mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-18 12:15:44 +01:00
Added full hack functionality with animated progress bar and everthing. All thats left is balancing exp/money gains and also taking care of porthack stuff. Also fixed the terminal not being scrollable
This commit is contained in:
parent
0a13496984
commit
f6aaef455d
@ -1,7 +1,10 @@
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#terminal-container {
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position: fixed;
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margin-left: 10%;
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height: 100%;
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width: 99%;
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overflow: auto;
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overflow-y: scroll;
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}
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#terminal {
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@ -10,6 +13,8 @@
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height: auto;
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width: 100%;
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font-size: 16px;
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overflow: auto;
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overflow-y: scroll;
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}
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#terminal-input {
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20
index.html
20
index.html
@ -18,9 +18,21 @@
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<li class="character-tab">
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<a href="#" id="character-menu-link"> Character </a>
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</li>
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<li class="gym-tab">
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<a href=#Gym> Gym </a>
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<li class="create-script-tab" style="display:none">
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<a href="#" id="create-script-menu-link"> Create Script </a>
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</li>
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<li class="gym-tab" style="display:none">
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<a href="#" id="gym-menu-link"> Gym </a>
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</li>
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<li class="world-tab" style="display:none">
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<a href="#" id="world-menu-link"> World </a>
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</li>
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<li class="develop-gui-tab" style="display:none">
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<a href="#" id="develop-gui-menu-link"> Develop GUI </a>
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</li>
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</ul>
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</div>
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@ -29,7 +41,7 @@
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<!-- Terminal -->
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<table id="terminal">
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<tr id="terminal-input">
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<td>$ <input type="text" class="terminal-input"/></td>
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<td id="terminal-input-td">$ <input type="text" class="terminal-input"/></td>
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</tr>
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</table> <!-- End terminal -->
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@ -10,6 +10,7 @@ var Player = {
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hacking_chance_multiplier: 2, //Increase through ascensions/augmentations
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//hacking_speed_multiplier: 5, //Decrease through ascensions/augmentations
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hacking_speed_multiplier: 1, //Make it faster for debugging
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hacking_money_multiplier: .01, //Increase through ascensions/augmentations. Can't go above 1
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Accumulative stats and skills
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@ -55,7 +56,6 @@ var Player = {
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//Flag to let the engine know the player is starting a hack
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startHack: false,
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finishHack : false,
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hackingTime: 0,
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@ -63,6 +63,9 @@ var Player = {
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/* Initialize properties of Player's home computer */
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Player.homeComputer.init("19.42.93.219", "home", "Home PC", true, true, true, true, 1);
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Player.currentServer = Player.homeComputer;
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//FOR TESTING ONLY
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Player.homeComputer.programs.push("PortHack.exe");
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var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar];
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for (var i = 0; i < NetworkGroup1.length; i++) {
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@ -82,7 +85,7 @@ var Player = {
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//The formula is:
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// (hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty
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// ----------------------------------------------------------- * -----------------
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// hacking_chance_multiplier * hacking_skill) 100
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// (hacking_chance_multiplier * hacking_skill) 100
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calculateHackingChance: function() {
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var difficultyMult = (100 - Player.currentServer.hackDifficulty) / 100;
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var skillMult = (Player.hacking_chance_multiplier * Player.hacking_skill);
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@ -98,22 +101,40 @@ var Player = {
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calculateHackingTime: function() {
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var difficultyMult = Player.currentServer.requiredHackingSkill * Player.currentServer.hackDifficulty;
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var skillFactor = difficultyMult / Player.hacking_skill;
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console.log("Player.hacking_speed_multiplier: " + Player.hacking_speed_multiplier);
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return skillFactor * Player.hacking_speed_multiplier;
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},
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//Hack a server. Return the amount of money hacked.
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//This assumes that the server being hacked is not purchased by the palyer, that the player's hacking skill is greater than the
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//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
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//The formula is:
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// (hacking_skill - (requiredLevel-1)) 100 - difficulty
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// --------------------------------------* ----------------------- * hacking_money_multiplier
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// hacking_skill 100
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calculatePercentMoneyHacked: function() {
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var difficultyMult = (100 - Player.currentServer.hackDifficulty) / 100;
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var skillMult = (Player.hacking_skill - (Player.currentServer.requiredHackingSkill - 1)) / Player.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_multiplier;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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return percentMoneyHacked;
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},
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//Returns how much EXP the player gains on a successful hack
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//The formula is:
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// difficulty * requiredLevel * hacking_multiplier
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//
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// Note: Keep it at an integer for now,
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calculateExpGain: function() {
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return Math.round(Player.currentServer.hackDifficulty * Player.currentServer.requiredHackingSkill * Player.hacking_exp_mult);
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},
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//Hack a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
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//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the
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//required hacking skill and that the player has admin rights.
