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\t\tif(!__webpack_require__.o(exports, name)) {\n \t\t\tObject.defineProperty(exports, name, {\n \t\t\t\tconfigurable: false,\n \t\t\t\tenumerable: true,\n \t\t\t\tget: getter\n \t\t\t});\n \t\t}\n \t};\n\n \t// define __esModule on exports\n \t__webpack_require__.r = function(exports) {\n \t\tObject.defineProperty(exports, '__esModule', { value: true });\n \t};\n\n \t// getDefaultExport function for compatibility with non-harmony modules\n \t__webpack_require__.n = function(module) {\n \t\tvar getter = module && module.__esModule ?\n \t\t\tfunction getDefault() { return module['default']; } :\n \t\t\tfunction getModuleExports() { return module; };\n \t\t__webpack_require__.d(getter, 'a', getter);\n \t\treturn getter;\n \t};\n\n \t// Object.prototype.hasOwnProperty.call\n \t__webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };\n\n \t// __webpack_public_path__\n \t__webpack_require__.p = \"\";\n\n\n \t// Load entry module and return exports\n \treturn __webpack_require__(__webpack_require__.s = 229);\n","import {Augmentations, applyAugmentation,\r\n AugmentationNames,\r\n PlayerOwnedAugmentation} from \"./Augmentations.js\";\r\nimport {BitNodes, BitNode, BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {Company, Companies, getNextCompanyPosition,\r\n getJobRequirementText, CompanyPosition,\r\n CompanyPositions} from \"./Company.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Corporation} from \"./CompanyManagement.js\";\r\nimport {Programs} from \"./CreateProgram.js\";\r\nimport {determineCrimeSuccess, Crimes} from \"./Crimes.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Factions, Faction,\r\n displayFactionContent} from \"./Faction.js\";\r\nimport {Gang, resetGangs} from \"./Gang.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {hasBn11SF, hasWallStreetSF,hasAISF} from \"./NetscriptFunctions.js\";\r\nimport {AllServers, Server, AddToAllServers} from \"./Server.js\";\r\nimport {SpecialServerIps, SpecialServerNames} from \"./SpecialServerIps.js\";\r\nimport {SourceFiles, applySourceFile} from \"./SourceFile.js\";\r\n\r\nimport Decimal from \"decimal.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {clearEventListeners} from \"../utils/HelperFunctions.js\";\r\nimport {createRandomIp} from \"../utils/IPAddress.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber,\r\n convertTimeMsToTimeElapsedString} from \"../utils/StringHelperFunctions.js\";\r\n\r\nfunction PlayerObject() {\r\n //Skills and stats\r\n this.hacking_skill = 1;\r\n\r\n //Combat stats\r\n this.hp = 10;\r\n this.max_hp = 10;\r\n this.strength = 1; //Damage dealt\r\n this.defense = 1; //Damage received\r\n this.dexterity = 1; //Accuracy\r\n this.agility = 1; //Dodge %\r\n\r\n //Labor stats\r\n this.charisma = 1;\r\n\r\n //Special stats\r\n this.intelligence = 0;\r\n\r\n //Hacking multipliers\r\n this.hacking_chance_mult = 1;\r\n this.hacking_speed_mult = 1;\r\n this.hacking_money_mult = 1;\r\n this.hacking_grow_mult = 1;\r\n\r\n //Experience and multipliers\r\n this.hacking_exp = 0;\r\n this.strength_exp = 0;\r\n this.defense_exp = 0;\r\n this.dexterity_exp = 0;\r\n this.agility_exp = 0;\r\n this.charisma_exp = 0;\r\n this.intelligence_exp= 0;\r\n\r\n this.hacking_mult = 1;\r\n this.strength_mult = 1;\r\n this.defense_mult = 1;\r\n this.dexterity_mult = 1;\r\n this.agility_mult = 1;\r\n this.charisma_mult = 1;\r\n\r\n this.hacking_exp_mult = 1;\r\n this.strength_exp_mult = 1;\r\n this.defense_exp_mult = 1;\r\n this.dexterity_exp_mult = 1;\r\n this.agility_exp_mult = 1;\r\n this.charisma_exp_mult = 1;\r\n\r\n this.company_rep_mult = 1;\r\n this.faction_rep_mult = 1;\r\n\r\n //Money\r\n this.money = new Decimal(1000);\r\n this.total_money = new Decimal(0); //Total money ever earned in this \"simulation\"\r\n this.lifetime_money = new Decimal(0); //Total money ever earned\r\n\r\n //IP Address of Starting (home) computer\r\n this.homeComputer = \"\";\r\n\r\n\t//Location information\r\n\tthis.city \t\t\t= Locations.Sector12;\r\n\tthis.location \t\t= \"\";\r\n\r\n //Company Information\r\n this.companyName = \"\"; //Name of Company, equivalent to an object from Locations\r\n this.companyPosition = \"\"; //CompanyPosition object\r\n\r\n //Servers\r\n this.currentServer = \"\"; //IP address of Server currently being accessed through terminal\r\n this.purchasedServers = []; //IP Addresses of purchased servers\r\n this.hacknetNodes = [];\r\n this.hacknetNodeWrappers = [];\r\n this.totalHacknetNodeProduction = 0;\r\n\r\n //Factions\r\n this.factions = []; //Names of all factions player has joined\r\n this.factionInvitations = []; //Outstanding faction invitations\r\n\r\n //Augmentations\r\n this.queuedAugmentations = [];\r\n this.augmentations = [];\r\n\r\n this.sourceFiles = [];\r\n\r\n //Crime statistics\r\n this.numPeopleKilled = 0;\r\n this.karma = 0;\r\n\r\n this.crime_money_mult = 1;\r\n this.crime_success_mult = 1;\r\n\r\n //Flag to let the engine know the player is starting an action\r\n // Current actions: hack, analyze\r\n this.startAction = false;\r\n this.actionTime = 0;\r\n\r\n //Flags/variables for working (Company, Faction, Creating Program, Taking Class)\r\n this.isWorking = false;\r\n this.workType = \"\";\r\n\r\n this.currentWorkFactionName = \"\";\r\n this.currentWorkFactionDescription = \"\";\r\n\r\n this.workHackExpGainRate = 0;\r\n this.workStrExpGainRate = 0;\r\n this.workDefExpGainRate = 0;\r\n this.workDexExpGainRate = 0;\r\n this.workAgiExpGainRate = 0;\r\n this.workChaExpGainRate = 0;\r\n this.workRepGainRate = 0;\r\n this.workMoneyGainRate = 0;\r\n this.workMoneyLossRate = 0;\r\n\r\n this.workHackExpGained = 0;\r\n this.workStrExpGained = 0;\r\n this.workDefExpGained = 0;\r\n this.workDexExpGained = 0;\r\n this.workAgiExpGained = 0;\r\n this.workChaExpGained = 0;\r\n this.workRepGained = 0;\r\n this.workMoneyGained = 0;\r\n\r\n this.createProgramName = \"\";\r\n this.createProgramReqLvl = 0;\r\n\r\n this.className = \"\";\r\n\r\n this.crimeType = \"\";\r\n\r\n this.timeWorked = 0; //in ms\r\n this.timeWorkedCreateProgram = 0;\r\n this.timeNeededToCompleteWork = 0;\r\n\r\n this.work_money_mult = 1;\r\n\r\n //Hacknet Node multipliers\r\n this.hacknet_node_money_mult = 1;\r\n this.hacknet_node_purchase_cost_mult = 1;\r\n this.hacknet_node_ram_cost_mult = 1;\r\n this.hacknet_node_core_cost_mult = 1;\r\n this.hacknet_node_level_cost_mult = 1;\r\n\r\n //Stock Market\r\n this.hasWseAccount = false;\r\n this.hasTixApiAccess = false;\r\n\r\n //Gang\r\n this.gang = 0;\r\n\r\n //Corporation\r\n this.corporation = 0;\r\n\r\n //Bladeburner\r\n this.bladeburner = 0;\r\n this.bladeburner_max_stamina_mult = 1;\r\n this.bladeburner_stamina_gain_mult = 1;\r\n this.bladeburner_analysis_mult = 1; //Field Analysis Only\r\n this.bladeburner_success_chance_mult = 1;\r\n\r\n //bitnode\r\n this.bitNodeN = 1;\r\n\r\n //Flags for determining whether certain \"thresholds\" have been achieved\r\n this.firstFacInvRecvd = false;\r\n this.firstAugPurchased = false;\r\n this.firstJobRecvd = false;\r\n this.firstTimeTraveled = false;\r\n this.firstProgramAvailable = false;\r\n\r\n\t//Used to store the last update time.\r\n\tthis.lastUpdate = 0;\r\n this.totalPlaytime = 0;\r\n this.playtimeSinceLastAug = 0;\r\n\r\n //Production since last Augmentation installation\r\n this.scriptProdSinceLastAug = 0;\r\n this.stockProdSinceLastAug = 0;\r\n this.crimeProdSinceLastAug = 0;\r\n this.jobProdSinceLastAug = 0;\r\n};\r\n\r\nPlayerObject.prototype.init = function() {\r\n /* Initialize Player's home computer */\r\n var t_homeComp = new Server({\r\n ip:createRandomIp(), hostname:\"home\", organizationName:\"Home PC\",\r\n isConnectedTo:true, adminRights:true, purchasedByPlayer:true, maxRam:8\r\n });\r\n this.homeComputer = t_homeComp.ip;\r\n this.currentServer = t_homeComp.ip;\r\n AddToAllServers(t_homeComp);\r\n\r\n this.getHomeComputer().programs.push(Programs.NukeProgram);\r\n}\r\n\r\nPlayerObject.prototype.prestigeAugmentation = function() {\r\n var homeComp = this.getHomeComputer();\r\n this.currentServer = homeComp.ip;\r\n this.homeComputer = homeComp.ip;\r\n\r\n this.numPeopleKilled = 0;\r\n this.karma = 0;\r\n\r\n //Reset stats\r\n this.hacking_skill = 1;\r\n\r\n this.strength = 1;\r\n this.defense = 1;\r\n this.dexterity = 1;\r\n this.agility = 1;\r\n\r\n this.charisma = 1;\r\n\r\n this.hacking_exp = 0;\r\n this.strength_exp = 0;\r\n this.defense_exp = 0;\r\n this.dexterity_exp = 0;\r\n this.agility_exp = 0;\r\n this.charisma_exp = 0;\r\n\r\n this.money = new Decimal(1000);\r\n\r\n this.city = Locations.Sector12;\r\n this.location = \"\";\r\n\r\n this.companyName = \"\";\r\n this.companyPosition = \"\";\r\n\r\n this.purchasedServers = [];\r\n\r\n this.factions = [];\r\n this.factionInvitations = [];\r\n\r\n this.queuedAugmentations = [];\r\n\r\n this.startAction = false;\r\n this.actionTime = 0;\r\n\r\n this.isWorking = false;\r\n this.currentWorkFactionName = \"\";\r\n this.currentWorkFactionDescription = \"\";\r\n this.createProgramName = \"\";\r\n this.className = \"\";\r\n this.crimeType = \"\";\r\n\r\n this.workHackExpGainRate = 0;\r\n this.workStrExpGainRate = 0;\r\n this.workDefExpGainRate = 0;\r\n this.workDexExpGainRate = 0;\r\n this.workAgiExpGainRate = 0;\r\n this.workChaExpGainRate = 0;\r\n this.workRepGainRate = 0;\r\n this.workMoneyGainRate = 0;\r\n\r\n this.workHackExpGained = 0;\r\n this.workStrExpGained = 0;\r\n this.workDefExpGained = 0;\r\n this.workDexExpGained = 0;\r\n this.workAgiExpGained = 0;\r\n this.workChaExpGained = 0;\r\n this.workRepGained = 0;\r\n this.workMoneyGained = 0;\r\n\r\n this.timeWorked = 0;\r\n\r\n this.lastUpdate = new Date().getTime();\r\n\r\n this.playtimeSinceLastAug = 0;\r\n this.scriptProdSinceLastAug = 0;\r\n\r\n this.hacknetNodes.length = 0;\r\n this.totalHacknetNodeProduction = 0;\r\n}\r\n\r\nPlayerObject.prototype.prestigeSourceFile = function() {\r\n var homeComp = this.getHomeComputer();\r\n this.currentServer = homeComp.ip;\r\n this.homeComputer = homeComp.ip;\r\n\r\n this.numPeopleKilled = 0;\r\n this.karma = 0;\r\n\r\n //Reset stats\r\n this.hacking_skill = 1;\r\n\r\n this.strength = 1;\r\n this.defense = 1;\r\n this.dexterity = 1;\r\n this.agility = 1;\r\n\r\n this.charisma = 1;\r\n\r\n this.hacking_exp = 0;\r\n this.strength_exp = 0;\r\n this.defense_exp = 0;\r\n this.dexterity_exp = 0;\r\n this.agility_exp = 0;\r\n this.charisma_exp = 0;\r\n\r\n this.money = new Decimal(1000);\r\n\r\n this.city = Locations.Sector12;\r\n this.location = \"\";\r\n\r\n this.companyName = \"\";\r\n this.companyPosition = \"\";\r\n\r\n this.purchasedServers = [];\r\n\r\n this.factions = [];\r\n this.factionInvitations = [];\r\n\r\n this.queuedAugmentations = [];\r\n this.augmentations = [];\r\n\r\n this.startAction = false;\r\n this.actionTime = 0;\r\n\r\n this.isWorking = false;\r\n this.currentWorkFactionName = \"\";\r\n this.currentWorkFactionDescription = \"\";\r\n this.createProgramName = \"\";\r\n this.className = \"\";\r\n this.crimeType = \"\";\r\n\r\n this.workHackExpGainRate = 0;\r\n this.workStrExpGainRate = 0;\r\n this.workDefExpGainRate = 0;\r\n this.workDexExpGainRate = 0;\r\n this.workAgiExpGainRate = 0;\r\n this.workChaExpGainRate = 0;\r\n this.workRepGainRate = 0;\r\n this.workMoneyGainRate = 0;\r\n\r\n this.workHackExpGained = 0;\r\n this.workStrExpGained = 0;\r\n this.workDefExpGained = 0;\r\n this.workDexExpGained = 0;\r\n this.workAgiExpGained = 0;\r\n this.workChaExpGained = 0;\r\n this.workRepGained = 0;\r\n this.workMoneyGained = 0;\r\n\r\n this.timeWorked = 0;\r\n\r\n this.lastUpdate = new Date().getTime();\r\n\r\n this.hacknetNodes.length = 0;\r\n this.totalHacknetNodeProduction = 0;\r\n\r\n //Gang\r\n this.gang = null;\r\n resetGangs();\r\n\r\n //Reset Stock market\r\n this.hasWseAccount = false;\r\n this.hasTixApiAccess = false;\r\n\r\n //BitNode 3: Corporatocracy\r\n if (this.bitNodeN === 3) {this.money = new Decimal(150e9);}\r\n this.corporation = 0;\r\n\r\n this.playtimeSinceLastAug = 0;\r\n this.scriptProdSinceLastAug = 0;\r\n}\r\n\r\nPlayerObject.prototype.getCurrentServer = function() {\r\n return AllServers[this.currentServer];\r\n}\r\n\r\nPlayerObject.prototype.getHomeComputer = function() {\r\n return AllServers[this.homeComputer];\r\n}\r\n\r\nPlayerObject.prototype.getUpgradeHomeRamCost = function() {\r\n //Calculate how many times ram has been upgraded (doubled)\r\n const currentRam = Player.getHomeComputer().maxRam;\r\n const numUpgrades = Math.log2(currentRam);\r\n\r\n //Calculate cost\r\n //Have cost increase by some percentage each time RAM has been upgraded\r\n const mult = Math.pow(1.58, numUpgrades);\r\n var cost = currentRam * CONSTANTS.BaseCostFor1GBOfRamHome * mult;\r\n return cost;\r\n}\r\n\r\n//Calculates skill level based on experience. The same formula will be used for every skill\r\nPlayerObject.prototype.calculateSkill = function(exp) {\r\n return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1);\r\n}\r\n\r\nPlayerObject.prototype.updateSkillLevels = function() {\r\n\tthis.hacking_skill = Math.max(1, Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult * BitNodeMultipliers.HackingLevelMultiplier));\r\n\tthis.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult);\r\n this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult);\r\n this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult);\r\n this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult);\r\n this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult);\r\n\r\n if (this.intelligence > 0) {\r\n this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));\r\n } else {\r\n this.intelligence = 0;\r\n }\r\n\r\n var ratio = this.hp / this.max_hp;\r\n this.max_hp = Math.floor(10 + this.defense / 10);\r\n Player.hp = Math.round(this.max_hp * ratio);\r\n}\r\n\r\nPlayerObject.prototype.resetMultipliers = function() {\r\n this.hacking_chance_mult = 1;\r\n this.hacking_speed_mult = 1;\r\n this.hacking_money_mult = 1;\r\n this.hacking_grow_mult = 1;\r\n\r\n this.hacking_mult = 1;\r\n this.strength_mult = 1;\r\n this.defense_mult = 1;\r\n this.dexterity_mult = 1;\r\n this.agility_mult = 1;\r\n this.charisma_mult = 1;\r\n\r\n this.hacking_exp_mult = 1;\r\n this.strength_exp_mult = 1;\r\n this.defense_exp_mult = 1;\r\n this.dexterity_exp_mult = 1;\r\n this.agility_exp_mult = 1;\r\n this.charisma_exp_mult = 1;\r\n\r\n this.company_rep_mult = 1;\r\n this.faction_rep_mult = 1;\r\n\r\n this.crime_money_mult = 1;\r\n this.crime_success_mult = 1;\r\n\r\n this.hacknet_node_money_mult = 1;\r\n this.hacknet_node_purchase_cost_mult = 1;\r\n this.hacknet_node_ram_cost_mult = 1;\r\n this.hacknet_node_core_cost_mult = 1;\r\n this.hacknet_node_level_cost_mult = 1;\r\n\r\n this.work_money_mult = 1;\r\n\r\n this.bladeburner_max_stamina_mult = 1;\r\n this.bladeburner_stamina_gain_mult = 1;\r\n this.bladeburner_analysis_mult = 1;\r\n this.bladeburner_success_chance_mult = 1;\r\n}\r\n\r\n//Calculates the chance of hacking a server\r\n//The formula is:\r\n// (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty\r\n// ----------------------------------------------------------- * -----------------\r\n// (2 * hacking_chance_multiplier * hacking_skill) 100\r\nPlayerObject.prototype.calculateHackingChance = function() {\r\n var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;\r\n var skillMult = (1.75 * this.hacking_skill) + (0.2 * this.intelligence);\r\n var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;\r\n var chance = skillChance * difficultyMult * this.hacking_chance_mult;\r\n if (chance > 1) {return 1;}\r\n if (chance < 0) {return 0;}\r\n return chance;\r\n}\r\n\r\n//Calculate the time it takes to hack a server in seconds. Returns the time\r\n//The formula is:\r\n// (2.5 * requiredLevel * difficulty + 200)\r\n// ----------------------------------- * hacking_speed_multiplier\r\n// hacking_skill + 100\r\nPlayerObject.prototype.calculateHackingTime = function() {\r\n var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;\r\n var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100 + (0.1 * this.intelligence));\r\n return 5 * skillFactor / this.hacking_speed_mult;\r\n}\r\n\r\n//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful\r\n//The formula is:\r\n// (hacking_skill - (requiredLevel-1)) 100 - difficulty\r\n// --------------------------------------* ----------------------- * hacking_money_multiplier\r\n// hacking_skill 100\r\nPlayerObject.prototype.calculatePercentMoneyHacked = function() {\r\n var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;\r\n var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;\r\n var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 240;\r\n console.log(\"Percent money hacked calculated to be: \" + percentMoneyHacked);\r\n if (percentMoneyHacked < 0) {return 0;}\r\n if (percentMoneyHacked > 1) {return 1;}\r\n return percentMoneyHacked * BitNodeMultipliers.ManualHackMoney;\r\n}\r\n\r\n//Returns how much EXP the player gains on a successful hack\r\n//The formula is:\r\n// difficulty * requiredLevel * hacking_multiplier\r\nPlayerObject.prototype.calculateExpGain = function() {\r\n var s = this.getCurrentServer();\r\n if (s.baseDifficulty == null) {\r\n s.baseDifficulty = s.hackDifficulty;\r\n }\r\n return (s.baseDifficulty * this.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain;\r\n}\r\n\r\n//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\r\n//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the\r\n//required hacking skill and that the player has admin rights.\r\nPlayerObject.prototype.hack = function() {\r\n this.actionTime = this.calculateHackingTime();\r\n console.log(\"Hacking time: \" + this.actionTime);\r\n this.startAction = true; //Set the startAction flag so the engine starts the hacking process\r\n}\r\n\r\nPlayerObject.prototype.analyze = function() {\r\n this.actionTime = 1;\r\n this.startAction = true;\r\n}\r\n\r\nPlayerObject.prototype.hasProgram = function(programName) {\r\n var home = Player.getHomeComputer();\r\n for (var i = 0; i < home.programs.length; ++i) {\r\n if (programName.toLowerCase() == home.programs[i].toLowerCase()) {return true;}\r\n }\r\n return false;\r\n}\r\n\r\nPlayerObject.prototype.setMoney = function(money) {\r\n if (isNaN(money)) {\r\n console.log(\"ERR: NaN passed into Player.setMoney()\"); return;\r\n }\r\n this.money = money;\r\n}\r\n\r\nPlayerObject.prototype.gainMoney = function(money) {\r\n if (isNaN(money)) {\r\n console.log(\"ERR: NaN passed into Player.gainMoney()\"); return;\r\n }\r\n\tthis.money = this.money.plus(money);\r\n\tthis.total_money = this.total_money.plus(money);\r\n\tthis.lifetime_money = this.lifetime_money.plus(money);\r\n}\r\n\r\nPlayerObject.prototype.loseMoney = function(money) {\r\n if (isNaN(money)) {\r\n console.log(\"ERR: NaN passed into Player.loseMoney()\"); return;\r\n }\r\n this.money = this.money.minus(money);\r\n}\r\n\r\nPlayerObject.prototype.gainHackingExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into Player.gainHackingExp()\"); return;\r\n }\r\n this.hacking_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainStrengthExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into Player.gainStrengthExp()\"); return;\r\n }\r\n this.strength_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainDefenseExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into player.gainDefenseExp()\"); return;\r\n }\r\n this.defense_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainDexterityExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into Player.gainDexterityExp()\"); return;\r\n }\r\n this.dexterity_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainAgilityExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into Player.gainAgilityExp()\"); return;\r\n }\r\n this.agility_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainCharismaExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERR: NaN passed into Player.gainCharismaExp()\"); return;\r\n }\r\n this.charisma_exp += exp;\r\n}\r\n\r\nPlayerObject.prototype.gainIntelligenceExp = function(exp) {\r\n if (isNaN(exp)) {\r\n console.log(\"ERROR: NaN passed into Player.gainIntelligenceExp()\"); return;\r\n }\r\n if (hasAISF || this.intelligence > 0) {\r\n this.intelligence_exp += exp;\r\n } else {\r\n console.log(\"Not gaining intelligence experience bc it hasn't been unlocked yet\");\r\n }\r\n}\r\n\r\n//Given a string expression like \"str\" or \"strength\", returns the given stat\r\nPlayerObject.prototype.queryStatFromString = function(str) {\r\n var tempStr = str.toLowerCase();\r\n if (tempStr.includes(\"hack\")) {return Player.hacking_skill;}\r\n if (tempStr.includes(\"str\")) {return Player.strength;}\r\n if (tempStr.includes(\"def\")) {return Player.defense;}\r\n if (tempStr.includes(\"dex\")) {return Player.dexterity;}\r\n if (tempStr.includes(\"agi\")) {return Player.agility;}\r\n if (tempStr.includes(\"cha\")) {return Player.charisma;}\r\n if (tempStr.includes(\"int\")) {return Player.intelligence;}\r\n}\r\n\r\n/******* Working functions *******/\r\nPlayerObject.prototype.resetWorkStatus = function() {\r\n this.workHackExpGainRate = 0;\r\n this.workStrExpGainRate = 0;\r\n this.workDefExpGainRate = 0;\r\n this.workDexExpGainRate = 0;\r\n this.workAgiExpGainRate = 0;\r\n this.workChaExpGainRate = 0;\r\n this.workRepGainRate = 0;\r\n this.workMoneyGainRate = 0;\r\n\r\n this.workHackExpGained = 0;\r\n this.workStrExpGained = 0;\r\n this.workDefExpGained = 0;\r\n this.workDexExpGained = 0;\r\n this.workAgiExpGained = 0;\r\n this.workChaExpGained = 0;\r\n this.workRepGained = 0;\r\n this.workMoneyGained = 0;\r\n\r\n this.timeWorked = 0;\r\n this.timeWorkedCreateProgram = 0;\r\n\r\n this.currentWorkFactionName = \"\";\r\n this.currentWorkFactionDescription = \"\";\r\n this.createProgramName = \"\";\r\n this.className = \"\";\r\n\r\n document.getElementById(\"work-in-progress-text\").innerHTML = \"\";\r\n}\r\n\r\nPlayerObject.prototype.gainWorkExp = function() {\r\n this.gainHackingExp(this.workHackExpGained);\r\n this.gainStrengthExp(this.workStrExpGained);\r\n this.gainDefenseExp(this.workDefExpGained);\r\n this.gainDexterityExp(this.workDexExpGained);\r\n this.gainAgilityExp(this.workAgiExpGained);\r\n this.gainCharismaExp(this.workChaExpGained);\r\n}\r\n\r\n/* Working for Company */\r\nPlayerObject.prototype.finishWork = function(cancelled, sing=false) {\r\n //Since the work was cancelled early, player only gains half of what they've earned so far\r\n if (cancelled) {\r\n this.workRepGained /= 2;\r\n }\r\n\r\n this.gainWorkExp();\r\n\r\n var company = Companies[this.companyName];\r\n company.playerReputation += (this.workRepGained);\r\n\r\n this.gainMoney(this.workMoneyGained);\r\n\r\n this.updateSkillLevels();\r\n\r\n var txt = \"You earned a total of:
\" +\r\n \"$\" + formatNumber(this.workMoneyGained, 2) + \"
\" +\r\n formatNumber(this.workRepGained, 4) + \" reputation for the company
\" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength exp
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense exp
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity exp
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility exp
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma exp
\";\r\n\r\n if (cancelled) {\r\n txt = \"You worked a short shift of \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \"

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

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

\" + txt;\r\n }\r\n if (!sing) {dialogBoxCreate(txt);}\r\n\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n this.isWorking = false;\r\n Engine.loadLocationContent();\r\n\r\n if (sing) {\r\n var res = \"You worked a short shift of \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \" and \" +\r\n \"earned $\" + formatNumber(this.workMoneyGained, 2) + \", \" +\r\n formatNumber(this.workRepGained, 4) + \" reputation, \" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp, \" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength exp, \" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense exp, \" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity exp, \" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility exp, and \" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma exp.\";\r\n this.resetWorkStatus();\r\n return res;\r\n }\r\n this.resetWorkStatus();\r\n}\r\n\r\nPlayerObject.prototype.startWork = function() {\r\n this.resetWorkStatus();\r\n this.isWorking = true;\r\n this.workType = CONSTANTS.WorkTypeCompany;\r\n\r\n this.workHackExpGainRate = this.getWorkHackExpGain();\r\n this.workStrExpGainRate = this.getWorkStrExpGain();\r\n this.workDefExpGainRate = this.getWorkDefExpGain();\r\n this.workDexExpGainRate = this.getWorkDexExpGain();\r\n this.workAgiExpGainRate = this.getWorkAgiExpGain();\r\n this.workChaExpGainRate = this.getWorkChaExpGain();\r\n this.workRepGainRate = this.getWorkRepGain();\r\n this.workMoneyGainRate = this.getWorkMoneyGain();\r\n\r\n this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;\r\n\r\n //Remove all old event listeners from Cancel button\r\n var newCancelButton = clearEventListeners(\"work-in-progress-cancel-button\");\r\n newCancelButton.innerHTML = \"Cancel Work\";\r\n newCancelButton.addEventListener(\"click\", function() {\r\n Player.finishWork(true);\r\n return false;\r\n });\r\n\r\n //Display Work In Progress Screen\r\n Engine.loadWorkInProgressContent();\r\n}\r\n\r\nPlayerObject.prototype.work = function(numCycles) {\r\n this.workRepGainRate = this.getWorkRepGain();\r\n\r\n this.workHackExpGained += this.workHackExpGainRate * numCycles;\r\n this.workStrExpGained += this.workStrExpGainRate * numCycles;\r\n this.workDefExpGained += this.workDefExpGainRate * numCycles;\r\n this.workDexExpGained += this.workDexExpGainRate * numCycles;\r\n this.workAgiExpGained += this.workAgiExpGainRate * numCycles;\r\n this.workChaExpGained += this.workChaExpGainRate * numCycles;\r\n this.workRepGained += this.workRepGainRate * numCycles;\r\n this.workMoneyGained += this.workMoneyGainRate * numCycles;\r\n\r\n var cyclesPerSec = 1000 / Engine._idleSpeed;\r\n\r\n this.timeWorked += Engine._idleSpeed * numCycles;\r\n\r\n //If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money\r\n if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {\r\n var maxCycles = CONSTANTS.GameCyclesPer8Hours;\r\n this.workHackExpGained = this.workHackExpGainRate * maxCycles;\r\n this.workStrExpGained = this.workStrExpGainRate * maxCycles;\r\n this.workDefExpGained = this.workDefExpGainRate * maxCycles;\r\n this.workDexExpGained = this.workDexExpGainRate * maxCycles;\r\n this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;\r\n this.workChaExpGained = this.workChaExpGainRate * maxCycles;\r\n this.workRepGained = this.workRepGainRate * maxCycles;\r\n this.workMoneyGained = this.workMoneyGainRate * maxCycles;\r\n this.finishWork(false);\r\n return;\r\n }\r\n\r\n var comp = Companies[this.companyName], companyRep = \"0\";\r\n if (comp == null || !(comp instanceof Company)) {\r\n console.log(\"ERROR: Could not find Company: \" + this.companyName);\r\n } else {\r\n companyRep = comp.playerReputation;\r\n }\r\n\r\n var txt = document.getElementById(\"work-in-progress-text\");\r\n txt.innerHTML = \"You are currently working as a \" + this.companyPosition.positionName +\r\n \" at \" + this.companyName + \" (Current Company Reputation: \" +\r\n formatNumber(companyRep, 0) + \")

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

\" +\r\n \"You have earned:

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

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

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

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

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

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

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

\" +\r\n \"You have earned:

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

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

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

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

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

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

\" + txt;\r\n if (!sing) {dialogBoxCreate(txt);}\r\n\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n this.isWorking = false;\r\n Engine.loadLocationContent();\r\n if (sing) {\r\n var res = \"You worked for \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \" and \" +\r\n \"earned a total of \" +\r\n \"$\" + formatNumber(this.workMoneyGained, 2) + \", \" +\r\n formatNumber(this.workRepGained, 4) + \" reputation, \" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp, \" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength exp, \" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense exp, \" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity exp, \" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility exp, and \" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma exp\";\r\n this.resetWorkStatus();\r\n return res;\r\n }\r\n this.resetWorkStatus();\r\n}\r\n\r\n/* Working for Faction */\r\nPlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {\r\n this.gainWorkExp();\r\n\r\n var faction = Factions[this.currentWorkFactionName];\r\n faction.playerReputation += (this.workRepGained);\r\n\r\n this.gainMoney(this.workMoneyGained);\r\n\r\n this.updateSkillLevels();\r\n\r\n var txt = \"You worked for your faction \" + faction.name + \" for a total of \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \"

\" +\r\n \"You earned a total of:
\" +\r\n \"$\" + formatNumber(this.workMoneyGained, 2) + \"
\" +\r\n formatNumber(this.workRepGained, 4) + \" reputation for the faction
\" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength exp
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense exp
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity exp
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility exp
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma exp
\";\r\n if (!sing) {dialogBoxCreate(txt);}\r\n\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n\r\n this.isWorking = false;\r\n\r\n Engine.loadFactionContent();\r\n displayFactionContent(faction.name);\r\n if (sing) {\r\n var res=\"You worked for your faction \" + faction.name + \" for a total of \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \". \" +\r\n \"You earned \" +\r\n formatNumber(this.workRepGained, 4) + \" rep, \" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp, \" +\r\n formatNumber(this.workStrExpGained, 4) + \" str exp, \" +\r\n formatNumber(this.workDefExpGained, 4) + \" def exp, \" +\r\n formatNumber(this.workDexExpGained, 4) + \" dex exp, \" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agi exp, and \" +\r\n formatNumber(this.workChaExpGained, 4) + \" cha exp.\";\r\n this.resetWorkStatus();\r\n return res;\r\n }\r\n this.resetWorkStatus();\r\n}\r\n\r\nPlayerObject.prototype.startFactionWork = function(faction) {\r\n //Update reputation gain rate to account for faction favor\r\n var favorMult = 1 + (faction.favor / 100);\r\n if (isNaN(favorMult)) {favorMult = 1;}\r\n this.workRepGainRate *= favorMult;\r\n this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;\r\n\r\n this.isWorking = true;\r\n this.workType = CONSTANTS.WorkTypeFaction;\r\n this.currentWorkFactionName = faction.name;\r\n\r\n this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours;\r\n\r\n var cancelButton = clearEventListeners(\"work-in-progress-cancel-button\");\r\n cancelButton.innerHTML = \"Stop Faction Work\";\r\n cancelButton.addEventListener(\"click\", function() {\r\n Player.finishFactionWork(true);\r\n return false;\r\n });\r\n\r\n //Display Work In Progress Screen\r\n Engine.loadWorkInProgressContent();\r\n}\r\n\r\nPlayerObject.prototype.startFactionHackWork = function(faction) {\r\n this.resetWorkStatus();\r\n\r\n this.workHackExpGainRate = .15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workRepGainRate = this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;\r\n\r\n this.factionWorkType = CONSTANTS.FactionWorkHacking;\r\n this.currentWorkFactionDescription = \"carrying out hacking contracts\";\r\n\r\n this.startFactionWork(faction);\r\n}\r\n\r\nPlayerObject.prototype.startFactionFieldWork = function(faction) {\r\n this.resetWorkStatus();\r\n\r\n this.workHackExpGainRate = .1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workStrExpGainRate = .1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workDefExpGainRate = .1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workRepGainRate = this.getFactionFieldWorkRepGain();\r\n\r\n this.factionWorkType = CONSTANTS.FactionWorkField;\r\n this.currentWorkFactionDescription = \"carrying out field missions\"\r\n\r\n this.startFactionWork(faction);\r\n}\r\n\r\nPlayerObject.prototype.startFactionSecurityWork = function(faction) {\r\n this.resetWorkStatus();\r\n\r\n this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workDefExpGainRate = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;\r\n this.workRepGainRate = this.getFactionSecurityWorkRepGain();\r\n\r\n this.factionWorkType = CONSTANTS.FactionWorkSecurity;\r\n this.currentWorkFactionDescription = \"performing security detail\"\r\n\r\n this.startFactionWork(faction);\r\n}\r\n\r\nPlayerObject.prototype.workForFaction = function(numCycles) {\r\n var faction = Factions[this.currentWorkFactionName];\r\n\r\n //Constantly update the rep gain rate\r\n switch (this.factionWorkType) {\r\n case CONSTANTS.FactionWorkHacking:\r\n this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;\r\n break;\r\n case CONSTANTS.FactionWorkField:\r\n this.workRepGainRate = this.getFactionFieldWorkRepGain();\r\n break;\r\n case CONSTANTS.FactionWorkSecurity:\r\n this.workRepGainRate = this.getFactionSecurityWorkRepGain();\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n //Update reputation gain rate to account for faction favor\r\n var favorMult = 1 + (faction.favor / 100);\r\n if (isNaN(favorMult)) {favorMult = 1;}\r\n this.workRepGainRate *= favorMult;\r\n this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;\r\n\r\n this.workHackExpGained += this.workHackExpGainRate * numCycles;\r\n this.workStrExpGained += this.workStrExpGainRate * numCycles;\r\n this.workDefExpGained += this.workDefExpGainRate * numCycles;\r\n this.workDexExpGained += this.workDexExpGainRate * numCycles;\r\n this.workAgiExpGained += this.workAgiExpGainRate * numCycles;\r\n this.workChaExpGained += this.workChaExpGainRate * numCycles;\r\n this.workRepGained += this.workRepGainRate * numCycles;\r\n this.workMoneyGained += this.workMoneyGainRate * numCycles;\r\n\r\n var cyclesPerSec = 1000 / Engine._idleSpeed;\r\n\r\n this.timeWorked += Engine._idleSpeed * numCycles;\r\n\r\n //If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours\r\n if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {\r\n var maxCycles = CONSTANTS.GameCyclesPer20Hours;\r\n this.timeWorked = CONSTANTS.MillisecondsPer20Hours;\r\n this.workHackExpGained = this.workHackExpGainRate * maxCycles;\r\n this.workStrExpGained = this.workStrExpGainRate * maxCycles;\r\n this.workDefExpGained = this.workDefExpGainRate * maxCycles;\r\n this.workDexExpGained = this.workDexExpGainRate * maxCycles;\r\n this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;\r\n this.workChaExpGained = this.workChaExpGainRate * maxCycles;\r\n this.workRepGained = this.workRepGainRate * maxCycles;\r\n this.workMoneyGained = this.workMoneyGainRate * maxCycles;\r\n this.finishFactionWork(false);\r\n }\r\n\r\n var txt = document.getElementById(\"work-in-progress-text\");\r\n txt.innerHTML = \"You are currently \" + this.currentWorkFactionDescription + \" for your faction \" + faction.name +\r\n \" (Current Faction Reputation: \" + formatNumber(faction.playerReputation, 0) + \"). \" +\r\n \"You have been doing this for \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \"

\" +\r\n \"You have earned:

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

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

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

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

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

\" +\r\n\r\n \"You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
\" +\r\n \"There is no penalty for cancelling earlier.\";\r\n}\r\n\r\n\r\n//Money gained per game cycle\r\nPlayerObject.prototype.getWorkMoneyGain = function() {\r\n var bn11Mult = 1;\r\n var company = Companies[this.companyName];\r\n if (hasBn11SF) {\r\n bn11Mult = 1 + (company.favor / 100);\r\n }\r\n return this.companyPosition.baseSalary * company.salaryMultiplier *\r\n this.work_money_mult * BitNodeMultipliers.CompanyWorkMoney * bn11Mult;\r\n}\r\n\r\n//Hack exp gained per game cycle\r\nPlayerObject.prototype.getWorkHackExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.hackingExpGain * company.expMultiplier *\r\n this.hacking_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Str exp gained per game cycle\r\nPlayerObject.prototype.getWorkStrExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.strengthExpGain * company.expMultiplier *\r\n this.strength_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Def exp gained per game cycle\r\nPlayerObject.prototype.getWorkDefExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.defenseExpGain * company.expMultiplier *\r\n this.defense_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Dex exp gained per game cycle\r\nPlayerObject.prototype.getWorkDexExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.dexterityExpGain * company.expMultiplier *\r\n this.dexterity_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Agi exp gained per game cycle\r\nPlayerObject.prototype.getWorkAgiExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.agilityExpGain * company.expMultiplier *\r\n this.agility_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Charisma exp gained per game cycle\r\nPlayerObject.prototype.getWorkChaExpGain = function() {\r\n var company = Companies[this.companyName];\r\n return this.companyPosition.charismaExpGain * company.expMultiplier *\r\n this.charisma_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;\r\n}\r\n\r\n//Reputation gained per game cycle\r\nPlayerObject.prototype.getWorkRepGain = function() {\r\n var company = Companies[this.companyName];\r\n var jobPerformance = this.companyPosition.calculateJobPerformance(this.hacking_skill, this.strength,\r\n this.defense, this.dexterity,\r\n this.agility, this.charisma);\r\n\r\n //Intelligence provides a flat bonus to job performance\r\n jobPerformance += (this.intelligence / CONSTANTS.MaxSkillLevel);\r\n\r\n //Update reputation gain rate to account for company favor\r\n var favorMult = 1 + (company.favor / 100);\r\n if (isNaN(favorMult)) {favorMult = 1;}\r\n return jobPerformance * this.company_rep_mult * favorMult;\r\n}\r\n\r\nPlayerObject.prototype.getFactionSecurityWorkRepGain = function() {\r\n var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +\r\n this.strength / CONSTANTS.MaxSkillLevel +\r\n this.defense / CONSTANTS.MaxSkillLevel +\r\n this.dexterity / CONSTANTS.MaxSkillLevel +\r\n this.agility / CONSTANTS.MaxSkillLevel) / 4.5;\r\n return t * this.faction_rep_mult;\r\n}\r\n\r\nPlayerObject.prototype.getFactionFieldWorkRepGain = function() {\r\n var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +\r\n this.strength / CONSTANTS.MaxSkillLevel +\r\n this.defense / CONSTANTS.MaxSkillLevel +\r\n this.dexterity / CONSTANTS.MaxSkillLevel +\r\n this.agility / CONSTANTS.MaxSkillLevel +\r\n this.charisma / CONSTANTS.MaxSkillLevel +\r\n this.intelligence / CONSTANTS.MaxSkillLevel) / 5.5;\r\n return t * this.faction_rep_mult;\r\n}\r\n\r\n/* Creating a Program */\r\nPlayerObject.prototype.startCreateProgramWork = function(programName, time, reqLevel) {\r\n this.resetWorkStatus();\r\n this.isWorking = true;\r\n this.workType = CONSTANTS.WorkTypeCreateProgram;\r\n\r\n //Time needed to complete work affected by hacking skill (linearly based on\r\n //ratio of (your skill - required level) to MAX skill)\r\n //var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking_skill - reqLevel)) / CONSTANTS.MaxSkillLevel;\r\n //if (timeMultiplier > 1) {timeMultiplier = 1;}\r\n //if (timeMultiplier < 0.01) {timeMultiplier = 0.01;}\r\n this.createProgramReqLvl = reqLevel;\r\n\r\n this.timeNeededToCompleteWork = time;\r\n //Check for incomplete program\r\n for (var i = 0; i < this.getHomeComputer().programs.length; ++i) {\r\n var programFile = this.getHomeComputer().programs[i];\r\n if (programFile.startsWith(programName) && programFile.endsWith(\"%-INC\")) {\r\n var res = programFile.split(\"-\");\r\n if (res.length != 3) {break;}\r\n var percComplete = Number(res[1].slice(0, -1));\r\n if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {break;}\r\n this.timeWorkedCreateProgram = percComplete / 100 * this.timeNeededToCompleteWork;\r\n this.getHomeComputer().programs.splice(i, 1);\r\n }\r\n }\r\n\r\n this.createProgramName = programName;\r\n\r\n var cancelButton = clearEventListeners(\"work-in-progress-cancel-button\");\r\n cancelButton.innerHTML = \"Cancel work on creating program\";\r\n cancelButton.addEventListener(\"click\", function() {\r\n Player.finishCreateProgramWork(true);\r\n return false;\r\n });\r\n\r\n //Display Work In Progress Screen\r\n Engine.loadWorkInProgressContent();\r\n}\r\n\r\nPlayerObject.prototype.createProgramWork = function(numCycles) {\r\n //Higher hacking skill will allow you to create programs faster\r\n var reqLvl = this.createProgramReqLvl;\r\n var skillMult = (this.hacking_skill / reqLvl); //This should always be greater than 1;\r\n skillMult = 1 + ((skillMult - 1) / 5); //The divider constant can be adjusted as necessary\r\n\r\n //Skill multiplier directly applied to \"time worked\"\r\n this.timeWorked += (Engine._idleSpeed * numCycles);\r\n this.timeWorkedCreateProgram += (Engine._idleSpeed * numCycles * skillMult);\r\n var programName = this.createProgramName;\r\n\r\n if (this.timeWorkedCreateProgram >= this.timeNeededToCompleteWork) {\r\n this.finishCreateProgramWork(false);\r\n }\r\n\r\n var txt = document.getElementById(\"work-in-progress-text\");\r\n txt.innerHTML = \"You are currently working on coding \" + programName + \".

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

\" +\r\n \"The program is \" + (this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 100).toFixed(2) + \"% complete.
\" +\r\n \"If you cancel, your work will be saved and you can come back to complete the program later.\";\r\n}\r\n\r\nPlayerObject.prototype.finishCreateProgramWork = function(cancelled, sing=false) {\r\n var programName = this.createProgramName;\r\n if (cancelled === false) {\r\n dialogBoxCreate(\"You've finished creating \" + programName + \"!
\" +\r\n \"The new program can be found on your home computer.\");\r\n\r\n this.getHomeComputer().programs.push(programName);\r\n } else {\r\n var perc = (Math.floor(this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 10000)/100).toString();\r\n var incompleteName = programName + \"-\" + perc + \"%-INC\";\r\n this.getHomeComputer().programs.push(incompleteName);\r\n }\r\n\r\n if (!cancelled) {\r\n this.gainIntelligenceExp(this.createProgramReqLvl / CONSTANTS.IntelligenceProgramBaseExpGain);\r\n }\r\n\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n\r\n this.isWorking = false;\r\n\r\n Engine.loadTerminalContent();\r\n this.resetWorkStatus();\r\n}\r\n\r\n/* Studying/Taking Classes */\r\nPlayerObject.prototype.startClass = function(costMult, expMult, className) {\r\n this.resetWorkStatus();\r\n this.isWorking = true;\r\n this.workType = CONSTANTS.WorkTypeStudyClass;\r\n\r\n this.className = className;\r\n\r\n var gameCPS = 1000 / Engine._idleSpeed;\r\n\r\n //Base exp gains per second\r\n var baseStudyComputerScienceExp = 0.5;\r\n var baseDataStructuresExp = 1;\r\n var baseNetworksExp = 2;\r\n var baseAlgorithmsExp = 4;\r\n var baseManagementExp = 2;\r\n var baseLeadershipExp = 4;\r\n var baseGymExp = 1;\r\n\r\n //Find cost and exp gain per game cycle\r\n var cost = 0;\r\n var hackExp = 0, strExp = 0, defExp = 0, dexExp = 0, agiExp = 0, chaExp = 0;\r\n switch (className) {\r\n case CONSTANTS.ClassStudyComputerScience:\r\n hackExp = baseStudyComputerScienceExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassDataStructures:\r\n cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS;\r\n hackExp = baseDataStructuresExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassNetworks:\r\n cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS;\r\n hackExp = baseNetworksExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassAlgorithms:\r\n cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS;\r\n hackExp = baseAlgorithmsExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassManagement:\r\n cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS;\r\n chaExp = baseManagementExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassLeadership:\r\n cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS;\r\n chaExp = baseLeadershipExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassGymStrength:\r\n cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;\r\n strExp = baseGymExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassGymDefense:\r\n cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;\r\n defExp = baseGymExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassGymDexterity:\r\n cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;\r\n dexExp = baseGymExp * expMult / gameCPS;\r\n break;\r\n case CONSTANTS.ClassGymAgility:\r\n cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;\r\n agiExp = baseGymExp * expMult / gameCPS;\r\n break;\r\n default:\r\n throw new Error(\"ERR: Invalid/unrecognized class name\");\r\n return;\r\n }\r\n\r\n this.workMoneyLossRate = cost;\r\n this.workHackExpGainRate = hackExp * this.hacking_exp_mult * BitNodeMultipliers.ClassGymExpGain;\r\n this.workStrExpGainRate = strExp * this.strength_exp_mult * BitNodeMultipliers.ClassGymExpGain;;\r\n this.workDefExpGainRate = defExp * this.defense_exp_mult * BitNodeMultipliers.ClassGymExpGain;;\r\n this.workDexExpGainRate = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.ClassGymExpGain;;\r\n this.workAgiExpGainRate = agiExp * this.agility_exp_mult * BitNodeMultipliers.ClassGymExpGain;;\r\n this.workChaExpGainRate = chaExp * this.charisma_exp_mult * BitNodeMultipliers.ClassGymExpGain;;\r\n\r\n var cancelButton = clearEventListeners(\"work-in-progress-cancel-button\");\r\n if (className == CONSTANTS.ClassGymStrength ||\r\n className == CONSTANTS.ClassGymDefense ||\r\n className == CONSTANTS.ClassGymDexterity ||\r\n className == CONSTANTS.ClassGymAgility) {\r\n cancelButton.innerHTML = \"Stop training at gym\";\r\n } else {\r\n cancelButton.innerHTML = \"Stop taking course\";\r\n }\r\n cancelButton.addEventListener(\"click\", function() {\r\n Player.finishClass();\r\n return false;\r\n });\r\n\r\n //Display Work In Progress Screen\r\n Engine.loadWorkInProgressContent();\r\n}\r\n\r\nPlayerObject.prototype.takeClass = function(numCycles) {\r\n this.timeWorked += Engine._idleSpeed * numCycles;\r\n var className = this.className;\r\n\r\n this.workHackExpGained += this.workHackExpGainRate * numCycles;\r\n this.workStrExpGained += this.workStrExpGainRate * numCycles;\r\n this.workDefExpGained += this.workDefExpGainRate * numCycles;\r\n this.workDexExpGained += this.workDexExpGainRate * numCycles;\r\n this.workAgiExpGained += this.workAgiExpGainRate * numCycles;\r\n this.workChaExpGained += this.workChaExpGainRate * numCycles;\r\n this.workRepGained += this.workRepGainRate * numCycles;\r\n this.workMoneyGained += this.workMoneyGainRate * numCycles;\r\n this.workMoneyGained -= this.workMoneyLossRate * numCycles;\r\n\r\n var cyclesPerSec = 1000 / Engine._idleSpeed;\r\n\r\n var txt = document.getElementById(\"work-in-progress-text\");\r\n txt.innerHTML = \"You have been \" + className + \" for \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \"

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

\" +\r\n \"You have gained:
\" +\r\n formatNumber(this.workHackExpGained, 4) + \" (\" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + \" / sec) hacking exp
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" (\" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + \" / sec) strength exp
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" (\" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + \" / sec) defense exp
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" (\" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + \" / sec) dexterity exp
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" (\" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + \" / sec) agility exp
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" (\" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + \" / sec) charisma exp
\" +\r\n \"You may cancel at any time\";\r\n}\r\n\r\n//The 'sing' argument defines whether or not this function was called\r\n//through a Singularity Netscript function\r\nPlayerObject.prototype.finishClass = function(sing=false) {\r\n this.gainWorkExp();\r\n this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000));\r\n\r\n if (this.workMoneyGained > 0) {\r\n throw new Error(\"ERR: Somehow gained money while taking class\");\r\n }\r\n this.loseMoney(this.workMoneyGained * -1);\r\n\r\n this.updateSkillLevels();\r\n var txt = \"After \" + this.className + \" for \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \",
\" +\r\n \"you spent a total of $\" + formatNumber(this.workMoneyGained * -1, 2) + \".

\" +\r\n \"You earned a total of:
\" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking exp
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength exp
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense exp
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity exp
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility exp
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma exp
\";\r\n if (!sing) {dialogBoxCreate(txt);}\r\n\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n\r\n this.isWorking = false;\r\n\r\n Engine.loadLocationContent();\r\n if (sing) {\r\n var res=\"After \" + this.className + \" for \" + convertTimeMsToTimeElapsedString(this.timeWorked) + \", \" +\r\n \"you spent a total of $\" + formatNumber(this.workMoneyGained * -1, 2) + \". \" +\r\n \"You earned a total of: \" +\r\n formatNumber(this.workHackExpGained, 3) + \" hacking exp, \" +\r\n formatNumber(this.workStrExpGained, 3) + \" strength exp, \" +\r\n formatNumber(this.workDefExpGained, 3) + \" defense exp, \" +\r\n formatNumber(this.workDexExpGained, 3) + \" dexterity exp, \" +\r\n formatNumber(this.workAgiExpGained, 3) + \" agility exp, and \" +\r\n formatNumber(this.workChaExpGained, 3) + \" charisma exp\";\r\n this.resetWorkStatus();\r\n return res;\r\n }\r\n this.resetWorkStatus();\r\n}\r\n\r\n//The EXP and $ gains are hardcoded. Time is in ms\r\nPlayerObject.prototype.startCrime = function(hackExp, strExp, defExp, dexExp, agiExp, chaExp, money, time, singParams=null) {\r\n this.resetWorkStatus();\r\n this.isWorking = true;\r\n this.workType = CONSTANTS.WorkTypeCrime;\r\n\r\n if (singParams && singParams.workerscript) {\r\n this.committingCrimeThruSingFn = true;\r\n this.singFnCrimeWorkerScript = singParams.workerscript;\r\n }\r\n\r\n this.workHackExpGained = hackExp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workStrExpGained = strExp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workDefExpGained = defExp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workDexExpGained = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workAgiExpGained = agiExp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workChaExpGained = chaExp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;\r\n this.workMoneyGained = money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;\r\n\r\n this.timeNeededToCompleteWork = time;\r\n\r\n //Remove all old event listeners from Cancel button\r\n var newCancelButton = clearEventListeners(\"work-in-progress-cancel-button\")\r\n newCancelButton.innerHTML = \"Cancel crime\"\r\n newCancelButton.addEventListener(\"click\", function() {\r\n Player.finishCrime(true);\r\n return false;\r\n });\r\n\r\n //Display Work In Progress Screen\r\n Engine.loadWorkInProgressContent();\r\n}\r\n\r\nPlayerObject.prototype.commitCrime = function (numCycles) {\r\n this.timeWorked += Engine._idleSpeed * numCycles;\r\n\r\n if (this.timeWorked >= this.timeNeededToCompleteWork) {this.finishCrime(false); return;}\r\n\r\n var percent = Math.round(this.timeWorked / this.timeNeededToCompleteWork * 100);\r\n var numBars = Math.round(percent / 5);\r\n if (numBars < 0) {numBars = 0;}\r\n if (numBars > 20) {numBars = 20;}\r\n var progressBar = \"[\" + Array(numBars+1).join(\"|\") + Array(20 - numBars + 1).join(\" \") + \"]\";\r\n\r\n var txt = document.getElementById(\"work-in-progress-text\");\r\n txt.innerHTML = \"You are attempting to \" + this.crimeType + \".
\" +\r\n \"Time remaining: \" + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked) + \"
\" +\r\n progressBar.replace( / /g, \" \" );\r\n}\r\n\r\nPlayerObject.prototype.finishCrime = function(cancelled) {\r\n //Determine crime success/failure\r\n if (!cancelled) {\r\n var statusText = \"\"; //TODO, unique message for each crime when you succeed\r\n if (determineCrimeSuccess(this.crimeType, this.workMoneyGained)) {\r\n //Handle Karma and crime statistics\r\n let crime = null;\r\n for(const i in Crimes) {\r\n if(Crimes[i].type == this.crimeType) {\r\n crime = Crimes[i];\r\n break;\r\n }\r\n }\r\n if(crime == null) {\r\n console.log(this.crimeType);\r\n dialogBoxCreate(\"ERR: Unrecognized crime type. This is probably a bug please contact the developer\");\r\n }\r\n this.karma -= crime.karma;\r\n this.numPeopleKilled += crime.kills;\r\n if(crime.intelligence_exp > 0) {\r\n this.gainIntelligenceExp(crime.intelligence_exp);\r\n }\r\n\r\n //On a crime success, gain 2x exp\r\n this.workHackExpGained *= 2;\r\n this.workStrExpGained *= 2;\r\n this.workDefExpGained *= 2;\r\n this.workDexExpGained *= 2;\r\n this.workAgiExpGained *= 2;\r\n this.workChaExpGained *= 2;\r\n if (this.committingCrimeThruSingFn) {\r\n if(this.singFnCrimeWorkerScript.disableLogs.ALL == null && this.singFnCrimeWorkerScript.disableLogs.commitCrime == null) {\r\n this.singFnCrimeWorkerScript.scriptRef.log(\"Crime successful! Gained \" +\r\n numeral(this.workMoneyGained).format(\"$0.000a\") + \", \" +\r\n formatNumber(this.workHackExpGained, 3) + \" hack exp, \" +\r\n formatNumber(this.workStrExpGained, 3) + \" str exp, \" +\r\n formatNumber(this.workDefExpGained, 3) + \" def exp, \" +\r\n formatNumber(this.workDexExpGained, 3) + \" dex exp, \" +\r\n formatNumber(this.workAgiExpGained, 3) + \" agi exp, \" +\r\n formatNumber(this.workChaExpGained, 3) + \" cha exp.\");\r\n }\r\n } else {\r\n dialogBoxCreate(\"Crime successful!

\" +\r\n \"You gained:
\"+\r\n \"$\" + formatNumber(this.workMoneyGained, 2) + \"
\" +\r\n formatNumber(this.workHackExpGained, 4) + \" hacking experience
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength experience
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense experience
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity experience
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility experience
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma experience\");\r\n }\r\n\r\n } else {\r\n //Exp halved on failure\r\n this.workHackExpGained /= 2;\r\n this.workStrExpGained /= 2;\r\n this.workDefExpGained /= 2;\r\n this.workDexExpGained /= 2;\r\n this.workAgiExpGained /= 2;\r\n this.workChaExpGained /= 2;\r\n if (this.committingCrimeThruSingFn) {\r\n if(this.singFnCrimeWorkerScript.disableLogs.ALL == null && this.singFnCrimeWorkerScript.disableLogs.commitCrime == null) {\r\n this.singFnCrimeWorkerScript.scriptRef.log(\"Crime failed! Gained \" +\r\n formatNumber(this.workHackExpGained, 3) + \" hack exp, \" +\r\n formatNumber(this.workStrExpGained, 3) + \" str exp, \" +\r\n formatNumber(this.workDefExpGained, 3) + \" def exp, \" +\r\n formatNumber(this.workDexExpGained, 3) + \" dex exp, \" +\r\n formatNumber(this.workAgiExpGained, 3) + \" agi exp, \" +\r\n formatNumber(this.workChaExpGained, 3) + \" cha exp.\");\r\n }\r\n } else {\r\n dialogBoxCreate(\"Crime failed!

