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:
Daniel Xie 2016-10-27 13:26:00 -05:00
parent 0a13496984
commit f6aaef455d
6 changed files with 157 additions and 43 deletions

@ -1,7 +1,10 @@
#terminal-container { #terminal-container {
position: fixed; position: fixed;
margin-left: 10%; margin-left: 10%;
height: 100%;
width: 99%; width: 99%;
overflow: auto;
overflow-y: scroll;
} }
#terminal { #terminal {
@ -10,6 +13,8 @@
height: auto; height: auto;
width: 100%; width: 100%;
font-size: 16px; font-size: 16px;
overflow: auto;
overflow-y: scroll;
} }
#terminal-input { #terminal-input {

@ -19,8 +19,20 @@
<a href="#" id="character-menu-link"> Character </a> <a href="#" id="character-menu-link"> Character </a>
</li> </li>
<li class="gym-tab"> <li class="create-script-tab" style="display:none">
<a href=#Gym> Gym </a> <a href="#" id="create-script-menu-link"> Create Script </a>
</li>
<li class="gym-tab" style="display:none">
<a href="#" id="gym-menu-link"> Gym </a>
</li>
<li class="world-tab" style="display:none">
<a href="#" id="world-menu-link"> World </a>
</li>
<li class="develop-gui-tab" style="display:none">
<a href="#" id="develop-gui-menu-link"> Develop GUI </a>
</li> </li>
</ul> </ul>
</div> </div>
@ -29,7 +41,7 @@
<!-- Terminal --> <!-- Terminal -->
<table id="terminal"> <table id="terminal">
<tr id="terminal-input"> <tr id="terminal-input">
<td>$ <input type="text" class="terminal-input"/></td> <td id="terminal-input-td">$ <input type="text" class="terminal-input"/></td>
</tr> </tr>
</table> <!-- End terminal --> </table> <!-- End terminal -->

@ -10,6 +10,7 @@ var Player = {
hacking_chance_multiplier: 2, //Increase through ascensions/augmentations hacking_chance_multiplier: 2, //Increase through ascensions/augmentations
//hacking_speed_multiplier: 5, //Decrease through ascensions/augmentations //hacking_speed_multiplier: 5, //Decrease through ascensions/augmentations
hacking_speed_multiplier: 1, //Make it faster for debugging hacking_speed_multiplier: 1, //Make it faster for debugging
hacking_money_multiplier: .01, //Increase through ascensions/augmentations. Can't go above 1
//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history //Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
//Accumulative stats and skills //Accumulative stats and skills
@ -55,7 +56,6 @@ var Player = {
//Flag to let the engine know the player is starting a hack //Flag to let the engine know the player is starting a hack
startHack: false, startHack: false,
finishHack : false,
hackingTime: 0, hackingTime: 0,
@ -64,6 +64,9 @@ var Player = {
Player.homeComputer.init("19.42.93.219", "home", "Home PC", true, true, true, true, 1); Player.homeComputer.init("19.42.93.219", "home", "Home PC", true, true, true, true, 1);
Player.currentServer = Player.homeComputer; Player.currentServer = Player.homeComputer;
//FOR TESTING ONLY
Player.homeComputer.programs.push("PortHack.exe");
var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar]; var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar];
for (var i = 0; i < NetworkGroup1.length; i++) { for (var i = 0; i < NetworkGroup1.length; i++) {
Player.homeComputer.serversOnNetwork.push(NetworkGroup1[i]); Player.homeComputer.serversOnNetwork.push(NetworkGroup1[i]);
@ -82,7 +85,7 @@ var Player = {
//The formula is: //The formula is:
// (hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty // (hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty
// ----------------------------------------------------------- * ----------------- // ----------------------------------------------------------- * -----------------
// hacking_chance_multiplier * hacking_skill) 100 // (hacking_chance_multiplier * hacking_skill) 100
calculateHackingChance: function() { calculateHackingChance: function() {
var difficultyMult = (100 - Player.currentServer.hackDifficulty) / 100; var difficultyMult = (100 - Player.currentServer.hackDifficulty) / 100;
