mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 09:43:54 +01:00
Gang-rework bugfixes and rebalancing. Started adding Gang API
This commit is contained in:
parent
a0ebcff0aa
commit
e73ebe843f
@ -93,6 +93,8 @@ let CONSTANTS = {
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ScriptSingularityFnRamMult: 2, // Multiplier for RAM cost outside of BN-4
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ScriptGangApiBaseRamCost: 4,
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ScriptBladeburnerApiBaseRamCost: 4,
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NumNetscriptPorts: 20,
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@ -511,6 +513,8 @@ let CONSTANTS = {
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*** Added a new category of upgrades for Gang Members: Augmentations
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*** Non-Augmentation Gang member upgrades are now significantly weaker
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*** Reputation for your Gang faction can no longer be gained through Infiltration
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*** Re-worked the territory 'warfare' mechanic so that player can choose when to engage in it
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*** Player's faction reputation multiplier no longer affects reputation gang from earning respect
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* RAM Cost of accessing the global document object lowered from 100 GB to 25 GB
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* RAM Cost to use Singularity Functions outside of BitNode-4 lowered by 75%. They now only cost twice as much as they do in BitNode-4
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* b1t_flum3.exe now takes significantly less time to create
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344
src/Gang.js
344
src/Gang.js
@ -16,7 +16,6 @@ import {gangMemberUpgradesMetadata} from "./data/gangmemberupgrades"
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import {Engine} from "./engine";
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import {Faction, Factions,
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displayFactionContent} from "./Faction";
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import {Player} from "./Player";
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import {numeralWrapper} from "./ui/numeralFormat";
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import {dialogBoxCreate} from "../utils/DialogBox";
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import {Reviver, Generic_toJSON,
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@ -156,7 +155,6 @@ export function Gang(facName, hacking=false) {
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this.members = []; //Array of GangMembers
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this.wanted = 1;
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this.respect = 1;
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this.power = 0;
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this.isHackingGang = hacking;
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@ -174,9 +172,19 @@ export function Gang(facName, hacking=false) {
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this.territoryClashChance = 0;
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this.territoryWarfareEngaged = false;
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this.notifyMemberDeath = true;
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}
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Gang.prototype.process = function(numCycles=1) {
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Gang.prototype.power() = function() {
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return AllGangs[this.facName].power;
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}
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Gang.prototype.getTerritory = function() {
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return AllGangs[this.facName].territory;
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}
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Gang.prototype.process = function(numCycles=1, player) {
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const CyclesPerSecond = 1000 / Engine._idleSpeed;
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if (isNaN(numCycles)) {
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@ -189,7 +197,7 @@ Gang.prototype.process = function(numCycles=1) {
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const cycles = Math.min(this.storedCycles, 10 * CyclesPerSecond);
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try {
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this.processGains(cycles);
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this.processGains(cycles, player);
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this.processExperienceGains(cycles);
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this.processTerritoryAndPowerGains(cycles);
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this.storedCycles -= cycles;
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@ -198,13 +206,13 @@ Gang.prototype.process = function(numCycles=1) {
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}
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}
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Gang.prototype.processGains = function(numCycles=1) {
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Gang.prototype.processGains = function(numCycles=1, player) {
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//Get gains per cycle
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var moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
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for (var i = 0; i < this.members.length; ++i) {
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respectGains += (this.members[i].calculateRespectGain());
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wantedLevelGains += (this.members[i].calculateWantedLevelGain());
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moneyGains += (this.members[i].calculateMoneyGain());
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respectGains += (this.members[i].calculateRespectGain(this));
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wantedLevelGains += (this.members[i].calculateWantedLevelGain(this));
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moneyGains += (this.members[i].calculateMoneyGain(this));
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}
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this.respectGainRate = respectGains;
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this.wantedGainRate = wantedLevelGains;
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@ -219,12 +227,12 @@ Gang.prototype.processGains = function(numCycles=1) {
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dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
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} else {
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var favorMult = 1 + (fac.favor / 100);
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fac.playerReputation += ((Player.faction_rep_mult * gain * favorMult) / GangRespectToReputationRatio);
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fac.playerReputation += ((player.faction_rep_mult * gain * favorMult) / GangRespectToReputationRatio);
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}
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// Keep track of respect gained per member
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for (let i = 0; i < this.members.length; ++i) {
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this.members[i].recordEarnedRespect(numCycles);
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this.members[i].recordEarnedRespect(numCycles, this);
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}
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} else {
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console.warn("respectGains calculated to be NaN");
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@ -248,7 +256,7 @@ Gang.prototype.processGains = function(numCycles=1) {
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console.warn("ERROR: wantedLevelGains is NaN");
