import {CONSTANTS} from "./Constants.js";
import {Engine} from "./engine.js";
import {Faction, Factions} from "./Faction.js";
import {Locations} from "./Location.js";
import {Player} from "./Player.js";
import {dialogBoxCreate} from "../utils/DialogBox.js";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../utils/JSONReviver.js";
import {getRandomInt} from "../utils/HelperFunctions.js";
import numeral from "../utils/numeral.min.js";
import {formatNumber} from "../utils/StringHelperFunctions.js";
import {yesNoBoxCreate, yesNoTxtInpBoxCreate,
yesNoBoxGetYesButton, yesNoBoxGetNoButton,
yesNoTxtInpBoxGetYesButton, yesNoTxtInpBoxGetNoButton,
yesNoTxtInpBoxGetInput, yesNoBoxClose,
yesNoTxtInpBoxClose, yesNoBoxOpen} from "../utils/YesNoBox.js";
/* Gang.js */
//Switch between territory and management screen with 1 and 2
$(document).keydown(function(event) {
if (Engine.currentPage == Engine.Page.Gang && !yesNoBoxOpen) {
if (event.keyCode === 49) {
if(document.getElementById("gang-territory-subpage").style.display === "block") {
document.getElementById("gang-management-subpage-button").click();
}
} else if (event.keyCode === 50) {
if (document.getElementById("gang-management-subpage").style.display === "block") {
document.getElementById("gang-territory-subpage-button").click();
}
}
}
});
//Delete upgrade box when clicking outside
$(document).mousedown(function(event) {
if (gangMemberUpgradeBoxOpened) {
if ( $(event.target).closest("#gang-purchase-upgrade-container").get(0) == null ) {
//Delete the box
var container = document.getElementById("gang-purchase-upgrade-container");
while(container.firstChild) {
container.removeChild(container.firstChild);
}
container.parentNode.removeChild(container);
gangMemberUpgradeBoxOpened = false;
}
}
});
let GangNames = ["Slum Snakes", "Tetrads", "The Syndicate", "The Dark Army", "Speakers for the Dead",
"NiteSec", "The Black Hand"];
let GangLocations = [Locations.Aevum, Locations.Chongqing, Locations.Sector12, Locations.NewTokyo,
Locations.Ishima, Locations.Volhaven];
let AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
function resetGangs() {
AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
}
function loadAllGangs(saveString) {
AllGangs = JSON.parse(saveString, Reviver);
}
//Power is an estimate of a gang's ability to gain/defend territory
let gangStoredPowerCycles = 0;
function processAllGangPowerGains(numCycles=1) {
if (!Player.inGang()) {return;}
gangStoredPowerCycles += numCycles;
if (gangStoredPowerCycles < 150) {return;}
var playerGangName = Player.gang.facName;
for (var name in AllGangs) {
if (AllGangs.hasOwnProperty(name)) {
if (name == playerGangName) {
AllGangs[name].power += Player.gang.calculatePower();
} else {
var gain = Math.random() * 0.01; //TODO Adjust as necessary
AllGangs[name].power += (gain);
}
}
}
gangStoredPowerCycles -= 150;
}
let gangStoredTerritoryCycles = 0;
function processAllGangTerritory(numCycles=1) {
if (!Player.inGang()) {return;}
gangStoredTerritoryCycles += numCycles;
if (gangStoredTerritoryCycles < CONSTANTS.GangTerritoryUpdateTimer) {return;}
for (var i = 0; i < GangNames.length; ++i) {
var other = getRandomInt(0, GangNames.length-1);
while(other == i) {
other = getRandomInt(0, GangNames.length-1);
}
var thisPwr = AllGangs[GangNames[i]].power;
var otherPwr = AllGangs[GangNames[other]].power;
var thisChance = thisPwr / (thisPwr + otherPwr);
if (Math.random() < thisChance) {
if (AllGangs[GangNames[other]].territory <= 0) {
return;
}
AllGangs[GangNames[i]].territory += 0.0001;
AllGangs[GangNames[other]].territory -= 0.0001;
} else {
if (AllGangs[GangNames[i]].territory <= 0) {
return;
}
AllGangs[GangNames[i]].territory -= 0.0001;
AllGangs[GangNames[other]].territory += 0.0001;
}
}
gangStoredTerritoryCycles -= CONSTANTS.GangTerritoryUpdateTimer;
}
/* faction - Name of corresponding faction
hacking - Boolean indicating whether its a hacking gang or not
*/
function Gang(facName, hacking=false) {
this.facName = facName;
this.members = []; //Array of GangMembers
this.wanted = 1;
this.respect = 1;
this.power = 0;
this.isHackingGang = hacking;
this.respectGainRate = 0;
this.wantedGainRate = 0;
this.moneyGainRate = 0;
//When processing gains, this stores the number of cycles until some
//limit is reached, and then calculates and applies the gains only at that limit
this.storedCycles = 0;
}
Gang.prototype.process = function(numCycles=1) {
this.processGains(numCycles);
this.processExperienceGains(numCycles);
processAllGangPowerGains(numCycles);
processAllGangTerritory(numCycles);
}
Gang.prototype.processGains = function(numCycles=1) {
this.storedCycles += numCycles;
if (isNaN(this.storedCycles)) {
console.log("ERROR: Gang's storedCylces is NaN");
this.storedCycles = 0;
}
if (this.storedCycles < 25) {return;} //Only process every 5 seconds at least
//Get gains per cycle
var moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
