mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 01:33:54 +01:00
commit
dbade4e555
@ -1,5 +1,5 @@
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CONSTANTS = {
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CONSTANTS = {
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Version: "0.7",
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Version: "0.8",
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience
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//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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//and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then
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@ -167,7 +167,7 @@ function PlayerObject() {
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this.hacknet_node_level_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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//Used to store the last update time.
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//Used to store the last update time.
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this.lastUpdate = new Date().getTime();
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this.lastUpdate = 0;
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this.totalPlaytime = 0;
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this.totalPlaytime = 0;
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};
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};
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@ -989,7 +989,7 @@ PlayerObject.prototype.takeClass = function(numCycles) {
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var cyclesPerSec = 1000 / Engine._idleSpeed;
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var cyclesPerSec = 1000 / Engine._idleSpeed;
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var txt = document.getElementById("work-in-progress-text");
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var txt = document.getElementById("work-in-progress-text");
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txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ".<br><br>" +
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txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
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"This has cost you: <br>" +
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"This has cost you: <br>" +
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"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
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"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
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"You have gained: <br>" +
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"You have gained: <br>" +
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@ -516,9 +516,9 @@ var Engine = {
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if (diff > 0) {
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if (diff > 0) {
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//Update the game engine by the calculated number of cycles
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//Update the game engine by the calculated number of cycles
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Engine.updateGame(diff);
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Engine._lastUpdate = _thisUpdate - offset;
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Engine._lastUpdate = _thisUpdate - offset;
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Player.lastUpdate = _thisUpdate - offset;
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Player.lastUpdate = _thisUpdate - offset;
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Engine.updateGame(diff);
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}
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}
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window.requestAnimationFrame(Engine.idleTimer);
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window.requestAnimationFrame(Engine.idleTimer);
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@ -714,18 +714,18 @@ var Engine = {
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console.log("Loaded game from save");
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console.log("Loaded game from save");
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Engine.setDisplayElements(); //Sets variables for important DOM elements
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Engine.setDisplayElements(); //Sets variables for important DOM elements
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Engine.init(); //Initialize buttons, work, etc.
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Engine.init(); //Initialize buttons, work, etc.
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Engine.start(); //Run main game loop and Scripts loop
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CompanyPositions.init();
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CompanyPositions.init();
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//Calculate the number of cycles have elapsed while offline
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//Calculate the number of cycles have elapsed while offline
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var thisUpdate = new Date().getTime();
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Engine._lastUpdate = new Date().getTime();
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var lastUpdate = Player.lastUpdate;
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var lastUpdate = Player.lastUpdate;
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var numCyclesOffline = Math.floor((thisUpdate - lastUpdate) / Engine._idleSpeed);
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var numCyclesOffline = Math.floor((Engine._lastUpdate - lastUpdate) / Engine._idleSpeed);
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/* Process offline progress */
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/* Process offline progress */
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processServerGrowth(numCyclesOffline); //Should be done before offline production for scripts
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processServerGrowth(numCyclesOffline); //Should be done before offline production for scripts
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loadAllRunningScripts(); //This also takes care of offline production for those scripts
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loadAllRunningScripts(); //This also takes care of offline production for those scripts
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if (Player.isWorking) {
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if (Player.isWorking) {
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console.log("work() called in load() for " + numCyclesOffline * Engine._idleSpeed + " milliseconds");
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if (Player.workType == CONSTANTS.WorkTypeFaction) {
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if (Player.workType == CONSTANTS.WorkTypeFaction) {
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Player.workForFaction(numCyclesOffline);
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Player.workForFaction(numCyclesOffline);
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} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
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} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
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@ -751,6 +751,9 @@ var Engine = {
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var time = numCyclesOffline * Engine._idleSpeed;
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var time = numCyclesOffline * Engine._idleSpeed;
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if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}
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if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}
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Player.totalPlaytime += time;
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Player.totalPlaytime += time;
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Player.lastUpdate = Engine._lastUpdate;
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Engine.start(); //Run main game loop and Scripts loop
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} else {
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} else {
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//No save found, start new game
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//No save found, start new game
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console.log("Initializing new game");
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console.log("Initializing new game");
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