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}
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if (typeof moneyGains === "number") {
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Player.gainMoney(moneyGains * numCycles);
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player.gainMoney(moneyGains * numCycles);
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} else {
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console.warn("ERROR: respectGains is NaN");
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}
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@ -257,6 +265,7 @@ Gang.prototype.processGains = function(numCycles=1) {
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Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
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this.storedTerritoryAndPowerCycles += numCycles;
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if (this.storedTerritoryAndPowerCycles < CyclesPerTerritoryAndPowerUpdate) { return; }
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this.storedTerritoryAndPowerCycles -= CyclesPerTerritoryAndPowerUpdate;
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// Process power first
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var gangName = this.facName;
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@ -265,14 +274,22 @@ Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
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if (name == gangName) {
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AllGangs[name].power += this.calculatePower();
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} else {
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var gain = Math.random() * 0.02; //TODO Adjust as necessary
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AllGangs[name].power += (gain);
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// Adjust these parameters as necessary
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const additiveGain = Math.random() * AllGangs[name].territory;
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AllGangs[name].power += (additiveGain);
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AllGangs[name].power *= 1.01;
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}
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}
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}
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// Determine if territory should be processed
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if (!this.territoryWarfareEngaged) { return; }
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if (this.territoryWarfareEngaged) {
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this.territoryClashChance = 1;
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} else if (this.territoryClashChance > 0) {
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// Engagement turned off, but still a positive clash chance. So there's
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// still a chance of clashing but it slowly goes down over time
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this.territoryClashChance = Math.max(0, this.territoryClashChance - 0.005);
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}
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// Then process territory
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for (var i = 0; i < GangNames.length; ++i) {
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@ -287,7 +304,7 @@ Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
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// If either of the gangs involved in this clash is the player, determine
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// whether to skip or process it using the clash chance
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if (thisGang === gangName || otherGang === gangName) {
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if (!(Math.random() <= this.territoryClashChance)) { continue; }
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if (!(Math.random() < this.territoryClashChance)) { continue; }
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}
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const thisPwr = AllGangs[thisGang].power;
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@ -300,16 +317,28 @@ Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
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}
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AllGangs[thisGang].territory += 0.0001;
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AllGangs[otherGang].territory -= 0.0001;
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if (thisGang === gangName) {
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this.clash(true); // Player won
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} else if (otherGang === gangName) {
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this.clash(false); // Player lost
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} else {
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AllGangs[otherGang].power *= (1 / 1.01);
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}
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} else {
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if (AllGangs[thisGang].territory <= 0) {
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return;
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}
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AllGangs[thisGang].territory -= 0.0001;
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AllGangs[otherGang].territory += 0.0001;
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if (thisGang === gangName) {
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this.clash(false); // Player lost
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} else if (otherGang === gangName) {
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this.clash(true); // Player won
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} else {
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AllGangs[thisGang].power *= (1 / 1.01);
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}
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}
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}
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this.storedTerritoryAndPowerCycles -= CyclesPerTerritoryAndPowerUpdate;
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}
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Gang.prototype.canRecruitMember = function() {
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@ -326,6 +355,24 @@ Gang.prototype.getRespectNeededToRecruitMember = function() {
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return Math.round(0.7 * Math.pow(i, 3) + 0.8 * Math.pow(i, 2));
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}
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Gang.prototype.recruitMember = function(name) {
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if (name === "" || !this.canRecruitMember()) { return false; }
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// Check for already-existing names
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let sameNames = this.members.filter((m) => {
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return m.name === name;
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});
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if (sameNames.length >= 1) { return false; }
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let member = new GangMember(name);
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this.members.push(member);
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if (routing.isOn(Page.Gang)) {
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this.createGangMemberDisplayElement(member);
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this.updateGangContent();
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}
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return true;
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}
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// Money and Respect gains multiplied by this number (< 1)
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Gang.prototype.getWantedPenalty = function() {