var skillMult = (Player.hacking_chance_multiplier * Player.hacking_skill); var skillMult = (Player.hacking_chance_multiplier * Player.hacking_skill);
@ -98,22 +101,40 @@ var Player = {
calculateHackingTime: function() { calculateHackingTime: function() {
var difficultyMult = Player.currentServer.requiredHackingSkill * Player.currentServer.hackDifficulty; var difficultyMult = Player.currentServer.requiredHackingSkill * Player.currentServer.hackDifficulty;
var skillFactor = difficultyMult / Player.hacking_skill; var skillFactor = difficultyMult / Player.hacking_skill;
console.log("Player.hacking_speed_multiplier: " + Player.hacking_speed_multiplier);
return skillFactor * Player.hacking_speed_multiplier; return skillFactor * Player.hacking_speed_multiplier;
}, },
//Hack a server. Return the amount of money hacked. //Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
//This assumes that the server being hacked is not purchased by the palyer, that the player's hacking skill is greater than the //The formula is:
// (hacking_skill - (requiredLevel-1)) 100 - difficulty
// --------------------------------------* ----------------------- * hacking_money_multiplier
// hacking_skill 100
calculatePercentMoneyHacked: function() {
var difficultyMult = (100 - Player.currentServer.hackDifficulty) / 100;
var skillMult = (Player.hacking_skill - (Player.currentServer.requiredHackingSkill - 1)) / Player.hacking_skill;
var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_multiplier;
console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
return percentMoneyHacked;
},
//Returns how much EXP the player gains on a successful hack
//The formula is:
// difficulty * requiredLevel * hacking_multiplier
//
// Note: Keep it at an integer for now,
calculateExpGain: function() {
return Math.round(Player.currentServer.hackDifficulty * Player.currentServer.requiredHackingSkill * Player.hacking_exp_mult);
},
//Hack a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the
//required hacking skill and that the player has admin rights. //required hacking skill and that the player has admin rights.
hack: function(hackingSkill) { hack: function() {
Player.hackingTime = Player.calculateHackingTime(); Player.hackingTime = Player.calculateHackingTime();
console.log("Hacking time: " + Player.hackingTime); console.log("Hacking time: " + Player.hackingTime);
//Set the startHack flag so the engine starts the hacking process //Set the startHack flag so the engine starts the hacking process
Player.startHack = true; Player.startHack = true;
//DEBUG return Player.hackingTime;
return 5;
} }
}; };

@ -423,8 +423,6 @@ ForeignServers = {
/* Create a randomized network of all foreign servers */ /* Create a randomized network of all foreign servers */
createNetwork: function() { createNetwork: function() {
console.log("createNetwork() called");
//Groupings for creating a randomized network //Groupings for creating a randomized network
var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar]; var NetworkGroup1 = [ForeignServers.IronGym, ForeignServers.FoodNStuff, ForeignServers.SigmaCosmetics, ForeignServers.JoesGuns, ForeignServers.HongFangTeaHouse, ForeignServers.HaraKiriSushiBar];
var NetworkGroup2 = [ForeignServers.MaxHardware, ForeignServers.NectarNightclub, ForeignServers.Zer0Nightclub]; var NetworkGroup2 = [ForeignServers.MaxHardware, ForeignServers.NectarNightclub, ForeignServers.Zer0Nightclub];

@ -34,6 +34,37 @@ $(document).keyup(function(event) {
}); });
var Terminal = { var Terminal = {
finishHack: function() {
console.log("Hack done. Determining success/failure of hack. Re-enabling terminal and changing the id of the hack progress bar");
//Calculate whether hack was successful
var hackChance = Player.calculateHackingChance();
var rand = Math.random();
console.log("Hack success chance: " + hackChance + ", rand: " + rand);
var expGainedOnSuccess = Player.calculateExpGain();
var expGainedOnFailure = Math.round(expGainedOnSuccess / 4);
if (rand < hackChance) { //Success!