for (var i = 0; i < this.members.length; ++i) {
respectGains += (this.members[i].calculateRespectGain());
wantedLevelGains += (this.members[i].calculateWantedLevelGain());
moneyGains += (this.members[i].calculateMoneyGain());
}
this.respectGainRate = respectGains;
this.wantedGainRate = wantedLevelGains;
this.moneyGainRate = moneyGains;
if (!isNaN(respectGains)) {
var gain = respectGains * this.storedCycles;
this.respect += (gain);
//Faction reputation gains is respect gain divided by some constant
var fac = Factions[this.facName];
if (!(fac instanceof Faction)) {
dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
} else {
var favorMult = 1 + (fac.favor / 100);
fac.playerReputation += ((Player.faction_rep_mult * gain * favorMult) / CONSTANTS.GangRespectToReputationRatio);
}
} else {
console.log("ERROR: respectGains is NaN");
}
if (!isNaN(wantedLevelGains)) {
if (this.wanted === 1 && wantedLevelGains < 0) {
//Do nothing
} else {
this.wanted += (wantedLevelGains * this.storedCycles);
if (this.wanted < 1) {this.wanted = 1;}
}
} else {
console.log("ERROR: wantedLevelGains is NaN");
}
if (!isNaN(moneyGains)) {
Player.gainMoney(moneyGains * this.storedCycles);
} else {
console.log("ERROR: respectGains is NaN");
}
this.storedCycles = 0;
}
Gang.prototype.processExperienceGains = function(numCycles=1) {
for (var i = 0; i < this.members.length; ++i) {
this.members[i].gainExperience(numCycles);
this.members[i].updateSkillLevels();
}
}
//Calculates power GAIN, which is added onto the Gang's existing power
Gang.prototype.calculatePower = function() {
var memberTotal = 0;
for (var i = 0; i < this.members.length; ++i) {
if (this.members[i].task instanceof GangMemberTask &&
this.members[i].task.name == "Territory Warfare") {
memberTotal += this.members[i].calculatePower();
}
}
return (0.0005 * memberTotal);
}
Gang.prototype.toJSON = function() {
return Generic_toJSON("Gang", this);
}
Gang.fromJSON = function(value) {
return Generic_fromJSON(Gang, value.data);
}
Reviver.constructors.Gang = Gang;
/*** Gang Member object ***/
function GangMember(name) {
this.name = name;
this.task = null; //GangMemberTask object
this.city = Player.city;
//Name of upgrade only
this.weaponUpgrade = null;
this.armorUpgrade = null;
this.vehicleUpgrade = null;
this.hackingUpgrade = null;
this.hack = 1;
this.str = 1;
this.def = 1;
this.dex = 1;
this.agi = 1;
this.cha = 1;
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
}
//Same formula for Player
GangMember.prototype.calculateSkill = function(exp) {
return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1);
}
GangMember.prototype.updateSkillLevels = function() {
this.hack = Math.floor(this.calculateSkill(this.hack_exp) * this.hack_mult);
this.str = Math.floor(this.calculateSkill(this.str_exp) * this.str_mult);
this.def = Math.floor(this.calculateSkill(this.def_exp) * this.def_mult);
this.dex = Math.floor(this.calculateSkill(this.dex_exp) * this.dex_mult);
this.agi = Math.floor(this.calculateSkill(this.agi_exp) * this.agi_mult);
this.cha = Math.floor(this.calculateSkill(this.cha_exp) * this.cha_mult);
}
GangMember.prototype.calculatePower = function() {
return (this.hack + this.str + this.def +
this.dex + this.agi + this.cha) / 100;
}
GangMember.prototype.assignToTask = function(taskName) {
if (GangMemberTasks.hasOwnProperty(taskName)) {
this.task = GangMemberTasks[taskName];
} else {
console.log("ERROR: Invalid task " + taskName);
this.task = null;
}
}
//Gains are per cycle
GangMember.prototype.calculateRespectGain = function() {
var task = this.task;
if (task === null || !(task instanceof GangMemberTask) || task.baseRespect === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) {return 0;}
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) {return 0;}
var respectMult = (Player.gang.respect) / (Player.gang.respect + Player.gang.wanted);
return 12 * task.baseRespect * statWeight * territoryMult * respectMult;
}
GangMember.prototype.calculateWantedLevelGain = function() {
var task = this.task;
if (task === null || !(task instanceof GangMemberTask) || task.baseWanted === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) {return 0;}
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) {return 0;}
if (task.baseWanted < 0) {
return task.baseWanted * statWeight * territoryMult;
} else {
return 6 * task.baseWanted / (3 * statWeight * territoryMult);
}
}
GangMember.prototype.calculateMoneyGain = function() {
var task = this.task;
if (task === null || !(task instanceof GangMemberTask) || task.baseMoney === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) {return 0;}
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) {return 0;}
var respectMult = (Player.gang.respect) / (Player.gang.respect + Player.gang.wanted);
return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
}
GangMember.prototype.gainExperience = function(numCycles=1) {