\" +\r\n \"You gained:
\"+\r\n formatNumber(this.workHackExpGained, 4) + \" hacking experience
\" +\r\n formatNumber(this.workStrExpGained, 4) + \" strength experience
\" +\r\n formatNumber(this.workDefExpGained, 4) + \" defense experience
\" +\r\n formatNumber(this.workDexExpGained, 4) + \" dexterity experience
\" +\r\n formatNumber(this.workAgiExpGained, 4) + \" agility experience
\" +\r\n formatNumber(this.workChaExpGained, 4) + \" charisma experience\");\r\n }\r\n }\r\n\r\n this.gainWorkExp();\r\n }\r\n this.committingCrimeThruSingFn = false;\r\n this.singFnCrimeWorkerScript = null;\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"visible\";\r\n this.isWorking = false;\r\n this.resetWorkStatus();\r\n Engine.loadLocationContent();\r\n}\r\n\r\n//Cancels the player's current \"work\" assignment and gives the proper rewards\r\n//Used only for Singularity functions, so no popups are created\r\nPlayerObject.prototype.singularityStopWork = function() {\r\n if (!this.isWorking) {return \"\";}\r\n var res; //Earnings text for work\r\n switch (this.workType) {\r\n case CONSTANTS.WorkTypeStudyClass:\r\n res = this.finishClass(true);\r\n break;\r\n case CONSTANTS.WorkTypeCompany:\r\n res = this.finishWork(true, true);\r\n break;\r\n case CONSTANTS.WorkTypeCompanyPartTime:\r\n res = this.finishWorkPartTime(true);\r\n break;\r\n case CONSTANTS.WorkTypeFaction:\r\n res = this.finishFactionWork(true, true);\r\n break;\r\n case CONSTANTS.WorkTypeCreateProgram:\r\n res = this.finishCreateProgramWork(true, true);\r\n break;\r\n case CONSTANTS.WorkTypeCrime:\r\n res = this.finishCrime(true);\r\n break;\r\n default:\r\n console.log(\"ERROR: Unrecognized work type\");\r\n return \"\";\r\n }\r\n return res;\r\n}\r\n\r\n\r\n//Returns true if hospitalized, false otherwise\r\nPlayerObject.prototype.takeDamage = function(amt) {\r\n this.hp -= amt;\r\n if (this.hp <= 0) {\r\n this.hospitalize();\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n}\r\n\r\nPlayerObject.prototype.hospitalize = function() {\r\n dialogBoxCreate(\"You were in critical condition! You were taken to the hospital where \" +\r\n \"luckily they were able to save your life. You were charged $\" +\r\n formatNumber(this.max_hp * CONSTANTS.HospitalCostPerHp, 2));\r\n this.loseMoney(this.max_hp * CONSTANTS.HospitalCostPerHp);\r\n this.hp = this.max_hp;\r\n}\r\n\r\n/********* Company job application **********/\r\n//Determines the job that the Player should get (if any) at the current company\r\n//The 'sing' argument designates whether or not this is being called from\r\n//the applyToCompany() Netscript Singularity function\r\nPlayerObject.prototype.applyForJob = function(entryPosType, sing=false) {\r\n var currCompany = \"\";\r\n if (this.companyName != \"\") {\r\n currCompany = Companies[this.companyName];\r\n }\r\n var currPositionName = \"\";\r\n if (this.companyPosition != \"\") {\r\n currPositionName = this.companyPosition.positionName;\r\n }\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (sing && !(company instanceof Company)) {\r\n return \"ERROR: Invalid company name: \" + this.location + \". applyToCompany() failed\";\r\n }\r\n\r\n var pos = entryPosType;\r\n\r\n if (!this.isQualified(company, pos)) {\r\n var reqText = getJobRequirementText(company, pos);\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position
\" + reqText);\r\n return;\r\n }\r\n\r\n while (true) {\r\n if (Engine.Debug) {console.log(\"Determining qualification for next Company Position\");}\r\n var newPos = getNextCompanyPosition(pos);\r\n if (newPos == null) {break;}\r\n\r\n //Check if this company has this position\r\n if (company.hasPosition(newPos)) {\r\n if (!this.isQualified(company, newPos)) {\r\n //If player not qualified for next job, break loop so player will be given current job\r\n break;\r\n }\r\n pos = newPos;\r\n } else {\r\n break;\r\n }\r\n }\r\n\r\n //Check if the determined job is the same as the player's current job\r\n if (currCompany != \"\") {\r\n if (currCompany.companyName == company.companyName &&\r\n pos.positionName == currPositionName) {\r\n var nextPos = getNextCompanyPosition(pos);\r\n if (nextPos == null) {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"You are already at the highest position for your field! No promotion available\");\r\n } else if (company.hasPosition(nextPos)) {\r\n if (sing) {return false;}\r\n var reqText = getJobRequirementText(company, nextPos);\r\n dialogBoxCreate(\"Unfortunately, you do not qualify for a promotion
\" + reqText);\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"You are already at the highest position for your field! No promotion available\");\r\n }\r\n return; //Same job, do nothing\r\n }\r\n }\r\n\r\n\r\n //Lose reputation from a Company if you are leaving it for another job\r\n var leaveCompany = false;\r\n var oldCompanyName = \"\";\r\n if (currCompany != \"\") {\r\n if (currCompany.companyName != company.companyName) {\r\n leaveCompany = true;\r\n oldCompanyName = currCompany.companyName;\r\n company.playerReputation -= 1000;\r\n if (company.playerReputation < 0) {company.playerReputation = 0;}\r\n }\r\n }\r\n\r\n this.companyName = company.companyName;\r\n this.companyPosition = pos;\r\n\r\n if (this.firstJobRecvd === false) {\r\n this.firstJobRecvd = true;\r\n document.getElementById(\"job-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n\r\n if (leaveCompany) {\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations! You were offered a new job at \" + this.companyName + \" as a \" +\r\n pos.positionName + \"!
\" +\r\n \"You lost 1000 reputation at your old company \" + oldCompanyName + \" because you left.\");\r\n } else {\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations! You were offered a new job at \" + this.companyName + \" as a \" + pos.positionName + \"!\");\r\n }\r\n\r\n Engine.loadLocationContent();\r\n}\r\n\r\n//Returns your next position at a company given the field (software, business, etc.)\r\nPlayerObject.prototype.getNextCompanyPosition = function(company, entryPosType) {\r\n var currCompany = null;\r\n if (this.companyName != \"\") {\r\n currCompany = Companies[this.companyName];\r\n }\r\n\r\n //Not employed at this company, so return the entry position\r\n if (currCompany == null || (currCompany.companyName != company.companyName)) {\r\n return entryPosType;\r\n }\r\n\r\n //If the entry pos type and the player's current position have the same type,\r\n //return the player's \"nextCompanyPosition\". Otherwise return the entryposType\r\n //Employed at this company, so just return the next position if it exists.\r\n if ((this.companyPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) ||\r\n (this.companyPosition.isITJob() && entryPosType.isITJob()) ||\r\n (this.companyPosition.isBusinessJob() && entryPosType.isBusinessJob()) ||\r\n (this.companyPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) ||\r\n (this.companyPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) ||\r\n (this.companyPosition.isSecurityJob() && entryPosType.isSecurityJob()) ||\r\n (this.companyPosition.isAgentJob() && entryPosType.isAgentJob()) ||\r\n (this.companyPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) ||\r\n (this.companyPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) ||\r\n (this.companyPosition.isPartTimeJob() && entryPosType.isPartTimeJob())) {\r\n return getNextCompanyPosition(this.companyPosition);\r\n }\r\n\r\n\r\n return entryPosType;\r\n}\r\n\r\nPlayerObject.prototype.applyForSoftwareJob = function(sing=false) {\r\n return this.applyForJob(CompanyPositions.SoftwareIntern, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForSoftwareConsultantJob = function(sing=false) {\r\n return this.applyForJob(CompanyPositions.SoftwareConsultant, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForItJob = function(sing=false) {\r\n\treturn this.applyForJob(CompanyPositions.ITIntern, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForSecurityEngineerJob = function(sing=false) {\r\n var company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.SecurityEngineer)) {\r\n return this.applyForJob(CompanyPositions.SecurityEngineer, sing);\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForNetworkEngineerJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.NetworkEngineer)) {\r\n return this.applyForJob(CompanyPositions.NetworkEngineer, sing);\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForBusinessJob = function(sing=false) {\r\n\treturn this.applyForJob(CompanyPositions.BusinessIntern, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForBusinessConsultantJob = function(sing=false) {\r\n return this.applyForJob(CompanyPositions.BusinessConsultant, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForSecurityJob = function(sing=false) {\r\n //TODO If case for POlice departments\r\n\treturn this.applyForJob(CompanyPositions.SecurityGuard, sing);\r\n}\r\n\r\nPlayerObject.prototype.applyForAgentJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.FieldAgent)) {\r\n return this.applyForJob(CompanyPositions.FieldAgent, sing);\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForEmployeeJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.Employee)) {\r\n if (this.firstJobRecvd === false) {\r\n this.firstJobRecvd = true;\r\n document.getElementById(\"job-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n this.companyName = company.companyName;\r\n this.companyPosition = CompanyPositions.Employee;\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations, you are now employed at \" + this.companyName);\r\n Engine.loadLocationContent();\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForPartTimeEmployeeJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.PartTimeEmployee)) {\r\n if (this.firstJobRecvd === false) {\r\n this.firstJobRecvd = true;\r\n document.getElementById(\"job-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n this.companyName = company.companyName;\r\n this.companyPosition = CompanyPositions.PartTimeEmployee;\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations, you are now employed part-time at \" + this.companyName);\r\n Engine.loadLocationContent();\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForWaiterJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.Waiter)) {\r\n if (this.firstJobRecvd === false) {\r\n this.firstJobRecvd = true;\r\n document.getElementById(\"job-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n this.companyName = company.companyName;\r\n this.companyPosition = CompanyPositions.Waiter;\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations, you are now employed as a waiter at \" + this.companyName);\r\n Engine.loadLocationContent();\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\nPlayerObject.prototype.applyForPartTimeWaiterJob = function(sing=false) {\r\n\tvar company = Companies[this.location]; //Company being applied to\r\n if (this.isQualified(company, CompanyPositions.PartTimeWaiter)) {\r\n if (this.firstJobRecvd === false) {\r\n this.firstJobRecvd = true;\r\n document.getElementById(\"job-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n this.companyName = company.companyName;\r\n this.companyPosition = CompanyPositions.PartTimeWaiter;\r\n if (sing) {return true;}\r\n dialogBoxCreate(\"Congratulations, you are now employed as a part-time waiter at \" + this.companyName);\r\n Engine.loadLocationContent();\r\n } else {\r\n if (sing) {return false;}\r\n dialogBoxCreate(\"Unforunately, you do not qualify for this position\");\r\n }\r\n}\r\n\r\n//Checks if the Player is qualified for a certain position\r\nPlayerObject.prototype.isQualified = function(company, position) {\r\n\tvar offset = company.jobStatReqOffset;\r\n var reqHacking = position.requiredHacking > 0 ? position.requiredHacking+offset : 0;\r\n var reqStrength = position.requiredStrength > 0 ? position.requiredStrength+offset : 0;\r\n var reqDefense = position.requiredDefense > 0 ? position.requiredDefense+offset : 0;\r\n var reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;\r\n var reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;\r\n var reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma+offset : 0;\r\n\r\n\tif (this.hacking_skill >= reqHacking &&\r\n\t\tthis.strength \t >= reqStrength &&\r\n this.defense >= reqDefense &&\r\n this.dexterity >= reqDexterity &&\r\n this.agility >= reqAgility &&\r\n this.charisma >= reqCharisma &&\r\n company.playerReputation >= position.requiredReputation) {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\n/********** Reapplying Augmentations and Source File ***********/\r\nPlayerObject.prototype.reapplyAllAugmentations = function(resetMultipliers=true) {\r\n console.log(\"Re-applying augmentations\");\r\n if (resetMultipliers) {\r\n this.resetMultipliers();\r\n }\r\n\r\n for (let i = 0; i < this.augmentations.length; ++i) {\r\n //Compatibility with new version\r\n if (this.augmentations[i].name === \"HacknetNode NIC Architecture Neural-Upload\") {\r\n this.augmentations[i].name = \"Hacknet Node NIC Architecture Neural-Upload\";\r\n }\r\n\r\n var augName = this.augmentations[i].name;\r\n var aug = Augmentations[augName];\r\n if (aug == null) {\r\n console.log(\"WARNING: Invalid augmentation name\");\r\n continue;\r\n }\r\n aug.owned = true;\r\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\r\n for (let j = 0; j < aug.level; ++j) {\r\n applyAugmentation(this.augmentations[i], true);\r\n }\r\n continue;\r\n }\r\n applyAugmentation(this.augmentations[i], true);\r\n }\r\n}\r\n\r\nPlayerObject.prototype.reapplyAllSourceFiles = function() {\r\n console.log(\"Re-applying source files\");\r\n //Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset\r\n //this.resetMultipliers();\r\n\r\n for (let i = 0; i < this.sourceFiles.length; ++i) {\r\n var srcFileKey = \"SourceFile\" + this.sourceFiles[i].n;\r\n var sourceFileObject = SourceFiles[srcFileKey];\r\n if (sourceFileObject == null) {\r\n console.log(\"ERROR: Invalid source file number: \" + this.sourceFiles[i].n);\r\n continue;\r\n }\r\n applySourceFile(this.sourceFiles[i]);\r\n }\r\n}\r\n\r\n/*************** Check for Faction Invitations *************/\r\n//This function sets the requirements to join a Faction. It checks whether the Player meets\r\n//those requirements and will return an array of all factions that the Player should\r\n//receive an invitation to\r\nPlayerObject.prototype.checkForFactionInvitations = function() {\r\n let invitedFactions = []; //Array which will hold all Factions th eplayer should be invited to\r\n\r\n var numAugmentations = this.augmentations.length;\r\n\r\n var company = Companies[this.companyName];\r\n var companyRep = 0;\r\n if (company != null) {\r\n companyRep = company.playerReputation;\r\n }\r\n\r\n //Illuminati\r\n var illuminatiFac = Factions[\"Illuminati\"];\r\n if (!illuminatiFac.isBanned && !illuminatiFac.isMember && !illuminatiFac.alreadyInvited &&\r\n numAugmentations >= 30 &&\r\n this.money.gte(150000000000) &&\r\n this.hacking_skill >= 1500 &&\r\n this.strength >= 1200 && this.defense >= 1200 &&\r\n this.dexterity >= 1200 && this.agility >= 1200) {\r\n invitedFactions.push(illuminatiFac);\r\n }\r\n\r\n //Daedalus\r\n var daedalusFac = Factions[\"Daedalus\"];\r\n if (!daedalusFac.isBanned && !daedalusFac.isMember && !daedalusFac.alreadyInvited &&\r\n numAugmentations >= 30 &&\r\n this.money.gte(100000000000) &&\r\n (this.hacking_skill >= 2500 ||\r\n (this.strength >= 1500 && this.defense >= 1500 &&\r\n this.dexterity >= 1500 && this.agility >= 1500))) {\r\n invitedFactions.push(daedalusFac);\r\n }\r\n\r\n //The Covenant\r\n var covenantFac = Factions[\"The Covenant\"];\r\n if (!covenantFac.isBanned && !covenantFac.isMember && !covenantFac.alreadyInvited &&\r\n numAugmentations >= 30 &&\r\n this.money.gte(75000000000) &&\r\n this.hacking_skill >= 850 &&\r\n this.strength >= 850 &&\r\n this.defense >= 850 &&\r\n this.dexterity >= 850 &&\r\n this.agility >= 850) {\r\n invitedFactions.push(covenantFac);\r\n }\r\n\r\n //ECorp\r\n var ecorpFac = Factions[\"ECorp\"];\r\n if (!ecorpFac.isBanned && !ecorpFac.isMember && !ecorpFac.alreadyInvited &&\r\n this.companyName == Locations.AevumECorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(ecorpFac);\r\n }\r\n\r\n //MegaCorp\r\n var megacorpFac = Factions[\"MegaCorp\"];\r\n if (!megacorpFac.isBanned && !megacorpFac.isMember && !megacorpFac.alreadyInvited &&\r\n this.companyName == Locations.Sector12MegaCorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(megacorpFac);\r\n }\r\n\r\n //Bachman & Associates\r\n var bachmanandassociatesFac = Factions[\"Bachman & Associates\"];\r\n if (!bachmanandassociatesFac.isBanned && !bachmanandassociatesFac.isMember &&\r\n !bachmanandassociatesFac.alreadyInvited &&\r\n this.companyName == Locations.AevumBachmanAndAssociates && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(bachmanandassociatesFac);\r\n }\r\n\r\n //Blade Industries\r\n var bladeindustriesFac = Factions[\"Blade Industries\"];\r\n if (!bladeindustriesFac.isBanned && !bladeindustriesFac.isMember && !bladeindustriesFac.alreadyInvited &&\r\n this.companyName == Locations.Sector12BladeIndustries && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(bladeindustriesFac);\r\n }\r\n\r\n //NWO\r\n var nwoFac = Factions[\"NWO\"];\r\n if (!nwoFac.isBanned && !nwoFac.isMember && !nwoFac.alreadyInvited &&\r\n this.companyName == Locations.VolhavenNWO && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(nwoFac);\r\n }\r\n\r\n //Clarke Incorporated\r\n var clarkeincorporatedFac = Factions[\"Clarke Incorporated\"];\r\n if (!clarkeincorporatedFac.isBanned && !clarkeincorporatedFac.isMember && !clarkeincorporatedFac.alreadyInvited &&\r\n this.companyName == Locations.AevumClarkeIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(clarkeincorporatedFac);\r\n }\r\n\r\n //OmniTek Incorporated\r\n var omnitekincorporatedFac = Factions[\"OmniTek Incorporated\"];\r\n if (!omnitekincorporatedFac.isBanned && !omnitekincorporatedFac.isMember && !omnitekincorporatedFac.alreadyInvited &&\r\n this.companyName == Locations.VolhavenOmniTekIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(omnitekincorporatedFac);\r\n }\r\n\r\n //Four Sigma\r\n var foursigmaFac = Factions[\"Four Sigma\"];\r\n if (!foursigmaFac.isBanned && !foursigmaFac.isMember && !foursigmaFac.alreadyInvited &&\r\n this.companyName == Locations.Sector12FourSigma && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(foursigmaFac);\r\n }\r\n\r\n //KuaiGong International\r\n var kuaigonginternationalFac = Factions[\"KuaiGong International\"];\r\n if (!kuaigonginternationalFac.isBanned && !kuaigonginternationalFac.isMember &&\r\n !kuaigonginternationalFac.alreadyInvited &&\r\n this.companyName == Locations.ChongqingKuaiGongInternational && companyRep >= CONSTANTS.CorpFactionRepRequirement) {\r\n invitedFactions.push(kuaigonginternationalFac);\r\n }\r\n\r\n //Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company\r\n var fulcrumsecrettechonologiesFac = Factions[\"Fulcrum Secret Technologies\"];\r\n var fulcrumSecretServer = AllServers[SpecialServerIps[SpecialServerNames.FulcrumSecretTechnologies]];\r\n if (fulcrumSecretServer == null) {\r\n console.log(\"ERROR: Could not find Fulcrum Secret Technologies Server\");\r\n } else {\r\n if (!fulcrumsecrettechonologiesFac.isBanned && !fulcrumsecrettechonologiesFac.isMember &&\r\n !fulcrumsecrettechonologiesFac.alreadyInvited &&\r\n fulcrumSecretServer.manuallyHacked &&\r\n this.companyName == Locations.AevumFulcrumTechnologies && companyRep >= 250000) {\r\n invitedFactions.push(fulcrumsecrettechonologiesFac);\r\n }\r\n }\r\n\r\n //BitRunners\r\n var bitrunnersFac = Factions[\"BitRunners\"];\r\n var homeComp = this.getHomeComputer();\r\n var bitrunnersServer = AllServers[SpecialServerIps[SpecialServerNames.BitRunnersServer]];\r\n if (bitrunnersServer == null) {\r\n console.log(\"ERROR: Could not find BitRunners Server\");\r\n } else if (!bitrunnersFac.isBanned && !bitrunnersFac.isMember && bitrunnersServer.manuallyHacked &&\r\n !bitrunnersFac.alreadyInvited && this.hacking_skill >= 500 && homeComp.maxRam >= 128) {\r\n invitedFactions.push(bitrunnersFac);\r\n }\r\n\r\n //The Black Hand\r\n var theblackhandFac = Factions[\"The Black Hand\"];\r\n var blackhandServer = AllServers[SpecialServerIps[SpecialServerNames.TheBlackHandServer]];\r\n if (blackhandServer == null) {\r\n console.log(\"ERROR: Could not find The Black Hand Server\");\r\n } else if (!theblackhandFac.isBanned && !theblackhandFac.isMember && blackhandServer.manuallyHacked &&\r\n !theblackhandFac.alreadyInvited && this.hacking_skill >= 350 && homeComp.maxRam >= 64) {\r\n invitedFactions.push(theblackhandFac);\r\n }\r\n\r\n //NiteSec\r\n var nitesecFac = Factions[\"NiteSec\"];\r\n var nitesecServer = AllServers[SpecialServerIps[SpecialServerNames.NiteSecServer]];\r\n if (nitesecServer == null) {\r\n console.log(\"ERROR: Could not find NiteSec Server\");\r\n } else if (!nitesecFac.isBanned && !nitesecFac.isMember && nitesecServer.manuallyHacked &&\r\n !nitesecFac.alreadyInvited && this.hacking_skill >= 200 && homeComp.maxRam >= 32) {\r\n invitedFactions.push(nitesecFac);\r\n }\r\n\r\n //Chongqing\r\n var chongqingFac = Factions[\"Chongqing\"];\r\n if (!chongqingFac.isBanned && !chongqingFac.isMember && !chongqingFac.alreadyInvited &&\r\n this.money.gte(20000000) && this.city == Locations.Chongqing) {\r\n invitedFactions.push(chongqingFac);\r\n }\r\n\r\n //Sector-12\r\n var sector12Fac = Factions[\"Sector-12\"];\r\n if (!sector12Fac.isBanned && !sector12Fac.isMember && !sector12Fac.alreadyInvited &&\r\n this.money.gte(15000000) && this.city == Locations.Sector12) {\r\n invitedFactions.push(sector12Fac);\r\n }\r\n\r\n //New Tokyo\r\n var newtokyoFac = Factions[\"New Tokyo\"];\r\n if (!newtokyoFac.isBanned && !newtokyoFac.isMember && !newtokyoFac.alreadyInvited &&\r\n this.money.gte(20000000) && this.city == Locations.NewTokyo) {\r\n invitedFactions.push(newtokyoFac);\r\n }\r\n\r\n //Aevum\r\n var aevumFac = Factions[\"Aevum\"];\r\n if (!aevumFac.isBanned && !aevumFac.isMember && !aevumFac.alreadyInvited &&\r\n this.money.gte(40000000) && this.city == Locations.Aevum) {\r\n invitedFactions.push(aevumFac);\r\n }\r\n\r\n //Ishima\r\n var ishimaFac = Factions[\"Ishima\"];\r\n if (!ishimaFac.isBanned && !ishimaFac.isMember && !ishimaFac.alreadyInvited &&\r\n this.money.gte(30000000) && this.city == Locations.Ishima) {\r\n invitedFactions.push(ishimaFac);\r\n }\r\n\r\n //Volhaven\r\n var volhavenFac = Factions[\"Volhaven\"];\r\n if (!volhavenFac.isBanned && !volhavenFac.isMember && !volhavenFac.alreadyInvited &&\r\n this.money.gte(50000000) && this.city == Locations.Volhaven) {\r\n invitedFactions.push(volhavenFac);\r\n }\r\n\r\n //Speakers for the Dead\r\n var speakersforthedeadFac = Factions[\"Speakers for the Dead\"];\r\n if (!speakersforthedeadFac.isBanned && !speakersforthedeadFac.isMember && !speakersforthedeadFac.alreadyInvited &&\r\n this.hacking_skill >= 100 && this.strength >= 300 && this.defense >= 300 &&\r\n this.dexterity >= 300 && this.agility >= 300 && this.numPeopleKilled >= 30 &&\r\n this.karma <= -45 && this.companyName != Locations.Sector12CIA &&\r\n this.companyName != Locations.Sector12NSA) {\r\n invitedFactions.push(speakersforthedeadFac);\r\n }\r\n\r\n //The Dark Army\r\n var thedarkarmyFac = Factions[\"The Dark Army\"];\r\n if (!thedarkarmyFac.isBanned && !thedarkarmyFac.isMember && !thedarkarmyFac.alreadyInvited &&\r\n this.hacking_skill >= 300 && this.strength >= 300 && this.defense >= 300 &&\r\n this.dexterity >= 300 && this.agility >= 300 && this.city == Locations.Chongqing &&\r\n this.numPeopleKilled >= 5 && this.karma <= -45 && this.companyName != Locations.Sector12CIA &&\r\n this.companyName != Locations.Sector12NSA) {\r\n invitedFactions.push(thedarkarmyFac);\r\n }\r\n\r\n //The Syndicate\r\n var thesyndicateFac = Factions[\"The Syndicate\"];\r\n if (!thesyndicateFac.isBanned && !thesyndicateFac.isMember && !thesyndicateFac.alreadyInvited &&\r\n this.hacking_skill >= 200 && this.strength >= 200 && this.defense >= 200 &&\r\n this.dexterity >= 200 && this.agility >= 200 &&\r\n (this.city == Locations.Aevum || this.city == Locations.Sector12) &&\r\n this.money.gte(10000000) && this.karma <= -90 &&\r\n this.companyName != Locations.Sector12CIA && this.companyName != Locations.Sector12NSA) {\r\n invitedFactions.push(thesyndicateFac);\r\n }\r\n\r\n //Silhouette\r\n var silhouetteFac = Factions[\"Silhouette\"];\r\n if (!silhouetteFac.isBanned && !silhouetteFac.isMember && !silhouetteFac.alreadyInvited &&\r\n (this.companyPosition.positionName == CompanyPositions.CTO.positionName ||\r\n this.companyPosition.positionName == CompanyPositions.CFO.positionName ||\r\n this.companyPosition.positionName == CompanyPositions.CEO.positionName) &&\r\n this.money.gte(15000000) && this.karma <= -22) {\r\n invitedFactions.push(silhouetteFac);\r\n }\r\n\r\n //Tetrads\r\n var tetradsFac = Factions[\"Tetrads\"];\r\n if (!tetradsFac.isBanned && !tetradsFac.isMember && !tetradsFac.alreadyInvited &&\r\n (this.city == Locations.Chongqing || this.city == Locations.NewTokyo ||\r\n this.city == Locations.Ishima) && this.strength >= 75 && this.defense >= 75 &&\r\n this.dexterity >= 75 && this.agility >= 75 && this.karma <= -18) {\r\n invitedFactions.push(tetradsFac);\r\n }\r\n\r\n //SlumSnakes\r\n var slumsnakesFac = Factions[\"Slum Snakes\"];\r\n if (!slumsnakesFac.isBanned && !slumsnakesFac.isMember && !slumsnakesFac.alreadyInvited &&\r\n this.strength >= 30 && this.defense >= 30 && this.dexterity >= 30 &&\r\n this.agility >= 30 && this.karma <= -9 && this.money.gte(1000000)) {\r\n invitedFactions.push(slumsnakesFac);\r\n }\r\n\r\n //Netburners\r\n var netburnersFac = Factions[\"Netburners\"];\r\n var totalHacknetRam = 0;\r\n var totalHacknetCores = 0;\r\n var totalHacknetLevels = 0;\r\n for (var i = 0; i < this.hacknetNodes.length; ++i) {\r\n totalHacknetLevels += this.hacknetNodes[i].level;\r\n totalHacknetRam += this.hacknetNodes[i].ram;\r\n totalHacknetCores += this.hacknetNodes[i].cores;\r\n }\r\n if (!netburnersFac.isBanned && !netburnersFac.isMember && !netburnersFac.alreadyInvited &&\r\n this.hacking_skill >= 80 && totalHacknetRam >= 8 &&\r\n totalHacknetCores >= 4 && totalHacknetLevels >= 100) {\r\n invitedFactions.push(netburnersFac);\r\n }\r\n\r\n //Tian Di Hui\r\n var tiandihuiFac = Factions[\"Tian Di Hui\"];\r\n if (!tiandihuiFac.isBanned && !tiandihuiFac.isMember && !tiandihuiFac.alreadyInvited &&\r\n this.money.gte(1000000) && this.hacking_skill >= 50 &&\r\n (this.city == Locations.Chongqing || this.city == Locations.NewTokyo ||\r\n this.city == Locations.Ishima)) {\r\n invitedFactions.push(tiandihuiFac);\r\n }\r\n\r\n //CyberSec\r\n var cybersecFac = Factions[\"CyberSec\"];\r\n var cybersecServer = AllServers[SpecialServerIps[SpecialServerNames.CyberSecServer]];\r\n if (cybersecServer == null) {\r\n console.log(\"ERROR: Could not find CyberSec Server\");\r\n } else if (!cybersecFac.isBanned && !cybersecFac.isMember && cybersecServer.manuallyHacked &&\r\n !cybersecFac.alreadyInvited && this.hacking_skill >= 50) {\r\n invitedFactions.push(cybersecFac);\r\n }\r\n\r\n return invitedFactions;\r\n}\r\n\r\n\r\n/*************** Gang ****************/\r\n//Returns true if Player is in a gang and false otherwise\r\nPlayerObject.prototype.inGang = function() {\r\n if (this.gang == null || this.gang == undefined) {return false;}\r\n return (this.gang instanceof Gang);\r\n}\r\n\r\nPlayerObject.prototype.startGang = function(factionName, hacking) {\r\n this.gang = new Gang(factionName, hacking);\r\n}\r\n\r\n/************* BitNodes **************/\r\nPlayerObject.prototype.setBitNodeNumber = function(n) {\r\n this.bitNodeN = n;\r\n}\r\n\r\n/* Functions for saving and loading the Player data */\r\nfunction loadPlayer(saveString) {\r\n Player = JSON.parse(saveString, Reviver);\r\n\r\n //Parse Decimal.js objects\r\n Player.money = new Decimal(Player.money);\r\n Player.total_money = new Decimal(Player.total_money);\r\n Player.lifetime_money = new Decimal(Player.lifetime_money);\r\n\r\n if (Player.corporation instanceof Corporation) {\r\n Player.corporation.funds = new Decimal(Player.corporation.funds);\r\n Player.corporation.revenue = new Decimal(Player.corporation.revenue);\r\n Player.corporation.expenses = new Decimal(Player.corporation.expenses);\r\n\r\n for (var i = 0; i < Player.corporation.divisions.length; ++i) {\r\n var ind = Player.corporation.divisions[i];\r\n ind.lastCycleRevenue = new Decimal(ind.lastCycleRevenue);\r\n ind.lastCycleExpenses = new Decimal(ind.lastCycleExpenses);\r\n ind.thisCycleRevenue = new Decimal(ind.thisCycleRevenue);\r\n ind.thisCycleExpenses = new Decimal(ind.thisCycleExpenses);\r\n }\r\n }\r\n}\r\n\r\nPlayerObject.prototype.toJSON = function() {\r\n return Generic_toJSON(\"PlayerObject\", this);\r\n}\r\n\r\nPlayerObject.fromJSON = function(value) {\r\n return Generic_fromJSON(PlayerObject, value.data);\r\n}\r\n\r\nReviver.constructors.PlayerObject = PlayerObject;\r\n\r\nlet Player = new PlayerObject();\r\nexport {Player, loadPlayer};\r\n","//General helper functions\r\nimport {isString} from \"./StringHelperFunctions.js\";\r\nimport {dialogBoxCreate} from \"./DialogBox.js\";\r\n\r\n//Returns the size (number of keys) of an object\r\nfunction sizeOfObject(obj) {\r\n\tvar size = 0, key;\r\n\tfor (key in obj) {\r\n\t\tif (obj.hasOwnProperty(key)) size++;\r\n\t}\r\n\treturn size;\r\n}\r\n\r\nfunction clearObject(obj) {\r\n for (var key in obj) {\r\n if (obj.hasOwnProperty(key)) {\r\n delete obj[key];\r\n }\r\n }\r\n}\r\n\r\n//Adds a random offset to a number within a certain percentage\r\n//e.g. addOffset(100, 5) will return anything from 95 to 105.\r\n//The percentage argument must be between 0 and 100;\r\nfunction addOffset(n, percentage) {\r\n if (percentage < 0 || percentage > 100) {return n;}\r\n\r\n var offset = n * (percentage / 100);\r\n\r\n return n + ((Math.random() * (2 * offset)) - offset);\r\n}\r\n\r\n//Given an element by its Id(usually an 'a' element), removes all event listeners\r\n//from that element by cloning and replacing. Then returns the new cloned element\r\nfunction clearEventListeners(elemId) {\r\n var elem = document.getElementById(elemId);\r\n if (elem == null) {console.log(\"ERR: Could not find element for: \" + elemId); return null;}\r\n var newElem = elem.cloneNode(true);\r\n elem.parentNode.replaceChild(newElem, elem);\r\n return newElem;\r\n}\r\n\r\n//Same as clearEventListeners except it takes a DOM element object rather than an ID\r\nfunction clearEventListenersEl(el) {\r\n if (el == null) {console.log(\"ERR: element passed into clearEventListenersEl is null\"); return null;}\r\n var newElem = el.cloneNode(true);\r\n el.parentNode.replaceChild(newElem, el);\r\n return newElem;\r\n}\r\n\r\n//Given its id, this function removes an element AND its children\r\nfunction removeElementById(id) {\r\n var elem = document.getElementById(id);\r\n if (elem == null) {return;}\r\n while(elem.firstChild) {elem.removeChild(elem.firstChild);}\r\n elem.parentNode.removeChild(elem);\r\n}\r\n\r\nfunction removeElement(elem) {\r\n if (elem == null || !(elem instanceof Element)) {return;}\r\n while(elem.firstChild) {elem.removeChild(elem.firstChild);}\r\n elem.parentNode.removeChild(elem);\r\n}\r\n\r\nfunction removeChildrenFromElement(el) {\r\n if (isString(el)) {\r\n el = document.getElementById(el);\r\n }\r\n if (el == null) {return;}\r\n if (el instanceof Element) {\r\n while(el.firstChild) {\r\n el.removeChild(el.firstChild);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Returns a reference to the first object with the specified value of the ID or NAME attribute, throwing an error if it is unable to find it.\r\n * @param {string} elementId The HTML ID to retrieve the element by.\r\n * @returns {HTMLElement} The single element.\r\n * @throws {Error} When the 'idString' cannot be found.\r\n */\r\nfunction getElementById(elementId) {\r\n var el = document.getElementById(elementId);\r\n if (el == null) {\r\n throw new Error(\"Unable to find element with id '\" + elementId + \"'\");\r\n }\r\n\r\n return el;\r\n}\r\n\r\nfunction createElement(type, params={}) {\r\n var el = document.createElement(type);\r\n if (params.id) {el.id = params.id;}\r\n if (params.class) {el.className = params.class;}\r\n if (params.name) {el.name = params.name;}\r\n if (params.innerHTML) {el.innerHTML = params.innerHTML;}\r\n if (params.innerText) {el.innerText = params.innerText;}\r\n if (params.value) {el.value = params.value;}\r\n if (params.text) {el.text = params.text;}\r\n if (params.display) {el.style.display = params.display;}\r\n if (params.visibility) {el.style.visibility = params.visibility;}\r\n if (params.margin) {el.style.margin = params.margin;}\r\n if (params.marginLeft) {el.style.marginLeft = params.marginLeft;}\r\n if (params.marginTop) {el.style.marginTop = params.marginTop;}\r\n if (params.padding) {el.style.padding = params.padding;}\r\n if (params.color) {el.style.color = params.color;}\r\n if (params.border) {el.style.border = params.border;}\r\n if (params.float) {el.style.cssFloat = params.float;}\r\n if (params.fontSize) {el.style.fontSize = params.fontSize;}\r\n if (params.whiteSpace) {el.style.whiteSpace = params.whiteSpace;}\r\n if (params.width) {el.style.width = params.width;}\r\n if (params.backgroundColor) {\r\n el.style.backgroundColor = params.backgroundColor\r\n }\r\n if (params.position) {el.style.position = params.position;}\r\n if (params.type) {el.type = params.type;}\r\n if (params.checked) {el.checked = params.checked;}\r\n if (params.for) {el.htmlFor = params.for;}\r\n if (params.pattern) {el.pattern = params.pattern;}\r\n if (params.maxLength) {el.maxLength = params.maxLength;}\r\n if (params.placeholder) {el.placeholder = params.placeholder;}\r\n if (params.tooltip && params.tooltip !== \"\") {\r\n el.className += \" tooltip\";\r\n el.appendChild(createElement(\"span\", {\r\n class:\"tooltiptext\",\r\n innerHTML:params.tooltip\r\n }));\r\n } else if (params.tooltipleft) {\r\n el.className += \" tooltip\";\r\n el.appendChild(createElement(\"span\", {\r\n class:\"tooltiptextleft\",\r\n innerHTML:params.tooltipleft\r\n }));\r\n }\r\n if (params.href) {el.href = params.href;}\r\n if (params.target) {el.target = params.target;}\r\n if (params.tabIndex) {el.tabIndex = params.tabIndex;}\r\n if (params.clickListener) {\r\n el.addEventListener(\"click\", params.clickListener);\r\n }\r\n if (params.inputListener) {\r\n el.addEventListener(\"input\", params.inputListener);\r\n }\r\n if (params.changeListener) {\r\n el.addEventListener(\"change\", params.changeListener);\r\n }\r\n if (params.onkeyup) {\r\n el.addEventListener(\"keyup\", params.onkeyup);\r\n }\r\n if (params.onfocus) {\r\n el.addEventListener(\"focus\", params.onfocus);\r\n }\r\n return el;\r\n}\r\n\r\nfunction createPopup(id, elems) {\r\n var container = createElement(\"div\", {\r\n class:\"popup-box-container\",\r\n id:id,\r\n display:\"block\"\r\n }),\r\n content = createElement(\"div\", {\r\n class:\"popup-box-content\",\r\n id:id + \"-content\",\r\n });\r\n\r\n for (var i = 0; i < elems.length; ++i) {\r\n content.appendChild(elems[i]);\r\n }\r\n container.appendChild(content);\r\n document.getElementById(\"entire-game-container\").appendChild(container);\r\n return container;\r\n}\r\n\r\n//Creates both the header and panel element of an accordion and sets the click handler\r\nfunction createAccordionElement(params) {\r\n var li = document.createElement(\"li\"),\r\n hdr = document.createElement(\"button\"),\r\n panel = document.createElement(\"div\");\r\n hdr.classList.add(\"accordion-header\");\r\n panel.classList.add(\"accordion-panel\");\r\n\r\n if (params.id) {\r\n hdr.id = params.id + \"-hdr\";\r\n panel.id = params.id + \"-panel\";\r\n }\r\n if (params.hdrText) {hdr.innerHTML = params.hdrText;}\r\n if (params.panelText) {panel.innerHTML = params.panelText;}\r\n li.appendChild(hdr);\r\n li.appendChild(panel);\r\n //Click handler\r\n hdr.onclick = function() {\r\n this.classList.toggle(\"active\");\r\n var tmpPanel = this.nextElementSibling;\r\n if (tmpPanel.style.display === \"block\") {\r\n tmpPanel.style.display = \"none\";\r\n } else {\r\n tmpPanel.style.display = \"block\";\r\n }\r\n }\r\n return [li, hdr, panel];\r\n}\r\n\r\n//Appends n line breaks (as children) to the Element el\r\nfunction appendLineBreaks(el, n) {\r\n for (var i = 0; i < n; ++i) {\r\n el.appendChild(createElement(\"br\"));\r\n }\r\n}\r\n\r\nfunction clearSelector(selector) {\r\n for (var i = selector.options.length - 1; i >= 0; --i) {\r\n selector.remove(i);\r\n }\r\n}\r\n\r\nfunction getRandomInt(min, max) {\r\n if (min > max) {return getRandomInt(max, min);}\r\n return Math.floor(Math.random() * (max - min + 1)) + min;\r\n}\r\n\r\n//Returns true if all elements are equal, and false otherwise\r\n//Assumes both arguments are arrays and that there are no nested arrays\r\nfunction compareArrays(a1, a2) {\r\n if (a1.length != a2.length) {\r\n return false;\r\n }\r\n\r\n for (var i = 0; i < a1.length; ++i) {\r\n if (a1[i] != a2[i]) {return false;}\r\n }\r\n return true;\r\n}\r\n\r\nfunction printArray(a) {\r\n return \"[\" + a.join(\", \") + \"]\";\r\n}\r\n\r\n//Returns bool indicating whether or not its a power of 2\r\nfunction powerOfTwo(n) {\r\n if (isNaN(n)) {return false;}\r\n return n && (n & (n-1)) === 0;\r\n}\r\n\r\nfunction exceptionAlert(e) {\r\n dialogBoxCreate(\"Caught an exception: \" + e + \"

\" +\r\n \"Filename: \" + e.fileName + \"

\" +\r\n \"Line Number: \" + e.lineNumber + \"

\" +\r\n \"This is a bug, please report to game developer with this \" +\r\n \"message as well as details about how to reproduce the bug.

\" +\r\n \"If you want to be safe, I suggest refreshing the game WITHOUT saving so that your \" +\r\n \"safe doesn't get corrupted\");\r\n}\r\n\r\n/*Creates a graphical \"progress bar\"\r\n * e.g.: [||||---------------]\r\n * params:\r\n * @totalTicks - Total number of ticks in progress bar. Preferably a factor of 100\r\n * @progress - Current progress, taken as a decimal (i.e. 0.6 to represent 60%)\r\n */\r\nfunction createProgressBarText(params={}) {\r\n //Default values\r\n var totalTicks = (params.totalTicks == null ? 20 : params.totalTicks);\r\n var progress = (params.progress == null ? 0 : params.progress);\r\n\r\n var percentPerTick = 1 / totalTicks;\r\n var numTicks = Math.floor(progress / percentPerTick);\r\n var numDashes = totalTicks - numTicks;\r\n return \"[\" + Array(numTicks+1).join(\"|\") + Array(numDashes+1).join(\"-\") + \"]\";\r\n}\r\n\r\nexport {sizeOfObject, clearObject, addOffset, clearEventListeners, getRandomInt,\r\n compareArrays, printArray, powerOfTwo, clearEventListenersEl,\r\n removeElementById, removeElement, createElement, createAccordionElement,\r\n appendLineBreaks,\r\n removeChildrenFromElement, createPopup, clearSelector, exceptionAlert,\r\n createProgressBarText, getElementById};\r\n","import {dialogBoxCreate} from \"./DialogBox.js\";\r\n\r\n//Netburner String helper functions\r\n\r\n//Searches for every occurence of searchStr within str and returns an array of the indices of\r\n//all these occurences\r\nfunction getIndicesOf(searchStr, str, caseSensitive) {\r\n var searchStrLen = searchStr.length;\r\n if (searchStrLen == 0) {\r\n return [];\r\n }\r\n var startIndex = 0, index, indices = [];\r\n if (!caseSensitive) {\r\n str = str.toLowerCase();\r\n searchStr = searchStr.toLowerCase();\r\n }\r\n while ((index = str.indexOf(searchStr, startIndex)) > -1) {\r\n indices.push(index);\r\n startIndex = index + searchStrLen;\r\n }\r\n return indices;\r\n}\r\n\r\n//Replaces the character at an index with a new character\r\nString.prototype.replaceAt=function(index, character) {\r\n return this.substr(0, index) + character + this.substr(index+character.length);\r\n}\r\n\r\n//Converts a date representing time in milliseconds to a string with the format\r\n// H hours M minutes and S seconds\r\n// e.g. 10000 -> \"0 hours 0 minutes and 10 seconds\"\r\n// 120000 -> \"0 0 hours 2 minutes and 0 seconds\"\r\nfunction convertTimeMsToTimeElapsedString(time) {\r\n //Convert ms to seconds, since we only have second-level precision\r\n time = Math.floor(time / 1000);\r\n\r\n var days = Math.floor(time / 86400);\r\n time %= 86400;\r\n\r\n var hours = Math.floor(time / 3600);\r\n time %= 3600;\r\n\r\n var minutes = Math.floor(time / 60);\r\n time %= 60;\r\n\r\n var seconds = time;\r\n\r\n var res = \"\";\r\n if (days) {res += days + \" days \";}\r\n if (hours) {res += hours + \" hours \";}\r\n if (minutes) {res += minutes + \" minutes \";}\r\n res += seconds + \" seconds \";\r\n return res;\r\n}\r\n\r\n//Finds the longest common starting substring in a set of strings\r\nfunction longestCommonStart(strings) {\r\n if (!containsAllStrings(strings)) {return;}\r\n if (strings.length == 0) {return;}\r\n\r\n var A = strings.concat().sort(),\r\n a1= A[0], a2= A[A.length-1], L= a1.length, i= 0;\r\n while(i= 0) {\r\n ++n;\r\n pos += step;\r\n } else break;\r\n }\r\n return n;\r\n}\r\n\r\n//Counters the number of Netscript operators in a string\r\nfunction numNetscriptOperators(string) {\r\n var total = 0;\r\n total += numOccurrences(string, \"+\");\r\n total += numOccurrences(string, \"-\");\r\n total += numOccurrences(string, \"*\");\r\n total += numOccurrences(string, \"/\");\r\n total += numOccurrences(string, \"%\");\r\n total += numOccurrences(string, \"&&\");\r\n total += numOccurrences(string, \"||\");\r\n total += numOccurrences(string, \"<\");\r\n total += numOccurrences(string, \">\");\r\n total += numOccurrences(string, \"<=\");\r\n total += numOccurrences(string, \">=\");\r\n total += numOccurrences(string, \"==\");\r\n total += numOccurrences(string, \"!=\");\r\n if (isNaN(total)) {\r\n dialogBoxCreate(\"ERROR in counting number of operators in script. This is a bug, please report to game developer\");\r\n total = 0;\r\n }\r\n return total;\r\n}\r\n\r\n//Checks if a string contains HTML elements\r\nfunction isHTML(str) {\r\n var a = document.createElement('div');\r\n a.innerHTML = str;\r\n for (var c = a.childNodes, i = c.length; i--; ) {\r\n if (c[i].nodeType == 1) return true;\r\n }\r\n return false;\r\n}\r\n\r\n//Generates a random alphanumeric string with N characters\r\nfunction generateRandomString(n) {\r\n var str = \"\",\r\n chars = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\r\n\r\n for (var i = 0; i < n; i++)\r\n str += chars.charAt(Math.floor(Math.random() * chars.length));\r\n\r\n return str;\r\n}\r\n\r\nexport {getIndicesOf, convertTimeMsToTimeElapsedString, longestCommonStart,\r\n isString, containsAllStrings, formatNumber,\r\n numOccurrences, numNetscriptOperators, isHTML, generateRandomString};\r\n","let CONSTANTS = {\r\n Version: \"0.38.0\",\r\n\r\n\t//Max level for any skill, assuming no multipliers. Determined by max numerical value in javascript for experience\r\n //and the skill level formula in Player.js. Note that all this means it that when experience hits MAX_INT, then\r\n //the player will have this level assuming no multipliers. Multipliers can cause skills to go above this.\r\n\tMaxSkillLevel: \t\t\t975,\r\n\r\n //How much reputation is needed to join a megacorporation's faction\r\n CorpFactionRepRequirement: 250000,\r\n\r\n /* Base costs */\r\n BaseCostFor1GBOfRamHome: 32000,\r\n BaseCostFor1GBOfRamServer: 55000, //1 GB of RAM\r\n BaseCostFor1GBOfRamHacknetNode: 30000,\r\n\r\n TravelCost: 200000,\r\n\r\n BaseCostForHacknetNode: 1000,\r\n BaseCostForHacknetNodeCore: 500000,\r\n\r\n /* Hacknet Node constants */\r\n HacknetNodeMoneyGainPerLevel: 1.6,\r\n HacknetNodePurchaseNextMult: 1.85, //Multiplier when purchasing an additional hacknet node\r\n HacknetNodeUpgradeLevelMult: 1.04, //Multiplier for cost when upgrading level\r\n HacknetNodeUpgradeRamMult: 1.28, //Multiplier for cost when upgrading RAM\r\n HacknetNodeUpgradeCoreMult: 1.48, //Multiplier for cost when buying another core\r\n\r\n HacknetNodeMaxLevel: 200,\r\n HacknetNodeMaxRam: 64,\r\n HacknetNodeMaxCores: 16,\r\n\r\n /* Faction and Company favor */\r\n FactionReputationToFavorBase: 500,\r\n FactionReputationToFavorMult: 1.02,\r\n CompanyReputationToFavorBase: 500,\r\n CompanyReputationToFavorMult: 1.02,\r\n\r\n /* Augmentation */\r\n //NeuroFlux Governor cost multiplier as you level up\r\n NeuroFluxGovernorLevelMult: 1.14,\r\n\r\n /* Netscript Constants */\r\n //RAM Costs for different commands\r\n ScriptBaseRamCost: 1.4,\r\n ScriptWhileRamCost: 0.2,\r\n ScriptForRamCost: 0.2,\r\n ScriptIfRamCost: 0.15,\r\n ScriptHackRamCost: 0.1,\r\n ScriptGrowRamCost: 0.15,\r\n ScriptWeakenRamCost: 0.15,\r\n ScriptScanRamCost: 0.2,\r\n ScriptPortProgramRamCost: 0.05,\r\n ScriptRunRamCost: 1.0,\r\n ScriptExecRamCost: 1.3,\r\n ScriptSpawnRamCost: 2.0,\r\n ScriptScpRamCost: 0.6,\r\n ScriptKillRamCost: 0.5, //Kill and killall\r\n ScriptHasRootAccessRamCost: 0.05,\r\n ScriptGetHostnameRamCost: 0.05, //getHostname() and getIp()\r\n ScriptGetHackingLevelRamCost: 0.05, //getHackingLevel()\r\n ScriptGetMultipliersRamCost: 4.0, //getHackingMultipliers() and getBitNodeMultipliers()\r\n ScriptGetServerRamCost: 0.1,\r\n ScriptFileExistsRamCost: 0.1,\r\n ScriptIsRunningRamCost: 0.1,\r\n ScriptPurchaseHacknetRamCost: 1.5,\r\n ScriptHacknetNodesRamCost: 4.0, //Base cost for accessing hacknet nodes array\r\n ScriptHNUpgLevelRamCost: 0.4,\r\n ScriptHNUpgRamRamCost: 0.6,\r\n ScriptHNUpgCoreRamCost: 0.8,\r\n ScriptGetStockRamCost: 2.0,\r\n ScriptBuySellStockRamCost: 2.5,\r\n ScriptPurchaseServerRamCost: 2.25,\r\n ScriptRoundRamCost: 0.05,\r\n ScriptReadWriteRamCost: 1.0,\r\n ScriptArbScriptRamCost: 1.0, //Functions that apply to all scripts regardless of args\r\n ScriptGetScriptRamCost: 0.1,\r\n ScriptGetHackTimeRamCost: 0.05,\r\n\r\n ScriptSingularityFn1RamCost: 1,\r\n ScriptSingularityFn2RamCost: 2,\r\n ScriptSingularityFn3RamCost: 3,\r\n\r\n ScriptBladeburnerApiBaseRamCost: 4,\r\n\r\n MultithreadingRAMCost: 1,\r\n\r\n NumNetscriptPorts: 20,\r\n\r\n //Server constants\r\n ServerBaseGrowthRate: 1.03, //Unadjusted Growth rate\r\n ServerMaxGrowthRate: 1.0035, //Maximum possible growth rate (max rate accounting for server security)\r\n ServerFortifyAmount: 0.002, //Amount by which server's security increases when its hacked/grown\r\n ServerWeakenAmount: 0.05, //Amount by which server's security decreases when weakened\r\n\r\n PurchasedServerLimit: 25,\r\n PurchasedServerMaxRam: 1048576, //2^20\r\n\r\n //Augmentation Constants\r\n AugmentationCostMultiplier: 5, //Used for balancing costs without having to readjust every Augmentation cost\r\n AugmentationRepMultiplier: 2.5, //Used for balancing rep cost without having to readjust every value\r\n MultipleAugMultiplier: 1.9,\r\n\r\n //How much a TOR router costs\r\n TorRouterCost: 200000,\r\n\r\n //Infiltration constants\r\n InfiltrationBribeBaseAmount: 100000, //Amount per clearance level\r\n InfiltrationMoneyValue: 2500, //Convert \"secret\" value to money\r\n InfiltrationRepValue: 1.4, //Convert \"secret\" value to faction reputation\r\n\r\n //Stock market constants\r\n WSEAccountCost: 200e6,\r\n TIXAPICost: 5e9,\r\n StockMarketCommission: 100e3,\r\n\r\n //Hospital/Health\r\n HospitalCostPerHp: 100e3,\r\n\r\n //Intelligence-related constants\r\n IntelligenceCrimeWeight: 0.05, //Weight for how much int affects crime success rates\r\n IntelligenceInfiltrationWeight: 0.1, //Weight for how much int affects infiltration success rates\r\n IntelligenceCrimeBaseExpGain: 0.001,\r\n IntelligenceProgramBaseExpGain: 500, //Program required hack level divided by this to determine int exp gain\r\n IntelligenceTerminalHackBaseExpGain: 200, //Hacking exp divided by this to determine int exp gain\r\n IntelligenceSingFnBaseExpGain: 0.002,\r\n IntelligenceClassBaseExpGain: 0.000001,\r\n IntelligenceHackingMissionBaseExpGain: 0.03, //Hacking Mission difficulty multiplied by this to get exp gain\r\n\r\n //Hacking Missions\r\n HackingMissionRepToDiffConversion: 10000, //Faction rep is divided by this to get mission difficulty\r\n HackingMissionRepToRewardConversion: 7, //Faction rep divided byt his to get mission rep reward\r\n HackingMissionSpamTimeIncrease: 25000, //How much time limit increase is gained when conquering a Spam Node (ms)\r\n HackingMissionTransferAttackIncrease: 1.05, //Multiplier by which the attack for all Core Nodes is increased when conquering a Transfer Node\r\n HackingMissionMiscDefenseIncrease: 1.05, //The amount by which every misc node's defense is multiplied when one is conquered\r\n HackingMissionDifficultyToHacking: 135, //Difficulty is multiplied by this to determine enemy's \"hacking\" level (to determine effects of scan/attack, etc)\r\n HackingMissionHowToPlay: \"Hacking missions are a minigame that, if won, will reward you with faction reputation.

\" +\r\n \"In this game you control a set of Nodes and use them to try and defeat an enemy. Your Nodes \" +\r\n \"are colored blue, while the enemy's are red. There are also other nodes on the map colored gray \" +\r\n \"that initially belong to neither you nor the enemy. The goal of the game is \" +\r\n \"to capture all of the enemy's Database nodes within the time limit. \" +\r\n \"If you fail to do this, you will lose.

\" +\r\n \"Each Node has three stats: Attack, Defense, and HP. There are five different actions that \" +\r\n \"a Node can take:

\" +\r\n \"Attack - Targets an enemy Node and lowers its HP. The effectiveness is determined by the owner's Attack, the Player's \" +\r\n \"hacking level, and the enemy's defense.

\" +\r\n \"Scan - Targets an enemy Node and lowers its Defense. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the \" +\r\n \"enemy's defense.

\" +\r\n \"Weaken - Targets an enemy Node and lowers its Attack. The effectiveness is determined by the owner's Attack, the Player's hacking level, and the enemy's \" +\r\n \"defense.

\" +\r\n \"Fortify - Raises the Node's Defense. The effectiveness is determined by your hacking level.

\" +\r\n \"Overflow - Raises the Node's Attack but lowers its Defense. The effectiveness is determined by your hacking level.

\" +\r\n \"Note that when determining the effectiveness of the above actions, the TOTAL Attack or Defense of the team is used, not just the \" +\r\n \"Attack/Defense of the individual Node that is performing the action.

\" +\r\n \"To capture a Node, you must lower its HP down to 0.

\" +\r\n \"There are six different types of Nodes:

\" +\r\n \"CPU Core - These are your main Nodes that are used to perform actions. Capable of performing every action

\" +\r\n \"Firewall - Nodes with high defense. These Nodes can 'Fortify'

\" +\r\n \"Database - A special type of Node. The player's objective is to conquer all of the enemy's Database Nodes within \" +\r\n \"the time limit. These Nodes cannot perform any actions

\" +\r\n \"Spam - Conquering one of these Nodes will slow the enemy's trace, giving the player additional time to complete \" +\r\n \"the mission. These Nodes cannot perform any actions

\" +\r\n \"Transfer - Conquering one of these nodes will increase the Attack of all of your CPU Cores by a small fixed percentage. \" +\r\n \"These Nodes are capable of performing every action except the 'Attack' action

\" +\r\n \"Shield - Nodes with high defense. These Nodes can 'Fortify'

\" +\r\n \"To assign an action to a Node, you must first select one of your Nodes. This can be done by simply clicking on it. Double-clicking \" +\r\n \"a node will select all of your Nodes of the same type (e.g. select all CPU Core Nodes or all Transfer Nodes). Note that only Nodes \" +\r\n \"that can perform actions (CPU Core, Transfer, Shield, Firewall) can be selected. Selected Nodes will be denoted with a white highlight. After selecting a Node or multiple Nodes, \" +\r\n \"select its action using the Action Buttons near the top of the screen. Every action also has a corresponding keyboard \" +\r\n \"shortcut.

\" +\r\n \"For certain actions such as attacking, scanning, and weakening, the Node performing the action must have a target. To target \" +\r\n \"another node, simply click-and-drag from the 'source' Node to a target. A Node can only have one target, and you can target \" +\r\n \"any Node that is adjacent to one of your Nodes (immediately above, below, or to the side. NOT diagonal). Furthermore, only CPU Cores and Transfer Nodes \" +\r\n \"can target, since they are the only ones that can perform the related actions. To remove a target, you can simply click on the line that represents \" +\r\n \"the connection between one of your Nodes and its target. Alternatively, you can select the 'source' Node and click the 'Drop Connection' button, \" +\r\n \"or press 'd'.

\" +\r\n \"Other Notes:

\" +\r\n \"-Whenever a miscellenaous Node (not owned by the player or enemy) is conquered, the defense of all remaining miscellaneous Nodes that \" +\r\n \"are not actively being targeted will increase by a fixed percentage.

\" +\r\n \"-Whenever a Node is conquered, its stats are significantly reduced

\" +\r\n \"-Miscellaneous Nodes slowly raise their defense over time

\" +\r\n \"-Nodes slowly regenerate health over time.\",\r\n\r\n\r\n //Gang constants\r\n GangRespectToReputationRatio: 2, //Respect is divided by this to get rep gain\r\n MaximumGangMembers: 20,\r\n GangRecruitCostMultiplier: 2,\r\n GangTerritoryUpdateTimer: 150,\r\n\r\n MillisecondsPer20Hours: 72000000,\r\n GameCyclesPer20Hours: 72000000 / 200,\r\n\r\n MillisecondsPer10Hours: 36000000,\r\n GameCyclesPer10Hours: 36000000 / 200,\r\n\r\n MillisecondsPer8Hours: 28800000,\r\n GameCyclesPer8Hours: 28800000 / 200,\r\n\r\n MillisecondsPer4Hours: 14400000,\r\n GameCyclesPer4Hours: 14400000 / 200,\r\n\r\n MillisecondsPer2Hours: 7200000,\r\n GameCyclesPer2Hours: 7200000 / 200,\r\n\r\n MillisecondsPerHour: 3600000,\r\n GameCyclesPerHour: 3600000 / 200,\r\n\r\n MillisecondsPerHalfHour: 1800000,\r\n GameCyclesPerHalfHour: 1800000 / 200,\r\n\r\n MillisecondsPerQuarterHour: 900000,\r\n GameCyclesPerQuarterHour: 900000 / 200,\r\n\r\n MillisecondsPerFiveMinutes: 300000,\r\n GameCyclesPerFiveMinutes: 300000 / 200,\r\n\r\n FactionWorkHacking: \"Faction Hacking Work\",\r\n FactionWorkField: \"Faction Field Work\",\r\n FactionWorkSecurity: \"Faction Security Work\",\r\n\r\n WorkTypeCompany: \"Working for Company\",\r\n WorkTypeCompanyPartTime: \"Working for Company part-time\",\r\n WorkTypeFaction: \"Working for Faction\",\r\n WorkTypeCreateProgram: \"Working on Create a Program\",\r\n WorkTypeStudyClass: \"Studying or Taking a class at university\",\r\n WorkTypeCrime: \"Committing a crime\",\r\n\r\n ClassStudyComputerScience: \"studying Computer Science\",\r\n ClassDataStructures: \"taking a Data Structures course\",\r\n ClassNetworks: \"taking a Networks course\",\r\n ClassAlgorithms: \"taking an Algorithms course\",\r\n ClassManagement: \"taking a Management course\",\r\n ClassLeadership: \"taking a Leadership course\",\r\n ClassGymStrength: \"training your strength at a gym\",\r\n ClassGymDefense: \"training your defense at a gym\",\r\n ClassGymDexterity: \"training your dexterity at a gym\",\r\n ClassGymAgility: \"training your agility at a gym\",\r\n\r\n ClassDataStructuresBaseCost: 40,\r\n ClassNetworksBaseCost: 80,\r\n ClassAlgorithmsBaseCost: 320,\r\n ClassManagementBaseCost: 160,\r\n ClassLeadershipBaseCost: 320,\r\n ClassGymBaseCost: 120,\r\n\r\n CrimeSingFnDivider: 2, //Factor by which exp/profit is reduced when commiting crime through Sing Fn\r\n CrimeShoplift: \"shoplift\",\r\n CrimeRobStore: \"rob a store\",\r\n CrimeMug: \"mug someone\",\r\n CrimeLarceny: \"commit larceny\",\r\n CrimeDrugs: \"deal drugs\",\r\n CrimeBondForgery: \"forge corporate bonds\",\r\n CrimeTraffickArms: \"traffick illegal arms\",\r\n CrimeHomicide: \"commit homicide\",\r\n CrimeGrandTheftAuto: \"commit grand theft auto\",\r\n CrimeKidnap: \"kidnap someone for ransom\",\r\n CrimeAssassination: \"assassinate a high-profile target\",\r\n CrimeHeist: \"pull off the ultimate heist\",\r\n\r\n /* Tutorial related things */\r\n TutorialNetworkingText: \"Servers are a central part of the game. You start with a single personal server (your home computer) \" +\r\n \"and you can purchase additional servers as you progress through the game. Connecting to other servers \" +\r\n \"and hacking them can be a major source of income and experience. Servers can also be used to run \" +\r\n \"scripts which can automatically hack servers for you.

\" +\r\n \"In order to navigate between machines, use the 'scan' or 'scan-analyze' Terminal command to see all servers \" +\r\n \"that are reachable from your current server. Then, you can use the 'connect [hostname/ip]' \" +\r\n \"command to connect to one of the available machines.

\" +\r\n \"The 'hostname' and 'ifconfig' commands can be used to display the hostname/IP of the \" +\r\n \"server you are currently connected to.\",\r\n\r\n TutorialHackingText: \"In the year 2077, currency has become digital and decentralized. People and corporations \" +\r\n \"store their money on servers. By hacking these servers, you can steal their money and gain \" +\r\n \"experience.

\" +\r\n \"

Gaining root access


\" +\r\n \"The key to hacking a server is to gain root access to that server. This can be done using \" +\r\n \"the NUKE virus (NUKE.exe). You start the game with a copy of the NUKE virus on your home \" +\r\n \"computer. The NUKE virus attacks the target server's open ports using buffer overflow \" +\r\n \"exploits. When successful, you are granted root administrative access to the machine.

\" +\r\n \"Typically, in order for the NUKE virus to succeed, the target server needs to have at least \" +\r\n \"one of its ports opened. Some servers have no security and will not need any ports opened. Some \" +\r\n \"will have very high security and will need many ports opened. In order to open ports on another \" +\r\n \"server, you will need to run programs that attack the server to open specific ports. These programs \" +\r\n \"can be coded once your hacking skill gets high enough, or they can be purchased if you can find \" +\r\n \"a seller.

\" +\r\n \"In order to determine how many ports need to be opened to successfully NUKE a server, connect to \" +\r\n \"that server and run the 'analyze' command. This will also show you which ports have already been \" +\r\n \"opened.

\" +\r\n \"Once you have enough ports opened and have ran the NUKE virus to gain root access, the server \" +\r\n \"can then be hacked by simply calling the 'hack' command through terminal, or by using a script.

\" +\r\n \"

Hacking mechanics


\" +\r\n \"When you execute the hack command, either manually through the terminal or automatically through \" +\r\n \"a script, you attempt to hack the server. This action takes time. The more advanced a server's \" +\r\n \"security is, the more time it will take. Your hacking skill level also affects the hacking time, \" +\r\n \"with a higher hacking skill leading to shorter hacking times. Also, running the hack command \" +\r\n \"manually through terminal is faster than hacking from a script.

\" +\r\n \"Your attempt to hack a server will not always succeed. The chance you have to successfully hack a \" +\r\n \"server is also determined by the server's security and your hacking skill level. Even if your \" +\r\n \"hacking attempt is unsuccessful, you will still gain experience points.

