import { CONSTANTS } from "./Constants";
import { Engine } from "./engine";
import { displayFactionContent } from "./Faction/FactionHelpers";
import { Player } from "./Player";
import { dialogBoxCreate } from "../utils/DialogBox";
import { formatNumber } from "../utils/StringHelperFunctions";
import { Reputation } from "./ui/React/Reputation";
import { addOffset } from "../utils/helpers/addOffset";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { isString } from "../utils/helpers/isString";
import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
// For some reason `jsplumb` needs to be imported exactly like this,
// lowercase p, and later in the code used as `jsPlumb` uppercase P. wtf.
// eslint-disable-next-line @typescript-eslint/no-unused-vars
import jsplumb from "jsplumb";
import React from "react";
import ReactDOM from "react-dom";
let inMission = false; // Flag to denote whether a mission is running
let currMission = null;
function setInMission(bool, mission) {
inMission = bool;
if (bool) {
currMission = mission;
} else {
currMission = null;
}
}
// Keyboard shortcuts
$(document).keydown(function(e) {
if (inMission && currMission && currMission.selectedNode.length != 0) {
switch (e.keyCode) {
case 65: // a for Attack
currMission.actionButtons[0].click();
break;
case 83: // s for Scan
currMission.actionButtons[1].click();
break;
case 87: // w for Weaken
currMission.actionButtons[2].click();
break;
case 70: // f for Fortify
currMission.actionButtons[3].click();
break;
case 82: // r for Overflow
currMission.actionButtons[4].click();
break;
case 68: // d for Detach connection
currMission.actionButtons[5].click();
break;
default:
break;
}
}
});
let NodeTypes = {
Core: "CPU Core Node", // All actions available
Firewall: "Firewall Node", // No actions available
Database: "Database Node", // No actions available
Spam: "Spam Node", // No actions Available
Transfer: "Transfer Node", // Can Weaken, Scan, Fortify and Overflow
Shield: "Shield Node", // Can Fortify
}
let NodeActions = {
Attack: "Attacking", // Damaged based on attack stat + hacking level + opp def
Scan: "Scanning", // -Def for target, affected by attack and hacking level
Weaken: "Weakening", // -Attack for target, affected by attack and hacking level
Fortify: "Fortifying", // +Defense for Node, affected by hacking level
Overflow: "Overflowing", // +Attack but -Defense for Node, affected by hacking level
}
function Node(type, stats) {
this.type = type;
this.atk = stats.atk ? stats.atk : 0;
this.def = stats.def ? stats.def : 0;
this.hp = stats.hp ? stats.hp : 0;
this.maxhp = this.hp;
this.plyrCtrl = false;
this.enmyCtrl = false;
this.pos = [0, 0]; // x, y
this.el = null; // Holds the Node's DOM element
this.action = null;
this.targetedCount = 0; // Count of how many connections this node is the target of
/**
* Holds the JsPlumb Connection object for this Node, where this Node is the Source (since each Node
* can only have 1 outgoing Connection)
*/
this.conn = null;
}
Node.prototype.setPosition = function(x, y) {
this.pos = [x, y];
}
Node.prototype.setControlledByPlayer = function() {
this.plyrCtrl = true;
this.enmyCtrl = false;
if (this.el) {
this.el.classList.remove("hack-mission-enemy-node");
this.el.classList.add("hack-mission-player-node");
}
}
Node.prototype.setControlledByEnemy = function() {
this.plyrCtrl = false;
this.enmyCtrl = true;
if (this.el) {
this.el.classList.remove("hack-mission-player-node");
this.el.classList.add("hack-mission-enemy-node");
}
}
// Sets this node to be the active node
Node.prototype.select = function(actionButtons) {
if (this.enmyCtrl) {return;}
this.el.classList.add("hack-mission-player-node-active");
// Make all buttons inactive
for (var i = 0; i < actionButtons.length; ++i) {
actionButtons[i].classList.remove("a-link-button");
actionButtons[i].classList.add("a-link-button-inactive");
}
switch(this.type) {
case NodeTypes.Core:
// All buttons active
for (var i = 0; i < actionButtons.length; ++i) {
actionButtons[i].classList.remove("a-link-button-inactive");
actionButtons[i].classList.add("a-link-button");
}
break;
case NodeTypes.Transfer:
actionButtons[1].classList.remove("a-link-button-inactive");
actionButtons[1].classList.add("a-link-button");
actionButtons[2].classList.remove("a-link-button-inactive");
actionButtons[2].classList.add("a-link-button");
actionButtons[3].classList.remove("a-link-button-inactive");
actionButtons[3].classList.add("a-link-button");
actionButtons[4].classList.remove("a-link-button-inactive");
actionButtons[4].classList.add("a-link-button");
actionButtons[5].classList.remove("a-link-button-inactive");
actionButtons[5].classList.add("a-link-button");
break;
case NodeTypes.Shield:
case NodeTypes.Firewall:
actionButtons[3].classList.remove("a-link-button-inactive");
actionButtons[3].classList.add("a-link-button");
break;
default:
break;
}
}
Node.prototype.deselect = function(actionButtons) {
this.el.classList.remove("hack-mission-player-node-active");
for (var i = 0; i < actionButtons.length; ++i) {
actionButtons[i].classList.remove("a-link-button");
actionButtons[i].classList.add("a-link-button-inactive");
}
}
Node.prototype.untarget = function() {
if (this.targetedCount === 0) {