var task = this.task;
if (task === null || !(task instanceof GangMemberTask)) {return;}
this.hack_exp += (task.hackWeight / 1500) * task.difficulty * numCycles;
this.str_exp += (task.strWeight / 1500) * task.difficulty * numCycles;
this.def_exp += (task.defWeight / 1500) * task.difficulty * numCycles;
this.dex_exp += (task.dexWeight / 1500) * task.difficulty * numCycles;
this.agi_exp += (task.agiWeight / 1500) * task.difficulty * numCycles;
this.cha_exp += (task.chaWeight / 1500) * task.difficulty * numCycles;
}
GangMember.prototype.toJSON = function() {
return Generic_toJSON("GangMember", this);
}
GangMember.fromJSON = function(value) {
return Generic_fromJSON(GangMember, value.data);
}
Reviver.constructors.GangMember = GangMember;
//Defines tasks that Gang Members can work on
function GangMemberTask(name="", desc="",
params={baseRespect: 0, baseWanted: 0, baseMoney: 0,
hackWeight: 0, strWeight: 0, defWeight: 0,
dexWeight: 0, agiWeight: 0, chaWeight: 0,
difficulty: 0}) {
this.name = name;
this.desc = desc;
this.baseRespect = params.baseRespect ? params.baseRespect : 0;
this.baseWanted = params.baseWanted ? params.baseWanted : 0;
this.baseMoney = params.baseMoney ? params.baseMoney : 0;
//Weights must add up to 100
this.hackWeight = params.hackWeight ? params.hackWeight : 0;
this.strWeight = params.strWeight ? params.strWeight : 0;
this.defWeight = params.defWeight ? params.defWeight : 0;
this.dexWeight = params.dexWeight ? params.dexWeight : 0;
this.agiWeight = params.agiWeight ? params.agiWeight : 0;
this.chaWeight = params.chaWeight ? params.chaWeight : 0;
//1 - 100
this.difficulty = params.difficulty ? params.difficulty : 1;
}
GangMemberTask.prototype.toJSON = function() {
return Generic_toJSON("GangMemberTask", this);
}
GangMemberTask.fromJSON = function(value) {
return Generic_fromJSON(GangMemberTask, value.data);
}
Reviver.constructors.GangMemberTask = GangMemberTask;
//TODO Human trafficking and an equivalent hacking crime
let GangMemberTasks = {
"Ransomware" : new GangMemberTask(
"Ransomware",
"Assign this gang member to create and distribute ransomware
" +
"Earns money - Slightly increases respect - Slightly increases wanted level",
{baseRespect: 0.00005, baseWanted: 0.00001, baseMoney: 1,
hackWeight: 100, difficulty: 1}),
"Phishing" : new GangMemberTask(
"Phishing",
"Assign this gang member to attempt phishing scams and attacks
" +
"Earns money - Slightly increases respect - Slightly increases wanted level",
{baseRespect: 0.00008, baseWanted: 0.001, baseMoney: 2.5,
hackWeight: 85, chaWeight: 15, difficulty: 3}),
"Identity Theft" : new GangMemberTask(
"Identity Theft",
"Assign this gang member to attempt identity theft
" +
"Earns money - Increases respect - Increases wanted level",
{baseRespect: 0.0001, baseWanted: 0.01, baseMoney: 6,
hackWeight: 80, chaWeight: 20, difficulty: 4}),
"DDoS Attacks" : new GangMemberTask(
"DDoS Attacks",
"Assign this gang member to carry out DDoS attacks
" +
"Increases respect - Increases wanted level",
{baseRespect: 0.0004, baseWanted: 0.05,
hackWeight: 100, difficulty: 7}),
"Plant Virus" : new GangMemberTask(
"Plant Virus",
"Assign this gang member to create and distribute malicious viruses
" +
"Increases respect - Increases wanted level",
{baseRespect: 0.0006, baseWanted: 0.05,
hackWeight: 100, difficulty: 10}),
"Fraud & Counterfeiting" : new GangMemberTask(
"Fraud & Counterfeiting",
"Assign this gang member to commit financial fraud and digital counterfeiting
" +
"Earns money - Slightly increases respect - Slightly increases wanted level",
{baseRespect: 0.0005, baseWanted: 0.1, baseMoney: 15,
hackWeight: 80, chaWeight: 20, difficulty: 17}),
"Money Laundering" : new GangMemberTask(
"Money Laundering",
"Assign this gang member to launder money
" +
"Earns money - Increases respect - Increases wanted level",
{baseRespect: 0.0006, baseWanted:0.2, baseMoney: 40,
hackWeight: 75, chaWeight: 25, difficulty: 20}),
"Cyberterrorism" : new GangMemberTask(
"Cyberterrorism",
"Assign this gang member to commit acts of cyberterrorism
" +
"Greatly increases respect - Greatly increases wanted level",
{baseRespect: 0.001, baseWanted: 0.5,
hackWeight: 80, chaWeight: 20, difficulty: 33}),
"Ethical Hacking" : new GangMemberTask(
"Ethical Hacking",
"Assign this gang member to be an ethical hacker for corporations
" +
"Earns money - Lowers wanted level",
{baseWanted: -0.001, baseMoney: 1,
hackWeight: 90, chaWeight: 10, difficulty: 1}),
"Mug People" : new GangMemberTask(
"Mug People",
"Assign this gang member to mug random people on the streets
" +
"Earns money - Slightly increases respect - Very slightly increases wanted level",
{baseRespect: 0.00005, baseWanted: 0.00001, baseMoney: 1,
strWeight: 25, defWeight: 25, dexWeight: 25, agiWeight: 10, chaWeight: 15, difficulty: 1}),
"Deal Drugs" : new GangMemberTask(
"Deal Drugs",
"Assign this gang member to sell drugs.
