//TODO Saving only works with stirngs.key value pairs. Think of a system to do saves // And everything with all the things I have //Replaces the character at an index with a new character String.prototype.replaceAt=function(index, character) { return this.substr(0, index) + character + this.substr(index+character.length); } var Engine = { //Clickable objects Clickables: { hackButton: null, //Load, save, and delete saveButton: null, loadButton: null, deleteButton: null, //Main menu buttons terminalMainMenuButton: null, characterMainMenuButton: null, scriptEditorMainMenuButton: null, }, //Display objects Display: { //Progress bar progress: null, //Display for status text (such as "Saved" or "Loaded") statusText: null, hacking_skill: null, //Main menu content terminalContent: null, characterContent: null, scriptEditorContent: null, //Character info characterInfo: null, //Script editor text scriptEditorText: null, }, //Current page status Page: { Terminal: "Terminal", CharacterInfo: "CharacterInfo", ScriptEditor: "ScriptEditor", }, currentPage: null, //Time variables (milliseconds unix epoch time) _lastUpdate: new Date().getTime(), _idleSpeed: 200, //Speed (in ms) at which the main loop is updated //Save function saveGame: function() { var PlayerSave = JSON.stringify(Player); var ForeignServersSave = JSON.stringify(ForeignServers); //TODO Add factions + companies here when they're done window.localStorage.setItem("netburnerPlayerSave", PlayerSave); window.localStorage.setItem("netburnerForeignServersSave", ForeignServersSave) console.log("Game saved to local storage"); }, //Load saved game function loadSave: function() { //Check to see if file exists if (!window.localStorage.getItem("netburnerPlayerSave")) { console.log("No Player save to load"); return false; } else if (!window.localStorage.getItem("netburnerForeignServersSave")) { console.log("No ForeignServers save to load"); return false; } else { var PlayerSave = window.localStorage.getItem("netburnerPlayerSave"); var ForeignServersSave = window.localStorage.getItem("netburnerForeignServersSave"); Player = JSON.parse(PlayerSave); ForeignServers = JSON.parse(ForeignServersSave); return true; } }, //Delete saved game function deleteSave: function() { if (!window.localStorage.getItem("netburnerPlayerSave")) { console.log("No Player Save to delete"); return false; } else if (!window.localStorage.getItem("netburnerForeignServersSave")) { console.log("No ForeignServers Save to delete"); return false; } else { window.localStorage.removeItem("netburnerPlayerSave"); window.localStorage.removeItem("netburnerForeignServersSave"); console.log("Deleted saves") return true; } }, /* Load content when a main menu button is clicked */ loadTerminalContent: function() { Engine.hideAllContent(); Engine.Display.terminalContent.style.visibility = "visible"; Engine.currentPage = Engine.Page.Terminal; }, loadCharacterContent: function() { Engine.hideAllContent(); Engine.Display.characterContent.style.visibility = "visible"; Engine.displayCharacterInfo(); Engine.currentPage = Engine.Page.CharacterInfo; }, loadScriptEditorContent: function(filename = "", code = "") { Engine.hideAllContent(); Engine.Display.scriptEditorContent.style.visibility = "visible"; if (filename == "") { document.getElementById("script-editor-filename").value = "untitled"; } else { document.getElementById("script-editor-filename").value = filename; } document.getElementById("script-editor-text").value = code; Engine.currentPage = Engine.Page.ScriptEditor; }, //Helper function that hides all content hideAllContent: function() { Engine.Display.terminalContent.style.visibility = "hidden"; Engine.Display.characterContent.style.visibility = "hidden"; Engine.Display.scriptEditorContent.style.visibility = "hidden"; }, /* Display character info */ displayCharacterInfo: function() { Engine.Display.characterInfo.innerHTML = 'Money: $' + Player.money + '

' + 'Hacking Level: ' + Player.hacking_skill + '

' + 'Strength: ' + Player.strength + '

' + 'Defense: ' + Player.defense + '

' + 'Dexterity: ' + Player.dexterity + '

' + 'Agility: ' + Player.agility + '

' + 'Charisma: ' + Player.charisma + '

' + 'Servers owned: ' + Player.purchasedServers.length + '

' + 'Hacking Experience: ' + Player.hacking_exp + '