\" +\r\n \"When you successfully hack a server. You steal a certain percentage of that server's total money. This \" +\r\n \"percentage is determined by the server's security and your hacking skill level. The amount of money \" +\r\n \"on a server is not limitless. So, if you constantly hack a server and deplete its money, then you will \" +\r\n \"encounter diminishing returns in your hacking (since you are only hacking a certain percentage). You can \" +\r\n \"increase the amount of money on a server using a script and the grow() function in Netscript.

\" +\r\n \"

Server Security


\" +\r\n \"Each server has a security level, typically between 1 and 100. A higher number means the server has stronger security. \" +\r\n \"It is possible for a server to have a security level of 100 or higher, in which case hacking that server \" +\r\n \"will become impossible (0% chance to hack).

\" +\r\n \"As mentioned above, a server's security level is an important factor \" +\r\n \"to consider when hacking. You can check a server's security level using the 'analyze' command, although this \" +\r\n \"only gives an estimate (with 5% uncertainty). You can also check a server's security in a script, using the \" +\r\n \"getServerSecurityLevel(server) function in Netscript. See the Netscript documentation for more details. \" +\r\n \"This function will give you an exact value for a server's security.

\" +\r\n \"Whenever a server is hacked manually or through a script, its security level increases by a small amount. Calling \" +\r\n \"the grow() command in a script will also increase security level of the target server. These actions will \" +\r\n \"make it harder for you to hack the server, and decrease the amount of money you can steal. You can lower a \" +\r\n \"server's security level in a script using the weaken(server) function in Netscript. See the Netscript \" +\r\n \"documentation for more details.

\" +\r\n \"A server has a minimum security level that is equal to one third of its starting security, rounded to the \" +\r\n \"nearest integer. To be more precise:

\" +\r\n \"server.minSecurityLevel = Math.max(1, Math.round(server.startingSecurityLevel / 3))

\" +\r\n \"This means that a server's security will not fall below this value if you are trying to weaken it.\",\r\n\r\n TutorialScriptsText: \"Scripts can be used to automate the hacking process. Scripts must be written in the Netscript language. \" +\r\n \"Documentation about the Netscript language can be found in the 'Netscript Programming Language' \" +\r\n \"section of this 'Tutorial' page.

\" +\r\n \"It is highly recommended that you have a basic background in programming to start writing scripts. \" +\r\n \"You by no means need to be an expert. All you need is some familiarity with basic programming \" +\r\n \"constructs like for/while loops, if statements, \" +\r\n \"functions, variables, etc. The Netscript programming language most resembles the Javascript language. \" +\r\n \"Therefore, a good beginner's programming tutorial to read might be \" +\r\n \"this one. Note that while the Netscript language is similar to Javascript, it is not the exact same, so the \" +\r\n \"syntax will vary a little bit.

\" +\r\n \"Running a script requires RAM. The more complex a script is, the more RAM \" +\r\n \"it requires to run. Scripts can be run on any server you have root access to.

\" +\r\n \"Here are some Terminal commands that are useful when working with scripts:

\" +\r\n \"check [script] [args...]
Prints the logs of the script specified by the name and arguments to Terminal. Arguments should be separated \" +\r\n \"by a space. Note that scripts are uniquely \" +\r\n \"identified by their arguments as well as their name. For example, if you ran a script 'foo.script' with the argument 'foodnstuff' then in order to 'check' it you must \" +\r\n \"also add the 'foodnstuff' argument to the check command as so:
check foo.script foodnstuff

\" +\r\n \"free
Shows the current server's RAM usage and availability

\" +\r\n \"kill [script] [args...]
Stops a script that is running with the specified script name and arguments. \" +\r\n \"Arguments should be separated by a space. Note that \" +\r\n \"scripts are uniquely identified by their arguments as well as their name. For example, if you ran a script 'foo.script' with the \" +\r\n \"argument 1 and 2, then just typing 'kill foo.script' will not work. You have to use 'kill foo.script 1 2'.

\" +\r\n \"mem [script] [-t] [n]
Check how much RAM a script requires to run with n threads

\" +\r\n \"nano [script]
Create/Edit a script. The name of the script must end with the '.script' extension

\" +\r\n \"ps
Displays all scripts that are actively running on the current server

\" +\r\n \"rm [script]
Delete a script

\" +\r\n \"run [script] [-t] [n] [args...]
Run a script with n threads and the specified arguments. Each argument should be separated by a space. \" +\r\n \"Both the arguments and thread specification are optional. If neither are specified, then the script will be run single-threaded with no arguments.
\" +\r\n \"Examples:
run foo.script
The command above will run 'foo.script' single-threaded with no arguments.\" +\r\n \"
run foo.script -t 10
The command above will run 'foo.script' with 10 threads and no arguments.\" +\r\n \"
run foo.script foodnstuff sigma-cosmetics 10
The command above will run 'foo.script' single-threaded with three arguments: [foodnstuff, sigma-cosmetics, 10]\" +\r\n \"
run foo.script -t 50 foodnstuff
The command above will run 'foo.script' with 50 threads and a single argument: [foodnstuff]

\" +\r\n \"tail [script] [args...]
Displays the logs of the script specified by the name and arguments. Note that scripts are uniquely \" +\r\n \"identified by their arguments as well as their name. For example, if you ran a script 'foo.script' with the argument 'foodnstuff' then in order to 'tail' it you must \" +\r\n \"also add the 'foodnstuff' argument to the tail command as so:
tail foo.script foodnstuff

\" +\r\n \"top
Displays all active scripts and their RAM usage

\" +\r\n \"

Multithreading scripts


\" +\r\n \"Scripts can be multithreaded. A multithreaded script runs the script's code once in each thread. The result is that \" +\r\n \"every call to the hack(), grow(), and weaken() Netscript functions will have its effect multiplied by the number of threads. \" +\r\n \"For example, if a normal single-threaded script is able to hack $10,000, then running the same script with 5 threads would \" +\r\n \"yield $50,000.

\" +\r\n \"When multithreading a script, the total RAM cost can be calculated by simply multiplying the base RAM cost of the script \" +\r\n \"with the number of threads, where the base cost refers to the amount of RAM required to run the script single-threaded. \" +\r\n \"In the terminal, you can run the \" +\r\n \"'mem [scriptname] -t n' command to see how much RAM a script requires with n threads.

\" +\r\n \"Every method for running a script has an option for making it multihreaded. To run a script with \" +\r\n \"n threads from a Terminal:
\" +\r\n \"run [scriptname] -t n

\" +\r\n \"Using Netscript commands:
\" +\r\n \"run('scriptname.script', n);
\" +\r\n \"exec('scriptname.script, 'targetServer', n);

\" +\r\n \"

Notes about how scripts work offline


\" +\r\n \" The scripts that you write and execute are interpreted in Javascript. For this \" +\r\n \"reason, it is not possible for these scripts to run while offline (when the game is closed). \" +\r\n \"It is important to note that for this reason, conditionals such as if/else statements and certain \" +\r\n \"commands such as purchaseHacknetNode() or nuke() will not work while the game is offline.

\" +\r\n \"However, Scripts WILL continue to generate money and hacking exp for you while the game is offline. This \" +\r\n \"offline production is based off of the scripts' production while the game is online.

\" +\r\n \"grow() and weaken() are two Netscript commands that will also be applied when the game is offline, although at a slower rate \" +\r\n \"compared to if the game was open. This is done by having each script keep track of the \" +\r\n \"rate at which the grow() and weaken() commands are called when the game is online. These calculated rates are used to determine how many times \" +\r\n \"these function calls would be made while the game is offline.

\" +\r\n \"Also, note that because of the way the Netscript interpreter is implemented, \" +\r\n \"whenever you reload or re-open the game all of the scripts that you are running will \" +\r\n \"start running from the BEGINNING of the code. The game does not keep track of where exactly \" +\r\n \"the execution of a script is when it saves/loads.


\",\r\n TutorialNetscriptText: \"Netscript is a programming language implemented for this game. There are two versions of Netscript: \" +\r\n \"Netscript 1.0 and Netscript 2.0 (NetscriptJS).

\" +\r\n \"Click here for Bitburner's official Netscript documentation\",\r\n TutorialTravelingText:\"There are six major cities in the world that you are able to travel to:

\" +\r\n \" Aevum
\" +\r\n \" Chongqing
\" +\r\n \" Sector-12
\" +\r\n \" New Tokyo
\" +\r\n \" Ishima
\" +\r\n \" Volhaven

\" +\r\n \"To travel between cities, visit your current city's travel agency through the 'World' page. \" +\r\n \"From the travel agency you can travel to any other city. Doing so costs money.

\" +\r\n \"Each city has its own set of companies and unique locations. Also, certain content is only available to you \" +\r\n \"if you are in certain cities, so get exploring!\",\r\n TutorialCompaniesText: \"Hacking is not the only way to gain money and experience! Located around the world are many \" +\r\n \"different companies which you can work for. By working for a company you can earn money, \" +\r\n \"train your various labor skills, and unlock powerful passive perks.

\" +\r\n \"To apply for a job, visit the company you want to work for through the 'World' menu. The company \" +\r\n \"page will have options that let you apply to positions in the company. There might be several different \" +\r\n \"positions you can apply for, ranging from software engineer to business analyst to security officer.

\" +\r\n \"When you apply for a job, you will get the offer if your stats are high enough. Your first position at \" +\r\n \"a company will be an entry-level position such as 'intern'. Once you get the job, an button will appear on \" +\r\n \"the company page that allows you to work for the company. Click this button to start working.

\" +\r\n \"Working occurs in 8 hour shifts. Once you start working, you will begin earning money, experience, \" +\r\n \"and reputation. The rate at which you money and experience depends on the company and your position. \" +\r\n \"The amount of reputation you gain for your company is based on your job performance, which is affected by \" +\r\n \"your stats. Different positions value different stats. When you are working, you are unable to perform any \" +\r\n \"other actions such as using your terminal or visiting other locations (However, note that any scripts you have \" +\r\n \"running on servers will continue to run as you work!). It is possible to cancel your work shift before the \" +\r\n \"8 hours is up. However, if you have a full-time job, then cancelling a shift early will result in you gaining \" +\r\n \"only half of the reputation \" +\r\n \"that you had earned up to that point. There are also part-time/consultant jobs available where you will not \" +\r\n \" be penalized if you cancel a work shift early. However, these positions pay less than full-time positions.

\" +\r\n \"As you continue to work at a company, you will gain more and more reputation at that company. When your stats \" +\r\n \"and reputation are high enough, you can get a promotion. You can apply for a promotion on the company page, just like \" +\r\n \"you applied for the job originally. Higher positions at a company provide better salaries and stat gains.

\" +\r\n \"

Infiltrating Companies


\" +\r\n \"Many companies have facilities that you can attempt to infiltrate. By infiltrating, you can steal classified company secrets \" +\r\n \"and then sell these for money or for faction reputation. To try and infiltrate a company, visit a company through the \" +\r\n \"'World' menu. There will be an option that says 'Infiltrate Company'.

\" +\r\n \"When infiltrating a company, you must progress through clearance levels in the facility. Every clearance level \" +\r\n \"has some form of security that you must get past. There are several forms of security, ranging from high-tech security systems to \" +\r\n \"armed guards. For each form of security, there are a variety of options that you can choose to try and bypass the security. Examples \" +\r\n \"include hacking the security, engaging in combat, assassination, or sneaking past the security. The chance to succeed for each option \" +\r\n \"is determined in part by your stats. So, for example, trying to hack the security system relies on your hacking skill, whereas trying to \" +\r\n \"sneak past the security relies on your agility level.

\" +\r\n \"The facility has a 'security level' that affects your chance of success when trying to get past a clearance level. \" +\r\n \"Every time you advance to the next clearance level, the facility's security level will increase by a fixed amount. Furthermore \" +\r\n \"the options you choose and whether you succeed or fail will affect the security level as well. For example, \" +\r\n \"if you try to kill a security guard and fail, the security level will increase by a lot. If you choose to sneak past \" +\r\n \"security and succeed, the security level will not increase at all.

\" +\r\n \"Every 5 clearance levels, you will steal classified company secrets that can be sold for money or faction reputation. However, \" +\r\n \"in order to sell these secrets you must successfully escape the facility using the 'Escape' option. Furthermore, companies have \" +\r\n \"a max clearance level. If you reach the max clearance level you will automatically escape the facility with all of your \" +\r\n \"stolen secrets.

\",\r\n TutorialFactionsText: \"Throughout the game you may receive invitations from factions. There are many different factions, and each faction \" +\r\n \"has different criteria for determining its potential members. Joining a faction and furthering its cause is crucial \" +\r\n \"to progressing in the game and unlocking endgame content.

\" +\r\n \"It is possible to join multiple factions if you receive invitations from them. However, note that joining a faction \" +\r\n \"may prevent you from joining other rival factions.

\" +\r\n \"The 'Factions' link on the menu brings up a list of all factions that you have joined. \" +\r\n \"You can select a Faction on this list to go to that Faction page. This page displays general \" +\r\n \"information about the Faction and also lets you perform work for the faction. \" +\r\n \"Working for a Faction is similar to working for a company except that you don't get paid a salary. \" +\r\n \"You will only earn reputation in your Faction and train your stats. Also, cancelling work early \" +\r\n \"when working for a Faction does NOT result in reduced experience/reputation earnings.

\" +\r\n \"Earning reputation for a Faction unlocks powerful Augmentations. Purchasing and installing these Augmentations will \" +\r\n \"upgrade your abilities. The Augmentations that are available to unlock vary from faction to faction.\",\r\n TutorialAugmentationsText: \"Advances in science and medicine have lead to powerful new technologies that allow people to augment themselves \" +\r\n \"beyond normal human capabilities. There are many different types of Augmentations, ranging from cybernetic to \" +\r\n \"genetic to biological. Acquiring these Augmentations enhances the user's physical and mental faculties.

\" +\r\n \"Because of how powerful these Augmentations are, the technology behind them is kept private and secret by the \" +\r\n \"corporations and organizations that create them. Therefore, the only way for the player to obtain Augmentations is \" +\r\n \"through Factions. After joining a Faction and earning enough reputation in it, you will be able to purchase \" +\r\n \"its Augmentations. Different Factions offer different Augmentations. Augmentations must be purchased in order to be installed, \" +\r\n \"and they are fairly expensive.

\" +\r\n \"When you purchase an Augmentation, the price of purchasing another Augmentation increases by 90%. This multiplier stacks for \" +\r\n \"each Augmentation you purchase. You will not gain the benefits of your purchased Augmentations until you install them. You can \" +\r\n \"choose to install Augmentations through the 'Augmentations' menu tab. Once you install your purchased Augmentations, \" +\r\n \"their costs are reset back to the original price.

\" +\r\n \"Unfortunately, installing Augmentations has side effects. You will lose most of the progress you've made, including your \" +\r\n \"skills, stats, and money. You will have to start over, but you will have all of the Augmentations you have installed to \" +\r\n \"help you progress.

\" +\r\n \"To summarize, here is a list of everything you will LOSE when you install an Augmentation:

\" +\r\n \"Stats/Skills
\" +\r\n \"Money
\" +\r\n \"Scripts on all servers EXCEPT your home computer
\" +\r\n \"Purchased servers
\" +\r\n \"Hacknet Nodes
\" +\r\n \"Company/faction reputation
\" +\r\n \"Jobs and Faction memberships
\" +\r\n \"Programs
\" +\r\n \"Stocks
\" +\r\n \"TOR router

\" +\r\n \"Here is everything you will KEEP when you install an Augmentation:

\" +\r\n \"Every Augmentation you have installed
\" +\r\n \"Scripts on your home computer
\" +\r\n \"RAM and CPU Core Upgrades on your home computer
\" +\r\n \"World Stock Exchange account and TIX API Access
\",\r\n\r\n LatestUpdate:\r\n \"v0.38.0
\" +\r\n \"* New BitNode: BN-12 The Recursion - Implemented by Github user hydroflame
\" +\r\n \"* Bladeburner Changes:
\" +\r\n \"*** Bladeburner progress is no longer reset when installing Augmentations
\" +\r\n \"*** The number of successess needed to increase a Contract/Operation's max level now scales with the current max level (gradually gets harder)
\" +\r\n \"*** All Bladeburner Augmentations are now slightly more expensive and require more reputation
\" +\r\n \"*** Black Operations now give higher rank rewards
\" +\r\n \"*** Doubled the base amount of money gained from Contracts
\" +\r\n \"*** Increased the amount of experience gained from Contracts/Actions
\" +\r\n \"*** Added a new Augmentation: The Blade's Simulacrum
\" +\r\n \"*** Bladeburner faction reputation gain is now properly affected by favor
\" +\r\n \"* Hacking is now slightly less profitable in BitNode-3
\" +\r\n \"* Updated Hacknet Nodes UI - Implemented by Github user kopelli
\" +\r\n \"* Bug Fix: Fixed an exploit that allowed calling any Netscript function without incurring any RAM Cost in NetscriptJS
\"\r\n}\r\n\r\nexport {CONSTANTS};\r\n","import {Bladeburner} from \"./Bladeburner.js\";\r\nimport {CompanyPositions, initCompanies,\r\n Companies, getJobRequirementText} from \"./Company.js\";\r\nimport {Corporation} from \"./CompanyManagement.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Crimes} from \"./Crimes.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {beginInfiltration} from \"./Infiltration.js\";\r\nimport {hasBladeburnerSF} from \"./NetscriptFunctions.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {Server, AllServers, AddToAllServers} from \"./Server.js\";\r\nimport {purchaseServer,\r\n purchaseRamForHomeComputer} from \"./ServerPurchases.js\";\r\nimport {SpecialServerNames, SpecialServerIps} from \"./SpecialServerIps.js\";\r\n\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {clearEventListeners, createElement} from \"../utils/HelperFunctions.js\";\r\nimport {createRandomIp} from \"../utils/IPAddress.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\nimport {yesNoBoxCreate, yesNoTxtInpBoxCreate,\r\n yesNoBoxGetYesButton, yesNoBoxGetNoButton,\r\n yesNoTxtInpBoxGetYesButton, yesNoTxtInpBoxGetNoButton,\r\n yesNoTxtInpBoxGetInput, yesNoBoxClose,\r\n yesNoTxtInpBoxClose} from \"../utils/YesNoBox.js\";\r\n\r\n/* Display Location Content when visiting somewhere in the World*/\r\nvar Locations = {\r\n //Cities\r\n\tAevum: \t\t\t\"Aevum\",\r\n //AevumDesc: \"\"\r\n\tChongqing: \t\t\"Chongqing\",\r\n\tSector12: \t\t\"Sector-12\",\r\n\tNewTokyo: \t\t\"New Tokyo\",\r\n\tIshima: \t\t\"Ishima\",\r\n\tVolhaven: \t\t\"Volhaven\",\r\n\r\n //Aevum Locations\r\n AevumTravelAgency: \"Aevum Travel Agency\",\r\n AevumSummitUniversity: \"Summit University\",\r\n AevumECorp: \"ECorp\",\r\n AevumBachmanAndAssociates: \"Bachman & Associates\",\r\n AevumClarkeIncorporated: \"Clarke Incorporated\",\r\n AevumFulcrumTechnologies: \"Fulcrum Technologies\",\r\n AevumAeroCorp: \"AeroCorp\",\r\n AevumGalacticCybersystems: \"Galactic Cybersystems\",\r\n AevumWatchdogSecurity: \"Watchdog Security\",\r\n AevumRhoConstruction: \"Rho Construction\",\r\n AevumPolice: \"Aevum Police Headquarters\",\r\n AevumNetLinkTechnologies: \"NetLink Technologies\",\r\n AevumCrushFitnessGym: \"Crush Fitness Gym\",\r\n AevumSnapFitnessGym: \"Snap Fitness Gym\",\r\n AevumSlums: \"Aevum Slums\",\r\n\r\n //Chongqing locations\r\n ChongqingTravelAgency: \"Chongqing Travel Agency\",\r\n ChongqingKuaiGongInternational: \"KuaiGong International\",\r\n ChongqingSolarisSpaceSystems: \"Solaris Space Systems\",\r\n ChongqingSlums: \"Chongqing Slums\",\r\n\r\n //Sector 12\r\n Sector12TravelAgency: \"Sector-12 Travel Agency\",\r\n Sector12RothmanUniversity: \"Rothman University\",\r\n Sector12MegaCorp: \"MegaCorp\",\r\n Sector12BladeIndustries: \"Blade Industries\",\r\n Sector12FourSigma: \"Four Sigma\",\r\n Sector12IcarusMicrosystems: \"Icarus Microsystems\",\r\n Sector12UniversalEnergy: \"Universal Energy\",\r\n Sector12DeltaOne: \"DeltaOne\",\r\n Sector12CIA: \"Central Intelligence Agency\",\r\n Sector12NSA: \"National Security Agency\",\r\n Sector12AlphaEnterprises: \"Alpha Enterprises\",\r\n Sector12CarmichaelSecurity: \"Carmichael Security\",\r\n Sector12FoodNStuff: \"FoodNStuff\",\r\n Sector12JoesGuns: \"Joe's Guns\",\r\n Sector12IronGym: \"Iron Gym\",\r\n Sector12PowerhouseGym: \"Powerhouse Gym\",\r\n Sector12Slums: \"Sector-12 Slums\",\r\n Sector12CityHall: \"Sector-12 City Hall\",\r\n\r\n //New Tokyo\r\n NewTokyoTravelAgency: \"New Tokyo Travel Agency\",\r\n NewTokyoDefComm: \"DefComm\",\r\n NewTokyoVitaLife: \"VitaLife\",\r\n NewTokyoGlobalPharmaceuticals: \"Global Pharmaceuticals\",\r\n NewTokyoNoodleBar: \"Noodle Bar\",\r\n NewTokyoSlums: \"New Tokyo Slums\",\r\n\r\n //Ishima\r\n IshimaTravelAgency: \"Ishima Travel Agency\",\r\n IshimaStormTechnologies: \"Storm Technologies\",\r\n IshimaNovaMedical: \"Nova Medical\",\r\n IshimaOmegaSoftware: \"Omega Software\",\r\n IshimaSlums: \"Ishima Slums\",\r\n\r\n //Volhaven\r\n VolhavenTravelAgency: \"Volhaven Travel Agency\",\r\n VolhavenZBInstituteOfTechnology: \"ZB Institute of Technology\",\r\n VolhavenOmniTekIncorporated: \"OmniTek Incorporated\",\r\n VolhavenNWO: \"NWO\",\r\n VolhavenHeliosLabs: \"Helios Labs\",\r\n VolhavenOmniaCybersystems: \"Omnia Cybersystems\",\r\n VolhavenLexoCorp: \"LexoCorp\",\r\n VolhavenSysCoreSecurities: \"SysCore Securities\",\r\n VolhavenCompuTek: \"CompuTek\",\r\n VolhavenMilleniumFitnessGym: \"Millenium Fitness Gym\",\r\n VolhavenSlums: \"Volhaven Slums\",\r\n\r\n //Generic locations\r\n Hospital: \"Hospital\",\r\n WorldStockExchange: \"World Stock Exchange\",\r\n}\r\n\r\nfunction displayLocationContent() {\r\n\tif (Engine.debug) {\r\n\t\tconsole.log(\"displayLocationContent() called with location \" + Player.location)\r\n\t}\r\n\r\n var returnToWorld = document.getElementById(\"location-return-to-world-button\");\r\n\r\n var locationName = document.getElementById(\"location-name\");\r\n\r\n var locationInfo = document.getElementById(\"location-info\");\r\n\r\n var softwareJob = document.getElementById(\"location-software-job\");\r\n var softwareConsultantJob = document.getElementById(\"location-software-consultant-job\")\r\n var itJob = document.getElementById(\"location-it-job\");\r\n var securityEngineerJob = document.getElementById(\"location-security-engineer-job\");\r\n var networkEngineerJob = document.getElementById(\"location-network-engineer-job\");\r\n var businessJob = document.getElementById(\"location-business-job\");\r\n var businessConsultantJob = document.getElementById(\"location-business-consultant-job\");\r\n var securityJob = document.getElementById(\"location-security-job\");\r\n var agentJob = document.getElementById(\"location-agent-job\");\r\n var employeeJob = document.getElementById(\"location-employee-job\");\r\n var employeePartTimeJob = document.getElementById(\"location-parttime-employee-job\");\r\n var waiterJob = document.getElementById(\"location-waiter-job\");\r\n var waiterPartTimeJob = document.getElementById(\"location-parttime-waiter-job\");\r\n\r\n var work = clearEventListeners(\"location-work\");\r\n\r\n\tvar jobTitle \t\t\t = document.getElementById(\"location-job-title\");\r\n\tvar jobReputation \t\t = document.getElementById(\"location-job-reputation\");\r\n var companyFavor = document.getElementById(\"location-company-favor\");\r\n var locationTxtDiv1 = document.getElementById(\"location-text-divider-1\");\r\n var locationTxtDiv2 = document.getElementById(\"location-text-divider-2\");\r\n var locationTxtDiv3 = document.getElementById(\"location-text-divider-3\");\r\n\r\n var gymTrainStr = document.getElementById(\"location-gym-train-str\");\r\n var gymTrainDef = document.getElementById(\"location-gym-train-def\");\r\n var gymTrainDex = document.getElementById(\"location-gym-train-dex\");\r\n var gymTrainAgi = document.getElementById(\"location-gym-train-agi\");\r\n\r\n var studyComputerScience = document.getElementById(\"location-study-computer-science\");\r\n var classDataStructures = document.getElementById(\"location-data-structures-class\");\r\n var classNetworks = document.getElementById(\"location-networks-class\");\r\n var classAlgorithms = document.getElementById(\"location-algorithms-class\");\r\n var classManagement = document.getElementById(\"location-management-class\");\r\n var classLeadership = document.getElementById(\"location-leadership-class\");\r\n\r\n var purchase2gb = document.getElementById(\"location-purchase-2gb\");\r\n var purchase4gb = document.getElementById(\"location-purchase-4gb\");\r\n var purchase8gb = document.getElementById(\"location-purchase-8gb\");\r\n var purchase16gb = document.getElementById(\"location-purchase-16gb\");\r\n var purchase32gb = document.getElementById(\"location-purchase-32gb\");\r\n var purchase64gb = document.getElementById(\"location-purchase-64gb\");\r\n var purchase128gb = document.getElementById(\"location-purchase-128gb\");\r\n var purchase256gb = document.getElementById(\"location-purchase-256gb\");\r\n var purchase512gb = document.getElementById(\"location-purchase-512gb\");\r\n var purchase1tb = document.getElementById(\"location-purchase-1tb\");\r\n var purchaseTor = document.getElementById(\"location-purchase-tor\");\r\n var purchaseHomeRam = document.getElementById(\"location-purchase-home-ram\");\r\n var purchaseHomeCores = document.getElementById(\"location-purchase-home-cores\");\r\n\r\n var travelAgencyText = document.getElementById(\"location-travel-agency-text\");\r\n var travelToAevum = document.getElementById(\"location-travel-to-aevum\");\r\n var travelToChongqing = document.getElementById(\"location-travel-to-chongqing\");\r\n var travelToSector12 = document.getElementById(\"location-travel-to-sector12\");\r\n var travelToNewTokyo = document.getElementById(\"location-travel-to-newtokyo\");\r\n var travelToIshima = document.getElementById(\"location-travel-to-ishima\");\r\n var travelToVolhaven = document.getElementById(\"location-travel-to-volhaven\");\r\n\r\n var infiltrate = clearEventListeners(\"location-infiltrate\");\r\n\r\n var hospitalTreatment = document.getElementById(\"location-hospital-treatment\");\r\n\r\n var slumsDescText = document.getElementById(\"location-slums-description\");\r\n var slumsShoplift = document.getElementById(\"location-slums-shoplift\");\r\n var slumsRobStore = document.getElementById(\"location-slums-rob-store\");\r\n var slumsMug = document.getElementById(\"location-slums-mug\");\r\n var slumsLarceny = document.getElementById(\"location-slums-larceny\");\r\n var slumsDealDrugs = document.getElementById(\"location-slums-deal-drugs\");\r\n var slumsBondForgery = document.getElementById(\"location-slums-bond-forgery\");\r\n var slumsTrafficArms = document.getElementById(\"location-slums-traffic-arms\");\r\n var slumsHomicide = document.getElementById(\"location-slums-homicide\");\r\n var slumsGta = document.getElementById(\"location-slums-gta\");\r\n var slumsKidnap = document.getElementById(\"location-slums-kidnap\");\r\n var slumsAssassinate = document.getElementById(\"location-slums-assassinate\");\r\n var slumsHeist = document.getElementById(\"location-slums-heist\");\r\n\r\n var cityHallCreateCorporation = document.getElementById(\"location-cityhall-create-corporation\");\r\n\r\n var nsaBladeburner = document.getElementById(\"location-nsa-bladeburner\");\r\n\r\n var loc = Player.location;\r\n\r\n returnToWorld.addEventListener(\"click\", function() {\r\n Engine.loadWorldContent();\r\n });\r\n\r\n locationName.innerHTML = loc;\r\n locationName.style.display = \"block\";\r\n\r\n locationInfo.style.display = \"block\";\r\n\r\n softwareJob.style.display = \"none\";\r\n softwareConsultantJob.style.display = \"none\";\r\n itJob.style.display = \"none\";\r\n securityEngineerJob.style.display = \"none\";\r\n networkEngineerJob.style.display = \"none\";\r\n businessJob.style.display = \"none\";\r\n businessConsultantJob.style.display = \"none\";\r\n securityJob.style.display = \"none\";\r\n agentJob.style.display = \"none\";\r\n employeeJob.style.display = \"none\";\r\n employeePartTimeJob.style.display = \"none\";\r\n waiterJob.style.display = \"none\";\r\n waiterPartTimeJob.style.display = \"none\";\r\n\r\n softwareJob.innerHTML = \"Apply for Software Job\";\r\n softwareConsultantJob.innerHTML = \"Apply for a Software Consultant job\";\r\n itJob.innerHTML = \"Apply for IT Job\";\r\n securityEngineerJob.innerHTML = \"Apply for Security Engineer Job\";\r\n networkEngineerJob.innerHTML = \"Apply for Network Engineer Job\";\r\n businessJob.innerHTML = \"Apply for Business Job\";\r\n businessConsultantJob.innerHTML = \"Apply for a Business Consultant Job\";\r\n securityJob.innerHTML = \"Apply for Security Job\";\r\n agentJob.innerHTML = \"Apply for Agent Job\";\r\n employeeJob.innerHTML = \"Apply to be an Employee\";\r\n employeePartTimeJob.innerHTML = \"Apply to be a Part-time Employee\";\r\n waiterJob.innerHTML = \"Apply to be a Waiter\";\r\n waiterPartTimeJob.innerHTML = \"Apply to be a Part-time Waiter\"\r\n\r\n work.style.display = \"none\";\r\n\r\n gymTrainStr.style.display = \"none\";\r\n gymTrainDef.style.display = \"none\";\r\n gymTrainDex.style.display = \"none\";\r\n gymTrainAgi.style.display = \"none\";\r\n\r\n studyComputerScience.style.display = \"none\";\r\n classDataStructures.style.display = \"none\";\r\n classNetworks.style.display = \"none\";\r\n classAlgorithms.style.display = \"none\";\r\n classManagement.style.display = \"none\";\r\n classLeadership.style.display = \"none\";\r\n\r\n purchase2gb.style.display = \"none\";\r\n purchase4gb.style.display = \"none\";\r\n purchase8gb.style.display = \"none\";\r\n purchase16gb.style.display = \"none\";\r\n purchase32gb.style.display = \"none\";\r\n purchase64gb.style.display = \"none\";\r\n purchase128gb.style.display = \"none\";\r\n purchase256gb.style.display = \"none\";\r\n purchase512gb.style.display = \"none\";\r\n purchase1tb.style.display = \"none\";\r\n purchaseTor.style.display = \"none\";\r\n purchaseHomeRam.style.display = \"none\";\r\n purchaseHomeCores.style.display = \"none\";\r\n\r\n purchase2gb.innerHTML = \"Purchase 2GB Server - $\" + formatNumber(2*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase4gb.innerHTML = \"Purchase 4GB Server - $\" + formatNumber(4*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase8gb.innerHTML = \"Purchase 8GB Server - $\" + formatNumber(8*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase16gb.innerHTML = \"Purchase 16GB Server - $\" + formatNumber(16*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase32gb.innerHTML = \"Purchase 32GB Server - $\" + formatNumber(32*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase64gb.innerHTML = \"Purchase 64GB Server - $\" + formatNumber(64*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase128gb.innerHTML = \"Purchase 128GB Server - $\" + formatNumber(128*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase256gb.innerHTML = \"Purchase 256GB Server - $\" + formatNumber(256*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase512gb.innerHTML = \"Purchase 512GB Server - $\" + formatNumber(512*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchase1tb.innerHTML = \"Purchase 1TB Server - $\" + formatNumber(1024*CONSTANTS.BaseCostFor1GBOfRamServer, 2);\r\n purchaseTor.innerHTML = \"Purchase TOR Router - $\" + formatNumber(CONSTANTS.TorRouterCost, 2);\r\n\r\n travelAgencyText.style.display = \"none\";\r\n travelToAevum.style.display = \"none\";\r\n travelToChongqing.style.display = \"none\";\r\n travelToSector12.style.display = \"none\";\r\n travelToNewTokyo.style.display = \"none\";\r\n travelToIshima.style.display = \"none\";\r\n travelToVolhaven.style.display = \"none\";\r\n\r\n infiltrate.style.display = \"none\";\r\n\r\n hospitalTreatment.style.display = \"none\";\r\n\r\n slumsDescText.style.display = \"none\";\r\n slumsShoplift.style.display = \"none\";\r\n slumsRobStore.style.display = \"none\";\r\n slumsMug.style.display = \"none\";\r\n slumsLarceny.style.display = \"none\";\r\n slumsDealDrugs.style.display = \"none\";\r\n slumsBondForgery.style.display = \"none\";\r\n slumsTrafficArms.style.display = \"none\";\r\n slumsHomicide.style.display = \"none\";\r\n slumsGta.style.display = \"none\";\r\n slumsKidnap.style.display = \"none\";\r\n slumsAssassinate.style.display = \"none\";\r\n slumsHeist.style.display = \"none\";\r\n\r\n cityHallCreateCorporation.style.display = \"none\";\r\n nsaBladeburner.style.display = \"none\";\r\n\r\n //Check if the player is employed at this Location. If he is, display the \"Work\" button,\r\n //update the job title, etc.\r\n if (loc != \"\" && loc === Player.companyName) {\r\n var company = Companies[loc];\r\n\r\n jobTitle.style.display = \"block\";\r\n jobReputation.style.display = \"inline\";\r\n companyFavor.style.display = \"inline\";\r\n locationTxtDiv1.style.display = \"block\";\r\n locationTxtDiv2.style.display = \"block\";\r\n locationTxtDiv3.style.display = \"block\";\r\n jobTitle.innerHTML = \"Job Title: \" + Player.companyPosition.positionName;\r\n var repGain = company.getFavorGain();\r\n if (repGain.length != 2) {repGain = 0;}\r\n repGain = repGain[0];\r\n jobReputation.innerHTML = \"Company reputation: \" + formatNumber(company.playerReputation, 4) +\r\n \"You will earn \" +\r\n formatNumber(repGain, 4) +\r\n \" faction favor upon resetting after installing an Augmentation\";\r\n companyFavor.innerHTML = \"Company Favor: \" + formatNumber(company.favor, 4) +\r\n \"Company favor increases the rate at which \" +\r\n \"you earn reputation for this company by 1% per favor. Company favor \" +\r\n \"is gained whenever you reset after installing an Augmentation. The amount of \" +\r\n \"favor you gain depends on how much reputation you have with the company\";\r\n work.style.display = \"block\";\r\n\r\n var currPos = Player.companyPosition;\r\n\r\n work.addEventListener(\"click\", function() {\r\n if (currPos.isPartTimeJob()) {\r\n Player.startWorkPartTime();\r\n } else {\r\n Player.startWork();\r\n }\r\n return false;\r\n });\r\n\r\n //Change the text for the corresponding position from \"Apply for X Job\" to \"Apply for promotion\"\r\n if (currPos.isSoftwareJob()) {\r\n softwareJob.innerHTML = \"Apply for a promotion (Software)\";\r\n } else if (currPos.isSoftwareConsultantJob()) {\r\n softwareConsultantJob.innerHTML = \"Apply for a promotion (Software Consultant)\";\r\n } else if (currPos.isITJob()) {\r\n itJob.innerHTML = \"Apply for a promotion (IT)\";\r\n } else if (currPos.isSecurityEngineerJob()) {\r\n securityEngineerJob.innerHTML = \"Apply for a promotion (Security Engineer)\";\r\n } else if (currPos.isNetworkEngineerJob()) {\r\n networkEngineerJob.innerHTML = \"Apply for a promotion (Network Engineer)\";\r\n } else if (currPos.isBusinessJob()) {\r\n businessJob.innerHTML = \"Apply for a promotion (Business)\";\r\n } else if (currPos.isBusinessConsultantJob()) {\r\n businessConsultantJob.innerHTML = \"Apply for a promotion (Business Consultant)\";\r\n } else if (currPos.isSecurityJob()) {\r\n securityJob.innerHTML = \"Apply for a promotion (Security)\";\r\n } else if (currPos.isAgentJob()) {\r\n agentJob.innerHTML = \"Apply for a promotion (Agent)\";\r\n }\r\n } else {\r\n\t\tjobTitle.style.display = \"none\";\r\n\t\tjobReputation.style.display = \"none\";\r\n companyFavor.style.display = \"none\";\r\n locationTxtDiv1.style.display = \"none\";\r\n locationTxtDiv2.style.display = \"none\";\r\n locationTxtDiv3.style.display = \"none\";\r\n\t}\r\n\r\n //Calculate hospital Cost\r\n if (Player.hp < 0) {Player.hp = 0;}\r\n var hospitalTreatmentCost = (Player.max_hp - Player.hp) * CONSTANTS.HospitalCostPerHp;\r\n\r\n //Set tooltip for job requirements\r\n setJobRequirementTooltip(loc, CompanyPositions.SoftwareIntern, softwareJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.SoftwareConsultant, softwareConsultantJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.ITIntern, itJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.SecurityEngineer, securityEngineerJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.NetworkEngineer, networkEngineerJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.BusinessIntern, businessJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.BusinessConsultant, businessConsultantJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.SecurityGuard, securityJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.FieldAgent, agentJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.Employee, employeeJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.PartTimeEmployee, employeePartTimeJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.Waiter, waiterJob);\r\n setJobRequirementTooltip(loc, CompanyPositions.PartTimeWaiter, waiterPartTimeJob);\r\n\r\n switch (loc) {\r\n case Locations.AevumTravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToChongqing.style.display = \"block\";\r\n travelToSector12.style.display = \"block\";\r\n travelToNewTokyo.style.display = \"block\";\r\n travelToIshima.style.display = \"block\";\r\n travelToVolhaven.style.display = \"block\";\r\n break;\r\n\r\n case Locations.AevumSummitUniversity:\r\n var costMult = 4, expMult = 3;\r\n displayUniversityLocationContent(costMult);\r\n setUniversityLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.AevumECorp:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n\r\n purchase128gb.style.display = \"block\";\r\n purchase256gb.style.display = \"block\";\r\n purchase512gb.style.display = \"block\";\r\n purchase1tb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumECorp,\r\n 6000, 116, 150, 8.5);\r\n break;\r\n\r\n case Locations.AevumBachmanAndAssociates:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumBachmanAndAssociates,\r\n 1500, 42, 60, 5.75);\r\n break;\r\n\r\n case Locations.AevumClarkeIncorporated:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumClarkeIncorporated,\r\n 2400, 34, 75, 5.4);\r\n break;\r\n\r\n case Locations.AevumFulcrumTechnologies:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n\r\n purchase128gb.style.display = \"block\";\r\n purchase256gb.style.display = \"block\";\r\n purchase512gb.style.display = \"block\";\r\n purchase1tb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumFulcrumTechnologies,\r\n 6000, 96, 100, 9);\r\n break;\r\n\r\n case Locations.AevumAeroCorp:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumAeroCorp,\r\n 2000, 32, 50, 6.3);\r\n break;\r\n\r\n case Locations.AevumGalacticCybersystems:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumGalacticCybersystems,\r\n 1400, 30, 50, 5.3);\r\n break;\r\n\r\n case Locations.AevumWatchdogSecurity:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n agentJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumWatchdogSecurity,\r\n 850, 16, 30, 4.5);\r\n break;\r\n\r\n case Locations.AevumRhoConstruction:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumRhoConstruction,\r\n 600, 12, 20, 2.7);\r\n break;\r\n\r\n case Locations.AevumPolice:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumPolice,\r\n 700, 14, 25, 3.2);\r\n break;\r\n\r\n case Locations.AevumNetLinkTechnologies:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n\r\n purchase2gb.style.display = \"block\";\r\n purchase4gb.style.display = \"block\";\r\n purchase8gb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.AevumNetLinkTechnologies,\r\n 160, 10, 15, 1.8);\r\n break;\r\n\r\n case Locations.AevumCrushFitnessGym:\r\n var costMult = 3, expMult = 2;\r\n displayGymLocationContent(costMult);\r\n setGymLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.AevumSnapFitnessGym:\r\n var costMult = 10, expMult = 5;\r\n displayGymLocationContent(costMult);\r\n setGymLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.ChongqingTravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToAevum.style.display = \"block\";\r\n travelToSector12.style.display = \"block\";\r\n travelToNewTokyo.style.display = \"block\";\r\n travelToIshima.style.display = \"block\";\r\n travelToVolhaven.style.display = \"block\";\r\n break;\r\n\r\n case Locations.ChongqingKuaiGongInternational:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.ChongqingKuaiGongInternational,\r\n 5500, 48, 100, 9);\r\n break;\r\n\r\n case Locations.ChongqingSolarisSpaceSystems:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.ChongqingSolarisSpaceSystems,\r\n 3600, 26, 75, 8.6);\r\n break;\r\n\r\n\r\n case Locations.Sector12TravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToAevum.style.display = \"block\";\r\n travelToChongqing.style.display = \"block\";\r\n travelToNewTokyo.style.display = \"block\";\r\n travelToIshima.style.display = \"block\";\r\n travelToVolhaven.style.display = \"block\";\r\n break;\r\n\r\n case Locations.Sector12RothmanUniversity:\r\n var costMult = 3, expMult = 2;\r\n displayUniversityLocationContent(costMult);\r\n setUniversityLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.Sector12MegaCorp:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12MegaCorp,\r\n 6000, 114, 125, 9.8);\r\n break;\r\n\r\n case Locations.Sector12BladeIndustries:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12BladeIndustries,\r\n 3000, 46, 100, 6.7);\r\n break;\r\n\r\n case Locations.Sector12FourSigma:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12FourSigma,\r\n 1500, 58, 100, 10.2);\r\n break;\r\n\r\n case Locations.Sector12IcarusMicrosystems:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12IcarusMicrosystems,\r\n 900, 32, 70, 7.8);\r\n break;\r\n\r\n case Locations.Sector12UniversalEnergy:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12UniversalEnergy,\r\n 775, 24, 50, 6.3);\r\n break;\r\n\r\n case Locations.Sector12DeltaOne:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12DeltaOne,\r\n 1200, 38, 75, 6.3);\r\n break;\r\n\r\n case Locations.Sector12CIA:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n agentJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12CIA,\r\n 1450, 44, 80, 7.6);\r\n break;\r\n\r\n case Locations.Sector12NSA:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n agentJob.style.display = \"block\";\r\n if (Player.bitNodeN === 6 || hasBladeburnerSF === true) {\r\n if (Player.bitNodeN === 8) {break;}\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n //Note: Can't infiltrate NSA when part of bladeburner\r\n nsaBladeburner.innerText = \"Enter Bladeburner Headquarters\";\r\n } else {\r\n setInfiltrateButton(infiltrate, Locations.Sector12NSA,\r\n 1400, 40, 80, 7.2);\r\n nsaBladeburner.innerText = \"Apply to Bladeburner Division\";\r\n }\r\n nsaBladeburner.style.display = \"block\";\r\n } else {\r\n setInfiltrateButton(infiltrate, Locations.Sector12NSA,\r\n 1400, 40, 80, 7.2);\r\n }\r\n break;\r\n\r\n case Locations.Sector12AlphaEnterprises:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n purchase2gb.style.display = \"block\";\r\n purchase4gb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12AlphaEnterprises,\r\n 250, 14, 40, 2.7);\r\n break;\r\n\r\n case Locations.Sector12CarmichaelSecurity:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n agentJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12CarmichaelSecurity,\r\n 500, 18, 60, 2.7);\r\n break;\r\n\r\n case Locations.Sector12FoodNStuff:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n employeeJob.style.display = \"block\";\r\n employeePartTimeJob.style.display = \"block\";\r\n break;\r\n\r\n case Locations.Sector12JoesGuns:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n employeeJob.style.display = \"block\";\r\n employeePartTimeJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.Sector12JoesGuns,\r\n 120, 8, 20, 2.2);\r\n break;\r\n\r\n case Locations.Sector12IronGym:\r\n var costMult = 1, expMult = 1;\r\n displayGymLocationContent(costMult);\r\n setGymLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.Sector12PowerhouseGym:\r\n var costMult = 20, expMult = 10;\r\n displayGymLocationContent(costMult);\r\n setGymLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.Sector12CityHall:\r\n cityHallCreateCorporation.style.display = \"block\";\r\n if (Player.corporation instanceof Corporation) {\r\n cityHallCreateCorporation.className = \"a-link-button-inactive\";\r\n } else {\r\n cityHallCreateCorporation.className = \"a-link-button\";\r\n }\r\n break;\r\n\r\n case Locations.NewTokyoTravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToAevum.style.display = \"block\";\r\n travelToChongqing.style.display = \"block\";\r\n travelToSector12.style.display = \"block\";\r\n travelToIshima.style.display = \"block\";\r\n travelToVolhaven.style.display = \"block\";\r\n break;\r\n\r\n case Locations.NewTokyoDefComm:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.NewTokyoDefComm,\r\n 1300, 28, 70, 5.4);\r\n break;\r\n\r\n case Locations.NewTokyoVitaLife:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.NewTokyoVitaLife,\r\n 750, 22, 100, 5);\r\n break;\r\n\r\n case Locations.NewTokyoGlobalPharmaceuticals:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.NewTokyoGlobalPharmaceuticals,\r\n 900, 24, 80, 5.4);\r\n break;\r\n\r\n case Locations.NewTokyoNoodleBar:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n waiterJob.style.display = \"block\";\r\n waiterPartTimeJob.style.display = \"block\";\r\n break;\r\n\r\n case Locations.IshimaTravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToAevum.style.display = \"block\";\r\n travelToChongqing.style.display = \"block\";\r\n travelToSector12.style.display = \"block\";\r\n travelToNewTokyo.style.display = \"block\";\r\n travelToVolhaven.style.display = \"block\";\r\n break;\r\n\r\n case Locations.IshimaStormTechnologies:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"none\";\r\n agentJob.style.display = \"none\";\r\n employeeJob.style.display = \"none\";\r\n waiterJob.style.display = \"none\";\r\n\r\n purchase32gb.style.display = \"block\";\r\n purchase64gb.style.display = \"block\";\r\n purchase128gb.style.display = \"block\";\r\n purchase256gb.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.IshimaStormTechnologies,\r\n 700, 24, 100, 5.9);\r\n break;\r\n\r\n case Locations.IshimaNovaMedical:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.IshimaNovaMedical,\r\n 600, 20, 50, 4.5);\r\n break;\r\n\r\n case Locations.IshimaOmegaSoftware:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n\r\n purchase4gb.style.display = \"block\";\r\n purchase8gb.style.display = \"block\";\r\n purchase16gb.style.display = \"block\";\r\n purchase32gb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.IshimaOmegaSoftware,\r\n 200, 10, 40, 2.3);\r\n break;\r\n\r\n case Locations.VolhavenTravelAgency:\r\n travelAgencyText.style.display = \"block\";\r\n travelToAevum.style.display = \"block\";\r\n travelToChongqing.style.display = \"block\";\r\n travelToSector12.style.display = \"block\";\r\n travelToNewTokyo.style.display = \"block\";\r\n travelToIshima.style.display = \"block\";\r\n break;\r\n\r\n case Locations.VolhavenZBInstituteOfTechnology:\r\n var costMult = 5, expMult = 4;\r\n displayUniversityLocationContent(costMult);\r\n setUniversityLocationButtons(costMult, expMult);\r\n break;\r\n\r\n case Locations.VolhavenOmniTekIncorporated:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n\r\n purchase128gb.style.display = \"block\";\r\n purchase256gb.style.display = \"block\";\r\n purchase512gb.style.display = \"block\";\r\n purchase1tb.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenOmniTekIncorporated,\r\n 1500, 44, 100, 6.3);\r\n break;\r\n\r\n case Locations.VolhavenNWO:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenNWO,\r\n 1800, 56, 200, 7.2);\r\n break;\r\n\r\n case Locations.VolhavenHeliosLabs:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenHeliosLabs,\r\n 1200, 28, 75, 5.4);\r\n break;\r\n\r\n case Locations.VolhavenOmniaCybersystems:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenOmniaCybersystems,\r\n 900, 28, 90, 5.8);\r\n break;\r\n\r\n case Locations.VolhavenLexoCorp:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n businessJob.style.display = \"block\";\r\n securityJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenLexoCorp,\r\n 500, 14, 40, 3.1);\r\n break;\r\n\r\n case Locations.VolhavenSysCoreSecurities:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenSysCoreSecurities,\r\n 600, 16, 50, 3.6);\r\n break;\r\n\r\n case Locations.VolhavenCompuTek:\r\n\t\t\tlocationInfo.innerHTML = Companies[loc].info;\r\n\r\n softwareJob.style.display = \"block\";\r\n softwareConsultantJob.style.display = \"block\";\r\n itJob.style.display = \"block\";\r\n securityEngineerJob.style.display = \"block\";\r\n networkEngineerJob.style.display = \"block\";\r\n\r\n purchase8gb.style.display = \"block\";\r\n purchase16gb.style.display = \"block\";\r\n purchase32gb.style.display = \"block\";\r\n purchase64gb.style.display = \"block\";\r\n purchase128gb.style.display = \"block\";\r\n purchase256gb.style.display = \"block\";\r\n purchaseTor.style.display = \"block\";\r\n purchaseHomeRam.style.display = \"block\";\r\n purchaseHomeCores.style.display = \"block\";\r\n setInfiltrateButton(infiltrate, Locations.VolhavenCompuTek,\r\n 300, 12, 35, 3.1);\r\n break;\r\n\r\n case Locations.VolhavenMilleniumFitnessGym:\r\n var costMult = 7, expMult = 4;\r\n displayGymLocationContent(costMult);\r\n setGymLocationButtons(costMult, expMult);\r\n break;\r\n\r\n //All Slums\r\n case Locations.AevumSlums:\r\n case Locations.ChongqingSlums:\r\n case Locations.Sector12Slums:\r\n case Locations.NewTokyoSlums:\r\n case Locations.IshimaSlums:\r\n case Locations.VolhavenSlums:\r\n var shopliftChance = Crimes.Shoplift.successRate();\r\n var robStoreChance = Crimes.RobStore.successRate();\r\n var mugChance = Crimes.Mug.successRate();\r\n var larcenyChance = Crimes.Larceny.successRate();\r\n var drugsChance = Crimes.DealDrugs.successRate();\r\n var bondChance = Crimes.BondForgery.successRate();\r\n var armsChance = Crimes.TraffickArms.successRate();\r\n var homicideChance = Crimes.Homicide.successRate();\r\n var gtaChance = Crimes.GrandTheftAuto.successRate();\r\n var kidnapChance = Crimes.Kidnap.successRate();\r\n var assassinateChance = Crimes.Assassination.successRate();\r\n var heistChance = Crimes.Heist.successRate();\r\n\r\n slumsDescText.style.display = \"block\";\r\n slumsShoplift.style.display = \"block\";\r\n slumsShoplift.innerHTML = \"Shoplift (\" + (shopliftChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsShoplift.innerHTML += ' Attempt to shoplift from a low-end retailer ';\r\n slumsRobStore.style.display = \"block\";\r\n slumsRobStore.innerHTML = \"Rob store(\" + (robStoreChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsRobStore.innerHTML += 'Attempt to commit armed robbery on a high-end store ';\r\n slumsMug.style.display = \"block\";\r\n slumsMug.innerHTML = \"Mug someone (\" + (mugChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsMug.innerHTML += ' Attempt to mug a random person on the street ';\r\n slumsLarceny.style.display = \"block\";\r\n slumsLarceny.innerHTML = \"Larceny (\" + (larcenyChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsLarceny.innerHTML +=\" Attempt to rob property from someone's house \";\r\n slumsDealDrugs.style.display = \"block\";\r\n slumsDealDrugs.innerHTML = \"Deal Drugs (\" + (drugsChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsDealDrugs.innerHTML += ' Attempt to deal drugs ';\r\n slumsBondForgery.style.display = \"block\";\r\n slumsBondForgery.innerHTML = \"Bond Forgery(\" + (bondChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsBondForgery.innerHTML += \" Attempt to forge corporate bonds\";\r\n slumsTrafficArms.style.display = \"block\";\r\n slumsTrafficArms.innerHTML = \"Traffick Illegal Arms (\" + (armsChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsTrafficArms.innerHTML += ' Attempt to smuggle illegal arms into the city and sell them to gangs and criminal organizations ';\r\n slumsHomicide.style.display = \"block\";\r\n slumsHomicide.innerHTML = \"Homicide (\" + (homicideChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsHomicide.innerHTML += ' Attempt to murder a random person on the street';\r\n slumsGta.style.display = \"block\";\r\n slumsGta.innerHTML = \"Grand Theft Auto (\" + (gtaChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsGta.innerHTML += ' Attempt to commit grand theft auto ';\r\n slumsKidnap.style.display = \"block\";\r\n slumsKidnap.innerHTML = \"Kidnap and Ransom (\" + (kidnapChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsKidnap.innerHTML += ' Attempt to kidnap and ransom a high-profile target ';\r\n slumsAssassinate.style.display = \"block\";\r\n slumsAssassinate.innerHTML = \"Assassinate (\" + (assassinateChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsAssassinate.innerHTML += ' Attempt to assassinate a high-profile target ';\r\n slumsHeist.style.display = \"block\";\r\n slumsHeist.innerHTML = \"Heist (\" + (heistChance*100).toFixed(3) + \"% chance of success)\";\r\n slumsHeist.innerHTML += ' Attempt to pull off the ultimate heist ';\r\n break;\r\n\r\n //Hospital\r\n case Locations.Hospital:\r\n hospitalTreatment.innerText = \"Get treatment for wounds - $\" + formatNumber(hospitalTreatmentCost, 2).toString();\r\n hospitalTreatment.style.display = \"block\";\r\n break;\r\n\r\n default:\r\n console.log(\"ERROR: INVALID LOCATION\");\r\n }\r\n\r\n //Make the \"Apply to be Employee and Waiter\" texts disappear if you already hold the job\r\n //Includes part-time stuff\r\n if (loc == Player.companyName) {\r\n var currPos = Player.companyPosition;\r\n\r\n if (currPos.positionName == CompanyPositions.Employee.positionName) {\r\n employeeJob.style.display = \"none\";\r\n } else if (currPos.positionName == CompanyPositions.Waiter.positionName) {\r\n waiterJob.style.display = \"none\";\r\n } else if (currPos.positionName == CompanyPositions.PartTimeEmployee.positionName) {\r\n employeePartTimeJob.style.display = \"none\";\r\n } else if (currPos.positionName == CompanyPositions.PartTimeWaiter.positionName) {\r\n waiterPartTimeJob.style.display = \"none\";\r\n }\r\n }\r\n}\r\n\r\nfunction initLocationButtons() {\r\n //Buttons to travel to different locations in World\r\n let aevumTravelAgency = document.getElementById(\"aevum-travelagency\");\r\n aevumTravelAgency.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumTravelAgency;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumHospital = document.getElementById(\"aevum-hospital\");\r\n aevumHospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumSummitUniversity = document.getElementById(\"aevum-summituniversity\");\r\n aevumSummitUniversity.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumSummitUniversity;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumECorp = document.getElementById(\"aevum-ecorp\");\r\n aevumECorp.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumECorp;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumBachmanAndAssociates = document.getElementById(\"aevum-bachmanandassociates\");\r\n aevumBachmanAndAssociates.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumBachmanAndAssociates;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumClarkeIncorporated = document.getElementById(\"aevum-clarkeincorporated\");\r\n aevumClarkeIncorporated.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumClarkeIncorporated;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumFulcrumTechnologies = document.getElementById(\"aevum-fulcrumtechnologies\");\r\n aevumFulcrumTechnologies.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumFulcrumTechnologies;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumAeroCorp = document.getElementById(\"aevum-aerocorp\");\r\n aevumAeroCorp.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumAeroCorp;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumGalacticCybersystems = document.getElementById(\"aevum-galacticcybersystems\");\r\n aevumGalacticCybersystems.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumGalacticCybersystems;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumWatchdogSecurity = document.getElementById(\"aevum-watchdogsecurity\");\r\n aevumWatchdogSecurity.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumWatchdogSecurity;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumRhoConstruction = document.getElementById(\"aevum-rhoconstruction\");\r\n aevumRhoConstruction.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumRhoConstruction;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumPolice = document.getElementById(\"aevum-aevumpolice\");\r\n aevumPolice.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumPolice;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumNetLinkTechnologies = document.getElementById(\"aevum-netlinktechnologies\");\r\n aevumNetLinkTechnologies.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumNetLinkTechnologies;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumCrushFitnessGym = document.getElementById(\"aevum-crushfitnessgym\");\r\n aevumCrushFitnessGym.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumCrushFitnessGym;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumSnapFitnessGym = document.getElementById(\"aevum-snapfitnessgym\");\r\n aevumSnapFitnessGym.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumSnapFitnessGym;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let aevumSlums = document.getElementById(\"aevum-slums\");\r\n aevumSlums.addEventListener(\"click\", function() {\r\n Player.location = Locations.AevumSlums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet chongqingTravelAgency = document.getElementById(\"chongqing-travelagency\");\r\n\tchongqingTravelAgency.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.ChongqingTravelAgency;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let chongqingHospital = document.getElementById(\"chongqing-hospital\");\r\n chongqingHospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet chongqingKuaiGongInternational = document.getElementById(\"chongqing-kuaigonginternational\");\r\n\tchongqingKuaiGongInternational.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.ChongqingKuaiGongInternational;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet chongqingSolarisSpaceSystems = document.getElementById(\"chongqing-solarisspacesystems\");\r\n\tchongqingSolarisSpaceSystems.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.ChongqingSolarisSpaceSystems;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let chongqingSlums = document.getElementById(\"chongqing-slums\");\r\n chongqingSlums.addEventListener(\"click\", function() {\r\n Player.location = Locations.ChongqingSlums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet sector12TravelAgency = document.getElementById(\"sector12-travelagency\");\r\n\tsector12TravelAgency.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12TravelAgency;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let sector12Hospital = document.getElementById(\"sector12-hospital\");\r\n sector12Hospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let sector12RothmanUniversity = document.getElementById(\"sector12-rothmanuniversity\");\r\n sector12RothmanUniversity.addEventListener(\"click\", function() {\r\n Player.location = Locations.Sector12RothmanUniversity;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet sector12MegaCorp = document.getElementById(\"sector12-megacorp\");\r\n\tsector12MegaCorp.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12MegaCorp;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12BladeIndustries = document.getElementById(\"sector12-bladeindustries\");\r\n\tsector12BladeIndustries.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12BladeIndustries;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12FourSigma = document.getElementById(\"sector12-foursigma\");\r\n\tsector12FourSigma.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12FourSigma;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12IcarusMicrosystems = document.getElementById(\"sector12-icarusmicrosystems\");\r\n\tsector12IcarusMicrosystems.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12IcarusMicrosystems;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12UniversalEnergy = document.getElementById(\"sector12-universalenergy\");\r\n\tsector12UniversalEnergy.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12UniversalEnergy;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12DeltaOne = document.getElementById(\"sector12-deltaone\");\r\n\tsector12DeltaOne.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12DeltaOne;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12CIA = document.getElementById(\"sector12-cia\");\r\n\tsector12CIA.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12CIA;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12NSA = document.getElementById(\"sector12-nsa\");\r\n\tsector12NSA.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12NSA;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12AlphaEnterprises = document.getElementById(\"sector12-alphaenterprises\");\r\n\tsector12AlphaEnterprises.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12AlphaEnterprises;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12CarmichaelSecurity = document.getElementById(\"sector12-carmichaelsecurity\");\r\n\tsector12CarmichaelSecurity.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12CarmichaelSecurity;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12FoodNStuff = document.getElementById(\"sector12-foodnstuff\");\r\n\tsector12FoodNStuff.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12FoodNStuff;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12JoesGuns = document.getElementById(\"sector12-joesguns\");\r\n\tsector12JoesGuns.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12JoesGuns;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12IronGym = document.getElementById(\"sector12-irongym\");\r\n\tsector12IronGym.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12IronGym;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet sector12PowerhouseGym = document.getElementById(\"sector12-powerhousegym\");\r\n\tsector12PowerhouseGym.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.Sector12PowerhouseGym;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let sector12Slums = document.getElementById(\"sector12-slums\");\r\n sector12Slums.addEventListener(\"click\", function() {\r\n Player.location = Locations.Sector12Slums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let sector12CityHall = document.getElementById(\"sector12-cityhall\");\r\n sector12CityHall.addEventListener(\"click\", function() {\r\n Player.location = Locations.Sector12CityHall;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet newTokyoTravelAgency = document.getElementById(\"newtokyo-travelagency\");\r\n\tnewTokyoTravelAgency.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.NewTokyoTravelAgency;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let newTokyoHospital = document.getElementById(\"newtokyo-hospital\");\r\n newTokyoHospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet newTokyoDefComm = document.getElementById(\"newtokyo-defcomm\");\r\n\tnewTokyoDefComm.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.NewTokyoDefComm;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet newTokyoVitaLife = document.getElementById(\"newtokyo-vitalife\");\r\n\tnewTokyoVitaLife.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.NewTokyoVitaLife;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet newTokyoGlobalPharmaceuticals = document.getElementById(\"newtokyo-globalpharmaceuticals\");\r\n\tnewTokyoGlobalPharmaceuticals.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.NewTokyoGlobalPharmaceuticals;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet newTokyoNoodleBar = document.getElementById(\"newtokyo-noodlebar\");\r\n\tnewTokyoNoodleBar.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.NewTokyoNoodleBar;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let newTokyoSlums = document.getElementById(\"newtokyo-slums\");\r\n newTokyoSlums.addEventListener(\"click\", function() {\r\n Player.location = Locations.NewTokyoSlums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet ishimaTravelAgency = document.getElementById(\"ishima-travelagency\");\r\n\tishimaTravelAgency.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.IshimaTravelAgency;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let ishimaHospital = document.getElementById(\"ishima-hospital\");\r\n ishimaHospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet ishimaStormTechnologies = document.getElementById(\"ishima-stormtechnologies\");\r\n\tishimaStormTechnologies.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.IshimaStormTechnologies;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet ishimaNovaMedical = document.getElementById(\"ishima-novamedical\");\r\n\tishimaNovaMedical.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.IshimaNovaMedical;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet ishimaOmegaSoftware = document.getElementById(\"ishima-omegasoftware\");\r\n\tishimaOmegaSoftware.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.IshimaOmegaSoftware;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let ishimaSlums = document.getElementById(\"ishima-slums\");\r\n ishimaSlums.addEventListener(\"click\", function() {\r\n Player.location = Locations.IshimaSlums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet volhavenTravelAgency = document.getElementById(\"volhaven-travelagency\");\r\n\tvolhavenTravelAgency.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenTravelAgency;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let volhavenHospital = document.getElementById(\"volhaven-hospital\");\r\n volhavenHospital.addEventListener(\"click\", function() {\r\n Player.location = Locations.Hospital;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n let volhavenZBInstituteOfTechnology = document.getElementById(\"volhaven-zbinstituteoftechnology\");\r\n volhavenZBInstituteOfTechnology.addEventListener(\"click\", function() {\r\n Player.location = Locations.VolhavenZBInstituteOfTechnology;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n\tlet volhavenOmniTekIncorporated = document.getElementById(\"volhaven-omnitekincorporated\");\r\n\tvolhavenOmniTekIncorporated.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenOmniTekIncorporated;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenNWO = document.getElementById(\"volhaven-nwo\");\r\n\tvolhavenNWO.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenNWO;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenHeliosLabs = document.getElementById(\"volhaven-helioslabs\");\r\n\tvolhavenHeliosLabs.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenHeliosLabs;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenOmniaCybersystems = document.getElementById(\"volhaven-omniacybersystems\");\r\n\tvolhavenOmniaCybersystems.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenOmniaCybersystems;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenLexoCorp = document.getElementById(\"volhaven-lexocorp\");\r\n\tvolhavenLexoCorp.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenLexoCorp;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenSysCoreSecurities = document.getElementById(\"volhaven-syscoresecurities\");\r\n\tvolhavenSysCoreSecurities.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenSysCoreSecurities;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenCompuTek = document.getElementById(\"volhaven-computek\");\r\n\tvolhavenCompuTek.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenCompuTek;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n\tlet volhavenMilleniumFitnessGym = document.getElementById(\"volhaven-milleniumfitnessgym\");\r\n\tvolhavenMilleniumFitnessGym.addEventListener(\"click\", function() {\r\n\t\tPlayer.location = Locations.VolhavenMilleniumFitnessGym;\r\n\t\tEngine.loadLocationContent();\r\n return false;\r\n\t});\r\n\r\n let volhavenSlums = document.getElementById(\"volhaven-slums\");\r\n volhavenSlums.addEventListener(\"click\", function() {\r\n Player.location = Locations.VolhavenSlums;\r\n Engine.loadLocationContent();\r\n return false;\r\n });\r\n\r\n //Buttons to interact at a location (apply for job/promotion, train, purchase, etc.)\r\n var softwareJob = document.getElementById(\"location-software-job\");\r\n var softwareConsultantJob = document.getElementById(\"location-software-consultant-job\")\r\n var itJob = document.getElementById(\"location-it-job\");\r\n var securityEngineerJob = document.getElementById(\"location-security-engineer-job\");\r\n var networkEngineerJob = document.getElementById(\"location-network-engineer-job\");\r\n var businessJob = document.getElementById(\"location-business-job\");\r\n var businessConsultantJob = document.getElementById(\"location-business-consultant-job\");\r\n var securityJob = document.getElementById(\"location-security-job\");\r\n var agentJob = document.getElementById(\"location-agent-job\");\r\n var employeeJob = document.getElementById(\"location-employee-job\");\r\n var employeePartTimeJob = document.getElementById(\"location-parttime-employee-job\");\r\n var waiterJob = document.getElementById(\"location-waiter-job\");\r\n var waiterPartTimeJob = document.getElementById(\"location-parttime-waiter-job\");\r\n\r\n var work = document.getElementById(\"location-work\");\r\n\r\n var purchase2gb = document.getElementById(\"location-purchase-2gb\");\r\n var purchase4gb = document.getElementById(\"location-purchase-4gb\");\r\n var purchase8gb = document.getElementById(\"location-purchase-8gb\");\r\n var purchase16gb = document.getElementById(\"location-purchase-16gb\");\r\n var purchase32gb = document.getElementById(\"location-purchase-32gb\");\r\n var purchase64gb = document.getElementById(\"location-purchase-64gb\");\r\n var purchase128gb = document.getElementById(\"location-purchase-128gb\");\r\n var purchase256gb = document.getElementById(\"location-purchase-256gb\");\r\n var purchase512gb = document.getElementById(\"location-purchase-512gb\");\r\n var purchase1tb = document.getElementById(\"location-purchase-1tb\");\r\n var purchaseTor = document.getElementById(\"location-purchase-tor\");\r\n var purchaseHomeRam = document.getElementById(\"location-purchase-home-ram\");\r\n var purchaseHomeCores = document.getElementById(\"location-purchase-home-cores\");\r\n\r\n var travelToAevum = document.getElementById(\"location-travel-to-aevum\");\r\n var travelToChongqing = document.getElementById(\"location-travel-to-chongqing\");\r\n var travelToSector12 = document.getElementById(\"location-travel-to-sector12\");\r\n var travelToNewTokyo = document.getElementById(\"location-travel-to-newtokyo\");\r\n var travelToIshima = document.getElementById(\"location-travel-to-ishima\");\r\n var travelToVolhaven = document.getElementById(\"location-travel-to-volhaven\");\r\n\r\n var slumsShoplift = document.getElementById(\"location-slums-shoplift\");\r\n var slumsRobStore = document.getElementById(\"location-slums-rob-store\");\r\n var slumsMug = document.getElementById(\"location-slums-mug\");\r\n var slumsLarceny = document.getElementById(\"location-slums-larceny\");\r\n var slumsDealDrugs = document.getElementById(\"location-slums-deal-drugs\");\r\n var slumsBondForgery = document.getElementById(\"location-slums-bond-forgery\");\r\n var slumsTrafficArms = document.getElementById(\"location-slums-traffic-arms\");\r\n var slumsHomicide = document.getElementById(\"location-slums-homicide\");\r\n var slumsGta = document.getElementById(\"location-slums-gta\");\r\n var slumsKidnap = document.getElementById(\"location-slums-kidnap\");\r\n var slumsAssassinate = document.getElementById(\"location-slums-assassinate\");\r\n var slumsHeist = document.getElementById(\"location-slums-heist\");\r\n\r\n var cityHallCreateCorporation = document.getElementById(\"location-cityhall-create-corporation\");\r\n\r\n var nsaBladeburner = document.getElementById(\"location-nsa-bladeburner\");\r\n\r\n var hospitalTreatment = document.getElementById(\"location-hospital-treatment\");\r\n\r\n softwareJob.addEventListener(\"click\", function() {\r\n Player.applyForSoftwareJob();\r\n return false;\r\n });\r\n\r\n softwareConsultantJob.addEventListener(\"click\", function() {\r\n Player.applyForSoftwareConsultantJob();\r\n return false;\r\n });\r\n\r\n itJob.addEventListener(\"click\", function() {\r\n Player.applyForItJob();\r\n return false;\r\n });\r\n\r\n securityEngineerJob.addEventListener(\"click\", function() {\r\n Player.applyForSecurityEngineerJob();\r\n return false;\r\n });\r\n\r\n networkEngineerJob.addEventListener(\"click\", function() {\r\n Player.applyForNetworkEngineerJob();\r\n return false;\r\n });\r\n\r\n businessJob.addEventListener(\"click\", function() {\r\n Player.applyForBusinessJob();\r\n return false;\r\n });\r\n\r\n businessConsultantJob.addEventListener(\"click\", function() {\r\n Player.applyForBusinessConsultantJob();\r\n return false;\r\n });\r\n\r\n securityJob.addEventListener(\"click\", function() {\r\n Player.applyForSecurityJob();\r\n return false;\r\n });\r\n\r\n agentJob.addEventListener(\"click\", function() {\r\n Player.applyForAgentJob();\r\n return false;\r\n });\r\n\r\n employeeJob.addEventListener(\"click\", function() {\r\n Player.applyForEmployeeJob();\r\n return false;\r\n });\r\n\r\n employeePartTimeJob.addEventListener(\"click\", function() {\r\n Player.applyForPartTimeEmployeeJob();\r\n return false;\r\n });\r\n\r\n waiterJob.addEventListener(\"click\", function() {\r\n Player.applyForWaiterJob();\r\n return false;\r\n });\r\n\r\n waiterPartTimeJob.addEventListener(\"click\", function() {\r\n Player.applyForPartTimeWaiterJob();\r\n return false;\r\n });\r\n\r\n purchase2gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(2, 2 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase4gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(4, 4 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase8gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(8, 8 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase16gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(16, 16 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase32gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(32, 32 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase64gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(64, 64 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase128gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(128, 128 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase256gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(256, 256 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase512gb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(512, 512 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchase1tb.addEventListener(\"click\", function() {\r\n purchaseServerBoxCreate(1024, 1024 * CONSTANTS.BaseCostFor1GBOfRamServer);\r\n return false;\r\n });\r\n\r\n purchaseTor.addEventListener(\"click\", function() {\r\n purchaseTorRouter();\r\n return false;\r\n });\r\n\r\n purchaseHomeRam.addEventListener(\"click\", function() {\r\n const cost = Player.getUpgradeHomeRamCost();\r\n const ram = Player.getHomeComputer().maxRam;\r\n\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Purchase\"; noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n purchaseRamForHomeComputer(cost);\r\n yesNoBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoBoxClose();\r\n });\r\n yesNoBoxCreate(\"Would you like to purchase additional RAM for your home computer?

