/**
* TODO
* Add police clashes
* balance point to keep them from running out of control
*/
import { gangMemberTasksMetadata } from "./data/gangmembertasks";
import { gangMemberUpgradesMetadata } from "./data/gangmemberupgrades";
import { Engine } from "./engine";
import { Faction } from "./Faction/Faction";
import { Factions } from "./Faction/Factions";
import { displayFactionContent } from "./Faction/FactionHelpers";
import { Page, routing } from "./ui/navigationTracking";
import { numeralWrapper } from "./ui/numeralFormat";
import { dialogBoxCreate } from "../utils/DialogBox";
import {
Reviver,
Generic_toJSON,
Generic_fromJSON,
} from "../utils/JSONReviver";
import {
formatNumber,
convertTimeMsToTimeElapsedString,
} from "../utils/StringHelperFunctions";
import { exceptionAlert } from "../utils/helpers/exceptionAlert";
import { getRandomInt } from "../utils/helpers/getRandomInt";
import { KEY } from "../utils/helpers/keyCodes";
import { createAccordionElement } from "../utils/uiHelpers/createAccordionElement";
import { createElement } from "../utils/uiHelpers/createElement";
import { createPopup } from "../utils/uiHelpers/createPopup";
import { removeChildrenFromElement } from "../utils/uiHelpers/removeChildrenFromElement";
import { removeElement } from "../utils/uiHelpers/removeElement";
import { removeElementById } from "../utils/uiHelpers/removeElementById";
import { StatsTable } from "./ui/React/StatsTable";
import { Money } from "./ui/React/Money";
import { MoneyRate } from "./ui/React/MoneyRate";
import { Reputation } from "./ui/React/Reputation";
import React from "react";
import ReactDOM from "react-dom";
import { renderToStaticMarkup } from "react-dom/server"
// Constants
const GangRespectToReputationRatio = 5; // Respect is divided by this to get rep gain
const MaximumGangMembers = 30;
const CyclesPerTerritoryAndPowerUpdate = 100;
const AscensionMultiplierRatio = 15 / 100; // Portion of upgrade multiplier that is kept after ascending
// Switch between territory and management screen with 1 and 2
$(document).keydown(function(event) {
if (routing.isOn(Page.Gang) && event.altKey) {
if (UIElems.gangMemberFilter != null && UIElems.gangMemberFilter === document.activeElement) {return;}
if (event.keyCode === KEY["1"]) {
if(UIElems.gangTerritorySubpage.style.display === "block") {
UIElems.managementButton.click();
}
} else if (event.keyCode === KEY["2"]) {
if (UIElems.gangManagementSubpage.style.display === "block") {
UIElems.territoryButton.click();
}
}
}
});
// Delete upgrade box when clicking outside
$(document).mousedown(function(event) {
var contentId = "gang-member-upgrade-popup-box-content";
if (UIElems.gangMemberUpgradeBoxOpened) {
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
//Delete the box
removeElement(UIElems.gangMemberUpgradeBox);
UIElems.gangMemberUpgradeBox = null;
UIElems.gangMemberUpgradeBoxContent = null;
UIElems.gangMemberUpgradeBoxOpened = false;
UIElems.gangMemberUpgradeBoxElements = null;
}
}
});
const GangNames = [
"Slum Snakes",
"Tetrads",
"The Syndicate",
"The Dark Army",
"Speakers for the Dead",
"NiteSec",
"The Black Hand",
];
export let AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
export function resetGangs() {
AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
}
export function loadAllGangs(saveString) {
AllGangs = JSON.parse(saveString, Reviver);
}
/**
* @param facName {string} Name of corresponding faction
* @param hacking {bollean} Whether or not its a hacking gang
*/
export function Gang(facName, hacking=false) {
this.facName = facName;
this.members = [];
this.wanted = 1;
this.respect = 1;
this.isHackingGang = hacking;
this.respectGainRate = 0;
this.wantedGainRate = 0;
this.moneyGainRate = 0;
// When processing gains, this stores the number of cycles until some
// limit is reached, and then calculates and applies the gains only at that limit
this.storedCycles = 0;
// Separate variable to keep track of cycles for Territry + Power gang, which
// happens on a slower "clock" than normal processing
this.storedTerritoryAndPowerCycles = 0;
this.territoryClashChance = 0;
this.territoryWarfareEngaged = false;
this.notifyMemberDeath = true;
}
Gang.prototype.getPower = function() {
return AllGangs[this.facName].power;
}
Gang.prototype.getTerritory = function() {
return AllGangs[this.facName].territory;
}
Gang.prototype.process = function(numCycles=1, player) {
const CyclesPerSecond = 1000 / Engine._idleSpeed;
if (isNaN(numCycles)) {
console.error(`NaN passed into Gang.process(): ${numCycles}`);
}
this.storedCycles += numCycles;
// Only process if there are at least 2 seconds, and at most 5 seconds
if (this.storedCycles < 2 * CyclesPerSecond) { return; }
const cycles = Math.min(this.storedCycles, 5 * CyclesPerSecond);
try {
this.processGains(cycles, player);
this.processExperienceGains(cycles);
this.processTerritoryAndPowerGains(cycles);
this.storedCycles -= cycles;
} catch(e) {
exceptionAlert(`Exception caught when processing Gang: ${e}`);
}
}
Gang.prototype.processGains = function(numCycles=1, player) {
// Get gains per cycle
var moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
for (var i = 0; i < this.members.length; ++i) {
respectGains += (this.members[i].calculateRespectGain(this));
wantedLevelGains += (this.members[i].calculateWantedLevelGain(this));
moneyGains += (this.members[i].calculateMoneyGain(this));
}
this.respectGainRate = respectGains;
this.wantedGainRate = wantedLevelGains;
this.moneyGainRate = moneyGains;
if (typeof respectGains === "number") {
const gain = respectGains * numCycles;
this.respect += gain;
// Faction reputation gains is respect gain divided by some constant
const fac = Factions[this.facName];
if (!(fac instanceof Faction)) {
dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
} else {
var favorMult = 1 + (fac.favor / 100);
fac.playerReputation += ((player.faction_rep_mult * gain * favorMult) / GangRespectToReputationRatio);
}
// Keep track of respect gained per member
for (let i = 0; i < this.members.length; ++i) {
this.members[i].recordEarnedRespect(numCycles, this);
}
} else {
console.warn("respectGains calculated to be NaN");
}
if (typeof wantedLevelGains === "number") {
if (this.wanted === 1 && wantedLevelGains < 0) {
// At minimum wanted, do nothing
} else {
const oldWanted = this.wanted;
let newWanted = oldWanted + (wantedLevelGains * numCycles);
// Prevent overflow
if (wantedLevelGains <= 0 && newWanted > oldWanted) {
newWanted = 1;
}
this.wanted = newWanted;
if (this.wanted < 1) {this.wanted = 1;}
}
} else {
console.warn("ERROR: wantedLevelGains is NaN");
}
if (typeof moneyGains === "number") {
player.gainMoney(moneyGains * numCycles);
player.recordMoneySource(moneyGains * numCycles, "gang");
} else {
console.warn("ERROR: respectGains is NaN");
}
}
function calculateTerritoryGain(winGang, loseGang) {
const powerBonus = Math.max(1, 1+Math.log(AllGangs[winGang].power/AllGangs[loseGang].power)/Math.log(50));
const gains = Math.min(AllGangs[loseGang].territory, powerBonus*0.0001*(Math.random()+.5))
return gains;
}
Gang.prototype.processTerritoryAndPowerGains = function(numCycles=1) {
this.storedTerritoryAndPowerCycles += numCycles;
if (this.storedTerritoryAndPowerCycles < CyclesPerTerritoryAndPowerUpdate) { return; }
this.storedTerritoryAndPowerCycles -= CyclesPerTerritoryAndPowerUpdate;
// Process power first
const gangName = this.facName;
for (const name in AllGangs) {
if (AllGangs.hasOwnProperty(name)) {
if (name == gangName) {
