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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 21:53:50 +01:00
Got work functionality implemented
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@ -70,6 +70,7 @@ PlayerObject.prototype.applyForJob = function(entryPosType) {
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this.companyPosition = pos;
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this.companyPosition = pos;
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dialogBoxCreate("Congratulations! You were offered a new job at ", this.companyName, " as a " + pos.positionName);
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dialogBoxCreate("Congratulations! You were offered a new job at ", this.companyName, " as a " + pos.positionName);
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Engine.loadLocationContent();
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}
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}
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PlayerObject.prototype.applyForSoftwareJob = function() {
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PlayerObject.prototype.applyForSoftwareJob = function() {
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@ -86,6 +87,7 @@ PlayerObject.prototype.applyForSecurityEngineerJob = function() {
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this.companyName = company.companyName;
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.SecurityEngineer;
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this.companyPosition = CompanyPositions.SecurityEngineer;
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dialogBoxCreate("Congratulations, you were offered a position at ", this.companyName, " as a Security Engineer!" , "");
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dialogBoxCreate("Congratulations, you were offered a position at ", this.companyName, " as a Security Engineer!" , "");
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Engine.loadLocationContent();
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} else {
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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@ -124,6 +126,7 @@ PlayerObject.prototype.applyForEmployeeJob = function() {
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this.companyName = company.companyName;
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.Employee;
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this.companyPosition = CompanyPositions.Employee;
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dialogBoxCreate("Congratulations, you are now employed at ", this.companyName, "", "");
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dialogBoxCreate("Congratulations, you are now employed at ", this.companyName, "", "");
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Engine.loadLocationContent();
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} else {
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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@ -135,6 +138,7 @@ PlayerObject.prototype.applyForWaiterJob = function() {
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this.companyName = company.companyName;
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.Waiter;
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this.companyPosition = CompanyPositions.Waiter;
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dialogBoxCreate("Congratulations, you are now employed as a waiter at ", this.companyName, "", "");
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dialogBoxCreate("Congratulations, you are now employed as a waiter at ", this.companyName, "", "");
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Engine.loadLocationContent();
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} else {
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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@ -234,13 +234,13 @@ PlayerObject.prototype.finishWork = function(cancelled) {
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txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
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txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
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"Since you cancelled your work early, you only gained half of the experience, money, and reputation you earned. <br><br>" +
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"Since you cancelled your work early, you only gained half of the experience, money, and reputation you earned. <br><br>" +
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"You earned a total of: <br>" +
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"You earned a total of: <br>" +
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"$" + (this.workMoneyGained / cancMult) + "<br>" +
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"$" + (this.workMoneyGained / cancMult).toFixed(2) + "<br>" +
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(this.workRepGained / cancMult) + " reputation for the company <br>" +
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(this.workRepGained / cancMult).toFixed(3) + " reputation for the company <br>" +
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(this.workHackExpGained / cancMult) + " hacking exp <br>" +
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(this.workHackExpGained / cancMult).toFixed(3) + " hacking exp <br>" +
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(this.workStrExpGained / cancMult) + " strength exp <br>" +
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(this.workStrExpGained / cancMult).toFixed(3) + " strength exp <br>" +
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(this.workDefExpGained / cancMult) + " defense exp <br>" +
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(this.workDefExpGained / cancMult).toFixed(3) + " defense exp <br>" +
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(this.workDexExpGained / cancMult) + " dexterity exp <br>" +
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(this.workDexExpGained / cancMult).toFixed(3) + " dexterity exp <br>" +
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(this.workAgiExpGained / cancMult) + " agility exp <br>";
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(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>";
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} else {
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} else {
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txt = "You worked a full shirt of 8 hours! <br><br> " +
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txt = "You worked a full shirt of 8 hours! <br><br> " +
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@ -254,6 +254,11 @@ PlayerObject.prototype.finishWork = function(cancelled) {
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(this.workAgiExpGained / cancMult) + " agility exp <br>";
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(this.workAgiExpGained / cancMult) + " agility exp <br>";
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}
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}
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dialogBoxCreate(txt);
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dialogBoxCreate(txt);
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var mainMenu = document.getElementById("mainmenu-container");
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mainMenu.style.visibility = "visible";
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Engine.loadTerminalContent();
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}
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}
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PlayerObject.prototype.startWork = function() {
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PlayerObject.prototype.startWork = function() {
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@ -279,7 +284,7 @@ PlayerObject.prototype.startWork = function() {
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var cancelButton = document.getElementById("work-in-progress-cancel-button");
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var cancelButton = document.getElementById("work-in-progress-cancel-button");
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cancelButton.addEventListener("click", function() {
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cancelButton.addEventListener("click", function() {
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this.finishWork(true);
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Player.finishWork(true);
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});
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});
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//Display Work In Progress Screen
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//Display Work In Progress Screen
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@ -309,15 +314,15 @@ PlayerObject.prototype.work = function(numCycles) {
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" at " + Player.companyName + "<br><br>" +
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" at " + Player.companyName + "<br><br>" +
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"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<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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"You have earned: <br><br>" +
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"$" + this.workMoneyGained + " (" + this.workMoneyGainRate * cyclesPerSec + " / sec) <br><br>" +
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"$" + this.workMoneyGained + " (" + (this.workMoneyGainRate * cyclesPerSec).toFixed(2) + " / sec) <br><br>" +