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return (this.respect) / (this.respect + this.wanted);
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@ -344,14 +391,61 @@ Gang.prototype.calculatePower = function() {
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for (var i = 0; i < this.members.length; ++i) {
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if (this.members[i].task instanceof GangMemberTask &&
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this.members[i].task.name == "Territory Warfare") {
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memberTotal += this.members[i].calculatePower();
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const gain = this.members[i].calculatePower();
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memberTotal += gain;
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}
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}
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return (0.0005 * memberTotal);
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}
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Gang.prototype.clash = function(won=false) {
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// Determine if a gang member should die
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let baseDeathChance;
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won ? baseDeathChance = 0.05 : baseDeathChance = 0.1;
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// If the clash was lost, the player loses a small percentage of power
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if (!won) {
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AllGangs[this.facName].power *= 0.98;
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}
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for (let i = this.members.length - 1; i >= 0; --i) {
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const member = this.members[i];
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// Only members assigned to Territory Warfare can die
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if (member.task.name !== "Territory Warfare") { continue; }
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// Chance to die is decreased based on defense
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const modifiedDeathChance = baseDeathChance / Math.pow(def, 0.25);
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if (Math.random() < modifiedDeathChance) {
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this.killMember(member);
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}
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}
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}
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Gang.prototype.killMember = function(memberObj) {
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// TODO
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const gangName = this.facName;
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// Player loses a percentage of total respect, plus whatever respect that member has earned
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const totalRespect = this.gang.respect;
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const lostRespect = (0.05 * totalRespect) + memberObj.earnedRespect;
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this.gang.respect = Math.max(0, totalRespect - lostRespect);
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for (let i = 0; i < this.members.length; ++i) {
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if (memberObj.name === this.members[i].name) {
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this.members.splice(i, 1);
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break;
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}
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}
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// Notify of death
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if (this.notifyMemberDeath) {
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dialogBoxCreate(`${memberObj.name} was killed in a gang clash! You lost ${lostRespect} respect`);
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}
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// Update UI
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if (routing.isOn(Page.Gang)) {
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this.displayGangMemberList();
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}
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}
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Gang.prototype.ascendMember = function(memberObj) {
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@ -380,6 +474,28 @@ Gang.prototype.ascendMember = function(memberObj) {
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}
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}
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// Returns only valid tasks for this gang. Excludes 'Unassigned'
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Gang.prototype.getAllTaskNames = function() {
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let tasks = [];
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const allTasks = Object.keys(GangMemberTasks);
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if (this.isHackingGang) {
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tasks = allTasks.filter((e) => {
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let task = GangMemberTasks[e];
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if (task == null) { return false; }
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if (e === "Unassigned") { return false; }
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return task.isHacking;
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});
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} else {
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tasks = allTasks.filter((e) => {
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let task = GangMemberTasks[e];
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if (task == null) { return false; }
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if (e === "Unassigned") { return false; }
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return task.isCombat;
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});
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}
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return tasks;
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}
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Gang.prototype.toJSON = function() {
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return Generic_toJSON("Gang", this);
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}
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@ -466,7 +582,7 @@ GangMember.prototype.unassignFromTask = function() {
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}
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//Gains are per cycle
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GangMember.prototype.calculateRespectGain = function() {
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GangMember.prototype.calculateRespectGain = function(gang) {
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var task = this.task;
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if (task == null || !(task instanceof GangMemberTask) || task.baseRespect === 0) {return 0;}
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var statWeight = (task.hackWeight/100) * this.hack +
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@ -477,13 +593,13 @@ GangMember.prototype.calculateRespectGain = function() {
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(task.chaWeight/100) * this.cha;
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statWeight -= (3.5 * task.difficulty);
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if (statWeight <= 0) { return 0; }
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var territoryMult = AllGangs[Player.gang.facName].territory;
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var territoryMult = AllGangs[gang.facName].territory;
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if (territoryMult <= 0) { return 0; }
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var respectMult = Player.gang.getWantedPenalty();