" +
"Earns money - Slightly increases respect - Slightly increases wanted level",
{baseRespect: 0.00008, baseWanted: 0.001, baseMoney: 4,
agiWeight: 20, dexWeight: 20, chaWeight: 60, difficulty: 3}),
"Run a Con" : new GangMemberTask(
"Run a Con",
"Assign this gang member to run cons
" +
"Earns money - Increases respect - Increases wanted level",
{baseRespect: 0.00015, baseWanted: 0.01, baseMoney: 10,
strWeight: 5, defWeight: 5, agiWeight: 25, dexWeight: 25, chaWeight: 40, difficulty: 10}),
"Armed Robbery" : new GangMemberTask(
"Armed Robbery",
"Assign this gang member to commit armed robbery on stores, banks and armored cars
" +
"Earns money - Increases respect - Increases wanted level",
{baseRespect: 0.00015, baseWanted: 0.05, baseMoney: 25,
hackWeight: 20, strWeight: 15, defWeight: 15, agiWeight: 10, dexWeight: 20, chaWeight: 20,
difficulty: 17}),
"Traffick Illegal Arms" : new GangMemberTask(
"Traffick Illegal Arms",
"Assign this gang member to traffick illegal arms
" +
"Earns money - Increases respect - Increases wanted level",
{baseRespect: 0.0003, baseWanted: 0.1, baseMoney: 40,
hackWeight: 15, strWeight: 20, defWeight: 20, dexWeight: 20, chaWeight: 75,
difficulty: 25}),
"Threaten & Blackmail" : new GangMemberTask(
"Threaten & Blackmail",
"Assign this gang member to threaten and black mail high-profile targets
" +
"Earns money - Slightly increases respect - Slightly increases wanted level",
{baseRespect: 0.0002, baseWanted: 0.05, baseMoney: 15,
hackWeight: 25, strWeight: 25, dexWeight: 25, chaWeight: 25, difficulty: 28}),
"Terrorism" : new GangMemberTask(
"Terrorism",
"Assign this gang member to commit acts of terrorism
" +
"Greatly increases respect - Greatly increases wanted level",
{baseRespect: 0.001, baseWanted: 1,
hackWeight: 20, strWeight: 20, defWeight: 20,dexWeight: 20, chaWeight: 20,
difficulty: 33}),
"Vigilante Justice" : new GangMemberTask(
"Vigilante Justice",
"Assign this gang member to be a vigilante and protect the city from criminals
" +
"Decreases wanted level",
{baseWanted: -0.001,
hackWeight: 20, strWeight: 20, defWeight: 20, dexWeight: 20, agiWeight:20,
difficulty: 1}),
"Train Combat" : new GangMemberTask(
"Train Combat",
"Assign this gang member to increase their combat stats (str, def, dex, agi)",
{strWeight: 25, defWeight: 25, dexWeight: 25, agiWeight: 25, difficulty: 5}),
"Train Hacking" : new GangMemberTask(
"Train Hacking",
"Assign this gang member to train their hacking skills",
{hackWeight: 100, difficulty: 8}),
"Territory Warfare" : new GangMemberTask(
"Territory Warfare",
"Assign this gang member to engage in territorial warfare with other gangs. " +
"Members assigned to this task will help increase your gang's territory " +
"and will defend your territory from being taken.",
{hackWeight: 15, strWeight: 20, defWeight: 20, dexWeight: 20, agiWeight: 20,
chaWeight: 5, difficulty: 3}),
}
function GangMemberUpgrade(name="", desc="", cost=0, type="-") {
this.name = name;
this.desc = desc;
this.cost = cost;
this.type = type; //w, a, v, r
}
//Passes in a GangMember object
GangMemberUpgrade.prototype.apply = function(member, unapply=false) {
switch(this.name) {
case "Baseball Bat":
unapply ? member.str_mult /= 1.1 : member.str_mult *= 1.1;
unapply ? member.def_mult /= 1.1 : member.def_mult *= 1.1;
break;
case "Katana":
unapply ? member.str_mult /= 1.15 : member.str_mult *= 1.15;
unapply ? member.def_mult /= 1.15 : member.def_mult *= 1.15;
unapply ? member.dex_mult /= 1.15 : member.dex_mult *= 1.15;
break;
case "Glock 18C":
unapply ? member.str_mult /= 1.2 : member.str_mult *= 1.2;
unapply ? member.def_mult /= 1.2 : member.def_mult *= 1.2;
unapply ? member.dex_mult /= 1.2 : member.dex_mult *= 1.2;
unapply ? member.agi_mult /= 1.2 : member.agi_mult *= 1.2;
break;
case "P90":
unapply ? member.str_mult /= 1.4 : member.str_mult *= 1.4;
unapply ? member.def_mult /= 1.4 : member.def_mult *= 1.4;
unapply ? member.agi_mult /= 1.2 : member.agi_mult *= 1.2;
break;
case "Steyr AUG":
unapply ? member.str_mult /= 1.6 : member.str_mult *= 1.6;
unapply ? member.def_mult /= 1.6 : member.def_mult *= 1.6;
break;
case "AK-47":
unapply ? member.str_mult /= 1.8 : member.str_mult *= 1.8;
unapply ? member.def_mult /= 1.8 : member.def_mult *= 1.8;
break;
case "M15A10 Assault Rifle":
unapply ? member.str_mult /= 1.9 : member.str_mult *= 1.9;
unapply ? member.def_mult /= 1.9 : member.def_mult *= 1.9;
break;
case "AWM Sniper Rifle":
unapply ? member.str_mult /= 1.8 : member.str_mult *= 1.8;
unapply ? member.dex_mult /= 1.8 : member.dex_mult *= 1.8;
unapply ? member.agi_mult /= 1.8 : member.agi_mult *= 1.8;
break;
case "Bulletproof Vest":
unapply ? member.def_mult /= 1.15 : member.def_mult *= 1.15;