\" +\r\n \"This will upgrade your RAM from \" + ram + \"GB to \" + ram*2 + \"GB.

\" +\r\n \"This will cost \" + numeral(cost).format('$0.000a'));\r\n });\r\n\r\n purchaseHomeCores.addEventListener(\"click\", function() {\r\n var currentCores = Player.getHomeComputer().cpuCores;\r\n if (currentCores >= 8) {return;} //Max of 8 cores\r\n\r\n //Cost of purchasing another cost is found by indexing this array with number of current cores\r\n var cost = [0,\r\n 10000000000, //1->2 Cores - 10 bn\r\n 250000000000, //2->3 Cores - 250 bn\r\n 5000000000000, //3->4 Cores - 5 trillion\r\n 100000000000000, //4->5 Cores - 100 trillion\r\n 1000000000000000, //5->6 Cores - 1 quadrillion\r\n 20000000000000000, //6->7 Cores - 20 quadrillion\r\n 200000000000000000]; //7->8 Cores - 200 quadrillion\r\n cost = cost[currentCores];\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Purchase\"; noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n if (Player.money.lt(cost)) {\r\n dialogBoxCreate(\"You do not have enough mone to purchase an additional CPU Core for your home computer!\");\r\n } else {\r\n Player.loseMoney(cost);\r\n Player.getHomeComputer().cpuCores++;\r\n dialogBoxCreate(\"You purchased an additional CPU Core for your home computer! It now has \" +\r\n Player.getHomeComputer().cpuCores + \" cores.\");\r\n }\r\n yesNoBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoBoxClose();\r\n });\r\n yesNoBoxCreate(\"Would you like to purchase an additional CPU Core for your home computer? Each CPU Core \" +\r\n \"lets you start with an additional Core Node in Hacking Missions.

\" +\r\n \"Purchasing an additional core (for a total of \" + (Player.getHomeComputer().cpuCores + 1) + \") will \" +\r\n \"cost \" + numeral(cost).format('$0.000a'));\r\n });\r\n\r\n travelToAevum.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.Aevum, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n travelToChongqing.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.Chongqing, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n travelToSector12.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.Sector12, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n travelToNewTokyo.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.NewTokyo, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n travelToIshima.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.Ishima, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n travelToVolhaven.addEventListener(\"click\", function() {\r\n travelBoxCreate(Locations.Volhaven, CONSTANTS.TravelCost);\r\n return false;\r\n });\r\n\r\n slumsShoplift.addEventListener(\"click\", function() {\r\n Crimes.Shoplift.commit();\r\n return false;\r\n });\r\n\r\n slumsRobStore.addEventListener(\"click\", function() {\r\n Crimes.RobStore.commit();\r\n return false;\r\n });\r\n\r\n slumsMug.addEventListener(\"click\", function() {\r\n Crimes.Mug.commit();\r\n return false;\r\n });\r\n\r\n slumsLarceny.addEventListener(\"click\", function() {\r\n Crimes.Larceny.commit();\r\n return false;\r\n });\r\n\r\n slumsDealDrugs.addEventListener(\"click\", function() {\r\n Crimes.DealDrugs.commit();\r\n return false;\r\n });\r\n\r\n slumsBondForgery.addEventListener(\"click\", function() {\r\n Crimes.BondForgery.commit();\r\n return false;\r\n });\r\n\r\n slumsTrafficArms.addEventListener(\"click\", function() {\r\n Crimes.TraffickArms.commit();\r\n return false;\r\n });\r\n\r\n slumsHomicide.addEventListener(\"click\", function() {\r\n Crimes.Homicide.commit();\r\n return false;\r\n });\r\n\r\n slumsGta.addEventListener(\"click\", function() {\r\n Crimes.GrandTheftAuto.commit();\r\n return false;\r\n });\r\n\r\n slumsKidnap.addEventListener(\"click\", function() {\r\n Crimes.Kidnap.commit();\r\n return false;\r\n });\r\n\r\n slumsAssassinate.addEventListener(\"click\", function() {\r\n Crimes.Assassination.commit();\r\n return false;\r\n });\r\n\r\n slumsHeist.addEventListener(\"click\", function() {\r\n Crimes.Heist.commit();\r\n return false;\r\n });\r\n\r\n cityHallCreateCorporation.addEventListener(\"click\", function() {\r\n var yesBtn = yesNoTxtInpBoxGetYesButton(),\r\n noBtn = yesNoTxtInpBoxGetNoButton();\r\n yesBtn.innerText = \"Create Corporation\";\r\n noBtn.innerText = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", function() {\r\n if (Player.money.lt(150e9)) {\r\n dialogBoxCreate(\"You don't have enough money to create a corporation! You need $150b\");\r\n return yesNoTxtInpBoxClose();\r\n }\r\n Player.loseMoney(150e9);\r\n var companyName = yesNoTxtInpBoxGetInput();\r\n if (companyName == null || companyName == \"\") {\r\n dialogBoxCreate(\"Invalid company name!\");\r\n return false;\r\n }\r\n Player.corporation = new Corporation({\r\n name:companyName,\r\n });\r\n displayLocationContent();\r\n dialogBoxCreate(\"Congratulations! You just started your own corporation. You can visit \" +\r\n \"and manage your company in the City\");\r\n return yesNoTxtInpBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", function() {\r\n return yesNoTxtInpBoxClose();\r\n });\r\n if (Player.corporation instanceof Corporation) {\r\n return;\r\n } else {\r\n yesNoTxtInpBoxCreate(\"Would you like to start a corporation? This will require $150b \" +\r\n \"for registration and initial funding.

If so, please enter \" +\r\n \"a name for your corporation below:\");\r\n }\r\n });\r\n\r\n nsaBladeburner.addEventListener(\"click\", function() {\r\n if (Player.bladeburner && Player.bladeburner instanceof Bladeburner) {\r\n //Enter Bladeburner division\r\n Engine.loadBladeburnerContent();\r\n } else {\r\n //Apply for Bladeburner division\r\n if (Player.strength >= 100 && Player.defense >= 100 &&\r\n Player.dexterity >= 100 && Player.agility >= 100) {\r\n Player.bladeburner = new Bladeburner({new:true});\r\n dialogBoxCreate(\"You have been accepted into the Bladeburner division!\");\r\n displayLocationContent();\r\n } else {\r\n dialogBoxCreate(\"Rejected! Please apply again when you have 100 of each combat stat (str, def, dex, agi)\");\r\n }\r\n }\r\n });\r\n\r\n hospitalTreatment.addEventListener(\"click\", function() {\r\n if (Player.hp < 0) {Player.hp = 0;}\r\n var price = (Player.max_hp - Player.hp) * CONSTANTS.HospitalCostPerHp;\r\n Player.loseMoney(price);\r\n dialogBoxCreate(\"You were healed to full health! The hospital billed \" +\r\n \"you for $\" + formatNumber(price, 2).toString());\r\n Player.hp = Player.max_hp;\r\n displayLocationContent();\r\n return false;\r\n });\r\n}\r\n\r\nfunction travelToCity(destCityName, cost) {\r\n if (Player.firstTimeTraveled === false) {\r\n Player.firstTimeTraveled = true;\r\n document.getElementById(\"travel-tab\").style.display = \"list-item\";\r\n document.getElementById(\"world-menu-header\").click();\r\n document.getElementById(\"world-menu-header\").click();\r\n }\r\n\r\n if (Player.money.lt(cost)) {\r\n dialogBoxCreate(\"You cannot afford to travel to \" + destCityName);\r\n return;\r\n }\r\n Player.loseMoney(cost);\r\n\r\n Player.city = destCityName;\r\n dialogBoxCreate(\"You are now in \" + destCityName + \"!\");\r\n Engine.loadWorldContent();\r\n}\r\n\r\nfunction purchaseTorRouter() {\r\n if (Player.money.lt(CONSTANTS.TorRouterCost)) {\r\n dialogBoxCreate(\"You cannot afford to purchase the Tor router\");\r\n return;\r\n }\r\n Player.loseMoney(CONSTANTS.TorRouterCost);\r\n\r\n var darkweb = new Server({\r\n ip:createRandomIp(), hostname:\"darkweb\", organizationName:\"\",\r\n isConnectedTo:false, adminRights:false, purchasedByPlayer:false, maxRam:1\r\n });\r\n AddToAllServers(darkweb);\r\n SpecialServerIps.addIp(\"Darkweb Server\", darkweb.ip);\r\n\r\n document.getElementById(\"location-purchase-tor\").setAttribute(\"class\", \"a-link-button-inactive\");\r\n\r\n Player.getHomeComputer().serversOnNetwork.push(darkweb.ip);\r\n darkweb.serversOnNetwork.push(Player.getHomeComputer().ip);\r\n dialogBoxCreate(\"You have purchased a Tor router!
You now have access to the dark web from your home computer
Use the scan/netstat commands to search for the dark web connection.\");\r\n}\r\n\r\nfunction displayUniversityLocationContent(costMult) {\r\n var studyComputerScienceButton = document.getElementById(\"location-study-computer-science\");\r\n var classDataStructuresButton = document.getElementById(\"location-data-structures-class\");\r\n var classNetworksButton = document.getElementById(\"location-networks-class\");\r\n var classAlgorithmsButton = document.getElementById(\"location-algorithms-class\");\r\n var classManagementButton = document.getElementById(\"location-management-class\");\r\n var classLeadershipButton = document.getElementById(\"location-leadership-class\");\r\n studyComputerScienceButton.style.display = \"block\";\r\n classDataStructuresButton.style.display = \"block\";\r\n classNetworksButton.style.display = \"block\";\r\n classAlgorithmsButton.style.display = \"block\";\r\n classManagementButton.style.display = \"block\";\r\n classLeadershipButton.style.display = \"block\";\r\n\r\n //Costs (per second)\r\n var dataStructuresCost = CONSTANTS.ClassDataStructuresBaseCost * costMult;\r\n var networksCost = CONSTANTS.ClassNetworksBaseCost * costMult;\r\n var algorithmsCost = CONSTANTS.ClassAlgorithmsBaseCost * costMult;\r\n var managementCost = CONSTANTS.ClassManagementBaseCost * costMult;\r\n var leadershipCost = CONSTANTS.ClassLeadershipBaseCost * costMult;\r\n\r\n //Update button text to show cost\r\n classDataStructuresButton.innerHTML = \"Take Data Structures course ($\" + dataStructuresCost + \" / sec)\";\r\n classNetworksButton.innerHTML = \"Take Networks course ($\" + networksCost + \" / sec)\";\r\n classAlgorithmsButton.innerHTML = \"Take Algorithms course ($\" + algorithmsCost + \" / sec)\";\r\n classManagementButton.innerHTML = \"Take Management course ($\" + managementCost + \" / sec)\";\r\n classLeadershipButton.innerHTML = \"Take Leadership course ($\" + leadershipCost + \" / sec)\";\r\n}\r\n\r\nfunction setUniversityLocationButtons(costMult, expMult) {\r\n var newStudyCS = clearEventListeners(\"location-study-computer-science\");\r\n newStudyCS.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassStudyComputerScience);\r\n return false;\r\n });\r\n\r\n var newClassDataStructures = clearEventListeners(\"location-data-structures-class\");\r\n newClassDataStructures.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassDataStructures);\r\n return false;\r\n });\r\n\r\n var newClassNetworks = clearEventListeners(\"location-networks-class\");\r\n newClassNetworks.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassNetworks);\r\n return false;\r\n });\r\n\r\n var newClassAlgorithms = clearEventListeners(\"location-algorithms-class\");\r\n newClassAlgorithms.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassAlgorithms);\r\n return false;\r\n });\r\n\r\n var newClassManagement = clearEventListeners(\"location-management-class\");\r\n newClassManagement.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassManagement);\r\n return false;\r\n });\r\n\r\n var newClassLeadership = clearEventListeners(\"location-leadership-class\");\r\n newClassLeadership.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassLeadership);\r\n return false;\r\n });\r\n}\r\n\r\nfunction displayGymLocationContent(costMult) {\r\n var gymStrButton = document.getElementById(\"location-gym-train-str\");\r\n var gymDefButton = document.getElementById(\"location-gym-train-def\");\r\n var gymDexButton = document.getElementById(\"location-gym-train-dex\");\r\n var gymAgiButton = document.getElementById(\"location-gym-train-agi\");\r\n gymStrButton.style.display = \"block\";\r\n gymDefButton.style.display = \"block\";\r\n gymDexButton.style.display = \"block\";\r\n gymAgiButton.style.display = \"block\";\r\n\r\n //Costs (per second)\r\n var cost = CONSTANTS.ClassGymBaseCost * costMult;\r\n\r\n //Update button text to show cost\r\n gymStrButton.innerHTML = \"Train Strength ($\" + cost + \" / sec)\";\r\n gymDefButton.innerHTML = \"Train Defense ($\" + cost + \" / sec)\";\r\n gymDexButton.innerHTML = \"Train Dexterity ($\" + cost + \" / sec)\";\r\n gymAgiButton.innerHTML = \"Train Agility ($\" + cost + \" / sec)\";\r\n}\r\n\r\nfunction setGymLocationButtons(costMult, expMult) {\r\n var gymStr = clearEventListeners(\"location-gym-train-str\");\r\n gymStr.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymStrength);\r\n return false;\r\n });\r\n\r\n var gymDef = clearEventListeners(\"location-gym-train-def\");\r\n gymDef.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymDefense);\r\n return false;\r\n });\r\n\r\n var gymDex = clearEventListeners(\"location-gym-train-dex\");\r\n gymDex.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymDexterity);\r\n return false;\r\n });\r\n\r\n var gymAgi = clearEventListeners(\"location-gym-train-agi\");\r\n gymAgi.addEventListener(\"click\", function() {\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymAgility);\r\n return false;\r\n });\r\n}\r\n\r\nfunction setInfiltrateButton(btn, companyName, startLevel, val, maxClearance, difficulty) {\r\n btn.style.display = \"block\";\r\n btn.addEventListener(\"click\", function() {\r\n Engine.loadInfiltrationContent();\r\n beginInfiltration(companyName, startLevel, val, maxClearance, difficulty)\r\n return false;\r\n });\r\n}\r\n\r\n//Finds the next target job for the player at the given company (loc) and\r\n//adds the tooltiptext to the Application button, given by 'button'\r\nfunction setJobRequirementTooltip(loc, entryPosType, btn) {\r\n var company = Companies[loc];\r\n if (company == null) {return;}\r\n var pos = Player.getNextCompanyPosition(company, entryPosType);\r\n if (pos == null) {return};\r\n if (!company.hasPosition(pos)) {return;}\r\n var reqText = getJobRequirementText(company, pos, true);\r\n btn.innerHTML += \"\" + reqText + \"\";\r\n}\r\n\r\nfunction travelBoxCreate(destCityName, cost) {\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Yes\";\r\n noBtn.innerHTML = \"No\";\r\n noBtn.addEventListener(\"click\", () => {\r\n yesNoBoxClose();\r\n return false;\r\n });\r\n yesBtn.addEventListener(\"click\", () => {\r\n yesNoBoxClose();\r\n travelToCity(destCityName, cost);\r\n return false;\r\n });\r\n yesNoBoxCreate(\"Would you like to travel to \" + destCityName + \"? The trip will cost $\" + formatNumber(cost, 2) + \".\");\r\n}\r\n\r\nfunction purchaseServerBoxCreate(ram, cost) {\r\n var yesBtn = yesNoTxtInpBoxGetYesButton();\r\n var noBtn = yesNoTxtInpBoxGetNoButton();\r\n yesBtn.innerHTML = \"Purchase Server\";\r\n noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", function() {\r\n purchaseServer(ram, cost);\r\n yesNoTxtInpBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", function() {\r\n yesNoTxtInpBoxClose();\r\n });\r\n\r\n yesNoTxtInpBoxCreate(\"Would you like to purchase a new server with \" + ram +\r\n \"GB of RAM for $\" + formatNumber(cost, 2) + \"?

\" +\r\n \"Please enter the server hostname below:
\");\r\n}\r\n\r\nexport {Locations, displayLocationContent, initLocationButtons};\r\n","import {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {gameOptionsBoxOpen, gameOptionsBoxClose}from \"../utils/GameOptions.js\";\r\nimport {clearEventListeners, createElement,\r\n removeChildrenFromElement,\r\n exceptionAlert} from \"../utils/HelperFunctions.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber,\r\n convertTimeMsToTimeElapsedString} from \"../utils/StringHelperFunctions.js\";\r\nimport {loxBoxCreate, logBoxUpdateText,\r\n logBoxOpened} from \"../utils/LogBox.js\";\r\n\r\nimport {updateActiveScriptsItems} from \"./ActiveScriptsUI.js\";\r\nimport {Augmentations, installAugmentations,\r\n initAugmentations, AugmentationNames,\r\n displayAugmentationsContent} from \"./Augmentations.js\";\r\nimport {BitNodes, initBitNodes,\r\n initBitNodeMultipliers} from \"./BitNode.js\";\r\nimport {Bladeburner} from \"./Bladeburner.js\";\r\nimport {cinematicTextFlag} from \"./CinematicText.js\";\r\nimport {CompanyPositions, initCompanies} from \"./Company.js\";\r\nimport {Corporation} from \"./CompanyManagement.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Programs, displayCreateProgramContent,\r\n getNumAvailableCreateProgram,\r\n initCreateProgramButtons} from \"./CreateProgram.js\";\r\nimport {displayFactionContent, joinFaction,\r\n processPassiveFactionRepGain, Factions,\r\n inviteToFaction, initFactions} from \"./Faction.js\";\r\nimport {FconfSettings} from \"./Fconf.js\";\r\nimport {Locations, displayLocationContent,\r\n initLocationButtons} from \"./Location.js\";\r\nimport {displayGangContent, updateGangContent,\r\n Gang} from \"./Gang.js\";\r\nimport {displayHacknetNodesContent, processAllHacknetNodeEarnings,\r\n updateHacknetNodesContent} from \"./HacknetNode.js\";\r\nimport {iTutorialStart} from \"./InteractiveTutorial.js\";\r\nimport {initLiterature} from \"./Literature.js\";\r\nimport {checkForMessagesToSend, initMessages} from \"./Message.js\";\r\nimport {inMission, currMission} from \"./Missions.js\";\r\nimport {initSingularitySFFlags,\r\n hasSingularitySF, hasCorporationSF} from \"./NetscriptFunctions.js\";\r\nimport {updateOnlineScriptTimes,\r\n runScriptsLoop} from \"./NetscriptWorker.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {prestigeAugmentation,\r\n prestigeSourceFile} from \"./Prestige.js\";\r\nimport {redPillFlag} from \"./RedPill.js\";\r\nimport {saveObject, loadGame} from \"./SaveObject.js\";\r\nimport {loadAllRunningScripts, scriptEditorInit,\r\n updateScriptEditorContent} from \"./Script.js\";\r\nimport {AllServers, Server, initForeignServers} from \"./Server.js\";\r\nimport {Settings, setSettingsLabels} from \"./Settings.js\";\r\nimport {initSourceFiles, SourceFiles} from \"./SourceFile.js\";\r\nimport {SpecialServerIps, initSpecialServerIps} from \"./SpecialServerIps.js\";\r\nimport {StockMarket, StockSymbols,\r\n SymbolToStockMap, initStockSymbols,\r\n initSymbolToStockMap, stockMarketCycle,\r\n updateStockPrices,\r\n displayStockMarketContent} from \"./StockMarket.js\";\r\nimport {Terminal, postNetburnerText, post, KEY} from \"./Terminal.js\";\r\n\r\n/* Shortcuts to navigate through the game\r\n * Alt-t - Terminal\r\n * Alt-c - Character\r\n * Alt-e - Script editor\r\n * Alt-s - Active scripts\r\n * Alt-h - Hacknet Nodes\r\n * Alt-w - City\r\n * Alt-j - Job\r\n * Alt-r - Travel Agency of current city\r\n * Alt-p - Create program\r\n * Alt-f - Factions\r\n * Alt-a - Augmentations\r\n * Alt-u - Tutorial\r\n * Alt-o - Options\r\n */\r\n$(document).keydown(function(e) {\r\n if (Settings.DisableHotkeys === true) {return;}\r\n if (!Player.isWorking && !redPillFlag && !inMission && !cinematicTextFlag) {\r\n if (e.keyCode == 84 && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadTerminalContent();\r\n } else if (e.keyCode === KEY.C && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadCharacterContent();\r\n } else if (e.keyCode === KEY.E && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadScriptEditorContent();\r\n } else if (e.keyCode === KEY.S && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadActiveScriptsContent();\r\n } else if (e.keyCode === KEY.H && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadHacknetNodesContent();\r\n } else if (e.keyCode === KEY.W && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadWorldContent();\r\n } else if (e.keyCode === KEY.J && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadJobContent();\r\n } else if (e.keyCode === KEY.R && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadTravelContent();\r\n } else if (e.keyCode === KEY.P && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadCreateProgramContent();\r\n } else if (e.keyCode === KEY.F && e.altKey) {\r\n //Overriden by Fconf\r\n if (Engine.currentPage === Engine.Page.Terminal && FconfSettings.ENABLE_BASH_HOTKEYS) {\r\n return;\r\n }\r\n e.preventDefault();\r\n Engine.loadFactionsContent();\r\n } else if (e.keyCode === KEY.A && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadAugmentationsContent();\r\n } else if (e.keyCode === KEY.U && e.altKey) {\r\n e.preventDefault();\r\n Engine.loadTutorialContent();\r\n }\r\n }\r\n\r\n if (e.keyCode === KEY.O && e.altKey) {\r\n e.preventDefault();\r\n gameOptionsBoxOpen();\r\n }\r\n});\r\n\r\nlet Engine = {\r\n version: \"\",\r\n Debug: true,\r\n\r\n //Clickable objects\r\n Clickables: {\r\n //Main menu buttons\r\n terminalMainMenuButton: null,\r\n characterMainMenuButton: null,\r\n scriptEditorMainMenuButton: null,\r\n activeScriptsMainMenuButton: null,\r\n hacknetNodesMainMenuButton: null,\r\n worldMainMenuButton: null,\r\n travelMainMenuButton: null,\r\n jobMainMenuButton: null,\r\n createProgramMainMenuButton: null,\r\n factionsMainMenuButton: null,\r\n augmentationsMainMenuButton: null,\r\n tutorialMainMenuButton: null,\r\n saveMainMenuButton: null,\r\n deleteMainMenuButton: null,\r\n\r\n //Tutorial buttons\r\n tutorialNetworkingButton: null,\r\n tutorialHackingButton: null,\r\n tutorialScriptsButton: null,\r\n tutorialNetscriptButton: null,\r\n tutorialTravelingButton: null,\r\n tutorialCompaniesButton: null,\r\n tutorialFactionsButton: null,\r\n tutorialAugmentationsButton: null,\r\n tutorialBackButton: null,\r\n },\r\n\r\n //Display objects\r\n Display: {\r\n //Progress bar\r\n progress: null,\r\n\r\n //Display for status text (such as \"Saved\" or \"Loaded\")\r\n statusText: null,\r\n\r\n hacking_skill: null,\r\n\r\n //Main menu content\r\n terminalContent: null,\r\n characterContent: null,\r\n scriptEditorContent: null,\r\n activeScriptsContent: null,\r\n hacknetNodesContent: null,\r\n worldContent: null,\r\n createProgramContent: null,\r\n factionsContent: null,\r\n factionContent: null,\r\n factionAugmentationsContent: null,\r\n augmentationsContent: null,\r\n tutorialContent: null,\r\n infiltrationContent: null,\r\n stockMarketContent: null,\r\n locationContent: null,\r\n workInProgressContent: null,\r\n redPillContent: null,\r\n cinematicTextContent: null,\r\n missionContent: null,\r\n\r\n //Character info\r\n characterInfo: null,\r\n },\r\n\r\n //Current page status\r\n Page: {\r\n Terminal: \"Terminal\",\r\n CharacterInfo: \"CharacterInfo\",\r\n ScriptEditor: \"ScriptEditor\",\r\n ActiveScripts: \"ActiveScripts\",\r\n HacknetNodes: \"HacknetNodes\",\r\n World: \"World\",\r\n CreateProgram: \"CreateProgram\",\r\n Factions: \"Factions\",\r\n Faction: \"Faction\",\r\n Augmentations: \"Augmentations\",\r\n Tutorial: \"Tutorial\",\r\n Location: \"Location\",\r\n workInProgress: \"WorkInProgress\",\r\n RedPill: \"RedPill\",\r\n CinematicText: \"CinematicText\",\r\n Infiltration: \"Infiltration\",\r\n StockMarket: \"StockMarket\",\r\n Gang: \"Gang\",\r\n Mission: \"Mission\",\r\n Corporation: \"Corporation\",\r\n Bladeburner: \"Bladeburner\",\r\n },\r\n currentPage: null,\r\n\r\n\r\n //Time variables (milliseconds unix epoch time)\r\n _lastUpdate: new Date().getTime(),\r\n _idleSpeed: 200, //Speed (in ms) at which the main loop is updated\r\n\r\n\r\n /* Load content when a main menu button is clicked */\r\n loadTerminalContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.terminalContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.Terminal;\r\n document.getElementById(\"terminal-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadCharacterContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.characterContent.style.display = \"block\";\r\n Engine.displayCharacterInfo();\r\n Engine.currentPage = Engine.Page.CharacterInfo;\r\n document.getElementById(\"stats-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadScriptEditorContent: function(filename = \"\", code = \"\") {\r\n Engine.hideAllContent();\r\n Engine.Display.scriptEditorContent.style.display = \"block\";\r\n var editor = ace.edit('javascript-editor');\r\n if (filename != \"\") {\r\n document.getElementById(\"script-editor-filename\").value = filename;\r\n editor.setValue(code);\r\n }\r\n editor.focus();\r\n updateScriptEditorContent();\r\n Engine.currentPage = Engine.Page.ScriptEditor;\r\n document.getElementById(\"create-script-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadActiveScriptsContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.activeScriptsContent.style.display = \"block\";\r\n updateActiveScriptsItems();\r\n Engine.currentPage = Engine.Page.ActiveScripts;\r\n document.getElementById(\"active-scripts-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadHacknetNodesContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.hacknetNodesContent.style.display = \"block\";\r\n displayHacknetNodesContent();\r\n Engine.currentPage = Engine.Page.HacknetNodes;\r\n document.getElementById(\"hacknet-nodes-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadWorldContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.worldContent.style.display = \"block\";\r\n Engine.displayWorldInfo();\r\n Engine.currentPage = Engine.Page.World;\r\n document.getElementById(\"city-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadCreateProgramContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.createProgramContent.style.display = \"block\";\r\n displayCreateProgramContent();\r\n Engine.currentPage = Engine.Page.CreateProgram;\r\n document.getElementById(\"create-program-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadFactionsContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.factionsContent.style.display = \"block\";\r\n Engine.displayFactionsInfo();\r\n Engine.currentPage = Engine.Page.Factions;\r\n document.getElementById(\"factions-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadFactionContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.factionContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.Faction;\r\n },\r\n\r\n loadAugmentationsContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.augmentationsContent.style.display = \"block\";\r\n displayAugmentationsContent();\r\n Engine.currentPage = Engine.Page.Augmentations;\r\n document.getElementById(\"augmentations-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadTutorialContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.tutorialContent.style.display = \"block\";\r\n Engine.displayTutorialContent();\r\n Engine.currentPage = Engine.Page.Tutorial;\r\n document.getElementById(\"tutorial-menu-link\").classList.add(\"active\");\r\n },\r\n\r\n loadLocationContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.locationContent.style.display = \"block\";\r\n displayLocationContent();\r\n Engine.currentPage = Engine.Page.Location;\r\n },\r\n\r\n loadTravelContent: function() {\r\n switch(Player.city) {\r\n case Locations.Aevum:\r\n Player.location = Locations.AevumTravelAgency;\r\n break;\r\n case Locations.Chongqing:\r\n Player.location = Locations.ChongqingTravelAgency;\r\n break;\r\n case Locations.Sector12:\r\n Player.location = Locations.Sector12TravelAgency;\r\n break;\r\n case Locations.NewTokyo:\r\n Player.location = Locations.NewTokyoTravelAgency;\r\n break;\r\n case Locations.Ishima:\r\n Player.location = Locations.IshimaTravelAgency;\r\n break;\r\n case Locations.Volhaven:\r\n Player.location = Locations.VolhavenTravelAgency;\r\n break;\r\n default:\r\n dialogBoxCreate(\"ERROR: Invalid city. This is a bug please contact game dev\");\r\n break;\r\n }\r\n Engine.loadLocationContent();\r\n },\r\n\r\n loadJobContent: function() {\r\n if (Player.companyName == \"\") {\r\n dialogBoxCreate(\"You do not currently have a job! You can visit various companies \" +\r\n \"in the city and try to find a job.\");\r\n return;\r\n }\r\n Player.location = Player.companyName;\r\n Engine.loadLocationContent();\r\n },\r\n\r\n loadWorkInProgressContent: function() {\r\n Engine.hideAllContent();\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n //mainMenu.style.visibility = \"hidden\";\r\n mainMenu.style.visibility = \"hidden\";\r\n Engine.Display.workInProgressContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.WorkInProgress;\r\n },\r\n\r\n loadRedPillContent: function() {\r\n Engine.hideAllContent();\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"hidden\";\r\n Engine.Display.redPillContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.RedPill;\r\n },\r\n\r\n loadCinematicTextContent: function() {\r\n Engine.hideAllContent();\r\n var mainMenu = document.getElementById(\"mainmenu-container\");\r\n mainMenu.style.visibility = \"hidden\";\r\n Engine.Display.cinematicTextContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.CinematicText;\r\n },\r\n\r\n loadInfiltrationContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.infiltrationContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.Infiltration;\r\n },\r\n\r\n loadStockMarketContent: function() {\r\n Engine.hideAllContent();\r\n Engine.Display.stockMarketContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.StockMarket;\r\n displayStockMarketContent();\r\n },\r\n\r\n loadGangContent: function() {\r\n Engine.hideAllContent();\r\n if (document.getElementById(\"gang-container\") || Player.inGang()) {\r\n displayGangContent();\r\n Engine.currentPage = Engine.Page.Gang;\r\n } else {\r\n Engine.loadTerminalContent();\r\n Engine.currentPage = Engine.Page.Terminal;\r\n }\r\n },\r\n\r\n loadMissionContent: function() {\r\n Engine.hideAllContent();\r\n document.getElementById(\"mainmenu-container\").style.visibility = \"hidden\";\r\n document.getElementById(\"character-overview-wrapper\").style.visibility = \"hidden\";\r\n Engine.Display.missionContent.style.display = \"block\";\r\n Engine.currentPage = Engine.Page.Mission;\r\n },\r\n\r\n loadCorporationContent: function() {\r\n if (Player.corporation instanceof Corporation) {\r\n Engine.hideAllContent();\r\n document.getElementById(\"character-overview-wrapper\").style.visibility = \"hidden\";\r\n Player.corporation.createUI();\r\n Engine.currentPage = Engine.Page.Corporation;\r\n }\r\n },\r\n\r\n loadBladeburnerContent: function() {\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n try {\r\n Engine.hideAllContent();\r\n Engine.currentPage = Engine.Page.Bladeburner;\r\n Player.bladeburner.createContent();\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n }\r\n },\r\n\r\n //Helper function that hides all content\r\n hideAllContent: function() {\r\n Engine.Display.terminalContent.style.display = \"none\";\r\n Engine.Display.characterContent.style.display = \"none\";\r\n Engine.Display.scriptEditorContent.style.display = \"none\";\r\n Engine.Display.activeScriptsContent.style.display = \"none\";\r\n Engine.Display.hacknetNodesContent.style.display = \"none\";\r\n Engine.Display.worldContent.style.display = \"none\";\r\n Engine.Display.createProgramContent.style.display = \"none\";\r\n Engine.Display.factionsContent.style.display = \"none\";\r\n Engine.Display.factionContent.style.display = \"none\";\r\n Engine.Display.factionAugmentationsContent.style.display = \"none\";\r\n Engine.Display.augmentationsContent.style.display = \"none\";\r\n Engine.Display.tutorialContent.style.display = \"none\";\r\n Engine.Display.locationContent.style.display = \"none\";\r\n Engine.Display.workInProgressContent.style.display = \"none\";\r\n Engine.Display.redPillContent.style.display = \"none\";\r\n Engine.Display.cinematicTextContent.style.display = \"none\";\r\n Engine.Display.infiltrationContent.style.display = \"none\";\r\n Engine.Display.stockMarketContent.style.display = \"none\";\r\n Engine.Display.missionContent.style.display = \"none\";\r\n if (document.getElementById(\"gang-container\")) {\r\n document.getElementById(\"gang-container\").style.display = \"none\";\r\n }\r\n\r\n if (Player.corporation instanceof Corporation) {\r\n Player.corporation.clearUI();\r\n }\r\n\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n Player.bladeburner.clearContent();\r\n }\r\n\r\n //Location lists\r\n Engine.aevumLocationsList.style.display = \"none\";\r\n Engine.chongqingLocationsList.style.display = \"none\";\r\n Engine.sector12LocationsList.style.display = \"none\";\r\n Engine.newTokyoLocationsList.style.display = \"none\";\r\n Engine.ishimaLocationsList.style.display = \"none\";\r\n Engine.volhavenLocationsList.style.display = \"none\";\r\n\r\n //Make nav menu tabs inactive\r\n document.getElementById(\"terminal-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"create-script-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"active-scripts-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"create-program-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"stats-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"factions-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"augmentations-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"hacknet-nodes-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"city-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"tutorial-menu-link\").classList.remove(\"active\");\r\n document.getElementById(\"options-menu-link\").classList.remove(\"active\");\r\n },\r\n\r\n displayCharacterOverviewInfo: function() {\r\n if (Player.hp == null) {Player.hp = Player.max_hp;}\r\n var overviewText = \"Hp: \" + Player.hp + \" / \" + Player.max_hp + \"
\" +\r\n \"Money: \" + numeral(Player.money.toNumber()).format('($0.000a)') + \"
\" +\r\n \"Hack: \" + (Player.hacking_skill).toLocaleString() + \"
\" +\r\n \"Str: \" + (Player.strength).toLocaleString() + \"
\" +\r\n \"Def: \" + (Player.defense).toLocaleString() + \"
\" +\r\n \"Dex: \" + (Player.dexterity).toLocaleString() + \"
\" +\r\n \"Agi: \" + (Player.agility).toLocaleString() + \"
\" +\r\n \"Cha: \" + (Player.charisma).toLocaleString();\r\n if (Player.intelligence >= 1) {\r\n overviewText += \"
Int: \" + (Player.intelligence).toLocaleString();\r\n }\r\n document.getElementById(\"character-overview-text\").innerHTML = overviewText.replace( / /g, \" \");\r\n },\r\n\r\n /* Display character info */\r\n displayCharacterInfo: function() {\r\n removeChildrenFromElement(Engine.Display.characterInfo);\r\n\r\n var companyPosition = \"\";\r\n if (Player.companyPosition != \"\") {\r\n companyPosition = Player.companyPosition.positionName;\r\n }\r\n\r\n var intText = \"\";\r\n if (Player.intelligence > 0) {\r\n intText = 'Intelligence: ' + (Player.intelligence).toLocaleString() + \"


\";\r\n }\r\n\r\n Engine.Display.characterInfo.appendChild(createElement(\"pre\", {\r\n innerHTML:\r\n 'General

' +\r\n 'Current City: ' + Player.city + '

' +\r\n 'Employer: ' + Player.companyName + '
' +\r\n 'Job Title: ' + companyPosition + '

' +\r\n 'Money: $' + formatNumber(Player.money.toNumber(), 2)+ '


' +\r\n 'Stats

' +\r\n 'Hacking Level: ' + (Player.hacking_skill).toLocaleString() +\r\n \" (\" + numeral(Player.hacking_exp).format('(0.000a)') + ' experience)
' +\r\n 'Strength: ' + (Player.strength).toLocaleString() +\r\n \" (\" + numeral(Player.strength_exp).format('(0.000a)') + ' experience)
' +\r\n 'Defense: ' + (Player.defense).toLocaleString() +\r\n \" (\" + numeral(Player.defense_exp).format('(0.000a)')+ ' experience)
' +\r\n 'Dexterity: ' + (Player.dexterity).toLocaleString() +\r\n \" (\" + numeral(Player.dexterity_exp).format('(0.000a)') + ' experience)
' +\r\n 'Agility: ' + (Player.agility).toLocaleString() +\r\n \" (\" + numeral(Player.agility_exp).format('(0.000a)') + ' experience)
' +\r\n 'Charisma: ' + (Player.charisma).toLocaleString() +\r\n \" (\" + numeral(Player.charisma_exp).format('(0.000a)') + ' experience)
' +\r\n intText +\r\n 'Multipliers

' +\r\n 'Hacking Chance multiplier: ' + formatNumber(Player.hacking_chance_mult * 100, 2) + '%
' +\r\n 'Hacking Speed multiplier: ' + formatNumber(Player.hacking_speed_mult * 100, 2) + '%
' +\r\n 'Hacking Money multiplier: ' + formatNumber(Player.hacking_money_mult * 100, 2) + '%
' +\r\n 'Hacking Growth multiplier: ' + formatNumber(Player.hacking_grow_mult * 100, 2) + '%

' +\r\n 'Hacking Level multiplier: ' + formatNumber(Player.hacking_mult * 100, 2) + '%
' +\r\n 'Hacking Experience multiplier: ' + formatNumber(Player.hacking_exp_mult * 100, 2) + '%

' +\r\n 'Strength Level multiplier: ' + formatNumber(Player.strength_mult * 100, 2) + '%
' +\r\n 'Strength Experience multiplier: ' + formatNumber(Player.strength_exp_mult * 100, 2) + '%

' +\r\n 'Defense Level multiplier: ' + formatNumber(Player.defense_mult * 100, 2) + '%
' +\r\n 'Defense Experience multiplier: ' + formatNumber(Player.defense_exp_mult * 100, 2) + '%

' +\r\n 'Dexterity Level multiplier: ' + formatNumber(Player.dexterity_mult * 100, 2) + '%
' +\r\n 'Dexterity Experience multiplier: ' + formatNumber(Player.dexterity_exp_mult * 100, 2) + '%

' +\r\n 'Agility Level multiplier: ' + formatNumber(Player.agility_mult * 100, 2) + '%
' +\r\n 'Agility Experience multiplier: ' + formatNumber(Player.agility_exp_mult * 100, 2) + '%

' +\r\n 'Charisma Level multiplier: ' + formatNumber(Player.charisma_mult * 100, 2) + '%
' +\r\n 'Charisma Experience multiplier: ' + formatNumber(Player.charisma_exp_mult * 100, 2) + '%

' +\r\n 'Hacknet Node production multiplier: ' + formatNumber(Player.hacknet_node_money_mult * 100, 2) + '%
' +\r\n 'Hacknet Node purchase cost multiplier: ' + formatNumber(Player.hacknet_node_purchase_cost_mult * 100, 2) + '%
' +\r\n 'Hacknet Node RAM upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_ram_cost_mult * 100, 2) + '%
' +\r\n 'Hacknet Node Core purchase cost multiplier: ' + formatNumber(Player.hacknet_node_core_cost_mult * 100, 2) + '%
' +\r\n 'Hacknet Node level upgrade cost multiplier: ' + formatNumber(Player.hacknet_node_level_cost_mult * 100, 2) + '%

' +\r\n 'Company reputation gain multiplier: ' + formatNumber(Player.company_rep_mult * 100, 2) + '%
' +\r\n 'Faction reputation gain multiplier: ' + formatNumber(Player.faction_rep_mult * 100, 2) + '%
' +\r\n 'Salary multiplier: ' + formatNumber(Player.work_money_mult * 100, 2) + '%
' +\r\n 'Crime success multiplier: ' + formatNumber(Player.crime_success_mult * 100, 2) + '%
' +\r\n 'Crime money multiplier: ' + formatNumber(Player.crime_money_mult * 100, 2) + '%


' +\r\n 'Misc

' +\r\n 'Servers owned: ' + Player.purchasedServers.length + '
' +\r\n 'Hacknet Nodes owned: ' + Player.hacknetNodes.length + '
' +\r\n 'Augmentations installed: ' + Player.augmentations.length + '
' +\r\n 'Time played since last Augmentation: ' + convertTimeMsToTimeElapsedString(Player.playtimeSinceLastAug) + '
' +\r\n 'Time played: ' + convertTimeMsToTimeElapsedString(Player.totalPlaytime),\r\n }));\r\n\r\n if (Player.sourceFiles.length !== 0) {\r\n var index = \"BitNode\" + Player.bitNodeN;\r\n\r\n Engine.Display.characterInfo.appendChild(createElement(\"p\", {\r\n width:\"60%\",\r\n innerHTML:\r\n \"
Current BitNode: \" + Player.bitNodeN + \" (\" + BitNodes[index].name + \")