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var respectMult = gang.getWantedPenalty();
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return 12 * task.baseRespect * statWeight * territoryMult * respectMult;
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}
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GangMember.prototype.calculateWantedLevelGain = function() {
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GangMember.prototype.calculateWantedLevelGain = function(gang) {
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var task = this.task;
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if (task == null || !(task instanceof GangMemberTask) || task.baseWanted === 0) {return 0;}
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var statWeight = (task.hackWeight/100) * this.hack +
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@ -494,7 +610,7 @@ GangMember.prototype.calculateWantedLevelGain = function() {
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(task.chaWeight/100) * this.cha;
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statWeight -= (3.5 * task.difficulty);
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if (statWeight <= 0) {return 0;}
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var territoryMult = AllGangs[Player.gang.facName].territory;
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var territoryMult = AllGangs[gang.facName].territory;
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if (territoryMult <= 0) {return 0;}
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if (task.baseWanted < 0) {
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return task.baseWanted * statWeight * territoryMult;
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@ -503,7 +619,7 @@ GangMember.prototype.calculateWantedLevelGain = function() {
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}
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}
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GangMember.prototype.calculateMoneyGain = function() {
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GangMember.prototype.calculateMoneyGain = function(gang) {
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var task = this.task;
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if (task == null || !(task instanceof GangMemberTask) || task.baseMoney === 0) {return 0;}
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var statWeight = (task.hackWeight/100) * this.hack +
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@ -514,9 +630,9 @@ GangMember.prototype.calculateMoneyGain = function() {
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(task.chaWeight/100) * this.cha;
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statWeight -= (3.5 * task.difficulty);
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if (statWeight <= 0) {return 0;}
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var territoryMult = AllGangs[Player.gang.facName].territory;
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var territoryMult = AllGangs[gang.facName].territory;
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if (territoryMult <= 0) {return 0;}
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var respectMult = Player.gang.getWantedPenalty();
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var respectMult = gang.getWantedPenalty();
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return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
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}
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@ -531,8 +647,8 @@ GangMember.prototype.gainExperience = function(numCycles=1) {
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this.cha_exp += (task.chaWeight / 1500) * task.difficulty * numCycles;
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}
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GangMember.prototype.recordEarnedRespect = function(numCycles=1) {
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this.earnedRespect += (this.calculateRespectGain() * numCycles);
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GangMember.prototype.recordEarnedRespect = function(numCycles=1, gang) {
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this.earnedRespect += (this.calculateRespectGain(gang) * numCycles);
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}
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GangMember.prototype.ascend = function() {
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@ -617,6 +733,24 @@ GangMember.prototype.getAscensionResults = function() {
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}
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}
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GangMember.prototype.buyUpgrade = function(upg, player, gang) {
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if (!(upg instanceof GangMemberUpgrade)) {
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throw new Error(`Invalid 'upg' argument passed into GangMember.buyUpgrade`);
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}
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if (player.money.lt(upg.cost)) { return false; }
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player.loseMoney(upg.cost);
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if (upg.type === "g") {
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this.augmentations.push(upg.name);
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} else {
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this.upgrades.push(upg.name);
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}
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upg.apply(this);
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if (routing.isOn(Page.Gang) && UIElems.gangMemberUpgradeBoxOpened) {
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var initFilterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
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gang.createGangMemberUpgradeBox(player, initFilterValue);
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}
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}
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GangMember.prototype.toJSON = function() {
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return Generic_toJSON("GangMember", this);
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}
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@ -744,7 +878,7 @@ gangMemberUpgradesMetadata.forEach((e) => {
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});
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// Create a pop-up box that lets player purchase upgrades
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Gang.prototype.createGangMemberUpgradeBox = function(initialFilter="") {
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Gang.prototype.createGangMemberUpgradeBox = function(player, initialFilter="") {
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const boxId = "gang-member-upgrade-popup-box";
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if (UIElems.gangMemberUpgradeBoxOpened) {
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//Already opened, refreshing
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@ -759,9 +893,9 @@ Gang.prototype.createGangMemberUpgradeBox = function(initialFilter="") {
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UIElems.gangMemberUpgradeBoxElements = [UIElems.gangMemberUpgradeBoxFilter];
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var filter = UIElems.gangMemberUpgradeBoxFilter.value.toString();
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for (var i = 0; i < Player.gang.members.length; ++i) {
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if (Player.gang.members[i].name.indexOf(filter) > -1 || Player.gang.members[i].task.name.indexOf(filter) > -1) {
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var newPanel = Player.gang.members[i].createGangMemberUpgradePanel(this);
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for (var i = 0; i < this.members.length; ++i) {
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if (this.members[i].name.indexOf(filter) > -1 || this.members[i].task.name.indexOf(filter) > -1) {
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var newPanel = this.members[i].createGangMemberUpgradePanel(this, player);