var moneyGained = Player.calculatePercentMoneyHacked();
moneyGained = Math.floor(Player.currentServer.moneyAvailable * moneyGained);
Player.currentServer.moneyAvailable -= moneyGained;
Player.money += moneyGained;
Player.hacking_exp += expGainedOnSuccess;
post("Hack successful! Gained $" + moneyGained + "and " + expGainedOnSuccess + " hacking EXP");
} else { //Failure
//Player only gains 25% exp for failure? TODO Can change this later to balance
Player.hacking_exp += expGainedOnFailure;
post("Failed to hack " + Player.currentServer.hostname + ". Gained " + expGainedOnFailure + " hacking EXP");
}
$("#hack-progress-bar").attr('id', "old-hack-progress-bar");
$("#hack-progress").attr('id', "old-hack-progress");
document.getElementById("terminal-input-td").innerHTML = '$ <input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', false);
},
executeCommand: function(command) { executeCommand: function(command) {
var commandArray = command.split(" "); var commandArray = command.split(" ");
@ -53,7 +84,7 @@ var Terminal = {
break; break;
case "connect": case "connect":
case "telnet": case "telnet":
//Disconnect from current server in terminal and connect to new one..maybe rename this to telnet? //Disconnect from current server in terminal and connect to new one
if (commandArray.length != 2) { if (commandArray.length != 2) {
post("Incorrect usage of connect/telnet command. Usage: connect/telnet [ip/hostname]"); post("Incorrect usage of connect/telnet command. Usage: connect/telnet [ip/hostname]");
return; return;
@ -79,7 +110,7 @@ var Terminal = {
post("Available: " + (Player.currentServer.maxRam - Player.currentServer.ramUsed).toString() + " GB"); post("Available: " + (Player.currentServer.maxRam - Player.currentServer.ramUsed).toString() + " GB");
break; break;
case "hack": case "hack":
//TODO Hack the current PC (usually for money) //Hack the current PC (usually for money)
//You can't hack your home pc or servers you purchased //You can't hack your home pc or servers you purchased
if (Player.currentServer.purchasedByPlayer) { if (Player.currentServer.purchasedByPlayer) {
post("Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers"); post("Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers");
@ -90,7 +121,12 @@ var Terminal = {
} else { } else {
hackProgressPost("Time left:"); hackProgressPost("Time left:");
hackProgressBarPost("["); hackProgressBarPost("[");
var hackResult = Player.hack(); var timeToHack = Player.hack();
//Disable terminal
console.log("Disabling terminal");
document.getElementById("terminal-input-td").innerHTML = '<input type="text" class="terminal-input"/>';
$('input[class=terminal-input]').prop('disabled', true);
} }
break; break;
case "help": case "help":
@ -108,7 +144,23 @@ var Terminal = {
//TODO //TODO
break; break;
case "ls": case "ls":
//TODO //Display all programs and scripts
var allFiles = [];
//Get all of the programs and scripts on the machine into one temporary array
for (var i = 0; i < Player.currentServer.programs.length; i++) {
allFiles.push(Player.currentServer.programs[i]);
}
for (var i = 0; i < Player.currentServer.scripts.length; i++) {
allFiles.push(Player.currentServer.scripts[i]);
}
//Sort the files alphabetically then print each
allFiles.sort();
for (var i = 0; i < allFiles.length; i++) {
post(allFiles[i]);
}
break; break;
case "netstat": case "netstat":
case "scan": case "scan":
@ -154,9 +206,27 @@ var Terminal = {
} }
}, },
//First called when the "run [program]" command is called. Checks to see if you
//have the executable and, if you do, calls the executeProgram() function
runProgram: function(programName) { runProgram: function(programName) {
//Check if you have the program on your computer. If you do, execute it, otherwise
//display an error message
for (var i = 0; i < Player.homeComputer.programs.length; i++) {
if (Player.homeComputer.programs[i] == programName) {
Terminal.executeProgram(programName);
return;
}
}
post("ERROR: No such executable");
},
//Contains the implementations of all possible programs
