import {Augmentations, applyAugmentation, AugmentationNames, PlayerOwnedAugmentation} from "./Augmentations.js"; import {BitNodes, BitNode, BitNodeMultipliers} from "./BitNode.js"; import {Company, Companies, getNextCompanyPosition, getJobRequirementText, CompanyPosition, CompanyPositions} from "./Company.js"; import {CONSTANTS} from "./Constants.js"; import {Programs} from "./CreateProgram.js"; import {determineCrimeSuccess} from "./Crimes.js"; import {Engine} from "./engine.js"; import {Factions, Faction, displayFactionContent} from "./Faction.js"; import {Gang, resetGangs} from "./Gang.js"; import {Locations} from "./Location.js"; import {AllServers, Server, AddToAllServers} from "./Server.js"; import {SpecialServerIps, SpecialServerNames} from "./SpecialServerIps.js"; import {SourceFiles, applySourceFile} from "./SourceFile.js"; import Decimal from '../utils/decimal.js'; import {dialogBoxCreate} from "../utils/DialogBox.js"; import {clearEventListeners} from "../utils/HelperFunctions.js"; import {createRandomIp} from "../utils/IPAddress.js"; import {Reviver, Generic_toJSON, Generic_fromJSON} from "../utils/JSONReviver.js"; import {formatNumber, convertTimeMsToTimeElapsedString} from "../utils/StringHelperFunctions.js"; function PlayerObject() { //Skills and stats this.hacking_skill = 1; //Combat stats this.hp = 10; this.max_hp = 10; this.strength = 1; //Damage dealt this.defense = 1; //Damage received this.dexterity = 1; //Accuracy this.agility = 1; //Dodge % //Labor stats this.charisma = 1; //Special stats this.intelligence = 0; //Hacking multipliers this.hacking_chance_mult = 1; //Increase through ascensions/augmentations this.hacking_speed_mult = 1; //Decrease through ascensions/augmentations this.hacking_money_mult = 1; //Increase through ascensions/augmentations. Can't go above 1 this.hacking_grow_mult = 1; //Experience and multipliers this.hacking_exp = 0; this.strength_exp = 0; this.defense_exp = 0; this.dexterity_exp = 0; this.agility_exp = 0; this.charisma_exp = 0; this.intelligence_exp= 0; this.hacking_mult = 1; this.strength_mult = 1; this.defense_mult = 1; this.dexterity_mult = 1; this.agility_mult = 1; this.charisma_mult = 1; this.hacking_exp_mult = 1; this.strength_exp_mult = 1; this.defense_exp_mult = 1; this.dexterity_exp_mult = 1; this.agility_exp_mult = 1; this.charisma_exp_mult = 1; this.company_rep_mult = 1; this.faction_rep_mult = 1; //Money this.money = new Decimal(1000); this.total_money = new Decimal(0); //Total money ever earned in this "simulation" this.lifetime_money = new Decimal(0); //Total money ever earned //IP Address of Starting (home) computer this.homeComputer = ""; //Location information this.city = Locations.Sector12; this.location = ""; //Company Information this.companyName = ""; //Name of Company, equivalent to an object from Locations this.companyPosition = ""; //CompanyPosition object //Servers this.currentServer = ""; //IP address of Server currently being accessed through terminal this.purchasedServers = []; //IP Addresses of purchased servers this.hacknetNodes = []; this.totalHacknetNodeProduction = 0; //Factions this.factions = []; //Names of all factions player has joined this.factionInvitations = []; //Outstanding faction invitations //Augmentations this.queuedAugmentations = []; this.augmentations = []; this.sourceFiles = []; //Crime statistics this.numPeopleKilled = 0; this.karma = 0; this.crime_money_mult = 1; this.crime_success_mult = 1; //Flag to let the engine know the player is starting an action // Current actions: hack, analyze this.startAction = false; this.actionTime = 0; //Flags/variables for working (Company, Faction, Creating Program, Taking Class) this.isWorking = false; this.workType = ""; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workMoneyLossRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.createProgramName = ""; this.createProgramReqLvl = 0; this.className = ""; this.crimeType = ""; this.timeWorked = 0; //in ms this.timeWorkedCreateProgram = 0; this.timeNeededToCompleteWork = 0; this.work_money_mult = 1; //Hacknet Node multipliers this.hacknet_node_money_mult = 1; this.hacknet_node_purchase_cost_mult = 1; this.hacknet_node_ram_cost_mult = 1; this.hacknet_node_core_cost_mult = 1; this.hacknet_node_level_cost_mult = 1; //Stock Market this.hasWseAccount = false; this.hasTixApiAccess = false; //Gang this.gang = 0; //bitnode this.bitNodeN = 1; //Flags for determining whether certain "thresholds" have been achieved this.firstFacInvRecvd = false; this.firstAugPurchased = false; this.firstJobRecvd = false; this.firstTimeTraveled = false; this.firstProgramAvailable = false; //Used to store the last update time. this.lastUpdate = 0; this.totalPlaytime = 0; this.playtimeSinceLastAug = 0; //Script production since last Aug installation this.scriptProdSinceLastAug = 0; }; PlayerObject.prototype.init = function() { /* Initialize Player's home computer */ var t_homeComp = new Server(createRandomIp(), "home", "Home PC", true, true, true, 8); this.homeComputer = t_homeComp.ip; this.currentServer = t_homeComp.ip; AddToAllServers(t_homeComp); this.getHomeComputer().programs.push(Programs.NukeProgram); } PlayerObject.prototype.prestigeAugmentation = function() { var homeComp = this.getHomeComputer(); this.currentServer = homeComp.ip; this.homeComputer = homeComp.ip; this.numPeopleKilled = 0; this.karma = 0; //Reset stats this.hacking_skill = 1; this.strength = 1; this.defense = 1; this.dexterity = 1; this.agility = 1; this.charisma = 1; this.hacking_exp = 0; this.strength_exp = 0; this.defense_exp = 0; this.dexterity_exp = 0; this.agility_exp = 0; this.charisma_exp = 0; this.money = new Decimal(1000); this.city = Locations.Sector12; this.location = ""; this.companyName = ""; this.companyPosition = ""; this.purchasedServers = []; this.factions = []; this.factionInvitations = []; this.queuedAugmentations = []; this.startAction = false; this.actionTime = 0; this.isWorking = false; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.createProgramName = ""; this.className = ""; this.crimeType = ""; this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.timeWorked = 0; this.lastUpdate = new Date().getTime(); this.playtimeSinceLastAug = 0; this.scriptProdSinceLastAug = 0; this.hacknetNodes.length = 0; this.totalHacknetNodeProduction = 0; } PlayerObject.prototype.prestigeSourceFile = function() { var homeComp = this.getHomeComputer(); this.currentServer = homeComp.ip; this.homeComputer = homeComp.ip; this.numPeopleKilled = 0; this.karma = 0; //Reset stats this.hacking_skill = 1; this.strength = 1; this.defense = 1; this.dexterity = 1; this.agility = 1; this.charisma = 1; this.hacking_exp = 0; this.strength_exp = 0; this.defense_exp = 0; this.dexterity_exp = 0; this.agility_exp = 0; this.charisma_exp = 0; this.money = new Decimal(1000); this.city = Locations.Sector12; this.location = ""; this.companyName = ""; this.companyPosition = ""; this.purchasedServers = []; this.factions = []; this.factionInvitations = []; this.queuedAugmentations = []; this.augmentations = []; this.startAction = false; this.actionTime = 0; this.isWorking = false; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.createProgramName = ""; this.className = ""; this.crimeType = ""; this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.timeWorked = 0; this.lastUpdate = new Date().getTime(); this.hacknetNodes.length = 0; this.totalHacknetNodeProduction = 0; //Gang this.gang = null; resetGangs(); //Reset Stock market this.hasWseAccount = false; this.hasTixApiAccess = false; this.playtimeSinceLastAug = 0; this.scriptProdSinceLastAug = 0; } PlayerObject.prototype.getCurrentServer = function() { return AllServers[this.currentServer]; } PlayerObject.prototype.getHomeComputer = function() { return AllServers[this.homeComputer]; } //Calculates skill level based on experience. The same formula will be used for every skill // At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796 TODO REcalculate this // Gets to level 1000 hacking skill at (TODO Determine this) PlayerObject.prototype.calculateSkill = function(exp) { return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1); } PlayerObject.prototype.updateSkillLevels = function() { this.hacking_skill = Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult); this.