import {BitNodeMultipliers} from "./BitNode"; import {CONSTANTS} from "./Constants"; import {Engine} from "./engine"; import {Player} from "./Player"; import {dialogBoxCreate} from "../utils/DialogBox"; import {clearEventListeners} from "../utils/uiHelpers/clearEventListeners"; import {getRandomInt} from "../utils/helpers/getRandomInt"; import {infiltrationBoxCreate} from "../utils/InfiltrationBox"; import {formatNumber} from "../utils/StringHelperFunctions"; /* Infiltration.js * * Kill * Knockout (nonlethal) * Stealth Knockout (nonlethal) * Assassinate * * Hack Security * Destroy Security * Sneak past Security * * Pick the locked door * * Bribe security * * Escape */ let InfiltrationScenarios = { Guards: "You see an armed security guard patrolling the area.", TechOnly: "The area is equipped with a state-of-the-art security system: cameras, laser tripwires, and sentry turrets.", TechOrLockedDoor: "The area is equipped with a state-of-the-art security system. There is a locked door on the side of the " + "room that can be used to bypass security.", Bots: "You see a few security bots patrolling the area.", } function InfiltrationInstance(companyName, startLevel, val, maxClearance, diff) { this.companyName = companyName; this.clearanceLevel = 0; this.maxClearanceLevel = maxClearance; this.securityLevel = startLevel; this.difficulty = diff; //Affects how much security level increases. Represents a percentage this.baseValue = val; //Base value of company secrets this.secretsStolen = []; //Numbers representing value of stolen secrets this.hackingExpGained = 0; this.strExpGained = 0; this.defExpGained = 0; this.dexExpGained = 0; this.agiExpGained = 0; this.chaExpGained = 0; this.intExpGained = 0; } InfiltrationInstance.prototype.gainHackingExp = function(amt) { if (isNaN(amt)) {return;} this.hackingExpGained += amt; } InfiltrationInstance.prototype.gainStrengthExp = function(amt) { if (isNaN(amt)) {return;} this.strExpGained += amt; } InfiltrationInstance.prototype.gainDefenseExp = function(amt) { if (isNaN(amt)) {return;} this.defExpGained += amt; } InfiltrationInstance.prototype.gainDexterityExp = function(amt) { if (isNaN(amt)) {return;} this.dexExpGained += amt; } InfiltrationInstance.prototype.gainAgilityExp = function(amt) { if (isNaN(amt)) {return;} this.agiExpGained += amt; } InfiltrationInstance.prototype.gainCharismaExp = function(amt) { if (isNaN(amt)) {return;} this.chaExpGained += amt; } InfiltrationInstance.prototype.gainIntelligenceExp = function(amt) { if (isNaN(amt)) {return;} this.intExpGained += amt; } function beginInfiltration(companyName, startLevel, val, maxClearance, diff) { var inst = new InfiltrationInstance(companyName, startLevel, val, maxClearance, diff); clearInfiltrationStatusText(); nextInfiltrationLevel(inst); } function endInfiltration(inst, success) { if (success) {infiltrationBoxCreate(inst);} clearEventListeners("infiltration-kill"); clearEventListeners("infiltration-knockout"); clearEventListeners("infiltration-stealthknockout"); clearEventListeners("infiltration-assassinate"); clearEventListeners("infiltration-hacksecurity"); clearEventListeners("infiltration-destroysecurity"); clearEventListeners("infiltration-sneak"); clearEventListeners("infiltration-pickdoor"); clearEventListeners("infiltration-bribe"); clearEventListeners("infiltration-escape"); Engine.loadLocationContent(); } function nextInfiltrationLevel(inst) { ++inst.clearanceLevel; updateInfiltrationLevelText(inst); //Buttons var killButton = clearEventListeners("infiltration-kill"); var knockoutButton = clearEventListeners("infiltration-knockout"); var stealthKnockoutButton = clearEventListeners("infiltration-stealthknockout"); var assassinateButton = clearEventListeners("infiltration-assassinate"); var hackSecurityButton = clearEventListeners("infiltration-hacksecurity"); var destroySecurityButton = clearEventListeners("infiltration-destroysecurity"); var sneakButton = clearEventListeners("infiltration-sneak"); var pickdoorButton = clearEventListeners("infiltration-pickdoor"); var bribeButton = clearEventListeners("infiltration-bribe"); var escapeButton = clearEventListeners("infiltration-escape"); killButton.style.display = "none"; knockoutButton.style.display = "none"; stealthKnockoutButton.style.display = "none"; assassinateButton.style.display = "none"; hackSecurityButton.style.display = "none"; destroySecurityButton.style.display = "none"; sneakButton.style.display = "none"; pickdoorButton.style.display = "none"; bribeButton.style.display = "none"; escapeButton.style.display = "none"; var rand = getRandomInt(0, 5); //This needs to change if more scenarios are added var scenario = null; switch (rand) { case 1: scenario = InfiltrationScenarios.TechOnly; hackSecurityButton.style.display = "block"; destroySecurityButton.style.display = "block"; sneakButton.style.display = "block"; escapeButton.style.display = "block"; break; case 2: scenario = InfiltrationScenarios.TechOrLockedDoor; hackSecurityButton.style.display = "block"; destroySecurityButton.style.display = "block"; sneakButton.style.display = "block"; pickdoorButton.style.display = "block"; escapeButton.style.display = "block"; break; case 3: scenario = InfiltrationScenarios.Bots; killButton.style.display = "block"; killButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationKill(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY killed the security bots! Unfortunately you alerted the " + "rest of the facility's security. The facility's security " + "level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); Player.karma -= 1; endInfiltrationLevel(inst); return false; } else { var dmgTaken = Math.max(1, Math.round(1.5 * inst.securityLevel / Player.defense)); writeInfiltrationStatusText("You FAILED to kill the security bots. The bots fight back " + "and raise the alarm! You take " + dmgTaken + " damage and " + "the facility's security level increases by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); if (Player.takeDamage(dmgTaken)) { endInfiltration(inst, false); } } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); }); assassinateButton.style.display = "block"; assassinateButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationAssassinate(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security bots without being detected!"); Player.karma -= 1; endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to assassinate the security bots. The bots have not detected " + "you but are now more alert for an intruder. The facility's security level " + "has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); }); hackSecurityButton.style.display = "block"; sneakButton.style.display = "block"; escapeButton.style.display = "block"; break; default: //0, 4-5 scenario = InfiltrationScenarios.Guards; killButton.style.display = "block"; killButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationKill(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY killed the security guard! Unfortunately you alerted the " + "rest of the facility's security. The facility's security " + "level has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); Player.karma -= 3; ++Player.numPeopleKilled; endInfiltrationLevel(inst); return false; } else { var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense)); writeInfiltrationStatusText("You FAILED to kill the security guard. The guard fights back " + "and raises the alarm! You take " + dmgTaken + " damage and " + "the facility's security level has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); if (Player.takeDamage(dmgTaken)) { endInfiltration(inst, false); } } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); }); knockoutButton.style.display = "block"; stealthKnockoutButton.style.display = "block"; assassinateButton.style.display = "block"; assassinateButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationAssassinate(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security guard without being detected!"); Player.karma -= 3; ++Player.numPeopleKilled; endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to assassinate the security guard. The guard has not detected " + "you but is now more alert for an intruder. The facility's security level " + "has increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); }); sneakButton.style.display = "block"; bribeButton.style.display = "block"; escapeButton.style.display = "block"; break; } knockoutButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationKnockout(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard! " + "Unfortunately you made a lot of noise and alerted other security."); writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); endInfiltrationLevel(inst); return false; } else { var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense)); writeInfiltrationStatusText("You FAILED to knockout the security guard. The guard " + "raises the alarm and fights