AllGangs[name].power += this.calculatePower();
} else {
// All NPC gangs get random power gains
const gainRoll = Math.random();
if (gainRoll < 0.5) {
// Multiplicative gain (50% chance)
// This is capped per cycle, to prevent it from getting out of control
const multiplicativeGain = AllGangs[name].power * 0.005;
AllGangs[name].power += Math.min(0.85, multiplicativeGain);
} else {
// Additive gain (50% chance)
const additiveGain = 0.75 * gainRoll * AllGangs[name].territory;
AllGangs[name].power += (additiveGain);
}
}
}
}
// Determine if territory should be processed
if (this.territoryWarfareEngaged) {
this.territoryClashChance = 1;
} else if (this.territoryClashChance > 0) {
// Engagement turned off, but still a positive clash chance. So there's
// still a chance of clashing but it slowly goes down over time
this.territoryClashChance = Math.max(0, this.territoryClashChance - 0.01);
}
// Then process territory
for (let i = 0; i < GangNames.length; ++i) {
const others = GangNames.filter((e) => {
return e !== GangNames[i];
});
const other = getRandomInt(0, others.length - 1);
const thisGang = GangNames[i];
const otherGang = others[other];
// If either of the gangs involved in this clash is the player, determine
// whether to skip or process it using the clash chance
if (thisGang === gangName || otherGang === gangName) {
if (!(Math.random() < this.territoryClashChance)) { continue; }
}
const thisPwr = AllGangs[thisGang].power;
const otherPwr = AllGangs[otherGang].power;
const thisChance = thisPwr / (thisPwr + otherPwr);
if (Math.random() < thisChance) {
if (AllGangs[otherGang].territory <= 0) {
return;
}
const territoryGain = calculateTerritoryGain(thisGang, otherGang);
AllGangs[thisGang].territory += territoryGain;
AllGangs[otherGang].territory -= territoryGain;
if (thisGang === gangName) {
this.clash(true); // Player won
AllGangs[otherGang].power *= (1 / 1.01);
} else if (otherGang === gangName) {
this.clash(false); // Player lost
} else {
AllGangs[otherGang].power *= (1 / 1.01);
}
} else {
if (AllGangs[thisGang].territory <= 0) {
return;
}
const territoryGain = calculateTerritoryGain(otherGang, thisGang);
AllGangs[thisGang].territory -= territoryGain;
AllGangs[otherGang].territory += territoryGain;
if (thisGang === gangName) {
this.clash(false); // Player lost
} else if (otherGang === gangName) {
this.clash(true); // Player won
AllGangs[thisGang].power *= (1 / 1.01);
} else {
AllGangs[thisGang].power *= (1 / 1.01);
}
}
}
}
Gang.prototype.canRecruitMember = function() {
if (this.members.length >= MaximumGangMembers) { return false; }
return (this.respect >= this.getRespectNeededToRecruitMember());
}
Gang.prototype.getRespectNeededToRecruitMember = function() {
// First N gang members are free (can be recruited at 0 respect)
const numFreeMembers = 3;
if (this.members.length < numFreeMembers) { return 0; }
const i = this.members.length - (numFreeMembers - 1);
return Math.round(0.9 * Math.pow(i, 3) + Math.pow(i, 2));
}
Gang.prototype.recruitMember = function(name) {
name = String(name);
if (name === "" || !this.canRecruitMember()) { return false; }
// Check for already-existing names
let sameNames = this.members.filter((m) => {
return m.name === name;
});
if (sameNames.length >= 1) { return false; }
let member = new GangMember(name);
this.members.push(member);
if (routing.isOn(Page.Gang)) {
this.createGangMemberDisplayElement(member);
this.updateGangContent();
}
return true;
}
// Money and Respect gains multiplied by this number (< 1)
Gang.prototype.getWantedPenalty = function() {
return (this.respect) / (this.respect + this.wanted);
}
Gang.prototype.processExperienceGains = function(numCycles=1) {
for (var i = 0; i < this.members.length; ++i) {
this.members[i].gainExperience(numCycles);
this.members[i].updateSkillLevels();
}
}
//Calculates power GAIN, which is added onto the Gang's existing power
Gang.prototype.calculatePower = function() {
var memberTotal = 0;
for (var i = 0; i < this.members.length; ++i) {
if (GangMemberTasks.hasOwnProperty(this.members[i].task) && this.members[i].task == "Territory Warfare") {
const gain = this.members[i].calculatePower();
memberTotal += gain;
}
}
return (0.015 * this.getTerritory() * memberTotal);
}
Gang.prototype.clash = function(won=false) {
// Determine if a gang member should die
let baseDeathChance = 0.01;
if (won) { baseDeathChance /= 2; }
// If the clash was lost, the player loses a small percentage of power
if (!won) {
AllGangs[this.facName].power *= (1 / 1.008);
}
// Deaths can only occur during X% of clashes
if (Math.random() < 0.65) { return; }
for (let i = this.members.length - 1; i >= 0; --i) {
const member = this.members[i];
// Only members assigned to Territory Warfare can die
if (member.task !== "Territory Warfare") { continue; }
// Chance to die is decreased based on defense
const modifiedDeathChance = baseDeathChance / Math.pow(member.def, 0.6);
if (Math.random() < modifiedDeathChance) {
this.killMember(member);
}
}
}
Gang.prototype.killMember = function(memberObj) {
// Player loses a percentage of total respect, plus whatever respect that member has earned
const totalRespect = this.respect;
const lostRespect = (0.05 * totalRespect) + memberObj.earnedRespect;
this.respect = Math.max(0, totalRespect - lostRespect);
for (let i = 0; i < this.members.length; ++i) {
if (memberObj.name === this.members[i].name) {
this.members.splice(i, 1);
break;
}
}
// Notify of death
if (this.notifyMemberDeath) {
dialogBoxCreate(`${memberObj.name} was killed in a gang clash! You lost ${lostRespect} respect`);
}
// Update UI
if (routing.isOn(Page.Gang)) {
this.displayGangMemberList();
}
}
Gang.prototype.ascendMember = function(memberObj, workerScript) {
try {
/**
* res is an object with the following format:
* {
* respect: Amount of respect to deduct
* hack/str/def/dex/agi/cha: Ascension multipliers gained for each stat
* }
*/
const res = memberObj.ascend();
this.respect = Math.max(1, this.respect - res.respect);
if (workerScript == null) {
dialogBoxCreate([`You ascended ${memberObj.name}!`,
"",
`Your gang lost ${numeralWrapper.formatRespect(res.respect)} respect`,
"",
`${memberObj.name} gained the following stat multipliers for ascending:`,
`Hacking: ${numeralWrapper.formatPercentage(res.hack, 3)}`,
`Strength: ${numeralWrapper.formatPercentage(res.str, 3)}`,
`Defense: ${numeralWrapper.formatPercentage(res.def, 3)}`,
`Dexterity: ${numeralWrapper.formatPercentage(res.dex, 3)}`,
`Agility: ${numeralWrapper.formatPercentage(res.agi, 3)}`,
`Charisma: ${numeralWrapper.formatPercentage(res.cha, 3)}`].join("
"));
} else {
workerScript.log(`Ascended Gang member ${memberObj.name}`);
}
if (routing.isOn(Page.Gang)) {
this.displayGangMemberList();
}
return res;
} catch(e) {
if (workerScript == null) {
exceptionAlert(e);
} else {
throw e; // Re-throw, will be caught in the Netscript Function
}
}
}
// Cost of upgrade gets cheaper as gang increases in respect + power
Gang.prototype.getDiscount = function() {
const power = this.getPower();
const respect = this.respect;
const respectLinearFac = 5e6;
const powerLinearFac = 1e6;
const discount = Math.pow(respect, 0.01) + respect / respectLinearFac + Math.pow(power, 0.01) + power / powerLinearFac - 1;
return Math.max(1, discount);
}
// Returns only valid tasks for this gang. Excludes 'Unassigned'
Gang.prototype.getAllTaskNames = function() {
let tasks = [];
const allTasks = Object.keys(GangMemberTasks);
if (this.isHackingGang) {
tasks = allTasks.filter((e) => {
let task = GangMemberTasks[e];