\",\r\n }));\r\n\r\n Engine.Display.characterInfo.appendChild(createElement(\"p\", {\r\n width:\"60%\", fontSize: \"13px\", marginLeft:\"4%\",\r\n innerHTML:BitNodes[index].info,\r\n }))\r\n }\r\n },\r\n\r\n /* Display locations in the world*/\r\n aevumLocationsList: null,\r\n chongqingLocationsList: null,\r\n sector12LocationsList: null,\r\n newTokyoLocationsList: null,\r\n ishimaLocationsList: null,\r\n volhavenLocationsList: null,\r\n\r\n displayWorldInfo: function() {\r\n Engine.aevumLocationsList.style.display = \"none\";\r\n Engine.chongqingLocationsList.style.display = \"none\";\r\n Engine.sector12LocationsList.style.display = \"none\";\r\n Engine.newTokyoLocationsList.style.display = \"none\";\r\n Engine.ishimaLocationsList.style.display = \"none\";\r\n Engine.volhavenLocationsList.style.display = \"none\";\r\n\r\n document.getElementById(\"world-city-name\").innerHTML = Player.city;\r\n var cityDesc = document.getElementById(\"world-city-desc\"); //TODO\r\n switch(Player.city) {\r\n case Locations.Aevum:\r\n Engine.aevumLocationsList.style.display = \"inline\";\r\n break;\r\n case Locations.Chongqing:\r\n Engine.chongqingLocationsList.style.display = \"inline\";\r\n break;\r\n case Locations.Sector12:\r\n Engine.sector12LocationsList.style.display = \"inline\";\r\n\r\n //City hall only in BitNode-3/with Source-File 3\r\n if ((Player.bitNodeN === 3 || hasCorporationSF) && Player.bitNodeN !== 8) {\r\n document.getElementById(\"sector12-cityhall-li\").style.display = \"block\";\r\n } else {\r\n document.getElementById(\"sector12-cityhall-li\").style.display = \"none\";\r\n }\r\n break;\r\n case Locations.NewTokyo:\r\n Engine.newTokyoLocationsList.style.display = \"inline\";\r\n break;\r\n case Locations.Ishima:\r\n Engine.ishimaLocationsList.style.display = \"inline\";\r\n break;\r\n case Locations.Volhaven:\r\n Engine.volhavenLocationsList.style.display = \"inline\";\r\n break;\r\n default:\r\n console.log(\"Invalid city value in Player object!\");\r\n break;\r\n }\r\n\r\n //Generic Locations (common to every city):\r\n // World Stock Exchange\r\n // Corporation (if applicable)\r\n // Bladeburner HQ (if applicable);\r\n var genericLocationsList = document.getElementById(\"generic-locations-list\");\r\n genericLocationsList.style.display = \"inline\";\r\n removeChildrenFromElement(genericLocationsList);\r\n var li = createElement(\"li\");\r\n li.appendChild(createElement(\"a\", {\r\n innerText:\"World Stock Exchange\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n Player.location = Locations.WorldStockExchange;\r\n Engine.loadStockMarketContent();\r\n return false;\r\n }\r\n }));\r\n genericLocationsList.appendChild(li);\r\n\r\n if (Player.corporation instanceof Corporation && document.getElementById(\"location-corporation-button\") == null) {\r\n var li = createElement(\"li\");\r\n li.appendChild(createElement(\"a\", {\r\n innerText:Player.corporation.name, id:\"location-corporation-button\",\r\n class:\"a-link-button\",\r\n clickListener:()=>{\r\n Engine.loadCorporationContent();\r\n return false;\r\n }\r\n }));\r\n genericLocationsList.appendChild(li);\r\n }\r\n\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n var li = createElement(\"li\");\r\n li.appendChild(createElement(\"a\", {\r\n innerText:\"Bladeburner Headquarters\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n Engine.loadBladeburnerContent();\r\n return false;\r\n }\r\n }));\r\n genericLocationsList.appendChild(li);\r\n }\r\n },\r\n\r\n displayFactionsInfo: function() {\r\n removeChildrenFromElement(Engine.Display.factionsContent);\r\n\r\n //Factions\r\n Engine.Display.factionsContent.appendChild(createElement(\"h1\", {\r\n innerText:\"Factions\"\r\n }));\r\n Engine.Display.factionsContent.appendChild(createElement(\"p\", {\r\n innerText:\"Lists all factions you have joined\"\r\n }));\r\n var factionsList = createElement(\"ul\");\r\n Engine.Display.factionsContent.appendChild(createElement(\"br\"));\r\n\r\n //Add a button for each faction you are a member of\r\n for (var i = 0; i < Player.factions.length; ++i) {\r\n (function () {\r\n var factionName = Player.factions[i];\r\n\r\n factionsList.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:factionName, padding:\"4px\", margin:\"4px\",\r\n display:\"inline-block\",\r\n clickListener:()=>{\r\n Engine.loadFactionContent();\r\n displayFactionContent(factionName);\r\n return false;\r\n }\r\n }));\r\n factionsList.appendChild(createElement(\"br\"));\r\n }()); //Immediate invocation\r\n }\r\n Engine.Display.factionsContent.appendChild(factionsList);\r\n Engine.Display.factionsContent.appendChild(createElement(\"br\"));\r\n\r\n //Invited Factions\r\n Engine.Display.factionsContent.appendChild(createElement(\"h1\", {\r\n innerText:\"Outstanding Faction Invitations\"\r\n }));\r\n Engine.Display.factionsContent.appendChild(createElement(\"p\", {\r\n width:\"70%\",\r\n innerText:\"Lists factions you have been invited to, as well as \" +\r\n \"factions you have previously rejected. You can accept \" +\r\n \"these faction invitations at any time.\"\r\n }));\r\n var invitationsList = createElement(\"ul\");\r\n\r\n //Add a button to accept for each faction you have invitiations for\r\n for (var i = 0; i < Player.factionInvitations.length; ++i) {\r\n (function () {\r\n var factionName = Player.factionInvitations[i];\r\n\r\n var item = createElement(\"li\", {padding:\"6px\", margin:\"6px\"});\r\n item.appendChild(createElement(\"p\", {\r\n innerText:factionName, display:\"inline\", margin:\"4px\", padding:\"4px\"\r\n }));\r\n item.appendChild(createElement(\"a\", {\r\n innerText:\"Accept Faction Invitation\",\r\n class:\"a-link-button\", display:\"inline\", margin:\"4px\", padding:\"4px\",\r\n clickListener:()=>{\r\n joinFaction(Factions[factionName]);\r\n for (var i = 0; i < Player.factionInvitations.length; ++i) {\r\n if (Player.factionInvitations[i] == factionName || Factions[Player.factionInvitations[i]].isBanned) {\r\n Player.factionInvitations.splice(i, 1);\r\n i--;\r\n }\r\n }\r\n Engine.displayFactionsInfo();\r\n return false;\r\n }\r\n }));\r\n\r\n invitationsList.appendChild(item);\r\n }());\r\n }\r\n\r\n Engine.Display.factionsContent.appendChild(invitationsList);\r\n },\r\n\r\n displayTutorialContent: function() {\r\n document.getElementById(\"tutorial-getting-started-link\").style.display = \"block\";\r\n Engine.Clickables.tutorialNetworkingButton.style.display = \"block\";\r\n Engine.Clickables.tutorialHackingButton.style.display = \"block\";\r\n Engine.Clickables.tutorialScriptsButton.style.display = \"block\";\r\n Engine.Clickables.tutorialNetscriptButton.style.display = \"block\";\r\n Engine.Clickables.tutorialTravelingButton.style.display = \"block\";\r\n Engine.Clickables.tutorialCompaniesButton.style.display = \"block\";\r\n Engine.Clickables.tutorialFactionsButton.style.display = \"block\";\r\n Engine.Clickables.tutorialAugmentationsButton.style.display = \"block\";\r\n document.getElementById(\"tutorial-shortcuts-link\").style.display = \"block\";\r\n\r\n Engine.Clickables.tutorialBackButton.style.display = \"none\";\r\n document.getElementById(\"tutorial-text\").style.display = \"none\";\r\n },\r\n\r\n //Displays the text when a section of the Tutorial is opened\r\n displayTutorialPage: function(text) {\r\n document.getElementById(\"tutorial-getting-started-link\").style.display = \"none\";\r\n Engine.Clickables.tutorialNetworkingButton.style.display = \"none\";\r\n Engine.Clickables.tutorialHackingButton.style.display = \"none\";\r\n Engine.Clickables.tutorialScriptsButton.style.display = \"none\";\r\n Engine.Clickables.tutorialNetscriptButton.style.display = \"none\";\r\n Engine.Clickables.tutorialTravelingButton.style.display = \"none\";\r\n Engine.Clickables.tutorialCompaniesButton.style.display = \"none\";\r\n Engine.Clickables.tutorialFactionsButton.style.display = \"none\";\r\n Engine.Clickables.tutorialAugmentationsButton.style.display = \"none\";\r\n document.getElementById(\"tutorial-shortcuts-link\").style.display = \"none\";\r\n\r\n Engine.Clickables.tutorialBackButton.style.display = \"inline-block\";\r\n document.getElementById(\"tutorial-text\").style.display = \"block\";\r\n document.getElementById(\"tutorial-text\").innerHTML = text;\r\n },\r\n\r\n /* Main Event Loop */\r\n idleTimer: function() {\r\n //Get time difference\r\n var _thisUpdate = new Date().getTime();\r\n var diff = _thisUpdate - Engine._lastUpdate;\r\n var offset = diff % Engine._idleSpeed;\r\n\r\n //Divide this by cycle time to determine how many cycles have elapsed since last update\r\n diff = Math.floor(diff / Engine._idleSpeed);\r\n\r\n if (diff > 0) {\r\n //Update the game engine by the calculated number of cycles\r\n Engine._lastUpdate = _thisUpdate - offset;\r\n Player.lastUpdate = _thisUpdate - offset;\r\n Engine.updateGame(diff);\r\n }\r\n\r\n window.requestAnimationFrame(Engine.idleTimer);\r\n },\r\n\r\n updateGame: function(numCycles = 1) {\r\n //Update total playtime\r\n var time = numCycles * Engine._idleSpeed;\r\n if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}\r\n if (Player.playtimeSinceLastAug == null) {Player.playtimeSinceLastAug = 0;}\r\n Player.totalPlaytime += time;\r\n Player.playtimeSinceLastAug += time;\r\n\r\n //Start Manual hack\r\n if (Player.startAction == true) {\r\n Engine._totalActionTime = Player.actionTime;\r\n Engine._actionTimeLeft = Player.actionTime;\r\n Engine._actionInProgress = true;\r\n Engine._actionProgressBarCount = 1;\r\n Engine._actionProgressStr = \"[ ]\";\r\n Engine._actionTimeStr = \"Time left: \";\r\n Player.startAction = false;\r\n }\r\n\r\n //Working\r\n if (Player.isWorking) {\r\n if (Player.workType == CONSTANTS.WorkTypeFaction) {\r\n Player.workForFaction(numCycles);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {\r\n Player.createProgramWork(numCycles);\r\n } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {\r\n Player.takeClass(numCycles);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCrime) {\r\n Player.commitCrime(numCycles);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {\r\n Player.workPartTime(numCycles);\r\n } else {\r\n Player.work(numCycles);\r\n }\r\n }\r\n\r\n //Gang, if applicable\r\n if (Player.bitNodeN == 2 && Player.inGang()) {\r\n Player.gang.process(numCycles);\r\n }\r\n\r\n //Mission\r\n if (inMission && currMission) {\r\n currMission.process(numCycles);\r\n }\r\n\r\n //Corporation\r\n if (Player.corporation instanceof Corporation) {\r\n //Stores cycles in a \"buffer\". Processed separately using Engine Counters\r\n //This is to avoid constant DOM redraws when Corporation is catching up\r\n Player.corporation.storeCycles(numCycles);\r\n }\r\n\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n Player.bladeburner.storeCycles(numCycles);\r\n }\r\n\r\n //Counters\r\n Engine.decrementAllCounters(numCycles);\r\n Engine.checkCounters();\r\n\r\n //Manual hacks\r\n if (Engine._actionInProgress == true) {\r\n Engine.updateHackProgress(numCycles);\r\n }\r\n\r\n //Update the running time of all active scripts\r\n updateOnlineScriptTimes(numCycles);\r\n\r\n //Hacknet Nodes\r\n processAllHacknetNodeEarnings(numCycles);\r\n },\r\n\r\n //Counters for the main event loop. Represent the number of game cycles are required\r\n //for something to happen.\r\n Counters: {\r\n autoSaveCounter: 300, //Autosave every minute\r\n updateSkillLevelsCounter: 10, //Only update skill levels every 2 seconds. Might improve performance\r\n updateDisplays: 3,\r\n updateDisplaysMed: 9,\r\n updateDisplaysLong: 15,\r\n updateActiveScriptsDisplay: 5,\r\n createProgramNotifications: 10, //Checks whether any programs can be created and notifies\r\n checkFactionInvitations: 100, //Check whether you qualify for any faction invitations\r\n passiveFactionGrowth: 600,\r\n messages: 150,\r\n stockTick: 30, //Update stock prices\r\n sCr: 1500,\r\n mechanicProcess: 5, //Processes certain mechanics (Corporation, Bladeburner)\r\n },\r\n\r\n decrementAllCounters: function(numCycles = 1) {\r\n for (var counter in Engine.Counters) {\r\n if (Engine.Counters.hasOwnProperty(counter)) {\r\n Engine.Counters[counter] = Engine.Counters[counter] - numCycles;\r\n }\r\n }\r\n },\r\n\r\n //Checks if any counters are 0 and if they are, executes whatever\r\n //is necessary and then resets the counter\r\n checkCounters: function() {\r\n if (Engine.Counters.autoSaveCounter <= 0) {\r\n saveObject.saveGame(indexedDb);\r\n if (Settings.AutosaveInterval == null) {\r\n Settings.AutosaveInterval = 60;\r\n }\r\n if (Settings.AutosaveInterval === 0) {\r\n Engine.Counters.autoSaveCounter = Infinity;\r\n } else {\r\n Engine.Counters.autoSaveCounter = Settings.AutosaveInterval * 5;\r\n }\r\n }\r\n\r\n if (Engine.Counters.updateSkillLevelsCounter <= 0) {\r\n Player.updateSkillLevels();\r\n Engine.Counters.updateSkillLevelsCounter = 10;\r\n }\r\n\r\n if (Engine.Counters.updateActiveScriptsDisplay <= 0) {\r\n //Always update, but make the interval longer if the page isn't active\r\n updateActiveScriptsItems();\r\n if (Engine.currentPage === Engine.Page.ActiveScripts) {\r\n Engine.Counters.updateActiveScriptsDisplay = 5;\r\n } else {\r\n Engine.Counters.updateActiveScriptsDisplay = 15;\r\n }\r\n }\r\n\r\n if (Engine.Counters.updateDisplays <= 0) {\r\n Engine.displayCharacterOverviewInfo();\r\n if (Engine.currentPage == Engine.Page.CharacterInfo) {\r\n Engine.displayCharacterInfo();\r\n } else if (Engine.currentPage == Engine.Page.HacknetNodes) {\r\n updateHacknetNodesContent();\r\n } else if (Engine.currentPage == Engine.Page.CreateProgram) {\r\n displayCreateProgramContent();\r\n }\r\n\r\n if (logBoxOpened) {\r\n logBoxUpdateText();\r\n }\r\n\r\n Engine.Counters.updateDisplays = 3;\r\n }\r\n\r\n if (Engine.Counters.updateDisplaysMed <= 0) {\r\n if (Engine.currentPage === Engine.Page.Corporation) {\r\n Player.corporation.updateUIContent();\r\n }\r\n Engine.Counters.updateDisplaysMed = 9;\r\n }\r\n\r\n if (Engine.Counters.updateDisplaysLong <= 0) {\r\n if (Engine.currentPage === Engine.Page.Gang) {\r\n updateGangContent();\r\n } else if (Engine.currentPage === Engine.Page.ScriptEditor) {\r\n updateScriptEditorContent();\r\n }\r\n Engine.Counters.updateDisplaysLong = 15;\r\n }\r\n\r\n if (Engine.Counters.createProgramNotifications <= 0) {\r\n var num = getNumAvailableCreateProgram();\r\n var elem = document.getElementById(\"create-program-notification\");\r\n if (num > 0) {\r\n elem.innerHTML = num;\r\n elem.setAttribute(\"class\", \"notification-on\");\r\n } else {\r\n elem.innerHTML = \"\";\r\n elem.setAttribute(\"class\", \"notification-off\");\r\n }\r\n Engine.Counters.createProgramNotifications = 10;\r\n }\r\n\r\n if (Engine.Counters.checkFactionInvitations <= 0) {\r\n var invitedFactions = Player.checkForFactionInvitations();\r\n if (invitedFactions.length > 0) {\r\n if (Player.firstFacInvRecvd === false) {\r\n Player.firstFacInvRecvd = true;\r\n document.getElementById(\"factions-tab\").style.display = \"list-item\";\r\n document.getElementById(\"character-menu-header\").click();\r\n document.getElementById(\"character-menu-header\").click();\r\n }\r\n\r\n var randFaction = invitedFactions[Math.floor(Math.random() * invitedFactions.length)];\r\n inviteToFaction(randFaction);\r\n }\r\n Engine.Counters.checkFactionInvitations = 100;\r\n }\r\n\r\n if (Engine.Counters.passiveFactionGrowth <= 0) {\r\n var adjustedCycles = Math.floor((600 - Engine.Counters.passiveFactionGrowth));\r\n processPassiveFactionRepGain(adjustedCycles);\r\n Engine.Counters.passiveFactionGrowth = 600;\r\n }\r\n\r\n if (Engine.Counters.messages <= 0) {\r\n checkForMessagesToSend();\r\n if (Augmentations[AugmentationNames.TheRedPill].owned) {\r\n Engine.Counters.messages = 4500; //15 minutes for Red pill message\r\n } else {\r\n Engine.Counters.messages = 150;\r\n }\r\n }\r\n\r\n if (Engine.Counters.stockTick <= 0) {\r\n if (Player.hasWseAccount) {\r\n updateStockPrices();\r\n }\r\n Engine.Counters.stockTick = 30;\r\n }\r\n\r\n if (Engine.Counters.sCr <= 0) {\r\n if (Player.hasWseAccount) {\r\n stockMarketCycle();\r\n }\r\n Engine.Counters.sCr = 1500;\r\n }\r\n\r\n if (Engine.Counters.mechanicProcess <= 0) {\r\n if (Player.corporation instanceof Corporation) {\r\n Player.corporation.process();\r\n }\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n try {\r\n Player.bladeburner.process();\r\n } catch(e) {\r\n exceptionAlert(\"Exception caught in Bladeburner.process(): \" + e);\r\n }\r\n\r\n }\r\n Engine.Counters.mechanicProcess = 5;\r\n }\r\n },\r\n\r\n /* Calculates the hack progress for a manual (non-scripted) hack and updates the progress bar/time accordingly */\r\n _totalActionTime: 0,\r\n _actionTimeLeft: 0,\r\n _actionTimeStr: \"Time left: \",\r\n _actionProgressStr: \"[ ]\",\r\n _actionProgressBarCount: 1,\r\n _actionInProgress: false,\r\n updateHackProgress: function(numCycles = 1) {\r\n var timeElapsedMilli = numCycles * Engine._idleSpeed;\r\n Engine._actionTimeLeft -= (timeElapsedMilli/ 1000); //Substract idle speed (ms)\r\n Engine._actionTimeLeft = Math.max(Engine._actionTimeLeft, 0);\r\n\r\n //Calculate percent filled\r\n var percent = Math.round((1 - Engine._actionTimeLeft / Engine._totalActionTime) * 100);\r\n\r\n //Update progress bar\r\n while (Engine._actionProgressBarCount * 2 <= percent) {\r\n Engine._actionProgressStr = Engine._actionProgressStr.replaceAt(Engine._actionProgressBarCount, \"|\");\r\n Engine._actionProgressBarCount += 1;\r\n }\r\n\r\n //Update hack time remaining\r\n Engine._actionTimeStr = \"Time left: \" + Math.max(0, Math.round(Engine._actionTimeLeft)).toString() + \"s\";\r\n document.getElementById(\"hack-progress\").innerHTML = Engine._actionTimeStr;\r\n\r\n //Dynamically update progress bar\r\n document.getElementById(\"hack-progress-bar\").innerHTML = Engine._actionProgressStr.replace( / /g, \" \" );\r\n\r\n //Once percent is 100, the hack is completed\r\n if (percent >= 100) {\r\n Engine._actionInProgress = false;\r\n Terminal.finishAction();\r\n }\r\n },\r\n\r\n _prevTimeout: null,\r\n createStatusText: function(txt) {\r\n if (Engine._prevTimeout != null) {\r\n clearTimeout(Engine._prevTimeout);\r\n Engine._prevTimeout = null;\r\n }\r\n var statusText = document.getElementById(\"status-text\")\r\n statusText.style.display = \"inline-block\";\r\n statusText.setAttribute(\"class\", \"status-text\");\r\n statusText.innerHTML = txt;\r\n Engine._prevTimeout = setTimeout(function() {\r\n statusText.style.display = \"none\";\r\n statusText.removeAttribute(\"class\");\r\n statusText.innerHTML = \"\";\r\n }, 3000);\r\n },\r\n\r\n removeLoadingScreen: function() {\r\n var loader = document.getElementById(\"loader\");\r\n if (!loader) {return;}\r\n while(loader.firstChild) {\r\n loader.removeChild(loader.firstChild);\r\n }\r\n loader.parentNode.removeChild(loader);\r\n document.getElementById(\"entire-game-container\").style.visibility = \"visible\";\r\n },\r\n\r\n //Used when initializing a game\r\n //elems should be an array of all DOM elements under the header\r\n closeMainMenuHeader: function(elems) {\r\n for (var i = 0; i < elems.length; ++i) {\r\n elems[i].style.maxHeight = null;\r\n elems[i].style.opacity = 0;\r\n elems[i].style.pointerEvents = \"none\";\r\n }\r\n },\r\n\r\n //Used when initializing the game\r\n //elems should be an array of all DOM elements under the header\r\n openMainMenuHeader: function(elems) {\r\n for (var i = 0; i < elems.length; ++i) {\r\n elems[i].style.maxHeight = elems[i].scrollHeight + \"px\";\r\n elems[i].style.display = \"block\";\r\n }\r\n },\r\n\r\n //Used in game when clicking on a main menu header (NOT FOR INITIALIZATION)\r\n //open is a boolean specifying whether its being opened or closed\r\n //elems is an array of DOM elements for main menu tabs (li)\r\n //links is an array of DOM elements for main menu links (a)\r\n toggleMainMenuHeader: function(open, elems, links) {\r\n for (var i = 0; i < elems.length; ++i) {\r\n if (open) {\r\n elems[i].style.opacity = 1;\r\n elems[i].style.maxHeight = elems[i].scrollHeight + \"px\";\r\n } else {\r\n elems[i].style.opacity = 0;\r\n elems[i].style.maxHeight = null;\r\n }\r\n }\r\n\r\n for (var i = 0; i < links.length; ++i) {\r\n if (open) {\r\n links[i].style.opacity = 1;\r\n links[i].style.maxHeight = links[i].scrollHeight + \"px\";\r\n links[i].style.pointerEvents = \"auto\";\r\n } else {\r\n links[i].style.opacity = 0;\r\n links[i].style.maxHeight = null;\r\n links[i].style.pointerEvents = \"none\";\r\n }\r\n }\r\n },\r\n\r\n load: function(saveString) {\r\n //Initialize main menu accordion panels to all start as \"open\"\r\n var terminal = document.getElementById(\"terminal-tab\");\r\n var createScript = document.getElementById(\"create-script-tab\");\r\n var activeScripts = document.getElementById(\"active-scripts-tab\");\r\n var createProgram = document.getElementById(\"create-program-tab\");\r\n var stats = document.getElementById(\"stats-tab\");\r\n var factions = document.getElementById(\"factions-tab\");\r\n var augmentations = document.getElementById(\"augmentations-tab\");\r\n var hacknetnodes = document.getElementById(\"hacknet-nodes-tab\");\r\n var city = document.getElementById(\"city-tab\");\r\n var travel = document.getElementById(\"travel-tab\");\r\n var job = document.getElementById(\"job-tab\");\r\n var tutorial = document.getElementById(\"tutorial-tab\");\r\n var options = document.getElementById(\"options-tab\");\r\n\r\n //Load game from save or create new game\r\n if (loadGame(saveString)) {\r\n console.log(\"Loaded game from save\");\r\n initBitNodes();\r\n initBitNodeMultipliers();\r\n initSourceFiles();\r\n Engine.setDisplayElements(); //Sets variables for important DOM elements\r\n Engine.init(); //Initialize buttons, work, etc.\r\n CompanyPositions.init();\r\n initAugmentations(); //Also calls Player.reapplyAllAugmentations()\r\n Player.reapplyAllSourceFiles();\r\n initStockSymbols();\r\n if (Player.hasWseAccount) {\r\n initSymbolToStockMap();\r\n }\r\n initLiterature();\r\n initSingularitySFFlags();\r\n\r\n console.log(Player.intelligence_exp);\r\n\r\n //Calculate the number of cycles have elapsed while offline\r\n Engine._lastUpdate = new Date().getTime();\r\n var lastUpdate = Player.lastUpdate;\r\n var numCyclesOffline = Math.floor((Engine._lastUpdate - lastUpdate) / Engine._idleSpeed);\r\n\r\n /* Process offline progress */\r\n var offlineProductionFromScripts = loadAllRunningScripts(); //This also takes care of offline production for those scripts\r\n if (Player.isWorking) {\r\n console.log(\"work() called in load() for \" + numCyclesOffline * Engine._idleSpeed + \" milliseconds\");\r\n if (Player.workType == CONSTANTS.WorkTypeFaction) {\r\n Player.workForFaction(numCyclesOffline);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {\r\n Player.createProgramWork(numCyclesOffline);\r\n } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {\r\n Player.takeClass(numCyclesOffline);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCrime) {\r\n Player.commitCrime(numCyclesOffline);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {\r\n Player.workPartTime(numCyclesOffline);\r\n } else {\r\n Player.work(numCyclesOffline);\r\n }\r\n }\r\n\r\n //Hacknet Nodes offline progress\r\n var offlineProductionFromHacknetNodes = processAllHacknetNodeEarnings(numCyclesOffline);\r\n\r\n //Passive faction rep gain offline\r\n processPassiveFactionRepGain(numCyclesOffline);\r\n\r\n //Gang progress for BitNode 2\r\n if (Player.bitNodeN != null && Player.bitNodeN === 2 && Player.inGang()) {\r\n Player.gang.process(numCyclesOffline);\r\n }\r\n\r\n //Bladeburner offline progress\r\n if (Player.bladeburner instanceof Bladeburner) {\r\n Player.bladeburner.storeCycles(numCyclesOffline);\r\n }\r\n\r\n //Update total playtime\r\n var time = numCyclesOffline * Engine._idleSpeed;\r\n if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}\r\n if (Player.playtimeSinceLastAug == null) {Player.playtimeSinceLastAug = 0;}\r\n Player.totalPlaytime += time;\r\n Player.playtimeSinceLastAug += time;\r\n\r\n Player.lastUpdate = Engine._lastUpdate;\r\n Engine.start(); //Run main game loop and Scripts loop\r\n Engine.removeLoadingScreen();\r\n dialogBoxCreate(\"While you were offline, your scripts generated $\" +\r\n formatNumber(offlineProductionFromScripts, 2) + \" and your Hacknet Nodes generated $\" +\r\n formatNumber(offlineProductionFromHacknetNodes, 2));\r\n //Close main menu accordions for loaded game\r\n var visibleMenuTabs = [terminal, createScript, activeScripts, stats,\r\n hacknetnodes, city, tutorial, options];\r\n if (Player.firstFacInvRecvd) {visibleMenuTabs.push(factions);}\r\n else {factions.style.display = \"none\";}\r\n if (Player.firstAugPurchased) {visibleMenuTabs.push(augmentations);}\r\n else {augmentations.style.display = \"none\";}\r\n if (Player.firstJobRecvd) {visibleMenuTabs.push(job);}\r\n else {job.style.display = \"none\";}\r\n if (Player.firstTimeTraveled) {visibleMenuTabs.push(travel);}\r\n else {travel.style.display = \"none\";}\r\n if (Player.firstProgramAvailable) {visibleMenuTabs.push(createProgram);}\r\n else {createProgram.style.display = \"none\";}\r\n\r\n Engine.closeMainMenuHeader(visibleMenuTabs);\r\n } else {\r\n //No save found, start new game\r\n console.log(\"Initializing new game\");\r\n initBitNodes();\r\n initBitNodeMultipliers();\r\n initSourceFiles();\r\n initSpecialServerIps();\r\n Engine.setDisplayElements(); //Sets variables for important DOM elements\r\n Engine.start(); //Run main game loop and Scripts loop\r\n Player.init();\r\n initForeignServers();\r\n initCompanies();\r\n initFactions();\r\n CompanyPositions.init();\r\n initAugmentations();\r\n initMessages();\r\n initStockSymbols();\r\n initLiterature();\r\n initSingularitySFFlags();\r\n\r\n //Open main menu accordions for new game\r\n //Main menu accordions\r\n var hackingHdr = document.getElementById(\"hacking-menu-header\");\r\n hackingHdr.classList.toggle(\"opened\");\r\n var characterHdr = document.getElementById(\"character-menu-header\");\r\n characterHdr.classList.toggle(\"opened\");\r\n var worldHdr = document.getElementById(\"world-menu-header\");\r\n worldHdr.classList.toggle(\"opened\");\r\n var helpHdr = document.getElementById(\"help-menu-header\");\r\n helpHdr.classList.toggle(\"opened\");\r\n\r\n //Hide tabs that wont be revealed until later\r\n factions.style.display = \"none\";\r\n augmentations.style.display = \"none\";\r\n job.style.display = \"none\";\r\n travel.style.display = \"none\";\r\n createProgram.style.display = \"none\";\r\n\r\n Engine.openMainMenuHeader(\r\n [terminal, createScript, activeScripts, stats,\r\n hacknetnodes, city,\r\n tutorial, options]\r\n );\r\n\r\n //Start interactive tutorial\r\n iTutorialStart();\r\n Engine.removeLoadingScreen();\r\n }\r\n //Initialize labels on game settings\r\n setSettingsLabels();\r\n scriptEditorInit();\r\n Terminal.resetTerminalInput();\r\n },\r\n\r\n setDisplayElements: function() {\r\n //Content elements\r\n Engine.Display.terminalContent = document.getElementById(\"terminal-container\");\r\n Engine.currentPage = Engine.Page.Terminal;\r\n\r\n Engine.Display.characterContent = document.getElementById(\"character-container\");\r\n Engine.Display.characterContent.style.display = \"none\";\r\n\r\n Engine.Display.scriptEditorContent = document.getElementById(\"script-editor-container\");\r\n Engine.Display.scriptEditorContent.style.display = \"none\";\r\n\r\n Engine.Display.activeScriptsContent = document.getElementById(\"active-scripts-container\");\r\n Engine.Display.activeScriptsContent.style.display = \"none\";\r\n\r\n Engine.Display.hacknetNodesContent = document.getElementById(\"hacknet-nodes-container\");\r\n Engine.Display.hacknetNodesContent.style.display = \"none\";\r\n\r\n Engine.Display.worldContent = document.getElementById(\"world-container\");\r\n Engine.Display.worldContent.style.display = \"none\";\r\n\r\n Engine.Display.createProgramContent = document.getElementById(\"create-program-container\");\r\n Engine.Display.createProgramContent.style.display = \"none\";\r\n\r\n Engine.Display.factionsContent = document.getElementById(\"factions-container\");\r\n Engine.Display.factionsContent.style.display = \"none\";\r\n\r\n\r\n Engine.Display.factionContent = document.getElementById(\"faction-container\");\r\n Engine.Display.factionContent.style.display = \"none\";\r\n\r\n Engine.Display.factionAugmentationsContent = document.getElementById(\"faction-augmentations-container\");\r\n Engine.Display.factionAugmentationsContent.style.display = \"none\";\r\n\r\n Engine.Display.augmentationsContent = document.getElementById(\"augmentations-container\");\r\n Engine.Display.augmentationsContent.style.display = \"none\";\r\n\r\n\r\n Engine.Display.tutorialContent = document.getElementById(\"tutorial-container\");\r\n Engine.Display.tutorialContent.style.display = \"none\";\r\n\r\n Engine.Display.infiltrationContent = document.getElementById(\"infiltration-container\");\r\n Engine.Display.infiltrationContent.style.display = \"none\";\r\n\r\n Engine.Display.stockMarketContent = document.getElementById(\"stock-market-container\");\r\n Engine.Display.stockMarketContent.style.display = \"none\";\r\n\r\n Engine.Display.missionContent = document.getElementById(\"mission-container\");\r\n Engine.Display.missionContent.style.display = \"none\";\r\n\r\n //Character info\r\n Engine.Display.characterInfo = document.getElementById(\"character-content\");\r\n\r\n //Location lists\r\n Engine.aevumLocationsList = document.getElementById(\"aevum-locations-list\");\r\n Engine.chongqingLocationsList = document.getElementById(\"chongqing-locations-list\");\r\n Engine.sector12LocationsList = document.getElementById(\"sector12-locations-list\");\r\n Engine.newTokyoLocationsList = document.getElementById(\"newtokyo-locations-list\");\r\n Engine.ishimaLocationsList = document.getElementById(\"ishima-locations-list\");\r\n Engine.volhavenLocationsList = document.getElementById(\"volhaven-locations-list\");\r\n\r\n //Location page (page that shows up when you visit a specific location in World)\r\n Engine.Display.locationContent = document.getElementById(\"location-container\");\r\n //Engine.Display.locationContent.style.visibility = \"hidden\";\r\n Engine.Display.locationContent.style.display = \"none\";\r\n\r\n //Work In Progress\r\n Engine.Display.workInProgressContent = document.getElementById(\"work-in-progress-container\");\r\n //Engine.Display.workInProgressContent.style.visibility = \"hidden\";\r\n Engine.Display.workInProgressContent.style.display = \"none\";\r\n\r\n //Red Pill / Hack World Daemon\r\n Engine.Display.redPillContent = document.getElementById(\"red-pill-container\");\r\n Engine.Display.redPillContent.style.display = \"none\";\r\n\r\n //Cinematic Text\r\n Engine.Display.cinematicTextContent = document.getElementById(\"cinematic-text-container\");\r\n Engine.Display.cinematicTextContent.style.display = \"none\";\r\n\r\n\t\t//Init Location buttons\r\n\t\tinitLocationButtons();\r\n\r\n //Tutorial buttons\r\n Engine.Clickables.tutorialNetworkingButton = document.getElementById(\"tutorial-networking-link\");\r\n Engine.Clickables.tutorialNetworkingButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialNetworkingText);\r\n });\r\n\r\n Engine.Clickables.tutorialHackingButton = document.getElementById(\"tutorial-hacking-link\");\r\n Engine.Clickables.tutorialHackingButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialHackingText);\r\n });\r\n\r\n Engine.Clickables.tutorialScriptsButton = document.getElementById(\"tutorial-scripts-link\");\r\n Engine.Clickables.tutorialScriptsButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialScriptsText);\r\n });\r\n\r\n Engine.Clickables.tutorialNetscriptButton = document.getElementById(\"tutorial-netscript-link\");\r\n Engine.Clickables.tutorialNetscriptButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialNetscriptText);\r\n });\r\n\r\n Engine.Clickables.tutorialTravelingButton = document.getElementById(\"tutorial-traveling-link\");\r\n Engine.Clickables.tutorialTravelingButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialTravelingText);\r\n });\r\n\r\n Engine.Clickables.tutorialCompaniesButton = document.getElementById(\"tutorial-jobs-link\");\r\n Engine.Clickables.tutorialCompaniesButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialCompaniesText);\r\n });\r\n\r\n Engine.Clickables.tutorialFactionsButton = document.getElementById(\"tutorial-factions-link\");\r\n Engine.Clickables.tutorialFactionsButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialFactionsText);\r\n });\r\n\r\n Engine.Clickables.tutorialAugmentationsButton = document.getElementById(\"tutorial-augmentations-link\");\r\n Engine.Clickables.tutorialAugmentationsButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialPage(CONSTANTS.TutorialAugmentationsText);\r\n });\r\n\r\n Engine.Clickables.tutorialBackButton = document.getElementById(\"tutorial-back-button\");\r\n Engine.Clickables.tutorialBackButton.addEventListener(\"click\", function() {\r\n Engine.displayTutorialContent();\r\n });\r\n\r\n //If DarkWeb already purchased, disable the button\r\n if (SpecialServerIps.hasOwnProperty(\"Darkweb Server\")) {\r\n document.getElementById(\"location-purchase-tor\").setAttribute(\"class\", \"a-link-button-inactive\");\r\n }\r\n },\r\n\r\n /* Initialization */\r\n init: function() {\r\n //Import game link\r\n document.getElementById(\"import-game-link\").onclick = function() {\r\n saveObject.importGame();\r\n };\r\n\r\n //Main menu accordions\r\n var hackingHdr = document.getElementById(\"hacking-menu-header\");\r\n var characterHdr = document.getElementById(\"character-menu-header\");\r\n var worldHdr = document.getElementById(\"world-menu-header\");\r\n var helpHdr = document.getElementById(\"help-menu-header\");\r\n\r\n hackingHdr.onclick = function() {\r\n var terminal = document.getElementById(\"terminal-tab\");\r\n var terminalLink = document.getElementById(\"terminal-menu-link\");\r\n var createScript = document.getElementById(\"create-script-tab\");\r\n var createScriptLink = document.getElementById(\"create-script-menu-link\");\r\n var activeScripts = document.getElementById(\"active-scripts-tab\");\r\n var activeScriptsLink = document.getElementById(\"active-scripts-menu-link\");\r\n var createProgram = document.getElementById(\"create-program-tab\");\r\n var createProgramLink = document.getElementById(\"create-program-menu-link\");\r\n var createProgramNot = document.getElementById(\"create-program-notification\");\r\n this.classList.toggle(\"opened\");\r\n if (terminal.style.maxHeight) {\r\n Engine.toggleMainMenuHeader(false,\r\n [terminal, createScript, activeScripts, createProgram],\r\n [terminalLink, createScriptLink, activeScriptsLink, createProgramLink]\r\n );\r\n\r\n createProgramNot.style.display = \"none\";\r\n } else {\r\n Engine.toggleMainMenuHeader(true,\r\n [terminal, createScript, activeScripts, createProgram],\r\n [terminalLink, createScriptLink, activeScriptsLink, createProgramLink]\r\n );\r\n\r\n createProgramNot.style.display = \"block\"\r\n }\r\n }\r\n\r\n characterHdr.onclick = function() {\r\n var stats = document.getElementById(\"stats-tab\");\r\n var statsLink = document.getElementById(\"stats-menu-link\");\r\n var factions = document.getElementById(\"factions-tab\");\r\n var factionsLink = document.getElementById(\"factions-menu-link\");\r\n var augmentations = document.getElementById(\"augmentations-tab\");\r\n var augmentationsLink = document.getElementById(\"augmentations-menu-link\");\r\n var hacknetnodes = document.getElementById(\"hacknet-nodes-tab\");\r\n var hacknetnodesLink = document.getElementById(\"hacknet-nodes-menu-link\");\r\n this.classList.toggle(\"opened\");\r\n if (stats.style.maxHeight) {\r\n Engine.toggleMainMenuHeader(false,\r\n [stats, factions, augmentations, hacknetnodes],\r\n [statsLink, factionsLink, augmentationsLink, hacknetnodesLink]\r\n );\r\n } else {\r\n Engine.toggleMainMenuHeader(true,\r\n [stats, factions, augmentations, hacknetnodes],\r\n [statsLink, factionsLink, augmentationsLink, hacknetnodesLink]\r\n );\r\n }\r\n }\r\n\r\n worldHdr.onclick = function() {\r\n var city = document.getElementById(\"city-tab\");\r\n var cityLink = document.getElementById(\"city-menu-link\");\r\n var travel = document.getElementById(\"travel-tab\");\r\n var travelLink = document.getElementById(\"travel-menu-link\");\r\n var job = document.getElementById(\"job-tab\");\r\n var jobLink = document.getElementById(\"job-menu-link\");\r\n this.classList.toggle(\"opened\");\r\n if (city.style.maxHeight) {\r\n Engine.toggleMainMenuHeader(false,\r\n [city, travel, job],\r\n [cityLink, travelLink, jobLink]\r\n );\r\n } else {\r\n Engine.toggleMainMenuHeader(true,\r\n [city, travel, job],\r\n [cityLink, travelLink, jobLink]\r\n );\r\n }\r\n }\r\n\r\n helpHdr.onclick = function() {\r\n var tutorial = document.getElementById(\"tutorial-tab\");\r\n var tutorialLink = document.getElementById(\"tutorial-menu-link\");\r\n var options = document.getElementById(\"options-tab\");\r\n var optionsLink = document.getElementById(\"options-menu-link\");\r\n this.classList.toggle(\"opened\");\r\n if (tutorial.style.maxHeight) {\r\n Engine.toggleMainMenuHeader(false,\r\n [tutorial, options],\r\n [tutorialLink, optionsLink]\r\n );\r\n } else {\r\n Engine.toggleMainMenuHeader(true,\r\n [tutorial, options],\r\n [tutorialLink, optionsLink]\r\n );\r\n }\r\n }\r\n\r\n //Main menu buttons and content\r\n Engine.Clickables.terminalMainMenuButton = clearEventListeners(\"terminal-menu-link\");\r\n Engine.Clickables.terminalMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadTerminalContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.characterMainMenuButton = clearEventListeners(\"stats-menu-link\");\r\n Engine.Clickables.characterMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadCharacterContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.scriptEditorMainMenuButton = clearEventListeners(\"create-script-menu-link\");\r\n Engine.Clickables.scriptEditorMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadScriptEditorContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.activeScriptsMainMenuButton = clearEventListeners(\"active-scripts-menu-link\");\r\n Engine.Clickables.activeScriptsMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadActiveScriptsContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.hacknetNodesMainMenuButton = clearEventListeners(\"hacknet-nodes-menu-link\");\r\n Engine.Clickables.hacknetNodesMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadHacknetNodesContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.worldMainMenuButton = clearEventListeners(\"city-menu-link\");\r\n Engine.Clickables.worldMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadWorldContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.travelMainMenuButton = clearEventListeners(\"travel-menu-link\");\r\n Engine.Clickables.travelMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadTravelContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.jobMainMenuButton = clearEventListeners(\"job-menu-link\");\r\n Engine.Clickables.jobMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadJobContent();\r\n return false;\r\n });\r\n\r\n\r\n Engine.Clickables.createProgramMainMenuButton = clearEventListeners(\"create-program-menu-link\");\r\n Engine.Clickables.createProgramMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadCreateProgramContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.factionsMainMenuButton = clearEventListeners(\"factions-menu-link\");\r\n Engine.Clickables.factionsMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadFactionsContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.augmentationsMainMenuButton = clearEventListeners(\"augmentations-menu-link\");\r\n Engine.Clickables.augmentationsMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadAugmentationsContent();\r\n return false;\r\n });\r\n\r\n Engine.Clickables.tutorialMainMenuButton = clearEventListeners(\"tutorial-menu-link\");\r\n Engine.Clickables.tutorialMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadTutorialContent();\r\n return false;\r\n });\r\n\r\n //Active scripts list\r\n Engine.ActiveScriptsList = document.getElementById(\"active-scripts-list\");\r\n\r\n //Save, Delete, Import/Export buttons\r\n Engine.Clickables.saveMainMenuButton = document.getElementById(\"save-game-link\");\r\n Engine.Clickables.saveMainMenuButton.addEventListener(\"click\", function() {\r\n saveObject.saveGame(indexedDb);\r\n return false;\r\n });\r\n\r\n Engine.Clickables.deleteMainMenuButton = document.getElementById(\"delete-game-link\");\r\n Engine.Clickables.deleteMainMenuButton.addEventListener(\"click\", function() {\r\n saveObject.deleteGame(indexedDb);\r\n return false;\r\n });\r\n\r\n document.getElementById(\"export-game-link\").addEventListener(\"click\", function() {\r\n saveObject.exportGame();\r\n return false;\r\n });\r\n\r\n //Character Overview buttons\r\n document.getElementById(\"character-overview-save-button\").addEventListener(\"click\", function() {\r\n saveObject.saveGame(indexedDb);\r\n return false;\r\n });\r\n\r\n document.getElementById(\"character-overview-options-button\").addEventListener(\"click\", function() {\r\n gameOptionsBoxOpen();\r\n return false;\r\n });\r\n\r\n //Create Program buttons\r\n initCreateProgramButtons();\r\n\r\n //Message at the top of terminal\r\n postNetburnerText();\r\n\r\n //Player was working cancel button\r\n if (Player.isWorking) {\r\n var cancelButton = document.getElementById(\"work-in-progress-cancel-button\");\r\n cancelButton.addEventListener(\"click\", function() {\r\n if (Player.workType == CONSTANTS.WorkTypeFaction) {\r\n var fac = Factions[Player.currentWorkFactionName];\r\n Player.finishFactionWork(true);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {\r\n Player.finishCreateProgramWork(true);\r\n } else if (Player.workType == CONSTANTS.WorkTypeStudyClass) {\r\n Player.finishClass();\r\n } else if (Player.workType == CONSTANTS.WorkTypeCrime) {\r\n Player.finishCrime(true);\r\n } else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {\r\n Player.finishWorkPartTime();\r\n } else {\r\n Player.finishWork(true);\r\n }\r\n });\r\n Engine.loadWorkInProgressContent();\r\n }\r\n\r\n //character overview screen\r\n document.getElementById(\"character-overview-container\").style.display = \"block\";\r\n\r\n //Remove classes from links (they might be set from tutorial)\r\n document.getElementById(\"terminal-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"stats-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"create-script-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"active-scripts-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"hacknet-nodes-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"city-menu-link\").removeAttribute(\"class\");\r\n document.getElementById(\"tutorial-menu-link\").removeAttribute(\"class\");\r\n\r\n //DEBUG Delete active Scripts on home\r\n document.getElementById(\"debug-delete-scripts-link\").addEventListener(\"click\", function() {\r\n console.log(\"Deleting running scripts on home computer\");\r\n Player.getHomeComputer().runningScripts = [];\r\n dialogBoxCreate(\"Forcefully deleted all running scripts on home computer. Please save and refresh page\");\r\n gameOptionsBoxClose();\r\n return false;\r\n });\r\n\r\n //DEBUG Soft Reset\r\n document.getElementById(\"debug-soft-reset\").addEventListener(\"click\", function() {\r\n dialogBoxCreate(\"Soft Reset!\");\r\n prestigeAugmentation();\r\n gameOptionsBoxClose();\r\n return false;\r\n });\r\n },\r\n\r\n start: function() {\r\n //Run main loop\r\n Engine.idleTimer();\r\n\r\n //Scripts\r\n runScriptsLoop();\r\n }\r\n};\r\n\r\nvar indexedDb, indexedDbRequest;\r\nwindow.onload = function() {\r\n if (!window.indexedDB) {\r\n return Engine.load(null); //Will try to load from localstorage\r\n }\r\n\r\n //DB is called bitburnerSave\r\n //Object store is called savestring\r\n //key for the Object store is called save\r\n indexedDbRequest = window.indexedDB.open(\"bitburnerSave\", 1);\r\n\r\n indexedDbRequest.onerror = function(e) {\r\n console.log(\"Error opening indexedDB: \");\r\n console.log(e);\r\n return Engine.load(null); //Try to load from localstorage\r\n };\r\n\r\n indexedDbRequest.onsuccess = function(e) {\r\n console.log(\"Opening bitburnerSave database successful!\");\r\n indexedDb = e.target.result;\r\n var transaction = indexedDb.transaction([\"savestring\"]);\r\n var objectStore = transaction.objectStore(\"savestring\");\r\n var request = objectStore.get(\"save\");\r\n request.onerror = function(e) {\r\n console.log(\"Error in Database request to get savestring: \" + e);\r\n return Engine.load(null); //Try to load from localstorage\r\n }\r\n\r\n request.onsuccess = function(e) {\r\n Engine.load(request.result); //Is this right?\r\n }\r\n };\r\n\r\n indexedDbRequest.onupgradeneeded = function(e) {\r\n var db = e.target.result;\r\n var objectStore = db.createObjectStore(\"savestring\");\r\n }\r\n};\r\n\r\nexport {Engine};\r\n","import {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {Environment} from \"./NetscriptEnvironment.js\";\r\nimport {WorkerScript, addWorkerScript} from \"./NetscriptWorker.js\";\r\nimport {Server, getServer} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\nimport {Script, findRunningScript,\r\n RunningScript} from \"./Script.js\";\r\n\r\nimport {parse, Node} from \"../utils/acorn.js\";\r\nimport {printArray} from \"../utils/HelperFunctions.js\";\r\nimport {isValidIPAddress} from \"../utils/IPAddress.js\";\r\nimport {isString} from \"../utils/StringHelperFunctions.js\";\r\n\r\nvar Promise = require(\"bluebird\");\r\n\r\nPromise.config({\r\n warnings: false,\r\n longStackTraces: false,\r\n cancellation: true,\r\n monitoring: false\r\n});\r\n/* Evaluator\r\n * Evaluates/Interprets the Abstract Syntax Tree generated by Acorns parser\r\n *\r\n * Returns a promise\r\n */\r\nfunction evaluate(exp, workerScript) {\r\n return Promise.delay(Settings.CodeInstructionRunTime).then(function() {\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n if (exp == null) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Error: NULL expression\", exp));\r\n }\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n switch (exp.type) {\r\n case \"BlockStatement\":\r\n case \"Program\":\r\n var evaluateProgPromise = evaluateProg(exp, workerScript, 0); //TODO: make every block/program use individual enviroment\r\n return evaluateProgPromise.then(function(w) {\r\n return Promise.resolve(workerScript);\r\n }).catch(function(e) {\r\n if (e.constructor === Array && e.length === 2 && e[0] === \"RETURNSTATEMENT\") {\r\n return Promise.reject(e);\r\n } else if (isString(e)) {\r\n workerScript.errorMessage = e;\r\n return Promise.reject(workerScript);\r\n } else if (e instanceof WorkerScript) {\r\n return Promise.reject(e);\r\n } else {\r\n return Promise.reject(workerScript);\r\n }\r\n });\r\n break;\r\n case \"Literal\":\r\n return Promise.resolve(exp.value);\r\n break;\r\n case \"Identifier\":\r\n //Javascript constructor() method can be used as an exploit to run arbitrary code\r\n if (exp.name == \"constructor\") {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Illegal usage of constructor() method. If you have your own function named 'constructor', you must re-name it.\", exp));\r\n }\r\n\r\n if (!(exp.name in env.vars)){\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"variable \" + exp.name + \" not defined\", exp));\r\n }\r\n return Promise.resolve(env.get(exp.name))\r\n break;\r\n case \"ExpressionStatement\":\r\n return evaluate(exp.expression, workerScript);\r\n break;\r\n case \"ArrayExpression\":\r\n var argPromises = exp.elements.map(function(arg) {\r\n return evaluate(arg, workerScript);\r\n });\r\n return Promise.all(argPromises).then(function(array) {\r\n return Promise.resolve(array)\r\n });\r\n break;\r\n case \"CallExpression\":\r\n return evaluate(exp.callee, workerScript).then(function(func) {\r\n return Promise.map(exp.arguments, function(arg) {\r\n return evaluate(arg, workerScript);\r\n }).then(function(args) {\r\n if (func instanceof Node) { //Player-defined function\r\n //Create new Environment for the function\r\n //Should be automatically garbage collected...\r\n var funcEnv = env.extend();\r\n\r\n //Define function arguments in this new environment\r\n for (var i = 0; i < func.params.length; ++i) {\r\n var arg;\r\n if (i >= args.length) {\r\n arg = null;\r\n } else {\r\n arg = args[i];\r\n }\r\n funcEnv.def(func.params[i].name, arg);\r\n }\r\n\r\n //Create a new WorkerScript for this function evaluation\r\n var funcWorkerScript = new WorkerScript(workerScript.scriptRef);\r\n funcWorkerScript.serverIp = workerScript.serverIp;\r\n funcWorkerScript.env = funcEnv;\r\n workerScript.fnWorker = funcWorkerScript;\r\n\r\n return evaluate(func.body, funcWorkerScript).then(function(res) {\r\n //If the function finished successfuly, that means there\r\n //was no return statement since a return statement rejects. So resolve to null\r\n workerScript.fnWorker = null;\r\n return Promise.resolve(null);\r\n }).catch(function(e) {\r\n if (e.constructor === Array && e.length === 2 && e[0] === \"RETURNSTATEMENT\") {\r\n //Return statement from function\r\n return Promise.resolve(e[1]);\r\n workerScript.fnWorker = null;\r\n } else if (isString(e)) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, e));\r\n } else if (e instanceof WorkerScript) {\r\n //Parse out the err message from the WorkerScript and re-reject\r\n var errorMsg = e.errorMessage;\r\n var errorTextArray = errorMsg.split(\"|\");\r\n if (errorTextArray.length === 4) {\r\n errorMsg = errorTextArray[3];\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, errorMsg));\r\n } else {\r\n if (env.stopFlag) {\r\n return Promise.reject(workerScript);\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Error in one of your functions. Could not identify which function\"));\r\n }\r\n }\r\n } else if (e instanceof Error) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, e.toString()));\r\n }\r\n });\r\n } else if (exp.callee.type === \"MemberExpression\"){\r\n return evaluate(exp.callee.object, workerScript).then(function(object) {\r\n try {\r\n if (func === \"NETSCRIPTFOREACH\") {\r\n return evaluateForeach(object, args, workerScript).then(function(res) {\r\n return Promise.resolve(res);\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n }\r\n var res = func.apply(object,args);\r\n return Promise.resolve(res);\r\n } catch (e) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, e, exp));\r\n }\r\n });\r\n } else {\r\n try {\r\n var out = func.apply(null,args);\r\n if (out instanceof Promise){\r\n return out.then(function(res) {\r\n return Promise.resolve(res)\r\n }).catch(function(e) {\r\n if (isScriptErrorMessage(e)) {\r\n //Functions don't have line number appended in error message, so add it\r\n var num = getErrorLineNumber(exp, workerScript);\r\n e += \" (Line \" + num + \")\";\r\n }\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n return Promise.resolve(out);\r\n }\r\n } catch (e) {\r\n if (isScriptErrorMessage(e)) {\r\n if (isScriptErrorMessage(e)) {\r\n //Functions don't have line number appended in error message, so add it\r\n var num = getErrorLineNumber(exp, workerScript);\r\n e += \" (Line \" + num + \")\";\r\n }\r\n return Promise.reject(e);\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, e, exp));\r\n }\r\n }\r\n }\r\n });\r\n });\r\n break;\r\n case \"MemberExpression\":\r\n return evaluate(exp.object, workerScript).then(function(object) {\r\n if (exp.computed){\r\n return evaluate(exp.property, workerScript).then(function(index) {\r\n if (index >= object.length) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Invalid index for arrays\", exp));\r\n }\r\n return Promise.resolve(object[index]);\r\n }).catch(function(e) {\r\n if (e instanceof WorkerScript || isScriptErrorMessage(e)) {\r\n return Promise.reject(e);\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Invalid MemberExpression\", exp));\r\n }\r\n });\r\n } else {\r\n if (exp.property.name === \"constructor\") {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Illegal usage of constructor() method. If you have your own function named 'constructor', you must re-name it.\", exp));\r\n }\r\n if (object != null && object instanceof Array && exp.property.name === \"forEach\") {\r\n return \"NETSCRIPTFOREACH\";\r\n }\r\n try {\r\n return Promise.resolve(object[exp.property.name])\r\n } catch (e) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Failed to get property: \" + e.toString(), exp));\r\n }\r\n }\r\n });\r\n break;\r\n case \"LogicalExpression\":\r\n case \"BinaryExpression\":\r\n return evalBinary(exp, workerScript);\r\n break;\r\n case \"UnaryExpression\":\r\n return evalUnary(exp, workerScript);\r\n break;\r\n case \"AssignmentExpression\":\r\n return evalAssignment(exp, workerScript);\r\n break;\r\n case \"UpdateExpression\":\r\n if (exp.argument.type===\"Identifier\"){\r\n if (exp.argument.name in env.vars){\r\n if (exp.operator === \"++\" || exp.operator === \"--\") {\r\n switch (exp.operator) {\r\n case \"++\":\r\n env.set(exp.argument.name,env.get(exp.argument.name)+1);\r\n break;\r\n case \"--\":\r\n env.set(exp.argument.name,env.get(exp.argument.name)-1);\r\n break;\r\n default: break;\r\n }\r\n return Promise.resolve(env.get(exp.argument.name));\r\n }\r\n //Not sure what prefix UpdateExpressions there would be besides ++/--\r\n if (exp.prefix){\r\n return Promise.resolve(env.get(exp.argument.name))\r\n }\r\n switch (exp.operator){\r\n default:\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Unrecognized token: \" + exp.type + \". You are trying to use code that is currently unsupported\", exp));\r\n }\r\n return Promise.resolve(env.get(exp.argument.name))\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"variable \" + exp.argument.name + \" not defined\", exp));\r\n }\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"argument must be an identifier\", exp));\r\n }\r\n break;\r\n case \"EmptyStatement\":\r\n return Promise.resolve(false);\r\n break;\r\n case \"ReturnStatement\":\r\n return evaluate(exp.argument, workerScript).then(function(res) {\r\n return Promise.reject([\"RETURNSTATEMENT\", res]);\r\n });\r\n break;\r\n case \"BreakStatement\":\r\n return Promise.reject(\"BREAKSTATEMENT\");\r\n break;\r\n case \"ContinueStatement\":\r\n return Promise.reject(\"CONTINUESTATEMENT\");\r\n break;\r\n case \"IfStatement\":\r\n return evaluateIf(exp, workerScript);\r\n break;\r\n case \"SwitchStatement\":\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Switch statements are not yet implemented in Netscript\", exp));\r\n break;\r\n case \"WhileStatement\":\r\n return evaluateWhile(exp, workerScript).then(function(res) {\r\n return Promise.resolve(res);\r\n }).catch(function(e) {\r\n if (e == \"BREAKSTATEMENT\" ||\r\n (e instanceof WorkerScript && e.errorMessage == \"BREAKSTATEMENT\")) {\r\n return Promise.resolve(\"whileLoopBroken\");\r\n } else {\r\n return Promise.reject(e);\r\n }\r\n });\r\n break;\r\n case \"ForStatement\":\r\n return evaluate(exp.init, workerScript).then(function(expInit) {\r\n return evaluateFor(exp, workerScript);\r\n }).then(function(forLoopRes) {\r\n return Promise.resolve(\"forLoopDone\");\r\n }).catch(function(e) {\r\n if (e == \"BREAKSTATEMENT\" ||\r\n (e instanceof WorkerScript && e.errorMessage == \"BREAKSTATEMENT\")) {\r\n return Promise.resolve(\"forLoopBroken\");\r\n } else {\r\n return Promise.reject(e);\r\n }\r\n });\r\n break;\r\n case \"FunctionDeclaration\":\r\n if (exp.id && exp.id.name) {\r\n env.set(exp.id.name, exp);\r\n return Promise.resolve(true);\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Invalid function declaration\", exp));\r\n }\r\n break;\r\n case \"ImportDeclaration\":\r\n return evaluateImport(exp, workerScript).then(function(res) {\r\n return Promise.resolve(res);\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n break;\r\n case \"ThrowStatement\":\r\n return evaluate(exp.argument, workerScript).then(function(res) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, res));\r\n });\r\n break;\r\n default:\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Unrecognized token: \" + exp.type + \". This is currently unsupported in Netscript\", exp));\r\n break;\r\n } //End switch\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n }); // End Promise\r\n}\r\n\r\nfunction evalBinary(exp, workerScript){\r\n return evaluate(exp.left, workerScript).then(function(expLeft) {\r\n //Short circuiting\r\n if (expLeft == true && exp.operator === \"||\") {\r\n return Promise.resolve(true);\r\n }\r\n if (expLeft == false && exp.operator === \"&&\") {\r\n return Promise.resolve(false);\r\n }\r\n return evaluate(exp.right, workerScript).then(function(expRight) {\r\n switch (exp.operator){\r\n case \"===\":\r\n case \"==\":\r\n return Promise.resolve(expLeft===expRight);\r\n break;\r\n case \"!==\":\r\n case \"!=\":\r\n return Promise.resolve(expLeft!==expRight);\r\n break;\r\n case \"<\":\r\n return Promise.resolve(expLeft\":\r\n return Promise.resolve(expLeft>expRight);\r\n break;\r\n case \">=\":\r\n return Promise.resolve(expLeft>=expRight);\r\n break;\r\n case \"+\":\r\n return Promise.resolve(expLeft+expRight);\r\n break;\r\n case \"-\":\r\n return Promise.resolve(expLeft-expRight);\r\n break;\r\n case \"*\":\r\n return Promise.resolve(expLeft*expRight);\r\n break;\r\n case \"/\":\r\n if (expRight === 0) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"ERROR: Divide by zero\"));\r\n } else {\r\n return Promise.resolve(expLeft/expRight);\r\n }\r\n break;\r\n case \"%\":\r\n return Promise.resolve(expLeft%expRight);\r\n break;\r\n case \"in\":\r\n return Promise.resolve(expLeft in expRight);\r\n break;\r\n case \"instanceof\":\r\n return Promise.resolve(expLeft instanceof expRight);\r\n break;\r\n case \"||\":\r\n return Promise.resolve(expLeft || expRight);\r\n break;\r\n case \"&&\":\r\n return Promise.resolve(expLeft && expRight);\r\n break;\r\n default:\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Unsupported operator: \" + exp.operator));\r\n }\r\n });\r\n });\r\n}\r\n\r\nfunction evalUnary(exp, workerScript){\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n return evaluate(exp.argument, workerScript).then(function(res) {\r\n if (exp.operator == \"!\") {\r\n return Promise.resolve(!res);\r\n } else if (exp.operator == \"-\") {\r\n if (isNaN(res)) {\r\n return Promise.resolve(res);\r\n } else {\r\n return Promise.resolve(-1 * res);\r\n }\r\n } else {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Unimplemented unary operator: \" + exp.operator));\r\n }\r\n });\r\n}\r\n\r\n//Takes in a MemberExpression that should represent a Netscript array (possible multidimensional)\r\n//The return value is an array of the form:\r\n// [0th index (leftmost), array name, 1st index, 2nd index, ...]\r\nfunction getArrayElement(exp, workerScript) {\r\n var indices = [];\r\n return evaluate(exp.property, workerScript).then(function(idx) {\r\n if (isNaN(idx)) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Invalid access to array. Index is not a number: \" + idx));\r\n } else {\r\n if (exp.object.name === undefined && exp.object.object) {\r\n return getArrayElement(exp.object, workerScript).then(function(res) {\r\n res.push(idx);\r\n indices = res;\r\n return Promise.resolve(indices);\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n indices.push(idx);\r\n indices.push(exp.object.name);\r\n return Promise.resolve(indices);\r\n }\r\n }\r\n });\r\n}\r\n\r\nfunction evalAssignment(exp, workerScript) {\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n\r\n if (exp.left.type != \"Identifier\" && exp.left.type != \"MemberExpression\") {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Cannot assign to \" + JSON.stringify(exp.left)));\r\n }\r\n\r\n if (exp.operator !== \"=\" && !(exp.left.name in env.vars)){\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"variable \" + exp.left.name + \" not defined\"));\r\n }\r\n\r\n return evaluate(exp.right, workerScript).then(function(expRight) {\r\n if (exp.left.type == \"MemberExpression\") {\r\n if (!exp.left.computed) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Cannot assign to an object's property. This is currently unsupported in Netscript\", exp));\r\n }\r\n //Assign to array element\r\n //Array object designed by exp.left.object.name\r\n //Index designated by exp.left.property\r\n return getArrayElement(exp.left, workerScript).then(function(res) {\r\n if (!(res instanceof Array) || res.length < 2) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Error evaluating array assignment. This is (probably) a bug please report to game dev\"));\r\n }\r\n\r\n //The array name is the second value\r\n var arrName = res.splice(1, 1);\r\n arrName = arrName[0];\r\n\r\n var res;\r\n try {\r\n res = env.setArrayElement(arrName, res, expRight);\r\n } catch (e) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, e));\r\n }\r\n return Promise.resolve(res);\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n //Other assignments\r\n try {\r\n var assign;\r\n switch (exp.operator) {\r\n case \"=\":\r\n assign = expRight; break;\r\n case \"+=\":\r\n assign = env.get(exp.left.name) + expRight; break;\r\n case \"-=\":\r\n assign = env.get(exp.left.name) - expRight; break;\r\n case \"*=\":\r\n assign = env.get(exp.left.name) * expRight; break;\r\n case \"/=\":\r\n assign = env.get(exp.left.name) / expRight; break;\r\n case \"%=\":\r\n assign = env.get(exp.left.name) % expRight; break;\r\n default:\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Bitwise assignment is not implemented\"));\r\n }\r\n env.set(exp.left.name, assign);\r\n return Promise.resolve(assign);\r\n } catch (e) {\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Failed to set environment variable: \" + e.toString()));\r\n }\r\n }\r\n });\r\n}\r\n\r\nfunction evaluateIf(exp, workerScript, i) {\r\n var env = workerScript.env;\r\n return evaluate(exp.test, workerScript).then(function(condRes) {\r\n if (condRes) {\r\n return evaluate(exp.consequent, workerScript).then(function(res) {\r\n return Promise.resolve(true);\r\n }, function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else if (exp.alternate) {\r\n return evaluate(exp.alternate, workerScript).then(function(res) {\r\n return Promise.resolve(true);\r\n }, function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n return Promise.resolve(\"endIf\");\r\n }\r\n });\r\n}\r\n\r\n//Evaluate the looping part of a for loop (Initialization block is NOT done in here)\r\nfunction evaluateFor(exp, workerScript) {\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n return new Promise(function(resolve, reject) {\r\n function recurse() {\r\n //Don't return a promise so the promise chain is broken on each recursion (saving memory)\r\n evaluate(exp.test, workerScript).then(function(resCond) {\r\n if (resCond) {\r\n return evaluate(exp.body, workerScript).then(function(res) {\r\n return evaluate(exp.update, workerScript);\r\n }).catch(function(e) {\r\n if (e == \"CONTINUESTATEMENT\" ||\r\n (e instanceof WorkerScript && e.errorMessage == \"CONTINUESTATEMENT\")) {\r\n //Continue statement, recurse to next iteration\r\n return evaluate(exp.update, workerScript).then(function(resPostloop) {\r\n return evaluateFor(exp, workerScript);\r\n }).then(function(foo) {\r\n return Promise.resolve(\"endForLoop\");\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n return Promise.reject(e);\r\n }\r\n }).then(recurse, reject).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n resolve();\r\n }\r\n }).catch(function(e) {\r\n reject(e);\r\n });\r\n }\r\n recurse();\r\n });\r\n}\r\n\r\nfunction evaluateForeach(arr, args, workerScript) {\r\n console.log(\"evaluateForeach called\");\r\n if (!(arr instanceof Array)) {\r\n return Promise.reject(\"Invalid array passed into forEach\");\r\n }\r\n if (!(args instanceof Array) && args.length != 1) {\r\n return Promise.reject(\"Invalid argument passed into forEach\");\r\n }\r\n var func = args[0];\r\n if (typeof func !== \"function\") {\r\n return Promise.reject(\"Invalid function passed into forEach\");\r\n }\r\n console.log(func);\r\n return new Promise(function(resolve, reject) {\r\n //Don't return a promise so the promise chain is broken on each recursion\r\n function recurse(i) {\r\n console.log(\"recurse() called with i: \" + i);\r\n if (i >= arr.length) {\r\n resolve();\r\n } else {\r\n return Promise.delay(Settings.CodeInstructionRunTime).then(function() {\r\n console.log(\"About to apply function\");\r\n var res = func.apply(null, [arr[i]]);\r\n console.log(\"Applied function\");\r\n ++i;\r\n Promise.resolve(res).then(function(val) {\r\n recurse(i);\r\n }, reject).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n });\r\n }\r\n }\r\n recurse(0);\r\n });\r\n}\r\n\r\nfunction evaluateWhile(exp, workerScript) {\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n return new Promise(function (resolve, reject) {\r\n function recurse() {\r\n //Don't return a promise so the promise chain is broken on each recursion (saving memory)\r\n evaluate(exp.test, workerScript).then(function(resCond) {\r\n if (resCond) {\r\n return evaluate(exp.body, workerScript).catch(function(e) {\r\n if (e == \"CONTINUESTATEMENT\" ||\r\n (e instanceof WorkerScript && e.errorMessage == \"CONTINUESTATEMENT\")) {\r\n //Continue statement, recurse\r\n return evaluateWhile(exp, workerScript).then(function(foo) {\r\n return Promise.resolve(\"endWhileLoop\");\r\n }, function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n return Promise.reject(e);\r\n }\r\n }).then(recurse, reject).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n } else {\r\n resolve();\r\n }\r\n }).catch(function(e) {\r\n reject(e);\r\n });\r\n }\r\n recurse();\r\n });\r\n}\r\n\r\nfunction evaluateProg(exp, workerScript, index) {\r\n var env = workerScript.env;\r\n if (env.stopFlag) {return Promise.reject(workerScript);}\r\n if (index >= exp.body.length) {\r\n return Promise.resolve(\"progFinished\");\r\n } else {\r\n //Evaluate this line of code in the prog\r\n //After the code finishes evaluating, evaluate the next line recursively\r\n return evaluate(exp.body[index], workerScript).then(function(res) {\r\n return evaluateProg(exp, workerScript, index + 1);\r\n }).then(function(res) {\r\n return Promise.resolve(workerScript);\r\n }).catch(function(e) {\r\n return Promise.reject(e);\r\n });\r\n }\r\n}\r\n\r\nfunction evaluateImport(exp, workerScript, checkingRam=false) {\r\n //When its checking RAM, it exports an array of nodes for each imported function\r\n var ramCheckRes = [];\r\n\r\n var env = workerScript.env;\r\n if (env.stopFlag) {\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.reject(workerScript);\r\n }\r\n\r\n //Get source script and name of all functions to import\r\n var scriptName = exp.source.value;\r\n var namespace, namespaceObj, allFns = false, fnNames = [];\r\n if (exp.specifiers.length === 1 && exp.specifiers[0].type === \"ImportNamespaceSpecifier\") {\r\n allFns = true;\r\n namespace = exp.specifiers[0].local.name;\r\n } else {\r\n for (var i = 0; i < exp.specifiers.length; ++i) {\r\n fnNames.push(exp.specifiers[i].local.name);\r\n }\r\n }\r\n\r\n //Get the code\r\n var server = getServer(workerScript.serverIp), code = \"\";\r\n if (server == null) {\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Failed to identify server. This is a bug please report to dev\", exp));\r\n }\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n if (server.scripts[i].filename === scriptName) {\r\n code = server.scripts[i].code;\r\n break;\r\n }\r\n }\r\n if (code === \"\") {\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Could not find script \" + scriptName + \" to import\", exp));\r\n }\r\n\r\n //Create the AST\r\n try {\r\n var ast = parse(code, {sourceType:\"module\"});\r\n } catch(e) {\r\n console.log(\"Failed to parse import script\");\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Failed to import functions from \" + scriptName +\r\n \" This is most likely due to a syntax error in the imported script\", exp));\r\n }\r\n\r\n if (allFns) {\r\n //A namespace is implemented as a JS obj\r\n env.set(namespace, {});\r\n namespaceObj = env.get(namespace);\r\n }\r\n\r\n //Search through the AST for all imported functions\r\n var queue = [ast];\r\n while (queue.length != 0) {\r\n var node = queue.shift();\r\n switch (node.type) {\r\n case \"BlockStatement\":\r\n case \"Program\":\r\n for (var i = 0; i < node.body.length; ++i) {\r\n if (node.body[i] instanceof Node) {\r\n queue.push(node.body[i]);\r\n }\r\n }\r\n break;\r\n case \"FunctionDeclaration\":\r\n if (node.id && node.id.name) {\r\n if (allFns) {\r\n //Import all functions under this namespace\r\n if (checkingRam) {\r\n ramCheckRes.push(node);\r\n } else {\r\n namespaceObj[node.id.name] = node;\r\n }\r\n } else {\r\n //Only import specified functions\r\n if (fnNames.includes(node.id.name)) {\r\n if (checkingRam) {\r\n ramCheckRes.push(node);\r\n } else {\r\n env.set(node.id.name, node);\r\n }\r\n\r\n }\r\n }\r\n } else {\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.reject(makeRuntimeRejectMsg(workerScript, \"Invalid function declaration in imported script \" + scriptName, exp));\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n for (var prop in node) {\r\n if (node.hasOwnProperty(prop)) {\r\n if (node[prop] instanceof Node) {\r\n queue.push(node[prop]);\r\n }\r\n }\r\n }\r\n }\r\n if (!checkingRam) {workerScript.scriptRef.log(\"Imported functions from \" + scriptName);}\r\n if (checkingRam) {return ramCheckRes;}\r\n return Promise.resolve(true);\r\n}\r\n\r\nfunction killNetscriptDelay(workerScript) {\r\n if (workerScript instanceof WorkerScript) {\r\n if (workerScript.delay) {\r\n clearTimeout(workerScript.delay);\r\n workerScript.delayResolve();\r\n }\r\n }\r\n}\r\n\r\nfunction netscriptDelay(time, workerScript) {\r\n return new Promise(function(resolve, reject) {\r\n workerScript.delay = setTimeout(()=>{\r\n workerScript.delay = null;\r\n resolve();\r\n }, time);\r\n workerScript.delayResolve = resolve;\r\n });\r\n}\r\n\r\nfunction makeRuntimeRejectMsg(workerScript, msg, exp=null) {\r\n var lineNum = \"\";\r\n if (exp != null) {\r\n var num = getErrorLineNumber(exp, workerScript);\r\n lineNum = \" (Line \" + num + \")\"\r\n }\r\n return \"|\"+workerScript.serverIp+\"|\"+workerScript.name+\"|\" + msg + lineNum;\r\n}\r\n\r\n//Run a script from inside a script using run() command\r\nfunction runScriptFromScript(server, scriptname, args, workerScript, threads=1) {\r\n //Check if the script is already running\r\n var runningScriptObj = findRunningScript(scriptname, args, server);\r\n if (runningScriptObj != null) {\r\n workerScript.scriptRef.log(scriptname + \" is already running on \" + server.hostname);\r\n return Promise.resolve(false);\r\n }\r\n\r\n //'null/undefined' arguments are not allowed\r\n for (var i = 0; i < args.length; ++i) {\r\n if (args[i] == null) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot execute a script with null/undefined as an argument\");\r\n return Promise.resolve(false);\r\n }\r\n }\r\n\r\n //Check if the script exists and if it does run it\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n if (server.scripts[i].filename == scriptname) {\r\n //Check for admin rights and that there is enough RAM availble to run\r\n var script = server.scripts[i];\r\n var ramUsage = script.ramUsage;\r\n threads = Math.round(Number(threads)); //Convert to number and round\r\n ramUsage = ramUsage * threads * Math.pow(CONSTANTS.MultithreadingRAMCost, threads-1);\r\n var ramAvailable = server.maxRam - server.ramUsed;\r\n\r\n if (server.hasAdminRights == false) {\r\n workerScript.scriptRef.log(\"Cannot run script \" + scriptname + \" on \" + server.hostname + \" because you do not have root access!\");\r\n return Promise.resolve(false);\r\n } else if (ramUsage > ramAvailable){\r\n workerScript.scriptRef.log(\"Cannot run script \" + scriptname + \"(t=\" + threads + \") on \" + server.hostname + \" because there is not enough available RAM!\");\r\n return Promise.resolve(false);\r\n } else {\r\n //Able to run script\r\n workerScript.scriptRef.log(\"Running script: \" + scriptname + \" on \" + server.hostname + \" with \" + threads + \" threads and args: \" + printArray(args) + \". May take a few seconds to start up...\");\r\n var runningScriptObj = new RunningScript(script, args);\r\n runningScriptObj.threads = threads;\r\n server.runningScripts.push(runningScriptObj); //Push onto runningScripts\r\n addWorkerScript(runningScriptObj, server);\r\n return Promise.resolve(true);\r\n }\r\n }\r\n }\r\n workerScript.scriptRef.log(\"Could not find script \" + scriptname + \" on \" + server.hostname);\r\n return Promise.resolve(false);\r\n}\r\n\r\nfunction getErrorLineNumber(exp, workerScript) {\r\n var code = workerScript.scriptRef.scriptRef.code;\r\n\r\n //Split code up to the start of the node\r\n try {\r\n code = code.substring(0, exp.start);\r\n return (code.match(/\\n/g) || []).length + 1;\r\n } catch(e) {\r\n return -1;\r\n }\r\n}\r\n\r\nfunction isScriptErrorMessage(msg) {\r\n if (!isString(msg)) {return false;}\r\n let splitMsg = msg.split(\"|\");\r\n if (splitMsg.length != 4){\r\n return false;\r\n }\r\n var ip = splitMsg[1];\r\n if (!isValidIPAddress(ip)) {\r\n return false;\r\n }\r\n return true;\r\n}\r\n\r\n//The same as Player's calculateHackingChance() function but takes in the server as an argument\r\nfunction scriptCalculateHackingChance(server) {\r\n var difficultyMult = (100 - server.hackDifficulty) / 100;\r\n var skillMult = (1.75 * Player.hacking_skill) + (0.2 * Player.intelligence);\r\n var skillChance = (skillMult - server.requiredHackingSkill) / skillMult;\r\n var chance = skillChance * difficultyMult * Player.hacking_chance_mult;\r\n if (chance > 1) {return 1;}\r\n if (chance < 0) {return 0;}\r\n else {return chance;}\r\n}\r\n\r\n//The same as Player's calculateHackingTime() function but takes in the server as an argument\r\nfunction scriptCalculateHackingTime(server) {\r\n var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;\r\n var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));\r\n var hackingTime = 5 * skillFactor / Player.hacking_speed_mult; //This is in seconds\r\n return hackingTime;\r\n}\r\n\r\n//The same as Player's calculateExpGain() function but takes in the server as an argument\r\nfunction scriptCalculateExpGain(server) {\r\n if (server.baseDifficulty == null) {\r\n server.baseDifficulty = server.hackDifficulty;\r\n }\r\n return (server.baseDifficulty * Player.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain;\r\n}\r\n\r\n//The same as Player's calculatePercentMoneyHacked() function but takes in the server as an argument\r\nfunction scriptCalculatePercentMoneyHacked(server) {\r\n var difficultyMult = (100 - server.hackDifficulty) / 100;\r\n var skillMult = (Player.hacking_skill - (server.requiredHackingSkill - 1)) / Player.hacking_skill;\r\n var percentMoneyHacked = difficultyMult * skillMult * Player.hacking_money_mult / 240;\r\n if (percentMoneyHacked < 0) {return 0;}\r\n if (percentMoneyHacked > 1) {return 1;}\r\n return percentMoneyHacked * BitNodeMultipliers.ScriptHackMoney;\r\n}\r\n\r\n//Amount of time to execute grow() in milliseconds\r\nfunction scriptCalculateGrowTime(server) {\r\n var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;\r\n var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));\r\n var growTime = 16 * skillFactor / Player.hacking_speed_mult; //This is in seconds\r\n return growTime * 1000;\r\n}\r\n\r\n//Amount of time to execute weaken() in milliseconds\r\nfunction scriptCalculateWeakenTime(server) {\r\n var difficultyMult = server.requiredHackingSkill * server.hackDifficulty;\r\n var skillFactor = (2.5 * difficultyMult + 500) / (Player.hacking_skill + 50 + (0.1 * Player.intelligence));\r\n var weakenTime = 20 * skillFactor / Player.hacking_speed_mult; //This is in seconds\r\n return weakenTime * 1000;\r\n}\r\n\r\nexport {makeRuntimeRejectMsg, netscriptDelay, runScriptFromScript,\r\n scriptCalculateHackingChance, scriptCalculateHackingTime,\r\n scriptCalculateExpGain, scriptCalculatePercentMoneyHacked,\r\n scriptCalculateGrowTime, scriptCalculateWeakenTime, evaluate,\r\n isScriptErrorMessage, killNetscriptDelay, evaluateImport};\r\n","/* Pop up Dialog Box */\r\nlet dialogBoxes = [];\r\n\r\n//Close dialog box when clicking outside\r\n$(document).click(function(event) {\r\n if (dialogBoxOpened && dialogBoxes.length >= 1) {\r\n if (!$(event.target).closest(dialogBoxes[0]).length){\r\n dialogBoxes[0].remove();\r\n dialogBoxes.splice(0, 1);\r\n if (dialogBoxes.length == 0) {\r\n dialogBoxOpened = false;\r\n } else {\r\n dialogBoxes[0].style.visibility = \"visible\";\r\n }\r\n }\r\n }\r\n});\r\n\r\n\r\n//Dialog box close buttons\r\n$(document).on('click', '.dialog-box-close-button', function( event ) {\r\n if (dialogBoxOpened && dialogBoxes.length >= 1) {\r\n dialogBoxes[0].remove();\r\n dialogBoxes.splice(0, 1);\r\n if (dialogBoxes.length == 0) {\r\n dialogBoxOpened = false;\r\n } else {\r\n dialogBoxes[0].style.visibility = \"visible\";\r\n }\r\n }\r\n});\r\n\r\nvar dialogBoxOpened = false;\r\n\r\nfunction dialogBoxCreate(txt, preformatted=false) {\r\n var container = document.createElement(\"div\");\r\n container.setAttribute(\"class\", \"dialog-box-container\");\r\n\r\n var content = document.createElement(\"div\");\r\n content.setAttribute(\"class\", \"dialog-box-content\");\r\n\r\n var closeButton = document.createElement(\"span\");\r\n closeButton.setAttribute(\"class\", \"dialog-box-close-button\");\r\n closeButton.innerHTML = \"×\"\r\n\r\n var textE;\r\n if (preformatted) {\r\n // For text files as they are often computed data that\r\n // shouldn't be wrapped and should retain tabstops.\r\n textE = document.createElement(\"pre\");\r\n textE.innerHTML = txt;\r\n } else {\r\n textE = document.createElement(\"p\");\r\n textE.innerHTML = txt.replace(/(?:\\r\\n|\\r|\\n)/g, '
');\r\n }\r\n\r\n content.appendChild(closeButton);\r\n content.appendChild(textE);\r\n container.appendChild(content);\r\n\r\n document.body.appendChild(container);\r\n if (dialogBoxes.length >= 1) {\r\n container.style.visibility = \"hidden\";\r\n }\r\n dialogBoxes.push(container);\r\n\r\n setTimeout(function() {\r\n dialogBoxOpened = true;\r\n }, 400);\r\n}\r\n\r\nexport {dialogBoxCreate, dialogBoxOpened};\r\n","/* Generic Reviver, toJSON, and fromJSON functions used for saving and loading objects */\r\n\r\n// A generic \"smart reviver\" function.\r\n// Looks for object values with a `ctor` property and\r\n// a `data` property. If it finds them, and finds a matching\r\n// constructor that has a `fromJSON` property on it, it hands\r\n// off to that `fromJSON` fuunction, passing in the value.\r\nfunction Reviver(key, value) {\r\n\tvar ctor;\r\n if (value == null) {\r\n console.log(\"Reviver WRONGLY called with key: \" + key + \", and value: \" + value);\r\n return 0;\r\n }\r\n\tif (typeof value === \"object\" &&\r\n\t\ttypeof value.ctor === \"string\" &&\r\n\t\ttypeof value.data !== \"undefined\") {\r\n\t\t\tctor = Reviver.constructors[value.ctor] || window[value.ctor];\r\n\t\t\tif (typeof ctor === \"function\" &&\r\n\t\t\t\ttypeof ctor.fromJSON === \"function\") {\r\n\r\n\t\t\t\t\treturn ctor.fromJSON(value);\r\n\t\t\t}\r\n\t}\r\n\treturn value;\r\n}\r\nReviver.constructors = {}; // A list of constructors the smart reviver should know about\r\n\r\n// A generic \"toJSON\" function that creates the data expected\r\n// by Reviver.\r\n// `ctorName` The name of the constructor to use to revive it\r\n// `obj` The object being serialized\r\n// `keys` (Optional) Array of the properties to serialize,\r\n// if not given then all of the objects \"own\" properties\r\n// that don't have function values will be serialized.\r\n// (Note: If you list a property in `keys`, it will be serialized\r\n// regardless of whether it's an \"own\" property.)\r\n// Returns: The structure (which will then be turned into a string\r\n// as part of the JSON.stringify algorithm)\r\nfunction Generic_toJSON(ctorName, obj, keys) {\r\n var data, index, key;\r\n\r\n if (!keys) {\r\n keys = Object.keys(obj); // Only \"own\" properties are included\r\n }\r\n\r\n data = {};\r\n for (index = 0; index < keys.length; ++index) {\r\n key = keys[index];\r\n data[key] = obj[key];\r\n }\r\n return {ctor: ctorName, data: data};\r\n}\r\n\r\n// A generic \"fromJSON\" function for use with Reviver: Just calls the\r\n// constructor function with no arguments, then applies all of the\r\n// key/value pairs from the raw data to the instance. Only useful for\r\n// constructors that can be reasonably called without arguments!\r\n// `ctor` The constructor to call\r\n// `data` The data to apply\r\n// Returns: The object\r\nfunction Generic_fromJSON(ctor, data) {\r\n var obj, name;\r\n\r\n obj = new ctor();\r\n for (name in data) {\r\n obj[name] = data[name];\r\n }\r\n return obj;\r\n}\r\n\r\nexport {Reviver, Generic_toJSON, Generic_fromJSON};\r\n","import {CONSTANTS} from \"./Constants.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {Player} from \"./Player.js\";\r\n\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\n\r\n//Netburner Company class\r\n// Note: Company Positions can be loaded every time with init() but Company class needs\r\n// to be saved/loaded from localStorage\r\nfunction Company(name=\"\", salaryMult=0, expMult=0, jobStatReqOffset=0) {\r\n this.companyName = name;\r\n this.info = \"\";\r\n this.companyPositions = []; //Names (only name, not object) of all company positions\r\n this.perks = []; //Available Perks\r\n this.salaryMultiplier = salaryMult; //Multiplier for base salary\r\n this.expMultiplier = expMult; //Multiplier for base exp gain\r\n\r\n //The additional levels you need in the relevant stat to qualify for a job.\r\n //E.g the offset for a megacorporation will be high, let's say 200, so the\r\n //stat level you'd need to get an intern job would be 200 instead of 1.\r\n this.jobStatReqOffset = jobStatReqOffset;\r\n\r\n //Player-related properties for company\r\n this.isPlayerEmployed = false;\r\n this.playerPosition = \"\"; //Name (only name, not object) of the current position player holds\r\n this.playerReputation = 1; //\"Reputation\" within company, gain reputation by working for company\r\n this.favor = 0;\r\n this.rolloverRep = 0;\r\n};\r\n\r\nCompany.prototype.setInfo = function(inf) {\r\n this.info = inf;\r\n}\r\n\r\nCompany.prototype.addPosition = function(pos) {\r\n this.companyPositions.push(pos.positionName); //Company object holds only name of positions\r\n}\r\n\r\nCompany.prototype.addPositions = function(positions) {\r\n for (var i = 0; i < positions.length; i++) {\r\n this.addPosition(positions[i]);\r\n }\r\n}\r\n\r\nCompany.prototype.hasPosition = function(pos) {\r\n for (var i = 0; i < this.companyPositions.length; ++i) {\r\n if (pos.positionName == this.companyPositions[i]) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n}\r\n\r\nCompany.prototype.gainFavor = function() {\r\n if (this.favor == null || this.favor == undefined) {this.favor = 0;}\r\n if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}\r\n var res = this.getFavorGain();\r\n if (res.length != 2) {\r\n console.log(\"Error: invalid result from getFavorGain() function\");\r\n return;\r\n }\r\n this.favor += res[0];\r\n this.rolloverRep = res[1];\r\n}\r\n\r\nCompany.prototype.getFavorGain = function() {\r\n if (this.favor == null || this.favor == undefined) {this.favor = 0;}\r\n if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}\r\n var favorGain = 0, rep = this.playerReputation + this.rolloverRep;\r\n var reqdRep = CONSTANTS.CompanyReputationToFavorBase *\r\n Math.pow(CONSTANTS.CompanyReputationToFavorMult, this.favor);\r\n while(rep > 0) {\r\n if (rep >= reqdRep) {\r\n ++favorGain;\r\n rep -= reqdRep;\r\n } else {\r\n break;\r\n }\r\n reqdRep *= CONSTANTS.FactionReputationToFavorMult;\r\n }\r\n return [favorGain, rep];\r\n}\r\n\r\nCompany.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Company\", this);\r\n}\r\n\r\nCompany.fromJSON = function(value) {\r\n return Generic_fromJSON(Company, value.data);\r\n}\r\n\r\nReviver.constructors.Company = Company;\r\n\r\n//Object that defines a position within a Company and its requirements\r\nfunction CompanyPosition(name, reqHack, reqStr, reqDef, reqDex, reqAgi, reqCha, reqRep, salary) {\r\n this.positionName = name;\r\n this.requiredHacking = reqHack;\r\n this.requiredStrength = reqStr;\r\n this.requiredDefense = reqDef;\r\n this.requiredDexterity = reqDex;\r\n this.requiredAgility = reqAgi;\r\n this.requiredCharisma = reqCha;\r\n this.requiredReputation = reqRep;\r\n\r\n //Base salary for a position. This will be multiplied by a company-specific multiplier. Better companies will have\r\n //higher multipliers.\r\n //\r\n //NOTE: This salary denotes the $ gained every loop (200 ms)\r\n this.baseSalary = salary;\r\n};\r\n\r\n//Set the parameters that are used to determine how good/effective the Player is at a job.\r\n//The Player's \"effectiveness\" at a job determines how much reputation he gains when he works\r\n//\r\n//NOTE: These parameters should total to 100, such that each parameter represents a \"weighting\" of how\r\n// important that stat/skill is for the job\r\nCompanyPosition.prototype.setPerformanceParameters = function(hackEff, strEff, defEff, dexEff, agiEff, chaEff, posMult=1) {\r\n if (hackEff + strEff + defEff + dexEff + agiEff + chaEff != 100) {\r\n console.log(\"CompanyPosition.setPerformanceParameters() arguments do not total to 100\");\r\n return;\r\n }\r\n this.hackingEffectiveness = hackEff;\r\n this.strengthEffectiveness = strEff;\r\n this.defenseEffectiveness = defEff;\r\n this.dexterityEffectiveness = dexEff;\r\n this.agilityEffectiveness = agiEff;\r\n this.charismaEffectiveness = chaEff;\r\n this.positionMultiplier = posMult; //Reputation multiplier for this position\r\n}\r\n\r\n//Set the stat/skill experience a Player should gain for working at a CompanyPosition. The experience is per game loop (200 ms)\r\n//These will be constant for a single position, but is affected by a company-specific multiplier\r\nCompanyPosition.prototype.setExperienceGains = function(hack, str, def, dex, agi, cha) {\r\n this.hackingExpGain = hack;\r\n this.strengthExpGain = str;\r\n this.defenseExpGain = def;\r\n this.dexterityExpGain = dex;\r\n this.agilityExpGain = agi;\r\n this.charismaExpGain = cha;\r\n}\r\n\r\n//Calculate a player's effectiveness at a certain job. Returns the amount of job reputation\r\n//that should be gained every game loop (200 ms)\r\nCompanyPosition.prototype.calculateJobPerformance = function(hacking, str, def, dex, agi, cha) {\r\n var hackRatio = this.hackingEffectiveness * hacking / CONSTANTS.MaxSkillLevel;\r\n var strRatio = this.strengthEffectiveness * str / CONSTANTS.MaxSkillLevel;\r\n var defRatio = this.defenseEffectiveness * def / CONSTANTS.MaxSkillLevel;\r\n var dexRatio = this.dexterityEffectiveness * dex / CONSTANTS.MaxSkillLevel;\r\n var agiRatio = this.agilityEffectiveness * agi / CONSTANTS.MaxSkillLevel;\r\n var chaRatio = this.charismaEffectiveness * cha / CONSTANTS.MaxSkillLevel;\r\n\r\n var reputationGain = this.positionMultiplier * (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio) / 100;\r\n if (isNaN(reputationGain)) {\r\n console.log(\"ERROR: Code should not reach here\");\r\n reputationGain = (hackRatio + strRatio + defRatio + dexRatio + agiRatio + chaRatio) / 100;\r\n }\r\n return reputationGain;\r\n}\r\n\r\nCompanyPosition.prototype.isSoftwareJob = function() {\r\n if (this.positionName == \"Software Engineering Intern\" ||\r\n this.positionName == \"Junior Software Engineer\" ||\r\n this.positionName == \"Senior Software Engineer\" ||\r\n this.positionName == \"Lead Software Developer\" ||\r\n this.positionName == \"Head of Software\" ||\r\n this.positionName == \"Head of Engineering\" ||\r\n this.positionName == \"Vice President of Technology\" ||\r\n this.positionName == \"Chief Technology Officer\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isITJob = function() {\r\n if (this.positionName == \"IT Intern\" ||\r\n this.positionName == \"IT Analyst\" ||\r\n this.positionName == \"IT Manager\" ||\r\n this.positionName == \"Systems Administrator\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isSecurityEngineerJob = function() {\r\n if (this.positionName == \"Security Engineer\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isNetworkEngineerJob = function() {\r\n if (this.positionName == \"Network Engineer\" || this.positionName == \"Network Administrator\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isBusinessJob = function() {\r\n if (this.positionName == \"Business Intern\" ||\r\n this.positionName == \"Business Analyst\" ||\r\n this.positionName == \"Business Manager\" ||\r\n this.positionName == \"Operations Manager\" ||\r\n this.positionName == \"Chief Financial Officer\" ||\r\n this.positionName == \"Chief Executive Officer\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isSecurityJob = function() {\r\n if (this.positionName == \"Security Guard\" ||\r\n this.positionName == \"Police Officer\" ||\r\n this.positionName == \"Security Officer\" ||\r\n this.positionName == \"Security Supervisor\" ||\r\n this.positionName == \"Head of Security\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isAgentJob = function() {\r\n if (this.positionName == \"Field Agent\" ||\r\n this.positionName == \"Secret Agent\" ||\r\n this.positionName == \"Special Operative\") {\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isSoftwareConsultantJob = function() {\r\n if (this.positionName == \"Software Consultant\" ||\r\n this.positionName == \"Senior Software Consultant\") {return true;}\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isBusinessConsultantJob = function() {\r\n if (this.positionName == \"Business Consultant\" ||\r\n this.positionName == \"Senior Business Consultant\") {return true;}\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.isPartTimeJob = function() {\r\n if (this.isSoftwareConsultantJob() ||\r\n this.isBusinessConsultantJob() ||\r\n this.positionName == \"Part-time Waiter\" ||\r\n this.positionName == \"Part-time Employee\") {return true;}\r\n return false;\r\n}\r\n\r\nCompanyPosition.prototype.toJSON = function() {\r\n return Generic_toJSON(\"CompanyPosition\", this);\r\n}\r\n\r\nCompanyPosition.fromJSON = function(value) {\r\n return Generic_fromJSON(CompanyPosition, value.data);\r\n}\r\n\r\nReviver.constructors.CompanyPosition = CompanyPosition;\r\n\r\nlet CompanyPositions = {\r\n //Constructor: CompanyPosition(name, reqHack, reqStr, reqDef, reqDex, reqAgi, reqCha, reqRep, salary)\r\n\r\n //Software\r\n SoftwareIntern: new CompanyPosition(\"Software Engineering Intern\", 1, 0, 0, 0, 0, 0, 0, 33),\r\n JuniorDev: new CompanyPosition(\"Junior Software Engineer\", 51, 0, 0, 0, 0, 0, 8000, 80),\r\n SeniorDev: new CompanyPosition(\"Senior Software Engineer\", 251, 0, 0, 0, 0, 51, 40000, 165),\r\n LeadDev: new CompanyPosition(\"Lead Software Developer\", 401, 0, 0, 0, 0, 151, 200000, 500),\r\n\r\n //TODO Through darkweb, maybe?\r\n FreelanceDeveloper: new CompanyPosition(\"Freelance Developer\", 0, 0, 0, 0, 0, 0, 0, 0),\r\n\r\n SoftwareConsultant: new CompanyPosition(\"Software Consultant\", 51, 0, 0, 0, 0, 0, 0, 66),\r\n SeniorSoftwareConsultant: new CompanyPosition(\"Senior Software Consultant\", 251, 0, 0, 0, 0, 51, 0, 132),\r\n\r\n //IT\r\n ITIntern: new CompanyPosition(\"IT Intern\", 1, 0, 0, 0, 0, 0, 0, 26),\r\n ITAnalyst: new CompanyPosition(\"IT Analyst\", 26, 0, 0, 0, 0, 0, 7000, 66),\r\n ITManager: new CompanyPosition(\"IT Manager\", 151, 0, 0, 0, 0, 51, 35000, 132),\r\n SysAdmin: new CompanyPosition(\"Systems Administrator\", 251, 0, 0, 0, 0, 76, 175000, 410),\r\n SecurityEngineer: new CompanyPosition(\"Security Engineer\", 151, 0, 0, 0, 0, 26, 35000, 121),\r\n NetworkEngineer: new CompanyPosition(\"Network Engineer\", 151, 0, 0, 0, 0, 26, 35000, 121),\r\n NetworkAdministrator: new CompanyPosition(\"Network Administrator\", 251, 0, 0, 0, 0, 76, 175000, 410),\r\n\r\n //Technology management\r\n HeadOfSoftware: new CompanyPosition(\"Head of Software\", 501, 0, 0, 0, 0, 251, 400000, 800),\r\n HeadOfEngineering: new CompanyPosition(\"Head of Engineering\", 501, 0, 0, 0, 0, 251, 800000, 1650),\r\n VicePresident: new CompanyPosition(\"Vice President of Technology\", 601, 0, 0, 0, 0, 401, 1600000, 2310),\r\n CTO: new CompanyPosition(\"Chief Technology Officer\", 751, 0, 0, 0, 0, 501, 3200000, 2640),\r\n\r\n //Business\r\n BusinessIntern: new CompanyPosition(\"Business Intern\", 1, 0, 0, 0, 0, 1, 0, 46),\r\n BusinessAnalyst: new CompanyPosition(\"Business Analyst\", 6, 0, 0, 0, 0, 51, 8000, 100),\r\n BusinessManager: new CompanyPosition(\"Business Manager\", 51, 0, 0, 0, 0, 101, 40000, 200),\r\n OperationsManager: new CompanyPosition(\"Operations Manager\", 51, 0, 0, 0, 0, 226, 200000, 660),\r\n CFO: new CompanyPosition(\"Chief Financial Officer\", 76, 0, 0, 0, 0, 501, 800000, 1950),\r\n CEO: new CompanyPosition(\"Chief Executive Officer\", 101, 0, 0, 0, 0, 751, 3200000, 3900),\r\n\r\n BusinessConsultant: new CompanyPosition(\"Business Consultant\", 6, 0, 0, 0, 0, 51, 0, 88),\r\n SeniorBusinessConsultant: new CompanyPosition(\"Senior Business Consultant\", 51, 0, 0, 0, 0, 226, 0, 525),\r\n\r\n //Non-tech/management jobs\r\n PartTimeWaiter: new CompanyPosition(\"Part-time Waiter\", 0, 0, 0, 0, 0, 0, 0, 20),\r\n PartTimeEmployee: new CompanyPosition(\"Part-time Employee\", 0, 0, 0, 0, 0, 0, 0, 20),\r\n\r\n Waiter: new CompanyPosition(\"Waiter\", 0, 0, 0, 0, 0, 0, 0, 22),\r\n Employee: new CompanyPosition(\"Employee\", 0, 0, 0, 0, 0, 0, 0, 22),\r\n PoliceOfficer: new CompanyPosition(\"Police Officer\", 11, 101, 101, 101, 101, 51, 8000, 82),\r\n PoliceChief: new CompanyPosition(\"Police Chief\", 101, 301, 301, 301, 301, 151, 36000, 460),\r\n SecurityGuard: new CompanyPosition(\"Security Guard\", 0, 51, 51, 51, 51, 1, 0, 50),\r\n SecurityOfficer: new CompanyPosition(\"Security Officer\", 26, 151, 151, 151, 151, 51, 8000, 195),\r\n SecuritySupervisor: new CompanyPosition(\"Security Supervisor\", 26, 251, 251, 251, 251, 101, 36000, 660),\r\n HeadOfSecurity: new CompanyPosition(\"Head of Security\", 51, 501, 501, 501, 501, 151, 144000, 1320),\r\n FieldAgent: new CompanyPosition(\"Field Agent\", 101, 101, 101, 101, 101, 101, 8000, 330),\r\n SecretAgent: new CompanyPosition(\"Secret Agent\", 201, 251, 251, 251, 251, 201, 32000, 990),\r\n SpecialOperative: new CompanyPosition(\"Special Operative\", 251, 501, 501, 501, 501, 251, 162000, 2000),\r\n\r\n init: function() {\r\n //Argument order: hack, str, def, dex, agi, cha\r\n //Software\r\n CompanyPositions.SoftwareIntern.setPerformanceParameters(85, 0, 0, 0, 0, 15, 0.9);\r\n CompanyPositions.SoftwareIntern.setExperienceGains(.05, 0, 0, 0, 0, .02);\r\n CompanyPositions.JuniorDev.setPerformanceParameters(85, 0, 0, 0, 0, 15, 1.1);\r\n CompanyPositions.JuniorDev.setExperienceGains(.1, 0, 0, 0, 0, .05);\r\n CompanyPositions.SeniorDev.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1.3);\r\n CompanyPositions.SeniorDev.setExperienceGains(.4, 0, 0, 0, 0, .08);\r\n CompanyPositions.LeadDev.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.5);\r\n CompanyPositions.LeadDev.setExperienceGains(.8, 0, 0, 0, 0, .1);\r\n\r\n CompanyPositions.SoftwareConsultant.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1);\r\n CompanyPositions.SoftwareConsultant.setExperienceGains(.08, 0, 0, 0, 0, .03);\r\n CompanyPositions.SeniorSoftwareConsultant.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.2);\r\n CompanyPositions.SeniorSoftwareConsultant.setExperienceGains(.25, 0, 0, 0, 0, .06);\r\n\r\n //Security\r\n CompanyPositions.ITIntern.setPerformanceParameters(90, 0, 0, 0, 0, 10, 0.9);\r\n CompanyPositions.ITIntern.setExperienceGains(.04, 0, 0, 0, 0, .01);\r\n CompanyPositions.ITAnalyst.setPerformanceParameters(85, 0, 0, 0, 0, 15, 1.1);\r\n CompanyPositions.ITAnalyst.setExperienceGains(.08, 0, 0, 0, 0, .02);\r\n CompanyPositions.ITManager.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1.3);\r\n CompanyPositions.ITManager.setExperienceGains(.3, 0, 0, 0, 0, .1);\r\n CompanyPositions.SysAdmin.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1.4);\r\n CompanyPositions.SysAdmin.setExperienceGains(.5, 0, 0, 0, 0, .05);\r\n CompanyPositions.SecurityEngineer.setPerformanceParameters(85, 0, 0, 0, 0, 15, 1.2);\r\n CompanyPositions.SecurityEngineer.setExperienceGains(0.4, 0, 0, 0, 0, .05);\r\n CompanyPositions.NetworkEngineer.setPerformanceParameters(85, 0, 0, 0, 0, 15, 1.2);\r\n CompanyPositions.NetworkEngineer.setExperienceGains(0.4, 0, 0, 0, 0, .05);\r\n CompanyPositions.NetworkAdministrator.setPerformanceParameters(80, 0, 0, 0, 0, 20, 1.3);\r\n CompanyPositions.NetworkAdministrator.setExperienceGains(0.5, 0, 0, 0, 0, .1);\r\n\r\n //Technology management\r\n CompanyPositions.HeadOfSoftware.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.6);\r\n CompanyPositions.HeadOfSoftware.setExperienceGains(1, 0, 0, 0, 0, .5);\r\n CompanyPositions.HeadOfEngineering.setPerformanceParameters(75, 0, 0, 0, 0, 25, 1.6);\r\n CompanyPositions.HeadOfEngineering.setExperienceGains(1.1, 0, 0, 0, 0, .5);\r\n CompanyPositions.VicePresident.setPerformanceParameters(70, 0, 0, 0, 0, 30, 1.75);\r\n CompanyPositions.VicePresident.setExperienceGains(1.2, 0, 0, 0, 0, .6);\r\n CompanyPositions.CTO.setPerformanceParameters(65, 0, 0, 0, 0, 35, 2);\r\n CompanyPositions.CTO.setExperienceGains(1.5, 0, 0, 0, 0, 1);\r\n\r\n //Business\r\n CompanyPositions.BusinessIntern.setPerformanceParameters(10, 0, 0, 0, 0, 90, 0.9);\r\n CompanyPositions.BusinessIntern.setExperienceGains(.01, 0, 0, 0, 0, .08);\r\n CompanyPositions.BusinessAnalyst.setPerformanceParameters(15, 0, 0, 0, 0, 85, 1.1);\r\n CompanyPositions.BusinessAnalyst.setExperienceGains(.02, 0, 0, 0, 0, .15);\r\n CompanyPositions.BusinessManager.setPerformanceParameters(15, 0, 0, 0, 0, 85, 1.3);\r\n CompanyPositions.BusinessManager.setExperienceGains(.02, 0, 0, 0, 0, .3);\r\n CompanyPositions.OperationsManager.setPerformanceParameters(15, 0, 0, 0, 0, 85, 1.5);\r\n CompanyPositions.OperationsManager.setExperienceGains(.02, 0, 0, 0, 0, .4);\r\n CompanyPositions.CFO.setPerformanceParameters(10, 0, 0, 0, 0, 90, 1.6);\r\n CompanyPositions.CFO.setExperienceGains(.05, 0, 0, 0, 0, 1);\r\n CompanyPositions.CEO.setPerformanceParameters(10, 0, 0, 0, 0, 90, 1.75);\r\n CompanyPositions.CEO.setExperienceGains(.1, 0, 0, 0, 0, 1.5);\r\n\r\n CompanyPositions.BusinessConsultant.setPerformanceParameters(20, 0, 0, 0, 0, 80, 1);\r\n CompanyPositions.BusinessConsultant.setExperienceGains(.015, 0, 0, 0, 0, .15);\r\n CompanyPositions.SeniorBusinessConsultant.setPerformanceParameters(15, 0, 0, 0, 0, 85, 1.2);\r\n CompanyPositions.SeniorBusinessConsultant.setExperienceGains(.015, 0, 0, 0, 0, .3);\r\n\r\n //Non-tech/management jobs\r\n CompanyPositions.PartTimeWaiter.setPerformanceParameters(0, 10, 0, 10, 10, 70);\r\n CompanyPositions.PartTimeWaiter.setExperienceGains(0, .0075, .0075, .0075, .0075, .04);\r\n CompanyPositions.PartTimeEmployee.setPerformanceParameters(0, 10, 0, 10, 10, 70);\r\n CompanyPositions.PartTimeEmployee.setExperienceGains(0, .0075, .0075, .0075, .0075, .03);\r\n\r\n CompanyPositions.Waiter.setPerformanceParameters(0, 10, 0, 10, 10, 70);\r\n CompanyPositions.Waiter.setExperienceGains(0, .02, .02, .02, .02, .05);\r\n CompanyPositions.Employee.setPerformanceParameters(0, 10, 0, 10, 10, 70);\r\n CompanyPositions.Employee.setExperienceGains(0, .02, .02, .02, .02, .04);\r\n CompanyPositions.SecurityGuard.setPerformanceParameters(5, 20, 20, 20, 20, 15, 1);\r\n CompanyPositions.SecurityGuard.setExperienceGains(.01, .04, .04, .04, .04, .02);\r\n CompanyPositions.PoliceOfficer.setPerformanceParameters(5, 20, 20, 20, 20, 15, 1);\r\n CompanyPositions.PoliceOfficer.setExperienceGains(.02, .08, .08, .08, .08, .04);\r\n CompanyPositions.PoliceChief.setPerformanceParameters(5, 20, 20, 20, 20, 15, 1.25);\r\n CompanyPositions.PoliceChief.setExperienceGains(.02, .1, .1, .1, .1, .1);\r\n CompanyPositions.SecurityOfficer.setPerformanceParameters(10, 20, 20, 20, 20, 10, 1.1);\r\n CompanyPositions.SecurityOfficer.setExperienceGains(.02, .1, .1, .1, .1, .05);\r\n CompanyPositions.SecuritySupervisor.setPerformanceParameters(10, 15, 15, 15, 15, 30, 1.25);\r\n CompanyPositions.SecuritySupervisor.setExperienceGains(.02, .12, .12, .12, .12, .1);\r\n CompanyPositions.HeadOfSecurity.setPerformanceParameters(10, 15, 15, 15, 15, 30, 1.4);\r\n CompanyPositions.HeadOfSecurity.setExperienceGains(.05, .15, .15, .15, .15, .15);\r\n CompanyPositions.FieldAgent.setPerformanceParameters(10, 15, 15, 20, 20, 20, 1);\r\n CompanyPositions.FieldAgent.setExperienceGains(.04, .08, .08, .08, .08, .05);\r\n CompanyPositions.SecretAgent.setPerformanceParameters(15, 15, 15, 20, 20, 15, 1.25);\r\n CompanyPositions.SecretAgent.setExperienceGains(.1, .15, .15, .15, .15, .1);\r\n CompanyPositions.SpecialOperative.setPerformanceParameters(15, 15, 15, 20, 20, 15, 1.5);\r\n CompanyPositions.SpecialOperative.setExperienceGains(.15, .2, .2, .2, .2, .15);\r\n }\r\n}\r\n\r\n//Returns the next highest position in the company for the relevant career/field\r\n//I.E returns what your next job would be if you qualify for a promotion\r\nfunction getNextCompanyPosition(currPos) {\r\n if (currPos == null) {return null;}\r\n //Software\r\n if (currPos.positionName == CompanyPositions.SoftwareIntern.positionName) {\r\n return CompanyPositions.JuniorDev;\r\n }\r\n if (currPos.positionName == CompanyPositions.JuniorDev.positionName) {\r\n return CompanyPositions.SeniorDev;\r\n }\r\n if (currPos.positionName == CompanyPositions.SeniorDev.positionName) {\r\n return CompanyPositions.LeadDev;\r\n }\r\n if (currPos.positionName == CompanyPositions.LeadDev.positionName) {\r\n return CompanyPositions.HeadOfSoftware;\r\n }\r\n\r\n //Software Consultant\r\n if (currPos.positionName == CompanyPositions.SoftwareConsultant.positionName) {\r\n return CompanyPositions.SeniorSoftwareConsultant;\r\n }\r\n\r\n //IT\r\n if (currPos.positionName == CompanyPositions.ITIntern.positionName) {\r\n return CompanyPositions.ITAnalyst;\r\n }\r\n if (currPos.positionName == CompanyPositions.ITAnalyst.positionName) {\r\n return CompanyPositions.ITManager;\r\n }\r\n if (currPos.positionName == CompanyPositions.ITManager.positionName) {\r\n return CompanyPositions.SysAdmin;\r\n }\r\n if (currPos.positionName == CompanyPositions.SysAdmin.positionName) {\r\n return CompanyPositions.HeadOfEngineering;\r\n }\r\n\r\n //Security/Network Engineer\r\n if (currPos.positionName == CompanyPositions.SecurityEngineer.positionName) {\r\n return CompanyPositions.HeadOfEngineering;\r\n }\r\n if (currPos.positionName == CompanyPositions.NetworkEngineer.positionName) {\r\n return CompanyPositions.NetworkAdministrator;\r\n }\r\n if (currPos.positionName == CompanyPositions.NetworkAdministrator.positionName) {\r\n return CompanyPositions.HeadOfEngineering;\r\n }\r\n\r\n //Technology management\r\n if (currPos.positionName == CompanyPositions.HeadOfSoftware.positionName) {\r\n return CompanyPositions.HeadOfEngineering;\r\n }\r\n if (currPos.positionName == CompanyPositions.HeadOfEngineering.positionName) {\r\n return CompanyPositions.VicePresident;\r\n }\r\n if (currPos.positionName == CompanyPositions.VicePresident.positionName) {\r\n return CompanyPositions.CTO;\r\n }\r\n\r\n //Business\r\n if (currPos.positionName == CompanyPositions.BusinessIntern.positionName) {\r\n return CompanyPositions.BusinessAnalyst;\r\n }\r\n if (currPos.positionName == CompanyPositions.BusinessAnalyst.positionName) {\r\n return CompanyPositions.BusinessManager;\r\n }\r\n if (currPos.positionName == CompanyPositions.BusinessManager.positionName) {\r\n return CompanyPositions.OperationsManager;\r\n }\r\n if (currPos.positionName == CompanyPositions.OperationsManager.positionName) {\r\n return CompanyPositions.CFO;\r\n }\r\n if (currPos.positionName == CompanyPositions.CFO.positionName) {\r\n return CompanyPositions.CEO;\r\n }\r\n\r\n //Business consultant\r\n if (currPos.positionName == CompanyPositions.BusinessConsultant.positionName) {\r\n return CompanyPositions.SeniorBusinessConsultant;\r\n }\r\n\r\n //Police\r\n if (currPos.positionName == CompanyPositions.PoliceOfficer.positionName) {\r\n return CompanyPositions.PoliceChief;\r\n }\r\n\r\n //Security\r\n if (currPos.positionName == CompanyPositions.SecurityGuard.positionName) {\r\n return CompanyPositions.SecurityOfficer;\r\n }\r\n if (currPos.positionName == CompanyPositions.SecurityOfficer.positionName) {\r\n return CompanyPositions.SecuritySupervisor;\r\n }\r\n if (currPos.positionName == CompanyPositions.SecuritySupervisor.positionName) {\r\n return CompanyPositions.HeadOfSecurity;\r\n }\r\n\r\n //Agent\r\n if (currPos.positionName == CompanyPositions.FieldAgent.positionName) {\r\n return CompanyPositions.SecretAgent;\r\n }\r\n if (currPos.positionName == CompanyPositions.SecretAgent.positionName) {\r\n return CompanyPositions.SpecialOperative;\r\n }\r\n\r\n return null;\r\n}\r\n\r\n/* Initialize all companies. Only called when creating new game/prestiging. Otherwise companies are\r\n * usually loaded from localStorage */\r\nfunction initCompanies() {\r\n /* Companies that also have servers */\r\n //Megacorporations\r\n var ECorp = new Company(Locations.AevumECorp, 3.0, 3.0, 249);\r\n ECorp.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.AevumECorp)) {\r\n ECorp.favor = Companies[Locations.AevumECorp].favor;\r\n delete Companies[Locations.AevumECorp];\r\n }\r\n AddToCompanies(ECorp);\r\n\r\n var MegaCorp = new Company(Locations.Sector12MegaCorp, 3.0, 3.0, 249);\r\n MegaCorp.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.Sector12MegaCorp)) {\r\n MegaCorp.favor = Companies[Locations.Sector12MegaCorp].favor;\r\n delete Companies[Locations.Sector12MegaCorp];\r\n }\r\n AddToCompanies(MegaCorp);\r\n\r\n var BachmanAndAssociates = new Company(Locations.AevumBachmanAndAssociates, 2.6, 2.6, 224);\r\n BachmanAndAssociates.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.AevumBachmanAndAssociates)) {\r\n BachmanAndAssociates.favor = Companies[Locations.AevumBachmanAndAssociates].favor;\r\n delete Companies[Locations.AevumBachmanAndAssociates];\r\n }\r\n AddToCompanies(BachmanAndAssociates);\r\n\r\n var BladeIndustries = new Company(Locations.Sector12BladeIndustries, 2.75, 2.75, 224);\r\n BladeIndustries.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.Sector12BladeIndustries)) {\r\n BladeIndustries.favor = Companies[Locations.Sector12BladeIndustries].favor;\r\n delete Companies[Locations.Sector12BladeIndustries];\r\n }\r\n AddToCompanies(BladeIndustries);\r\n\r\n var NWO = new Company(Locations.VolhavenNWO, 2.75, 2.75, 249);\r\n NWO.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.VolhavenNWO)) {\r\n NWO.favor = Companies[Locations.VolhavenNWO].favor;\r\n delete Companies[Locations.VolhavenNWO];\r\n }\r\n AddToCompanies(NWO);\r\n\r\n var ClarkeIncorporated = new Company(Locations.AevumClarkeIncorporated, 2.25, 2.25, 224);\r\n ClarkeIncorporated.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.AevumClarkeIncorporated)) {\r\n ClarkeIncorporated.favor = Companies[Locations.AevumClarkeIncorporated].favor;\r\n delete Companies[Locations.AevumClarkeIncorporated];\r\n }\r\n AddToCompanies(ClarkeIncorporated);\r\n\r\n var OmniTekIncorporated = new Company(Locations.VolhavenOmniTekIncorporated, 2.25, 2.25, 224);\r\n OmniTekIncorporated.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.VolhavenOmniTekIncorporated)) {\r\n OmniTekIncorporated.favor = Companies[Locations.VolhavenOmniTekIncorporated].favor;\r\n delete Companies[Locations.VolhavenOmniTekIncorporated];\r\n }\r\n AddToCompanies(OmniTekIncorporated);\r\n\r\n var FourSigma = new Company(Locations.Sector12FourSigma, 2.5, 2.5, 224);\r\n FourSigma.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.Sector12FourSigma)) {\r\n FourSigma.favor = Companies[Locations.Sector12FourSigma].favor;\r\n delete Companies[Locations.Sector12FourSigma];\r\n }\r\n AddToCompanies(FourSigma);\r\n\r\n var KuaiGongInternational = new Company(Locations.ChongqingKuaiGongInternational, 2.2, 2.2, 224);\r\n KuaiGongInternational.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.ChongqingKuaiGongInternational)) {\r\n KuaiGongInternational.favor = Companies[Locations.ChongqingKuaiGongInternational].favor;\r\n delete Companies[Locations.ChongqingKuaiGongInternational];\r\n }\r\n AddToCompanies(KuaiGongInternational);\r\n\r\n //Technology and communication companies (\"Large\" servers)\r\n var FulcrumTechnologies = new Company(Locations.AevumFulcrumTechnologies, 2.0, 2.0, 224);\r\n FulcrumTechnologies.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO]);\r\n if (companyExists(Locations.AevumFulcrumTechnologies)) {\r\n FulcrumTechnologies.favor = Companies[Locations.AevumFulcrumTechnologies].favor;\r\n delete Companies[Locations.AevumFulcrumTechnologies];\r\n }\r\n AddToCompanies(FulcrumTechnologies);\r\n\r\n var StormTechnologies = new Company(Locations.IshimaStormTechnologies, 1.8, 1.8, 199);\r\n StormTechnologies.addPositions([\r\n CompanyPositions.SoftwareIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SysAdmin,\r\n CompanyPositions.SecurityEngineer, CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.HeadOfEngineering,\r\n CompanyPositions.VicePresident, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager, CompanyPositions.CFO,\r\n CompanyPositions.CEO]);\r\n if (companyExists(Locations.IshimaStormTechnologies)) {\r\n StormTechnologies.favor = Companies[Locations.IshimaStormTechnologies].favor;\r\n delete Companies[Locations.IshimaStormTechnologies];\r\n }\r\n AddToCompanies(StormTechnologies);\r\n\r\n var DefComm = new Company(Locations.NewTokyoDefComm, 1.75, 1.75, 199);\r\n DefComm.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.NewTokyoDefComm)) {\r\n DefComm.favor = Companies[Locations.NewTokyoDefComm].favor;\r\n delete Companies[Locations.NewTokyoDefComm];\r\n }\r\n AddToCompanies(DefComm);\r\n\r\n var HeliosLabs = new Company(Locations.VolhavenHeliosLabs, 1.8, 1.8, 199);\r\n HeliosLabs.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.VolhavenHeliosLabs)) {\r\n HeliosLabs.favor = Companies[Locations.VolhavenHeliosLabs].favor;\r\n delete Companies[Locations.VolhavenHeliosLabs];\r\n }\r\n AddToCompanies(HeliosLabs);\r\n\r\n var VitaLife = new Company(Locations.NewTokyoVitaLife, 1.8, 1.8, 199);\r\n VitaLife.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst, CompanyPositions.BusinessManager,\r\n CompanyPositions.OperationsManager, CompanyPositions.CFO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.NewTokyoVitaLife)) {\r\n VitaLife.favor = Companies[Locations.NewTokyoVitaLife].favor;\r\n delete Companies[Locations.NewTokyoVitaLife];\r\n }\r\n AddToCompanies(VitaLife);\r\n\r\n var IcarusMicrosystems = new Company(Locations.Sector12IcarusMicrosystems, 1.9, 1.9, 199);\r\n IcarusMicrosystems.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst, CompanyPositions.BusinessManager,\r\n CompanyPositions.OperationsManager, CompanyPositions.CFO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.Sector12IcarusMicrosystems)) {\r\n IcarusMicrosystems.favor = Companies[Locations.Sector12IcarusMicrosystems].favor;\r\n delete Companies[Locations.Sector12IcarusMicrosystems];\r\n }\r\n AddToCompanies(IcarusMicrosystems);\r\n\r\n var UniversalEnergy = new Company(Locations.Sector12UniversalEnergy, 2.0, 2.0, 199);\r\n UniversalEnergy.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst, CompanyPositions.BusinessManager,\r\n CompanyPositions.OperationsManager, CompanyPositions.CFO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.Sector12UniversalEnergy)) {\r\n UniversalEnergy.favor = Companies[Locations.Sector12UniversalEnergy].favor;\r\n delete Companies[Locations.Sector12UniversalEnergy];\r\n }\r\n AddToCompanies(UniversalEnergy);\r\n\r\n var GalacticCybersystems = new Company(Locations.AevumGalacticCybersystems, 1.9, 1.9, 199);\r\n GalacticCybersystems.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst, CompanyPositions.BusinessManager,\r\n CompanyPositions.OperationsManager, CompanyPositions.CFO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.AevumGalacticCybersystems)) {\r\n GalacticCybersystems.favor = Companies[Locations.AevumGalacticCybersystems].favor;\r\n delete Companies[Locations.AevumGalacticCybersystems];\r\n }\r\n AddToCompanies(GalacticCybersystems);\r\n\r\n //Defense Companies (\"Large\" Companies)\r\n var AeroCorp = new Company(Locations.AevumAeroCorp, 1.7, 1.7, 199);\r\n AeroCorp.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.OperationsManager, CompanyPositions.CEO,\r\n CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer, CompanyPositions.SecuritySupervisor,\r\n CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.AevumAeroCorp)) {\r\n AeroCorp.favor = Companies[Locations.AevumAeroCorp].favor;\r\n delete Companies[Locations.AevumAeroCorp];\r\n }\r\n AddToCompanies(AeroCorp);\r\n\r\n var OmniaCybersystems = new Company(Locations.VolhavenOmniaCybersystems, 1.7, 1.7, 199);\r\n OmniaCybersystems.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.OperationsManager, CompanyPositions.CEO,\r\n CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer, CompanyPositions.SecuritySupervisor,\r\n CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.VolhavenOmniaCybersystems)) {\r\n OmniaCybersystems.favor = Companies[Locations.VolhavenOmniaCybersystems].favor;\r\n delete Companies[Locations.VolhavenOmniaCybersystems];\r\n }\r\n AddToCompanies(OmniaCybersystems);\r\n\r\n var SolarisSpaceSystems = new Company(Locations.ChongqingSolarisSpaceSystems, 1.7, 1.7, 199);\r\n SolarisSpaceSystems.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.OperationsManager, CompanyPositions.CEO,\r\n CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer, CompanyPositions.SecuritySupervisor,\r\n CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.ChongqingSolarisSpaceSystems)) {\r\n SolarisSpaceSystems.favor = Companies[Locations.ChongqingSolarisSpaceSystems].favor;\r\n delete Companies[Locations.ChongqingSolarisSpaceSystems];\r\n }\r\n AddToCompanies(SolarisSpaceSystems);\r\n\r\n var DeltaOne = new Company(Locations.Sector12DeltaOne, 1.6, 1.6, 199);\r\n DeltaOne.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.CTO,\r\n CompanyPositions.OperationsManager, CompanyPositions.CEO,\r\n CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer, CompanyPositions.SecuritySupervisor,\r\n CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.Sector12DeltaOne)) {\r\n DeltaOne.favor = Companies[Locations.Sector12DeltaOne].favor;\r\n delete Companies[Locations.Sector12DeltaOne];\r\n }\r\n AddToCompanies(DeltaOne);\r\n\r\n //Health, medicine, pharmaceutical companies (\"Large\" servers)\r\n var GlobalPharmaceuticals = new Company(Locations.NewTokyoGlobalPharmaceuticals, 1.8, 1.8, 224);\r\n GlobalPharmaceuticals.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager,\r\n CompanyPositions.CFO, CompanyPositions.CEO, CompanyPositions.SecurityGuard,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.NewTokyoGlobalPharmaceuticals)) {\r\n GlobalPharmaceuticals.favor = Companies[Locations.NewTokyoGlobalPharmaceuticals].favor;\r\n delete Companies[Locations.NewTokyoGlobalPharmaceuticals];\r\n }\r\n AddToCompanies(GlobalPharmaceuticals);\r\n\r\n var NovaMedical = new Company(Locations.IshimaNovaMedical, 1.75, 1.75, 199);\r\n NovaMedical.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.ITIntern, CompanyPositions.BusinessIntern,\r\n CompanyPositions.JuniorDev, CompanyPositions.SeniorDev, CompanyPositions.LeadDev,\r\n CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITAnalyst, CompanyPositions.ITManager, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator,\r\n CompanyPositions.HeadOfSoftware, CompanyPositions.CTO, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager,\r\n CompanyPositions.CFO, CompanyPositions.CEO, CompanyPositions.SecurityGuard,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.IshimaNovaMedical)) {\r\n NovaMedical.favor = Companies[Locations.IshimaNovaMedical].favor;\r\n delete Companies[Locations.IshimaNovaMedical];\r\n }\r\n AddToCompanies(NovaMedical);\r\n\r\n //Other large companies\r\n var CIA = new Company(Locations.Sector12CIA, 2.0, 2.0, 149);\r\n CIA.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity, CompanyPositions.FieldAgent,\r\n CompanyPositions.SecretAgent, CompanyPositions.SpecialOperative]);\r\n if (companyExists(Locations.Sector12CIA)) {\r\n CIA.favor = Companies[Locations.Sector12CIA].favor;\r\n delete Companies[Locations.Sector12CIA];\r\n }\r\n AddToCompanies(CIA);\r\n\r\n var NSA = new Company(Locations.Sector12NSA, 2.0, 2.0, 149);\r\n NSA.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity, CompanyPositions.FieldAgent,\r\n CompanyPositions.SecretAgent, CompanyPositions.SpecialOperative]);\r\n if (companyExists(Locations.Sector12NSA)) {\r\n NSA.favor = Companies[Locations.Sector12NSA].favor;\r\n delete Companies[Locations.Sector12NSA];\r\n }\r\n AddToCompanies(NSA);\r\n\r\n var WatchdogSecurity = new Company(Locations.AevumWatchdogSecurity, 1.5, 1.5, 124);\r\n WatchdogSecurity.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity, CompanyPositions.FieldAgent,\r\n CompanyPositions.SecretAgent, CompanyPositions.SpecialOperative]);\r\n if (companyExists(Locations.AevumWatchdogSecurity)) {\r\n WatchdogSecurity.favor = Companies[Locations.AevumWatchdogSecurity].favor;\r\n delete Companies[Locations.AevumWatchdogSecurity];\r\n }\r\n AddToCompanies(WatchdogSecurity);\r\n\r\n //\"Medium level\" companies\r\n var LexoCorp = new Company(Locations.VolhavenLexoCorp, 1.4, 1.4, 99);\r\n LexoCorp.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.HeadOfSoftware, CompanyPositions.CTO,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.OperationsManager, CompanyPositions.CFO, CompanyPositions.CEO,\r\n CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer, CompanyPositions.HeadOfSecurity]);\r\n if (companyExists(Locations.VolhavenLexoCorp)) {\r\n LexoCorp.favor = Companies[Locations.VolhavenLexoCorp].favor;\r\n delete Companies[Locations.VolhavenLexoCorp];\r\n }\r\n AddToCompanies(LexoCorp);\r\n\r\n var RhoConstruction = new Company(Locations.AevumRhoConstruction, 1.3, 1.3, 49);\r\n RhoConstruction.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager]);\r\n if (companyExists(Locations.AevumRhoConstruction)) {\r\n RhoConstruction.favor = Companies[Locations.AevumRhoConstruction].favor;\r\n delete Companies[Locations.AevumRhoConstruction];\r\n }\r\n AddToCompanies(RhoConstruction);\r\n\r\n var AlphaEnterprises = new Company(Locations.Sector12AlphaEnterprises, 1.5, 1.5, 99);\r\n AlphaEnterprises.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.BusinessIntern, CompanyPositions.BusinessAnalyst,\r\n CompanyPositions.BusinessManager, CompanyPositions.OperationsManager]);\r\n if (companyExists(Locations.Sector12AlphaEnterprises)) {\r\n AlphaEnterprises.favor = Companies[Locations.Sector12AlphaEnterprises].favor;\r\n delete Companies[Locations.Sector12AlphaEnterprises];\r\n }\r\n AddToCompanies(AlphaEnterprises);\r\n\r\n var AevumPolice = new Company(Locations.AevumPolice, 1.3, 1.3, 99);\r\n AevumPolice.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SecurityGuard, CompanyPositions.PoliceOfficer]);\r\n if (companyExists(Locations.AevumPolice)) {\r\n AevumPolice.favor = Companies[Locations.AevumPolice].favor;\r\n delete Companies[Locations.AevumPolice];\r\n }\r\n AddToCompanies(AevumPolice);\r\n\r\n var SysCoreSecurities = new Company(Locations.VolhavenSysCoreSecurities, 1.3, 1.3, 124);\r\n SysCoreSecurities.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.CTO]);\r\n if (companyExists(Locations.VolhavenSysCoreSecurities)) {\r\n SysCoreSecurities.favor = Companies[Locations.VolhavenSysCoreSecurities].favor;\r\n delete Companies[Locations.VolhavenSysCoreSecurities];\r\n }\r\n AddToCompanies(SysCoreSecurities);\r\n\r\n var CompuTek = new Company(Locations.VolhavenCompuTek, 1.2, 1.2, 74);\r\n CompuTek.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.CTO]);\r\n if (companyExists(Locations.VolhavenCompuTek)) {\r\n CompuTek.favor = Companies[Locations.VolhavenCompuTek].favor;\r\n delete Companies[Locations.VolhavenCompuTek];\r\n }\r\n AddToCompanies(CompuTek);\r\n\r\n var NetLinkTechnologies = new Company(Locations.AevumNetLinkTechnologies, 1.2, 1.2, 99);\r\n NetLinkTechnologies.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.CTO]);\r\n if (companyExists(Locations.AevumNetLinkTechnologies)) {\r\n NetLinkTechnologies.favor = Companies[Locations.AevumNetLinkTechnologies].favor;\r\n delete Companies[Locations.AevumNetLinkTechnologies];\r\n }\r\n AddToCompanies(NetLinkTechnologies);\r\n\r\n var CarmichaelSecurity = new Company(Locations.Sector12CarmichaelSecurity, 1.2, 1.2, 74);\r\n CarmichaelSecurity.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.SysAdmin, CompanyPositions.SecurityEngineer,\r\n CompanyPositions.NetworkEngineer, CompanyPositions.NetworkAdministrator, CompanyPositions.HeadOfSoftware,\r\n CompanyPositions.HeadOfEngineering, CompanyPositions.SecurityGuard, CompanyPositions.SecurityOfficer,\r\n CompanyPositions.SecuritySupervisor, CompanyPositions.HeadOfSecurity, CompanyPositions.FieldAgent,\r\n CompanyPositions.SecretAgent, CompanyPositions.SpecialOperative]);\r\n if (companyExists(Locations.Sector12CarmichaelSecurity)) {\r\n CarmichaelSecurity.favor = Companies[Locations.Sector12CarmichaelSecurity].favor;\r\n delete Companies[Locations.Sector12CarmichaelSecurity];\r\n }\r\n AddToCompanies(CarmichaelSecurity);\r\n\r\n //\"Low level\" companies\r\n var FoodNStuff = new Company(Locations.Sector12FoodNStuff, 1, 1, 0);\r\n FoodNStuff.addPositions([CompanyPositions.Employee, CompanyPositions.PartTimeEmployee]);\r\n if (companyExists(Locations.Sector12FoodNStuff)) {\r\n FoodNStuff.favor = Companies[Locations.Sector12FoodNStuff].favor;\r\n delete Companies[Locations.Sector12FoodNStuff];\r\n }\r\n AddToCompanies(FoodNStuff);\r\n\r\n var JoesGuns = new Company(Locations.Sector12JoesGuns, 1, 1, 0);\r\n JoesGuns.addPositions([CompanyPositions.Employee, CompanyPositions.PartTimeEmployee]);\r\n if (companyExists(Locations.Sector12JoesGuns)) {\r\n JoesGuns.favor = Companies[Locations.Sector12JoesGuns].favor;\r\n delete Companies[Locations.Sector12JoesGuns];\r\n }\r\n AddToCompanies(JoesGuns);\r\n\r\n var OmegaSoftware = new Company(Locations.IshimaOmegaSoftware, 1.1, 1.1, 49);\r\n OmegaSoftware.addPositions([\r\n CompanyPositions.SoftwareIntern, CompanyPositions.JuniorDev, CompanyPositions.SeniorDev,\r\n CompanyPositions.LeadDev, CompanyPositions.SoftwareConsultant, CompanyPositions.SeniorSoftwareConsultant,\r\n CompanyPositions.ITIntern, CompanyPositions.ITAnalyst,\r\n CompanyPositions.ITManager, CompanyPositions.CTO, CompanyPositions.CEO]);\r\n if (companyExists(Locations.IshimaOmegaSoftware)) {\r\n OmegaSoftware.favor = Companies[Locations.IshimaOmegaSoftware].favor;\r\n delete Companies[Locations.IshimaOmegaSoftware];\r\n }\r\n AddToCompanies(OmegaSoftware);\r\n\r\n /* Companies that do not have servers */\r\n var NoodleBar = new Company(Locations.NewTokyoNoodleBar, 1, 1, 0);\r\n NoodleBar.addPositions([CompanyPositions.Waiter, CompanyPositions.PartTimeWaiter]);\r\n if (companyExists(Locations.NewTokyoNoodleBar)) {\r\n NoodleBar.favor = Companies[Locations.NewTokyoNoodleBar].favor;\r\n delete Companies[Locations.NewTokyoNoodleBar];\r\n }\r\n AddToCompanies(NoodleBar);\r\n}\r\n\r\n//Map of all companies that exist in the game, indexed by their name\r\nlet Companies = {}\r\n\r\nfunction loadCompanies(saveString) {\r\n Companies = JSON.parse(saveString, Reviver);\r\n}\r\n\r\n//Add a Company object onto the map of all Companies in the game\r\nfunction AddToCompanies(company) {\r\n var name = company.companyName;\r\n Companies[name] = company;\r\n}\r\n\r\nfunction companyExists(name) {\r\n return Companies.hasOwnProperty(name);\r\n}\r\n\r\nfunction getJobRequirementText(company, pos, tooltiptext=false) {\r\n var reqText = \"\";\r\n var offset = company.jobStatReqOffset;\r\n var reqHacking = pos.requiredHacking > 0 ? pos.requiredHacking+offset : 0;\r\n var reqStrength = pos.requiredStrength > 0 ? pos.requiredStrength+offset : 0;\r\n var reqDefense = pos.requiredDefense > 0 ? pos.requiredDefense+offset : 0;\r\n var reqDexterity = pos.requiredDexterity > 0 ? pos.requiredDexterity+offset : 0;\r\n var reqAgility = pos.requiredDexterity > 0 ? pos.requiredDexterity+offset : 0;\r\n var reqCharisma = pos.requiredCharisma > 0 ? pos.requiredCharisma+offset : 0;\r\n var reqRep = pos.requiredReputation;\r\n if (tooltiptext) {\r\n reqText = \"Requires:
\";\r\n reqText += (reqHacking.toString() + \" hacking
\");\r\n reqText += (reqStrength.toString() + \" strength
\");\r\n reqText += (reqDefense.toString() + \" defense
\");\r\n reqText += (reqDexterity.toString() + \" dexterity
\");\r\n reqText += (reqAgility.toString() + \" agility
\");\r\n reqText += (reqCharisma.toString() + \" charisma
\");\r\n reqText += (reqRep.toString() + \" reputation\");\r\n } else {\r\n reqText = \"(Requires \";\r\n if (reqHacking > 0) {reqText += (reqHacking + \" hacking, \");}\r\n if (reqStrength > 0) {reqText += (reqStrength + \" strength, \");}\r\n if (reqDefense > 0) {reqText += (reqDefense + \" defense, \");}\r\n if (reqDexterity > 0) {reqText += (reqDexterity + \" dexterity, \");}\r\n if (reqAgility > 0) {reqText += (reqAgility + \" agility, \");}\r\n if (reqCharisma > 0) {reqText += (reqCharisma + \" charisma, \");}\r\n if (reqRep > 1) {reqText += (reqRep + \" reputation, \");}\r\n reqText = reqText.substring(0, reqText.length - 2);\r\n reqText += \")\";\r\n }\r\n return reqText;\r\n}\r\n\r\nexport {CompanyPositions, initCompanies, Companies, getJobRequirementText,\r\n getNextCompanyPosition, loadCompanies, Company, CompanyPosition,\r\n companyExists};\r\n","import {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Programs} from \"./CreateProgram.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {RunningScript, Script} from \"./Script.js\";\r\nimport {SpecialServerNames, SpecialServerIps} from \"./SpecialServerIps.js\";\r\nimport {getRandomInt} from \"../utils/HelperFunctions.js\";\r\nimport {createRandomIp, isValidIPAddress, ipExists} from \"../utils/IPAddress.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\n\r\nfunction Server(params={ip:createRandomIp(), hostname:\"\"}) {\r\n /* Properties */\r\n //Connection information\r\n this.ip = params.ip ? params.ip : createRandomIp();\r\n\r\n var hostname = params.hostname;\r\n var i = 0;\r\n var suffix = \"\";\r\n while (GetServerByHostname(hostname+suffix) != null) {\r\n //Server already exists\r\n suffix = \"-\" + i;\r\n ++i;\r\n }\r\n this.hostname = hostname + suffix;\r\n this.organizationName = params.organizationName != null ? params.organizationName : \"\";\r\n this.isConnectedTo = params.isConnectedTo != null ? params.isConnectedTo : false;\r\n\r\n //Access information\r\n this.hasAdminRights = params.adminRights != null ? params.adminRights : false;\r\n this.purchasedByPlayer = params.purchasedByPlayer != null ? params.purchasedByPlayer : false;\r\n this.manuallyHacked = false; //Flag that tracks whether or not the server has been hacked at least once\r\n\r\n //RAM, CPU speed and Scripts\r\n this.maxRam = params.maxRam != null ? params.maxRam : 0; //GB\r\n this.ramUsed = 0;\r\n this.cpuCores = 1; //Max of 8, affects hacking times and Hacking Mission starting Cores\r\n\r\n this.scripts = [];\r\n this.runningScripts = []; //Stores RunningScript objects\r\n this.programs = [];\r\n this.messages = [];\r\n this.textFiles = [];\r\n this.dir = 0; //new Directory(this, null, \"\"); TODO\r\n\r\n /* Hacking information (only valid for \"foreign\" aka non-purchased servers) */\r\n this.requiredHackingSkill = params.requiredHackingSkill != null ? params.requiredHackingSkill : 1;\r\n this.moneyAvailable = params.moneyAvailable != null ? params.moneyAvailable * BitNodeMultipliers.ServerStartingMoney : 0;\r\n this.moneyMax = 25 * this.moneyAvailable * BitNodeMultipliers.ServerMaxMoney;\r\n\r\n //Hack Difficulty is synonymous with server security. Base Difficulty = Starting difficulty\r\n this.hackDifficulty = params.hackDifficulty != null ? params.hackDifficulty * BitNodeMultipliers.ServerStartingSecurity : 1;\r\n this.baseDifficulty = this.hackDifficulty;\r\n this.minDifficulty = Math.max(1, Math.round(this.hackDifficulty / 3));\r\n this.serverGrowth = params.serverGrowth != null ? params.serverGrowth : 1; //Integer from 0 to 100. Affects money increase from grow()\r\n\r\n //The IP's of all servers reachable from this one (what shows up if you run scan/netstat)\r\n // NOTE: Only contains IP and not the Server objects themselves\r\n this.serversOnNetwork = [];\r\n\r\n //Port information, required for porthacking servers to get admin rights\r\n this.numOpenPortsRequired = params.numOpenPortsRequired != null ? params.numOpenPortsRequired : 5;\r\n this.sshPortOpen = false; //Port 22\r\n this.ftpPortOpen = false; //Port 21\r\n this.smtpPortOpen = false; //Port 25\r\n this.httpPortOpen = false; //Port 80\r\n this.sqlPortOpen = false; //Port 1433\r\n this.openPortCount = 0;\r\n};\r\n\r\nServer.prototype.setMaxRam = function(ram) {\r\n this.maxRam = ram;\r\n}\r\n\r\n//The serverOnNetwork array holds the IP of all the servers. This function\r\n//returns the actual Server objects\r\nServer.prototype.getServerOnNetwork = function(i) {\r\n if (i > this.serversOnNetwork.length) {\r\n console.log(\"Tried to get server on network that was out of range\");\r\n return;\r\n }\r\n return AllServers[this.serversOnNetwork[i]];\r\n}\r\n\r\n//Given the name of the script, returns the corresponding\r\n//script object on the server (if it exists)\r\nServer.prototype.getScript = function(scriptName) {\r\n for (var i = 0; i < this.scripts.length; i++) {\r\n if (this.scripts[i].filename == scriptName) {\r\n return this.scripts[i];\r\n }\r\n }\r\n return null;\r\n}\r\n\r\n//Strengthens a server's security level (difficulty) by the specified amount\r\nServer.prototype.fortify = function(amt) {\r\n this.hackDifficulty += amt;\r\n //Place some arbitrarily limit that realistically should never happen unless someone is\r\n //screwing around with the game\r\n if (this.hackDifficulty > 1000000) {this.hackDifficulty = 1000000;}\r\n}\r\n\r\nServer.prototype.weaken = function(amt) {\r\n this.hackDifficulty -= (amt * BitNodeMultipliers.ServerWeakenRate);\r\n if (this.hackDifficulty < this.minDifficulty) {this.hackDifficulty = this.minDifficulty;}\r\n if (this.hackDifficulty < 1) {this.hackDifficulty = 1;}\r\n}\r\n\r\n//Functions for loading and saving a Server\r\nServer.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Server\", this);\r\n}\r\n\r\nServer.fromJSON = function(value) {\r\n return Generic_fromJSON(Server, value.data);\r\n}\r\n\r\nReviver.constructors.Server = Server;\r\n\r\nfunction initForeignServers() {\r\n //MegaCorporations\r\n var ECorpServer = new Server({\r\n ip:createRandomIp(), hostname:\"ecorp\", organizationName:\"ECorp\",\r\n requiredHackingSkill:getRandomInt(1150, 1300), moneyAvailable:getRandomInt(30e9, 70e9),\r\n hackDifficulty:99,serverGrowth:99, numOpenPortsRequired: 5,\r\n });\r\n AddToAllServers(ECorpServer);\r\n\r\n var MegaCorpServer = new Server({\r\n ip:createRandomIp(), hostname:\"megacorp\", organizationName:\"MegaCorp\",\r\n requiredHackingSkill:getRandomInt(1150, 1300), moneyAvailable:getRandomInt(40e9, 60e9),\r\n hackDifficulty:99, serverGrowth:99, numOpenPortsRequired:5\r\n });\r\n AddToAllServers(MegaCorpServer);\r\n\r\n var BachmanAndAssociatesServer = new Server({\r\n ip:createRandomIp(), hostname:\"b-and-a\", organizationName:\"Bachman & Associates\",\r\n requiredHackingSkill:getRandomInt(1000, 1050), moneyAvailable:getRandomInt(20e9, 25e9),\r\n hackDifficulty:getRandomInt(75, 85), serverGrowth:getRandomInt(65, 75), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(BachmanAndAssociatesServer);\r\n\r\n var BladeIndustriesServer = new Server({\r\n ip:createRandomIp(), hostname:\"blade\", organizationName:\"Blade Industries\", maxRam:128,\r\n requiredHackingSkill:getRandomInt(1000, 1100), moneyAvailable:getRandomInt(12e9, 20e9),\r\n hackDifficulty:getRandomInt(90, 95), serverGrowth:getRandomInt(60, 75), numOpenPortsRequired:5\r\n });\r\n BladeIndustriesServer.messages.push(\"beyond-man.lit\");\r\n AddToAllServers(BladeIndustriesServer);\r\n\r\n var NWOServer = new Server({\r\n ip:createRandomIp(), hostname:\"nwo\", organizationName:\"New World Order\",\r\n requiredHackingSkill:getRandomInt(1000, 1200), moneyAvailable:getRandomInt(25e9, 35e9),\r\n hackDifficulty:99, serverGrowth:getRandomInt(75, 85), numOpenPortsRequired:5\r\n });\r\n NWOServer.messages.push(\"the-hidden-world.lit\");\r\n AddToAllServers(NWOServer);\r\n\r\n var ClarkeIncorporatedServer = new Server({\r\n ip:createRandomIp(), hostname:\"clarkeinc\", organizationName:\"Clarke Incorporated\",\r\n requiredHackingSkill:getRandomInt(1000, 1200), moneyAvailable:getRandomInt(15e9, 25e9),\r\n hackDifficulty:getRandomInt(50, 60), serverGrowth:getRandomInt(50, 70), numOpenPortsRequired:5\r\n });\r\n ClarkeIncorporatedServer.messages.push(\"beyond-man.lit\");\r\n ClarkeIncorporatedServer.messages.push(\"cost-of-immortality.lit\");\r\n AddToAllServers(ClarkeIncorporatedServer);\r\n\r\n var OmniTekIncorporatedServer = new Server({\r\n ip:createRandomIp(), hostname:\"omnitek\", organizationName:\"OmniTek Incorporated\", maxRam:256,\r\n requiredHackingSkill:getRandomInt(900, 1100), moneyAvailable:getRandomInt(15e9, 20e9),\r\n hackDifficulty:getRandomInt(90, 99), serverGrowth:getRandomInt(95, 99), numOpenPortsRequired:5\r\n });\r\n OmniTekIncorporatedServer.messages.push(\"coded-intelligence.lit\");\r\n OmniTekIncorporatedServer.messages.push(\"history-of-synthoids.lit\");\r\n AddToAllServers(OmniTekIncorporatedServer);\r\n\r\n var FourSigmaServer = new Server({\r\n ip:createRandomIp(), hostname:\"4sigma\", organizationName:\"FourSigma\",\r\n requiredHackingSkill:getRandomInt(950, 1200), moneyAvailable:getRandomInt(15e9, 25e9),\r\n hackDifficulty:getRandomInt(60, 70), serverGrowth:getRandomInt(75, 99), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(FourSigmaServer);\r\n\r\n var KuaiGongInternationalServer = new Server({\r\n ip:createRandomIp(), hostname:\"kuai-gong\", organizationName:\"KuaiGong International\",\r\n requiredHackingSkill:getRandomInt(1000, 1250), moneyAvailable:getRandomInt(20e9, 30e9),\r\n hackDifficulty:getRandomInt(95, 99), serverGrowth:getRandomInt(90, 99), numOpenPortsRequired:5,\r\n });\r\n AddToAllServers(KuaiGongInternationalServer);\r\n\r\n //Technology and communications companies (large targets)\r\n var FulcrumTechnologiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"fulcrumtech\", organizationName:\"Fulcrum Technologies\", maxRam:512,\r\n requiredHackingSkill:getRandomInt(1000, 1200), moneyAvailable:getRandomInt(1.4e9, 1.8e9),\r\n hackDifficulty:getRandomInt(85, 95), serverGrowth:getRandomInt(80, 99), numOpenPortsRequired:5\r\n });\r\n FulcrumTechnologiesServer.messages.push(\"simulated-reality.lit\");\r\n AddToAllServers(FulcrumTechnologiesServer);\r\n\r\n var FulcrumSecretTechnologiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"fulcrumassets\", organizationName:\"Fulcrum Technologies Assets\",\r\n requiredHackingSkill:getRandomInt(1200, 1500), moneyAvailable:1e6,\r\n hackDifficulty:99, serverGrowth:1, numOpenPortsRequired:5\r\n });\r\n AddToAllServers(FulcrumSecretTechnologiesServer);\r\n SpecialServerIps.addIp(SpecialServerNames.FulcrumSecretTechnologies, FulcrumSecretTechnologiesServer.ip);\r\n\r\n var StormTechnologiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"stormtech\", organizationName:\"Storm Technologies\",\r\n requiredHackingSkill:getRandomInt(900, 1050), moneyAvailable:getRandomInt(1e9, 1.2e9),\r\n hackDifficulty:getRandomInt(80, 90), serverGrowth:getRandomInt(70, 90), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(StormTechnologiesServer);\r\n\r\n var DefCommServer = new Server({\r\n ip:createRandomIp(), hostname:\"defcomm\", organizationName:\"DefComm\",\r\n requiredHackingSkill:getRandomInt(900, 1000), moneyAvailable:getRandomInt(800e6, 950e6),\r\n hackDifficulty:getRandomInt(85, 95), serverGrowth:getRandomInt(50, 70), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(DefCommServer);\r\n\r\n var InfoCommServer = new Server({\r\n ip:createRandomIp(), hostname:\"infocomm\", organizationName:\"InfoComm\",\r\n requiredHackingSkill:getRandomInt(875, 950), moneyAvailable:getRandomInt(600e6, 900e6),\r\n hackDifficulty:getRandomInt(70, 90), serverGrowth:getRandomInt(35, 75), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(InfoCommServer);\r\n\r\n var HeliosLabsServer = new Server({\r\n ip:createRandomIp(), hostname:\"helios\", organizationName:\"Helios Labs\", maxRam:128,\r\n requiredHackingSkill:getRandomInt(800, 900), moneyAvailable:getRandomInt(550e6, 750e6),\r\n hackDifficulty:getRandomInt(85, 95), serverGrowth:getRandomInt(70, 80), numOpenPortsRequired:5\r\n });\r\n HeliosLabsServer.messages.push(\"beyond-man.lit\");\r\n AddToAllServers(HeliosLabsServer);\r\n\r\n var VitaLifeServer = new Server({\r\n ip:createRandomIp(), hostname:\"vitalife\", organizationName:\"VitaLife\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(775, 900), moneyAvailable:getRandomInt(700e6, 800e6),\r\n hackDifficulty:getRandomInt(80, 90), serverGrowth:getRandomInt(60, 80), numOpenPortsRequired:5\r\n });\r\n VitaLifeServer.messages.push(\"A-Green-Tomorrow.lit\");\r\n AddToAllServers(VitaLifeServer);\r\n\r\n var IcarusMicrosystemsServer = new Server({\r\n ip:createRandomIp(), hostname:\"icarus\", organizationName:\"Icarus Microsystems\",\r\n requiredHackingSkill:getRandomInt(850, 925), moneyAvailable:getRandomInt(900e6, 1000e6),\r\n hackDifficulty:getRandomInt(85, 95), serverGrowth:getRandomInt(85, 95), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(IcarusMicrosystemsServer);\r\n\r\n var UniversalEnergyServer = new Server({\r\n ip:createRandomIp(), hostname:\"univ-energy\", organizationName:\"Universal Energy\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(800, 900), moneyAvailable:getRandomInt(1.1e9, 1.2e9),\r\n hackDifficulty:getRandomInt(80, 90), serverGrowth:getRandomInt(80, 90), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(UniversalEnergyServer);\r\n\r\n var TitanLabsServer = new Server({\r\n ip:createRandomIp(), hostname:\"titan-labs\", organizationName:\"Titan Laboratories\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(800, 875), moneyAvailable:getRandomInt(750e6, 900e6),\r\n hackDifficulty:getRandomInt(70, 80), serverGrowth:getRandomInt(60, 80), numOpenPortsRequired:5\r\n });\r\n TitanLabsServer.messages.push(\"coded-intelligence.lit\");\r\n AddToAllServers(TitanLabsServer);\r\n\r\n var MicrodyneTechnologiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"microdyne\", organizationName:\"Microdyne Technologies\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(800, 875), moneyAvailable:getRandomInt(500e6, 700e6),\r\n hackDifficulty:getRandomInt(65, 75), serverGrowth:getRandomInt(70, 90), numOpenPortsRequired:5\r\n });\r\n MicrodyneTechnologiesServer.messages.push(\"synthetic-muscles.lit\");\r\n AddToAllServers(MicrodyneTechnologiesServer);\r\n\r\n var TaiYangDigitalServer = new Server({\r\n ip:createRandomIp(), hostname:\"taiyang-digital\", organizationName:\"Taiyang Digital\",\r\n requiredHackingSkill:getRandomInt(850, 950), moneyAvailable:getRandomInt(800e6, 900e6),\r\n hackDifficulty:getRandomInt(70, 80), serverGrowth:getRandomInt(70, 80), numOpenPortsRequired:5\r\n });\r\n TaiYangDigitalServer.messages.push(\"A-Green-Tomorrow.lit\");\r\n TaiYangDigitalServer.messages.push(\"brighter-than-the-sun.lit\");\r\n AddToAllServers(TaiYangDigitalServer);\r\n\r\n var GalacticCyberSystemsServer = new Server({\r\n ip:createRandomIp(), hostname:\"galactic-cyber\", organizationName:\"Galactic Cybersystems\",\r\n requiredHackingSkill:getRandomInt(825, 875), moneyAvailable:getRandomInt(750e6, 850e6),\r\n hackDifficulty:getRandomInt(55, 65), serverGrowth:getRandomInt(70, 90), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(GalacticCyberSystemsServer);\r\n\r\n //Defense Companies (\"Large\" Companies)\r\n var AeroCorpServer = new Server({\r\n ip:createRandomIp(), hostname:\"aerocorp\", organizationName:\"AeroCorp\",\r\n requiredHackingSkill:getRandomInt(850, 925), moneyAvailable:getRandomInt(1e9, 1.2e9),\r\n hackDifficulty:getRandomInt(80, 90), serverGrowth:getRandomInt(55, 65), numOpenPortsRequired:5\r\n });\r\n AeroCorpServer.messages.push(\"man-and-machine.lit\");\r\n AddToAllServers(AeroCorpServer);\r\n\r\n var OmniaCybersystemsServer = new Server({\r\n ip:createRandomIp(), hostname:\"omnia\", organizationName:\"Omnia Cybersystems\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(850, 950), moneyAvailable:getRandomInt(900e6, 1e9),\r\n hackDifficulty:getRandomInt(85, 95), serverGrowth:getRandomInt(60, 70), numOpenPortsRequired:5\r\n });\r\n OmniaCybersystemsServer.messages.push(\"history-of-synthoids.lit\");\r\n AddToAllServers(OmniaCybersystemsServer);\r\n\r\n var ZBDefenseServer = new Server({\r\n ip:createRandomIp(), hostname:\"zb-def\", organizationName:\"ZB Defense Industries\",\r\n requiredHackingSkill:getRandomInt(775, 825), moneyAvailable:getRandomInt(900e6, 1.1e9),\r\n hackDifficulty:getRandomInt(55, 65), serverGrowth:getRandomInt(65, 75), numOpenPortsRequired:4\r\n });\r\n ZBDefenseServer.messages.push(\"synthetic-muscles.lit\");\r\n AddToAllServers(ZBDefenseServer);\r\n\r\n var AppliedEnergeticsServer = new Server({\r\n ip:createRandomIp(), hostname:\"applied-energetics\", organizationName:\"Applied Energetics\",\r\n requiredHackingSkill:getRandomInt(775, 850), moneyAvailable:getRandomInt(700e6, 1e9),\r\n hackDifficulty:getRandomInt(60, 80), serverGrowth:getRandomInt(70, 75), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(AppliedEnergeticsServer);\r\n\r\n var SolarisSpaceSystemsServer = new Server({\r\n ip:createRandomIp(), hostname:\"solaris\", organizationName:\"Solaris Space Systems\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(750, 850), moneyAvailable:getRandomInt(700e6, 900e6),\r\n hackDifficulty:getRandomInt(70, 80), serverGrowth:getRandomInt(70, 80), numOpenPortsRequired:5\r\n });\r\n SolarisSpaceSystemsServer.messages.push(\"A-Green-Tomorrow.lit\");\r\n SolarisSpaceSystemsServer.messages.push(\"the-failed-frontier.lit\");\r\n AddToAllServers(SolarisSpaceSystemsServer);\r\n\r\n var DeltaOneServer = new Server({\r\n ip:createRandomIp(), hostname:\"deltaone\", organizationName:\"Delta One\",\r\n requiredHackingSkill:getRandomInt(800, 900), moneyAvailable:getRandomInt(1.3e9, 1.7e9),\r\n hackDifficulty:getRandomInt(75, 85), serverGrowth:getRandomInt(50, 70), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(DeltaOneServer);\r\n\r\n //Health, medicine, pharmaceutical companies (\"Large\" targets)\r\n var GlobalPharmaceuticalsServer = new Server({\r\n ip:createRandomIp(), hostname:\"global-pharm\", organizationName:\"Global Pharmaceuticals\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(750, 850), moneyAvailable:getRandomInt(1.5e9, 1.75e9),\r\n hackDifficulty:getRandomInt(75, 85), serverGrowth:getRandomInt(80, 90), numOpenPortsRequired:4\r\n });\r\n GlobalPharmaceuticalsServer.messages.push(\"A-Green-Tomorrow.lit\");\r\n AddToAllServers(GlobalPharmaceuticalsServer);\r\n\r\n var NovaMedicalServer = new Server({\r\n ip:createRandomIp(), hostname:\"nova-med\", organizationName:\"Nova Medical\",\r\n requiredHackingSkill:getRandomInt(775, 850), moneyAvailable:getRandomInt(1.1e9, 1.25e9),\r\n hackDifficulty:getRandomInt(60, 80), serverGrowth:getRandomInt(65, 85), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(NovaMedicalServer);\r\n\r\n var ZeusMedicalServer = new Server({\r\n ip:createRandomIp(), hostname:\"zeus-med\", organizationName:\"Zeus Medical\",\r\n requiredHackingSkill:getRandomInt(800, 850), moneyAvailable:getRandomInt(1.3e9, 1.5e9),\r\n hackDifficulty:getRandomInt(70, 90), serverGrowth:getRandomInt(70, 80), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(ZeusMedicalServer);\r\n\r\n var UnitaLifeGroupServer = new Server({\r\n ip:createRandomIp(), hostname:\"unitalife\", organizationName:\"UnitaLife Group\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(775, 825), moneyAvailable:getRandomInt(1e9, 1.1e9),\r\n hackDifficulty:getRandomInt(70, 80), serverGrowth:getRandomInt(70, 80), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(UnitaLifeGroupServer);\r\n\r\n //\"Medium level\" targets\r\n var LexoCorpServer = new Server({\r\n ip:createRandomIp(), hostname:\"lexo-corp\", organizationName:\"Lexo Corporation\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(650, 750), moneyAvailable:getRandomInt(700e6, 800e6),\r\n hackDifficulty:getRandomInt(60, 80), serverGrowth:getRandomInt(55, 65), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(LexoCorpServer);\r\n\r\n var RhoConstructionServer = new Server({\r\n ip:createRandomIp(), hostname:\"rho-construction\", organizationName:\"Rho Construction\",\r\n requiredHackingSkill:getRandomInt(475, 525), moneyAvailable:getRandomInt(500e6, 700e6),\r\n hackDifficulty:getRandomInt(40, 60), serverGrowth:getRandomInt(40, 60), numOpenPortsRequired:3\r\n });\r\n AddToAllServers(RhoConstructionServer);\r\n\r\n var AlphaEnterprisesServer = new Server({\r\n ip:createRandomIp(), hostname:\"alpha-ent\", organizationName:\"Alpha Enterprises\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(500, 600), moneyAvailable:getRandomInt(600e6, 750e6),\r\n hackDifficulty:getRandomInt(50, 70), serverGrowth:getRandomInt(50, 60),numOpenPortsRequired:4\r\n });\r\n AlphaEnterprisesServer.messages.push(\"sector-12-crime.lit\");\r\n AddToAllServers(AlphaEnterprisesServer);\r\n\r\n var AevumPoliceServer = new Server({\r\n ip:createRandomIp(), hostname:\"aevum-police\", organizationName:\"Aevum Police Network\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(400, 450), moneyAvailable:getRandomInt(200e6, 400e6),\r\n hackDifficulty:getRandomInt(70, 80), serverGrowth:getRandomInt(30, 50), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(AevumPoliceServer);\r\n\r\n var RothmanUniversityServer = new Server({\r\n ip:createRandomIp(), hostname:\"rothman-uni\", organizationName:\"Rothman University Network\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(370, 430), moneyAvailable:getRandomInt(175e6, 250e6),\r\n hackDifficulty:getRandomInt(45, 55), serverGrowth:getRandomInt(35, 45), numOpenPortsRequired:3\r\n });\r\n RothmanUniversityServer.messages.push(\"secret-societies.lit\");\r\n RothmanUniversityServer.messages.push(\"the-failed-frontier.lit\");\r\n RothmanUniversityServer.messages.push(\"tensions-in-tech-race.lit\");\r\n AddToAllServers(RothmanUniversityServer);\r\n\r\n var ZBInstituteOfTechnologyServer = new Server({\r\n ip:createRandomIp(), hostname:\"zb-institute\", organizationName:\"ZB Institute of Technology Network\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(725, 775), moneyAvailable:getRandomInt(800e6, 1.1e9),\r\n hackDifficulty:getRandomInt(65, 85), serverGrowth:getRandomInt(75, 85), numOpenPortsRequired:5\r\n });\r\n AddToAllServers(ZBInstituteOfTechnologyServer);\r\n\r\n var SummitUniversityServer = new Server({\r\n ip:createRandomIp(), hostname:\"summit-uni\", organizationName:\"Summit University Network\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(425, 475), moneyAvailable:getRandomInt(200e6, 350e6),\r\n hackDifficulty:getRandomInt(45, 65), serverGrowth:getRandomInt(40, 60), numOpenPortsRequired:3\r\n });\r\n SummitUniversityServer.messages.push(\"secret-societies.lit\");\r\n SummitUniversityServer.messages.push(\"the-failed-frontier.lit\");\r\n SummitUniversityServer.messages.push(\"synthetic-muscles.lit\");\r\n AddToAllServers(SummitUniversityServer);\r\n\r\n var SysCoreSecuritiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"syscore\", organizationName:\"SysCore Securities\",\r\n requiredHackingSkill:getRandomInt(550, 650), moneyAvailable:getRandomInt(400e6, 600e6),\r\n hackDifficulty:getRandomInt(60, 80), serverGrowth:getRandomInt(60, 70), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(SysCoreSecuritiesServer);\r\n\r\n var CatalystVenturesServer = new Server({\r\n ip:createRandomIp(), hostname:\"catalyst\", organizationName:\"Catalyst Ventures\",\r\n requiredHackingSkill:getRandomInt(400, 450), moneyAvailable:getRandomInt(300e6, 550e6),\r\n hackDifficulty:getRandomInt(60, 70), serverGrowth:getRandomInt(25, 55), numOpenPortsRequired:3,\r\n });\r\n CatalystVenturesServer.messages.push(\"tensions-in-tech-race.lit\");\r\n AddToAllServers(CatalystVenturesServer);\r\n\r\n var TheHubServer = new Server({\r\n ip:createRandomIp(), hostname:\"the-hub\", organizationName:\"The Hub\",\r\n requiredHackingSkill:getRandomInt(275, 325), moneyAvailable:getRandomInt(150e6, 200e6),\r\n hackDifficulty:getRandomInt(35, 45), serverGrowth:getRandomInt(45, 55), numOpenPortsRequired:2\r\n });\r\n AddToAllServers(TheHubServer);\r\n\r\n var CompuTekServer = new Server({\r\n ip:createRandomIp(), hostname:\"comptek\", organizationName:\"CompuTek\",\r\n requiredHackingSkill:getRandomInt(300, 400), moneyAvailable:getRandomInt(220e6, 250e6),\r\n hackDifficulty:getRandomInt(55, 65), serverGrowth:getRandomInt(45, 65), numOpenPortsRequired:3\r\n });\r\n CompuTekServer.messages.push(\"man-and-machine.lit\");\r\n AddToAllServers(CompuTekServer);\r\n\r\n var NetLinkTechnologiesServer = new Server({\r\n ip:createRandomIp(), hostname:\"netlink\", organizationName:\"NetLink Technologies\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(375, 425), moneyAvailable:275e6,\r\n hackDifficulty:getRandomInt(60, 80), serverGrowth:getRandomInt(45, 75), numOpenPortsRequired:3\r\n });\r\n NetLinkTechnologiesServer.messages.push(\"simulated-reality.lit\");\r\n AddToAllServers(NetLinkTechnologiesServer);\r\n\r\n var JohnsonOrthopedicsServer = new Server({\r\n ip:createRandomIp(), hostname:\"johnson-ortho\", organizationName:\"Johnson Orthopedics\",\r\n requiredHackingSkill:getRandomInt(250, 300), moneyAvailable:getRandomInt(70e6, 85e6),\r\n hackDifficulty:getRandomInt(35, 65), serverGrowth:getRandomInt(35, 65), numOpenPortsRequired:2\r\n });\r\n AddToAllServers(JohnsonOrthopedicsServer);\r\n\r\n //\"Low level\" targets\r\n var FoodNStuffServer = new Server({\r\n ip:createRandomIp(), hostname:\"foodnstuff\", organizationName:\"Food N Stuff Supermarket\", maxRam:16,\r\n requiredHackingSkill:1, moneyAvailable:2e6,\r\n hackDifficulty:10, serverGrowth:5, numOpenPortsRequired:0\r\n });\r\n FoodNStuffServer.messages.push(\"sector-12-crime.lit\");\r\n AddToAllServers(FoodNStuffServer);\r\n\r\n var SigmaCosmeticsServer = new Server({\r\n ip:createRandomIp(), hostname:\"sigma-cosmetics\", organizationName:\"Sigma Cosmetics\", maxRam:16,\r\n requiredHackingSkill:5, moneyAvailable:2.3e6,\r\n hackDifficulty:10, serverGrowth:10, numOpenPortsRequired:0\r\n });\r\n AddToAllServers(SigmaCosmeticsServer);\r\n\r\n var JoesGunsServer = new Server({\r\n ip:createRandomIp(), hostname:\"joesguns\", organizationName:\"Joe's Guns\", maxRam:16,\r\n requiredHackingSkill:10, moneyAvailable:2.5e6,\r\n hackDifficulty:15, serverGrowth:20, numOpenPortsRequired:0\r\n });\r\n AddToAllServers(JoesGunsServer);\r\n\r\n var Zer0NightclubServer = new Server({\r\n ip:createRandomIp(), hostname:\"zer0\", organizationName:\"ZER0 Nightclub\", maxRam:32,\r\n requiredHackingSkill:75, moneyAvailable:7.5e6,\r\n hackDifficulty:25, serverGrowth:40, numOpenPortsRequired:1\r\n });\r\n AddToAllServers(Zer0NightclubServer);\r\n\r\n var NectarNightclubServer = new Server({\r\n ip:createRandomIp(), hostname:\"nectar-net\", organizationName:\"Nectar Nightclub Network\", maxRam:16,\r\n requiredHackingSkill:20, moneyAvailable:2.75e6,\r\n hackDifficulty:20, serverGrowth:25, numOpenPortsRequired:0\r\n });\r\n AddToAllServers(NectarNightclubServer);\r\n\r\n var NeoNightclubServer = new Server({\r\n ip:createRandomIp(), hostname:\"neo-net\", organizationName:\"Neo Nightclub Network\", maxRam:32,\r\n requiredHackingSkill:50, moneyAvailable:5e6,\r\n hackDifficulty:25, serverGrowth:25, numOpenPortsRequired:1\r\n });\r\n NeoNightclubServer.messages.push(\"the-hidden-world.lit\");\r\n AddToAllServers(NeoNightclubServer);\r\n\r\n var SilverHelixServer = new Server({\r\n ip:createRandomIp(), hostname:\"silver-helix\", organizationName:\"Silver Helix\", maxRam:64,\r\n requiredHackingSkill:150, moneyAvailable:45e6,\r\n hackDifficulty:30, serverGrowth:30, numOpenPortsRequired:2\r\n });\r\n SilverHelixServer.messages.push(\"new-triads.lit\");\r\n AddToAllServers(SilverHelixServer);\r\n\r\n var HongFangTeaHouseServer = new Server({\r\n ip:createRandomIp(), hostname:\"hong-fang-tea\", organizationName:\"HongFang Teahouse\", maxRam:16,\r\n requiredHackingSkill:30, moneyAvailable:3e6,\r\n hackDifficulty:15, serverGrowth:20, numOpenPortsRequired:0\r\n });\r\n HongFangTeaHouseServer.messages.push(\"brighter-than-the-sun.lit\");\r\n AddToAllServers(HongFangTeaHouseServer);\r\n\r\n var HaraKiriSushiBarServer = new Server({\r\n ip:createRandomIp(), hostname:\"harakiri-sushi\", organizationName:\"HaraKiri Sushi Bar Network\",maxRam:16,\r\n requiredHackingSkill:40, moneyAvailable:4e6,\r\n hackDifficulty:15, serverGrowth:40, numOpenPortsRequired:0\r\n });\r\n AddToAllServers(HaraKiriSushiBarServer);\r\n\r\n var PhantasyServer = new Server({\r\n ip:createRandomIp(), hostname:\"phantasy\", organizationName:\"Phantasy Club\", maxRam:32,\r\n requiredHackingSkill:100, moneyAvailable:24e6,\r\n hackDifficulty:20, serverGrowth:35, numOpenPortsRequired:2\r\n });\r\n AddToAllServers(PhantasyServer);\r\n\r\n var MaxHardwareServer = new Server({\r\n ip:createRandomIp(), hostname:\"max-hardware\", organizationName:\"Max Hardware Store\", maxRam:32,\r\n requiredHackingSkill:80, moneyAvailable:10e6,\r\n hackDifficulty:15, serverGrowth:30, numOpenPortsRequired:1,\r\n });\r\n AddToAllServers(MaxHardwareServer);\r\n\r\n var OmegaSoftwareServer = new Server({\r\n ip:createRandomIp(), hostname:\"omega-net\", organizationName:\"Omega Software\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(180, 220), moneyAvailable:getRandomInt(60e6, 70e6),\r\n hackDifficulty:getRandomInt(25, 35), serverGrowth:getRandomInt(30, 40), numOpenPortsRequired:2\r\n });\r\n OmegaSoftwareServer.messages.push(\"the-new-god.lit\");\r\n AddToAllServers(OmegaSoftwareServer);\r\n\r\n //Gyms\r\n var CrushFitnessGymServer = new Server({\r\n ip:createRandomIp(), hostname:\"crush-fitness\", organizationName:\"Crush Fitness\",\r\n requiredHackingSkill:getRandomInt(225, 275), moneyAvailable:getRandomInt(40e6, 60e6),\r\n hackDifficulty:getRandomInt(35, 45), serverGrowth:getRandomInt(27, 33), numOpenPortsRequired:2\r\n });\r\n AddToAllServers(CrushFitnessGymServer);\r\n\r\n var IronGymServer = new Server({\r\n ip:createRandomIp(), hostname:\"iron-gym\", organizationName:\"Iron Gym Network\", maxRam:32,\r\n requiredHackingSkill:100, moneyAvailable:20e6,\r\n hackDifficulty:30, serverGrowth:20, numOpenPortsRequired:1\r\n });\r\n AddToAllServers(IronGymServer);\r\n\r\n var MilleniumFitnessGymServer = new Server({\r\n ip:createRandomIp(), hostname:\"millenium-fitness\", organizationName:\"Millenium Fitness Network\",\r\n requiredHackingSkill:getRandomInt(475, 525), moneyAvailable:250e6,\r\n hackDifficulty:getRandomInt(45, 55), serverGrowth:getRandomInt(25, 45), numOpenPortsRequired:3,\r\n });\r\n AddToAllServers(MilleniumFitnessGymServer);\r\n\r\n var PowerhouseGymServer = new Server({\r\n ip:createRandomIp(), hostname:\"powerhouse-fitness\", organizationName:\"Powerhouse Fitness\",\r\n requiredHackingSkill:getRandomInt(950, 1100), moneyAvailable:900e6,\r\n hackDifficulty:getRandomInt(55, 65), serverGrowth:getRandomInt(50, 60), numOpenPortsRequired:5,\r\n });\r\n AddToAllServers(PowerhouseGymServer);\r\n\r\n var SnapFitnessGymServer = new Server({\r\n ip:createRandomIp(), hostname:\"snap-fitness\", organizationName:\"Snap Fitness\",\r\n requiredHackingSkill:getRandomInt(675, 800), moneyAvailable:450e6,\r\n hackDifficulty:getRandomInt(40, 60), serverGrowth:getRandomInt(40, 60), numOpenPortsRequired:4\r\n });\r\n AddToAllServers(SnapFitnessGymServer);\r\n\r\n //Faction servers, cannot hack money from these\r\n var BitRunnersServer = new Server({\r\n ip:createRandomIp(), hostname:\"run4theh111z\", organizationName:\"The Runners\", maxRam:128,\r\n requiredHackingSkill:getRandomInt(505, 550), moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:4\r\n });\r\n BitRunnersServer.messages.push(\"simulated-reality.lit\");\r\n BitRunnersServer.messages.push(\"the-new-god.lit\");\r\n AddToAllServers(BitRunnersServer);\r\n SpecialServerIps.addIp(SpecialServerNames.BitRunnersServer, BitRunnersServer.ip);\r\n\r\n var TheBlackHandServer = new Server({\r\n ip:createRandomIp(), hostname:\"I.I.I.I\", organizationName:\"I.I.I.I\", maxRam:64,\r\n requiredHackingSkill:getRandomInt(340, 365), moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:3,\r\n });\r\n TheBlackHandServer.messages.push(\"democracy-is-dead.lit\");\r\n AddToAllServers(TheBlackHandServer);\r\n SpecialServerIps.addIp(SpecialServerNames.TheBlackHandServer, TheBlackHandServer.ip);\r\n\r\n var NiteSecServer = new Server({\r\n ip:createRandomIp(), hostname:\"avmnite-02h\", organizationName:\"NiteSec\", maxRam:32,\r\n requiredHackingSkill:getRandomInt(202, 220), moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:2\r\n });\r\n NiteSecServer.messages.push(\"democracy-is-dead.lit\");\r\n AddToAllServers(NiteSecServer);\r\n SpecialServerIps.addIp(SpecialServerNames.NiteSecServer, NiteSecServer.ip);\r\n\r\n var DarkArmyServer = new Server({\r\n ip:createRandomIp(), hostname:\".\", organizationName:\".\", maxRam:16,\r\n requiredHackingSkill:getRandomInt(505, 550), moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:4\r\n });\r\n AddToAllServers(DarkArmyServer);\r\n SpecialServerIps.addIp(SpecialServerNames.TheDarkArmyServer, DarkArmyServer.ip);\r\n\r\n var CyberSecServer = new Server({\r\n ip:createRandomIp(), hostname:\"CSEC\", organizationName:\"CyberSec\", maxRam:8,\r\n requiredHackingSkill:getRandomInt(51, 60), moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:1\r\n });\r\n CyberSecServer.messages.push(\"democracy-is-dead.lit\");\r\n AddToAllServers(CyberSecServer);\r\n SpecialServerIps.addIp(SpecialServerNames.CyberSecServer, CyberSecServer.ip);\r\n\r\n var DaedalusServer = new Server({\r\n ip:createRandomIp(), hostname:\"The-Cave\", organizationName:\"Helios\",\r\n requiredHackingSkill:925, moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:5\r\n });\r\n DaedalusServer.messages.push(\"alpha-omega.lit\");\r\n AddToAllServers(DaedalusServer);\r\n SpecialServerIps.addIp(SpecialServerNames.DaedalusServer, DaedalusServer.ip);\r\n\r\n //Super special Servers\r\n var WorldDaemon = new Server({\r\n ip:createRandomIp(), hostname:SpecialServerNames.WorldDaemon, organizationName:SpecialServerNames.WorldDaemon,\r\n requiredHackingSkill:3000, moneyAvailable:0,\r\n hackDifficulty:0, serverGrowth:0, numOpenPortsRequired:5\r\n });\r\n AddToAllServers(WorldDaemon);\r\n SpecialServerIps.addIp(SpecialServerNames.WorldDaemon, WorldDaemon.ip);\r\n\r\n /* Create a randomized network for all the foreign servers */\r\n //Groupings for creating a randomized network\r\n var NetworkGroup1 = [IronGymServer, FoodNStuffServer, SigmaCosmeticsServer, JoesGunsServer, HongFangTeaHouseServer, HaraKiriSushiBarServer];\r\n var NetworkGroup2 = [MaxHardwareServer, NectarNightclubServer, Zer0NightclubServer, CyberSecServer];\r\n var NetworkGroup3 = [OmegaSoftwareServer, PhantasyServer, SilverHelixServer, NeoNightclubServer];\r\n var NetworkGroup4 = [CrushFitnessGymServer, NetLinkTechnologiesServer, CompuTekServer, TheHubServer, JohnsonOrthopedicsServer, NiteSecServer];\r\n var NetworkGroup5 = [CatalystVenturesServer, SysCoreSecuritiesServer, SummitUniversityServer, ZBInstituteOfTechnologyServer, RothmanUniversityServer, TheBlackHandServer];\r\n var NetworkGroup6 = [LexoCorpServer, RhoConstructionServer, AlphaEnterprisesServer, AevumPoliceServer, MilleniumFitnessGymServer];\r\n var NetworkGroup7 = [GlobalPharmaceuticalsServer, AeroCorpServer, GalacticCyberSystemsServer, SnapFitnessGymServer];\r\n var NetworkGroup8 = [DeltaOneServer, UnitaLifeGroupServer, OmniaCybersystemsServer];\r\n var NetworkGroup9 = [ZeusMedicalServer, SolarisSpaceSystemsServer, UniversalEnergyServer, IcarusMicrosystemsServer, DefCommServer];\r\n var NetworkGroup10 = [NovaMedicalServer, ZBDefenseServer, TaiYangDigitalServer, InfoCommServer];\r\n var NetworkGroup11 = [AppliedEnergeticsServer, MicrodyneTechnologiesServer, TitanLabsServer, BitRunnersServer];\r\n var NetworkGroup12 = [VitaLifeServer, HeliosLabsServer, StormTechnologiesServer, FulcrumTechnologiesServer];\r\n var NetworkGroup13 = [KuaiGongInternationalServer, FourSigmaServer, OmniTekIncorporatedServer, DarkArmyServer];\r\n var NetworkGroup14 = [PowerhouseGymServer, ClarkeIncorporatedServer, NWOServer, BladeIndustriesServer, BachmanAndAssociatesServer];\r\n var NetworkGroup15 = [FulcrumSecretTechnologiesServer, MegaCorpServer, ECorpServer, DaedalusServer];\r\n\r\n for (var i = 0; i < NetworkGroup2.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup1[Math.floor(Math.random() * NetworkGroup1.length)];\r\n NetworkGroup2[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup2[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup3.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup2[Math.floor(Math.random() * NetworkGroup2.length)];\r\n NetworkGroup3[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup3[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup4.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup3[Math.floor(Math.random() * NetworkGroup3.length)];\r\n NetworkGroup4[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup4[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup5.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup4[Math.floor(Math.random() * NetworkGroup4.length)];\r\n NetworkGroup5[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup5[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup6.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup5[Math.floor(Math.random() * NetworkGroup5.length)];\r\n NetworkGroup6[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup6[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup7.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup6[Math.floor(Math.random() * NetworkGroup6.length)];\r\n NetworkGroup7[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup7[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup8.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup7[Math.floor(Math.random() * NetworkGroup7.length)];\r\n NetworkGroup8[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup8[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup9.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup8[Math.floor(Math.random() * NetworkGroup8.length)];\r\n NetworkGroup9[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup9[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup10.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup9[Math.floor(Math.random() * NetworkGroup9.length)];\r\n NetworkGroup10[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup10[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup11.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup10[Math.floor(Math.random() * NetworkGroup10.length)];\r\n NetworkGroup11[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup11[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup12.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup11[Math.floor(Math.random() * NetworkGroup11.length)];\r\n NetworkGroup12[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup12[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup13.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup12[Math.floor(Math.random() * NetworkGroup12.length)];\r\n NetworkGroup13[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup13[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup14.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup13[Math.floor(Math.random() * NetworkGroup13.length)];\r\n NetworkGroup14[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup14[i].ip);\r\n }\r\n\r\n for (var i = 0; i < NetworkGroup15.length; i++) {\r\n var randomServerFromPrevGroup = NetworkGroup14[Math.floor(Math.random() * NetworkGroup14.length)];\r\n NetworkGroup15[i].serversOnNetwork.push(randomServerFromPrevGroup.ip);\r\n randomServerFromPrevGroup.serversOnNetwork.push(NetworkGroup15[i].ip);\r\n }\r\n\r\n //Connect the first tier of servers to the player's home computer\r\n for (var i = 0; i < NetworkGroup1.length; i++) {\r\n Player.getHomeComputer().serversOnNetwork.push(NetworkGroup1[i].ip);\r\n NetworkGroup1[i].serversOnNetwork.push(Player.homeComputer);\r\n }\r\n}\r\n\r\n//Applied server growth for a single server. Returns the percentage growth\r\nfunction processSingleServerGrowth(server, numCycles) {\r\n //Server growth processed once every 450 game cycles\r\n var numServerGrowthCycles = Math.max(Math.floor(numCycles / 450), 0);\r\n\r\n //Get adjusted growth rate, which accounts for server security\r\n var growthRate = CONSTANTS.ServerBaseGrowthRate;\r\n var adjGrowthRate = 1 + (growthRate - 1) / server.hackDifficulty;\r\n if (adjGrowthRate > CONSTANTS.ServerMaxGrowthRate) {adjGrowthRate = CONSTANTS.ServerMaxGrowthRate;}\r\n\r\n //Calculate adjusted server growth rate based on parameters\r\n var serverGrowthPercentage = server.serverGrowth / 100;\r\n var numServerGrowthCyclesAdjusted = numServerGrowthCycles * serverGrowthPercentage * BitNodeMultipliers.ServerGrowthRate;\r\n\r\n //Apply serverGrowth for the calculated number of growth cycles\r\n var serverGrowth = Math.pow(adjGrowthRate, numServerGrowthCyclesAdjusted * Player.hacking_grow_mult);\r\n if (serverGrowth < 1) {\r\n console.log(\"WARN: serverGrowth calculated to be less than 1\");\r\n serverGrowth = 1;\r\n }\r\n\r\n var oldMoneyAvailable = server.moneyAvailable;\r\n server.moneyAvailable *= serverGrowth;\r\n if (server.moneyMax && isNaN(server.moneyAvailable)) {\r\n server.moneyAvailable = server.moneyMax;\r\n }\r\n if (server.moneyMax && server.moneyAvailable > server.moneyMax) {\r\n server.moneyAvailable = server.moneyMax;\r\n return server.moneyAvailable / oldMoneyAvailable;\r\n }\r\n\r\n //Growing increases server security twice as much as hacking\r\n server.fortify(2 * CONSTANTS.ServerFortifyAmount * numServerGrowthCycles);\r\n return serverGrowth;\r\n}\r\n\r\nfunction prestigeHomeComputer(homeComp) {\r\n homeComp.programs.length = 0; //Remove programs\r\n homeComp.runningScripts = [];\r\n homeComp.serversOnNetwork = [];\r\n homeComp.isConnectedTo = true;\r\n homeComp.ramUsed = 0;\r\n homeComp.programs.push(Programs.NukeProgram);\r\n\r\n //Update RAM usage on all scripts\r\n homeComp.scripts.forEach(function(script) {\r\n script.updateRamUsage();\r\n });\r\n\r\n homeComp.messages.length = 0; //Remove .lit and .msg files\r\n homeComp.messages.push(\"hackers-starting-handbook.lit\");\r\n}\r\n\r\n//List of all servers that exist in the game, indexed by their ip\r\nlet AllServers = {};\r\n\r\nfunction prestigeAllServers() {\r\n for (var member in AllServers) {\r\n delete AllServers[member];\r\n }\r\n AllServers = {};\r\n}\r\n\r\nfunction loadAllServers(saveString) {\r\n AllServers = JSON.parse(saveString, Reviver);\r\n}\r\n\r\nfunction SizeOfAllServers() {\r\n var size = 0, key;\r\n for (key in AllServers) {\r\n if (AllServers.hasOwnProperty(key)) size++;\r\n }\r\n return size;\r\n}\r\n\r\n//Add a server onto the map of all servers in the game\r\nfunction AddToAllServers(server) {\r\n var serverIp = server.ip;\r\n if (ipExists(serverIp)) {\r\n console.log(\"IP of server that's being added: \" + serverIp);\r\n console.log(\"Hostname of the server thats being added: \" + server.hostname);\r\n console.log(\"The server that already has this IP is: \" + AllServers[serverIp].hostname);\r\n throw new Error(\"Error: Trying to add a server with an existing IP\");\r\n return;\r\n }\r\n AllServers[serverIp] = server;\r\n}\r\n\r\n//Returns server object with corresponding hostname\r\n// Relatively slow, would rather not use this a lot\r\nfunction GetServerByHostname(hostname) {\r\n for (var ip in AllServers) {\r\n if (AllServers.hasOwnProperty(ip)) {\r\n if (AllServers[ip].hostname == hostname) {\r\n return AllServers[ip];\r\n }\r\n }\r\n }\r\n return null;\r\n}\r\n\r\n//Get server by IP or hostname. Returns null if invalid\r\nfunction getServer(s) {\r\n if (!isValidIPAddress(s)) {\r\n return GetServerByHostname(s);\r\n } else {\r\n return AllServers[s];\r\n }\r\n}\r\n\r\n//Debugging tool\r\nfunction PrintAllServers() {\r\n for (var ip in AllServers) {\r\n if (AllServers.hasOwnProperty(ip)) {\r\n console.log(\"Ip: \" + ip + \", hostname: \" + AllServers[ip].hostname);\r\n }\r\n }\r\n}\r\n\r\n// Directory object (folders)\r\nfunction Directory(server, parent, name) {\r\n this.s = server; //Ref to server\r\n this.p = parent; //Ref to parent directory\r\n this.c = []; //Subdirs\r\n this.n = name;\r\n this.d = parent.d + 1; //We'll only have a maximum depth of 3 or something\r\n this.scrs = []; //Holds references to the scripts in server.scripts\r\n this.pgms = [];\r\n this.msgs = [];\r\n}\r\n\r\nDirectory.prototype.createSubdir = function(name) {\r\n var subdir = new Directory(this.s, this, name);\r\n\r\n}\r\n\r\nDirectory.prototype.getPath = function(name) {\r\n var res = [];\r\n var i = this;\r\n while (i !== null) {\r\n res.unshift(i.n, \"/\");\r\n i = i.parent;\r\n }\r\n res.unshift(\"/\");\r\n return res.join(\"\");\r\n}\r\n\r\nexport {Server, AllServers, getServer, GetServerByHostname, loadAllServers,\r\n AddToAllServers, processSingleServerGrowth, initForeignServers,\r\n prestigeAllServers, prestigeHomeComputer};\r\n","import {Augmentations, AugmentationNames,\r\n PlayerOwnedAugmentation} from \"./Augmentations.js\";\r\nimport {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {FactionInfos} from \"./FactionInfo.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {HackingMission, setInMission} from \"./Missions.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {Settings} from \"./Settings.js\";\r\n\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {factionInvitationBoxCreate} from \"../utils/FactionInvitationBox.js\";\r\nimport {clearEventListeners, createElement,\r\n removeChildrenFromElement} from \"../utils/HelperFunctions.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\nimport {yesNoBoxCreate, yesNoBoxGetYesButton,\r\n yesNoBoxGetNoButton, yesNoBoxClose} from \"../utils/YesNoBox.js\";\r\n\r\nfunction Faction(name=\"\") {\r\n this.name \t\t\t\t= name;\r\n this.augmentations \t\t= []; //Name of augmentation only\r\n\r\n //Player-related properties for faction\r\n this.isMember \t\t\t= false; \t//Whether player is member\r\n this.isBanned = false; //Whether or not player is banned from joining this faction\r\n this.playerReputation \t= 0; \t\t//\"Reputation\" within faction\r\n this.alreadyInvited = false;\r\n\r\n //Faction favor\r\n this.favor = 0;\r\n this.rolloverRep = 0;\r\n};\r\n\r\nFaction.prototype.getInfo = function() {\r\n const info = FactionInfos[this.name];\r\n if(info == null) {\r\n throw new Error(\"Missing faction from FactionInfos: \" + this.name+\" this probably means the faction got corrupted somehow\");\r\n }\r\n return info;\r\n}\r\n\r\nFaction.prototype.gainFavor = function() {\r\n if (this.favor == null || this.favor == undefined) {this.favor = 0;}\r\n if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}\r\n var res = this.getFavorGain();\r\n if (res.length != 2) {\r\n console.log(\"Error: invalid result from getFavorGain() function\");\r\n return;\r\n }\r\n this.favor += res[0];\r\n this.rolloverRep = res[1];\r\n}\r\n\r\n//Returns an array with [How much favor would be gained, how much favor would be left over]\r\nFaction.prototype.getFavorGain = function() {\r\n if (this.favor == null || this.favor == undefined) {this.favor = 0;}\r\n if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}\r\n var favorGain = 0, rep = this.playerReputation + this.rolloverRep;\r\n var reqdRep = CONSTANTS.FactionReputationToFavorBase *\r\n Math.pow(CONSTANTS.FactionReputationToFavorMult, this.favor);\r\n while(rep > 0) {\r\n if (rep >= reqdRep) {\r\n ++favorGain;\r\n rep -= reqdRep;\r\n } else {\r\n break;\r\n }\r\n reqdRep *= CONSTANTS.FactionReputationToFavorMult;\r\n }\r\n return [favorGain, rep];\r\n}\r\n\r\n//Adds all Augmentations to this faction.\r\nFaction.prototype.addAllAugmentations = function() {\r\n this.augmentations.length = 0;\r\n for (var name in Augmentations) {\r\n if (Augmentations.hasOwnProperty(name)) {\r\n this.augmentations.push(name);\r\n }\r\n }\r\n}\r\n\r\nFaction.prototype.toJSON = function() {\r\n\treturn Generic_toJSON(\"Faction\", this);\r\n}\r\n\r\nFaction.fromJSON = function(value) {\r\n\treturn Generic_fromJSON(Faction, value.data);\r\n}\r\n\r\nReviver.constructors.Faction = Faction;\r\n\r\n//Map of factions indexed by faction name\r\nlet Factions = {}\r\n\r\nfunction loadFactions(saveString) {\r\n Factions = JSON.parse(saveString, Reviver);\r\n}\r\n\r\nfunction AddToFactions(faction) {\r\n\tvar name = faction.name;\r\n\tFactions[name] = faction;\r\n}\r\n\r\nfunction factionExists(name) {\r\n return Factions.hasOwnProperty(name);\r\n}\r\n\r\n//TODO Augmentation price and rep requirement mult are 1 for everything right now,\r\n// This might change in the future for balance\r\nfunction initFactions() {\r\n for(const name in FactionInfos) {\r\n resetFaction(new Faction(name)); \r\n }\r\n}\r\n\r\n//Resets a faction during (re-)initialization. Saves the favor in the new\r\n//Faction object and deletes the old Faction Object from \"Factions\". Then\r\n//reinserts the new Faction object\r\nfunction resetFaction(newFactionObject) {\r\n if (!(newFactionObject instanceof Faction)) {\r\n throw new Error(\"Invalid argument 'newFactionObject' passed into resetFaction()\");\r\n }\r\n var factionName = newFactionObject.name;\r\n if (factionExists(factionName)) {\r\n newFactionObject.favor = Factions[factionName].favor;\r\n delete Factions[factionName];\r\n }\r\n AddToFactions(newFactionObject);\r\n}\r\n\r\nfunction inviteToFaction(faction) {\r\n if (Settings.SuppressFactionInvites) {\r\n faction.alreadyInvited = true;\r\n Player.factionInvitations.push(faction.name);\r\n if (Engine.currentPage === Engine.Page.Factions) {\r\n Engine.loadFactionsContent();\r\n }\r\n } else {\r\n factionInvitationBoxCreate(faction);\r\n }\r\n}\r\n\r\nfunction joinFaction(faction) {\r\n\tfaction.isMember = true;\r\n Player.factions.push(faction.name);\r\n const factionInfo = faction.getInfo();\r\n\r\n //Determine what factions you are banned from now that you have joined this faction\r\n for(const i in factionInfo.enemies) {\r\n const enemy = factionInfo.enemies[i];\r\n Factions[enemy].isBanned = true;\r\n }\r\n}\r\n\r\n//Displays the HTML content for a specific faction\r\nfunction displayFactionContent(factionName) {\r\n\tvar faction = Factions[factionName];\r\n if (faction == null) {\r\n throw new Error(\"Invalid factionName passed into displayFactionContent: \" + factionName);\r\n }\r\n var factionInfo = faction.getInfo();\r\n\r\n removeChildrenFromElement(Engine.Display.factionContent);\r\n var elements = [];\r\n\r\n //Header and faction info\r\n elements.push(createElement(\"h1\", {\r\n innerText:factionName\r\n }));\r\n elements.push(createElement(\"pre\", {\r\n innerHTML:\"\" + factionInfo.infoText + \"\"\r\n }));\r\n elements.push(createElement(\"p\", {\r\n innerText:\"---------------\",\r\n }));\r\n\r\n //Faction reputation and favor\r\n var favorGain = faction.getFavorGain();\r\n if (favorGain.length != 2) {favorGain = 0;}\r\n favorGain = favorGain[0];\r\n elements.push(createElement(\"p\", {\r\n innerText: \"Reputation: \" + formatNumber(faction.playerReputation, 4),\r\n tooltip:\"You will earn \" + formatNumber(favorGain, 0) +\r\n \" faction favor upon resetting after installing an Augmentation\"\r\n }))\r\n elements.push(createElement(\"p\", {\r\n innerText:\"---------------\",\r\n }));\r\n elements.push(createElement(\"p\", {\r\n innerText:\"Faction Favor: \" + formatNumber(faction.favor, 0),\r\n tooltip:\"Faction favor increases the rate at which \" +\r\n \"you earn reputation for this faction by 1% per favor. Faction favor \" +\r\n \"is gained whenever you reset after installing an Augmentation. The amount of \" +\r\n \"favor you gain depends on how much reputation you have with the faction\"\r\n }));\r\n elements.push(createElement(\"p\", {\r\n innerText:\"---------------\",\r\n }));\r\n\r\n //Faction Work Description Text\r\n elements.push(createElement(\"pre\", {\r\n id:\"faction-work-description-text\",\r\n innerText:\"Perform work/carry out assignments for your faction to help further its cause! By doing so \" +\r\n \"you will earn reputation for your faction. You will also gain reputation passively over time, \" +\r\n \"although at a very slow rate. Earning reputation will allow you to purchase Augmentations \" +\r\n \"through this faction, which are powerful upgrades that enhance your abilities. Note that you cannot \" +\r\n\t\t \"use your terminal or create scripts when you are performing a task!\"\r\n }));\r\n elements.push(createElement(\"br\"));\r\n\r\n //Hacking Mission Option\r\n var hackMissionDiv = createElement(\"div\", {\r\n id:\"faction-hack-mission-div\", class:\"faction-work-div\",\r\n });\r\n var hackMissionDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n hackMissionDiv.appendChild(hackMissionDivWrapper);\r\n hackMissionDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Hacking Mission\",\r\n clickListener:()=>{\r\n Engine.loadMissionContent();\r\n var mission = new HackingMission(faction.playerReputation, faction);\r\n setInMission(true, mission); //Sets inMission flag to true\r\n mission.init();\r\n return false;\r\n }\r\n }));\r\n hackMissionDivWrapper.appendChild(createElement(\"p\", {\r\n innerText:\"Attempt a hacking mission for your faction. \" +\r\n \"A mission is a mini game that, if won, earns you \" +\r\n \"significant reputation with this faction. (Recommended hacking level: 200+)\"\r\n }));\r\n elements.push(hackMissionDiv);\r\n\r\n //Hacking Contracts Option\r\n\tvar hackDiv = createElement(\"div\", {\r\n id:\"faction-hack-div\", class:\"faction-work-div\",\r\n });\r\n var hackDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n hackDiv.appendChild(hackDivWrapper);\r\n hackDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Hacking Contracts\",\r\n clickListener:()=>{\r\n Player.startFactionHackWork(faction);\r\n return false;\r\n }\r\n }));\r\n hackDivWrapper.appendChild(createElement(\"p\", {\r\n innerText:\"Complete hacking contracts for your faction. \" +\r\n \"Your effectiveness, which determines how much \" +\r\n \"reputation you gain for this faction, is based on your hacking skill. \" +\r\n \"You will gain hacking exp.\"\r\n }));\r\n elements.push(hackDiv);\r\n\r\n //Field Work Option\r\n\tvar fieldWorkDiv = createElement(\"div\", {\r\n id:\"faction-fieldwork-div\", class:\"faction-work-div\"\r\n });\r\n var fieldWorkDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n fieldWorkDiv.appendChild(fieldWorkDivWrapper);\r\n fieldWorkDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Field Work\",\r\n clickListener:()=>{\r\n Player.startFactionFieldWork(faction);\r\n return false;\r\n }\r\n }));\r\n fieldWorkDivWrapper.appendChild(createElement(\"p\", {\r\n innerText:\"Carry out field missions for your faction. \" +\r\n \"Your effectiveness, which determines how much \" +\r\n \"reputation you gain for this faction, is based on all of your stats. \" +\r\n \"You will gain exp for all stats.\"\r\n }));\r\n elements.push(fieldWorkDiv);\r\n\r\n //Security Work Option\r\n\tvar securityWorkDiv = createElement(\"div\", {\r\n id:\"faction-securitywork-div\", class:\"faction-work-div\"\r\n });\r\n var securityWorkDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n securityWorkDiv.appendChild(securityWorkDivWrapper);\r\n securityWorkDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Security Work\",\r\n clickListener:()=>{\r\n Player.startFactionSecurityWork(faction);\r\n return false;\r\n }\r\n }));\r\n securityWorkDivWrapper.appendChild(createElement(\"p\", {\r\n innerText:\"Serve in a security detail for your faction. \" +\r\n \"Your effectiveness, which determines how much \" +\r\n \"reputation you gain for this faction, is based on your combat stats. \" +\r\n \"You will gain exp for all combat stats.\"\r\n }));\r\n elements.push(securityWorkDiv);\r\n\r\n //Donate for reputation\r\n var donateDiv = createElement(\"div\", {\r\n id:\"faction-donate-div\", class:\"faction-work-div\"\r\n });\r\n var donateDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n donateDiv.appendChild(donateDivWrapper);\r\n var donateRepGain = createElement(\"p\", {\r\n innerText:\"This donation will result in 0 reputation gain\"\r\n });\r\n var donateAmountInput = createElement(\"input\", {\r\n placeholder:\"Donation amount\",\r\n inputListener:()=>{\r\n var amt = parseFloat(donateAmountInput.value);\r\n if (isNaN(amt) || amt < 0) {\r\n donateRepGain.innerText = \"Invalid donate amount entered!\";\r\n } else {\r\n var repGain = amt / 1e6 * Player.faction_rep_mult;\r\n donateRepGain.innerText = \"This donation will result in \" +\r\n formatNumber(repGain, 3) + \" reputation gain\";\r\n }\r\n },\r\n });\r\n donateDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Donate Money\",\r\n clickListener:()=>{\r\n var amt = parseFloat(donateAmountInput.value);\r\n if (isNaN(amt) || amt < 0) {\r\n dialogBoxCreate(\"Invalid amount entered!\");\r\n } else if (Player.money.lt(amt)) {\r\n dialogBoxCreate(\"You cannot afford to donate this much money!\");\r\n } else {\r\n Player.loseMoney(amt);\r\n var repGain = amt / 1e6 * Player.faction_rep_mult;\r\n faction.playerReputation += repGain;\r\n dialogBoxCreate(\"You just donated \" + numeral(amt).format(\"$0.000a\") + \" to \" +\r\n faction.name + \" to gain \" + formatNumber(repGain, 3) + \" reputation\");\r\n displayFactionContent(factionName);\r\n }\r\n }\r\n }));\r\n donateDivWrapper.appendChild(donateAmountInput);\r\n donateDivWrapper.appendChild(donateRepGain);\r\n elements.push(donateDiv);\r\n\r\n //Purchase Augmentations\r\n elements.push(createElement(\"pre\", {\r\n innerHTML: \"
As your reputation with this faction rises, you will \" +\r\n \"unlock Augmentations, which you can purchase to enhance \" +\r\n \"your abilities.