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hack: function(hackingSkill) {
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hack: function() {
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Player.hackingTime = Player.calculateHackingTime();
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console.log("Hacking time: " + Player.hackingTime);
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//Set the startHack flag so the engine starts the hacking process
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Player.startHack = true;
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//DEBUG
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return 5;
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return Player.hackingTime;
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}
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};
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@ -422,9 +422,7 @@ ForeignServers = {
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/* Create a randomized network of all foreign servers */
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createNetwork: function() {
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console.log("createNetwork() called");
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createNetwork: function() {
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//Groupings for creating a randomized network
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var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar];
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var NetworkGroup2 = [ForeignServers.MaxHardware, ForeignServers.NectarNightclub, ForeignServers.Zer0Nightclub];
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@ -34,6 +34,37 @@ $(document).keyup(function(event) {
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});
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var Terminal = {
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finishHack: function() {
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console.log("Hack done. Determining success/failure of hack. Re-enabling terminal and changing the id of the hack progress bar");
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//Calculate whether hack was successful
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var hackChance = Player.calculateHackingChance();
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var rand = Math.random();
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console.log("Hack success chance: " + hackChance + ", rand: " + rand);
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var expGainedOnSuccess = Player.calculateExpGain();
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var expGainedOnFailure = Math.round(expGainedOnSuccess / 4);
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if (rand < hackChance) { //Success!
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var moneyGained = Player.calculatePercentMoneyHacked();
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moneyGained = Math.floor(Player.currentServer.moneyAvailable * moneyGained);
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Player.currentServer.moneyAvailable -= moneyGained;
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Player.money += moneyGained;
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Player.hacking_exp += expGainedOnSuccess;
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post("Hack successful! Gained $" + moneyGained + "and " + expGainedOnSuccess + " hacking EXP");
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} else { //Failure
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//Player only gains 25% exp for failure? TODO Can change this later to balance
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Player.hacking_exp += expGainedOnFailure;
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post("Failed to hack " + Player.currentServer.hostname + ". Gained " + expGainedOnFailure + " hacking EXP");
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}
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$("#hack-progress-bar").attr('id', "old-hack-progress-bar");
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$("#hack-progress").attr('id', "old-hack-progress");
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document.getElementById("terminal-input-td").innerHTML = '$ <input type="text" class="terminal-input"/>';
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$('input[class=terminal-input]').prop('disabled', false);
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},
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executeCommand: function(command) {
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var commandArray = command.split(" ");
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@ -53,7 +84,7 @@ var Terminal = {
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break;
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case "connect":
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case "telnet":
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//Disconnect from current server in terminal and connect to new one..maybe rename this to telnet?
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//Disconnect from current server in terminal and connect to new one
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if (commandArray.length != 2) {
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post("Incorrect usage of connect/telnet command. Usage: connect/telnet [ip/hostname]");
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return;
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@ -79,7 +110,7 @@ var Terminal = {
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post("Available: " + (Player.currentServer.maxRam - Player.currentServer.ramUsed).toString() + " GB");
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break;
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case "hack":
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//TODO Hack the current PC (usually for money)
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//Hack the current PC (usually for money)
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//You can't hack your home pc or servers you purchased
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if (Player.currentServer.purchasedByPlayer) {
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post("Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers");
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@ -90,7 +121,12 @@ var Terminal = {
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} else {
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hackProgressPost("Time left:");
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hackProgressBarPost("[");
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var hackResult = Player.hack();
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var timeToHack = Player.hack();
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//Disable terminal
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console.log("Disabling terminal");
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document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
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$('input[class=terminal-input]').prop('disabled', true);
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}
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break;
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case "help":
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@ -108,7 +144,23 @@ var Terminal = {
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//TODO
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break;
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case "ls":
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//TODO
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//Display all programs and scripts
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var allFiles = [];
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//Get all of the programs and scripts on the machine into one temporary array
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for (var i = 0; i < Player.currentServer.programs.length; i++) {
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allFiles.push(Player.currentServer.programs[i]);
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}
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for (var i = 0; i < Player.currentServer.scripts.length; i++) {
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allFiles.push(Player.currentServer.scripts[i]);
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}
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//Sort the files alphabetically then print each
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allFiles.sort();
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for (var i = 0; i < allFiles.length; i++) {
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post(allFiles[i]);
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}
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break;
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case "netstat":
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case "scan":
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@ -154,16 +206,35 @@ var Terminal = {
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}