executeProgram: function(programName) {
switch (programName) { switch (programName) {
case "PortHack": case "PortHack.exe":
if (Player.currentServer.hasAdminRights) {
post("You already have root access to this computer. There is no reason to run PortHack.exe");
} else {
console.log("Running PortHack executable"); console.log("Running PortHack executable");
if (Player.currentServer.openPortCount >= Player.currentServer.numOpenPortsRequired) { if (Player.currentServer.openPortCount >= Player.currentServer.numOpenPortsRequired) {
Player.currentServer.hasAdminRights = true; Player.currentServer.hasAdminRights = true;
@ -165,6 +235,7 @@ var Terminal = {
} else { } else {
post("PortHack unsuccessful. Not enough ports have been opened"); post("PortHack unsuccessful. Not enough ports have been opened");
} }
}
break; break;
default: default:
post("Executable not found"); post("Executable not found");

@ -1,3 +1,7 @@
//Replaces the character at an index with a new character
String.prototype.replaceAt=function(index, character) {
return this.substr(0, index) + character + this.substr(index+character.length);
}
var Engine = { var Engine = {
@ -132,14 +136,15 @@ var Engine = {
//Manual hack //Manual hack
if (Player.startHack == true) { if (Player.startHack == true) {
console.log("Player.startHack flag was set to true");
Engine._totalHackTime = Player.hackingTime; Engine._totalHackTime = Player.hackingTime;
Engine._hackTimeLeft = Player.hackingTime; Engine._hackTimeLeft = Player.hackingTime;
Engine._manualHackInProgress = true; Engine._manualHackInProgress = true;
Engine._hackProgressBarCount = 0; Engine._hackProgressBarCount = 1;
Engine._hackProgressStr = "["; Engine._hackProgressStr = "[ ]";
Engine._hackTimeStr = "Time left: "; Engine._hackTimeStr = "Time left: ";
Player.startHack = false; Player.startHack = false;
document.getElementById("hack-progress-bar").style.whiteSpace = "pre";
} }
Engine.updateHackProgress(); Engine.updateHackProgress();
@ -155,33 +160,35 @@ var Engine = {
_totalHackTime: 0, _totalHackTime: 0,
_hackTimeLeft: 0, _hackTimeLeft: 0,
_hackTimeStr: "Time left: ", _hackTimeStr: "Time left: ",
_hackProgressStr: "[", _hackProgressStr: "[ ]",
_hackProgressBarCount: 0, _hackProgressBarCount: 1,
_manualHackInProgress: false, _manualHackInProgress: false,
updateHackProgress: function() { updateHackProgress: function() {
if (Engine._manualHackInProgress == true) { if (Engine._manualHackInProgress == true) {
console.log("Manual Hack in Progress");
Engine._hackTimeLeft -= (Engine._idleSpeed/ 1000); //Substract idle speed (ms) Engine._hackTimeLeft -= (Engine._idleSpeed/ 1000); //Substract idle speed (ms)
//Calculate percent filled //Calculate percent filled
var percent = Math.floor((1 - Engine._hackTimeLeft / Engine.totalhackTime) * 100); var percent = Math.round((1 - Engine._hackTimeLeft / Engine._totalHackTime) * 100);
console.log("Hack progress percent: " + percent);
//Update progress bar //Update progress bar
if (Engine._hackProgressBarCount * 2 < percent) { while (Engine._hackProgressBarCount * 2 <= percent) {
Engine._hackProgressStr += '|'; Engine._hackProgressStr = Engine._hackProgressStr.replaceAt(Engine._hackProgressBarCount, "|");
Engine._ProgressBarCount += 1; Engine._hackProgressBarCount += 1;
document.getElementbyId("hack-progress-bar").innerHTML = Engine._hackProgressStr;
} }
//Update hack time remaining //Update hack time remaining
//Engine._hackTimeStr = "Time left: " + Engine._hackTimeLeft.asString(); Engine._hackTimeStr = "Time left: " + Math.max(0, Math.round(Engine._hackTimeLeft)).toString() + "s";
document.getElementById("hack-progress").innerHTML = Engine._hackTimeStr;
//Dynamically update progress bar
document.getElementById("hack-progress-bar").innerHTML = Engine._hackProgressStr.replace( / /g, "&nbsp;" );
//Once percent is 100, the hack is completed //Once percent is 100, the hack is completed
if (percent >= 100) { if (percent >= 100) {
Engine.manualHackInProgress = false; Engine._manualHackInProgress = false;
Player.finishHack = true; Terminal.finishHack();
} }
} }
}, },