//Netburner Player class function PlayerObject() { //Skills and stats this.hacking_skill = 1; //Fighting this.hp = 10; this.max_hp = 10; this.strength = 1; //Damage dealt this.defense = 1; //Damage received this.dexterity = 1; //Accuracy this.agility = 1; //Dodge % //Labor stats this.charisma = 1; //Intelligence, perhaps? //Hacking multipliers this.hacking_chance_mult = 1; //Increase through ascensions/augmentations this.hacking_speed_mult = 1; //Decrease through ascensions/augmentations this.hacking_money_mult = 1; //Increase through ascensions/augmentations. Can't go above 1 this.hacking_grow_mult = 1; //Note: "Lifetime" refers to current ascension, "total" refers to the entire game history //Accumulative stats and skills this.total_hacking = 1; this.total_strength = 1; this.total_defense = 1; this.total_dexterity = 1; this.total_agility = 1; this.total_charisma = 1; this.lifetime_hacking = 1; this.lifetime_strength = 1; this.lifetime_defense = 1; this.lifetime_dexterity = 1; this.lifetime_agility = 1; this.lifetime_charisma = 1; //Experience and multipliers this.hacking_exp = 0; this.strength_exp = 0; this.defense_exp = 0; this.dexterity_exp = 0; this.agility_exp = 0; this.charisma_exp = 0; this.hacking_mult = 1; this.strength_mult = 1; this.defense_mult = 1; this.dexterity_mult = 1; this.agility_mult = 1; this.charisma_mult = 1; this.hacking_exp_mult = 1; this.strength_exp_mult = 1; this.defense_exp_mult = 1; this.dexterity_exp_mult = 1; this.agility_exp_mult = 1; this.charisma_exp_mult = 1; this.company_rep_mult = 1; this.faction_rep_mult = 1; //Money this.money = 1000; this.total_money = 0; //Total money ever earned in this "simulation" this.lifetime_money = 0; //Total money ever earned //IP Address of Starting (home) computer this.homeComputer = ""; //Location information this.city = Locations.Sector12; this.location = ""; //Company Information this.companyName = ""; //Name of Company, equivalent to an object from Locations this.companyPosition = ""; //CompanyPosition object //Servers this.currentServer = ""; //IP address of Server currently being accessed through terminal this.discoveredServers = []; //IP addresses of secret servers not in the network that you have discovered this.purchasedServers = []; this.hacknetNodes = []; this.totalHacknetNodeProduction = 0; //Factions this.factions = []; //Names of all factions player has joined //Augmentations this.queuedAugmentations = []; //Purchased but not installed, names only this.augmentations = []; //Names of all installed augmentations //Crime statistics (Total refers to this 'simulation'. Lifetime is forever) this.karma = 0; this.numTimesShoplifted = 0; this.numTimesShopliftedTotal = 0; this.numTimesShopliftedLifetime = 0; this.numPeopleMugged = 0; this.numPeopleMuggedTotal = 0; this.numPeopleMuggedLifetime = 0; this.numTimesDealtDrugs = 0; this.numTimesDealtDrugsTotal = 0; this.numTimesDealtDrugsLifetime = 0; this.numTimesTraffickArms = 0; this.numTimesTraffickArmsTotal = 0; this.numTimesTraffickArmsLifetime = 0; this.numPeopleKilled = 0; this.numPeopleKilledTotal = 0; this.numPeopleKilledLifetime = 0; this.numTimesGrandTheftAuto = 0; this.numTimesGrandTheftAutoTotal = 0; this.numTimesGrandTheftAutoLifetime = 0; this.numTimesKidnapped = 0; this.numTimesKidnappedTotal = 0; this.numTimesKidnappedLifetime = 0; this.numTimesHeist = 0; this.numTimesHeistTotal = 0; this.numTimesHeistLifetime = 0; this.crime_money_mult = 1; this.crime_success_mult = 1; //Flag to let the engine know the player is starting an action // Current actions: hack, analyze this.startAction = false; this.actionTime = 0; //Flags/variables for working (Company, Faction, Creating Program, Taking Class) this.isWorking = false; this.workType = ""; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workMoneyLossRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.createProgramName = ""; this.className = ""; this.crimeType = ""; this.timeWorked = 0; //in ms this.timeNeededToCompleteWork = 0; this.work_money_mult = 1; //Hacknet Node multipliers this.hacknet_node_money_mult = 1; this.hacknet_node_purchase_cost_mult = 1; this.hacknet_node_ram_cost_mult = 1; this.hacknet_node_core_cost_mult = 1; this.hacknet_node_level_cost_mult = 1; //Used to store the last update time. this.lastUpdate = 0; this.totalPlaytime = 0; this.playtimeSinceLastAug = 0; }; PlayerObject.prototype.init = function() { /* Initialize Player's home computer */ var t_homeComp = new Server(); t_homeComp.init(createRandomIp(), "home", "Home PC", true, true, true, true, 8); this.homeComputer = t_homeComp.ip; this.currentServer = t_homeComp.ip; AddToAllServers(t_homeComp); this.getHomeComputer().programs.push(Programs.NukeProgram); } PlayerObject.prototype.getCurrentServer = function() { return AllServers[this.currentServer]; } PlayerObject.prototype.getHomeComputer = function() { return AllServers[this.homeComputer]; } //Calculates skill level based on experience. The same formula will be used for every skill // At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796 TODO REcalculate this // Gets to level 1000 hacking skill at (TODO Determine this) PlayerObject.prototype.calculateSkill = function(exp) { return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1); } PlayerObject.prototype.updateSkillLevels = function() { //TODO Account for total and lifetime stats for achievements and stuff this.hacking_skill = Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult); this.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult); this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult); this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult); this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult); this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult); } //Calculates the chance of hacking a server //The formula is: // (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty // ----------------------------------------------------------- * ----------------- // (2 * hacking_chance_multiplier * hacking_skill) 100 PlayerObject.prototype.calculateHackingChance = function() { var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100; var skillMult = (2 * this.hacking_chance_mult * this.hacking_skill); var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult; var chance = skillChance * difficultyMult; if (chance > 1) {return 1;} if (chance < 0) {return 0;} return chance; } //Calculate the time it takes to hack a server in seconds. Returns the time //The formula is: // (2.5 * requiredLevel * difficulty + 200) // ----------------------------------- * hacking_speed_multiplier // hacking_skill + 100 PlayerObject.prototype.calculateHackingTime = function() { var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty; var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100); return 5 * skillFactor / this.hacking_speed_mult; } //Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful //The formula is: // (hacking_skill - (requiredLevel-1)) 100 - difficulty // --------------------------------------* ----------------------- * hacking_money_multiplier // hacking_skill 100 PlayerObject.prototype.calculatePercentMoneyHacked = function() { var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100; var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill; var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 200; console.log("Percent money hacked calculated to be: " + percentMoneyHacked); if (percentMoneyHacked < 0) {return 0;} if (percentMoneyHacked > 1) {return 1;} return percentMoneyHacked; } //Returns how much EXP the player gains on a successful hack //The formula is: // difficulty * requiredLevel * hacking_multiplier PlayerObject.prototype.calculateExpGain = function() { var s = this.getCurrentServer(); if (s.baseDifficulty == null) { s.baseDifficulty = s.hackDifficulty; } return (s.baseDifficulty * this.hacking_exp_mult * 0.5 + 2); } //Hack/Analyze a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for //This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the //required hacking skill and that the player has admin rights. PlayerObject.prototype.hack = function() { this.actionTime = this.calculateHackingTime(); console.log("Hacking time: " + this.actionTime); this.startAction = true; //Set the startAction flag so the engine starts the hacking process } PlayerObject.prototype.analyze = function() { this.actionTime = 1; this.startAction = true; } PlayerObject.prototype.hasProgram = function(programName) { var home = Player.getHomeComputer(); for (var i = 0; i < home.programs.length; ++i) { if (programName.toLowerCase() == home.programs[i].toLowerCase()) {return true;} } return false; } PlayerObject.prototype.gainMoney = function(money) { if (isNaN(money)) { console.log("ERR: NaN passed into Player.gainMoney()"); return; } this.money += money; this.total_money += money; this.lifetime_money += money; } PlayerObject.prototype.loseMoney = function(money) { if (isNaN(money)) { console.log("ERR: NaN passed into Player.loseMoney()"); return; } this.money -= money; } PlayerObject.prototype.gainHackingExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainHackingExp()"); return; } this.hacking_exp += exp; } PlayerObject.prototype.gainStrengthExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainStrengthExp()"); return; } this.strength_exp += exp; } PlayerObject.prototype.gainDefenseExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into player.gainDefenseExp()"); return; } this.defense_exp += exp; } PlayerObject.prototype.gainDexterityExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainDexterityExp()"); return; } this.dexterity_exp += exp; } PlayerObject.prototype.gainAgilityExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainAgilityExp()"); return; } this.agility_exp += exp; } PlayerObject.prototype.gainCharismaExp = function(exp) { if (isNaN(exp)) { console.log("ERR: NaN passed into Player.gainCharismaExp()"); return; } this.charisma_exp += exp; } /******* Working functions *******/ PlayerObject.prototype.resetWorkStatus = function() { this.workHackExpGainRate = 0; this.workStrExpGainRate = 0; this.workDefExpGainRate = 0; this.workDexExpGainRate = 0; this.workAgiExpGainRate = 0; this.workChaExpGainRate = 0; this.workRepGainRate = 0; this.workMoneyGainRate = 0; this.workHackExpGained = 0; this.workStrExpGained = 0; this.workDefExpGained = 0; this.workDexExpGained = 0; this.workAgiExpGained = 0; this.workChaExpGained = 0; this.workRepGained = 0; this.workMoneyGained = 0; this.timeWorked = 0; this.currentWorkFactionName = ""; this.currentWorkFactionDescription = ""; this.createProgramName = ""; this.className = ""; document.getElementById("work-in-progress-text").innerHTML = ""; } PlayerObject.prototype.gainWorkExp = function() { this.gainHackingExp(this.workHackExpGained); this.gainStrengthExp(this.workStrExpGained); this.gainDefenseExp(this.workDefExpGained); this.gainDexterityExp(this.workDexExpGained); this.gainAgilityExp(this.workAgiExpGained); this.gainCharismaExp(this.workChaExpGained); } /* Working for Company */ PlayerObject.prototype.finishWork = function(cancelled) { //Since the work was cancelled early, player only gains half of what they've earned so far if (cancelled) { this.workRepGained /= 2; } this.gainWorkExp(); var company = Companies[this.companyName]; company.playerReputation += (this.workRepGained); this.gainMoney(this.workMoneyGained); this.updateSkillLevels(); var txt = "You earned a total of:
" + "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workRepGained, 4) + " reputation for the company
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; if (cancelled) { txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