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult); this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult); this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult); this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult); this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult); if (this.intelligence > 0) { this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp)); } else { this.intelligence = 0; } var ratio = this.hp / this.max_hp; this.max_hp = Math.floor(10 + this.defense / 10); Player.hp = Math.round(this.max_hp * ratio); } PlayerObject.prototype.resetMultipliers = function() { this.hacking_chance_mult = 1; this.hacking_speed_mult = 1; this.hacking_money_mult = 1; this.hacking_grow_mult = 1; this.hacking_mult = 1; this.strength_mult = 1; this.defense_mult = 1; this.dexterity_mult = 1; this.agility_mult = 1; this.charisma_mult = 1; this.hacking_exp_mult = 1; this.strength_exp_mult = 1; this.defense_exp_mult = 1; this.dexterity_exp_mult = 1; this.agility_exp_mult = 1; this.charisma_exp_mult = 1; this.company_rep_mult = 1; this.faction_rep_mult = 1; this.crime_money_mult = 1; this.crime_success_mult = 1; this.hacknet_node_money_mult = 1; this.hacknet_node_purchase_cost_mult = 1; this.hacknet_node_ram_cost_mult = 1; this.hacknet_node_core_cost_mult = 1; this.hacknet_node_level_cost_mult = 1; this.work_money_mult = 1; } //Calculates the chance of hacking a server //The formula is: // (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty // ----------------------------------------------------------- * ----------------- // (2 * hacking_chance_multiplier * hacking_skill) 100 PlayerObject.prototype.calculateHackingChance = function() { var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100; var skillMult = (1.75 * this.hacking_skill) + (0.2 * this.intelligence); var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult; var chance = skillChance * difficultyMult * this.hacking_chance_mult; if (chance > 1) {return 1;} if (chance < 0) {return 0;} return chance; } //Calculate the time it takes to hack a server in seconds. Returns the time //The formula is: // (2.5 * requiredLevel * difficulty + 200) // ----------------------------------- * hacking_speed_multiplier // hacking_skill + 100 PlayerObject.prototype.calculateHackingTime = function() { var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty; var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100 + (0.1 * this.intelligence)); return 5 * skillFactor / this.hacking_speed_mult; } //Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful //The formula is: // (hacking_skill - (requiredLevel-1)) 100 - difficulty // --------------------------------------* ----------------------- * hacking_money_multiplier // hacking_skill 100 PlayerObject.prototype.calculatePercentMoneyHacked = function() { var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100; var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill; var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 240; console.log("Percent money hacked calculated to be: " + percentMoneyHacked); if (percentMoneyHacked < 0) {return 0;} if (percentMoneyHacked > 1) {return 1;} return percentMoneyHacked * BitNodeMultipliers.ManualHackMoney; } //Returns how much EXP the player gains on a successful hack //The formula is: // difficulty * requiredLevel * hacking_multiplier PlayerObject.prototype.calculateExpGain = function() { var s = this.getCurrentServer(); if (s.baseDifficulty == null) { s.baseDifficulty = s.hackDifficulty; } return (s.baseDifficulty * this.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain; } //Hack/Analyze 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. PlayerObject.prototype.hack = function() { this.actionTime = this.calculateHackingTime(); console.log("Hacking time: " + this.actionTime); this.startAction = true; //Set the startAction flag so the engine starts the hacking process } PlayerObject.prototype.analyze = function() { this.actionTime = 1; this.startAction = true; } PlayerObject.prototype.hasProgram = function(programName) { var home = Player.getHomeComputer(); for (var i = 0; i < home.programs.length; ++i) { if (programName.toLowerCase() == home.programs[i].toLowerCase()) {return true;} } return false; } PlayerObject.prototype.setMoney = function(money) { if (isNaN(money)) { console.log("ERR: NaN passed into Player.setMoney()"); return; } this.money = money; } PlayerObject.prototype.gainMoney = function(money) { if (isNaN(money)) { console.log("ERR: NaN passed into Player.gainMoney()"); return; } this.money = this.money.plus(money); this.total_money = this.total_money.plus(money); this.lifetime_money = this.lifetime_money.plus(money); } PlayerObject.prototype.loseMoney = function(money) { if (isNaN(money)) { console.log("ERR: NaN passed into Player.loseMoney()"); return; } this.money = this.money.minus(money); } PlayerObject.prototype.gainHackingExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainHackingExp()"); return; } this.hacking_exp += exp; } PlayerObject.prototype.gainStrengthExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainStrengthExp()"); return; } this.strength_exp += exp; } PlayerObject.prototype.gainDefenseExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into player.gainDefenseExp()"); return; } this.defense_exp += exp; } PlayerObject.prototype.gainDexterityExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainDexterityExp()"); return; } this.dexterity_exp += exp; } PlayerObject.prototype.gainAgilityExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainAgilityExp()"); return; } this.agility_exp += exp; } PlayerObject.prototype.gainCharismaExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainCharismaExp()"); return; } this.charisma_exp += exp; } PlayerObject.prototype.gainIntelligenceExp = function(exp) { if (isNaN(exp)) { console.log("ERROR: NaN passed into Player.gainIntelligenceExp()"); return; } var hasBn = false; for (var i = 0; i < this.sourceFiles.length; ++i) { if (this.sourceFiles[i].n === 5) { hasBn = true; break; } } if (hasBn || this.intelligence > 0) { this.intelligence_exp += exp; } else { console.log("Not gaining intelligence experience bc it hasn't been unlocked yet"); } } /******* Working functions *******/ PlayerObject.prototype.resetWorkStatus = function() { this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.timeWorked = 0; this.timeWorkedCreateProgram = 0; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.createProgramName = ""; this.className = ""; document.getElementById("work-in-progress-text").innerHTML = ""; } PlayerObject.prototype.gainWorkExp = function() { this.gainHackingExp(this.workHackExpGained); this.gainStrengthExp(this.workStrExpGained); this.gainDefenseExp(this.workDefExpGained); this.gainDexterityExp(this.workDexExpGained); this.gainAgilityExp(this.workAgiExpGained); this.gainCharismaExp(this.workChaExpGained); } /* Working for Company */ PlayerObject.prototype.finishWork = function(cancelled, sing=false) { //Since the work was cancelled early, player only gains half of what they've earned so far if (cancelled) { this.workRepGained /= 2; } this.gainWorkExp(); var company = Companies[this.companyName]; company.playerReputation += (this.workRepGained); this.gainMoney(this.workMoneyGained); this.updateSkillLevels(); var txt = "You earned a total of:
" + "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workRepGained, 4) + " reputation for the company
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; if (cancelled) { txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "Since you cancelled your work early, you only gained half of the reputation you earned.