console.warn(`Node ${this.el.id} is being 'untargeted' when it has no target count`);
return;
}
--this.targetedCount;
}
/**
* Hacking mission instance
* @param rep {number} How much reputation the player has for the faction
* @param fac {Faction} Faction for which this mission is being conducted
*/
function HackingMission(rep, fac) {
this.faction = fac;
this.started = false;
this.time = 180000; // 5 minutes to start, milliseconds
this.playerCores = [];
this.playerNodes = []; // Non-core nodes
this.playerAtk = 0;
this.playerDef = 0;
this.enemyCores = [];
this.enemyDatabases = [];
this.enemyNodes = []; // Non-core nodes
this.enemyAtk = 0;
this.enemyDef = 0;
this.miscNodes = [];
this.selectedNode = []; // Which of the player's nodes are currently selected
this.actionButtons = []; // DOM buttons for actions
this.availablePositions = [];
for (var r = 0; r < 8; ++r) {
for (var c = 0; c < 8; ++c) {
this.availablePositions.push([r, c]);
}
}
this.map = [];
for (var i = 0; i < 8; ++i) {
this.map.push([null, null, null, null, null, null, null, null]);
}
this.jsplumbinstance = null;
this.difficulty = rep / CONSTANTS.HackingMissionRepToDiffConversion + 1;
this.reward = 250 + (rep / CONSTANTS.HackingMissionRepToRewardConversion);
}
HackingMission.prototype.init = function() {
// Create Header DOM
this.createPageDom();
// Create player starting nodes
var home = Player.getHomeComputer()
for (var i = 0; i < home.cpuCores; ++i) {
var stats = {
atk: (Player.hacking_skill / 7.5) + 30,
def: (Player.hacking_skill / 20),
hp: (Player.hacking_skill / 4),
};
this.playerCores.push(new Node(NodeTypes.Core, stats));
this.playerCores[i].setControlledByPlayer();
this.setNodePosition(this.playerCores[i], i, 0);
this.removeAvailablePosition(i, 0);
}
// Randomly generate enemy nodes (CPU and Firewall) based on difficulty
var numNodes = Math.min(8, Math.max(1, Math.round(this.difficulty / 4)));
var numFirewalls = Math.min(20,
getRandomInt(Math.round(this.difficulty/3), Math.round(this.difficulty/3) + 1));
var numDatabases = Math.min(10, getRandomInt(1, Math.round(this.difficulty / 3) + 1));
var totalNodes = numNodes + numFirewalls + numDatabases;
var xlimit = 7 - Math.floor(totalNodes / 8);
var randMult = addOffset(0.8 + (this.difficulty / 5), 10);
for (var i = 0; i < numNodes; ++i) {
var stats = {
atk: randMult * getRandomInt(80, 86),
def: randMult * getRandomInt(5, 10),
hp: randMult * getRandomInt(210, 230),
}
this.enemyCores.push(new Node(NodeTypes.Core, stats));
this.enemyCores[i].setControlledByEnemy();
this.setNodeRandomPosition(this.enemyCores[i], xlimit);
}
for (var i = 0; i < numFirewalls; ++i) {
var stats = {
atk: 0,
def: randMult * getRandomInt(10, 20),
hp: randMult * getRandomInt(275, 300),
}
this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));
this.enemyNodes[i].setControlledByEnemy();
this.setNodeRandomPosition(this.enemyNodes[i], xlimit);
}
for (var i = 0; i < numDatabases; ++i) {
var stats = {
atk: 0,
def: randMult * getRandomInt(30, 55),
hp: randMult * getRandomInt(210, 275),
}
var node = new Node(NodeTypes.Database, stats);
node.setControlledByEnemy();
this.setNodeRandomPosition(node, xlimit);
this.enemyDatabases.push(node);
}
this.calculateDefenses();
this.calculateAttacks();
this.createMap();
}
HackingMission.prototype.createPageDom = function() {
var container = document.getElementById("mission-container");
var favorMult = 1 + (this.faction.favor / 100);
var gain = this.reward * Player.faction_rep_mult * favorMult;
var headerText = document.createElement("p");
ReactDOM.render(<>You are about to start a hacking mission! You will gain {Reputation(gain)} faction reputation with {this.faction.name} if you win. Click the 'Start' button to begin.>, headerText);
headerText.style.display = "block";
headerText.classList.add("hack-mission-header-element");
headerText.style.width = "80%";
var inGameGuideBtn = document.createElement("a");
inGameGuideBtn.innerText = "How to Play";
inGameGuideBtn.classList.add("a-link-button");
inGameGuideBtn.style.display = "inline-block";
inGameGuideBtn.classList.add("hack-mission-header-element");
inGameGuideBtn.addEventListener("click", function() {
dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay);
return false;
});
// Start button will get replaced with forfeit when game is started
var startBtn = document.createElement("a");
startBtn.innerHTML = "Start";
startBtn.setAttribute("id", "hack-mission-start-btn");
startBtn.classList.add("a-link-button");
startBtn.classList.add("hack-mission-header-element");
startBtn.style.display = "inline-block";
startBtn.addEventListener("click", () => {
this.start();
return false;
});
var forfeitMission = document.createElement("a");
forfeitMission.innerHTML = "Forfeit Mission (Exit)";
forfeitMission.classList.add("a-link-button");
forfeitMission.classList.add("hack-mission-header-element");
forfeitMission.style.display = "inline-block";
forfeitMission.addEventListener("click", () => {
this.finishMission(false);
return false;
});
var timer = document.createElement("p");
timer.setAttribute("id", "hacking-mission-timer");
timer.style.display = "inline-block";
timer.style.margin = "6px";
// Create Action Buttons (Attack/Scan/Weaken/ etc...)