break;
case "Full Body Armor":
unapply ? member.def_mult /= 1.3 : member.def_mult *= 1.3;
break;
case "Liquid Body Armor":
unapply ? member.def_mult /= 1.5 : member.def_mult *= 1.5;
unapply ? member.agi_mult /= 1.5 : member.agi_mult *= 1.5;
break;
case "Graphene Plating Armor":
unapply ? member.def_mult /= 2 : member.def_mult *= 2;
break;
case "Ford Flex V20":
unapply ? member.agi_mult /= 1.2 : member.agi_mult *= 1.2;
unapply ? member.cha_mult /= 1.2 : member.cha_mult *= 1.2;
break;
case "ATX1070 Superbike":
unapply ? member.agi_mult /= 1.4 : member.agi_mult *= 1.4;
unapply ? member.cha_mult /= 1.4 : member.cha_mult *= 1.4;
break;
case "Mercedes-Benz S9001":
unapply ? member.agi_mult /= 1.6 : member.agi_mult *= 1.6;
unapply ? member.cha_mult /= 1.6 : member.cha_mult *= 1.6;
break;
case "White Ferrari":
unapply ? member.agi_mult /= 1.8 : member.agi_mult *= 1.8;
unapply ? member.cha_mult /= 1.8 : member.cha_mult *= 1.8;
break;
case "NUKE Rootkit":
unapply ? member.hack_mult /= 1.2 : member.hack_mult *= 1.2;
break;
case "Soulstealer Rootkit":
unapply ? member.hack_mult /= 1.3 : member.hack_mult *= 1.3;
break;
case "Demon Rootkit":
unapply ? member.hack_mult /= 1.5 : member.hack_mult *= 1.5;
break;
default:
console.log("ERROR: Could not find this upgrade: " + this.name);
break;
}
}
//Purchases for given member
GangMemberUpgrade.prototype.purchase = function(memberObj) {
if (Player.money.lt(this.cost)) {
dialogBoxCreate("You do not have enough money to purchase this upgrade");
return;
}
Player.loseMoney(this.cost);
switch (this.type) {
case "w":
if (memberObj.weaponUpgrade instanceof GangMemberUpgrade) {
memberObj.weaponUpgrade.apply(memberObj, true); //Unapply old upgrade
}
this.apply(memberObj, false);
memberObj.weaponUpgrade = this;
break;
case "a":
if (memberObj.armorUpgrade instanceof GangMemberUpgrade) {
memberObj.armorUpgrade.apply(memberObj, true); //Unapply old upgrade
}
this.apply(memberObj, false);
memberObj.armorUpgrade = this;
break;
case "v":
if (memberObj.vehicleUpgrade instanceof GangMemberUpgrade) {
memberObj.vehicleUpgrade.apply(memberObj, true); //Unapply old upgrade
}
this.apply(memberObj, false);
memberObj.vehicleUpgrade = this;
break;
case "r":
if (memberObj.hackingUpgrade instanceof GangMemberUpgrade) {
memberObj.hackingUpgrade.apply(memberObj, true); //Unapply old upgrade
}
this.apply(memberObj, false);
memberObj.hackingUpgrade = this;
break;
default:
console.log("ERROR: GangMemberUpgrade has invalid type: " + this.type);
break;
}
createGangMemberUpgradeBox(memberObj);
}
GangMemberUpgrade.prototype.toJSON = function() {
return Generic_toJSON("GangMemberUpgrade", this);
}
GangMemberUpgrade.fromJSON = function(value) {
return Generic_fromJSON(GangMemberUpgrade, value.data);
}
Reviver.constructors.GangMemberUpgrade = GangMemberUpgrade;
let GangMemberUpgrades = {
"Baseball Bat" : new GangMemberUpgrade("Baseball Bat",
"Increases strength and defense by 10%", 1000000, "w"),
"Katana" : new GangMemberUpgrade("Katana",
"Increases strength, defense, and dexterity by 15%", 12000000, "w"),
"Glock 18C" : new GangMemberUpgrade("Glock 18C",
"Increases strength, defense, dexterity, and agility by 20%", 25000000, "w"),
"P90" : new GangMemberUpgrade("P90C",
"Increases strength and defense by 40%. Increases agility by 20%", 50000000, "w"),
"Steyr AUG" : new GangMemberUpgrade("Steyr AUG",
"Increases strength and defense by 60%", 60000000, "w"),
"AK-47" : new GangMemberUpgrade("AK-47",
"Increases strength and defense by 80%", 100000000, "w"),
"M15A10 Assault Rifle" : new GangMemberUpgrade("M15A10 Assault Rifle",
"Increases strength and defense by 90%", 150000000, "w"),
"AWM Sniper Rifle" : new GangMemberUpgrade("AWM Sniper Rifle",
"Increases strength, dexterity, and agility by 80%", 225000000, "w"),
"Bulletproof Vest" : new GangMemberUpgrade("Bulletproof Vest",
"Increases defense by 15%", 2000000, "a"),
"Full Body Armor" : new GangMemberUpgrade("Full Body Armor",
"Increases defense by 30%", 5000000, "a"),
"Liquid Body Armor" : new GangMemberUpgrade("Liquid Body Armor",
"Increases defense and agility by 50%", 25000000, "a"),
"Graphene Plating Armor" : new GangMemberUpgrade("Graphene Plating Armor",
"Increases defense by 100%", 40000000, "a"),
"Ford Flex V20" : new GangMemberUpgrade("Ford Flex V20",
"Increases agility and charisma by 20%", 3000000, "v"),
"ATX1070 Superbike" : new GangMemberUpgrade("ATX1070 Superbike",
"Increases agility and charisma by 40%", 9000000, "v"),
"Mercedes-Benz S9001" : new GangMemberUpgrade("Mercedes-Benz S9001",
"Increases agility and charisma by 60%", 18000000, "v"),
"White Ferrari" : new GangMemberUpgrade("White Ferrari",