if (task == null) { return false; }
if (e === "Unassigned") { return false; }
return task.isHacking;
});
} else {
tasks = allTasks.filter((e) => {
let task = GangMemberTasks[e];
if (task == null) { return false; }
if (e === "Unassigned") { return false; }
return task.isCombat;
});
}
return tasks;
}
Gang.prototype.getAllUpgradeNames = function() {
return Object.keys(GangMemberUpgrades);
}
Gang.prototype.getUpgradeCost = function(upgName) {
if (GangMemberUpgrades[upgName] == null) { return Infinity; }
return GangMemberUpgrades[upgName].getCost(this);
}
// Returns a player-friendly string stating the type of the specified upgrade
Gang.prototype.getUpgradeType = function(upgName) {
const upg = GangMemberUpgrades[upgName];
if (upg == null) { return ""; }
switch (upg.type) {
case "w":
return "Weapon";
case "a":
return "Armor";
case "v":
return "Vehicle";
case "r":
return "Rootkit";
case "g":
return "Augmentation";
default:
return "";
}
}
Gang.prototype.toJSON = function() {
return Generic_toJSON("Gang", this);
}
Gang.fromJSON = function(value) {
return Generic_fromJSON(Gang, value.data);
}
Reviver.constructors.Gang = Gang;
function GangMember(name) {
this.name = name;
this.task = "Unassigned";
this.earnedRespect = 0;
this.hack = 1;
this.str = 1;
this.def = 1;
this.dex = 1;
this.agi = 1;
this.cha = 1;
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
this.hack_asc_mult = 1;
this.str_asc_mult = 1;
this.def_asc_mult = 1;
this.dex_asc_mult = 1;
this.agi_asc_mult = 1;
this.cha_asc_mult = 1;
this.upgrades = []; // Names of upgrades
this.augmentations = []; // Names of augmentations only
}
// Same skill calculation formula as Player
GangMember.prototype.calculateSkill = function(exp, mult=1) {
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
}
GangMember.prototype.updateSkillLevels = function() {
this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.hack_asc_mult);
this.str = this.calculateSkill(this.str_exp, this.str_mult * this.str_asc_mult);
this.def = this.calculateSkill(this.def_exp, this.def_mult * this.def_asc_mult);
this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.dex_asc_mult);
this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.agi_asc_mult);
this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.cha_asc_mult);
}
GangMember.prototype.calculatePower = function() {
return (this.hack + this.str + this.def + this.dex + this.agi + this.cha) / 95;
}
GangMember.prototype.assignToTask = function(taskName) {
if (GangMemberTasks.hasOwnProperty(taskName)) {
this.task = taskName;
return true;
} else {
this.task = "Unassigned";
return false;
}
}
GangMember.prototype.unassignFromTask = function() {
this.task = "Unassigned";
}
GangMember.prototype.getTask = function() {
// Backwards compatibility
if (this.task instanceof GangMemberTask) {
this.task = this.task.name;
}
if (GangMemberTasks.hasOwnProperty(this.task)) {
return GangMemberTasks[this.task];
}
return GangMemberTasks["Unassigned"];
}
// Gains are per cycle
GangMember.prototype.calculateRespectGain = function(gang) {
const task = this.getTask();
if (task == null || !(task instanceof GangMemberTask) || task.baseRespect === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (4 * task.difficulty);
if (statWeight <= 0) { return 0; }
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.respect) / 100;
if (isNaN(territoryMult) || territoryMult <= 0) { return 0; }
var respectMult = gang.getWantedPenalty();
return 11 * task.baseRespect * statWeight * territoryMult * respectMult;
}
GangMember.prototype.calculateWantedLevelGain = function(gang) {
const task = this.getTask();
if (task == null || !(task instanceof GangMemberTask) || task.baseWanted === 0) { return 0; }
let statWeight = (task.hackWeight / 100) * this.hack +
(task.strWeight / 100) * this.str +
(task.defWeight / 100) * this.def +
(task.dexWeight / 100) * this.dex +
(task.agiWeight / 100) * this.agi +
(task.chaWeight / 100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) { return 0; }
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.wanted) / 100;
if (isNaN(territoryMult) || territoryMult <= 0) { return 0; }
if (task.baseWanted < 0) {
return 0.4 * task.baseWanted * statWeight * territoryMult;
} else {
const calc = 7 * task.baseWanted / (Math.pow(3 * statWeight * territoryMult, 0.8));
// Put an arbitrary cap on this to prevent wanted level from rising too fast if the
// denominator is very small. Might want to rethink formula later
return Math.min(100, calc);
}
}
GangMember.prototype.calculateMoneyGain = function(gang) {
const task = this.getTask();
if (task == null || !(task instanceof GangMemberTask) || task.baseMoney === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.2 * task.difficulty);
if (statWeight <= 0) { return 0; }
const territoryMult = Math.pow(AllGangs[gang.facName].territory * 100, task.territory.money) / 100;
if (isNaN(territoryMult) || territoryMult <= 0) { return 0; }
var respectMult = gang.getWantedPenalty();
return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
}
GangMember.prototype.gainExperience = function(numCycles=1) {
const task = this.getTask();
if (task == null || !(task instanceof GangMemberTask) || task === GangMemberTasks["Unassigned"]) {return;}
const difficultyMult = Math.pow(task.difficulty, 0.9);
const difficultyPerCycles = difficultyMult * numCycles;
const weightDivisor = 1500;
this.hack_exp += (task.hackWeight / weightDivisor) * difficultyPerCycles;
this.str_exp += (task.strWeight / weightDivisor) * difficultyPerCycles;
this.def_exp += (task.defWeight / weightDivisor) * difficultyPerCycles;
this.dex_exp += (task.dexWeight / weightDivisor) * difficultyPerCycles;
this.agi_exp += (task.agiWeight / weightDivisor) * difficultyPerCycles;
this.cha_exp += (task.chaWeight / weightDivisor) * difficultyPerCycles;
}
GangMember.prototype.recordEarnedRespect = function(numCycles=1, gang) {
this.earnedRespect += (this.calculateRespectGain(gang) * numCycles);
}
GangMember.prototype.ascend = function() {
const res = this.getAscensionResults();
const hackAscMult = res.hack;
const strAscMult = res.str;
const defAscMult = res.def;
const dexAscMult = res.dex;
const agiAscMult = res.agi;
const chaAscMult = res.cha;
this.hack_asc_mult += hackAscMult;
this.str_asc_mult += strAscMult;
this.def_asc_mult += defAscMult;
this.dex_asc_mult += dexAscMult;
this.agi_asc_mult += agiAscMult;
this.cha_asc_mult += chaAscMult;
// Remove upgrades. Then re-calculate multipliers and stats
this.upgrades.length = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
for (let i = 0; i < this.augmentations.length; ++i) {
let aug = GangMemberUpgrades[this.augmentations[i]];
aug.apply(this);
}
// Clear exp and recalculate stats
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.updateSkillLevels();
const respectToDeduct = this.earnedRespect;
this.earnedRespect = 0;
return {
respect: respectToDeduct,
hack: hackAscMult,
str: strAscMult,
def: defAscMult,
dex: dexAscMult,
agi: agiAscMult,
cha: chaAscMult,
};
}
GangMember.prototype.getAscensionEfficiency = function() {
function formula(mult) {
return 1/(1+Math.log(mult)/Math.log(20));
}
return {
hack: formula(this.hack_asc_mult),
str: formula(this.str_asc_mult),
def: formula(this.def_asc_mult),
dex: formula(this.dex_asc_mult),
agi: formula(this.agi_asc_mult),
cha: formula(this.cha_asc_mult),
};
}
// Returns the multipliers that would be gained from ascension
GangMember.prototype.getAscensionResults = function() {
/**
* Calculate ascension bonus to stat multipliers.