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

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

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

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

" + "You have earned:

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

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

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

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

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

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

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

" + "You have earned:

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

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

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

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

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

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

" + txt; dialogBoxCreate(txt); var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadTerminalContent(); } /* Working for Faction */ PlayerObject.prototype.finishFactionWork = function(cancelled, faction) { this.gainWorkExp(); var faction = Factions[this.currentWorkFactionName]; faction.playerReputation += (this.workRepGained); this.gainMoney(this.workMoneyGained); this.updateSkillLevels(); var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You earned a total of:
" + "$" + formatNumber(this.workMoneyGained, 2) + "
" + formatNumber(this.workRepGained, 4) + " reputation for the faction
" + formatNumber(this.workHackExpGained, 4) + " hacking exp
" + formatNumber(this.workStrExpGained, 4) + " strength exp
" + formatNumber(this.workDefExpGained, 4) + " defense exp
" + formatNumber(this.workDexExpGained, 4) + " dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " agility exp
" + formatNumber(this.workChaExpGained, 4) + " charisma exp
"; dialogBoxCreate(txt); var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadTerminalContent(); } PlayerObject.prototype.startFactionWork = function(faction) { //Update reputation gain rate to account for faction favor var favorMult = 1 + (faction.favor / 100); if (isNaN(favorMult)) {favorMult = 1;} this.workRepGainRate *= favorMult; this.isWorking = true; this.workType = CONSTANTS.WorkTypeFaction; this.currentWorkFactionName = faction.name; this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours; var cancelButton = clearEventListeners("work-in-progress-cancel-button"); cancelButton.innerHTML = "Stop Faction Work"; cancelButton.addEventListener("click", function() { Player.finishFactionWork(true, faction); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.startFactionHackWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = .15 * this.hacking_exp_mult; this.workRepGainRate = 0.9 * this.hacking_skill / CONSTANTS.MaxSkillLevel * this.faction_rep_mult; this.factionWorkType = CONSTANTS.FactionWorkHacking; this.currentWorkFactionDescription = "carrying out hacking contracts"; this.startFactionWork(faction); } PlayerObject.prototype.startFactionFieldWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = .1 * this.hacking_exp_mult; this.workStrExpGainRate = .1 * this.strength_exp_mult; this.workDefExpGainRate = .1 * this.defense_exp_mult; this.workDexExpGainRate = .1 * this.dexterity_exp_mult; this.workAgiExpGainRate = .1 * this.agility_exp_mult; this.workChaExpGainRate = .1 * this.charisma_exp_mult; this.workRepGainRate = this.getFactionFieldWorkRepGain(); this.factionWorkType = CONSTANTS.FactionWorkField; this.currentWorkFactionDescription = "carrying out field missions" this.startFactionWork(faction); } PlayerObject.prototype.startFactionSecurityWork = function(faction) { this.resetWorkStatus(); this.workHackExpGainRate = 0.05 * this.hacking_exp_mult; this.workStrExpGainRate = 0.15 * this.strength_exp_mult; this.workDefExpGainRate = 0.15 * this.defense_exp_mult; this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult; this.workAgiExpGainRate = 0.15 * this.agility_exp_mult; this.workChaExpGainRate = 0.00 * this.charisma_exp_mult; this.workRepGainRate = this.getFactionSecurityWorkRepGain(); this.factionWorkType = CONSTANTS.FactionWorkSecurity; this.currentWorkFactionDescription = "performing security detail" this.startFactionWork(faction); } PlayerObject.prototype.workForFaction = function(numCycles) { var faction = Factions[this.currentWorkFactionName]; //Constantly update the rep gain rate switch (this.factionWorkType) { case CONSTANTS.FactionWorkHacking: this.workRepGainRate = this.hacking_skill / CONSTANTS.MaxSkillLevel * this.faction_rep_mult; break; case CONSTANTS.FactionWorkField: this.workRepGainRate = this.getFactionFieldWorkRepGain(); break; case CONSTANTS.FactionWorkSecurity: this.workRepGainRate = this.getFactionSecurityWorkRepGain(); break; default: break; } //Update reputation gain rate to account for faction favor var favorMult = 1 + (faction.favor / 100); if (isNaN(favorMult)) {favorMult = 1;} this.workRepGainRate *= favorMult; this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; this.timeWorked += Engine._idleSpeed * numCycles; //If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) { var maxCycles = CONSTANTS.GameCyclesPer20Hours; this.workHackExpGained = this.workHackExpGainRate * maxCycles; this.workStrExpGained = this.workStrExpGainRate * maxCycles; this.workDefExpGained = this.workDefExpGainRate * maxCycles; this.workDexExpGained = this.workDexExpGainRate * maxCycles; this.workAgiExpGained = this.workAgiExpGainRate * maxCycles; this.workChaExpGained = this.workChaExpGainRate * maxCycles; this.workRepGained = this.workRepGainRate * maxCycles; this.workMoneyGained = this.workMoneyGainRate * maxCycles; this.finishFactionWork(false, faction); } var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You are currently " + this.currentWorkFactionDescription + " for your faction " + faction.name + "." + " You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

" + "You have earned:

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

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

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

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

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

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

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

" + "The program is " + (this.timeWorked / this.timeNeededToCompleteWork * 100).toFixed(2) + "% complete.
" + "If you cancel, your work will be saved and you can come back to complete the program later."; } PlayerObject.prototype.finishCreateProgramWork = function(cancelled, programName) { if (cancelled == false) { dialogBoxCreate("You've finished creating " + programName + "!
" + "The new program can be found on your home computer."); Player.getHomeComputer().programs.push(programName); } else { var perc = Math.floor(this.timeWorked / this.timeNeededToCompleteWork * 100).toString(); var incompleteName = programName + "-" + perc + "%-INC"; Player.getHomeComputer().programs.push(incompleteName); } var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; Player.isWorking = false; Engine.loadTerminalContent(); } /* Studying/Taking Classes */ PlayerObject.prototype.startClass = function(costMult, expMult, className) { this.resetWorkStatus(); this.isWorking = true; this.workType = CONSTANTS.WorkTypeStudyClass; this.className = className; var gameCPS = 1000 / Engine._idleSpeed; //Base exp gains per second var baseStudyComputerScienceExp = 0.05; var baseDataStructuresExp = 0.2; var baseNetworksExp = 0.8; var baseAlgorithmsExp = 2.0; var baseManagementExp = 1.0; var baseLeadershipExp = 2.0; var baseGymExp = 1.0; //Find cost and exp gain per game cycle var cost = 0; var hackExp = 0, strExp = 0, defExp = 0, dexExp = 0, agiExp = 0, chaExp = 0; switch (className) { case CONSTANTS.ClassStudyComputerScience: hackExp = baseStudyComputerScienceExp * expMult / gameCPS; break; case CONSTANTS.ClassDataStructures: cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS; hackExp = baseDataStructuresExp * expMult / gameCPS; break; case CONSTANTS.ClassNetworks: cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS; hackExp = baseNetworksExp * expMult / gameCPS; break; case CONSTANTS.ClassAlgorithms: cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS; hackExp = baseAlgorithmsExp * expMult / gameCPS; break; case CONSTANTS.ClassManagement: cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS; chaExp = baseManagementExp * expMult / gameCPS; break; case CONSTANTS.ClassLeadership: cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS; chaExp = baseLeadershipExp * expMult / gameCPS; break; case CONSTANTS.ClassGymStrength: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; strExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymDefense: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; defExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymDexterity: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; dexExp = baseGymExp * expMult / gameCPS; break; case CONSTANTS.ClassGymAgility: cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS; agiExp = baseGymExp * expMult / gameCPS; break; default: throw new Error("ERR: Invalid/unregocnized class name"); return; } this.workMoneyLossRate = cost; this.workHackExpGainRate = hackExp * this.hacking_exp_mult; this.workStrExpGainRate = strExp * this.strength_exp_mult; this.workDefExpGainRate = defExp * this.defense_exp_mult; this.workDexExpGainRate = dexExp * this.dexterity_exp_mult; this.workAgiExpGainRate = agiExp * this.agility_exp_mult; this.workChaExpGainRate = chaExp * this.charisma_exp_mult; var cancelButton = clearEventListeners("work-in-progress-cancel-button"); if (className == CONSTANTS.ClassGymStrength || className == CONSTANTS.ClassGymDefense || className == CONSTANTS.ClassGymDexterity || className == CONSTANTS.ClassGymAgility) { cancelButton.innerHTML = "Stop training at gym"; } else { cancelButton.innerHTML = "Stop taking course"; } cancelButton.addEventListener("click", function() { Player.finishClass(); return false; }); //Display Work In Progress Screen Engine.loadWorkInProgressContent(); } PlayerObject.prototype.takeClass = function(numCycles) { this.timeWorked += Engine._idleSpeed * numCycles; var className = this.className; this.workHackExpGained += this.workHackExpGainRate * numCycles; this.workStrExpGained += this.workStrExpGainRate * numCycles; this.workDefExpGained += this.workDefExpGainRate * numCycles; this.workDexExpGained += this.workDexExpGainRate * numCycles; this.workAgiExpGained += this.workAgiExpGainRate * numCycles; this.workChaExpGained += this.workChaExpGainRate * numCycles; this.workRepGained += this.workRepGainRate * numCycles; this.workMoneyGained += this.workMoneyGainRate * numCycles; this.workMoneyGained -= this.workMoneyLossRate * numCycles; var cyclesPerSec = 1000 / Engine._idleSpeed; var txt = document.getElementById("work-in-progress-text"); txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "

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

" + "You have gained:
" + formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp
" + formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp
" + formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp
" + formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp
" + formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp
" + formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp
" + "You may cancel at any time"; } PlayerObject.prototype.finishClass = function() { this.gainWorkExp(); if (this.workMoneyGained > 0) { throw new Error("ERR: Somehow gained money while taking class"); } this.loseMoney(this.workMoneyGained * -1); this.updateSkillLevels(); var txt = "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ",
" + "you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ".

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

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

" + "You gained:
"+ formatNumber(this.workHackExpGained, 4) + " hacking experience
" + formatNumber(this.workStrExpGained, 4) + " strength experience
" + formatNumber(this.workDefExpGained, 4) + " defense experience
" + formatNumber(this.workDexExpGained, 4) + " dexterity experience
" + formatNumber(this.workAgiExpGained, 4) + " agility experience
" + formatNumber(this.workChaExpGained, 4) + " charisma experience"); } this.gainWorkExp(); } var mainMenu = document.getElementById("mainmenu-container"); mainMenu.style.visibility = "visible"; this.isWorking = false; Engine.loadLocationContent(); } /* Functions for saving and loading the Player data */ PlayerObject.prototype.toJSON = function() { return Generic_toJSON("PlayerObject", this); } PlayerObject.fromJSON = function(value) { return Generic_fromJSON(PlayerObject, value.data); } Reviver.constructors.PlayerObject = PlayerObject; Player = new PlayerObject();