" + txt; } else { txt = "You worked a full shift of 8 hours!

" + "You earned a total of:
" + txt; } if (!sing) {dialogBoxCreate(txt);} var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; //Engine.loadTerminalContent(); Engine.loadLocationContent(); if (sing) { return "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " and " + "earned $" + formatNumber(this.workMoneyGained, 2) + ", " + formatNumber(this.workRepGained, 4) + " reputation, " + formatNumber(this.workHackExpGained, 4) + " hacking exp, " + formatNumber(this.workStrExpGained, 4) + " strength exp, " + formatNumber(this.workDefExpGained, 4) + " defense exp, " + formatNumber(this.workDexExpGained, 4) + " dexterity exp, " + formatNumber(this.workAgiExpGained, 4) + " agility exp, and " + formatNumber(this.workChaExpGained, 4) + " charisma exp."; } } PlayerObject.prototype.startWork = function() { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeCompany; this.workHackExpGainRate = this.getWorkHackExpGain(); this.workStrExpGainRate = this.getWorkStrExpGain(); this.workDefExpGainRate = this.getWorkDefExpGain(); this.workDexExpGainRate = this.getWorkDexExpGain(); this.workAgiExpGainRate = this.getWorkAgiExpGain(); this.workChaExpGainRate = this.getWorkChaExpGain(); this.workRepGainRate = this.getWorkRepGain(); this.workMoneyGainRate = this.getWorkMoneyGain(); this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours; //Remove all old event listeners from Cancel button var newCancelButton = clearEventListeners("work-in-progress-cancel-button"); newCancelButton.innerHTML = "Cancel Work"; newCancelButton.addEventListener("click", function() { Player.finishWork(true); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.work = function(numCycles) { this.workRepGainRate = this.getWorkRepGain(); this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; this.timeWorked += Engine._idleSpeed * numCycles; //If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) { var maxCycles = CONSTANTS.GameCyclesPer8Hours; this.workHackExpGained = this.workHackExpGainRate * maxCycles; this.workStrExpGained = this.workStrExpGainRate * maxCycles; this.workDefExpGained = this.workDefExpGainRate * maxCycles; this.workDexExpGained = this.workDexExpGainRate * maxCycles; this.workAgiExpGained = this.workAgiExpGainRate * maxCycles; this.workChaExpGained = this.workChaExpGainRate * maxCycles; this.workRepGained = this.workRepGainRate * maxCycles; this.workMoneyGained = this.workMoneyGainRate * maxCycles; this.finishWork(false); return; } var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName + " at " + this.companyName + "

" + "You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You have earned:

" + "$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec)

" + formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company

" + formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp

" + formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp
" + formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp
" + formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp

" + formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp

" + "You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " + "but you will only gain half of the reputation you've earned so far." } PlayerObject.prototype.startWorkPartTime = function() { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeCompanyPartTime; this.workHackExpGainRate = this.getWorkHackExpGain(); this.workStrExpGainRate = this.getWorkStrExpGain(); this.workDefExpGainRate = this.getWorkDefExpGain(); this.workDexExpGainRate = this.getWorkDexExpGain(); this.workAgiExpGainRate = this.getWorkAgiExpGain(); this.workChaExpGainRate = this.getWorkChaExpGain(); this.workRepGainRate = this.getWorkRepGain(); this.workMoneyGainRate = this.getWorkMoneyGain(); this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours; var newCancelButton = clearEventListeners("work-in-progress-cancel-button"); newCancelButton.innerHTML = "Stop Working"; newCancelButton.addEventListener("click", function() { Player.finishWorkPartTime(); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.workPartTime = function(numCycles) { this.workRepGainRate = this.getWorkRepGain(); this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; this.timeWorked += Engine._idleSpeed * numCycles; //If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) { var maxCycles = CONSTANTS.GameCyclesPer8Hours; this.workHackExpGained = this.workHackExpGainRate * maxCycles; this.workStrExpGained = this.workStrExpGainRate * maxCycles; this.workDefExpGained = this.workDefExpGainRate * maxCycles; this.workDexExpGained = this.workDexExpGainRate * maxCycles; this.workAgiExpGained = this.workAgiExpGainRate * maxCycles; this.workChaExpGained = this.workChaExpGainRate * maxCycles; this.workRepGained = this.workRepGainRate * maxCycles; this.workMoneyGained = this.workMoneyGainRate * maxCycles; this.finishWorkPartTime(); return; } var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName + " at " + Player.companyName + "

" + "You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You have earned:

" + "$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec)

" + formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company

" + formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp

" + formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp
" + formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp
" + formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp

" + formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp

" + "You will automatically finish after working for 8 hours. You can cancel earlier if you wish,
" + "and there will be no penalty because this is a part-time job."; } PlayerObject.prototype.finishWorkPartTime = function(sing=false) { this.gainWorkExp(); var company = Companies[this.companyName]; company.playerReputation += (this.workRepGained); this.gainMoney(this.workMoneyGained); this.updateSkillLevels(); var txt = "You earned a total of:
" + "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workRepGained, 4) + " reputation for the company
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; txt = "You worked for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + txt; if (!sing) {dialogBoxCreate(txt);} var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; //Engine.loadTerminalContent(); Engine.loadLocationContent(); if (sing) { return "You worked for " + convertTimeMsToTimeElapsedString(this.timeWorked) + " and " + "earned a total of " + "$" + formatNumber(this.workMoneyGained, 2) + ", " + formatNumber(this.workRepGained, 4) + " reputation, " + formatNumber(this.workHackExpGained, 4) + " hacking exp, " + formatNumber(this.workStrExpGained, 4) + " strength exp, " + formatNumber(this.workDefExpGained, 4) + " defense exp, " + formatNumber(this.workDexExpGained, 4) + " dexterity exp, " + formatNumber(this.workAgiExpGained, 4) + " agility exp, and " + formatNumber(this.workChaExpGained, 4) + " charisma exp"; } } /* Working for Faction */ PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) { this.gainWorkExp(); var faction = Factions[this.currentWorkFactionName]; faction.playerReputation += (this.workRepGained); this.gainMoney(this.workMoneyGained); this.updateSkillLevels(); var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You earned a total of:
" + "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workRepGained, 4) + " reputation for the faction
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; if (!sing) {dialogBoxCreate(txt);} var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; //Engine.loadTerminalContent(); Engine.loadFactionContent(); displayFactionContent(faction.name); if (sing) { return "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " + "You earned " + formatNumber(this.workRepGained, 4) + " rep, " + formatNumber(this.workHackExpGained, 4) + " hacking exp, " + formatNumber(this.workStrExpGained, 4) + " str exp, " + formatNumber(this.workDefExpGained, 4) + " def exp, " + formatNumber(this.workDexExpGained, 4) + " dex exp, " + formatNumber(this.workAgiExpGained, 4) + " agi exp, and " + formatNumber(this.workChaExpGained, 4) + " cha exp."; } } PlayerObject.prototype.startFactionWork = function(faction) { //Update reputation gain rate to account for faction favor var favorMult = 1 + (faction.favor / 100); if (isNaN(favorMult)) {favorMult = 1;} this.workRepGainRate *= favorMult; this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain; this.isWorking = true; this.workType = CONSTANTS.WorkTypeFaction; this.currentWorkFactionName = faction.name; this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours; var cancelButton = clearEventListeners("work-in-progress-cancel-button"); cancelButton.innerHTML = "Stop Faction Work"; cancelButton.addEventListener("click", function() { Player.finishFactionWork(true); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.startFactionHackWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = .15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workRepGainRate = this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult; this.factionWorkType = CONSTANTS.FactionWorkHacking; this.currentWorkFactionDescription = "carrying out hacking contracts"; this.startFactionWork(faction); } PlayerObject.prototype.startFactionFieldWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = .1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workStrExpGainRate = .1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workDefExpGainRate = .1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workRepGainRate = this.getFactionFieldWorkRepGain(); this.factionWorkType = CONSTANTS.FactionWorkField; this.currentWorkFactionDescription = "carrying out field missions" this.startFactionWork(faction); } PlayerObject.prototype.startFactionSecurityWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workDefExpGainRate = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain; this.workRepGainRate = this.getFactionSecurityWorkRepGain(); this.factionWorkType = CONSTANTS.FactionWorkSecurity; this.currentWorkFactionDescription = "performing security detail" this.startFactionWork(faction); } PlayerObject.prototype.workForFaction = function(numCycles) { var faction = Factions[this.currentWorkFactionName]; //Constantly update the rep gain rate switch (this.factionWorkType) { case CONSTANTS.FactionWorkHacking: this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult; break; case CONSTANTS.FactionWorkField: this.workRepGainRate = this.getFactionFieldWorkRepGain(); break; case CONSTANTS.FactionWorkSecurity: this.workRepGainRate = this.getFactionSecurityWorkRepGain(); break; default: break; } //Update reputation gain rate to account for faction favor var favorMult = 1 + (faction.favor / 100); if (isNaN(favorMult)) {favorMult = 1;} this.workRepGainRate *= favorMult; this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain; this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; this.timeWorked += Engine._idleSpeed * numCycles; //If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) { var maxCycles = CONSTANTS.GameCyclesPer20Hours; this.timeWorked = CONSTANTS.MillisecondsPer20Hours; this.workHackExpGained = this.workHackExpGainRate * maxCycles; this.workStrExpGained = this.workStrExpGainRate * maxCycles; this.workDefExpGained = this.workDefExpGainRate * maxCycles; this.workDexExpGained = this.workDexExpGainRate * maxCycles; this.workAgiExpGained = this.workAgiExpGainRate * maxCycles; this.workChaExpGained = this.workChaExpGainRate * maxCycles; this.workRepGained = this.workRepGainRate * maxCycles; this.workMoneyGained = this.workMoneyGainRate * maxCycles; this.finishFactionWork(false); } var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are currently " + this.currentWorkFactionDescription + " for your faction " + faction.name + "." + " You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You have earned:

" + "$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec)

" + formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this faction

" + formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp

" + formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp
" + formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp
" + formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp

" + formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp

" + "You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
" + "There is no penalty for cancelling earlier."; } //Money gained per game cycle PlayerObject.prototype.getWorkMoneyGain = function() { var company = Companies[this.companyName]; return this.companyPosition.baseSalary * company.salaryMultiplier * this.work_money_mult * BitNodeMultipliers.CompanyWorkMoney; } //Hack exp gained per game cycle PlayerObject.prototype.getWorkHackExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.hackingExpGain * company.expMultiplier * this.hacking_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Str exp gained per game cycle PlayerObject.prototype.getWorkStrExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.strengthExpGain * company.expMultiplier * this.strength_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Def exp gained per game cycle PlayerObject.prototype.getWorkDefExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.defenseExpGain * company.expMultiplier * this.defense_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Dex exp gained per game cycle PlayerObject.prototype.getWorkDexExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.dexterityExpGain * company.expMultiplier * this.dexterity_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Agi exp gained per game cycle PlayerObject.prototype.getWorkAgiExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.agilityExpGain * company.expMultiplier * this.agility_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Charisma exp gained per game cycle PlayerObject.prototype.getWorkChaExpGain = function() { var company = Companies[this.companyName]; return this.companyPosition.charismaExpGain * company.expMultiplier * this.charisma_exp_mult * BitNodeMultipliers.CompanyWorkExpGain; } //Reputation gained per game cycle PlayerObject.prototype.getWorkRepGain = function() { var company = Companies[this.companyName]; var jobPerformance = this.companyPosition.calculateJobPerformance(this.hacking_skill, this.strength, this.defense, this.dexterity, this.agility, this.charisma); //Intelligence provides a flat bonus to job performance jobPerformance += (this.intelligence / CONSTANTS.MaxSkillLevel); //Update reputation gain rate to account for company favor var favorMult = 1 + (company.favor / 100); if (isNaN(favorMult)) {favorMult = 1;} return jobPerformance * this.company_rep_mult * favorMult; } PlayerObject.prototype.getFactionSecurityWorkRepGain = function() { var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel + this.strength / CONSTANTS.MaxSkillLevel + this.defense / CONSTANTS.MaxSkillLevel + this.dexterity / CONSTANTS.MaxSkillLevel + this.agility / CONSTANTS.MaxSkillLevel) / 5; return t * this.faction_rep_mult; } PlayerObject.prototype.getFactionFieldWorkRepGain = function() { var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel + this.strength / CONSTANTS.MaxSkillLevel + this.defense / CONSTANTS.MaxSkillLevel + this.dexterity / CONSTANTS.MaxSkillLevel + this.agility / CONSTANTS.MaxSkillLevel + this.charisma / CONSTANTS.MaxSkillLevel + this.intelligence / CONSTANTS.MaxSkillLevel) / 6; return t * this.faction_rep_mult; } /* Creating a Program */ PlayerObject.prototype.startCreateProgramWork = function(programName, time, reqLevel) { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeCreateProgram; //Time needed to complete work affected by hacking skill (linearly based on //ratio of (your skill - required level) to MAX skill) //var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking_skill - reqLevel)) / CONSTANTS.MaxSkillLevel; //if (timeMultiplier > 1) {timeMultiplier = 1;} //if (timeMultiplier < 0.01) {timeMultiplier = 0.01;} this.createProgramReqLvl = reqLevel; this.timeNeededToCompleteWork = time; //Check for incomplete program for (var i = 0; i < this.getHomeComputer().programs.length; ++i) { var programFile = this.getHomeComputer().programs[i]; if (programFile.startsWith(programName) && programFile.endsWith("%-INC")) { var res = programFile.split("-"); if (res.length != 3) {break;} var percComplete = Number(res[1].slice(0, -1)); if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {break;} this.timeWorkedCreateProgram = percComplete / 100 * this.timeNeededToCompleteWork; this.getHomeComputer().programs.splice(i, 1); } } this.createProgramName = programName; var cancelButton = clearEventListeners("work-in-progress-cancel-button"); cancelButton.innerHTML = "Cancel work on creating program"; cancelButton.addEventListener("click", function() { Player.finishCreateProgramWork(true); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.createProgramWork = function(numCycles) { //Higher hacking skill will allow you to create programs faster var reqLvl = this.createProgramReqLvl; var skillMult = (this.hacking_skill / reqLvl); //This should always be greater than 1; skillMult = 1 + ((skillMult - 1) / 5); //The divider constant can be adjusted as necessary //Skill multiplier directly applied to "time worked" this.timeWorked += (Engine._idleSpeed * numCycles); this.timeWorkedCreateProgram += (Engine._idleSpeed * numCycles * skillMult); var programName = this.createProgramName; if (this.timeWorkedCreateProgram >= this.timeNeededToCompleteWork) { this.finishCreateProgramWork(false); } var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are currently working on coding " + programName + ".

" + "You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "The program is " + (this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 100).toFixed(2) + "% complete.
" + "If you cancel, your work will be saved and you can come back to complete the program later."; } PlayerObject.prototype.finishCreateProgramWork = function(cancelled, sing=false) { var programName = this.createProgramName; if (cancelled === false) { dialogBoxCreate("You've finished creating " + programName + "!
" + "The new program can be found on your home computer."); this.getHomeComputer().programs.push(programName); } else { var perc = Math.floor(this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 100).toString(); var incompleteName = programName + "-" + perc + "%-INC"; this.getHomeComputer().programs.push(incompleteName); } if (!cancelled) { this.gainIntelligenceExp(this.createProgramReqLvl / CONSTANTS.IntelligenceProgramBaseExpGain); } var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadTerminalContent(); } /* Studying/Taking Classes */ PlayerObject.prototype.startClass = function(costMult, expMult, className) { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeStudyClass; this.className = className; var gameCPS = 1000 / Engine._idleSpeed; //Base exp gains per second var baseStudyComputerScienceExp = 0.5; var baseDataStructuresExp = 1; var baseNetworksExp = 2; var baseAlgorithmsExp = 4; var baseManagementExp = 2; var baseLeadershipExp = 4; var baseGymExp = 1; //Find cost and exp gain per game cycle var cost = 0; var hackExp = 0, strExp = 0, defExp = 0, dexExp = 0, agiExp = 0, chaExp = 0; switch (className) { case CONSTANTS.ClassStudyComputerScience: hackExp = baseStudyComputerScienceExp * expMult / gameCPS; break; case CONSTANTS.ClassDataStructures: cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS; hackExp = baseDataStructuresExp * expMult / gameCPS; break; case CONSTANTS.ClassNetworks: cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS; hackExp = baseNetworksExp * expMult / gameCPS; break; case CONSTANTS.ClassAlgorithms: cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS; hackExp = baseAlgorithmsExp * expMult / gameCPS; break; case CONSTANTS.ClassManagement: cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS; chaExp = baseManagementExp * expMult / gameCPS; break; case CONSTANTS.ClassLeadership: cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS; chaExp = baseLeadershipExp * expMult / gameCPS; break; case CONSTANTS.ClassGymStrength: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; strExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymDefense: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; defExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymDexterity: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; dexExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymAgility: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; agiExp = baseGymExp * expMult / gameCPS; break; default: throw new Error("ERR: Invalid/unrecognized class name"); return; } this.workMoneyLossRate = cost; this.workHackExpGainRate = hackExp * this.hacking_exp_mult * BitNodeMultipliers.ClassGymExpGain; this.workStrExpGainRate = strExp * this.strength_exp_mult * BitNodeMultipliers.ClassGymExpGain;; this.workDefExpGainRate = defExp * this.defense_exp_mult * BitNodeMultipliers.ClassGymExpGain;; this.workDexExpGainRate = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.ClassGymExpGain;; this.workAgiExpGainRate = agiExp * this.agility_exp_mult * BitNodeMultipliers.ClassGymExpGain;; this.workChaExpGainRate = chaExp * this.charisma_exp_mult * BitNodeMultipliers.ClassGymExpGain;; var cancelButton = clearEventListeners("work-in-progress-cancel-button"); if (className == CONSTANTS.ClassGymStrength || className == CONSTANTS.ClassGymDefense || className == CONSTANTS.ClassGymDexterity || className == CONSTANTS.ClassGymAgility) { cancelButton.innerHTML = "Stop training at gym"; } else { cancelButton.innerHTML = "Stop taking course"; } cancelButton.addEventListener("click", function() { Player.finishClass(); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.takeClass = function(numCycles) { this.timeWorked += Engine._idleSpeed * numCycles; var className = this.className; this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; this.workMoneyGained -= this.workMoneyLossRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "This has cost you:
" + "$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec)