|
||||
UIElems.gangMemberUpgradeBoxContent.appendChild(newPanel);
|
||||
UIElems.gangMemberUpgradeBoxElements.push(newPanel);
|
||||
}
|
||||
@ -773,7 +907,7 @@ Gang.prototype.createGangMemberUpgradeBox = function(initialFilter="") {
|
||||
value:initialFilter,
|
||||
onkeyup:()=>{
|
||||
var filterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
|
||||
this.createGangMemberUpgradeBox(filterValue);
|
||||
this.createGangMemberUpgradeBox(player, filterValue);
|
||||
}
|
||||
});
|
||||
|
||||
@ -782,7 +916,7 @@ Gang.prototype.createGangMemberUpgradeBox = function(initialFilter="") {
|
||||
var filter = UIElems.gangMemberUpgradeBoxFilter.value.toString();
|
||||
for (var i = 0; i < this.members.length; ++i) {
|
||||
if (this.members[i].name.indexOf(filter) > -1 || this.members[i].task.name.indexOf(filter) > -1) {
|
||||
UIElems.gangMemberUpgradeBoxElements.push(this.members[i].createGangMemberUpgradePanel(this));
|
||||
UIElems.gangMemberUpgradeBoxElements.push(this.members[i].createGangMemberUpgradePanel(this, player));
|
||||
}
|
||||
}
|
||||
|
||||
@ -793,7 +927,7 @@ Gang.prototype.createGangMemberUpgradeBox = function(initialFilter="") {
|
||||
}
|
||||
|
||||
//Create upgrade panels for each individual Gang Member
|
||||
GangMember.prototype.createGangMemberUpgradePanel = function(gangObj) {
|
||||
GangMember.prototype.createGangMemberUpgradePanel = function(gangObj, player) {
|
||||
var container = createElement("div", {
|
||||
border:"1px solid white",
|
||||
});
|
||||
@ -850,7 +984,7 @@ GangMember.prototype.createGangMemberUpgradePanel = function(gangObj) {
|
||||
for (let upgName in GangMemberUpgrades) {
|
||||
if (GangMemberUpgrades.hasOwnProperty(upgName)) {
|
||||
let upg = GangMemberUpgrades[upgName];
|
||||
if (Player.money.lt(upg.cost)) { continue; }
|
||||
if (player.money.lt(upg.cost)) { continue; }
|
||||
if (this.upgrades.includes(upgName) || this.augmentations.includes(upgName)) { continue; }
|
||||
switch (upg.type) {
|
||||
case "w":
|
||||
@ -902,16 +1036,7 @@ GangMember.prototype.createGangMemberUpgradePanel = function(gangObj) {
|
||||
class:"a-link-button", margin:"2px", padding:"2px", display:"block",
|
||||
fontSize:"11px",
|
||||
clickListener:()=>{
|
||||
if (Player.money.lt(upg.cost)) { return false; }
|
||||
Player.loseMoney(upg.cost);
|
||||
if (upg.type === "g") {
|
||||
memberObj.augmentations.push(upg.name);
|
||||
} else {
|
||||
memberObj.upgrades.push(upg.name);
|
||||
}
|
||||
upg.apply(memberObj);
|
||||
var initFilterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
|
||||
gangObj.createGangMemberUpgradeBox(initFilterValue);
|
||||
memberObj.buyUpgrade(upg, player, gangObj);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@ -971,10 +1096,12 @@ const UIElems = {
|
||||
gangTerritoryWarfareCheckbox: null,
|
||||
gangTerritoryWarfareCheckboxLabel: null,
|
||||
gangTerritoryWarfareClashChance: null,
|
||||
gangTerritoryDeathNotifyCheckbox: null,
|
||||
gangTerritoryDeathNotifyCheckboxLabel: null,
|
||||
gangTerritoryInfoText: null,
|
||||
}
|
||||
|
||||
Gang.prototype.displayGangContent = function() {
|
||||
Gang.prototype.displayGangContent = function(player) {
|
||||
if (!UIElems.gangContentCreated || UIElems.gangContainer == null) {
|
||||
UIElems.gangContentCreated = true;
|
||||
|
||||
@ -1084,25 +1211,21 @@ Gang.prototype.displayGangContent = function() {
|
||||
class: "std-button",
|
||||
clickListener: () => {
|
||||
let name = nameInput.value;
|
||||
|
||||
// Check for already-existing names
|
||||
let sameNames = this.members.filter((m) => {
|
||||
return m.name === name;
|
||||
});
|
||||
if (sameNames.length >= 1) {
|
||||
dialogBoxCreate("You already have a gang member with this name!");
|
||||
if (name === "") {
|
||||
dialogBoxCreate("You must enter a name for your Gang member!");
|
||||
return false;
|
||||
}
|
||||
if (!this.canRecruitMember()) {
|
||||
dialogBoxCreate("You cannot recruit another Gang member!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (name === "") {
|
||||
dialogBoxCreate("You must enter a name for your Gang member!");
|
||||
} else {
|
||||
let member = new GangMember(name);
|
||||
this.members.push(member);
|
||||
this.createGangMemberDisplayElement(member);
|
||||
this.updateGangContent();
|
||||
removeElementById(popupId);
|
||||
// At this point, the only way this can fail is if you already
|
||||
// have a gang member with the same name
|
||||
if (!this.recruitMember(name)) {
|
||||
dialogBoxCreate("You already have a gang member with this name!");
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
innerText: "Recruit Gang Member",
|
||||
@ -1168,7 +1291,7 @@ Gang.prototype.displayGangContent = function() {
|
||||
class:"a-link-button", display:"inline-block",
|
||||
innerHTML:"Manage Equipment",
|
||||
clickListener: () => {
|
||||
this.createGangMemberUpgradeBox();
|
||||
this.createGangMemberUpgradeBox(player);
|
||||
}
|
||||
});
|
||||
UIElems.gangManagementSubpage.appendChild(UIElems.gangExpandAllButton);
|
||||
@ -1189,13 +1312,16 @@ Gang.prototype.displayGangContent = function() {
|
||||
//Info text for territory page
|
||||
UIElems.gangTerritoryDescText = createElement("p", {
|
||||
width:"70%",
|
||||
innerHTML:"This page shows how much territory your Gang controls. This statistic is listed as a percentage, " +
|
||||
innerHTML:
|
||||
"This page shows how much territory your Gang controls. This statistic is listed as a percentage, " +
|
||||
"which represents how much of the total territory you control.<br><br>" +
|
||||
"Territory gain and loss is processed automatically and is updated every ~20 seconds. Your chances " +
|
||||
"to gain and lose territory depend on your Gang's power, which is listed in the display below. " +
|
||||
"Your gang's power is determined by the stats of all Gang members you have assigned to the " +
|
||||
"'Territory Warfare' task. Gang members that are not assigned to this task do not contribute to " +
|
||||
"your Gang's power.<br><br>" +
|
||||
"Every ~20 seconds, your gang has a chance to 'clash' with other gangs. Your chance " +
|
||||
"to win a clash depends on your gang's power, which is listed in the display below. " +
|
||||
"Your gang's power slowly accumulates over time. The accumulation rate is determined by the stats " +
|
||||
"of all Gang members you have assigned to the 'Territory Warfare' task. Gang members that are not " +
|
||||
"assigned to this task do not contribute to your gang's power.<br><br>" +
|
||||
"NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of whether you win " +
|
||||
"or lose the clash. A gang member being killed results in both respect and power loss for your gang.<br><br>" +
|
||||
"The amount of territory you have affects all aspects of your Gang members' production, including " +
|
||||
"money, respect, and wanted level. It is very beneficial to have high territory control.<br><br>"
|
||||
});
|
||||
@ -1215,20 +1341,64 @@ Gang.prototype.displayGangContent = function() {
|
||||
|
||||
UIElems.gangTerritoryWarfareCheckboxLabel = createElement("label", {
|
||||
color: "white",
|
||||
display: "inline-block",
|
||||
for: "gang-management-territory-warfare-checkbox",
|
||||
innerText: "Engage in Territory Warfare",
|
||||
tooltip: "Test",
|
||||
tooltip: "Engaging in Territory Warfare sets your clash chance to 100%. " +
|
||||
"Disengaging will cause your clash chance to gradually decrease until " +
|
||||
"it reaches 0%",
|
||||
});
|
||||
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareCheckbox);
|
||||
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareCheckboxLabel);
|
||||
|
||||
// Territory Clash chance
|
||||
UIElems.gangTerritoryWarfareClashChance = createElement("p");
|
||||
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
|
||||
UIElems.gangTerritoryWarfareClashChance = createElement("p", {display: "inline-block"});
|
||||
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareClashChance);
|
||||
|
||||
UIElems.gangTerritorySubpage.appendChild(createElement("div", {
|
||||
class: "help-tip",
|
||||
display: "inline-block",
|
||||
innerText: "?",
|
||||
clickListener: () => {
|
||||
dialogBoxCreate("This percentage represents the chance you have of 'clashing' with " +
|
||||
"with another gang. If you do not wish to gain/lose territory, " +
|
||||
"then keep this percentage at 0% by not engaging in territory " +
|
||||
"warfare.")