"Increases agility and charisma by 80%", 30000000, "v"),
"NUKE Rootkit" : new GangMemberUpgrade("NUKE Rootkit",
"Increases hacking by 20%", 5000000, "r"),
"Soulstealer Rootkit" : new GangMemberUpgrade("Soulstealer Rootkit",
"Increases hacking by 30%", 15000000, "r"),
"Demon Rootkit" : new GangMemberUpgrade("Demon Rootkit",
"Increases hacking by 50%", 50000000, "r"),
}
//Create a pop-up box that lets player purchase upgrades
let gangMemberUpgradeBoxOpened = false;
function createGangMemberUpgradeBox(memberObj) {
console.log("Creating gang member upgrade box for " + memberObj.name);
var container = document.getElementById("gang-purchase-upgrade-container");
if (container) {
while (container.firstChild) {
container.removeChild(container.firstChild);
}
} else {
var container = document.createElement("div");
container.setAttribute("id", "gang-purchase-upgrade-container");
document.getElementById("entire-game-container").appendChild(container);
container.setAttribute("class", "dialog-box-container");
container.style.display = "block";
}
var content = document.createElement("div");
content.setAttribute("class", "dialog-box-content");
content.setAttribute("id", "gang-purchase-upgrade-content");
container.appendChild(content);
var intro = document.createElement("p");
content.appendChild(intro);
intro.innerHTML =
memberObj.name + "
" +
"A gang member can be upgraded with a weapon, armor, a vehicle, and a hacking rootkit. " +
"For each of these pieces of equipment, a gang member can only have one at a time (i.e " +
"a member cannot have two weapons or two vehicles). Purchasing an upgrade will automatically " +
"replace the member's existing upgrade, if he/she is equipped with one. The existing upgrade " +
"will be lost and will have to be re-purchased if you want to switch back.
";
//Weapons
var weaponTxt = document.createElement("p");
weaponTxt.style.display = "block";
content.appendChild(weaponTxt);
if (memberObj.weaponUpgrade instanceof GangMemberUpgrade) {
weaponTxt.innerHTML = "Weapons (Current Equip: " + memberObj.weaponUpgrade.name + ")";
} else {
weaponTxt.innerHTML = "Weapons (Current Equip: NONE)";
}
var weaponNames = ["Baseball Bat", "Katana", "Glock 18C", "P90", "Steyr AUG",
"AK-47", "M15A10 Assault Rifle", "AWM Sniper Rifle"];
createGangMemberUpgradeButtons(memberObj, weaponNames, memberObj.weaponUpgrade, content);
content.appendChild(document.createElement("br"));
var armorTxt = document.createElement("p");
armorTxt.style.display = "block";
content.appendChild(armorTxt);
if (memberObj.armorUpgrade instanceof GangMemberUpgrade) {
armorTxt.innerHTML = "Armor (Current Equip: " + memberObj.armorUpgrade.name + ")";
} else {
armorTxt.innerHTML = "Armor (Current Equip: NONE)";
}
var armorNames = ["Bulletproof Vest", "Full Body Armor", "Liquid Body Armor",
"Graphene Plating Armor"];
createGangMemberUpgradeButtons(memberObj, armorNames, memberObj.armorUpgrade, content);
var vehicleTxt = document.createElement("p");
vehicleTxt.style.display = "block";
content.appendChild(vehicleTxt);
if (memberObj.vehicleUpgrade instanceof GangMemberUpgrade) {
vehicleTxt.innerHTML = "Vehicles (Current Equip: " + memberObj.vehicleUpgrade.name + ")";
} else {
vehicleTxt.innerHTML = "Vehicles (Current Equip: NONE)";
}
var vehicleNames = ["Ford Flex V20", "ATX1070 Superbike", "Mercedes-Benz S9001",
"White Ferrari"];
createGangMemberUpgradeButtons(memberObj, vehicleNames, memberObj.vehicleUpgrade, content);
var rootkitTxt = document.createElement("p");
rootkitTxt.style.display = "block";
content.appendChild(rootkitTxt);
if (memberObj.hackingUpgrade instanceof GangMemberUpgrade) {
rootkitTxt.innerHTML = "Rootkits (Current Equip: " + memberObj.hackingUpgrade.name + ")";
} else {
rootkitTxt.innerHTML = "Rootkits (Current Equip: NONE)";
}
var rootkitNames = ["NUKE Rootkit", "Soulstealer Rootkit", "Demon Rootkit"];
createGangMemberUpgradeButtons(memberObj, rootkitNames, memberObj.hackingUpgrade, content);
gangMemberUpgradeBoxOpened = true;
}
function createGangMemberUpgradeButtons(memberObj, upgNames, memberUpgrade, content) {
for (var i = 0; i < upgNames.length; ++i) {
(function() {
var upgrade = GangMemberUpgrades[upgNames[i]];
if (upgrade == null) {
console.log("ERROR: Could not find GangMemberUpgrade object for" + upgNames[i]);
return; //Return inside closure
}
//Skip the currently owned upgrade
if (memberUpgrade instanceof GangMemberUpgrade &&
memberUpgrade.name == upgrade.name) {return;}
//Create button
var btn = document.createElement("a");
btn.innerHTML = upgrade.name + " - $" + numeral(upgrade.cost).format('(0.00a)');
if (Player.money.gte(upgrade.cost)) {
btn.setAttribute("class", "popup-box-button tooltip")