var actionsContainer = document.createElement("span");
actionsContainer.style.display = "block";
actionsContainer.classList.add("hack-mission-action-buttons-container");
for (var i = 0; i < 6; ++i) {
this.actionButtons.push(document.createElement("a"));
this.actionButtons[i].style.display = "inline-block";
this.actionButtons[i].classList.add("a-link-button-inactive"); // Disabled at start
this.actionButtons[i].classList.add("tooltip"); // Disabled at start
this.actionButtons[i].classList.add("hack-mission-header-element");
actionsContainer.appendChild(this.actionButtons[i]);
}
this.actionButtons[0].innerText = "Attack(a)";
var atkTooltip = document.createElement("span");
atkTooltip.classList.add("tooltiptexthigh");
atkTooltip.innerText = "Lowers the targeted node's HP. The effectiveness of this depends on " +
"this node's Attack level, your hacking level, and the opponent's defense level.";
this.actionButtons[0].appendChild(atkTooltip);
this.actionButtons[1].innerText = "Scan(s)";
var scanTooltip = document.createElement("span");
scanTooltip.classList.add("tooltiptexthigh");
scanTooltip.innerText = "Lowers the targeted node's defense. The effectiveness of this depends on " +
"this node's Attack level, your hacking level, and the opponent's defense level.";
this.actionButtons[1].appendChild(scanTooltip);
this.actionButtons[2].innerText = "Weaken(w)";
var WeakenTooltip = document.createElement("span");
WeakenTooltip.classList.add("tooltiptexthigh");
WeakenTooltip.innerText = "Lowers the targeted node's attack. The effectiveness of this depends on " +
"this node's Attack level, your hacking level, and the opponent's defense level.";
this.actionButtons[2].appendChild(WeakenTooltip);
this.actionButtons[3].innerText = "Fortify(f)";
var fortifyTooltip = document.createElement("span");
fortifyTooltip.classList.add("tooltiptexthigh");
fortifyTooltip.innerText = "Raises this node's Defense level. The effectiveness of this depends on " +
"your hacking level";
this.actionButtons[3].appendChild(fortifyTooltip);
this.actionButtons[4].innerText = "Overflow(r)";
var overflowTooltip = document.createElement("span");
overflowTooltip.classList.add("tooltiptexthigh");
overflowTooltip.innerText = "Raises this node's Attack level but lowers its Defense level. The effectiveness " +
"of this depends on your hacking level.";
this.actionButtons[4].appendChild(overflowTooltip);
this.actionButtons[5].innerText = "Drop Connection(d)";
var dropconnTooltip = document.createElement("span");
dropconnTooltip.classList.add("tooltiptexthigh");
dropconnTooltip.innerText = "Removes this Node's current connection to some target Node, if it has one. This can " +
"also be done by simply clicking the white connection line.";
this.actionButtons[5].appendChild(dropconnTooltip);
// Player/enemy defense displays will be in action container
var playerStats = document.createElement("p");
var enemyStats = document.createElement("p");
playerStats.style.display = "inline-block";
enemyStats.style.display = "inline-block";
playerStats.style.color = "#00ccff";
enemyStats.style.color = "red";
playerStats.style.margin = "4px";
enemyStats.style.margin = "4px";
playerStats.setAttribute("id", "hacking-mission-player-stats");
enemyStats.setAttribute("id", "hacking-mission-enemy-stats");
actionsContainer.appendChild(playerStats);
actionsContainer.appendChild(enemyStats);
// Set Action Button event listeners
this.actionButtons[0].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
if (this.selectedNode[0].type !== NodeTypes.Core) {return;}
this.setActionButtonsActive(this.selectedNode[0].type);
this.setActionButton(NodeActions.Attack, false); // Set attack button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Attack;
});
});
this.actionButtons[1].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Scan, false); // Set scan button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Scan;
});
});
this.actionButtons[2].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Weaken, false); // Set Weaken button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Weaken;
});
});
this.actionButtons[3].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
this.setActionButtonsActive(this.selectedNode[0].type);
this.setActionButton(NodeActions.Fortify, false); // Set Fortify button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Fortify;
});
});
this.actionButtons[4].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
var nodeType = this.selectedNode[0].type;
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Overflow, false); // Set Overflow button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Overflow;
});
});
this.actionButtons[5].addEventListener("click", () => {
if (!(this.selectedNode.length > 0)) {
console.error("Pressing Action button without selected node");
return;
}
this.selectedNode.forEach(function(node){
if (node.conn) {
var endpoints = node.conn.endpoints;
endpoints[0].detachFrom(endpoints[1]);
}
node.action = NodeActions.Fortify;
});
});
var timeDisplay = document.createElement("p");
container.appendChild(headerText);
container.appendChild(inGameGuideBtn);
container.appendChild(startBtn);
container.appendChild(forfeitMission);
container.appendChild(timer);
container.appendChild(actionsContainer);
container.appendChild(timeDisplay);
}
HackingMission.prototype.setActionButtonsInactive = function() {
for (var i = 0; i < this.actionButtons.length; ++i) {
this.actionButtons[i].classList.remove("a-link-button");
this.actionButtons[i].classList.add("a-link-button-inactive");
}
}
HackingMission.prototype.setActionButtonsActive = function(nodeType=null) {
for (var i = 0; i < this.actionButtons.length; ++i) {
this.actionButtons[i].classList.add("a-link-button");
this.actionButtons[i].classList.remove("a-link-button-inactive");