|
||||
},
|
||||
}));
|
||||
|
||||
// Checkbox for whether player wants to be notified of gang member death
|
||||
UIElems.gangTerritoryDeathNotifyCheckbox = createElement("input", {
|
||||
display: "inline-block",
|
||||
id: "gang-management-notify-member-death-checkbox",
|
||||
changeListener: () => {
|
||||
this.notifyMemberDeath = UIElems.gangTerritoryDeathNotifyCheckbox.checked;
|
||||
},
|
||||
margin: "2px",
|
||||
type: "checkbox",
|
||||
});
|
||||
UIElems.gangTerritoryDeathNotifyCheckbox.checked = this.notifyMemberDeath;
|
||||
|
||||
UIElems.gangTerritoryDeathNotifyCheckboxLabel = createElement("label", {
|
||||
color: "white",
|
||||
display: "inline-block",
|
||||
for: "gang-management-notify-member-death-checkbox",
|
||||
innerText: "Notify about Gang Member Deaths",
|
||||
tooltip: "If this is enabled, then you will receive a pop-up notifying you " +
|
||||
"whenever one of your Gang Members dies in a territory clash.",
|
||||
});
|
||||
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
|
||||
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDeathNotifyCheckbox);
|
||||
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDeathNotifyCheckboxLabel);
|
||||
|
||||
// Territory info (percentages of territory owned for each gang)
|
||||
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
|
||||
var territoryBorder = createElement("fieldset", {width:"50%", display:"block"});
|
||||
var territoryBorder = createElement("fieldset", {
|
||||
display:"block",
|
||||
margin: "6px",
|
||||
width:"50%",
|
||||
});
|
||||
|
||||
UIElems.gangTerritoryInfoText = createElement("p");
|
||||
|
||||
@ -1261,7 +1431,7 @@ Gang.prototype.updateGangContent = function() {
|
||||
if (UIElems.gangTerritorySubpage.style.display === "block") {
|
||||
// Territory Warfare Clash Chance
|
||||
UIElems.gangTerritoryWarfareClashChance.innerText =
|
||||
`Territory Clash Chance: ${numeralWrapper.format(this.gangTerritoryWarfareClashChance, '0.000%')}`;
|
||||
`Territory Clash Chance: ${numeralWrapper.format(this.territoryClashChance, '0.000%')}`;
|
||||
|
||||
// Update territory information
|
||||
UIElems.gangTerritoryInfoText.innerHTML = "";
|
||||
@ -1496,23 +1666,7 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
|
||||
});
|
||||
|
||||
// Get an array of the name of all tasks that are applicable for this Gang
|
||||
let tasks = null;
|
||||
const allTasks = Object.keys(GangMemberTasks);
|
||||
if (Player.gang.isHackingGang) {
|
||||
tasks = allTasks.filter((e) => {
|
||||
let task = GangMemberTasks[e];
|
||||
if (task == null) { return false; }
|
||||
if (e === "Unassigned") { return false; }
|
||||
return task.isHacking;
|
||||
});
|
||||
} else {
|
||||
tasks = allTasks.filter((e) => {
|
||||
let task = GangMemberTasks[e];
|
||||
if (task == null) { return false; }
|
||||
if (e === "Unassigned") { return false; }
|
||||
return task.isCombat;
|
||||
});
|
||||
}
|
||||
let tasks = this.getAllTaskNames();
|
||||
tasks.unshift("---");
|
||||
|
||||
// Create selector for Gang member task
|
||||
@ -1567,7 +1721,7 @@ Gang.prototype.createGangMemberDisplayElement = function(memberObj) {
|
||||
}
|
||||
|
||||
Gang.prototype.updateGangMemberDisplayElement = function(memberObj) {
|
||||
if (!UIElems.gangContentCreated || !Player.inGang()) {return;}
|
||||
if (!UIElems.gangContentCreated) { return; }
|
||||
var name = memberObj.name;
|
||||
|
||||
// Update stats + exp
|
||||
@ -1601,9 +1755,9 @@ Gang.prototype.updateGangMemberDisplayElement = function(memberObj) {
|
||||
var gainInfo = document.getElementById(name + "gang-member-gain-info");
|
||||
if (gainInfo) {
|
||||
gainInfo.innerHTML =
|
||||
[`Money: $ ${formatNumber(5*memberObj.calculateMoneyGain(), 2)} / sec`,
|
||||
`Respect: ${formatNumber(5*memberObj.calculateRespectGain(), 6)} / sec`,
|
||||
`Wanted Level: ${formatNumber(5*memberObj.calculateWantedLevelGain(), 6)} / sec`,
|
||||
[`Money: $ ${formatNumber(5*memberObj.calculateMoneyGain(this), 2)} / sec`,
|
||||
`Respect: ${formatNumber(5*memberObj.calculateRespectGain(this), 6)} / sec`,
|
||||
`Wanted Level: ${formatNumber(5*memberObj.calculateWantedLevelGain(this), 6)} / sec`,
|
||||
`Total Respect Earned: ${formatNumber(memberObj.earnedRespect, 6)}`].join("<br>");
|
||||
}
|
||||
}
|
||||
|
@ -9,7 +9,7 @@ function unknownBladeburnerActionErrorMessage(functionName, actionType, actionNa
|
||||
}
|
||||
|
||||
function unknownBladeburnerExceptionMessage(functionName, err) {
|
||||
return `Bladeburner.${functionName}() failed with exception: ` + err;
|
||||
return `bladeburner.${functionName}() failed with exception: ` + err;
|
||||
}
|
||||
|
||||
function checkBladeburnerAccess(workerScript, functionName) {
|
||||
|
