained: <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br>" +
|
||||
"You may cancel at any time";
|
||||
}
|
||||
|
||||
//The 'sing' argument defines whether or not this function was called
|
||||
//through a Singularity Netscript function
|
||||
PlayerObject.prototype.finishClass = function(sing=false) {
|
||||
this.gainWorkExp();
|
||||
this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000));
|
||||
|
||||
if (this.workMoneyGained > 0) {
|
||||
@ -1567,7 +1536,12 @@ PlayerObject.prototype.finishCrime = function(cancelled) {
|
||||
}
|
||||
}
|
||||
|
||||
this.gainWorkExp();
|
||||
this.gainHackingExp(this.workHackExpGained);
|
||||
this.gainStrengthExp(this.workStrExpGained);
|
||||
this.gainDefenseExp(this.workDefExpGained);
|
||||
this.gainDexterityExp(this.workDexExpGained);
|
||||
this.gainAgilityExp(this.workAgiExpGained);
|
||||
this.gainCharismaExp(this.workChaExpGained);
|
||||
}
|
||||
this.committingCrimeThruSingFn = false;
|
||||
this.singFnCrimeWorkerScript = null;
|
||||
|
Loading…
Reference in New Issue
Block a user