import {CONSTANTS} from "./Constants.js"; import {Engine} from "./engine.js"; import {displayFactionContent} from "./Faction.js"; import {Player} from "./Player.js"; import {dialogBoxCreate} from "../utils/DialogBox.js"; import {addOffset, getRandomInt, clearEventListenersEl, clearEventListeners} from "../utils/HelperFunctions.js"; import {formatNumber, isString} from "../utils/StringHelperFunctions.js"; import jsplumb from 'jsplumb' let inMission = false; //Flag to denote whether a mission is running let currMission = null; function setInMission(bool, mission) { inMission = bool; if (bool) { currMission = mission; } else { currMission = null; } } //Keyboard shortcuts $(document).keydown(function(e) { if (inMission && currMission && currMission.selectedNode != null) { switch (e.keyCode) { case 65: //a for Attack currMission.actionButtons[0].click(); break; case 83: //s for Scan currMission.actionButtons[1].click(); break; case 87: //w for Weaken currMission.actionButtons[2].click(); break; case 70: //f for Fortify currMission.actionButtons[3].click(); break; case 82: //r for Overflow currMission.actionButtons[4].click(); break; case 68: //d for Detach connection currMission.actionButtons[5].click(); break; default: break; } } }); let NodeTypes = { Core: "CPU Core Node", //All actions available Firewall: "Firewall Node", //No actions available Database: "Database Node", //No actions available Spam: "Spam Node", //No actions Available Transfer: "Transfer Node", //Can Weaken, Scan, Fortify and Overflow Shield: "Shield Node" //Can Fortify } let NodeActions = { Attack: "Attacking", //Damaged based on attack stat + hacking level + opp def Scan: "Scanning", //-Def for target, affected by attack and hacking level Weaken: "Weakening", //-Attack for target, affected by attack and hacking level Fortify: "Fortifying", //+Defense for Node, affected by hacking level Overflow: "Overflowing", //+Attack but -Defense for Node, affected by hacking level } function Node(type, stats) { this.type = type; this.atk = stats.atk ? stats.atk : 0; this.def = stats.def ? stats.def : 0; this.hp = stats.hp ? stats.hp : 0; this.maxhp = this.hp; this.plyrCtrl = false; this.enmyCtrl = false; this.pos = [0, 0]; //x, y this.el = null; //Holds the Node's DOM element this.action = null; //Holds the JsPlumb Connection object for this Node, //where this Node is the Source (since each Node //can only have 1 outgoing Connection) this.conn = null; } Node.prototype.setPosition = function(x, y) { this.pos = [x, y]; } Node.prototype.setControlledByPlayer = function() { this.plyrCtrl = true; this.enmyCtrl = false; if (this.el) { this.el.classList.remove("hack-mission-enemy-node"); this.el.classList.add("hack-mission-player-node"); } } Node.prototype.setControlledByEnemy = function() { this.plyrCtrl = false; this.enmyCtrl = true; if (this.el) { this.el.classList.remove("hack-mission-player-node"); this.el.classList.add("hack-mission-enemy-node"); } } //Sets this node to be the active node Node.prototype.select = function(actionButtons) { if (this.enmyCtrl) {return;} this.el.classList.add("hack-mission-player-node-active"); //Make all buttons inactive for (var i = 0; i < actionButtons.length; ++i) { actionButtons[i].classList.remove("a-link-button"); actionButtons[i].classList.add("a-link-button-inactive"); } switch(this.type) { case NodeTypes.Core: //All buttons active for (var i = 0; i < actionButtons.length; ++i) { actionButtons[i].classList.remove("a-link-button-inactive"); actionButtons[i].classList.add("a-link-button"); } break; case NodeTypes.Transfer: actionButtons[1].classList.remove("a-link-button-inactive"); actionButtons[1].classList.add("a-link-button"); actionButtons[2].classList.remove("a-link-button-inactive"); actionButtons[2].classList.add("a-link-button"); actionButtons[3].classList.remove("a-link-button-inactive"); actionButtons[3].classList.add("a-link-button"); actionButtons[4].classList.remove("a-link-button-inactive"); actionButtons[4].classList.add("a-link-button"); actionButtons[5].classList.remove("a-link-button-inactive"); actionButtons[5].classList.add("a-link-button"); break; default: break; } } Node.prototype.deselect = function(actionButtons) { this.el.classList.remove("hack-mission-player-node-active"); for (var i = 0; i < actionButtons.length; ++i) { actionButtons[i].classList.remove("a-link-button"); actionButtons[i].classList.add("a-link-button-inactive"); } } //Hacking mission instance //Takes in the reputation of the Faction for which the mission is //being conducted function HackingMission(rep, fac) { this.faction = fac; this.started = false; this.time = 120000; //2 minutes, milliseconds this.playerCores = []; this.playerNodes = []; //Non-core nodes this.playerDef = 0; this.enemyCores = []; this.enemyDatabases = []; this.enemyNodes = []; //Non-core nodes this.enemyDef = 0; this.miscNodes = []; this.selectedNode = null; //Which of the player's nodes is currently selected this.actionButtons = []; //DOM buttons for actions this.availablePositions = []; for (var r = 0; r < 8; ++r) { for (var c = 0; c < 8; ++c) { this.availablePositions.push([r, c]); } } this.map = []; for (var i = 0; i < 8; ++i) { this.map.push([null, null, null, null, null, null, null, null]); } this.jsplumbinstance = null; //difficulty capped at 16 this.difficulty = Math.min(16, Math.round(rep / CONSTANTS.HackingMissionRepToDiffConversion) + 1); console.log("difficulty: " + this.difficulty); this.reward = 200 + (rep / CONSTANTS.HackingMissionRepToRewardConversion); } HackingMission.prototype.init = function() { //Create Header DOM this.createPageDom(); //Create player starting nodes var home = Player.getHomeComputer() for (var i = 0; i < home.cpuCores; ++i) { var stats = { atk: (Player.hacking_skill / 10), def: (Player.hacking_skill / 25), hp: (Player.hacking_skill / 5), }; this.playerCores.push(new Node(NodeTypes.Core, stats)); this.playerCores[i].setControlledByPlayer(); this.setNodePosition(this.playerCores[i], 0, i); this.removeAvailablePosition(0, i); } //Randomly generate enemy nodes (CPU and Firewall) based on difficulty var numNodes = getRandomInt(this.difficulty, this.difficulty + 1); var numFirewalls = getRandomInt(this.difficulty, this.difficulty + 2); var numDatabases = getRandomInt(this.difficulty, this.difficulty + 1); var totalNodes = numNodes + numFirewalls + numDatabases; var xlimit = 7 - Math.floor(totalNodes / 8); console.log("numNodes: " + numNodes); console.log("numFirewalls: " + numFirewalls); console.log("numDatabases: " + numDatabases); console.log("totalNodes: " + totalNodes); var randMult = addOffset(this.difficulty, 20); for (var i = 0; i < numNodes; ++i) { var stats = { atk: randMult * getRandomInt(125, 175), def: randMult * getRandomInt(30, 50), hp: randMult * getRandomInt(225, 275) } this.enemyCores.push(new Node(NodeTypes.Core, stats)); this.enemyCores[i].setControlledByEnemy(); this.setNodeRandomPosition(this.enemyCores[i], xlimit); } for (var i = 0; i < numFirewalls; ++i) { var stats = { atk: randMult * getRandomInt(10, 25), def: randMult * getRandomInt(50, 75), hp: randMult * getRandomInt(175, 200) } this.enemyNodes.push(new Node(NodeTypes.Firewall, stats)); this.enemyNodes[i].setControlledByEnemy(); this.setNodeRandomPosition(this.enemyNodes[i], xlimit); } for (var i = 0; i < numDatabases; ++i) { var stats = { atk: randMult * getRandomInt(20, 30), def: randMult * getRandomInt(25, 40), hp: randMult * getRandomInt(120, 150) } var node = new Node(NodeTypes.Database, stats); node.setControlledByEnemy(); this.setNodeRandomPosition(node, xlimit); this.enemyDatabases.push(node); } this.calculateDefenses(); this.createMap(); } HackingMission.prototype.createPageDom = function() { var container = document.getElementById("mission-container"); var headerText = document.createElement("p"); headerText.innerHTML = "You are about to start a hacking mission! For more information " + "about how hacking missions work, click one of the guide links " + "below (one opens up an in-game guide and the other opens up " + "the guide from the wiki). Click the 'Start' button to begin."; headerText.style.display = "block"; headerText.classList.add("hack-mission-header-element"); headerText.style.width = "80%"; var inGameGuideBtn = document.createElement("a"); inGameGuideBtn.innerText = "How to Play"; inGameGuideBtn.classList.add("a-link-button"); inGameGuideBtn.style.display = "inline-block"; inGameGuideBtn.classList.add("hack-mission-header-element"); inGameGuideBtn.addEventListener("click", function() { dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay); return false; }); var wikiGuideBtn = document.createElement("a"); wikiGuideBtn.innerText = "Wiki Guide"; wikiGuideBtn.classList.add("a-link-button"); wikiGuideBtn.style.display = "inline-block"; wikiGuideBtn.classList.add("hack-mission-header-element"); wikiGuideBtn.target = "_blank"; //TODO Add link to wiki page wikiGuideBtn.href = //Start button will get replaced with forfeit when game is started var startBtn = document.createElement("a"); startBtn.innerHTML = "Start"; startBtn.setAttribute("id", "hack-mission-start-btn"); startBtn.classList.add("a-link-button"); startBtn.classList.add("hack-mission-header-element"); startBtn.style.display = "inline-block"; startBtn.addEventListener("click", ()=>{ this.start(); }); var timer = document.createElement("p"); timer.setAttribute("id", "hacking-mission-timer"); timer.style.display = "inline-block"; //Create Action Buttons (Attack/Scan/Weaken/ etc...) var actionsContainer = document.createElement("span"); actionsContainer.style.display = "block"; actionsContainer.classList.add("hack-mission-action-buttons-container"); for (var i = 0; i < 6; ++i) { this.actionButtons.push(document.createElement("a")); this.actionButtons[i].style.display = "inline-block"; this.actionButtons[i].classList.add("a-link-button-inactive"); //Disabled at start this.actionButtons[i].classList.add("tooltip"); //Disabled at start this.actionButtons[i].classList.add("hack-mission-header-element"); actionsContainer.appendChild(this.actionButtons[i]); } this.actionButtons[0].innerText = "Attack(a)"; var atkTooltip = document.createElement("span"); atkTooltip.classList.add("tooltiptext"); atkTooltip.innerText = "Lowers the targeted node's HP. The effectiveness of this depends on " + "this node's Attack level, your hacking level, and the opponent's defense level."; this.actionButtons[0].appendChild(atkTooltip); this.actionButtons[1].innerText = "Scan(s)"; var scanTooltip = document.createElement("span"); scanTooltip.classList.add("tooltiptext"); scanTooltip.innerText = "Lowers the targeted node's defense. The effectiveness of this depends on " + "this node's Attack level, your hacking level, and the opponent's defense level."; this.actionButtons[1].appendChild(scanTooltip); this.actionButtons[2].innerText = "Weaken(w)"; var WeakenTooltip = document.createElement("span"); WeakenTooltip.classList.add("tooltiptext"); WeakenTooltip.innerText = "Lowers the targeted node's attack. The effectiveness of this depends on " + "this node's Attack level, your hacking level, and the opponent's defense level."; this.actionButtons[2].appendChild(WeakenTooltip); this.actionButtons[3].innerText = "Fortify(f)"; var fortifyTooltip = document.createElement("span"); fortifyTooltip.classList.add("tooltiptext"); fortifyTooltip.innerText = "Raises this node's Defense level. The effectiveness of this depends on " + "your hacking level"; this.actionButtons[3].appendChild(fortifyTooltip); this.actionButtons[4].innerText = "Overflow(r)"; var overflowTooltip = document.createElement("span"); overflowTooltip.classList.add("tooltiptext"); overflowTooltip.innerText = "Raises this node's Attack level but lowers its Defense level. The effectiveness " + "of this depends on your hacking level."; this.actionButtons[4].appendChild(overflowTooltip); this.actionButtons[5].innerText = "Drop Connection(d)"; var dropconnTooltip = document.createElement("span"); dropconnTooltip.classList.add("tooltiptext"); dropconnTooltip.innerText = "Removes this Node's current connection to some target Node, if it has one. This can " + "also be done by simply clicking the white connection line."; this.actionButtons[5].appendChild(dropconnTooltip); //Player/enemy defense displays will be in action container var playerDefense = document.createElement("p"); var enemyDefense = document.createElement("p"); playerDefense.style.display = "inline-block"; enemyDefense.style.display = "inline-block"; playerDefense.style.color = "blue"; enemyDefense.style.color = "red"; playerDefense.style.margin = "4px"; enemyDefense.style.margin = "4px"; playerDefense.setAttribute("id", "hacking-mission-player-def"); enemyDefense.setAttribute("id", "hacking-mission-enemy-def"); actionsContainer.appendChild(playerDefense); actionsContainer.appendChild(enemyDefense); //Set Action Button event listeners this.actionButtons[0].