back! You take " + dmgTaken + " damage and " + "the facility's security level increases by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); if (Player.takeDamage(dmgTaken)) { endInfiltration(inst, false); } } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); stealthKnockoutButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationStealthKnockout(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard without making " + "any noise!"); endInfiltrationLevel(inst); return false; } else { var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense)); writeInfiltrationStatusText("You FAILED to stealthily knockout the security guard. The guard " + "raises the alarm and fights back! You take " + dmgTaken + " damage and " + "the facility's security level increases by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); if (Player.takeDamage(dmgTaken)) { endInfiltration(inst, false); } } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); hackSecurityButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationHack(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY hacked and disabled the security system!"); writeInfiltrationStatusText("The facility's security level increased by " + ((res[1]*100) - 100).toString() + "%"); endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to hack the security system. The facility's " + "security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); destroySecurityButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationDestroySecurity(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY and violently destroy the security system!"); writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to destroy the security system. The facility's " + "security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); sneakButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationSneak(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY sneak past the security undetected!"); endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED and were detected while trying to sneak past security! The facility's " + "security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); pickdoorButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationPickLockedDoor(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY pick the locked door!"); writeInfiltrationStatusText("The facility's security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to pick the locked door. The facility's security level " + "increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); bribeButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var bribeAmt = CONSTANTS.InfiltrationBribeBaseAmount * inst.clearanceLevel; if (Player.money.lt(bribeAmt)) { writeInfiltrationStatusText("You do not have enough money to bribe the guard. " + "You need $" + bribeAmt); return false; } var res = attemptInfiltrationBribe(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY bribed a guard to let you through " + "to the next clearance level for $" + bribeAmt); Player.loseMoney(bribeAmt); endInfiltrationLevel(inst); return false; } else { writeInfiltrationStatusText("You FAILED to bribe a guard! The guard is alerting " + "other security guards about your presence! The facility's " + "security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); escapeButton.addEventListener("click", function(e) { if (!e.isTrusted) {return false;} var res = attemptInfiltrationEscape(inst); if (res[0]) { writeInfiltrationStatusText("You SUCCESSFULLY escape from the facility with the stolen classified " + "documents and company secrets!"); endInfiltration(inst, true); return false; } else { writeInfiltrationStatusText("You FAILED to escape from the facility. You took 1 damage. The facility's " + "security level increased by " + formatNumber((res[1]*100)-100, 2).toString() + "%"); if (Player.takeDamage(1)) { endInfiltration(inst, false); } } updateInfiltrationButtons(inst, scenario); updateInfiltrationLevelText(inst); return false; }); updateInfiltrationButtons(inst, scenario); writeInfiltrationStatusText(""); writeInfiltrationStatusText("You are now on clearance level " + inst.clearanceLevel + ".
