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};