\"\r\n }));\r\n elements.push(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Purchase Augmentations\",\r\n clickListener:()=>{\r\n Engine.hideAllContent();\r\n Engine.Display.factionAugmentationsContent.style.display = \"block\";\r\n\r\n\r\n displayFactionAugmentations(factionName);\r\n return false;\r\n }\r\n }));\r\n\r\n //Gang (BitNode-2)\r\n if (Player.bitNodeN == 2 && (factionName == \"Slum Snakes\" || factionName == \"Tetrads\" ||\r\n factionName == \"The Syndicate\" || factionName == \"The Dark Army\" || factionName == \"Speakers for the Dead\" ||\r\n factionName == \"NiteSec\" || factionName == \"The Black Hand\")) {\r\n //Set everything else to invisible\r\n hackMissionDiv.style.display = \"none\";\r\n hackDiv.style.display = \"none\";\r\n fieldWorkDiv.style.display = \"none\";\r\n securityWorkDiv.style.display = \"none\";\r\n donateDiv.style.display = \"none\";\r\n\r\n //Create the 'Manage Gang' button\r\n var gangDiv = createElement(\"div\", {\r\n id:\"faction-gang-div\", class:\"faction-work-div\", display:\"inline\"\r\n });\r\n var gangDivWrapper = createElement(\"div\", {class:\"faction-work-div-wrapper\"});\r\n gangDiv.appendChild(gangDivWrapper);\r\n gangDivWrapper.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Manage Gang\",\r\n clickListener:()=>{\r\n if (!Player.inGang()) {\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Create Gang\";\r\n noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", () => {\r\n var hacking = false;\r\n if (factionName === \"NiteSec\" || factionName === \"The Black Hand\") {hacking = true;}\r\n Player.startGang(factionName, hacking);\r\n Engine.loadGangContent();\r\n yesNoBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", () => {\r\n yesNoBoxClose();\r\n });\r\n yesNoBoxCreate(\"Would you like to create a new Gang with \" + factionName + \"?