* This is based on the current number of multipliers from Non-Augmentation upgrades
* + Ascension Bonus = N% of current bonus from Augmentations
*/
let hack = 1;
let str = 1;
let def = 1;
let dex = 1;
let agi = 1;
let cha = 1;
for (let i = 0; i < this.upgrades.length; ++i) {
let upg = GangMemberUpgrades[this.upgrades[i]];
if (upg.mults.hack != null) { hack *= upg.mults.hack; }
if (upg.mults.str != null) { str *= upg.mults.str; }
if (upg.mults.def != null) { def *= upg.mults.def; }
if (upg.mults.dex != null) { dex *= upg.mults.dex; }
if (upg.mults.agi != null) { agi *= upg.mults.agi; }
if (upg.mults.cha != null) { cha *= upg.mults.cha; }
}
// Subtract 1 because we're only interested in the actual "bonus" part
const eff = this.getAscensionEfficiency();
return {
hack: (Math.max(0, hack - 1) * AscensionMultiplierRatio * eff.hack),
str: (Math.max(0, str - 1) * AscensionMultiplierRatio * eff.str),
def: (Math.max(0, def - 1) * AscensionMultiplierRatio * eff.def),
dex: (Math.max(0, dex - 1) * AscensionMultiplierRatio * eff.dex),
agi: (Math.max(0, agi - 1) * AscensionMultiplierRatio * eff.agi),
cha: (Math.max(0, cha - 1) * AscensionMultiplierRatio * eff.cha),
}
}
GangMember.prototype.buyUpgrade = function(upg, player, gang) {
if (typeof upg === 'string') {
upg = GangMemberUpgrades[upg];
}
if (!(upg instanceof GangMemberUpgrade)) {
return false;
}
// Prevent purchasing of already-owned upgrades
if (this.augmentations.includes(upg.name) || this.upgrades.includes(upg.name)) {
return false;
}
if (player.money.lt(upg.getCost(gang))) { return false; }
player.loseMoney(upg.getCost(gang));
if (upg.type === "g") {
this.augmentations.push(upg.name);
} else {
this.upgrades.push(upg.name);
}
upg.apply(this);
if (routing.isOn(Page.Gang) && UIElems.gangMemberUpgradeBoxOpened) {
var initFilterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
gang.createGangMemberUpgradeBox(player, initFilterValue);
}
return true;
}
GangMember.prototype.toJSON = function() {
return Generic_toJSON("GangMember", this);
}
GangMember.fromJSON = function(value) {
return Generic_fromJSON(GangMember, value.data);
}
Reviver.constructors.GangMember = GangMember;
// Defines tasks that Gang Members can work on
function GangMemberTask(name="", desc="", isHacking=false, isCombat=false,
params={baseRespect: 0, baseWanted: 0, baseMoney: 0,
hackWeight: 0, strWeight: 0, defWeight: 0,
dexWeight: 0, agiWeight: 0, chaWeight: 0,
difficulty: 0}) {
this.name = name;
this.desc = desc;
// Flags that describe whether this Task is applicable for Hacking/Combat gangs
this.isHacking = isHacking;
this.isCombat = isCombat;
// Base gain rates for respect/wanted/money
this.baseRespect = params.baseRespect ? params.baseRespect : 0;
this.baseWanted = params.baseWanted ? params.baseWanted : 0;
this.baseMoney = params.baseMoney ? params.baseMoney : 0;
// Weighting for the effect that each stat has on the tasks effectiveness.
// Weights must add up to 100
this.hackWeight = params.hackWeight ? params.hackWeight : 0;
this.strWeight = params.strWeight ? params.strWeight : 0;
this.defWeight = params.defWeight ? params.defWeight : 0;
this.dexWeight = params.dexWeight ? params.dexWeight : 0;
this.agiWeight = params.agiWeight ? params.agiWeight : 0;
this.chaWeight = params.chaWeight ? params.chaWeight : 0;
if (Math.round(this.hackWeight + this.strWeight + this.defWeight + this.dexWeight + this.agiWeight + this.chaWeight) != 100) {
console.error(`GangMemberTask ${this.name} weights do not add up to 100`);
}
// 1 - 100
this.difficulty = params.difficulty ? params.difficulty : 1;
// Territory Factors. Exponential factors that dictate how territory affects gains
// Formula: Territory Mutiplier = (Territory * 100) ^ factor / 100
// So factor should be > 1 if something should scale exponentially with territory
// and should be < 1 if it should have diminshing returns
this.territory = params.territory ? params.territory : {money: 1, respect: 1, wanted: 1};
}
GangMemberTask.prototype.toJSON = function() {
return Generic_toJSON("GangMemberTask", this);
}
GangMemberTask.fromJSON = function(value) {
return Generic_fromJSON(GangMemberTask, value.data);
}
Reviver.constructors.GangMemberTask = GangMemberTask;
export const GangMemberTasks = {};
function addGangMemberTask(name, desc, isHacking, isCombat, params) {
GangMemberTasks[name] = new GangMemberTask(name, desc, isHacking, isCombat, params);
}
gangMemberTasksMetadata.forEach((e) => {
addGangMemberTask(e.name, e.desc, e.isHacking, e.isCombat, e.params);
});
function GangMemberUpgrade(name="", cost=0, type="w", mults={}) {
this.name = name;
this.cost = cost;
this.type = type; //w = weapon, a = armor, v = vehicle, r = rootkit, g = Aug
this.mults = mults;
this.createDescription();
}
GangMemberUpgrade.prototype.getCost = function(gang) {
const discount = gang.getDiscount();
return this.cost / discount;
}
GangMemberUpgrade.prototype.createDescription = function() {
const lines = ["Increases:"];
if (this.mults.str != null) {
lines.push(`* Strength by ${Math.round((this.mults.str - 1) * 100)}%`);
}
if (this.mults.def != null) {
lines.push(`* Defense by ${Math.round((this.mults.def - 1) * 100)}%`);
}
if (this.mults.dex != null) {
lines.push(`* Dexterity by ${Math.round((this.mults.dex - 1) * 100)}%`);
}
if (this.mults.agi != null) {
lines.push(`* Agility by ${Math.round((this.mults.agi - 1) * 100)}%`);
}
if (this.mults.cha != null) {
lines.push(`* Charisma by ${Math.round((this.mults.cha - 1) * 100)}%`);
}
if (this.mults.hack != null) {
lines.push(`* Hacking by ${Math.round((this.mults.hack - 1) * 100)}%`);
}
this.desc = lines.join("
");
}
// Passes in a GangMember object
GangMemberUpgrade.prototype.apply = function(member) {
if (this.mults.str != null) { member.str_mult *= this.mults.str; }
if (this.mults.def != null) { member.def_mult *= this.mults.def; }
if (this.mults.dex != null) { member.dex_mult *= this.mults.dex; }
if (this.mults.agi != null) { member.agi_mult *= this.mults.agi; }