@ -46,7 +46,8 @@ import {TextFile, getTextFile, createTextFile} from "./TextFile";
|
||||
|
||||
import {unknownBladeburnerActionErrorMessage,
|
||||
unknownBladeburnerExceptionMessage,
|
||||
checkBladeburnerAccess} from "./NetscriptBladeburner.js";
|
||||
checkBladeburnerAccess} from "./NetscriptBladeburner";
|
||||
import * as nsGang from "./NetscriptGang";
|
||||
import {WorkerScript, workerScripts,
|
||||
killWorkerScript, NetscriptPorts} from "./NetscriptWorker";
|
||||
import {makeRuntimeRejectMsg, netscriptDelay,
|
||||
@ -1101,7 +1102,7 @@ function NetscriptFunctions(workerScript) {
|
||||
throw makeRuntimeRejectMsg(workerScript, "ps() failed. Invalid IP or hostname passed in: " + ip);
|
||||
}
|
||||
const processes = [];
|
||||
for(const i in server.runningScripts) {
|
||||
for (const i in server.runningScripts) {
|
||||
const script = server.runningScripts[i];
|
||||
processes.push({filename:script.filename, threads: script.threads, args: script.args.slice()})
|
||||
}
|
||||
@ -3534,7 +3535,196 @@ function NetscriptFunctions(workerScript) {
|
||||
return true;
|
||||
},
|
||||
|
||||
//Bladeburner API
|
||||
// Gang API
|
||||
gang : {
|
||||
getMemberNames : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getMemberNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getMemberNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getMemberNames");
|
||||
|
||||
try {
|
||||
const names = [];
|
||||
for (const member of Player.gang.members) {
|
||||
names.push(member.name);
|
||||
}
|
||||
return names;
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getMemberNames", e));
|
||||
}
|
||||
},
|
||||
getGangInformation : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getGangInformation", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getGangInformation", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getGangInformation");
|
||||
|
||||
try {
|
||||
return {
|
||||
faction: Player.gang.facName,
|
||||
isHacking: Player.gang.isHackingGang,
|
||||
moneyGainRate: Player.gang.moneyGainRate,
|
||||
power: Player.gang.getPower(),
|
||||
respect: Player.gang.respect,
|
||||
respectGainRate: Player.gang.respectGainRate,
|
||||
territory: Player.gang.getTerritory(),
|
||||
territoryClashChance: Player.gang.territoryClashChance,
|
||||
territoryWarfareEngaged: Player.gang.territoryWarfareEngaged,
|
||||
wantedLevel: Player.gang.wanted,
|
||||
wantedLevelGainRate: Player.gang.wantedGainRate,
|
||||
}
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getGangInformation", e));
|
||||
}
|
||||
},
|
||||
getMemberInformation : function(name) {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getMemberInformation", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getMemberInformation", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getMemberInformation");
|
||||
|
||||
try {
|
||||
for (const member of Player.gang.members) {
|
||||
if (member.name === name) {
|
||||
return {
|
||||
agility: member.agi,
|
||||
agilityEquipMult: member.agi_mult,
|
||||
agilityAscensionMult: member.agi_asc_mult,
|
||||
charisma: member.cha,
|
||||
defense: member.def,
|
||||
dexterity: member.dex,
|
||||
hacking: member.hack,
|
||||
strength: member.str
|
||||
task: member.task.name,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {}; // Member could not be found
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getMemberInformation", e));
|
||||
}
|
||||
},
|
||||
canRecruitMember : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("canRecruitMember", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("canRecruitMember", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "canRecruitMember");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("canRecruitMember", e));
|
||||
}
|
||||
},
|
||||
recruitMember : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("recruitMember", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("recruitMember", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "recruitMember");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("recruitMember", e));
|
||||
}
|
||||
},
|
||||
getTaskNames : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getTaskNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getTaskNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getTaskNames");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getTaskNames", e));
|
||||
}
|
||||
},
|
||||
setMemberTask : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("setMemberTask", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("setMemberTask", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "setMemberTask");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("setMemberTask", e));
|
||||
}
|
||||
},
|
||||