" + "You have gained:
" + formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp
" + formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp
" + formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp
" + formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp
" + formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp
" + "You may cancel at any time"; } //The 'sing' argument defines whether or not this function was called //through a Singularity Netscript function PlayerObject.prototype.finishClass = function(sing=false) { this.gainWorkExp(); this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000)); if (this.workMoneyGained > 0) { throw new Error("ERR: Somehow gained money while taking class"); } this.loseMoney(this.workMoneyGained * -1); this.updateSkillLevels(); var txt = "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ",
" + "you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ".

" + "You earned a total of:
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; if (!sing) {dialogBoxCreate(txt);} var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadLocationContent(); if (sing) {return "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ", " + "you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ". " + "You earned a total of: " + formatNumber(this.workHackExpGained, 3) + " hacking exp, " + formatNumber(this.workStrExpGained, 3) + " strength exp, " + formatNumber(this.workDefExpGained, 3) + " defense exp, " + formatNumber(this.workDexExpGained, 3) + " dexterity exp, " + formatNumber(this.workAgiExpGained, 3) + " agility exp, and " + formatNumber(this.workChaExpGained, 3) + " charisma exp";} } //The EXP and $ gains are hardcoded. Time is in ms PlayerObject.prototype.startCrime = function(hackExp, strExp, defExp, dexExp, agiExp, chaExp, money, time) { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeCrime; this.workHackExpGained = hackExp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workStrExpGained = strExp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workDefExpGained = defExp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workDexExpGained = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workAgiExpGained = agiExp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workChaExpGained = chaExp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain; this.workMoneyGained = money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney; this.timeNeededToCompleteWork = time; //Remove all old event listeners from Cancel button var newCancelButton = clearEventListeners("work-in-progress-cancel-button") newCancelButton.innerHTML = "Cancel crime" newCancelButton.addEventListener("click", function() { Player.finishCrime(true); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.commitCrime = function (numCycles) { this.timeWorked += Engine._idleSpeed * numCycles; if (this.timeWorked >= this.timeNeededToCompleteWork) {this.finishCrime(false); return;} var percent = Math.round(this.timeWorked / this.timeNeededToCompleteWork * 100); var numBars = Math.round(percent / 5); if (numBars < 0) {numBars = 0;} if (numBars > 20) {numBars = 20;} var progressBar = "[" + Array(numBars+1).join("|") + Array(20 - numBars + 1).join(" ") + "]"; var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are attempting to " + this.crimeType + ".
" + "Time remaining: " + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked) + "
" + progressBar.replace( / /g, " " ); } PlayerObject.prototype.finishCrime = function(cancelled) { //Determine crime success/failure if (!cancelled) { var statusText = ""; //TODO, unique message for each crime when you succeed if (determineCrimeSuccess(this.crimeType, this.workMoneyGained)) { //Handle Karma and crime statistics switch(this.crimeType) { case CONSTANTS.CrimeShoplift: this.karma -= 0.1; break; case CONSTANTS.CrimeRobStore: this.karma -= 0.5; break; case CONSTANTS.CrimeMug: this.karma -= 0.25; break; case CONSTANTS.CrimeLarceny: this.karma -= 1.5; break; case CONSTANTS.CrimeDrugs: this.karma -= 0.5; break; case CONSTANTS.CrimeTraffickArms: this.karma -= 1; break; case CONSTANTS.CrimeHomicide: ++this.numPeopleKilled; this.karma -= 3; break; case CONSTANTS.CrimeGrandTheftAuto: this.karma -= 5; this.gainIntelligenceExp(CONSTANTS.IntelligenceCrimeBaseExpGain); break; case CONSTANTS.CrimeKidnap: this.karma -= 6; break; case CONSTANTS.CrimeAssassination: ++this.numPeopleKilled; this.karma -= 10; this.gainIntelligenceExp(CONSTANTS.IntelligenceCrimeBaseExpGain); break; case CONSTANTS.CrimeHeist: this.karma -= 15; this.gainIntelligenceExp(5 * CONSTANTS.IntelligenceCrimeBaseExpGain); break; default: console.log(this.crimeType); dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer"); return; } //On a crime success, gain 2x exp this.workHackExpGained *= 2; this.workStrExpGained *= 2; this.workDefExpGained *= 2; this.workDexExpGained *= 2; this.workAgiExpGained *= 2; this.workChaExpGained *= 2; dialogBoxCreate("Crime successful!

" + "You gained:
"+ "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workHackExpGained, 4) + " hacking experience
" + formatNumber(this.workStrExpGained, 4) + " strength experience
" + formatNumber(this.workDefExpGained, 4) + " defense experience
" + formatNumber(this.workDexExpGained, 4) + " dexterity experience
" + formatNumber(this.workAgiExpGained, 4) + " agility experience
" + formatNumber(this.workChaExpGained, 4) + " charisma experience"); } else { //Exp halved on failure this.workHackExpGained /= 2; this.workStrExpGained /= 2; this.workDefExpGained /= 2; this.workDexExpGained /= 2; this.workAgiExpGained /= 2; this.workChaExpGained /= 2; dialogBoxCreate("Crime failed!