}
/**
* For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled
* 0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn
*/
if (nodeType) {
switch (nodeType) {
case NodeTypes.Firewall:
case NodeTypes.Shield:
this.actionButtons[0].classList.remove("a-link-button");
this.actionButtons[0].classList.add("a-link-button-inactive");
this.actionButtons[1].classList.remove("a-link-button");
this.actionButtons[1].classList.add("a-link-button-inactive");
this.actionButtons[2].classList.remove("a-link-button");
this.actionButtons[2].classList.add("a-link-button-inactive");
this.actionButtons[4].classList.remove("a-link-button");
this.actionButtons[4].classList.add("a-link-button-inactive");
this.actionButtons[5].classList.remove("a-link-button");
this.actionButtons[5].classList.add("a-link-button-inactive");
break;
case NodeTypes.Transfer:
this.actionButtons[0].classList.remove("a-link-button");
this.actionButtons[0].classList.add("a-link-button-inactive");
break;
default:
break;
}
}
}
// True for active, false for inactive
HackingMission.prototype.setActionButton = function(i, active=true) {
if (isString(i)) {
switch (i) {
case NodeActions.Attack:
i = 0;
break;
case NodeActions.Scan:
i = 1;
break;
case NodeActions.Weaken:
i = 2;
break;
case NodeActions.Fortify:
i = 3;
break;
case NodeActions.Overflow:
default:
i = 4;
break;
}
}
if (active) {
this.actionButtons[i].classList.remove("a-link-button-inactive");
this.actionButtons[i].classList.add("a-link-button");
} else {
this.actionButtons[i].classList.remove("a-link-button");
this.actionButtons[i].classList.add("a-link-button-inactive");
}
}
HackingMission.prototype.calculateAttacks = function() {
var total = 0;
for (var i = 0; i < this.playerCores.length; ++i) {
total += this.playerCores[i].atk;
}
for (var i = 0; i < this.playerNodes.length; ++i) {
total += this.playerNodes[i].atk;
}
this.playerAtk = total;
document.getElementById("hacking-mission-player-stats").innerHTML =
"Player Attack: " + formatNumber(this.playerAtk, 1) + "
" +
"Player Defense: " + formatNumber(this.playerDef, 1);
total = 0;
for (var i = 0; i < this.enemyCores.length; ++i) {
total += this.enemyCores[i].atk;
}
for (var i = 0; i < this.enemyDatabases.length; ++i) {
total += this.enemyDatabases[i].atk;
}
for (var i = 0; i < this.enemyNodes.length; ++i) {
total += this.enemyNodes[i].atk;
}
this.enemyAtk = total;
document.getElementById("hacking-mission-enemy-stats").innerHTML =
"Enemy Attack: " + formatNumber(this.enemyAtk, 1) + "
" +
"Enemy Defense: " + formatNumber(this.enemyDef, 1);
}
HackingMission.prototype.calculateDefenses = function() {
var total = 0;
for (var i = 0; i < this.playerCores.length; ++i) {
total += this.playerCores[i].def;
}
for (var i = 0; i < this.playerNodes.length; ++i) {
total += this.playerNodes[i].def;
}
this.playerDef = total;
document.getElementById("hacking-mission-player-stats").innerHTML =
"Player Attack: " + formatNumber(this.playerAtk, 1) + "
" +
"Player Defense: " + formatNumber(this.playerDef, 1);
total = 0;
for (var i = 0; i < this.enemyCores.length; ++i) {
total += this.enemyCores[i].def;
}
for (var i = 0; i < this.enemyDatabases.length; ++i) {
total += this.enemyDatabases[i].def;
}
for (var i = 0; i < this.enemyNodes.length; ++i) {
total += this.enemyNodes[i].def;
}
this.enemyDef = total;
document.getElementById("hacking-mission-enemy-stats").innerHTML =
"Enemy Attack: " + formatNumber(this.enemyAtk, 1) + "
" +
"Enemy Defense: " + formatNumber(this.enemyDef, 1);
}
HackingMission.prototype.removeAvailablePosition = function(x, y) {
for (var i = 0; i < this.availablePositions.length; ++i) {
if (this.availablePositions[i][0] === x &&
this.availablePositions[i][1] === y) {
this.availablePositions.splice(i, 1);
return;
}
}
console.warn(`removeAvailablePosition() did not remove ${x}, ${y}`);
}
HackingMission.prototype.setNodePosition = function(nodeObj, x, y) {
if (!(nodeObj instanceof Node)) {
console.warn("Non-Node object passed into setNodePOsition");
return;
}
if (isNaN(x) || isNaN(y)) {
console.error(`Invalid values (${x}, ${y}) passed as (x, y) for setNodePosition`);
return;
}
nodeObj.pos = [x, y];
this.map[x][y] = nodeObj;
}
HackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) {
var i = getRandomInt(0, this.availablePositions.length - 1);
if (this.availablePositions[i][1] < xlimit) {
// Recurse if not within limit
return this.setNodeRandomPosition(nodeObj, xlimit);
}
var pos = this.availablePositions.splice(i, 1);
pos = pos[0];
this.setNodePosition(nodeObj, pos[0], pos[1]);
}
HackingMission.prototype.createMap = function() {
// Use a grid
var map = document.createElement("div");
map.classList.add("hack-mission-grid");
map.setAttribute("id", "hacking-mission-map");
document.getElementById("mission-container").appendChild(map);
// Create random Nodes for every space in the map that
// hasn't been filled yet. The stats of each Node will be based on
// the player/enemy attack
var averageAttack = (this.playerAtk + this.enemyAtk) / 2;
for (var x = 0; x < 8; ++x) {
for (var y = 0; y < 8; ++y) {
if (!(this.map[x][y] instanceof Node)) {
var node, type = getRandomInt(0, 2);
var randMult = addOffset(0.85 + (this.difficulty / 2), 15);
switch (type) {
case 0: // Spam
var stats = {
atk: 0,
def: averageAttack * 1.1 + getRandomInt(15, 45),
hp: randMult * getRandomInt(200, 225),
}
node = new Node(NodeTypes.Spam, stats);
break;
case 1: // Transfer
var stats = {
atk: 0,
def: averageAttack * 1.1 + getRandomInt(15, 45),
hp: randMult * getRandomInt(250, 275),
}
node = new Node(NodeTypes.Transfer, stats);
break;
case 2: // Shield
default:
var stats = {
atk: 0,
def: averageAttack * 1.1 + getRandomInt(30, 70),
hp: randMult * getRandomInt(300, 320),
}
node = new Node(NodeTypes.Shield, stats);
break;
}