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } this.setActionButtonsActive(); this.setActionButton(NodeActions.Attack, false); //Set attack button inactive this.selectedNode.action = NodeActions.Attack; }); this.actionButtons[1].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } this.setActionButtonsActive(); this.setActionButton(NodeActions.Scan, false); //Set scan button inactive this.selectedNode.action = NodeActions.Scan; }); this.actionButtons[2].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } this.setActionButtonsActive(); this.setActionButton(NodeActions.Weaken, false); //Set Weaken button inactive this.selectedNode.action = NodeActions.Weaken; }); this.actionButtons[3].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } this.setActionButtonsActive(); this.setActionButton(NodeActions.Fortify, false); //Set Fortify button inactive this.selectedNode.action = NodeActions.Fortify; }); this.actionButtons[4].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } this.setActionButtonsActive(); this.setActionButton(NodeActions.Overflow, false); //Set Overflow button inactive this.selectedNode.action = NodeActions.Overflow; }); this.actionButtons[5].addEventListener("click", ()=>{ if (!(this.selectedNode instanceof Node)) { console.log("ERR: Pressing Action button without selected node"); return; } if (this.selectedNode.conn) { var endpoints = this.selectedNode.conn.endpoints; endpoints[0].detachFrom(endpoints[1]); } }) var timeDisplay = document.createElement("p"); container.appendChild(headerText); container.appendChild(inGameGuideBtn); container.appendChild(wikiGuideBtn); container.appendChild(startBtn); container.appendChild(timer); container.appendChild(actionsContainer); container.appendChild(timeDisplay); } HackingMission.prototype.setActionButtonsInactive = function() { for (var i = 0; i < this.actionButtons.length; ++i) { this.actionButtons[i].classList.remove("a-link-button"); this.actionButtons[i].classList.add("a-link-button-inactive"); } } HackingMission.prototype.setActionButtonsActive = function() { for (var i = 0; i < this.actionButtons.length; ++i) { this.actionButtons[i].classList.add("a-link-button"); this.actionButtons[i].classList.remove("a-link-button-inactive"); } } //True for active, false for inactive HackingMission.prototype.setActionButton = function(i, active=true) { if (isString(i)) { switch (i) { case NodeActions.Attack: i = 0; break; case NodeActions.Scan: i = 1; break; case NodeActions.Weaken: i = 2; break; case NodeActions.Fortify: i = 3; break; case NodeActions.Overflow: default: i = 4; break; } } if (active) { this.actionButtons[i].classList.remove("a-link-button-inactive"); this.actionButtons[i].classList.add("a-link-button"); } else { this.actionButtons[i].classList.remove("a-link-button"); this.actionButtons[i].classList.add("a-link-button-inactive"); } } //Should only be used at the start HackingMission.prototype.calculateDefenses = function() { var total = 0; for (var i = 0; i < this.playerCores.length; ++i) { total += this.playerCores[i].def; } for (var i = 0; i < this.playerNodes.length; ++i) { total += this.playerNodes[i].def; } this.playerDef = total; document.getElementById("hacking-mission-player-def").innerText = "Player Defense: " + formatNumber(this.playerDef, 1); total = 0; for (var i = 0; i < this.enemyCores.length; ++i) { total += this.enemyCores[i].def; } for (var i = 0; i < this.enemyDatabases.length; ++i) { total += this.enemyDatabases[i].def; } for (var i = 0; i < this.enemyNodes.length; ++i) { total += this.enemyNodes[i].def; } this.enemyDef = total; document.getElementById("hacking-mission-enemy-def").innerText = "Enemy Defense: " + formatNumber(this.enemyDef, 1); } HackingMission.prototype.removeAvailablePosition = function(x, y) { for (var i = 0; i < this.availablePositions.length; ++i) { if (this.availablePositions[i][0] === x && this.availablePositions[i][1] === y) { this.availablePositions.splice(i, 1); return; } } console.log("WARNING: removeAvailablePosition() did not remove " + x + ", " + y); } HackingMission.prototype.setNodePosition = function(nodeObj, x, y) { if (!