" + scenario); } function endInfiltrationLevel(inst) { //Check if you gained any secrets if (inst.clearanceLevel % 5 == 0) { var baseSecretValue = inst.baseValue * inst.clearanceLevel / 2; var secretValue = baseSecretValue * Player.faction_rep_mult * CONSTANTS.InfiltrationRepValue * BitNodeMultipliers.InfiltrationRep; var secretMoneyValue = baseSecretValue * CONSTANTS.InfiltrationMoneyValue * BitNodeMultipliers.InfiltrationMoney; inst.secretsStolen.push(baseSecretValue); dialogBoxCreate("You found and stole a set of classified documents from the company. " + "These classified secrets could probably be sold for money ($" + formatNumber(secretMoneyValue, 2) + "), or they " + "could be given to factions for reputation (" + formatNumber(secretValue, 3) + " rep)"); } //Increase security level based on difficulty inst.securityLevel *= (1 + (inst.difficulty / 100)); writeInfiltrationStatusText("You move on to the facility's next clearance level. This " + "clearance level has " + inst.difficulty + "% higher security"); //If this is max level, force endInfiltration if (inst.clearanceLevel >= inst.maxClearanceLevel) { endInfiltration(inst, true); } else { nextInfiltrationLevel(inst); } } function writeInfiltrationStatusText(txt) { var statusTxt = document.getElementById("infiltration-status-text"); statusTxt.innerHTML += (txt + "
"); statusTxt.parentElement.scrollTop = statusTxt.scrollHeight; } function clearInfiltrationStatusText() { document.getElementById("infiltration-status-text").innerHTML = ""; } function updateInfiltrationLevelText(inst) { var totalValue = 0; var totalMoneyValue = 0; for (var i = 0; i < inst.secretsStolen.length; ++i) { totalValue += (inst.secretsStolen[i] * Player.faction_rep_mult * CONSTANTS.InfiltrationRepValue * BitNodeMultipliers.InfiltrationRep); totalMoneyValue += inst.secretsStolen[i] * CONSTANTS.InfiltrationMoneyValue * BitNodeMultipliers.InfiltrationMoney; } var expMultiplier = 2 * inst.clearanceLevel / inst.maxClearanceLevel; document.getElementById("infiltration-level-text").innerHTML = "Facility name: " + inst.companyName + "
" + "Clearance Level: " + inst.clearanceLevel + "
" + "Security Level: " + formatNumber(inst.securityLevel, 3) + "

" + "Total reputation value of secrets stolen: " + formatNumber(totalValue, 3) + "
" + "Total monetary value of secrets stolen: $" + formatNumber(totalMoneyValue, 2) + "

" + "Hack exp gained: " + formatNumber(inst.hackingExpGained * expMultiplier, 3) + "
" + "Str exp gained: " + formatNumber(inst.strExpGained * expMultiplier, 3) + "
" + "Def exp gained: " + formatNumber(inst.defExpGained * expMultiplier, 3) + "
" + "Dex exp gained: " + formatNumber(inst.dexExpGained * expMultiplier, 3) + "
" + "Agi exp gained: " + formatNumber(inst.agiExpGained * expMultiplier, 3) + "
" + "Cha exp gained: " + formatNumber(inst.chaExpGained * expMultiplier, 3); } function updateInfiltrationButtons(inst, scenario) { var killChance = getInfiltrationKillChance(inst); var knockoutChance = getInfiltrationKnockoutChance(inst); var stealthKnockoutChance = getInfiltrationStealthKnockoutChance(inst); var assassinateChance = getInfiltrationAssassinateChance(inst); var destroySecurityChance = getInfiltrationDestroySecurityChance(inst); var hackChance = getInfiltrationHackChance(inst); var sneakChance = getInfiltrationSneakChance(inst); var lockpickChance = getInfiltrationPickLockedDoorChance(inst); var bribeChance = getInfiltrationBribeChance(inst); var escapeChance = getInfiltrationEscapeChance(inst); document.getElementById("infiltration-escape").innerHTML = "Escape" + "" + "Attempt to escape the facility with the classified secrets and " + "documents you have stolen. You have a " + formatNumber(escapeChance*100, 2) + "% chance of success. If you fail, " + "the security level will increase by 5%."; switch(scenario) { case InfiltrationScenarios.TechOrLockedDoor: document.getElementById("infiltration-pickdoor").innerHTML = "Lockpick" + "" + "Attempt to pick the locked door. You have a " + formatNumber(lockpickChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increased by 1%. If you fail, the " + "security level will increase by 3%."; case InfiltrationScenarios.TechOnly: document.getElementById("infiltration-hacksecurity").innerHTML = "Hack" + "" + "Attempt to hack and disable the security system. You have a " + formatNumber(hackChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 3%. If you fail, " + "the security level will increase by 5%."; document.getElementById("infiltration-destroysecurity").innerHTML = "Destroy security" + "" + "Attempt to violently destroy the security system. You have a " + formatNumber(destroySecurityChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 5%. If you fail, the " + "security level will increase by 