this.setNodePosition(node, x, y);
this.removeAvailablePosition(x, y);
this.miscNodes.push(node);
}
}
}
// Create DOM elements in order
for (var r = 0; r < 8; ++r) {
for (var c = 0; c < 8; ++c) {
this.createNodeDomElement(this.map[r][c]);
}
}
// Configure all Player CPUS
for (var i = 0; i < this.playerCores.length; ++i) {
this.configurePlayerNodeElement(this.playerCores[i].el);
}
}
HackingMission.prototype.createNodeDomElement = function(nodeObj) {
var nodeDiv = document.createElement("a"), txtEl = document.createElement('p');
nodeObj.el = nodeDiv;
// Set the node element's id based on its coordinates
var id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
nodeDiv.setAttribute("id", id);
txtEl.setAttribute("id", id + "-txt");
// Set node classes for owner
nodeDiv.classList.add("hack-mission-node");
if (nodeObj.plyrCtrl) {
nodeDiv.classList.add("hack-mission-player-node");
} else if (nodeObj.enmyCtrl) {
nodeDiv.classList.add("hack-mission-enemy-node");
}
// Set node classes based on type
var txt;
switch (nodeObj.type) {
case NodeTypes.Core:
txt = "CPU Core
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-cpu-node");
break;
case NodeTypes.Firewall:
txt = "Firewall
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-firewall-node");
break;
case NodeTypes.Database:
txt = "Database
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-database-node");
break;
case NodeTypes.Spam:
txt = "Spam
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-spam-node");
break;
case NodeTypes.Transfer:
txt = "Transfer
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-transfer-node");
break;
case NodeTypes.Shield:
default:
txt = "Shield
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-shield-node");
break;
}
txt += "
Atk: " + formatNumber(nodeObj.atk, 1) +
"
Def: " + formatNumber(nodeObj.def, 1);
txtEl.innerHTML = txt;
nodeDiv.appendChild(txtEl);
document.getElementById("hacking-mission-map").appendChild(nodeDiv);
}
HackingMission.prototype.updateNodeDomElement = function(nodeObj) {
if (nodeObj.el == null) {
console.error("Calling updateNodeDomElement on a Node without an element");
return;
}
let id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
let txtEl = document.getElementById(id + "-txt");
// Set node classes based on type
let txt;
switch (nodeObj.type) {
case NodeTypes.Core:
txt = "CPU Core
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Firewall:
txt = "Firewall
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Database:
txt = "Database
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Spam:
txt = "Spam
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Transfer:
txt = "Transfer
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Shield:
default:
txt = "Shield
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
}
txt += "
Atk: " + formatNumber(nodeObj.atk, 1) +
"
Def: " + formatNumber(nodeObj.def, 1);
if (nodeObj.action) {
txt += "
" + nodeObj.action;
}
txtEl.innerHTML = txt;
}
/**
* Gets a Node DOM elements corresponding Node object using its
* element id. Function accepts either the DOM element object or the ID as
* an argument
*/
HackingMission.prototype.getNodeFromElement = function(el) {
var id;
if (isString(el)) {
id = el;
} else {
id = el.id;
}
id = id.replace("hacking-mission-node-", "");
var res = id.split('-');
if (res.length != 2) {
console.error("Parsing hacking mission node id. could not find coordinates");
return null;
}
var x = res[0], y = res[1];
if (isNaN(x) || isNaN(y) || x >= 8 || y >= 8 || x < 0 || y < 0) {
console.error(`Unexpected values (${x}, ${y}) for (x, y)`);
return null;
}
return this.map[x][y];
}
function selectNode(hackMissionInst, el) {
var nodeObj = hackMissionInst.getNodeFromElement(el);
if (nodeObj == null) {console.error("Failed getting Node object");}
if (!nodeObj.plyrCtrl) {return;}
clearAllSelectedNodes(hackMissionInst);
nodeObj.select(hackMissionInst.actionButtons);
hackMissionInst.selectedNode.push(nodeObj);
}
function multiselectNode(hackMissionInst, el) {
var nodeObj = hackMissionInst.getNodeFromElement(el);
if (nodeObj == null) {console.error("Failed getting Node Object in multiselectNode()");}
if (!nodeObj.plyrCtrl) {return;}
clearAllSelectedNodes(hackMissionInst);
var type = nodeObj.type;
if (type === NodeTypes.Core) {
hackMissionInst.playerCores.forEach(function(node) {
node.select(hackMissionInst.actionButtons);
hackMissionInst.selectedNode.push(node);
});
} else {
hackMissionInst.playerNodes.forEach(function(node) {
if (node.type === type) {
node.select(hackMissionInst.actionButtons);
hackMissionInst.selectedNode.push(node);
}
});
}
}
function clearAllSelectedNodes(hackMissionInst) {
if (hackMissionInst.selectedNode.length > 0) {
hackMissionInst.selectedNode.forEach(function(node){
node.deselect(hackMissionInst.actionButtons);
});
hackMissionInst.selectedNode.length = 0;
}
}
/**
* Configures a DOM element representing a player-owned node to
* be selectable and actionable.
* Note: Does NOT change its css class. This is handled by Node.setControlledBy...
*/
HackingMission.prototype.configurePlayerNodeElement = function(el) {
var nodeObj = this.getNodeFromElement(el);
if (nodeObj == null) {console.error("Failed getting Node object");}
// Add event listener
const selectNodeWrapper = () => {
selectNode(this, el);
}
el.addEventListener("click", selectNodeWrapper);
const multiselectNodeWrapper = () => {
multiselectNode(this, el);
}
el.addEventListener("dblclick", multiselectNodeWrapper);
if (el.firstChild) {
el.firstChild.addEventListener("click", selectNodeWrapper);
}
}
/**
* Configures a DOM element representing an enemy-node by removing
* any event listeners
*/
HackingMission.prototype.configureEnemyNodeElement = function(el) {
// Deselect node if it was the selected node