} else {
btn.setAttribute("class", "popup-box-button-inactive tooltip");
}
btn.style.cssFloat = "none";
btn.style.display = "block";
btn.style.margin = "8px";
btn.style.width = "40%";
//Tooltip for upgrade
var tooltip = document.createElement("span");
tooltip.setAttribute("class", "tooltiptext");
tooltip.innerHTML = upgrade.desc;
btn.appendChild(tooltip);
content.appendChild(btn);
btn.addEventListener("click", function() {
upgrade.purchase(memberObj);
});
}()); // Immediate invocation
}
}
let gangContentCreated = false;
function displayGangContent() {
if (!gangContentCreated) {
gangContentCreated = true;
//Create gang container
var container = document.createElement("div");
document.getElementById("entire-game-container").appendChild(container);
container.setAttribute("id", "gang-container");
container.setAttribute("class", "generic-menupage-container");
//Get variables
var facName = Player.gang.facName;
var members = Player.gang.members;
var wanted = Player.gang.wanted;
var respect = Player.gang.respect;
//Buttons to switch between panels
var managementButton = document.createElement("a");
managementButton.setAttribute("id", "gang-management-subpage-button");
managementButton.innerHTML = "Gang Management (1)";
managementButton.setAttribute("class", "a-link-button-inactive");
managementButton.style.display = "inline-block";
var territoryButton = document.createElement("a");
territoryButton.setAttribute("id", "gang-territory-subpage-button");
territoryButton.innerHTML = "Gang Territory (2)";
territoryButton.setAttribute("class", "a-link-button");
territoryButton.style.display = "inline-block";
managementButton.addEventListener("click", function() {
document.getElementById("gang-management-subpage").style.display = "block";
document.getElementById("gang-territory-subpage").style.display = "none";
managementButton.classList.toggle("a-link-button-inactive");
managementButton.classList.toggle("a-link-button");
territoryButton.classList.toggle("a-link-button-inactive");
territoryButton.classList.toggle("a-link-button");
updateGangContent();
return false;
});
territoryButton.addEventListener("click", function() {
document.getElementById("gang-management-subpage").style.display = "none";
document.getElementById("gang-territory-subpage").style.display = "block";
managementButton.classList.toggle("a-link-button-inactive");
managementButton.classList.toggle("a-link-button");
territoryButton.classList.toggle("a-link-button-inactive");
territoryButton.classList.toggle("a-link-button");
updateGangContent();
return false;
});
container.appendChild(managementButton);
container.appendChild(territoryButton);
//Subpage for managing gang members
var managementSubpage = document.createElement("div");
container.appendChild(managementSubpage);
managementSubpage.style.display = "block";
managementSubpage.setAttribute("id", "gang-management-subpage");
var infoText = document.createElement("p");
managementSubpage.appendChild(infoText);
infoText.setAttribute("id", "gang-info");
infoText.style.width = "70%";
var recruitGangMemberBtn = document.createElement("a");
managementSubpage.appendChild(recruitGangMemberBtn);
recruitGangMemberBtn.setAttribute("id", "gang-management-recruit-member-btn");
recruitGangMemberBtn.setAttribute("class", "a-link-button-inactive");
recruitGangMemberBtn.innerHTML = "Recruit Gang Member";
recruitGangMemberBtn.style.display = "inline-block";
recruitGangMemberBtn.style.margin = "10px";
recruitGangMemberBtn.addEventListener("click", () => {
var yesBtn = yesNoTxtInpBoxGetYesButton(), noBtn = yesNoTxtInpBoxGetNoButton();
yesBtn.innerHTML = "Recruit Gang Member";
noBtn.innerHTML = "Cancel";
yesBtn.addEventListener("click", ()=>{
var name = yesNoTxtInpBoxGetInput();
if (name == "") {
dialogBoxCreate("You must enter a name for your Gang member!");
} else {
for (var i = 0; i < Player.gang.members.length; ++i) {
if (name == Player.gang.members[i].name) {
dialogBoxCreate("You already have a gang member with this name!");
return false;
}
}
var member = new GangMember(name);
Player.gang.members.push(member);
createGangMemberDisplayElement(member);
updateGangContent();
}
yesNoTxtInpBoxClose();
});
noBtn.addEventListener("click", ()=>{
yesNoTxtInpBoxClose();
});
yesNoTxtInpBoxCreate("Please enter a name for your new Gang member:");
return false;
});
//Text for how much reputation is required for recruiting next memberList
var recruitRequirementText = document.createElement("p");
managementSubpage.appendChild(recruitRequirementText);
recruitRequirementText.setAttribute("id", "gang-recruit-requirement-text");
recruitRequirementText.style.color = "red";