(nodeObj instanceof Node)) { console.log("WARNING: Non-Node object passed into setNodePOsition"); return; } if (isNaN(x) || isNaN(y)) { console.log("ERR: Invalid values passed as x and y for setNodePosition"); console.log(x); console.log(y); return; } nodeObj.pos = [x, y]; this.map[x][y] = nodeObj; } HackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) { var i = getRandomInt(0, this.availablePositions.length - 1); var pos = this.availablePositions.splice(i, 1); pos = pos[0]; this.setNodePosition(nodeObj, pos[0], pos[1]); } HackingMission.prototype.createMap = function() { //Use a grid var map = document.createElement("div"); map.classList.add("hack-mission-grid"); map.setAttribute("id", "hacking-mission-map"); document.getElementById("mission-container").appendChild(map); //Create random Nodes for every space in the map that //hasn't been filled yet for (var x = 0; x < 8; ++x) { for (var y = 0; y < 8; ++y) { if (!(this.map[x][y] instanceof Node)) { var node, type = getRandomInt(0, 2); var randMult = addOffset(this.difficulty, 20); switch (type) { case 0: //Spam var stats = { atk: 0, def: randMult * getRandomInt(30, 40), hp: randMult * getRandomInt(70, 90) } node = new Node(NodeTypes.Spam, stats); break; case 1: //Transfer var stats = { atk: 0, def: randMult * getRandomInt(50, 70), hp: randMult * getRandomInt(80, 95) } node = new Node(NodeTypes.Transfer, stats); break; case 2: //Shield default: var stats = { atk: 0, def: randMult * getRandomInt(90, 105), hp: randMult * getRandomInt(130, 150) } node = new Node(NodeTypes.Shield, stats); break; } this.setNodePosition(node, x, y); this.removeAvailablePosition(x, y); this.miscNodes.push(node); } } } //Create DOM elements in order for (var r = 0; r < 8; ++r) { for (var c = 0; c < 8; ++c) { this.createNodeDomElement(this.map[r][c]); } } //Configure all Player CPUS for (var i = 0; i < this.playerCores.length; ++i) { console.log("Configuring Player Node: " + this.playerCores[i].el.id); this.configurePlayerNodeElement(this.playerCores[i].el); } } HackingMission.prototype.createNodeDomElement = function(nodeObj) { var nodeDiv = document.createElement("a"); nodeObj.el = nodeDiv; document.getElementById("hacking-mission-map").appendChild(nodeDiv); //Set the node element's id based on its coordinates nodeDiv.setAttribute("id", "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1]); //Set node classes for owner nodeDiv.classList.add("hack-mission-node"); if (nodeObj.plyrCtrl) { nodeDiv.classList.add("hack-mission-player-node"); } else if (nodeObj.enmyCtrl) { nodeDiv.classList.add("hack-mission-enemy-node"); } //Set node classes based on type var txt; switch (nodeObj.type) { case NodeTypes.Core: txt = "
CPU Core
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-cpu-node");
break;
case NodeTypes.Firewall:
txt = "
Firewall
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-firewall-node");
break;
case NodeTypes.Database:
txt = "
Database
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-database-node");
break;
case NodeTypes.Spam:
txt = "
Spam
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-spam-node");
break;
case NodeTypes.Transfer:
txt = "
Transfer
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-transfer-node");
break;
case NodeTypes.Shield:
default:
txt = "
Shield
" + "HP: " +
formatNumber(nodeObj.hp, 1);
nodeDiv.classList.add("hack-mission-shield-node");
break;
}
txt += "
Atk: " + formatNumber(nodeObj.atk, 1) +
"
Def: " + formatNumber(nodeObj.def, 1) + "
CPU Core
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Firewall:
txt = "
Firewall
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Database:
txt = "
Database
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Spam:
txt = "
Spam
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Transfer:
txt = "
Transfer
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
case NodeTypes.Shield:
default:
txt = "
Shield
" + "HP: " +
formatNumber(nodeObj.hp, 1);
break;
}
txt += "
Atk: " + formatNumber(nodeObj.atk, 1) +
"
Def: " + formatNumber(nodeObj.def, 1);
if (nodeObj.action) {
txt += "
" + nodeObj.action;
}
txt += "