if (this.mults.cha != null) { member.cha_mult *= this.mults.cha; }
if (this.mults.hack != null) { member.hack_mult *= this.mults.hack; }
return;
}
GangMemberUpgrade.prototype.toJSON = function() {
return Generic_toJSON("GangMemberUpgrade", this);
}
GangMemberUpgrade.fromJSON = function(value) {
return Generic_fromJSON(GangMemberUpgrade, value.data);
}
Reviver.constructors.GangMemberUpgrade = GangMemberUpgrade;
// Initialize Gang Member Upgrades
export const GangMemberUpgrades = {}
function addGangMemberUpgrade(name, cost, type, mults) {
GangMemberUpgrades[name] = new GangMemberUpgrade(name, cost, type, mults);
}
gangMemberUpgradesMetadata.forEach((e) => {
addGangMemberUpgrade(e.name, e.cost, e.upgType, e.mults);
});
// Create a pop-up box that lets player purchase upgrades
Gang.prototype.createGangMemberUpgradeBox = function(player, initialFilter="") {
const boxId = "gang-member-upgrade-popup-box";
if (UIElems.gangMemberUpgradeBoxOpened) {
// Already opened, refreshing
if (UIElems.gangMemberUpgradeBoxElements == null || UIElems.gangMemberUpgradeBox == null || UIElems.gangMemberUpgradeBoxContent == null) {
console.error("Refreshing Gang member upgrade box throws error because required elements are null");
return;
}
for (var i = 2; i < UIElems.gangMemberUpgradeBoxElements.length; ++i) {
removeElement(UIElems.gangMemberUpgradeBoxElements[i]);
}
UIElems.gangMemberUpgradeBoxElements = [UIElems.gangMemberUpgradeBoxFilter, UIElems.gangMemberUpgradeBoxDiscount];
var filter = UIElems.gangMemberUpgradeBoxFilter.value.toString();
for (var i = 0; i < this.members.length; ++i) {
if (this.members[i].name.indexOf(filter) > -1 || this.members[i].task.indexOf(filter) > -1) {
var newPanel = this.members[i].createGangMemberUpgradePanel(this, player);
UIElems.gangMemberUpgradeBoxContent.appendChild(newPanel);
UIElems.gangMemberUpgradeBoxElements.push(newPanel);
}
}
} else {
// New popup
UIElems.gangMemberUpgradeBoxFilter = createElement("input", {
type:"text", placeholder:"Filter gang members",
class: "text-input",
value:initialFilter,
onkeyup:() => {
var filterValue = UIElems.gangMemberUpgradeBoxFilter.value.toString();
this.createGangMemberUpgradeBox(player, filterValue);
},
});
UIElems.gangMemberUpgradeBoxDiscount = createElement("p", {
innerText: "Discount: -" + numeralWrapper.formatPercentage(1 - 1 / this.getDiscount()),
marginLeft: "6px",
tooltip: "You get a discount on equipment and upgrades based on your gang's " +
"respect and power. More respect and power leads to more discounts.",
});
UIElems.gangMemberUpgradeBoxElements = [UIElems.gangMemberUpgradeBoxFilter, UIElems.gangMemberUpgradeBoxDiscount];
var filter = UIElems.gangMemberUpgradeBoxFilter.value.toString();
for (var i = 0; i < this.members.length; ++i) {
if (this.members[i].name.indexOf(filter) > -1 || this.members[i].task.indexOf(filter) > -1) {
UIElems.gangMemberUpgradeBoxElements.push(this.members[i].createGangMemberUpgradePanel(this, player));
}
}
UIElems.gangMemberUpgradeBox = createPopup(boxId, UIElems.gangMemberUpgradeBoxElements);
UIElems.gangMemberUpgradeBoxContent = document.getElementById(boxId + "-content");
UIElems.gangMemberUpgradeBoxOpened = true;
}
}
// Create upgrade panels for each individual Gang Member
GangMember.prototype.createGangMemberUpgradePanel = function(gangObj, player) {
var container = createElement("div", {
border:"1px solid white",
});
var header = createElement("h1", {
innerText: this.name + " (" + this.task + ")",
});
container.appendChild(header);
var text = createElement("pre", {
fontSize:"14px", display: "inline-block", width:"20%",
innerText:
"Hack: " + this.hack + " (x" + formatNumber(this.hack_mult * this.hack_asc_mult, 2) + ")\n" +
"Str: " + this.str + " (x" + formatNumber(this.str_mult * this.str_asc_mult, 2) + ")\n" +
"Def: " + this.def + " (x" + formatNumber(this.def_mult * this.def_asc_mult, 2) + ")\n" +
"Dex: " + this.dex + " (x" + formatNumber(this.dex_mult * this.dex_asc_mult, 2) + ")\n" +
"Agi: " + this.agi + " (x" + formatNumber(this.agi_mult * this.agi_asc_mult, 2) + ")\n" +
"Cha: " + this.cha + " (x" + formatNumber(this.cha_mult * this.cha_asc_mult, 2) + ")\n",
});
// Already purchased upgrades
const ownedUpgradesElements = [];
function pushOwnedUpgrade(upgName) {
const upg = GangMemberUpgrades[upgName];
if (upg == null) {
console.error(`Could not find GangMemberUpgrade object for name ${upgName}`);
return;
}
ownedUpgradesElements.push(createElement("div", {
class: "gang-owned-upgrade",
innerText: upgName,
tooltip: upg.desc,
}));
}
for (const upgName of this.upgrades) { pushOwnedUpgrade(upgName); }
for (const upgName of this.augmentations) { pushOwnedUpgrade(upgName); }
var ownedUpgrades = createElement("div", {
class: "gang-owned-upgrades-div",
innerText: "Purchased Upgrades:",
});
for (const elem of ownedUpgradesElements) { ownedUpgrades.appendChild(elem); }
container.appendChild(text);
container.appendChild(ownedUpgrades);
container.appendChild(createElement("br", {}));
// Upgrade buttons. Only show upgrades that can be afforded
const weaponUpgrades = [];
const armorUpgrades = [];
const vehicleUpgrades = [];
const rootkitUpgrades = [];
const augUpgrades = [];
for (let upgName in GangMemberUpgrades) {
if (GangMemberUpgrades.hasOwnProperty(upgName)) {
let upg = GangMemberUpgrades[upgName];
if (player.money.lt(upg.getCost(gangObj))) { continue; }
if (this.upgrades.includes(upgName) || this.augmentations.includes(upgName)) { continue; }
switch (upg.type) {
case "w":
weaponUpgrades.push(upg);
break;
case "a":
armorUpgrades.push(upg);
break;
case "v":
vehicleUpgrades.push(upg);
break;
case "r":
rootkitUpgrades.push(upg);
break;
case "g":
augUpgrades.push(upg);
break;
default:
console.error(`ERROR: Invalid Gang Member Upgrade Type: ${upg.type}`);
}
}
}
// Create separate columns for each upgrade type
const weaponDiv = createElement("div", {width: "20%", display: "inline-block"});
const armorDiv = createElement("div", {width: "20%", display: "inline-block"});