var memberList = document.createElement("ul");
managementSubpage.appendChild(memberList);
memberList.setAttribute("id", "gang-member-list");
for (var i = 0; i < members.length; ++i) {
createGangMemberDisplayElement(members[i]);
}
setGangMemberClickHandlers(); //Set buttons to toggle the gang member info panels
//Subpage for seeing gang territory information
var territorySubpage = document.createElement("div");
container.appendChild(territorySubpage);
territorySubpage.setAttribute("id", "gang-territory-subpage");
territorySubpage.style.display = "none";
//Info text for territory page
var territoryInfoText = document.createElement("p");
territorySubpage.appendChild(territoryInfoText);
territoryInfoText.innerHTML =
"This page shows how much territory your Gang controls. This statistic is listed as a percentage, " +
"which represents how much of the total territory you control.
" +
"Territory gain and loss is processed automatically and is updated every ~30 seconds. Your chances " +
"to gain and lose territory depend on your Gang's power, which is listed in the display below. " +
"Your gang's power is determined by the stats of all Gang members you have assigned to the " +
"'Territory Warfare' task. Gang members that are not assigned to this task do not contribute to " +
"your Gang's power.
" +
"The amount of territory you have affects all aspects of your Gang members' production, including " +
"money, respect, and wanted level. It is very beneficial to have high territory control.
"
territoryInfoText.style.width = "70%";
var territoryBorder = document.createElement("fieldset");
territoryBorder.style.width = "50%";
territoryBorder.style.display = "inline-block";
var territoryP = document.createElement("p");
territoryP.setAttribute("id", "gang-territory-info");
territoryBorder.appendChild(territoryP);
territorySubpage.appendChild(territoryBorder);
}
document.getElementById("gang-container").style.visibility = "visible";
updateGangContent();
}
function updateGangContent() {
if (!gangContentCreated || !Player.inGang()) {return;}
if(document.getElementById("gang-territory-subpage").style.display === "block") {
//Update territory information
var elem = document.getElementById("gang-territory-info");
elem.innerHTML = "";
for (var gangname in AllGangs) {
if (AllGangs.hasOwnProperty(gangname)) {
var gangInfo = AllGangs[gangname];
if (gangname == Player.gang.facName) {
elem.innerHTML += ("" + gangname + "
(Power: " + formatNumber(gangInfo.power, 6) + "): " +
formatNumber(100*gangInfo.territory, 2) + "%
");
} else {
elem.innerHTML += (gangname + "
(Power: " + formatNumber(gangInfo.power, 6) + "): " +
formatNumber(100*gangInfo.territory, 2) + "%
");
}
}
}
} else {
//Update information for overall gang
var gangInfo = document.getElementById("gang-info");
if (gangInfo) {
var faction = Factions[Player.gang.facName];
var rep;
if (!(faction instanceof Faction)) {
rep = "ERROR";
} else {
rep = faction.playerReputation;
}
gangInfo.innerHTML =
"
This page is used to manage your gang members and get an overview of your gang's stats.
" +
"If a gang member is not earning much money or respect, the task that you have assigned to that member " +
"might be too difficult. Consider training that member's stats or choosing an easier task. The tasks closer to the " +
"top of the dropdown list are generally easier. Alternatively, the gang member's low production might be due to the " +
"fact that your wanted level is too high. Consider assigning a few members to the 'Vigilante Justice' or 'Ethical Hacking' " +
"tasks to lower your wanted level.
" +
"Installing Augmentations does NOT reset your progress with your Gang. Furthermore, after installing Augmentations, you will " +
"automatically be a member of whatever Faction you created your gang with.
" +
"
Respect: Represents the amount of respect " + "your gang has from other gangs and criminal organizations. Your respect affects the amount of money " + "your gang members will earn, and also determines how much reputation you are earning with your gang's " + "correpsonding Faction.
" + formatNumber(Player.gang.respect, 6) + " (" + formatNumber(5*Player.gang.respectGainRate, 6) + " / sec)
Wanted Level: Represents how much the gang is wanted by law " + "enforcement. The higher your gang's wanted level, the harder it will be for your gang members to make " + "money and earn respect. Note that the minimum respect value is 1." + "
" + formatNumber(Player.gang.wanted, 6) + " (" + formatNumber(5*Player.gang.wantedGainRate, 6) + " / sec)
" +
"Money gain rate: $" + formatNumber(5*Player.gang.moneyGainRate, 2) + " / sec
" +
"Faction reputation: " + formatNumber(rep, 3) + "