10%. "; document.getElementById("infiltration-sneak").innerHTML = "Sneak" + "" + "Attempt to sneak past the security system. You have a " + formatNumber(sneakChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 8%. "; break; case InfiltrationScenarios.Bots: document.getElementById("infiltration-kill").innerHTML = "Destroy bots" + "" + "Attempt to destroy the security bots through combat. You have a " + formatNumber(killChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 5%. If you fail, " + "the security level will increase by 10%. "; document.getElementById("infiltration-assassinate").innerHTML = "Assassinate bots" + "" + "Attempt to stealthily destroy the security bots through assassination. You have a " + formatNumber(assassinateChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 10%. "; document.getElementById("infiltration-hacksecurity").innerHTML = "Hack bots" + "" + "Attempt to disable the security bots by hacking them. You have a " + formatNumber(hackChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 3%. If you fail, " + "the security level will increase by 5%. "; document.getElementById("infiltration-sneak").innerHTML = "Sneak" + "" + "Attempt to sneak past the security bots. You have a " + formatNumber(sneakChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 8%. "; break; case InfiltrationScenarios.Guards: default: document.getElementById("infiltration-kill").innerHTML = "Kill" + "" + "Attempt to kill the security guard. You have a " + formatNumber(killChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 5%. If you fail, " + "the security level will decrease by 10%. "; document.getElementById("infiltration-knockout").innerHTML = "Knockout" + "" + "Attempt to knockout the security guard. You have a " + formatNumber(knockoutChance*100, 2) + "% chance of success. " + "If you succeed, the security level will increase by 3%. If you fail, the " + "security level will increase by 10%. "; document.getElementById("infiltration-stealthknockout").innerHTML = "Stealth Knockout" + "" + "Attempt to stealthily knockout the security guard. You have a " + formatNumber(stealthKnockoutChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 10%. "; document.getElementById("infiltration-assassinate").innerHTML = "Assassinate" + "" + "Attempt to assassinate the security guard. You have a " + formatNumber(assassinateChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 5%. "; document.getElementById("infiltration-sneak").innerHTML = "Sneak" + "" + "Attempt to sneak past the security guard. You have a " + formatNumber(sneakChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 8%. "; document.getElementById("infiltration-bribe").innerHTML = "Bribe" + "" + "Attempt to bribe the security guard. You have a " + formatNumber(bribeChance*100, 2) + "% chance of success. " + "If you fail, the security level will increase by 15%. "; break; } } let intWgt = CONSTANTS.IntelligenceInfiltrationWeight; //Kill //Success: 5%, Failure 10%, -Karma function attemptInfiltrationKill(inst) { var chance = getInfiltrationKillChance(inst); inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult; inst.gainDefenseExp(inst.securityLevel / 75) * Player.defense_exp_mult; inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult; inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult; if (Math.random() <= chance) { inst.securityLevel *= 1.05; return [true, 1.05]; } else { inst.securityLevel *= 1.1; return [false, 1.1]; } } function getInfiltrationKillChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.strength + Player.dexterity + Player.agility) / (1.45 * lvl)); } //Knockout //Success: 3%, Failure: 10% function attemptInfiltrationKnockout(inst) { var chance = getInfiltrationKnockoutChance(inst); inst.gainStrengthExp(inst.securityLevel / 70) * Player.strength_exp_mult; inst.gainDefenseExp(inst.securityLevel / 70) * Player.defense_exp_mult; inst.gainDexterityExp(inst.securityLevel / 70) * Player.dexterity_exp_mult; inst.gainAgilityExp(inst.securityLevel / 70) * Player.agility_exp_mult; if (Math.random() <= chance) { inst.securityLevel *= 1.03; return [true, 1.03]; } else { inst.securityLevel *= 1.1; return [false, 1.1]; } } function getInfiltrationKnockoutChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.strength + Player.dexterity + Player.agility) / (1.7 * lvl)); } //Stealth knockout //Success: 0%, Failure: 10% function attemptInfiltrationStealthKnockout(inst) { var chance = getInfiltrationStealthKnockoutChance(inst); inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult; inst.gainDexterityExp(inst.securityLevel / 60) * Player.dexterity_exp_mult; inst.gainAgilityExp(inst.securityLevel / 60) * Player.agility_exp_mult; if (Math.random() <= chance) { return [true, 1]; } else { inst.securityLevel *= 1.1; return [false, 1.1]; } } function getInfiltrationStealthKnockoutChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (0.55 * Player.strength + 2 * Player.dexterity + 2 * Player.agility + intWgt * Player.intelligence) / (3 * lvl)); } //Assassination //Success: 0%, Failure: 5%, -Karma function attemptInfiltrationAssassinate(inst) { var chance = getInfiltrationAssassinateChance(inst); inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult; inst.gainDexterityExp(inst.securityLevel / 55) * Player.dexterity_exp_mult; inst.gainAgilityExp(inst.securityLevel / 55) * Player.agility_exp_mult; if (Math.random() <= chance) { return [true, 1]; } else { inst.securityLevel *= 1.05; return [false, 1.05]; } } function getInfiltrationAssassinateChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.dexterity + 0.5 * Player.agility + intWgt * Player.intelligence) / (2 * lvl)); } //Destroy security //Success: 5%, Failure: 10% function attemptInfiltrationDestroySecurity(inst) { var chance = getInfiltrationDestroySecurityChance(inst); inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult; inst.gainDefenseExp(inst.securityLevel / 75) * Player.defense_exp_mult; inst.gainDexterityExp(inst.securityLevel / 75) * Player.dexterity_exp_mult; inst.gainAgilityExp(inst.securityLevel / 75) * Player.agility_exp_mult; if (Math.random() <= chance) { inst.securityLevel *= 1.05; return [true, 1.05]; } else { inst.securityLevel *= 1.1; return [false, 1.1]; } } function getInfiltrationDestroySecurityChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.strength + Player.dexterity + Player.agility) / (2 * lvl)); } //Hack security //Success: 3%, Failure: 5% function attemptInfiltrationHack(inst) { var chance = getInfiltrationHackChance(inst); inst.gainHackingExp(inst.securityLevel / 30) * Player.hacking_exp_mult; inst.gainIntelligenceExp(inst.securityLevel / 680); if (Math.random() <= chance) { inst.securityLevel *= 1.03; return [true, 1.03]; } else { inst.securityLevel *= 1.05; return [false, 1.05]; } } function getInfiltrationHackChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.hacking_skill + (intWgt * Player.intelligence)) / lvl); } //Sneak past security //Success: 0%, Failure: 8% function attemptInfiltrationSneak(inst) { var chance = getInfiltrationSneakChance(inst); inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult; if (Math.random() <= chance) { return [true, 1]; } else { inst.securityLevel *= 1.08; return [false, 1.08]; } } function getInfiltrationSneakChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.agility + 0.5 * Player.dexterity + intWgt * Player.intelligence) / (2 * lvl)); } //Pick locked door //Success: 1%, Failure: 3% function attemptInfiltrationPickLockedDoor(inst) { var chance = getInfiltrationPickLockedDoorChance(inst); inst.gainDexterityExp(inst.securityLevel / 25) * Player.dexterity_exp_mult; if (Math.random() <= chance) { inst.securityLevel *= 1.01; return [true, 1.01]; } else { inst.securityLevel *= 1.03; return [false, 1.03]; } } function getInfiltrationPickLockedDoorChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.dexterity + intWgt * Player.intelligence) / lvl); } //Bribe //Success: 0%, Failure: 15%, function attemptInfiltrationBribe(inst) { var chance = getInfiltrationBribeChance(inst); inst.gainCharismaExp(inst.securityLevel / 8) * Player.charisma_exp_mult; if (Math.random() <= chance) { return [true, 1]; } else { inst.securityLevel *= 1.15; return [false, 1.15]; } } function getInfiltrationBribeChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (Player.charisma) / lvl); } //Escape //Failure: 5% function attemptInfiltrationEscape(inst) { var chance = getInfiltrationEscapeChance(inst); inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult; inst.gainDexterityExp(inst.securityLevel / 30) * Player.dexterity_exp_mult; if (Math.random() <= chance) { return [true, 1]; } else { inst.securityLevel *= 1.05; return [false, 1.05]; } } function getInfiltrationEscapeChance(inst) { var lvl = inst.securityLevel; return Math.min(0.95, (2 * Player.agility + Player.dexterity + intWgt * Player.intelligence) / lvl); } export {beginInfiltration};