\" +\r\n \"Note that this will prevent you from creating a Gang with any other Faction until \" +\r\n \"this BitNode is destroyed. There are NO differences between the Factions you can \" +\r\n \"create a Gang with and each of these Factions have all Augmentations available\");\r\n } else {\r\n Engine.loadGangContent();\r\n }\r\n }\r\n }));\r\n gangDivWrapper.appendChild(createElement(\"p\", {\r\n innerText:\"Create and manage a gang for this Faction. \" +\r\n \"Gangs will earn you money and faction reputation.\"\r\n }));\r\n //Manage Gang button goes before Faction work stuff\r\n elements.splice(7, 1, gangDiv);\r\n\r\n if (Player.inGang() && Player.gang.facName != factionName) {\r\n //If the player has a gang but its not for this faction\r\n gangDiv.style.display = \"none\";\r\n }\r\n //Display all elements\r\n for (var i = 0; i < elements.length; ++i) {\r\n Engine.Display.factionContent.appendChild(elements[i]);\r\n }\r\n return;\r\n }\r\n\r\n\tif (!faction.isMember) {\r\n\t\tthrow new Error(\"Not a member of this faction, cannot display faction information\");\r\n\t}\r\n\r\n donateDiv.style.display = faction.favor >= (150 * BitNodeMultipliers.RepToDonateToFaction) ? \"inline\" : \"none\";\r\n\r\n hackMissionDiv.style.display = factionInfo.offerHackingMission ? \"inline\": \"none\";\r\n hackDiv.style.display = factionInfo.offerHackingWork ? \"inline\" : \"none\";\r\n fieldWorkDiv.style.display = factionInfo.offerFieldWork ? \"inline\" : \"none\";\r\n securityWorkDiv.style.display = factionInfo.offerSecurityWork ? \"inline\" : \"none\";\r\n\r\n //Display all elements\r\n for (var i = 0; i < elements.length; ++i) {\r\n Engine.Display.factionContent.appendChild(elements[i]);\r\n }\r\n}\r\n\r\nvar confirmingPurchases = true;\r\nvar sortOption = null;\r\nfunction displayFactionAugmentations(factionName) {\r\n var faction = Factions[factionName];\r\n if (faction == null) {\r\n throw new Error(\"Could not find faction \" + factionName + \" in displayFactionAugmentations\");\r\n }\r\n\r\n removeChildrenFromElement(Engine.Display.factionAugmentationsContent);\r\n var elements = [];\r\n\r\n //Back button\r\n elements.push(createElement(\"a\", {\r\n innerText:\"Back\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n Engine.loadFactionContent();\r\n displayFactionContent(factionName);\r\n return false;\r\n }\r\n }));\r\n\r\n //Header text\r\n elements.push(createElement(\"h1\", {innerText:\"Faction Augmentations\"}));\r\n elements.push(createElement(\"p\", {\r\n id:\"faction-augmentations-page-desc\",\r\n innerHTML:\"Lists all Augmentations that are available to purchase from \" + factionName + \"