var nodeObj = this.getNodeFromElement(el);
for (var i = 0; i < this.selectedNode.length; ++i) {
if (this.selectedNode[i] == nodeObj) {
nodeObj.deselect(this.actionButtons);
this.selectedNode.splice(i, 1);
break;
}
}
}
/**
* Returns bool indicating whether a node is reachable by player
* by checking if any of the adjacent nodes are owned by the player
*/
HackingMission.prototype.nodeReachable = function(node) {
var x = node.pos[0], y = node.pos[1];
if (x > 0 && this.map[x-1][y].plyrCtrl) {return true;}
if (x < 7 && this.map[x+1][y].plyrCtrl) {return true;}
if (y > 0 && this.map[x][y-1].plyrCtrl) {return true;}
if (y < 7 && this.map[x][y+1].plyrCtrl) {return true;}
return false;
}
HackingMission.prototype.nodeReachableByEnemy = function(node) {
if (node == null) {return false;}
var x = node.pos[0], y = node.pos[1];
if (x > 0 && this.map[x-1][y].enmyCtrl) {return true;}
if (x < 7 && this.map[x+1][y].enmyCtrl) {return true;}
if (y > 0 && this.map[x][y-1].enmyCtrl) {return true;}
if (y < 7 && this.map[x][y+1].enmyCtrl) {return true;}
return false;
}
HackingMission.prototype.start = function() {
this.started = true;
this.initJsPlumb();
var startBtn = clearEventListeners("hack-mission-start-btn");
startBtn.classList.remove("a-link-button");
startBtn.classList.add("a-link-button-inactive");
}
HackingMission.prototype.initJsPlumb = function() {
var instance = jsPlumb.getInstance({
DragOptions:{cursor:"pointer", zIndex:2000},
PaintStyle: {
gradient: { stops: [
[ 0, "#FFFFFF" ],
[ 1, "#FFFFFF" ],
] },
stroke: "#FFFFFF",
strokeWidth: 8,
},
});
this.jsplumbinstance = instance;
// All player cores are sources
for (var i = 0; i < this.playerCores.length; ++i) {
instance.makeSource(this.playerCores[i].el, {
deleteEndpointsOnEmpty:true,
maxConnections:1,
anchor:"Continuous",
connector:"Flowchart",
});
}
// Everything else is a target
for (var i = 0; i < this.enemyCores.length; ++i) {
instance.makeTarget(this.enemyCores[i].el, {
maxConnections:-1,
anchor:"Continuous",
connector:"Flowchart",
});
}
for (var i = 0; i < this.enemyDatabases.length; ++i) {
instance.makeTarget(this.enemyDatabases[i].el, {
maxConnections:-1,
anchor:"Continuous",
connector:["Flowchart"],
});
}
for (var i = 0; i < this.enemyNodes.length; ++i) {
instance.makeTarget(this.enemyNodes[i].el, {
maxConnections:-1,
anchor:"Continuous",
connector:"Flowchart",
});
}
for (var i = 0; i < this.miscNodes.length; ++i) {
instance.makeTarget(this.miscNodes[i].el, {
maxConnections:-1,
anchor:"Continuous",
connector:"Flowchart",
});
}
// Clicking a connection drops it
instance.bind("click", (conn) => {
// Cannot drop enemy's connections
const sourceNode = this.getNodeFromElement(conn.source);
if (sourceNode.enmyCtrl) { return; }
var endpoints = conn.endpoints;
endpoints[0].detachFrom(endpoints[1]);
});
// Connection events
instance.bind("connection", (info) => {
var targetNode = this.getNodeFromElement(info.target);
// Do not detach for enemy nodes
var thisNode = this.getNodeFromElement(info.source);
if (thisNode.enmyCtrl) {return;}
// If the node is not reachable, drop the connection
if (!this.nodeReachable(targetNode)) {
info.sourceEndpoint.detachFrom(info.targetEndpoint);
return;
}
var sourceNode = this.getNodeFromElement(info.source);
sourceNode.conn = info.connection;
var targetNode = this.getNodeFromElement(info.target);
++targetNode.targetedCount;
});
// Detach Connection events
instance.bind("connectionDetached", (info) => {
var sourceNode = this.getNodeFromElement(info.source);
sourceNode.conn = null;
var targetNode = this.getNodeFromElement(info.target);
targetNode.untarget();
});
}
// Drops all connections where the specified node is the source
HackingMission.prototype.dropAllConnectionsFromNode = function(node) {
var allConns = this.jsplumbinstance.getAllConnections();
for (var i = allConns.length-1; i >= 0; --i) {
if (allConns[i].source == node.el) {
allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);
}
}
}
// Drops all connections where the specified node is the target
HackingMission.prototype.dropAllConnectionsToNode = function(node) {
var allConns = this.jsplumbinstance.getAllConnections();
for (var i = allConns.length-1; i >= 0; --i) {
if (allConns[i].target == node.el) {
allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);
}
}
node.beingTargeted = false;
}
var storedCycles = 0;
HackingMission.prototype.process = function(numCycles=1) {
if (!this.started) {return;}
storedCycles += numCycles;
if (storedCycles < 2) {return;} // Only process every 3 cycles minimum
var res = false;
// Process actions of all player nodes
this.playerCores.forEach((node) => {
res |= this.processNode(node, storedCycles);
});
this.playerNodes.forEach((node) => {
if (node.type === NodeTypes.Transfer ||
node.type === NodeTypes.Shield ||
node.type === NodeTypes.Firewall) {
res |= this.processNode(node, storedCycles);
}
});
// Process actions of all enemy nodes
this.enemyCores.forEach((node) => {
this.enemyAISelectAction(node);
res |= this.processNode(node, storedCycles);
});
this.enemyNodes.forEach((node) => {
if (node.type === NodeTypes.Transfer ||
node.type === NodeTypes.Shield ||
node.type === NodeTypes.Firewall) {
this.enemyAISelectAction(node);
res |= this.processNode(node, storedCycles);
}
});
// The hp of enemy databases increases slowly
this.enemyDatabases.forEach((node) => {
node.maxhp += (0.1 * storedCycles);
node.hp += (0.1 * storedCycles);
});
if (res) {
this.calculateAttacks();
this.calculateDefenses();
}
// Win if all enemy databases are conquered
if (this.enemyDatabases.length === 0) {
this.finishMission(true);
return;
}
// Lose if all your cores are gone
if (this.playerCores.length === 0) {
this.finishMission(false);
return;
}
// Defense/hp of misc nodes increases slowly over time
this.miscNodes.forEach((node) => {