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},
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//First called when the "run [program]" command is called. Checks to see if you
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//have the executable and, if you do, calls the executeProgram() function
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runProgram: function(programName) {
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//Check if you have the program on your computer. If you do, execute it, otherwise
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//display an error message
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for (var i = 0; i < Player.homeComputer.programs.length; i++) {
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if (Player.homeComputer.programs[i] == programName) {
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Terminal.executeProgram(programName);
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return;
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}
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}
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post("ERROR: No such executable");
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},
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//Contains the implementations of all possible programs
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executeProgram: function(programName) {
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switch (programName) {
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case "PortHack":
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console.log("Running PortHack executable");
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if (Player.currentServer.openPortCount >= Player.currentServer.numOpenPortsRequired) {
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Player.currentServer.hasAdminRights = true;
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post("PortHack successful! Gained root access to " + Player.currentServer.hostname);
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//TODO Make this take time rather than be instant
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case "PortHack.exe":
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if (Player.currentServer.hasAdminRights) {
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post("You already have root access to this computer. There is no reason to run PortHack.exe");
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} else {
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post("PortHack unsuccessful. Not enough ports have been opened");
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console.log("Running PortHack executable");
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if (Player.currentServer.openPortCount >= Player.currentServer.numOpenPortsRequired) {
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Player.currentServer.hasAdminRights = true;
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post("PortHack successful! Gained root access to " + Player.currentServer.hostname);
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//TODO Make this take time rather than be instant
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} else {
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post("PortHack unsuccessful. Not enough ports have been opened");
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}
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}
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break;
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default:
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@ -1,3 +1,7 @@
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//Replaces the character at an index with a new character
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String.prototype.replaceAt=function(index, character) {
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return this.substr(0, index) + character + this.substr(index+character.length);
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}
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var Engine = {
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@ -132,14 +136,15 @@ var Engine = {
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//Manual hack
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if (Player.startHack == true) {
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console.log("Player.startHack flag was set to true");
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Engine._totalHackTime = Player.hackingTime;
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Engine._hackTimeLeft = Player.hackingTime;
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Engine._manualHackInProgress = true;
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Engine._hackProgressBarCount = 0;
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Engine._hackProgressStr = "[";
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Engine._hackProgressBarCount = 1;
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Engine._hackProgressStr = "[ ]";
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Engine._hackTimeStr = "Time left: ";
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Player.startHack = false;
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document.getElementById("hack-progress-bar").style.whiteSpace = "pre";
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}
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Engine.updateHackProgress();
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@ -155,33 +160,35 @@ var Engine = {
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_totalHackTime: 0,
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_hackTimeLeft: 0,
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_hackTimeStr: "Time left: ",
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_hackProgressStr: "[",
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_hackProgressBarCount: 0,
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_hackProgressStr: "[ ]",
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_hackProgressBarCount: 1,
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_manualHackInProgress: false,
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updateHackProgress: function() {
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if (Engine._manualHackInProgress == true) {
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console.log("Manual Hack in Progress");
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Engine._hackTimeLeft -= (Engine._idleSpeed/ 1000); //Substract idle speed (ms)
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//Calculate percent filled
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var percent = Math.floor((1 - Engine._hackTimeLeft / Engine.totalhackTime) * 100);
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console.log("Hack progress percent: " + percent);
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var percent = Math.round((1 - Engine._hackTimeLeft / Engine._totalHackTime) * 100);
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//Update progress bar
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if (Engine._hackProgressBarCount * 2 < percent) {
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Engine._hackProgressStr += '|';
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Engine._ProgressBarCount += 1;
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document.getElementbyId("hack-progress-bar").innerHTML = Engine._hackProgressStr;
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while (Engine._hackProgressBarCount * 2 <= percent) {
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Engine._hackProgressStr = Engine._hackProgressStr.replaceAt(Engine._hackProgressBarCount, "|");
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Engine._hackProgressBarCount += 1;
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}
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//Update hack time remaining
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//Engine._hackTimeStr = "Time left: " + Engine._hackTimeLeft.asString();
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Engine._hackTimeStr = "Time left: " + Math.max(0, Math.round(Engine._hackTimeLeft)).toString() + "s";
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document.getElementById("hack-progress").innerHTML = Engine._hackTimeStr;
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//Dynamically update progress bar
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document.getElementById("hack-progress-bar").innerHTML = Engine._hackProgressStr.replace( / /g, " " );
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//Once percent is 100, the hack is completed
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if (percent >= 100) {
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Engine.manualHackInProgress = false;
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Player.finishHack = true;
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Engine._manualHackInProgress = false;
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Terminal.finishHack();
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}
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}
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},
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