const vehicleDiv = createElement("div", {width: "20%", display: "inline-block"});
const rootkitDiv = createElement("div", {width: "20%", display: "inline-block"});
const augDiv = createElement("div", {width: "20%", display: "inline-block"});
// Add a title/labe for each column
weaponDiv.appendChild(createElement("h2", {innerText: "Weapons"}));
armorDiv.appendChild(createElement("h2", {innerText: "Armor"}));
vehicleDiv.appendChild(createElement("h2", {innerText: "Vehicles"}));
rootkitDiv.appendChild(createElement("h2", {innerText: "Rootkits"}));
augDiv.appendChild(createElement("h2", {innerText: "Augmentations"}));
// Add buttons to purchase each upgrade
const upgrades = [weaponUpgrades, armorUpgrades, vehicleUpgrades, rootkitUpgrades, augUpgrades];
const divs = [weaponDiv, armorDiv, vehicleDiv, rootkitDiv, augDiv];
for (let i = 0; i < upgrades.length; ++i) {
let upgradeArray = upgrades[i];
let div = divs[i];
for (let j = 0; j < upgradeArray.length; ++j) {
let upg = upgradeArray[j];
(function (upg, div, memberObj, i, gang) {
let createElementParams = {
innerHTML: `${upg.name} - ${renderToStaticMarkup(Money(upg.getCost(gang)))}`,
class: "a-link-button", margin:"2px", padding:"2px", display:"block",
fontSize:"11px",
clickListener:() => {
memberObj.buyUpgrade(upg, player, gangObj);
return false;
},
}
// For the last two divs, tooltip should be on the left
if (i >= 3) {
createElementParams.tooltipleft = upg.desc;
} else {
createElementParams.tooltip = upg.desc;
}
div.appendChild(createElement("a", createElementParams));
})(upg, div, this, i, gangObj);
}
}
container.appendChild(weaponDiv);
container.appendChild(armorDiv);
container.appendChild(vehicleDiv);
container.appendChild(rootkitDiv);
container.appendChild(augDiv);
return container;
}
// Gang UI Dom Elements
const UIElems = {
// Main elems
gangContentCreated: false,
gangContainer: null,
managementButton: null,
territoryButton: null,
// Subpages
gangManagementSubpage: null,
gangTerritorySubpage: null,
// Gang Management Subpage Elements
gangDesc: null,
gangInfo: null,
gangRecruitMemberButton: null,
gangRecruitRequirementText: null,
gangExpandAllButton: null,
gangCollapseAllButton: null,
gangMemberFilter: null,
gangManageEquipmentButton: null,
gangMemberList: null,
gangMemberPanels: {},
// Gang Equipment Upgrade Elements
gangMemberUpgradeBoxOpened: false,
gangMemberUpgradeBox: null,
gangMemberUpgradeBoxContent: null,
gangMemberUpgradeBoxFilter: null,
gangMemberUpgradeBoxDiscount: null,
gangMemberUpgradeBoxElements: null,
// Gang Territory Elements
gangTerritoryDescText: null,
gangTerritoryWarfareCheckbox: null,
gangTerritoryWarfareCheckboxLabel: null,
gangTerritoryWarfareClashChance: null,
gangTerritoryDeathNotifyCheckbox: null,
gangTerritoryDeathNotifyCheckboxLabel: null,
gangTerritoryInfoText: null,
}
Gang.prototype.displayGangContent = function(player) {
if (!UIElems.gangContentCreated || UIElems.gangContainer == null) {
UIElems.gangContentCreated = true;
// Create gang container
UIElems.gangContainer = createElement("div", {
id:"gang-container", class:"generic-menupage-container",
});
// Get variables
var facName = this.facName;
// Back button
UIElems.gangContainer.appendChild(createElement("a", {
class:"a-link-button", display:"inline-block", innerText:"Back",
clickListener:() => {
Engine.loadFactionContent();
displayFactionContent(facName);
return false;
},
}));
// Buttons to switch between panels
UIElems.managementButton = createElement("a", {
id:"gang-management-subpage-button", class:"a-link-button-inactive",
display:"inline-block", innerHTML: "Gang Management (Alt+1)",
clickListener:() => {
UIElems.gangManagementSubpage.style.display = "block";
UIElems.gangTerritorySubpage.style.display = "none";
UIElems.managementButton.classList.toggle("a-link-button-inactive");
UIElems.managementButton.classList.toggle("a-link-button");
UIElems.territoryButton.classList.toggle("a-link-button-inactive");
UIElems.territoryButton.classList.toggle("a-link-button");
this.updateGangContent();
return false;
},
})
UIElems.territoryButton = createElement("a", {
id:"gang-territory-subpage-button", class:"a-link-button",
display:"inline-block", innerHTML:"Gang Territory (Alt+2)",
clickListener:() => {
UIElems.gangManagementSubpage.style.display = "none";
UIElems.gangTerritorySubpage.style.display = "block";
UIElems.managementButton.classList.toggle("a-link-button-inactive");
UIElems.managementButton.classList.toggle("a-link-button");
UIElems.territoryButton.classList.toggle("a-link-button-inactive");
UIElems.territoryButton.classList.toggle("a-link-button");
this.updateGangContent();
return false;
},
});
UIElems.gangContainer.appendChild(UIElems.managementButton);
UIElems.gangContainer.appendChild(UIElems.territoryButton);
// Subpage for managing gang members
UIElems.gangManagementSubpage = createElement("div", {
display:"block", id:"gang-management-subpage",
});
var lowerWantedTask = "";
if (this.isHackingGang) {
lowerWantedTask = "Ethical Hacking";
} else {
lowerWantedTask = "Vigilante Justice";
}
UIElems.gangDesc = createElement("p", {width:"70%",
innerHTML:
"This page is used to manage your gang members and get an overview of your " +
"gang's stats.
" +
"If a gang member is not earning much money or respect, the task that you " +
"have assigned to that member might be too difficult. Consider training that " +
"member's stats or choosing an easier task. The tasks closer to the " +
"top of the dropdown list are generally easier. Alternatively, the gang member's " +
"low production might be due to the fact that your wanted level is too high. " +
"Consider assigning a few members to the '" + lowerWantedTask + "' " +
"task to lower your wanted level.
" +
"Installing Augmentations does NOT reset your progress with your Gang. " +
"Furthermore, after installing Augmentations, you will " +
"automatically be a member of whatever Faction you created your gang with.