node.def += (0.1 * storedCycles);
node.maxhp += (0.05 * storedCycles);
node.hp += (0.1 * storedCycles);
if (node.hp > node.maxhp) {node.hp = node.maxhp;}
this.updateNodeDomElement(node);
});
// Update timer and check if player lost
this.time -= (storedCycles * Engine._idleSpeed);
if (this.time <= 0) {
this.finishMission(false);
return;
}
this.updateTimer();
storedCycles = 0;
}
// Returns a bool representing whether defenses need to be re-calculated
HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
if (nodeObj.action == null) {
return;
}
var targetNode = null, def, atk;
if (nodeObj.conn) {
if (nodeObj.conn.target != null) {
targetNode = this.getNodeFromElement(nodeObj.conn.target);
} else {
targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
}
if (targetNode == null) {
// Player is in the middle of dragging the connection,
// so the target node is null. Do nothing here
} else if (targetNode.plyrCtrl) {
def = this.playerDef;
atk = this.enemyAtk;
} else if (targetNode.enmyCtrl) {
def = this.enemyDef;
atk = this.playerAtk;
} else { // Misc Node
def = targetNode.def;
nodeObj.plyrCtrl ? atk = this.playerAtk : atk = this.enemyAtk;
}
}
// Calculations are per second, so divide everything by 5
var calcStats = false, plyr = nodeObj.plyrCtrl;
var enmyHacking = this.difficulty * CONSTANTS.HackingMissionDifficultyToHacking;
switch(nodeObj.action) {
case NodeActions.Attack:
if (targetNode == null) {break;}
if (nodeObj.conn == null) {break;}
var dmg = this.calculateAttackDamage(atk, def, plyr ? Player.hacking_skill : enmyHacking);
targetNode.hp -= (dmg/5 * numCycles);
break;
case NodeActions.Scan:
if (targetNode == null) {break;}
if (nodeObj.conn == null) {break;}
var eff = this.calculateScanEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);
targetNode.def -= (eff/5 * numCycles);
calcStats = true;
break;
case NodeActions.Weaken:
if (targetNode == null) {break;}
if (nodeObj.conn == null) {break;}
var eff = this.calculateWeakenEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);
targetNode.atk -= (eff/5 * numCycles);
calcStats = true;
break;
case NodeActions.Fortify:
var eff = this.calculateFortifyEffect(Player.hacking_skill);
nodeObj.def += (eff/5 * numCycles);
calcStats = true;
break;
case NodeActions.Overflow:
var eff = this.calculateOverflowEffect(Player.hacking_skill);
if (nodeObj.def < eff) {break;}
nodeObj.def -= (eff/5 * numCycles);
nodeObj.atk += (eff/5 * numCycles);
calcStats = true;
break;
default:
console.error(`Invalid Node Action: ${nodeObj.action}`);
break;
}
// Stats can't go below 0
if (nodeObj.atk < 0) {nodeObj.atk = 0;}
if (nodeObj.def < 0) {nodeObj.def = 0;}
if (targetNode && targetNode.atk < 0) {targetNode.atk = 0;}
if (targetNode && targetNode.def < 0) {targetNode.def = 0;}
// Conquering a node
if (targetNode && targetNode.hp <= 0) {
var conqueredByPlayer = nodeObj.plyrCtrl;
targetNode.hp = targetNode.maxhp;
targetNode.action = null;
targetNode.conn = null;
if (this.selectedNode == targetNode) {
targetNode.deselect(this.actionButtons);
}
// The conquered node has its stats reduced
targetNode.atk /= 2;
targetNode.def /= 3.5;
// Flag for whether the target node was a misc node
var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;
// Remove all connections from Node
this.dropAllConnectionsToNode(targetNode);
this.dropAllConnectionsFromNode(targetNode);
// Changes the css class and turn the node into a JsPlumb Source/Target
if (conqueredByPlayer) {
targetNode.setControlledByPlayer();
this.jsplumbinstance.unmakeTarget(targetNode.el);
this.jsplumbinstance.makeSource(targetNode.el, {
deleteEndpointsOnEmpty:true,
maxConnections:1,
anchor:"Continuous",
connector:"Flowchart",
});
} else {
targetNode.setControlledByEnemy();
nodeObj.conn = null; // Clear connection
this.jsplumbinstance.unmakeSource(targetNode.el);
this.jsplumbinstance.makeTarget(targetNode.el, {
maxConnections:-1,
anchor:"Continuous",
connector:["Flowchart"],
});
}
calcStats = true;
// Helper function to swap nodes between the respective enemyNodes/playerNodes arrays
function swapNodes(orig, dest, targetNode) {
for (var i = 0; i < orig.length; ++i) {
if (orig[i] == targetNode) {
var node = orig.splice(i, 1);
node = node[0];
dest.push(node);
break;
}
}
}
switch(targetNode.type) {
case NodeTypes.Core:
if (conqueredByPlayer) {
swapNodes(this.enemyCores, this.playerCores, targetNode);
this.configurePlayerNodeElement(targetNode.el);
} else {
swapNodes(this.playerCores, this.enemyCores, targetNode);
this.configureEnemyNodeElement(targetNode.el);
}
break;
case NodeTypes.Firewall:
if (conqueredByPlayer) {
swapNodes(this.enemyNodes, this.playerNodes, targetNode);
} else {
swapNodes(this.playerNodes, this.enemyNodes, targetNode);
this.configureEnemyNodeElement(targetNode.el);
}
break;
case NodeTypes.Database:
if (conqueredByPlayer) {
swapNodes(this.enemyDatabases, this.playerNodes, targetNode);
} else {
swapNodes(this.playerNodes, this.enemyDatabases, targetNode);
}
break;
case NodeTypes.Spam:
if (conqueredByPlayer) {
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
// Conquering spam node increases time limit
this.time += CONSTANTS.HackingMissionSpamTimeIncrease;
} else {
swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
}
break;
case NodeTypes.Transfer:
// Conquering a Transfer node increases the attack of all cores by some percentages
if (conqueredByPlayer) {
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
this.playerCores.forEach(function(node) {
node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;
});
this.configurePlayerNodeElement(targetNode.el);
} else {
swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
this.enemyCores.forEach(function(node) {
node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;
});
this.configureEnemyNodeElement(targetNode.el);
}
break;