" + "You gained:
"+ formatNumber(this.workHackExpGained, 4) + " hacking experience
" + formatNumber(this.workStrExpGained, 4) + " strength experience
" + formatNumber(this.workDefExpGained, 4) + " defense experience
" + formatNumber(this.workDexExpGained, 4) + " dexterity experience
" + formatNumber(this.workAgiExpGained, 4) + " agility experience
" + formatNumber(this.workChaExpGained, 4) + " charisma experience"); } this.gainWorkExp(); } var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadLocationContent(); } //Cancels the player's current "work" assignment and gives the proper rewards //Used only for Singularity functions, so no popups are created PlayerObject.prototype.singularityStopWork = function() { if (!this.isWorking) {return "";} var res; //Earnings text for work switch (this.workType) { case CONSTANTS.WorkTypeStudyClass: res = this.finishClass(true); break; case CONSTANTS.WorkTypeCompany: res = this.finishWork(true, true); break; case CONSTANTS.WorkTypeCompanyPartTime: res = this.finishWorkPartTime(true); break; case CONSTANTS.WorkTypeFaction: res = this.finishFactionWork(true, true); break; case CONSTANTS.WorkTypeCreateProgram: res = this.finishCreateProgramWork(true, true); break; default: console.log("ERROR: Unrecognized work type"); return ""; } return res; } //Returns true if hospitalized, false otherwise PlayerObject.prototype.takeDamage = function(amt) { this.hp -= amt; if (this.hp <= 0) { this.hospitalize(); return true; } else { return false; } } PlayerObject.prototype.hospitalize = function() { dialogBoxCreate("You were in critical condition! You were taken to the hospital where " + "luckily they were able to save your life. You were charged $" + formatNumber(this.max_hp * CONSTANTS.HospitalCostPerHp, 2)); this.loseMoney(this.max_hp * CONSTANTS.HospitalCostPerHp); this.hp = this.max_hp; } /********* Company job application **********/ //Determines the job that the Player should get (if any) at the current company //The 'sing' argument designates whether or not this is being called from //the applyToCompany() Netscript Singularity function PlayerObject.prototype.applyForJob = function(entryPosType, sing=false) { var currCompany = ""; if (this.companyName != "") { currCompany = Companies[this.companyName]; } var currPositionName = ""; if (this.companyPosition != "") { currPositionName = this.companyPosition.positionName; } var company = Companies[this.location]; //Company being applied to if (sing && !(company instanceof Company)) { return "ERROR: Invalid company name: " + this.location + ". applyToCompany() failed"; } var pos = entryPosType; if (!this.isQualified(company, pos)) { var reqText = getJobRequirementText(company, pos); if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position
" + reqText); return; } while (true) { if (Engine.Debug) {console.log("Determining qualification for next Company Position");} var newPos = getNextCompanyPosition(pos); if (newPos == null) {break;} //Check if this company has this position if (company.hasPosition(newPos)) { if (!this.isQualified(company, newPos)) { //If player not qualified for next job, break loop so player will be given current job break; } pos = newPos; } else { break; } } //Check if the determined job is the same as the player's current job if (currCompany != "") { if (currCompany.companyName == company.companyName && pos.positionName == currPositionName) { var nextPos = getNextCompanyPosition(pos); if (nextPos == null) { if (sing) {return false;} dialogBoxCreate("You are already at the highest position for your field! No promotion available"); } else if (company.hasPosition(nextPos)) { if (sing) {return false;} var reqText = getJobRequirementText(company, nextPos); dialogBoxCreate("Unfortunately, you do not qualify for a promotion
" + reqText); } else { if (sing) {return false;} dialogBoxCreate("You are already at the highest position for your field! No promotion available"); } return; //Same job, do nothing } } //Lose reputation from a Company if you are leaving it for another job var leaveCompany = false; var oldCompanyName = ""; if (currCompany != "") { if (currCompany.companyName != company.companyName) { leaveCompany = true; oldCompanyName = currCompany.companyName; company.playerReputation -= 1000; if (company.playerReputation < 0) {company.playerReputation = 0;} } } this.companyName = company.companyName; this.companyPosition = pos; if (this.firstJobRecvd === false) { this.firstJobRecvd = true; document.getElementById("job-tab").style.display = "list-item"; document.getElementById("world-menu-header").click(); document.getElementById("world-menu-header").click(); } if (leaveCompany) { if (sing) {return true;} dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " + pos.positionName + "!
" + "You lost 1000 reputation at your old company " + oldCompanyName + " because you left."); } else { if (sing) {return true;} dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " + pos.positionName + "!"); } Engine.loadLocationContent(); } //Returns your next position at a company given the field (software, business, etc.) PlayerObject.prototype.getNextCompanyPosition = function(company, entryPosType) { var currCompany = null; if (this.companyName != "") { currCompany = Companies[this.companyName]; } //Not employed at this company, so return the entry position if (currCompany == null || (currCompany.companyName != company.companyName)) { return entryPosType; } //If the entry pos type and the player's current position have the same type, //return the player's "nextCompanyPosition". Otherwise return the entryposType //Employed at this company, so just return the next position if it exists. if ((this.companyPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) || (this.companyPosition.isITJob() && entryPosType.isITJob()) || (this.companyPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) || (this.companyPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) || (this.companyPosition.isSecurityJob() && entryPosType.isSecurityJob()) || (this.companyPosition.isAgentJob() && entryPosType.isAgentJob()) || (this.companyPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) || (this.companyPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) || (this.companyPosition.isPartTimeJob() && entryPosType.isPartTimeJob())) { return getNextCompanyPosition(this.companyPosition); } return entryPosType; } PlayerObject.prototype.applyForSoftwareJob = function(sing=false) { return this.applyForJob(CompanyPositions.SoftwareIntern, sing); } PlayerObject.prototype.applyForSoftwareConsultantJob = function(sing=false) { return this.applyForJob(CompanyPositions.SoftwareConsultant, sing); } PlayerObject.prototype.applyForItJob = function(sing=false) { return this.applyForJob(CompanyPositions.ITIntern, sing); } PlayerObject.prototype.applyForSecurityEngineerJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.SecurityEngineer)) { return this.applyForJob(CompanyPositions.SecurityEngineer, sing); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForNetworkEngineerJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.NetworkEngineer)) { return this.applyForJob(CompanyPositions.NetworkEngineer, sing); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForBusinessJob = function(sing=false) { return this.applyForJob(CompanyPositions.BusinessIntern, sing); } PlayerObject.prototype.applyForBusinessConsultantJob = function(sing=false) { return this.applyForJob(CompanyPositions.BusinessConsultant, sing); } PlayerObject.prototype.applyForSecurityJob = function(sing=false) { //TODO If case for POlice departments return this.applyForJob(CompanyPositions.SecurityGuard, sing); } PlayerObject.prototype.applyForAgentJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.FieldAgent)) { return this.applyForJob(CompanyPositions.FieldAgent, sing); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForEmployeeJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.Employee)) { if (this.firstJobRecvd === false) { this.firstJobRecvd = true; document.getElementById("job-tab").style.display = "list-item"; document.getElementById("world-menu-header").click(); document.getElementById("world-menu-header").click(); } this.companyName = company.companyName; this.companyPosition = CompanyPositions.Employee; if (sing) {return true;} dialogBoxCreate("Congratulations, you are now employed at " + this.companyName); Engine.loadLocationContent(); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForPartTimeEmployeeJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.PartTimeEmployee)) { if (this.firstJobRecvd === false) { this.firstJobRecvd = true; document.getElementById("job-tab").style.display = "list-item"; document.getElementById("world-menu-header").click(); document.getElementById("world-menu-header").click(); } this.companyName = company.companyName; this.companyPosition = CompanyPositions.PartTimeEmployee; if (sing) {return true;} dialogBoxCreate("Congratulations, you are now employed part-time at " + this.companyName); Engine.loadLocationContent(); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForWaiterJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.Waiter)) { if (this.firstJobRecvd === false) { this.firstJobRecvd = true; document.getElementById("job-tab").style.display = "list-item"; document.getElementById("world-menu-header").click(); document.getElementById("world-menu-header").click(); } this.companyName = company.companyName; this.companyPosition = CompanyPositions.Waiter; if (sing) {return true;} dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.companyName); Engine.loadLocationContent(); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } PlayerObject.prototype.applyForPartTimeWaiterJob = function(sing=false) { var company = Companies[this.location]; //Company being applied to if (this.isQualified(company, CompanyPositions.PartTimeWaiter)) { if (this.firstJobRecvd === false) { this.firstJobRecvd = true; document.getElementById("job-tab").style.display = "list-item"; document.getElementById("world-menu-header").click(); document.getElementById("world-menu-header").click(); } this.companyName = company.companyName; this.companyPosition = CompanyPositions.PartTimeWaiter; if (sing) {return true;} dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.companyName); Engine.loadLocationContent(); } else { if (sing) {return false;} dialogBoxCreate("Unforunately, you do not qualify for this position"); } } //Checks if the Player is qualified for a certain position PlayerObject.prototype.isQualified = function(company, position) { var offset = company.jobStatReqOffset; var reqHacking = position.requiredHacking > 0 ? position.requiredHacking+offset : 0; var reqStrength = position.requiredStrength > 0 ? position.requiredStrength+offset : 0; var reqDefense = position.requiredDefense > 0 ? position.requiredDefense+offset : 0; var reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0; var reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0; var reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma+offset : 0; if (this.hacking_skill >= reqHacking && this.strength >= reqStrength && this.defense >= reqDefense && this.dexterity >= reqDexterity && this.agility >= reqAgility && this.charisma >= reqCharisma && company.playerReputation >= position.requiredReputation) { return true; } return false; } /********** Reapplying Augmentations and Source File ***********/ PlayerObject.prototype.reapplyAllAugmentations = function(resetMultipliers=true) { console.log("Re-applying augmentations"); if (resetMultipliers) { this.resetMultipliers(); } for (let i = 0; i < this.augmentations.length; ++i) { //Compatibility with new version if (typeof this.augmentations[i] === 'string' || this.augmentations[i] instanceof String) { var newOwnedAug = new PlayerOwnedAugmentation(this.augmentations[i]); if (this.augmentations[i] == AugmentationNames.NeuroFluxGovernor) { newOwnedAug.level = Augmentations[AugmentationNames.NeuroFluxGovernor].level; } this.augmentations[i] = newOwnedAug; } var augName = this.augmentations[i].name; var aug = Augmentations[augName]; aug.owned = true; if (aug == null) { console.log("WARNING: Invalid augmentation name"); continue; } if (aug.name == AugmentationNames.NeuroFluxGovernor) { for (let j = 0; j < aug.level; ++j) { applyAugmentation(this.augmentations[i], true); } continue; } applyAugmentation(this.augmentations[i], true); } } PlayerObject.prototype.reapplyAllSourceFiles = function() { console.log("Re-applying source files"); //Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset //this.resetMultipliers(); for (let i = 0; i < this.sourceFiles.length; ++i) { var srcFileKey = "SourceFile" + this.sourceFiles[i].n; var sourceFileObject = SourceFiles[srcFileKey]; if (sourceFileObject == null) { console.log("ERROR: Invalid source file number: " + this.sourceFiles[i].n); continue; } applySourceFile(this.sourceFiles[i]); } } /*************** Check for Faction Invitations *************/ //This function sets the requirements to join a Faction. It checks whether the Player meets //those requirements and will return an array of all factions that the Player should //receive an invitation to PlayerObject.prototype.checkForFactionInvitations = function() { let invitedFactions = []; //Array which will hold all Factions th eplayer should be invited to var numAugmentations = this.augmentations.length; var company = Companies[this.companyName]; var companyRep = 0; if (company != null) { companyRep = company.playerReputation; } //Illuminati var illuminatiFac = Factions["Illuminati"]; if (!illuminatiFac.isBanned && !illuminatiFac.isMember && !illuminatiFac.alreadyInvited && numAugmentations >= 30 && this.money.gte(150000000000) && this.hacking_skill >= 1500 && this.strength >= 1200 && this.defense >= 1200 && this.dexterity >= 1200 && this.agility >= 1200) { invitedFactions.push(illuminatiFac); } //Daedalus var daedalusFac = Factions["Daedalus"]; if (!daedalusFac.isBanned && !daedalusFac.isMember && !daedalusFac.alreadyInvited && numAugmentations >= 30 && this.money.gte(100000000000) && (this.hacking_skill >= 2500 || (this.strength >= 1500 && this.defense >= 1500 && this.dexterity >= 1500 && this.agility >= 1500))) { invitedFactions.push(daedalusFac); } //The Covenant var covenantFac = Factions["The Covenant"]; if (!covenantFac.isBanned && !covenantFac.isMember && !covenantFac.alreadyInvited && numAugmentations >= 30 && this.money.gte(75000000000) && this.hacking_skill >= 850 && this.strength >= 850 && this.defense >= 850 && this.dexterity >= 850 && this.agility >= 850) { invitedFactions.push(covenantFac); } //ECorp var ecorpFac = Factions["ECorp"]; if (!ecorpFac.isBanned && !ecorpFac.isMember && !ecorpFac.alreadyInvited && this.companyName == Locations.AevumECorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(ecorpFac); } //MegaCorp var megacorpFac = Factions["MegaCorp"]; if (!megacorpFac.isBanned && !megacorpFac.isMember && !megacorpFac.alreadyInvited && this.companyName == Locations.Sector12MegaCorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(megacorpFac); } //Bachman & Associates var bachmanandassociatesFac = Factions["Bachman & Associates"]; if (!bachmanandassociatesFac.isBanned && !bachmanandassociatesFac.isMember && !bachmanandassociatesFac.alreadyInvited && this.companyName == Locations.AevumBachmanAndAssociates && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(bachmanandassociatesFac); } //Blade Industries var bladeindustriesFac = Factions["Blade Industries"]; if (!bladeindustriesFac.isBanned && !bladeindustriesFac.isMember && !bladeindustriesFac.alreadyInvited && this.companyName == Locations.Sector12BladeIndustries && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(bladeindustriesFac); } //NWO var nwoFac = Factions["NWO"]; if (!nwoFac.isBanned && !nwoFac.isMember && !nwoFac.alreadyInvited && this.companyName == Locations.VolhavenNWO && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(nwoFac); } //Clarke Incorporated var clarkeincorporatedFac = Factions["Clarke Incorporated"]; if (!clarkeincorporatedFac.isBanned && !clarkeincorporatedFac.isMember && !clarkeincorporatedFac.alreadyInvited && this.companyName == Locations.AevumClarkeIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(clarkeincorporatedFac); } //OmniTek Incorporated var omnitekincorporatedFac = Factions["OmniTek Incorporated"]; if (!omnitekincorporatedFac.isBanned && !omnitekincorporatedFac.isMember && !omnitekincorporatedFac.alreadyInvited && this.companyName == Locations.VolhavenOmniTekIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(omnitekincorporatedFac); } //Four Sigma var foursigmaFac = Factions["Four Sigma"]; if (!foursigmaFac.isBanned && !foursigmaFac.isMember && !foursigmaFac.alreadyInvited && this.companyName == Locations.Sector12FourSigma && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(foursigmaFac); } //KuaiGong International var kuaigonginternationalFac = Factions["KuaiGong International"]; if (!kuaigonginternationalFac.isBanned && !kuaigonginternationalFac.isMember && !kuaigonginternationalFac.alreadyInvited && this.companyName == Locations.ChongqingKuaiGongInternational && companyRep >= CONSTANTS.CorpFactionRepRequirement) { invitedFactions.push(kuaigonginternationalFac); } //Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company