" +
"You can also manage your gang programmatically through Netscript using the Gang API",
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangDesc);
UIElems.gangInfo = createElement("p", {id:"gang-info", width:"70%"});
UIElems.gangManagementSubpage.appendChild(UIElems.gangInfo);
UIElems.gangRecruitMemberButton = createElement("a", {
id: "gang-management-recruit-member-btn", class:"a-link-button-inactive",
innerHTML:"Recruit Gang Member", display:"inline-block", margin:"10px",
clickListener:() => {
const popupId = "recruit-gang-member-popup";
let yesBtn;
const txt = createElement("p", {
innerText:"Please enter a name for your new Gang member:",
});
const br = createElement("br");
const nameInput = createElement("input", {
onkeyup: (e) => {
if (e.keyCode === KEY.ENTER) { yesBtn.click(); }
},
placeholder: "Name must be unique",
type: "text",
class:"text-input",
});
yesBtn = createElement("a", {
class: "std-button",
clickListener: () => {
let name = nameInput.value;
if (name === "") {
dialogBoxCreate("You must enter a name for your Gang member!");
return false;
}
if (!this.canRecruitMember()) {
dialogBoxCreate("You cannot recruit another Gang member!");
return false;
}
// At this point, the only way this can fail is if you already
// have a gang member with the same name
if (!this.recruitMember(name)) {
dialogBoxCreate("You already have a gang member with this name!");
return false;
}
removeElementById(popupId);
return false;
},
innerText: "Recruit Gang Member",
});
const noBtn = createElement("a", {
class: "std-button",
clickListener: () => {
removeElementById(popupId);
return false;
},
innerText: "Cancel",
});
createPopup(popupId, [txt, br, nameInput, yesBtn, noBtn]);
nameInput.focus();
},
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangRecruitMemberButton);
// Text for how much reputation is required for recruiting next memberList
UIElems.gangRecruitRequirementText = createElement("p", {
color:"red",
id: "gang-recruit-requirement-text",
margin: "10px",
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangRecruitRequirementText);
// Gang Member List management buttons (Expand/Collapse All, select a single member)
UIElems.gangManagementSubpage.appendChild(createElement("br", {}));
UIElems.gangExpandAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Expand All",
clickListener:() => {
var allHeaders = UIElems.gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
if (!hdr.classList.contains("active")) {
hdr.click();
}
}
return false;
},
});
UIElems.gangCollapseAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Collapse All",
clickListener:() => {
var allHeaders = UIElems.gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
if (hdr.classList.contains("active")) {
hdr.click();
}
}
return false;
},
});
UIElems.gangMemberFilter = createElement("input", {
type:"text", placeholder:"Filter gang members", margin:"5px", padding:"5px",
class:"text-input",
onkeyup:() => {
this.displayGangMemberList();
},
});
UIElems.gangManageEquipmentButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Manage Equipment",
clickListener: () => {
this.createGangMemberUpgradeBox(player);
},
});
UIElems.gangManagementSubpage.appendChild(UIElems.gangExpandAllButton);
UIElems.gangManagementSubpage.appendChild(UIElems.gangCollapseAllButton);
UIElems.gangManagementSubpage.appendChild(UIElems.gangMemberFilter);
UIElems.gangManagementSubpage.appendChild(UIElems.gangManageEquipmentButton);
// Gang Member list
UIElems.gangMemberList = createElement("ul", {id:"gang-member-list"});
this.displayGangMemberList();
UIElems.gangManagementSubpage.appendChild(UIElems.gangMemberList);
// Subpage for seeing gang territory information
UIElems.gangTerritorySubpage = createElement("div", {
id:"gang-territory-subpage", display:"none",
});
// Info text for territory page
UIElems.gangTerritoryDescText = createElement("p", {
width:"70%",
innerHTML:
"This page shows how much territory your Gang controls. This statistic is listed as a percentage, " +
"which represents how much of the total territory you control.
" +
"Every ~20 seconds, your gang has a chance to 'clash' with other gangs. Your chance " +
"to win a clash depends on your gang's power, which is listed in the display below. " +
"Your gang's power slowly accumulates over time. The accumulation rate is determined by the stats " +
"of all Gang members you have assigned to the 'Territory Warfare' task. Gang members that are not " +
"assigned to this task do not contribute to your gang's power. Your gang also loses a small amount " +
"of power whenever you lose a clash
" +
"NOTE: Gang members assigned to 'Territory Warfare' can be killed during clashes. This can happen regardless of whether you win " +
"or lose the clash. A gang member being killed results in both respect and power loss for your gang.
" +
"The amount of territory you have affects all aspects of your Gang members' production, including " +
"money, respect, and wanted level. It is very beneficial to have high territory control.
",
});
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDescText);
// Checkbox for Engaging in Territory Warfare
UIElems.gangTerritoryWarfareCheckbox = createElement("input", {
display: "inline-block",
id: "gang-management-territory-warfare-checkbox",
changeListener: () => {
this.territoryWarfareEngaged = UIElems.gangTerritoryWarfareCheckbox.checked;
},
margin: "2px",
type: "checkbox",
});
UIElems.gangTerritoryWarfareCheckbox.checked = this.territoryWarfareEngaged;
UIElems.gangTerritoryWarfareCheckboxLabel = createElement("label", {
color: "white",
display: "inline-block",
for: "gang-management-territory-warfare-checkbox",
innerText: "Engage in Territory Warfare",
tooltip: "Engaging in Territory Warfare sets your clash chance to 100%. " +
"Disengaging will cause your clash chance to gradually decrease until " +
"it reaches 0%",
});
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareCheckbox);
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareCheckboxLabel);
// Territory Clash chance
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
UIElems.gangTerritoryWarfareClashChance = createElement("p", {display: "inline-block"});
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryWarfareClashChance);
UIElems.gangTerritorySubpage.appendChild(createElement("div", {
class: "help-tip",
display: "inline-block",
innerText: "?",
clickListener: () => {
dialogBoxCreate("This percentage represents the chance you have of 'clashing' with " +
"with another gang. If you do not wish to gain/lose territory, " +
"then keep this percentage at 0% by not engaging in territory " +
"warfare.")
},
}));
// Checkbox for whether player wants to be notified of gang member death
UIElems.gangTerritoryDeathNotifyCheckbox = createElement("input", {
display: "inline-block",
id: "gang-management-notify-member-death-checkbox",
changeListener: () => {
this.notifyMemberDeath = UIElems.gangTerritoryDeathNotifyCheckbox.checked;
},
margin: "2px",
type: "checkbox",
});
UIElems.gangTerritoryDeathNotifyCheckbox.checked = this.notifyMemberDeath;
UIElems.gangTerritoryDeathNotifyCheckboxLabel = createElement("label", {
color: "white",
display: "inline-block",
for: "gang-management-notify-member-death-checkbox",
innerText: "Notify about Gang Member Deaths",
tooltip: "If this is enabled, then you will receive a pop-up notifying you " +
"whenever one of your Gang Members dies in a territory clash.",
});
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDeathNotifyCheckbox);
UIElems.gangTerritorySubpage.appendChild(UIElems.gangTerritoryDeathNotifyCheckboxLabel);
// Territory info (percentages of territory owned for each gang)
UIElems.gangTerritorySubpage.appendChild(createElement("br"));
var territoryBorder = createElement("fieldset", {
display:"block",
margin: "6px",
width:"50%",
});
UIElems.gangTerritoryInfoText = createElement("p");
territoryBorder.appendChild(UIElems.gangTerritoryInfoText);
UIElems.gangTerritorySubpage.appendChild(territoryBorder);
UIElems.gangContainer.appendChild(UIElems.gangTerritorySubpage);
UIElems.gangContainer.appendChild(UIElems.gangManagementSubpage);
document.getElementById("entire-game-container").appendChild(UIElems.gangContainer);
}
UIElems.gangContainer.style.display = "block";
this.updateGangContent();
}
Gang.prototype.displayGangMemberList = function() {
removeChildrenFromElement(UIElems.gangMemberList);
UIElems.gangMemberPanels = {};
const members = this.members;