case NodeTypes.Shield:
if (conqueredByPlayer) {
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
this.configurePlayerNodeElement(targetNode.el);
} else {
swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
this.configureEnemyNodeElement(targetNode.el);
}
break;
}
// If a misc node was conquered, the defense for all misc nodes increases by some fixed amount
if (isMiscNode) { //&& conqueredByPlayer) {
this.miscNodes.forEach((node) => {
if (node.targetedCount === 0) {
node.def *= CONSTANTS.HackingMissionMiscDefenseIncrease;
}
});
}
}
// Update node DOMs
this.updateNodeDomElement(nodeObj);
if (targetNode) {this.updateNodeDomElement(targetNode);}
return calcStats;
}
// Enemy "AI" for CPU Core and Transfer Nodes
HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
if (nodeObj == null) {return;}
switch(nodeObj.type) {
case NodeTypes.Core:
/**
* Select a single RANDOM target from miscNodes and player's Nodes
* If it is reachable, it will target it. If not, no target will
* be selected for now, and the next time process() gets called this will repeat
*/
if (nodeObj.conn == null) {
if (this.miscNodes.length === 0) {
// Randomly pick a player node and attack it if its reachable
var rand = getRandomInt(0, this.playerNodes.length-1);
var node;
if (this.playerNodes.length === 0) {
node = null;
} else {
node = this.playerNodes[rand];
}
if (this.nodeReachableByEnemy(node)) {
// Create connection
nodeObj.conn = this.jsplumbinstance.connect({
source:nodeObj.el,
target:node.el,
});
++node.targetedCount;
} else {
// Randomly pick a player core and attack it if its reachable
rand = getRandomInt(0, this.playerCores.length-1);
if (this.playerCores.length === 0) {
return; // No Misc Nodes, no player Nodes, no Player cores. Player lost
} else {
node = this.playerCores[rand];
}
if (this.nodeReachableByEnemy(node)) {
// Create connection
nodeObj.conn = this.jsplumbinstance.connect({
source:nodeObj.el,
target:node.el,
});
++node.targetedCount;
}
}
} else {
// Randomly pick a misc node and attack it if its reachable
var rand = getRandomInt(0, this.miscNodes.length-1);
var node = this.miscNodes[rand];
if (this.nodeReachableByEnemy(node)) {
nodeObj.conn = this.jsplumbinstance.connect({
source:nodeObj.el,
target:node.el,
});
++node.targetedCount;
}
}
// If no connection was made, set the Core to Fortify
nodeObj.action = NodeActions.Fortify;
} else {
// If this node has a selected target
var targetNode;
if (nodeObj.conn.target) {
targetNode = this.getNodeFromElement(nodeObj.conn.target);
} else {
targetNode = this.getNodeFromElement(nodeObj.conn.targetId);
}
if (targetNode == null) {
console.error("Error getting Target node Object in enemyAISelectAction()");
}
if (targetNode.def > this.enemyAtk + 15) {
if (nodeObj.def < 50) {
nodeObj.action = NodeActions.Fortify;
} else {
nodeObj.action = NodeActions.Overflow;
}
} else if (Math.abs(targetNode.def - this.enemyAtk) <= 15) {
nodeObj.action = NodeActions.Scan;
} else {
nodeObj.action = NodeActions.Attack;
}
}
break;
case NodeTypes.Transfer:
// Switch between fortifying and overflowing as necessary
if (nodeObj.def < 125) {
nodeObj.action = NodeActions.Fortify;
} else {
nodeObj.action = NodeActions.Overflow;
}
break;
case NodeTypes.Firewall:
case NodeTypes.Shield:
nodeObj.action = NodeActions.Fortify;
break;
default:
break;
}
}
var hackEffWeightSelf = 130; // Weight for Node actions on self
var hackEffWeightTarget = 25; // Weight for Node Actions against Target
var hackEffWeightAttack = 80; // Weight for Attack action
// Returns damage per cycle based on stats
HackingMission.prototype.calculateAttackDamage = function(atk, def, hacking = 0) {
return Math.max(0.55 * (atk + (hacking / hackEffWeightAttack) - def), 1);
}
HackingMission.prototype.calculateScanEffect = function(atk, def, hacking=0) {
return Math.max(0.6 * ((atk) + hacking / hackEffWeightTarget - (def * 0.95)), 2);
}
HackingMission.prototype.calculateWeakenEffect = function(atk, def, hacking=0) {
return Math.max((atk) + hacking / hackEffWeightTarget - (def * 0.95), 2);
}
HackingMission.prototype.calculateFortifyEffect = function(hacking=0) {
return 0.9 * hacking / hackEffWeightSelf;
}
HackingMission.prototype.calculateOverflowEffect = function(hacking=0) {
return 0.95 * hacking / hackEffWeightSelf;
}
// Updates timer display
HackingMission.prototype.updateTimer = function() {
var timer = document.getElementById("hacking-mission-timer");
// Convert time remaining to a string of the form mm:ss
var seconds = Math.round(this.time / 1000);
var minutes = Math.trunc(seconds / 60);
seconds %= 60;
var str = ("0" + minutes).slice(-2) + ":" + ("0" + seconds).slice(-2);
timer.innerText = "Time left: " + str;
}
// The 'win' argument is a bool for whether or not the player won
HackingMission.prototype.finishMission = function(win) {
inMission = false;
currMission = null;
if (win) {
var favorMult = 1 + (this.faction.favor / 100);
var gain = this.reward * Player.faction_rep_mult * favorMult;
dialogBoxCreate(<>Mission won! You earned {Reputation(gain)} reputation with {this.faction.name}>);
Player.gainIntelligenceExp(this.difficulty * CONSTANTS.IntelligenceHackingMissionBaseExpGain);
this.faction.playerReputation += gain;
} else {
dialogBoxCreate("Mission lost/forfeited! You did not gain any faction reputation.");
}
// Clear mission container
var container = document.getElementById("mission-container");
while(container.firstChild) {
container.removeChild(container.firstChild);
}
// Return to Faction page
document.getElementById("mainmenu-container").style.visibility = "visible";
document.getElementById("character-overview-wrapper").style.visibility = "visible";
Engine.loadFactionContent();
displayFactionContent(this.faction.name);
}
export {HackingMission, inMission, setInMission, currMission};