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this.workRepGained + " (" + this.workRepGainRate * cyclesPerSec + " / sec) reputation for this company <br>" +
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this.workRepGained.toFixed(3) + " (" + (this.workRepGainRate * cyclesPerSec).toFixed(3) + " / sec) reputation for this company <br>" +
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this.workHackExpGained + " (" + this.workHackExpGainRate * cyclesPerSec + " / sec) hacking exp <br>" +
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this.workHackExpGained.toFixed(3) + " (" + (this.workHackExpGainRate * cyclesPerSec).toFixed(3) + " / sec) hacking exp <br>" +
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this.workStrExpGained + " (" + this.workStrExpGainRate * cyclesPerSec + " / sec) strength exp <br>" +
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this.workStrExpGained.toFixed(3) + " (" + (this.workStrExpGainRate * cyclesPerSec).toFixed(3) + " / sec) strength exp <br>" +
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this.workDefExpGained + " (" + this.workDefExpGainRate * cyclesPerSec + " / sec) defense exp <br>" +
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this.workDefExpGained.toFixed(3) + " (" + (this.workDefExpGainRate * cyclesPerSec).toFixed(3) + " / sec) defense exp <br>" +
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this.workDexExpGained + " (" + this.workDexExpGainRate * cyclesPerSec + " / sec) dexterity exp <br>" +
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this.workDexExpGained.toFixed(3) + " (" + (this.workDexExpGainRate * cyclesPerSec).toFixed(3) + " / sec) dexterity exp <br>" +
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this.workAgiExpGained + " (" + this.workAgiExpGainrate * cyclesPerSec + " / sec) agility exp <br> " +
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this.workAgiExpGained.toFixed(3) + " (" + (this.workAgiExpGainRate * cyclesPerSec).toFixed(3) + " / sec) agility exp <br><br> " +
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"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br><br>" +
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"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
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"but you will only gain half of the experience, money, and reputation you've earned so far."
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"but you will only gain half of the experience, money, and reputation you've earned so far."
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}
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}
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@ -331,31 +336,34 @@ PlayerObject.prototype.getWorkMoneyGain = function() {
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//Hack exp gained per game cycle
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//Hack exp gained per game cycle
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PlayerObject.prototype.getWorkHackExpGain = function() {
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PlayerObject.prototype.getWorkHackExpGain = function() {
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var company = Companies[this.companyName];
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var company = Companies[this.companyName];
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if (Engine.Debug) {
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console.log(company.companyName);
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}
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return this.companyPosition.hackingExpGain * company.expMultiplier * this.hacking_exp_mult;
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return this.companyPosition.hackingExpGain * company.expMultiplier * this.hacking_exp_mult;
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}
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}
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//Str exp gained per game cycle
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//Str exp gained per game cycle
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PlayerObject.prototype.getWorkStrExpGain = function() {
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PlayerObject.prototype.getWorkStrExpGain = function() {
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var company = Companies[this.companyName];
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var company = Companies[this.companyName];
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return this.companyPosition.strengthExpGain * company.expMultiplier * this.str_exp_mult;
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return this.companyPosition.strengthExpGain * company.expMultiplier * this.strength_exp_mult;
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}
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}
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//Def exp gained per game cycle
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//Def exp gained per game cycle
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PlayerObject.prototype.getWorkDefExpGain = function() {
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PlayerObject.prototype.getWorkDefExpGain = function() {
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var company = Companies[this.companyName];
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var company = Companies[this.companyName];
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return this.companyPosition.defenseExpGain * company.expMultiplier * this.def_exp_mult;
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return this.companyPosition.defenseExpGain * company.expMultiplier * this.defense_exp_mult;
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}
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}
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//Dex exp gained per game cycle
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//Dex exp gained per game cycle
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PlayerObject.prototype.getWorkDexExpGain = function() {
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PlayerObject.prototype.getWorkDexExpGain = function() {
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var company = Companies[this.companyName];
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var company = Companies[this.companyName];
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return this.companyPosition.dexterityExpGain * company.expMultiplier * this.dex_exp_mult;
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return this.companyPosition.dexterityExpGain * company.expMultiplier * this.dexterity_exp_mult;
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}
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}
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//Agi exp gained per game cycle
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//Agi exp gained per game cycle
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PlayerObject.prototype.getWorkAgiExpGain = function() {
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PlayerObject.prototype.getWorkAgiExpGain = function() {
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var company = Companies[this.companyName];
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var company = Companies[this.companyName];
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return this.companyPosition.agilityExpGain * company.expMultiplier * this.agi_exp_mult;
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return this.companyPosition.agilityExpGain * company.expMultiplier * this.agility_exp_mult;
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}
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}
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//Reputation gained per game cycle
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//Reputation gained per game cycle
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@ -425,7 +425,7 @@ var Engine = {
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},
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},
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updateGame: function(numCycles = 1) {
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updateGame: function(numCycles = 1) {
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//Manual hack
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//Start Manual hack
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if (Player.startAction == true) {
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if (Player.startAction == true) {
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Engine._totalActionTime = Player.actionTime;
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Engine._totalActionTime = Player.actionTime;
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Engine._actionTimeLeft = Player.actionTime;
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Engine._actionTimeLeft = Player.actionTime;
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@ -437,7 +437,7 @@ var Engine = {
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}
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}
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if (Player.isWorking) {
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if (Player.isWorking) {
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//TODO
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Player.work(numCycles);
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}
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}
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//Counters
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//Counters
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