const filter = UIElems.gangMemberFilter.value.toString();
for (var i = 0; i < members.length; ++i) {
if (members[i].name.indexOf(filter) > -1 || members[i].task.indexOf(filter) > -1) {
this.createGangMemberDisplayElement(members[i]);
}
}
}
Gang.prototype.updateGangContent = function() {
if (!UIElems.gangContentCreated) { return; }
if (UIElems.gangMemberUpgradeBoxOpened) {
UIElems.gangMemberUpgradeBoxDiscount.childNodes[0].nodeValue =
"Discount: -" + numeralWrapper.formatPercentage(1 - 1 / this.getDiscount());
}
if (UIElems.gangTerritorySubpage.style.display === "block") {
// Territory Warfare Clash Chance
UIElems.gangTerritoryWarfareClashChance.innerText =
`Territory Clash Chance: ${numeralWrapper.formatPercentage(this.territoryClashChance, 3)}`;
// Engaged in Territory Warfare checkbox
UIElems.gangTerritoryWarfareCheckbox.checked = this.territoryWarfareEngaged;
// Update territory information
UIElems.gangTerritoryInfoText.innerHTML = "";
const playerPower = AllGangs[this.facName].power;
let gangNames = Object.keys(AllGangs).filter(g => g != this.facName);
gangNames.unshift(this.facName);
for (const gangname of gangNames) {
if (AllGangs.hasOwnProperty(gangname)) {
const gangTerritoryInfo = AllGangs[gangname];
let territory = gangTerritoryInfo.territory * 100;
//Fix some rounding issues graphically
let displayNumber;
if (territory <= 0) {
displayNumber = formatNumber(0, 2);
} else if (territory >= 100) {
displayNumber = formatNumber(100, 2);
} else {
displayNumber = formatNumber(territory, 2);
}
if (gangname === this.facName) {
let newHTML = `${gangname}
Power: ${formatNumber(gangTerritoryInfo.power, 6)}
`;
newHTML += `Territory: ${displayNumber}%
`;
UIElems.gangTerritoryInfoText.innerHTML += newHTML;
} else {
const clashVictoryChance = playerPower / (gangTerritoryInfo.power + playerPower);
let newHTML = `${gangname}
Power: ${formatNumber(gangTerritoryInfo.power, 6)}
`;
newHTML += `Territory: ${displayNumber}%
`;
newHTML += `Chance to win clash with this gang: ${numeralWrapper.formatPercentage(clashVictoryChance, 3)}
`;
UIElems.gangTerritoryInfoText.innerHTML += newHTML;
}
}
}
} else {
// Update information for overall gang
if (UIElems.gangInfo instanceof Element) {
var faction = Factions[this.facName];
var rep;
if (!(faction instanceof Faction)) {
rep = "ERROR";
} else {
rep = faction.playerReputation;
}
removeChildrenFromElement(UIElems.gangInfo);
UIElems.gangInfo.appendChild(createElement("p", { // Respect
display: "inline-block",
innerText: "Respect: " + numeralWrapper.formatRespect(this.respect) +
" (" + numeralWrapper.formatRespect(5*this.respectGainRate) + " / sec)",
tooltip: "Represents the amount of respect your gang has from other gangs and criminal " +
"organizations. Your respect affects the amount of money " +
"your gang members will earn, and also determines how much " +
"reputation you are earning with your gang's corresponding Faction.",
}));
UIElems.gangInfo.appendChild(createElement("br"));
UIElems.gangInfo.appendChild(createElement("p", { // Wanted level
display: "inline-block",
innerText: "Wanted Level: " + numeralWrapper.formatWanted(this.wanted) +
" (" + numeralWrapper.formatWanted(5*this.wantedGainRate) + " / sec)",
tooltip: "Represents how much the gang is wanted by law enforcement. The higher " +
"your gang's wanted level, the harder it will be for your gang members " +
"to make money and earn respect. Note that the minimum wanted level is 1.",
}));
UIElems.gangInfo.appendChild(createElement("br"));
var wantedPenalty = this.getWantedPenalty();
wantedPenalty = (1 - wantedPenalty) * 100;
UIElems.gangInfo.appendChild(createElement("p", { // Wanted Level multiplier
display: "inline-block",
innerText: `Wanted Level Penalty: -${formatNumber(wantedPenalty, 2)}%`,
tooltip: "Penalty for respect and money gain rates due to Wanted Level",
}));
UIElems.gangInfo.appendChild(createElement("br"));
const d0 = createElement("div");
ReactDOM.render(
Money gain rate: {MoneyRate(5 * this.moneyGainRate)}
, d0); UIElems.gangInfo.appendChild(d0); UIElems.gangInfo.appendChild(createElement("br")); // Fix some rounding issues graphically var territoryMult = AllGangs[this.facName].territory * 100; let displayNumber; if (territoryMult <= 0) { displayNumber = formatNumber(0, 2); } else if (territoryMult >= 100) { displayNumber = formatNumber(100, 2); } else { displayNumber = formatNumber(territoryMult, 2); } UIElems.gangInfo.appendChild(createElement("p", { // Territory multiplier display: "inline-block", innerText: `Territory: ${formatNumber(displayNumber, 3)}%`, tooltip: "The percentage of total territory your Gang controls", })); UIElems.gangInfo.appendChild(createElement("br")); const d1 = createElement("div"); ReactDOM.render(Faction reputation: {Reputation(rep)}
, d1); UIElems.gangInfo.appendChild(d1); UIElems.gangInfo.appendChild(createElement("br")); const CyclesPerSecond = 1000 / Engine._idleSpeed; if (this.storedCycles / CyclesPerSecond*1000 > 5000) { UIElems.gangInfo.appendChild(createElement("p", { // Stored Cycles innerText: `Bonus time: ${convertTimeMsToTimeElapsedString(this.storedCycles / CyclesPerSecond*1000)}`, display: "inline-block", tooltip: "You gain bonus time while offline or when the game is inactive (e.g. when the tab is throttled by the browser). " + "Bonus time makes the Gang mechanic progress faster, up to 5x the normal speed", })); UIElems.gangInfo.appendChild(createElement("br")); } } else { console.error("gang-info DOM element DNE"); } // Toggle the 'Recruit member button' if valid const numMembers = this.members.length; const respectCost = this.getRespectNeededToRecruitMember(); const btn = UIElems.gangRecruitMemberButton; if (numMembers >= MaximumGangMembers) { btn.className = "a-link-button-inactive"; UIElems.gangRecruitRequirementText.style.display = "inline-block"; UIElems.gangRecruitRequirementText.innerHTML = "You have reached the maximum amount of gang members"; } else if (this.canRecruitMember()) { btn.className = "a-link-button"; UIElems.gangRecruitRequirementText.style.display = "none"; } else { btn.className = "a-link-button-inactive"; UIElems.gangRecruitRequirementText.style.display = "inline-block"; UIElems.gangRecruitRequirementText.innerHTML = `${formatNumber(respectCost, 2)} respect needed to recruit next member`; } // Update information for each gang member for (let i = 0; i < this.members.length; ++i) { this.updateGangMemberDisplayElement(this.members[i]); } } } // Takes in a GangMember object Gang.prototype.createGangMemberDisplayElement = function(memberObj) { if (!UIElems.gangContentCreated) { return; } const name = memberObj.name; // Clear/Update the UIElems map to keep track of this gang member's panel UIElems.gangMemberPanels[name] = {}; // Create the accordion var accordion = createAccordionElement({ id: name + "gang-member", hdrText: name, }); const li = accordion[0]; const gangMemberDiv = accordion[2]; UIElems.gangMemberPanels[name]["panel"] = gangMemberDiv; // Gang member content divided into 3 panels: // Panel 1 - Shows member's stats & Ascension stuff const statsDiv = createElement("div", { class: "gang-member-info-div", id: name + "gang-member-stats", tooltipsmall: [`Hk: x${numeralWrapper.formatMultiplier(memberObj.hack_mult * memberObj.hack_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.hack_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.hack_asc_mult)} Asc)`, `St: x${numeralWrapper.formatMultiplier(memberObj.str_mult * memberObj.str_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.str_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.str_asc_mult)} Asc)`, `Df: x${numeralWrapper.formatMultiplier(memberObj.def_mult * memberObj.def_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.def_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.def_asc_mult)} Asc)`, `Dx: x${numeralWrapper.formatMultiplier(memberObj.dex_mult * memberObj.dex_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.dex_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.dex_asc_mult)} Asc)`, `Ag: x${numeralWrapper.formatMultiplier(memberObj.agi_mult * memberObj.agi_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.agi_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.agi_asc_mult)} Asc)`, `Ch: x${numeralWrapper.formatMultiplier(memberObj.cha_mult * memberObj.cha_asc_mult)}(x${numeralWrapper.formatMultiplier(memberObj.cha_mult)} Eq, x${numeralWrapper.formatMultiplier(memberObj.cha_asc_mult)} Asc)`].join("