var fulcrumsecrettechonologiesFac = Factions["Fulcrum Secret Technologies"]; var fulcrumSecretServer = AllServers[SpecialServerIps[SpecialServerNames.FulcrumSecretTechnologies]]; if (fulcrumSecretServer == null) { console.log("ERROR: Could not find Fulcrum Secret Technologies Server"); } else { if (!fulcrumsecrettechonologiesFac.isBanned && !fulcrumsecrettechonologiesFac.isMember && !fulcrumsecrettechonologiesFac.alreadyInvited && fulcrumSecretServer.manuallyHacked && this.companyName == Locations.AevumFulcrumTechnologies && companyRep >= 250000) { invitedFactions.push(fulcrumsecrettechonologiesFac); } } //BitRunners var bitrunnersFac = Factions["BitRunners"]; var homeComp = this.getHomeComputer(); var bitrunnersServer = AllServers[SpecialServerIps[SpecialServerNames.BitRunnersServer]]; if (bitrunnersServer == null) { console.log("ERROR: Could not find BitRunners Server"); } else if (!bitrunnersFac.isBanned && !bitrunnersFac.isMember && bitrunnersServer.manuallyHacked && !bitrunnersFac.alreadyInvited && this.hacking_skill >= 500 && homeComp.maxRam >= 128) { invitedFactions.push(bitrunnersFac); } //The Black Hand var theblackhandFac = Factions["The Black Hand"]; var blackhandServer = AllServers[SpecialServerIps[SpecialServerNames.TheBlackHandServer]]; if (blackhandServer == null) { console.log("ERROR: Could not find The Black Hand Server"); } else if (!theblackhandFac.isBanned && !theblackhandFac.isMember && blackhandServer.manuallyHacked && !theblackhandFac.alreadyInvited && this.hacking_skill >= 350 && homeComp.maxRam >= 64) { invitedFactions.push(theblackhandFac); } //NiteSec var nitesecFac = Factions["NiteSec"]; var nitesecServer = AllServers[SpecialServerIps[SpecialServerNames.NiteSecServer]]; if (nitesecServer == null) { console.log("ERROR: Could not find NiteSec Server"); } else if (!nitesecFac.isBanned && !nitesecFac.isMember && nitesecServer.manuallyHacked && !nitesecFac.alreadyInvited && this.hacking_skill >= 200 && homeComp.maxRam >= 32) { invitedFactions.push(nitesecFac); } //Chongqing var chongqingFac = Factions["Chongqing"]; if (!chongqingFac.isBanned && !chongqingFac.isMember && !chongqingFac.alreadyInvited && this.money.gte(20000000) && this.city == Locations.Chongqing) { invitedFactions.push(chongqingFac); } //Sector-12 var sector12Fac = Factions["Sector-12"]; if (!sector12Fac.isBanned && !sector12Fac.isMember && !sector12Fac.alreadyInvited && this.money.gte(15000000) && this.city == Locations.Sector12) { invitedFactions.push(sector12Fac); } //New Tokyo var newtokyoFac = Factions["New Tokyo"]; if (!newtokyoFac.isBanned && !newtokyoFac.isMember && !newtokyoFac.alreadyInvited && this.money.gte(20000000) && this.city == Locations.NewTokyo) { invitedFactions.push(newtokyoFac); } //Aevum var aevumFac = Factions["Aevum"]; if (!aevumFac.isBanned && !aevumFac.isMember && !aevumFac.alreadyInvited && this.money.gte(40000000) && this.city == Locations.Aevum) { invitedFactions.push(aevumFac); } //Ishima var ishimaFac = Factions["Ishima"]; if (!ishimaFac.isBanned && !ishimaFac.isMember && !ishimaFac.alreadyInvited && this.money.gte(30000000) && this.city == Locations.Ishima) { invitedFactions.push(ishimaFac); } //Volhaven var volhavenFac = Factions["Volhaven"]; if (!volhavenFac.isBanned && !volhavenFac.isMember && !volhavenFac.alreadyInvited && this.money.gte(50000000) && this.city == Locations.Volhaven) { invitedFactions.push(volhavenFac); } //Speakers for the Dead var speakersforthedeadFac = Factions["Speakers for the Dead"]; if (!speakersforthedeadFac.isBanned && !speakersforthedeadFac.isMember && !speakersforthedeadFac.alreadyInvited && this.hacking_skill >= 100 && this.strength >= 300 && this.defense >= 300 && this.dexterity >= 300 && this.agility >= 300 && this.numPeopleKilled >= 30 && this.karma <= -45 && this.companyName != Locations.Sector12CIA && this.companyName != Locations.Sector12NSA) { invitedFactions.push(speakersforthedeadFac); } //The Dark Army var thedarkarmyFac = Factions["The Dark Army"]; if (!thedarkarmyFac.isBanned && !thedarkarmyFac.isMember && !thedarkarmyFac.alreadyInvited && this.hacking_skill >= 300 && this.strength >= 300 && this.defense >= 300 && this.dexterity >= 300 && this.agility >= 300 && this.city == Locations.Chongqing && this.numPeopleKilled >= 5 && this.karma <= -45 && this.companyName != Locations.Sector12CIA && this.companyName != Locations.Sector12NSA) { invitedFactions.push(thedarkarmyFac); } //The Syndicate var thesyndicateFac = Factions["The Syndicate"]; if (!thesyndicateFac.isBanned && !thesyndicateFac.isMember && !thesyndicateFac.alreadyInvited && this.hacking_skill >= 200 && this.strength >= 200 && this.defense >= 200 && this.dexterity >= 200 && this.agility >= 200 && (this.city == Locations.Aevum || this.city == Locations.Sector12) && this.money.gte(10000000) && this.karma <= -90 && this.companyName != Locations.Sector12CIA && this.companyName != Locations.Sector12NSA) { invitedFactions.push(thesyndicateFac); } //Silhouette var silhouetteFac = Factions["Silhouette"]; if (!silhouetteFac.isBanned && !silhouetteFac.isMember && !silhouetteFac.alreadyInvited && (this.companyPosition.positionName == CompanyPositions.CTO.positionName || this.companyPosition.positionName == CompanyPositions.CFO.positionName || this.companyPosition.positionName == CompanyPositions.CEO.positionName) && this.money.gte(15000000) && this.karma <= -22) { invitedFactions.push(silhouetteFac); } //Tetrads var tetradsFac = Factions["Tetrads"]; if (!tetradsFac.isBanned && !tetradsFac.isMember && !tetradsFac.alreadyInvited && (this.city == Locations.Chongqing || this.city == Locations.NewTokyo || this.city == Locations.Ishima) && this.strength >= 75 && this.defense >= 75 && this.dexterity >= 75 && this.agility >= 75 && this.karma <= -18) { invitedFactions.push(tetradsFac); } //SlumSnakes var slumsnakesFac = Factions["Slum Snakes"]; if (!slumsnakesFac.isBanned && !slumsnakesFac.isMember && !slumsnakesFac.alreadyInvited && this.strength >= 30 && this.defense >= 30 && this.dexterity >= 30 && this.agility >= 30 && this.karma <= -9 && this.money.gte(1000000)) { invitedFactions.push(slumsnakesFac); } //Netburners var netburnersFac = Factions["Netburners"]; var totalHacknetRam = 0; var totalHacknetCores = 0; var totalHacknetLevels = 0; for (var i = 0; i < this.hacknetNodes.length; ++i) { totalHacknetLevels += this.hacknetNodes[i].level; totalHacknetRam += this.hacknetNodes[i].ram; totalHacknetCores += this.hacknetNodes[i].cores; } if (!netburnersFac.isBanned && !netburnersFac.isMember && !netburnersFac.alreadyInvited && this.hacking_skill >= 80 && totalHacknetRam >= 8 && totalHacknetCores >= 4 && totalHacknetLevels >= 100) { invitedFactions.push(netburnersFac); } //Tian Di Hui var tiandihuiFac = Factions["Tian Di Hui"]; if (!tiandihuiFac.isBanned && !tiandihuiFac.isMember && !tiandihuiFac.alreadyInvited && this.money.gte(1000000) && this.hacking_skill >= 50 && (this.city == Locations.Chongqing || this.city == Locations.NewTokyo || this.city == Locations.Ishima)) { invitedFactions.push(tiandihuiFac); } //CyberSec var cybersecFac = Factions["CyberSec"]; var cybersecServer = AllServers[SpecialServerIps[SpecialServerNames.CyberSecServer]]; if (cybersecServer == null) { console.log("ERROR: Could not find CyberSec Server"); } else if (!cybersecFac.isBanned && !cybersecFac.isMember && cybersecServer.manuallyHacked && !cybersecFac.alreadyInvited && this.hacking_skill >= 50) { invitedFactions.push(cybersecFac); } return invitedFactions; } /*************** Gang ****************/ //Returns true if Player is in a gang and false otherwise PlayerObject.prototype.inGang = function() { if (this.gang == null || this.gang == undefined) {return false;} return (this.gang instanceof Gang); } PlayerObject.prototype.startGang = function(factionName, hacking) { this.gang = new Gang(factionName, hacking); } /************* BitNodes **************/ PlayerObject.prototype.setBitNodeNumber = function(n) { this.bitNodeN = n; } /* Functions for saving and loading the Player data */ function loadPlayer(saveString) { Player = JSON.parse(saveString, Reviver); //Parse Decimal.js objects Player.money = new Decimal(Player.money); Player.total_money = new Decimal(Player.total_money); Player.lifetime_money = new Decimal(Player.lifetime_money); } PlayerObject.prototype.toJSON = function() { return Generic_toJSON("PlayerObject", this); } PlayerObject.fromJSON = function(value) { return Generic_fromJSON(PlayerObject, value.data); } Reviver.constructors.PlayerObject = PlayerObject; let Player = new PlayerObject(); export {Player, loadPlayer};