'; }, /* Main Event Loop */ idleTimer: function() { //Get time difference var _thisUpdate = new Date().getTime(); var diff = _thisUpdate - Engine._lastUpdate; //Divide this by cycle time to determine how many cycles have elapsed since last update diff = Math.round(diff / Engine._idleSpeed); if (diff > 0) { //Update the game engine by the calculated number of cycles Engine.updateGame(diff); Engine._lastUpdate = _thisUpdate; } window.requestAnimationFrame(Engine.idleTimer); }, //TODO Account for numCycles in Code, hasn't been done yet updateGame: function(numCycles = 1) { //Manual hack if (Player.startAction == true) { Engine._totalActionTime = Player.actionTime; Engine._actionTimeLeft = Player.actionTime; Engine._actionInProgress = true; Engine._actionProgressBarCount = 1; Engine._actionProgressStr = "[ ]"; Engine._actionTimeStr = "Time left: "; Player.startAction = false; } Engine.updateHackProgress(); }, /* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */ _totalActionTime: 0, _actionTimeLeft: 0, _actionTimeStr: "Time left: ", _actionProgressStr: "[ ]", _actionProgressBarCount: 1, _actionInProgress: false, updateHackProgress: function() { if (Engine._actionInProgress == true) { //TODO Do this calculation based on numCycles rather than idle speed Engine._actionTimeLeft -= (Engine._idleSpeed/ 1000); //Substract idle speed (ms) //Calculate percent filled var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100); //Update progress bar while (Engine._actionProgressBarCount * 2 <= percent) { Engine._actionProgressStr = Engine._actionProgressStr.replaceAt(Engine._actionProgressBarCount, "|"); Engine._actionProgressBarCount += 1; } //Update hack time remaining Engine._actionTimeStr = "Time left: " + Math.max(0, Math.round(Engine._actionTimeLeft)).toString() + "s"; document.getElementById("hack-progress").innerHTML = Engine._actionTimeStr; //Dynamically update progress bar document.getElementById("hack-progress-bar").innerHTML = Engine._actionProgressStr.replace( / /g, " " ); //Once percent is 100, the hack is completed if (percent >= 100) { Engine._actionInProgress = false; Terminal.finishAction(); } } }, /* Initialization */ init: function() { //Initialization functions if (Engine.loadSave()) { console.log("Loaded game from save"); Companies.init(); CompanyPositions.init(); } else { //No save found, start new game console.log("Initializing new game"); Player.init(); ForeignServers.init(); Companies.init(); CompanyPositions.init(); } //if (window.Worker) { // Engine._scriptWebWorker = new Worker("netscript/NetscriptWorker.js"); //} //Load, save, and delete buttons //Engine.Clickables.saveButton = document.getElementById("save"); //Engine.Clickables.saveButton.addEventListener("click", function() { // Engine.saveFile(); // return false; //}); //Engine.Clickables.loadButton = document.getElementById("load"); //Engine.Clickables.loadButton.addEventListener("click", function() { // Engine.loadSave(); // return false; //}); //Engine.Clickables.deleteButton = document.getElementById("delete"); //Engine.Clickables.deleteButton.addEventListener("click", function() { // Engine.deleteSave(); // return false; //}); //Main menu buttons and content Engine.Clickables.terminalMainMenuButton = document.getElementById("terminal-menu-link"); Engine.Clickables.terminalMainMenuButton.addEventListener("click", function() { Engine.loadTerminalContent(); return false; }); Engine.Clickables.characterMainMenuButton = document.getElementById("character-menu-link"); Engine.Clickables.characterMainMenuButton.addEventListener("click", function() { Engine.loadCharacterContent(); return false; }); Engine.Clickables.scriptEditorMainMenuButton = document.getElementById("create-script-menu-link"); Engine.Clickables.scriptEditorMainMenuButton.addEventListener("click", function() { Engine.loadScriptEditorContent(); return false; }); Engine.Display.terminalContent = document.getElementById("terminal-container"); Engine.currentPage = Engine.Page.Terminal; Engine.Display.characterContent = document.getElementById("character-container"); Engine.Display.characterContent.style.visibility = "hidden"; Engine.Display.scriptEditorContent = document.getElementById("script-editor-container"); Engine.Display.scriptEditorContent.style.visibility = "hidden"; //Character info Engine.Display.characterInfo = document.getElementById("character-info"); //Engine.displayCharacterInfo(); - Don't think I need this //Script editor Engine.Display.scriptEditorText = document.getElementById("script-editor-text"); //Message at the top of terminal postNetburnerText(); //Run main loop Engine.idleTimer(); runScriptsLoop(); } }; window.onload = function() { Engine.init(); };