getEquipmentNames : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getEquipmentNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getEquipmentNames", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getEquipmentNames");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getEquipmentNames", e));
|
||||
}
|
||||
},
|
||||
getEquipmentCost : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("getEquipmentCost", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("getEquipmentCost", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "getEquipmentCost");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getEquipmentCost", e));
|
||||
}
|
||||
},
|
||||
purchaseEquipment : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("purchaseEquipment", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("purchaseEquipment", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "purchaseEquipment");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("purchaseEquipment", e));
|
||||
}
|
||||
},
|
||||
setTerritoryWarfare : function(engage) {
|
||||
if (workerScript.checkingRam) {
|
||||
return updateStaticRam("setTerritoryWarfare", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
}
|
||||
updateDynamicRam("setTerritoryWarfare", CONSTANTS.ScriptGangApiBaseRamCost / 2);
|
||||
nsGang.checkGangApiAccess(workerScript, "setTerritoryWarfare");
|
||||
|
||||
try {
|
||||
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("setTerritoryWarfare", e));
|
||||
}
|
||||
},
|
||||
getBonusTime : function() {
|
||||
if (workerScript.checkingRam) { return 0; }
|
||||
nsGang.checkGangApiAccess(workerScript, "getBonusTime");
|
||||
|
||||
try {
|
||||
return Math.round(Player.gang.storedCycles / 5);
|
||||
} catch(e) {
|
||||
throw makeRuntimeRejectMsg(workerScript, nsGang.unknownGangApiExceptionMessage("getBonusTime", e));
|
||||
}
|
||||
},
|
||||
}, // end gang namespace
|
||||
|
||||
// Bladeburner API
|
||||
bladeburner : {
|
||||
getContractNames : function() {
|
||||
if (workerScript.checkingRam) {
|
||||
|
17
src/NetscriptGang.js
Normal file
17
src/NetscriptGang.js
Normal file
@ -0,0 +1,17 @@
|
||||
import {Player} from "./Player";
|
||||
import {Gang} from "./Gang";
|
||||
import {makeRuntimeRejectMsg} from "./NetscriptEvaluator";
|
||||
|
||||
function unknownGangApiExceptionMessage(functionName, err) {
|
||||
return `gang.${functionName}() failed with exception: ` + err;
|
||||
}
|
||||
|
||||
function checkGangApiAccess(workerScript, functionName) {
|
||||
const accessDenied = `gang.${functionName}() failed because you do not currently have a Gang`;
|
||||
const hasAccess = Player.gang instanceof Gang;
|
||||
if (!hasAccess) {
|
||||
throw makeRuntimeRejectMsg(workerScript, accessDenied);
|
||||
}
|
||||
}
|
||||
|
||||
export {unknownBladeburnerActionErrorMessage, unknownBladeburnerExceptionMessage, checkBladeburnerAccess};
|
@ -219,7 +219,8 @@ function scriptEditorInit() {
|
||||
});
|
||||
|
||||
//Get functions from namespaces
|
||||
if (name === "bladeburner" || name === "hacknet") {
|
||||
const namespaces = ["bladeburner", "hacknet", "codingcontract", "gang"];
|
||||
if (namespaces.includes(name)) {
|
||||
let namespace = fns[name];
|
||||
if (typeof namespace !== "object") {continue;}
|
||||
let namespaceFns = Object.keys(namespace);
|
||||
@ -557,6 +558,8 @@ async function parseOnlyRamCalculate(server, code, workerScript) {
|
||||
func = workerScript.env.vars.bladeburner[ref];
|
||||
} else if (ref in workerScript.env.vars.codingcontract) {
|
||||
func = workerScript.env.vars.codingcontract[ref];
|
||||
} else if (ref in workerScript.env.vars.gang) {
|
||||
func = workerScript.env.vars.gang[ref];
|
||||
} else {
|
||||
func = workerScript.env.get(ref);
|
||||
}
|
||||
|
@ -419,7 +419,7 @@ const Engine = {
|
||||
loadGangContent: function() {
|
||||
Engine.hideAllContent();
|
||||
if (document.getElementById("gang-container") || Player.inGang()) {
|
||||
Player.gang.displayGangContent();
|
||||
Player.gang.displayGangContent(Player);
|
||||
routing.navigateTo(Page.Gang);
|
||||
} else {
|
||||
Engine.loadTerminalContent();
|
||||
@ -888,7 +888,7 @@ const Engine = {
|
||||
|
||||
//Gang, if applicable
|
||||
if (Player.bitNodeN == 2 && Player.inGang()) {
|
||||
Player.gang.process(numCycles);
|
||||
Player.gang.process(numCycles, Player);
|
||||
}
|
||||
|
||||
//Mission
|
||||
@ -1313,7 +1313,7 @@ const Engine = {
|
||||
|
||||
//Gang progress for BitNode 2
|
||||
if (Player.bitNodeN != null && Player.bitNodeN === 2 && Player.inGang()) {
|
||||
Player.gang.process(numCyclesOffline);
|
||||
Player.gang.process(numCyclesOffline, Player);
|
||||
}
|
||||
|
||||
//Bladeburner offline progress
|
||||
|
Loading…
Reference in New Issue
Block a user