\" +\r\n \"Augmentations are powerful upgrades that will enhance your abilities.\"\r\n }));\r\n\r\n //Confirming not confirming button\r\n elements.push(createElement(\"label\", {\r\n for:\"faction-augmentations-confirming-checkbox\",innerText:\"Confirm Purchases\",\r\n color:\"white\", margin:\"4px\", padding:\"4px\",\r\n }));\r\n var confirmingPurchasesCheckbox = createElement(\"input\", {\r\n type:\"checkbox\", id:\"faction-augmentations-confirming-checkbox\", checked:confirmingPurchases,\r\n margin:\"4px\", padding:\"4px\",\r\n clickListener:()=>{\r\n confirmingPurchases = confirmingPurchasesCheckbox.checked;\r\n }\r\n });\r\n elements.push(confirmingPurchasesCheckbox);\r\n elements.push(createElement(\"br\"));\r\n elements.push(createElement(\"br\"));\r\n\r\n //Augmentations List\r\n var augmentationsList = createElement(\"ul\");\r\n\r\n //Sort buttons\r\n var sortByCostBtn = createElement(\"a\", {\r\n innerText:\"Sort by Cost\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n sortOption = \"cost\";\r\n var augs = faction.augmentations.slice();\r\n augs.sort((augName1, augName2)=>{\r\n var aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];\r\n if (aug1 == null || aug2 == null) {\r\n throw new Error(\"Invalid Augmentation Names\");\r\n }\r\n return aug1.baseCost - aug2.baseCost;\r\n });\r\n removeChildrenFromElement(augmentationsList);\r\n createFactionAugmentationDisplayElements(augmentationsList, augs, faction);\r\n }\r\n });\r\n var sortByRepBtn = createElement(\"a\", {\r\n innerText:\"Sort by Reputation\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n sortOption = \"reputation\";\r\n var augs = faction.augmentations.slice();\r\n augs.sort((augName1, augName2)=>{\r\n var aug1 = Augmentations[augName1], aug2 = Augmentations[augName2];\r\n if (aug1 == null || aug2 == null) {\r\n throw new Error(\"Invalid Augmentation Names\");\r\n }\r\n return aug1.baseRepRequirement - aug2.baseRepRequirement;\r\n });\r\n removeChildrenFromElement(augmentationsList);\r\n createFactionAugmentationDisplayElements(augmentationsList, augs, faction);\r\n }\r\n });\r\n var defaultSortBtn = createElement(\"a\", {\r\n innerText:\"Sort by Default Order\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n sortOption = \"default\";\r\n removeChildrenFromElement(augmentationsList);\r\n createFactionAugmentationDisplayElements(augmentationsList, faction.augmentations, faction);\r\n }\r\n });\r\n elements.push(sortByCostBtn);\r\n elements.push(sortByRepBtn);\r\n elements.push(defaultSortBtn);\r\n switch(sortOption) {\r\n case \"cost\":\r\n sortByCostBtn.click();\r\n break;\r\n case \"reputation\":\r\n sortByRepBtn.click();\r\n break;\r\n default:\r\n defaultSortBtn.click();\r\n break;\r\n }\r\n\r\n elements.push(augmentationsList);\r\n\r\n for (var i = 0; i < elements.length; ++i) {\r\n Engine.Display.factionAugmentationsContent.appendChild(elements[i]);\r\n }\r\n}\r\n\r\n//Takes in an array of Augmentation Names, constructs DOM elements\r\n//to list them on the faction page, and appends them to the given\r\n//DOM element\r\n// @augmentationsList DOM List to append Aug DOM elements to\r\n// @augs Array of Aug names\r\n// @faction Faction for which to display Augmentations\r\nfunction createFactionAugmentationDisplayElements(augmentationsList, augs, faction) {\r\n const factionInfo = faction.getInfo();\r\n\r\n for (var i = 0; i < augs.length; ++i) {\r\n (function () {\r\n var aug = Augmentations[augs[i]];\r\n if (aug == null) {\r\n throw new Error(\"Invalid Augmentation when trying to create Augmentation display Elements\");\r\n }\r\n var owned = false;\r\n for (var j = 0; j < Player.queuedAugmentations.length; ++j) {\r\n if (Player.queuedAugmentations[j].name == aug.name) {\r\n owned = true;\r\n break;\r\n }\r\n }\r\n for (var j = 0; j < Player.augmentations.length; ++j) {\r\n if (Player.augmentations[j].name == aug.name) {\r\n owned = true;\r\n break;\r\n }\r\n }\r\n\r\n var item = createElement(\"li\");\r\n var span = createElement(\"span\", {display:\"inline-block\"});\r\n var aDiv = createElement(\"div\", {tooltip:aug.info});\r\n var aElem = createElement(\"a\", {\r\n innerText:aug.name, display:\"inline\",\r\n clickListener:()=>{\r\n if (confirmingPurchases) {\r\n purchaseAugmentationBoxCreate(aug, faction);\r\n } else {\r\n purchaseAugmentation(aug, faction);\r\n }\r\n return false;\r\n }\r\n });\r\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\r\n aElem.innerText += \" - Level \" + (getNextNeurofluxLevel());\r\n }\r\n var pElem = createElement(\"p\", {\r\n display:\"inline\",\r\n })\r\n var req = aug.baseRepRequirement * factionInfo.augmentationRepRequirementMult;\r\n var hasPrereqs = hasAugmentationPrereqs(aug);\r\n if (!hasPrereqs) {\r\n aElem.setAttribute(\"class\", \"a-link-button-inactive\");\r\n pElem.innerHTML = \"LOCKED (Requires \" + aug.prereqs.join(\",\") + \" as prerequisite(s))\";\r\n pElem.style.color = \"red\";\r\n } else if (aug.name != AugmentationNames.NeuroFluxGovernor && (aug.owned || owned)) {\r\n aElem.setAttribute(\"class\", \"a-link-button-inactive\");\r\n pElem.innerHTML = \"ALREADY OWNED\";\r\n } else if (faction.playerReputation >= req) {\r\n aElem.setAttribute(\"class\", \"a-link-button\");\r\n pElem.innerHTML = \"UNLOCKED - \" + numeral(aug.baseCost * factionInfo.augmentationPriceMult).format(\"$0.000a\");\r\n } else {\r\n aElem.setAttribute(\"class\", \"a-link-button-inactive\");\r\n pElem.innerHTML = \"LOCKED (Requires \" + formatNumber(req, 1) + \" faction reputation) - \" + numeral(aug.baseCost * factionInfo.augmentationPriceMult).format(\"$0.000a\");\r\n pElem.style.color = \"red\";\r\n }\r\n aDiv.appendChild(aElem);\r\n span.appendChild(aDiv);\r\n span.appendChild(pElem);\r\n item.appendChild(span);\r\n augmentationsList.appendChild(item);\r\n }()); //Immediate invocation closure\r\n }\r\n}\r\n\r\nfunction purchaseAugmentationBoxCreate(aug, fac) {\r\n const factionInfo = fac.getInfo();\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Purchase\";\r\n noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", function() {\r\n purchaseAugmentation(aug, fac);\r\n });\r\n noBtn.addEventListener(\"click\", function() {\r\n yesNoBoxClose();\r\n });\r\n\r\n yesNoBoxCreate(\"

\" + aug.name + \"


\" +\r\n aug.info + \"

\" +\r\n \"
Would you like to purchase the \" + aug.name + \" Augmentation for $\" +\r\n formatNumber(aug.baseCost * factionInfo.augmentationPriceMult, 2) + \"?\");\r\n}\r\n\r\n//Returns a boolean indicating whether the player has the prerequisites for the\r\n//specified Augmentation\r\nfunction hasAugmentationPrereqs(aug) {\r\n var hasPrereqs = true;\r\n if (aug.prereqs && aug.prereqs.length > 0) {\r\n for (var i = 0; i < aug.prereqs.length; ++i) {\r\n var prereqAug = Augmentations[aug.prereqs[i]];\r\n if (prereqAug == null) {\r\n console.log(\"ERROR: Invalid prereq Augmentation: \" + aug.prereqs[i]);\r\n continue;\r\n }\r\n if (prereqAug.owned === false) {\r\n hasPrereqs = false;\r\n\r\n //Check if the aug is purchased\r\n for (var j = 0; j < Player.queuedAugmentations.length; ++j) {\r\n if (Player.queuedAugmentations[j].name === prereqAug.name) {\r\n hasPrereqs = true;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n return hasPrereqs;\r\n}\r\n\r\nfunction purchaseAugmentation(aug, fac, sing=false) {\r\n const factionInfo = fac.getInfo();\r\n var hasPrereqs = hasAugmentationPrereqs(aug);\r\n if (!hasPrereqs) {\r\n var txt = \"You must first purchase or install \" + aug.prereqs.join(\",\") + \" before you can \" +\r\n \"purchase this one.\";\r\n if (sing) {return txt;} else {dialogBoxCreate(txt);}\r\n } else if (Player.money.lt(aug.baseCost * factionInfo.augmentationPriceMult)) {\r\n let txt = \"You don't have enough money to purchase \" + aug.name;\r\n if (sing) {return txt;}\r\n dialogBoxCreate(txt);\r\n } else if (fac.playerReputation < aug.baseRepRequirement) {\r\n let txt = \"You don't have enough faction reputation to purchase \" + aug.name;\r\n if (sing) {return txt;}\r\n dialogBoxCreate(txt);\r\n } else if (Player.money.gte(aug.baseCost * factionInfo.augmentationPriceMult)) {\r\n if (Player.firstAugPurchased === false) {\r\n Player.firstAugPurchased = true;\r\n document.getElementById(\"augmentations-tab\").style.display = \"list-item\";\r\n document.getElementById(\"character-menu-header\").click();\r\n document.getElementById(\"character-menu-header\").click();\r\n }\r\n\r\n var queuedAugmentation = new PlayerOwnedAugmentation(aug.name);\r\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\r\n queuedAugmentation.level = getNextNeurofluxLevel();\r\n }\r\n Player.queuedAugmentations.push(queuedAugmentation);\r\n\r\n Player.loseMoney((aug.baseCost * factionInfo.augmentationPriceMult));\r\n\r\n //If you just purchased Neuroflux Governor, recalculate the cost\r\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\r\n var nextLevel = getNextNeurofluxLevel();\r\n --nextLevel;\r\n var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);\r\n aug.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;\r\n aug.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;\r\n\r\n for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {\r\n aug.baseCost *= CONSTANTS.MultipleAugMultiplier;\r\n }\r\n }\r\n\r\n for (var name in Augmentations) {\r\n if (Augmentations.hasOwnProperty(name)) {\r\n Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier;\r\n }\r\n }\r\n\r\n if (sing) {\r\n return \"You purchased \" + aug.name;\r\n } else {\r\n dialogBoxCreate(\"You purchased \" + aug.name + \". It's enhancements will not take \" +\r\n \"effect until they are installed. To install your augmentations, go to the \" +\r\n \"'Augmentations' tab on the left-hand navigation menu. Purchasing additional \" +\r\n \"augmentations will now be more expensive.\");\r\n }\r\n\r\n displayFactionAugmentations(fac.name);\r\n } else {\r\n dialogBoxCreate(\"Hmm, something went wrong when trying to purchase an Augmentation. \" +\r\n \"Please report this to the game developer with an explanation of how to \" +\r\n \"reproduce this.\");\r\n }\r\n yesNoBoxClose();\r\n}\r\n\r\nfunction getNextNeurofluxLevel() {\r\n var aug = Augmentations[AugmentationNames.NeuroFluxGovernor];\r\n if (aug == null) {\r\n for (var i = 0; i < Player.augmentations.length; ++i) {\r\n if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\r\n aug = Player.augmentations[i];\r\n }\r\n }\r\n if (aug == null) {\r\n console.log(\"WARNING: Could not find NeuroFlux Governor aug. This is OK if \" +\r\n \"it happens during the loading/initialization of the game, but probably \" +\r\n \"indicates something seriously wrong at other times\");\r\n return 1;\r\n }\r\n }\r\n var nextLevel = aug.level + 1;\r\n for (var i = 0; i < Player.queuedAugmentations.length; ++i) {\r\n if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\r\n ++nextLevel;\r\n }\r\n }\r\n return nextLevel;\r\n}\r\n\r\nfunction processPassiveFactionRepGain(numCycles) {\r\n var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;\r\n for (var name in Factions) {\r\n\t\tif (Factions.hasOwnProperty(name)) {\r\n\t\t\tvar faction = Factions[name];\r\n\r\n\t\t\t//TODO Get hard value of 1 rep per \"rep gain cycle\"\" for now..\r\n //maybe later make this based on\r\n //a player's 'status' like how powerful they are and how much money they have\r\n if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}\r\n\t\t}\r\n\t}\r\n}\r\n\r\nexport {getNextNeurofluxLevel, Factions, initFactions, inviteToFaction,\r\n joinFaction, displayFactionContent, processPassiveFactionRepGain,\r\n loadFactions, Faction, purchaseAugmentation, factionExists};\r\n","import {clearEventListeners} from \"./HelperFunctions.js\";\r\n/* Generic Yes-No Pop-up box\r\n * Can be used to create pop-up boxes that require a yes/no response from player\r\n */\r\nvar yesNoBoxOpen = false;\r\nfunction yesNoBoxClose() {\r\n var container = document.getElementById(\"yes-no-box-container\");\r\n if (container) {\r\n container.style.display = \"none\";\r\n } else {\r\n console.log(\"ERROR: Container not found for YesNoBox\");\r\n }\r\n yesNoBoxOpen = false;\r\n return false; //So that 'return yesNoBoxClose()' is return false in event listeners\r\n}\r\n\r\nfunction yesNoBoxGetYesButton() {\r\n return clearEventListeners(\"yes-no-box-yes\");\r\n}\r\n\r\nfunction yesNoBoxGetNoButton() {\r\n return clearEventListeners(\"yes-no-box-no\");\r\n}\r\n\r\nfunction yesNoBoxCreate(txt) {\r\n if (yesNoBoxOpen) {return false;} //Already open\r\n yesNoBoxOpen = true;\r\n var textElement = document.getElementById(\"yes-no-box-text\");\r\n if (textElement) {\r\n textElement.innerHTML = txt;\r\n }\r\n\r\n var c = document.getElementById(\"yes-no-box-container\");\r\n if (c) {\r\n c.style.display = \"block\";\r\n } else {\r\n console.log(\"ERROR: Container not found for YesNoBox\");\r\n }\r\n return true;\r\n}\r\n\r\n/* Generic Yes-No POp-up Box with Text input */\r\nfunction yesNoTxtInpBoxClose() {\r\n var c = document.getElementById(\"yes-no-text-input-box-container\");\r\n if (c) {\r\n c.style.display = \"none\";\r\n } else {\r\n console.log(\"ERROR: Container not found for YesNoTextInputBox\");\r\n }\r\n yesNoBoxOpen = false;\r\n document.getElementById(\"yes-no-text-input-box-input\").value = \"\";\r\n return false;\r\n}\r\n\r\nfunction yesNoTxtInpBoxGetYesButton() {\r\n return clearEventListeners(\"yes-no-text-input-box-yes\");\r\n}\r\n\r\nfunction yesNoTxtInpBoxGetNoButton() {\r\n return clearEventListeners(\"yes-no-text-input-box-no\");\r\n}\r\n\r\nfunction yesNoTxtInpBoxGetInput() {\r\n var val = document.getElementById(\"yes-no-text-input-box-input\").value;\r\n val = val.replace(/\\s+/g, '');\r\n return val;\r\n}\r\n\r\nfunction yesNoTxtInpBoxCreate(txt) {\r\n yesNoBoxOpen = true;\r\n var txtE = document.getElementById(\"yes-no-text-input-box-text\");\r\n if (txtE) {\r\n txtE.innerHTML = txt;\r\n }\r\n\r\n var c = document.getElementById(\"yes-no-text-input-box-container\");\r\n if (c) {\r\n c.style.display = \"block\";\r\n } else {\r\n console.log(\"ERROR: Container not found for YesNoTextInputBox\");\r\n }\r\n\r\n document.getElementById(\"yes-no-text-input-box-input\").focus();\r\n}\r\n\r\nexport {yesNoBoxCreate, yesNoTxtInpBoxCreate,\r\n yesNoBoxGetYesButton, yesNoBoxGetNoButton,\r\n yesNoTxtInpBoxGetYesButton, yesNoTxtInpBoxGetNoButton,\r\n yesNoTxtInpBoxGetInput, yesNoBoxClose,\r\n yesNoTxtInpBoxClose, yesNoBoxOpen};\r\n","/*! @preserve\n * numeral.js\n * version : 2.0.6\n * author : Adam Draper\n * license : MIT\n * http://adamwdraper.github.com/Numeral-js/\n */\n!function(a,b){\"function\"==typeof define&&define.amd?define(b):\"object\"==typeof module&&module.exports?module.exports=b():a.numeral=b()}(this,function(){function a(a,b){this._input=a,this._value=b}var b,c,d=\"2.0.6\",e={},f={},g={currentLocale:\"en\",zeroFormat:null,nullFormat:null,defaultFormat:\"0,0\",scalePercentBy100:!0},h={currentLocale:g.currentLocale,zeroFormat:g.zeroFormat,nullFormat:g.nullFormat,defaultFormat:g.defaultFormat,scalePercentBy100:g.scalePercentBy100};return b=function(d){var f,g,i,j;if(b.isNumeral(d))f=d.value();else if(0===d||\"undefined\"==typeof d)f=0;else if(null===d||c.isNaN(d))f=null;else if(\"string\"==typeof d)if(h.zeroFormat&&d===h.zeroFormat)f=0;else 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c(a,c,d,e){var f=b._.correctionFactor(a,c),g=a*f*(c*f)/(f*f);return g}var d=b._.includes(a,\"e+\")?a.split(\"e+\"):a.split(\"e-\"),e=Number(d[0]),f=Number(d[1]);return f=b._.includes(a,\"e-\")?f*=-1:f,b._.reduce([e,Math.pow(10,f)],c,1)}})}(),function(){b.register(\"format\",\"ordinal\",{regexps:{format:/(o)/},format:function(a,c,d){var e,f=b.locales[b.options.currentLocale],g=b._.includes(c,\" o\")?\" \":\"\";return c=c.replace(/\\s?o/,\"\"),g+=f.ordinal(a),e=b._.numberToFormat(a,c,d),e+g}})}(),function(){b.register(\"format\",\"percentage\",{regexps:{format:/(%)/,unformat:/(%)/},format:function(a,c,d){var e,f=b._.includes(c,\" %\")?\" \":\"\";return b.options.scalePercentBy100&&(a=100*a),c=c.replace(/\\s?\\%/,\"\"),e=b._.numberToFormat(a,c,d),b._.includes(e,\")\")?(e=e.split(\"\"),e.splice(-1,0,f+\"%\"),e=e.join(\"\")):e=e+f+\"%\",e},unformat:function(a){var c=b._.stringToNumber(a);return b.options.scalePercentBy100?.01*c:c}})}(),function(){b.register(\"format\",\"time\",{regexps:{format:/(:)/,unformat:/(:)/},format:function(a,b,c){var d=Math.floor(a/60/60),e=Math.floor((a-60*d*60)/60),f=Math.round(a-60*d*60-60*e);return d+\":\"+(10>e?\"0\"+e:e)+\":\"+(10>f?\"0\"+f:f)},unformat:function(a){var b=a.split(\":\"),c=0;return 3===b.length?(c+=60*Number(b[0])*60,c+=60*Number(b[1]),c+=Number(b[2])):2===b.length&&(c+=60*Number(b[0]),c+=Number(b[1])),Number(c)}})}(),b});","import {CONSTANTS} from \"./Constants.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {createElement} from \"../utils/HelperFunctions.js\";\r\n\r\n/* Create programs */\r\nlet Programs = {\r\n NukeProgram: \"NUKE.exe\",\r\n BruteSSHProgram: \"BruteSSH.exe\",\r\n FTPCrackProgram: \"FTPCrack.exe\",\r\n RelaySMTPProgram: \"relaySMTP.exe\",\r\n HTTPWormProgram: \"HTTPWorm.exe\",\r\n SQLInjectProgram: \"SQLInject.exe\",\r\n DeepscanV1: \"DeepscanV1.exe\",\r\n DeepscanV2: \"DeepscanV2.exe\",\r\n ServerProfiler: \"ServerProfiler.exe\",\r\n AutoLink: \"AutoLink.exe\",\r\n Flight: \"fl1ght.exe\",\r\n BitFlume: \"b1t_flum3.exe\"\r\n};\r\n\r\nvar nukeALink, bruteSshALink, ftpCrackALink, relaySmtpALink, httpWormALink, sqlInjectALink,\r\n deepscanv1ALink, deepscanv2ALink, servProfilerALink, autolinkALink, bitFlumeALink;\r\nfunction displayCreateProgramContent() {\r\n nukeALink.style.display = \"none\";\r\n bruteSshALink.style.display = \"none\";\r\n ftpCrackALink.style.display = \"none\";\r\n relaySmtpALink.style.display = \"none\";\r\n httpWormALink.style.display = \"none\";\r\n sqlInjectALink.style.display = \"none\";\r\n deepscanv1ALink.style.display = \"none\";\r\n deepscanv2ALink.style.display = \"none\";\r\n servProfilerALink.style.display = \"none\";\r\n autolinkALink.style.display = \"none\";\r\n bitFlumeALink.style.display = \"none\";\r\n\r\n //NUKE.exe (in case you delete it lol)\r\n if (Player.getHomeComputer().programs.indexOf(Programs.NukeProgram) == -1) {\r\n nukeALink.style.display = \"inline-block\";\r\n }\r\n //BruteSSH\r\n if (Player.getHomeComputer().programs.indexOf(Programs.BruteSSHProgram) == -1 &&\r\n Player.hacking_skill >= 50) {\r\n bruteSshALink.style.display = \"inline-block\";\r\n }\r\n //FTPCrack\r\n if (Player.getHomeComputer().programs.indexOf(Programs.FTPCrackProgram) == -1 &&\r\n Player.hacking_skill >= 100) {\r\n ftpCrackALink.style.display = \"inline-block\";\r\n }\r\n //relaySMTP\r\n if (Player.getHomeComputer().programs.indexOf(Programs.RelaySMTPProgram) == -1 &&\r\n Player.hacking_skill >= 250) {\r\n relaySmtpALink.style.display = \"inline-block\";\r\n }\r\n //HTTPWorm\r\n if (Player.getHomeComputer().programs.indexOf(Programs.HTTPWormProgram) == -1 &&\r\n Player.hacking_skill >= 500) {\r\n httpWormALink.style.display = \"inline-block\";\r\n }\r\n //SQLInject\r\n if (Player.getHomeComputer().programs.indexOf(Programs.SQLInjectProgram) == -1 &&\r\n Player.hacking_skill >= 750) {\r\n sqlInjectALink.style.display = \"inline-block\";\r\n }\r\n //Deepscan V1 and V2\r\n if (!Player.hasProgram(Programs.DeepscanV1) && Player.hacking_skill >= 75) {\r\n deepscanv1ALink.style.display = \"inline-block\";\r\n }\r\n if (!Player.hasProgram(Programs.DeepscanV2) && Player.hacking_skill >= 400) {\r\n deepscanv2ALink.style.display = \"inline-block\";\r\n }\r\n //Server profiler\r\n if (!Player.hasProgram(Programs.ServerProfiler) && Player.hacking_skill >= 75) {\r\n servProfilerALink.style.display = \"inline-block\";\r\n }\r\n //Auto Link\r\n if (!Player.hasProgram(Programs.AutoLink) && Player.hacking_skill >= 25) {\r\n autolinkALink.style.display = \"inline-block\";\r\n }\r\n //Bit Flume\r\n if (!Player.hasProgram(Programs.BitFlume) && Player.sourceFiles.length > 0 && Player.hacking_skill >= 5) {\r\n bitFlumeALink.style.display = \"inline-block\";\r\n }\r\n}\r\n\r\n//Returns the number of programs that are currently available to be created\r\nfunction getNumAvailableCreateProgram() {\r\n var count = 0;\r\n //PortHack.exe (in case you delete it lol)\r\n if (Player.getHomeComputer().programs.indexOf(Programs.NukeProgram) == -1) {\r\n ++count;\r\n }\r\n //BruteSSH\r\n if (Player.getHomeComputer().programs.indexOf(Programs.BruteSSHProgram) == -1 &&\r\n Player.hacking_skill >= 50) {\r\n ++count;\r\n }\r\n //FTPCrack\r\n if (Player.getHomeComputer().programs.indexOf(Programs.FTPCrackProgram) == -1 &&\r\n Player.hacking_skill >= 100) {\r\n ++count;\r\n }\r\n //relaySMTP\r\n if (Player.getHomeComputer().programs.indexOf(Programs.RelaySMTPProgram) == -1 &&\r\n Player.hacking_skill >= 250) {\r\n ++count;\r\n }\r\n //HTTPWorm\r\n if (Player.getHomeComputer().programs.indexOf(Programs.HTTPWormProgram) == -1 &&\r\n Player.hacking_skill >= 500) {\r\n ++count;\r\n }\r\n //SQLInject\r\n if (Player.getHomeComputer().programs.indexOf(Programs.SQLInjectProgram) == -1 &&\r\n Player.hacking_skill >= 750) {\r\n ++count;\r\n }\r\n //Deepscan V1 and V2\r\n if (!Player.hasProgram(Programs.DeepscanV1) && Player.hacking_skill >= 75) {\r\n ++count;\r\n }\r\n if (!Player.hasProgram(Programs.DeepscanV2) && Player.hacking_skill >= 400) {\r\n ++count;\r\n }\r\n //Server profiler\r\n if (!Player.hasProgram(Programs.ServerProfiler) && Player.hacking_skill >= 75) {\r\n ++count;\r\n }\r\n //Auto link\r\n if (!Player.hasProgram(Programs.AutoLink) && Player.hacking_skill >= 25) {\r\n ++count;\r\n }\r\n //Bit Flume\r\n if (!Player.hasProgram(Programs.BitFlume) && Player.sourceFiles.length > 0 && Player.hacking_skill >= 5) {\r\n ++count;\r\n }\r\n if (Player.firstProgramAvailable === false && count > 0) {\r\n Player.firstProgramAvailable = true;\r\n document.getElementById(\"create-program-tab\").style.display = \"list-item\";\r\n document.getElementById(\"hacking-menu-header\").click();\r\n document.getElementById(\"hacking-menu-header\").click();\r\n }\r\n return count;\r\n}\r\n\r\nfunction initCreateProgramButtons() {\r\n var createProgramList = document.getElementById(\"create-program-list\");\r\n nukeALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-nuke\", innerText:Programs.NukeProgram,\r\n tooltip:\"This virus is used to gain root access to a machine if enough ports are opened.\",\r\n });\r\n createProgramList.appendChild(nukeALink);\r\n\r\n bruteSshALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-brutessh\", innerText:Programs.BruteSSHProgram,\r\n tooltip:\"This program executes a brute force attack that opens SSH ports\"\r\n });\r\n createProgramList.appendChild(bruteSshALink);\r\n\r\n ftpCrackALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-ftpcrack\", innerText:Programs.FTPCrackProgram,\r\n tooltip:\"This program cracks open FTP ports\"\r\n });\r\n createProgramList.appendChild(ftpCrackALink);\r\n\r\n relaySmtpALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-relaysmtp\", innerText:Programs.RelaySMTPProgram,\r\n tooltip:\"This program opens SMTP ports by redirecting data\"\r\n }) ;\r\n createProgramList.appendChild(relaySmtpALink);\r\n\r\n httpWormALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-httpworm\", innerText:Programs.HTTPWormProgram,\r\n tooltip:\"This virus opens up HTTP ports\"\r\n });\r\n createProgramList.appendChild(httpWormALink);\r\n\r\n sqlInjectALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-sqlinject\", innerText:Programs.SQLInjectProgram,\r\n tooltip:\"This virus opens SQL ports\"\r\n });\r\n createProgramList.appendChild(sqlInjectALink);\r\n\r\n deepscanv1ALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-deepscanv1\", innerText:Programs.DeepscanV1,\r\n tooltip:\"This program allows you to use the scan-analyze command with a depth up to 5\"\r\n });\r\n createProgramList.appendChild(deepscanv1ALink);\r\n\r\n deepscanv2ALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-deepscanv2\", innerText:Programs.DeepscanV2,\r\n tooltip:\"This program allows you to use the scan-analyze command with a depth up to 10\"\r\n });\r\n createProgramList.appendChild(deepscanv2ALink);\r\n\r\n servProfilerALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-serverprofiler\", innerText:Programs.ServerProfiler,\r\n tooltip:\"This program is used to display hacking and Netscript-related information about servers\"\r\n });\r\n createProgramList.appendChild(servProfilerALink);\r\n\r\n bitFlumeALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-bitflume\", innerText:Programs.BitFlume,\r\n tooltip:\"This program creates a portal to the BitNode Nexus (allows you to restart and switch BitNodes)\"\r\n });\r\n createProgramList.appendChild(bitFlumeALink);\r\n\r\n autolinkALink = createElement(\"a\", {\r\n class:\"a-link-button\", id:\"create-program-autolink\", innerText:\"AutoLink.exe\",\r\n tooltip:\"This program allows you to directly connect to other servers through the 'scan-analyze' command\"\r\n });\r\n createProgramList.appendChild(autolinkALink);\r\n\r\n nukeALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.NukeProgram, CONSTANTS.MillisecondsPerFiveMinutes, 1);\r\n return false;\r\n });\r\n bruteSshALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.BruteSSHProgram, CONSTANTS.MillisecondsPerFiveMinutes * 2, 50);\r\n return false;\r\n });\r\n ftpCrackALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.FTPCrackProgram, CONSTANTS.MillisecondsPerHalfHour, 100);\r\n return false;\r\n });\r\n relaySmtpALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.RelaySMTPProgram, CONSTANTS.MillisecondsPer2Hours, 250);\r\n return false;\r\n });\r\n httpWormALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.HTTPWormProgram, CONSTANTS.MillisecondsPer4Hours, 500);\r\n return false;\r\n });\r\n sqlInjectALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.SQLInjectProgram, CONSTANTS.MillisecondsPer8Hours, 750);\r\n return false;\r\n });\r\n deepscanv1ALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.DeepscanV1, CONSTANTS.MillisecondsPerQuarterHour, 75);\r\n return false;\r\n });\r\n deepscanv2ALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.DeepscanV2, CONSTANTS.MillisecondsPer2Hours, 400);\r\n return false;\r\n });\r\n servProfilerALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.ServerProfiler, CONSTANTS.MillisecondsPerHalfHour, 75);\r\n return false;\r\n });\r\n autolinkALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.AutoLink, CONSTANTS.MillisecondsPerQuarterHour, 25);\r\n return false;\r\n });\r\n bitFlumeALink.addEventListener(\"click\", function() {\r\n Player.startCreateProgramWork(Programs.BitFlume, CONSTANTS.MillisecondsPerFiveMinutes / 5, 5);\r\n return false;\r\n });\r\n}\r\n\r\nexport {Programs, displayCreateProgramContent, getNumAvailableCreateProgram,\r\n initCreateProgramButtons};\r\n","import {Player} from \"./Player.js\";\r\n\r\nfunction BitNode(n, name, desc=\"\", info=\"\") {\r\n this.number = n;\r\n this.name = name;\r\n this.desc = desc;\r\n this.info = info;\r\n}\r\n\r\nlet BitNodes = {};\r\nfunction initBitNodes() {\r\n BitNodes = {};\r\n BitNodes[\"BitNode1\"] = new BitNode(1, \"Source Genesis\", \"The original BitNode\",\r\n \"The first BitNode created by the Enders to imprison the minds of humans. It became \" +\r\n \"the prototype and testing-grounds for all of the BitNodes that followed.

\" +\r\n \"This is the first BitNode that you play through. It has no special \" +\r\n \"modifications or mechanics.

\" +\r\n \"Destroying this BitNode will give you Source-File 1, or if you already have \" +\r\n \"this Source-File it will upgrade its level up to a maximum of 3. This Source-File \" +\r\n \"lets the player start with 32GB of RAM on his/her home computer when entering a \" +\r\n \"new BitNode, and also increases all of the player's multipliers by:

\" +\r\n \"Level 1: 16%
\" +\r\n \"Level 2: 24%
\" +\r\n \"Level 3: 28%\");\r\n BitNodes[\"BitNode2\"] = new BitNode(2, \"Rise of the Underworld\", \"From the shadows, they rose\", //Gangs\r\n \"From the shadows, they rose.

Organized crime groups quickly filled the void of power \" +\r\n \"left behind from the collapse of Western government in the 2050's. As society and civlization broke down, \" +\r\n \"people quickly succumbed to the innate human impulse of evil and savagery. The organized crime \" +\r\n \"factions quickly rose to the top of the modern world.

\" +\r\n \"In this BitNode:

The maximum amount of money available on a server is significantly decreased
\" +\r\n \"The amount of money gained from crimes and Infiltration is tripled
\" +\r\n \"Certain Factions (Slum Snakes, Tetrads, The Syndicate, The Dark Army, Speakers for the Dead, \" +\r\n \"NiteSec, The Black Hand) give the player the ability to form and manage their own gangs. These gangs \" +\r\n \"will earn the player money and reputation with the corresponding Faction
\" +\r\n \"Every Augmentation in the game will be available through the Factions listed above
\" +\r\n \"For every Faction NOT listed above, reputation gains are halved
\" +\r\n \"You will no longer gain passive reputation with Factions

\" +\r\n \"Destroying this BitNode will give you Source-File 2, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File increases the player's crime success rate, \" +\r\n \"crime money, and charisma multipliers by:

\" +\r\n \"Level 1: 20%
\" +\r\n \"Level 2: 30%
\" +\r\n \"Level 3: 35%\");\r\n BitNodes[\"BitNode3\"] = new BitNode(3, \"Corporatocracy\", \"The Price of Civilization\",\r\n \"Our greatest illusion is that a healthy society can revolve around a \" +\r\n \"single-minded pursuit of wealth.

\" +\r\n \"Sometime in the early 21st century economic and political globalization turned \" +\r\n \"the world into a corporatocracy, and it never looked back. Now, the privileged \" +\r\n \"elite will happily bankrupt their own countrymen, decimate their own community, \" +\r\n \"and evict their neighbors from houses in their desperate bid to increase their wealth.

\" +\r\n \"In this BitNode you can create and manage your own corporation. Running a successful corporation \" +\r\n \"has the potential of generating massive profits. All other forms of income are reduced by 75%. Furthermore:

\" +\r\n \"The price and reputation cost of all Augmentations is tripled
\" +\r\n \"The starting and maximum amount of money on servers is reduced by 75%
\" +\r\n \"Server growth rate is reduced by 80%
\" +\r\n \"You will start out with $150b so that you can start your corporation
\" +\r\n \"You now only need 75 reputation with a faction in order to donate to it, rather than 150

\" +\r\n \"Destroying this BitNode will give you Source-File 3, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File lets you create corporations on other BitNodes (although \" +\r\n \"some BitNodes will disable this mechanic). This Source-File also increases your charisma and company salary multipliers by:
\" +\r\n \"Level 1: 8%
\" +\r\n \"Level 2: 12%
\" +\r\n \"Level 3: 14%\");\r\n BitNodes[\"BitNode4\"] = new BitNode(4, \"The Singularity\", \"The Man and the Machine\", \"The Singularity has arrived. The human race is gone, replaced \" +\r\n \"by artificially superintelligent beings that are more machine than man.

\" +\r\n \"In this BitNode, progressing is significantly harder. Experience gain rates \" +\r\n \"for all stats are reduced. Most methods of earning money will now give significantly less.

\" +\r\n \"In this BitNode you will gain access to a new set of Netscript Functions known as Singularity Functions. \" +\r\n \"These functions allow you to control most aspects of the game through scripts, including working for factions/companies, \" +\r\n \"purchasing/installing Augmentations, and creating programs.

\" +\r\n \"Destroying this BitNode will give you Source-File 4, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File lets you access and use the Singularity \" +\r\n \"Functions in other BitNodes. Each level of this Source-File will open up more Singularity Functions \" +\r\n \"that you can use.\");\r\n BitNodes[\"BitNode5\"] = new BitNode(5, \"Artificial Intelligence\", \"Posthuman\", \"They said it couldn't be done. They said the human brain, \" +\r\n \"along with its consciousness and intelligence, couldn't be replicated. They said the complexity \" +\r\n \"of the brain results from unpredictable, nonlinear interactions that couldn't be modeled \" +\r\n \"by 1's and 0's. They were wrong.

\" +\r\n \"In this BitNode:

\" +\r\n \"The base security level of servers is doubled
\" +\r\n \"The starting money on servers is halved, but the maximum money remains the same
\" +\r\n \"Most methods of earning money now give significantly less
\" +\r\n \"Infiltration gives 50% more reputation and money
\" +\r\n \"Corporations have 50% lower valuations and are therefore less profitable
\" +\r\n \"Augmentations are more expensive
\" +\r\n \"Hacking experience gain rates are reduced

\" +\r\n \"Destroying this BitNode will give you Source-File 5, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File grants you a special new stat called Intelligence. \" +\r\n \"Intelligence is unique because it is permanent and persistent (it never gets reset back to 1). However \" +\r\n \"gaining Intelligence experience is much slower than other stats, and it is also hidden (you won't know \" +\r\n \"when you gain experience and how much). Higher Intelligence levels will boost your production for many actions \" +\r\n \"in the game.

\" +\r\n \"In addition, this Source-File will unlock the getBitNodeMultipliers() Netscript function, \" +\r\n \"and will also raise all of your hacking-related multipliers by:

\" +\r\n \"Level 1: 4%
\" +\r\n \"Level 2: 6%
\" +\r\n \"Level 3: 7%\");\r\n BitNodes[\"BitNode6\"] = new BitNode(6, \"Bladeburners\", \"Like Tears in Rain\",\r\n \"In the middle of the 21st century, OmniTek Incorporated began designing and manufacturing advanced synthetic \" +\r\n \"androids, or Synthoids for short. They achieved a major technological breakthrough in the sixth generation \" +\r\n \"of their Synthoid design, called MK-VI, by developing a hyperintelligent AI. Many argue that this was \" +\r\n \"the first sentient AI ever created. This resulted in Synthoid models that were stronger, faster, and more intelligent \" +\r\n \"than the humans that had created them.

\" +\r\n \"In this BitNode you will be able to access the Bladeburner Division at the NSA, which provides a new mechanic \" +\r\n \"for progression. Furthermore:

\" +\r\n \"Hacking and Hacknet Nodes will be significantly less profitable
\" +\r\n \"Your hacking level is reduced by 50%
\" +\r\n \"Hacking experience gain from scripts is reduced by 75%
\" +\r\n \"Corporations have 80% lower valuations and are therefore less profitable
\" +\r\n \"Working for companies is 50% less profitable
\" +\r\n \"Crimes and Infiltration are 50% less profitable

\" +\r\n \"Destroying this BitNode will give you Source-File 6, or if you already have this Source-File it will upgrade \" +\r\n \"its level up to a maximum of 3. This Source-File allows you to access the NSA's Bladeburner Division in other \" +\r\n \"BitNodes. In addition, this Source-File will raise the experience gain rate of all your combat stats by:

\" +\r\n \"Level 1: 8%
\" +\r\n \"Level 2: 12%
\" +\r\n \"Level 3: 14%\");\r\n BitNodes[\"BitNode7\"] = new BitNode(7, \"Hacktocracy\", \"COMING SOON\"); //Healthy Hacknet balancing mechanic\r\n BitNodes[\"BitNode8\"] = new BitNode(8, \"Ghost of Wall Street\", \"Money never sleeps\",\r\n \"You are trying to make a name for yourself as an up-and-coming hedge fund manager on Wall Street.

\" +\r\n \"In this BitNode:

\" +\r\n \"You start with $100 million
\" +\r\n \"The only way to earn money is by trading on the stock market
\" +\r\n \"You start with a WSE membership and access to the TIX API
\" +\r\n \"You are able to short stocks and place different types of orders (limit/stop)
\" +\r\n \"You can immediately donate to factions to gain reputation

\" +\r\n \"Destroying this BitNode will give you Source-File 8, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File grants the following benefits:

\" +\r\n \"Level 1: Permanent access to WSE and TIX API
\" +\r\n \"Level 2: Ability to short stocks in other BitNodes
\" +\r\n \"Level 3: Ability to use limit/stop orders in other BitNodes

\" +\r\n \"This Source-File also increases your hacking growth multipliers by: \" +\r\n \"
Level 1: 8%
Level 2: 12%
Level 3: 14%\");\r\n BitNodes[\"BitNode9\"] = new BitNode(9, \"Do Androids Dream?\", \"COMING SOON\");\r\n BitNodes[\"BitNode10\"] = new BitNode(10, \"MegaCorp\", \"COMING SOON\"); //Not sure yet\r\n BitNodes[\"BitNode11\"] = new BitNode(11, \"The Big Crash\", \"Okay. Sell it all.\",\r\n \"The 2050s was defined by the massive amounts of violent civil unrest and anarchic rebellion that rose all around the world. It was this period \" +\r\n \"of disorder that eventually lead to the governmental reformation of many global superpowers, most notably \" +\r\n \"the USA and China. But just as the world was slowly beginning to recover from these dark times, financial catastrophe hit.

\" +\r\n \"In many countries, the high cost of trying to deal with the civil disorder bankrupted the governments. In all of this chaos and confusion, hackers \" +\r\n \"were able to steal billions of dollars from the world's largest electronic banks, prompting an international banking crisis as \" +\r\n \"governments were unable to bail out insolvent banks. Now, the world is slowly crumbling in the middle of the biggest economic crisis of all time.

\" +\r\n \"In this BitNode:

\" +\r\n \"The starting and maximum amount of money available on servers is significantly decreased
\" +\r\n \"The growth rate of servers is halved
\" +\r\n \"Weakening a server is twice as effective
\" +\r\n \"Company wages are decreased by 50%
\" +\r\n \"Corporation valuations are 99% lower and are therefore significantly less profitable
\" +\r\n \"Hacknet Node production is significantly decreased
\" +\r\n \"Crime and Infiltration are more lucrative
\" +\r\n \"Augmentations are twice as expensive

\" +\r\n \"Destroying this BitNode will give you Source-File 11, or if you already have this Source-File it will \" +\r\n \"upgrade its level up to a maximum of 3. This Source-File makes it so that company favor increases BOTH \" +\r\n \"the player's salary and reputation gain rate at that company by 1% per favor (rather than just the reputation gain). \" +\r\n \"This Source-File also increases the player's company salary and reputation gain multipliers by:

\" +\r\n \"Level 1: 24%
\" +\r\n \"Level 2: 36%
\" +\r\n \"Level 3: 42%\");\r\n BitNodes[\"BitNode12\"] = new BitNode(12, \"The Recursion\", \"Repeat.\",\r\n \"To iterate is human, to recurse divine.

\" +\r\n \"Every time this BitNode is destroyed, it becomes slightly harder. Destroying this BitNode will give your Souce-File 12, or \" +\r\n \"if you already have this Source-File it will upgrade its level. There is no maximum level for Source-File 12. Each level \" +\r\n \"of Source-File 12 will increase all of your multipliers by 1%.\");\r\n //Books: Frontera, Shiner\r\n BitNodes[\"BitNode13\"] = new BitNode(13, \"fOS\", \"COMING SOON\"); //Unlocks the new game mode and the rest of the BitNodes\r\n BitNodes[\"BitNode14\"] = new BitNode(14, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode15\"] = new BitNode(15, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode16\"] = new BitNode(16, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode17\"] = new BitNode(17, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode18\"] = new BitNode(18, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode19\"] = new BitNode(19, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode20\"] = new BitNode(20, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode21\"] = new BitNode(21, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode22\"] = new BitNode(22, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode23\"] = new BitNode(23, \"\", \"COMING SOON\");\r\n BitNodes[\"BitNode24\"] = new BitNode(24, \"\", \"COMING SOON\");\r\n}\r\n\r\nlet BitNodeMultipliers = {\r\n HackingLevelMultiplier: 1,\r\n\r\n ServerMaxMoney: 1,\r\n ServerStartingMoney: 1,\r\n ServerGrowthRate: 1,\r\n ServerWeakenRate: 1,\r\n ServerStartingSecurity: 1,\r\n\r\n ManualHackMoney: 1,\r\n ScriptHackMoney: 1,\r\n CompanyWorkMoney: 1,\r\n CrimeMoney: 1,\r\n HacknetNodeMoney: 1,\r\n\r\n CompanyWorkExpGain: 1,\r\n ClassGymExpGain: 1,\r\n FactionWorkExpGain: 1,\r\n HackExpGain: 1,\r\n CrimeExpGain: 1,\r\n\r\n FactionWorkRepGain: 1,\r\n FactionPassiveRepGain: 1,\r\n RepToDonateToFaction: 1,\r\n\r\n AugmentationRepCost: 1,\r\n AugmentationMoneyCost: 1,\r\n\r\n InfiltrationMoney: 1,\r\n InfiltrationRep: 1,\r\n\r\n CorporationValuation: 1,\r\n}\r\n\r\nfunction initBitNodeMultipliers() {\r\n if (Player.bitNodeN == null) {\r\n Player.bitNodeN = 1;\r\n }\r\n for (var mult in BitNodeMultipliers) {\r\n if (BitNodeMultipliers.hasOwnProperty(mult)) {\r\n BitNodeMultipliers[mult] = 1;\r\n }\r\n }\r\n\r\n switch (Player.bitNodeN) {\r\n case 1: //Source Genesis (every multiplier is 1)\r\n break;\r\n case 2: //Rise of the Underworld\r\n BitNodeMultipliers.ServerMaxMoney = 0.2;\r\n BitNodeMultipliers.ServerStartingMoney = 0.4;\r\n BitNodeMultipliers.CrimeMoney = 3;\r\n BitNodeMultipliers.InfiltrationMoney = 3;\r\n BitNodeMultipliers.FactionWorkRepGain = 0.5;\r\n BitNodeMultipliers.FactionPassiveRepGain = 0;\r\n break;\r\n case 3: //Corporatocracy\r\n BitNodeMultipliers.RepToDonateToFaction = 0.5;\r\n BitNodeMultipliers.AugmentationRepCost = 3;\r\n BitNodeMultipliers.AugmentationMoneyCost = 3;\r\n BitNodeMultipliers.ServerMaxMoney = 0.2;\r\n BitNodeMultipliers.ServerStartingMoney = 0.2;\r\n BitNodeMultipliers.ServerGrowthRate = 0.2;\r\n BitNodeMultipliers.ScriptHackMoney = 0.2;\r\n BitNodeMultipliers.CompanyWorkMoney = 0.25;\r\n BitNodeMultipliers.CrimeMoney = 0.25;\r\n BitNodeMultipliers.HacknetNodeMoney = 0.25;\r\n break;\r\n case 4: //The Singularity\r\n BitNodeMultipliers.ServerMaxMoney = 0.15;\r\n BitNodeMultipliers.ServerStartingMoney = 0.75;\r\n BitNodeMultipliers.ScriptHackMoney = 0.2;\r\n BitNodeMultipliers.CompanyWorkMoney = 0.1;\r\n BitNodeMultipliers.CrimeMoney = 0.2;\r\n BitNodeMultipliers.HacknetNodeMoney = 0.05;\r\n BitNodeMultipliers.CompanyWorkExpGain = 0.5;\r\n BitNodeMultipliers.ClassGymExpGain = 0.5;\r\n BitNodeMultipliers.FactionWorkExpGain = 0.5;\r\n BitNodeMultipliers.HackExpGain = 0.4;\r\n BitNodeMultipliers.CrimeExpGain = 0.5;\r\n BitNodeMultipliers.FactionWorkRepGain = 0.75;\r\n break;\r\n case 5: //Artificial intelligence\r\n BitNodeMultipliers.ServerMaxMoney = 2;\r\n BitNodeMultipliers.ServerStartingSecurity = 2;\r\n BitNodeMultipliers.ServerStartingMoney = 0.5;\r\n BitNodeMultipliers.ScriptHackMoney = 0.15;\r\n BitNodeMultipliers.HacknetNodeMoney = 0.2;\r\n BitNodeMultipliers.CrimeMoney = 0.5;\r\n BitNodeMultipliers.InfiltrationRep = 1.5;\r\n BitNodeMultipliers.InfiltrationMoney = 1.5;\r\n BitNodeMultipliers.AugmentationMoneyCost = 2;\r\n BitNodeMultipliers.HackExpGain = 0.5;\r\n BitNodeMultipliers.CorporationValuation = 0.5;\r\n break;\r\n case 6: //Bladeburner\r\n BitNodeMultipliers.HackingLevelMultiplier = 0.5;\r\n BitNodeMultipliers.ServerMaxMoney = 0.5;\r\n BitNodeMultipliers.ServerStartingMoney = 0.5;\r\n BitNodeMultipliers.ServerStartingSecurity = 1.5;\r\n BitNodeMultipliers.ScriptHackMoney = 0.5;\r\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\r\n BitNodeMultipliers.CrimeMoney = 0.5;\r\n BitNodeMultipliers.InfiltrationMoney = 0.5;\r\n BitNodeMultipliers.CorporationValuation = 0.2;\r\n BitNodeMultipliers.HacknetNodeMoney = 0.2;\r\n BitNodeMultipliers.FactionPassiveRepGain = 0;\r\n BitNodeMultipliers.HackExpGain = 0.25;\r\n break;\r\n case 8: //Ghost of Wall Street\r\n BitNodeMultipliers.ScriptHackMoney = 0;\r\n BitNodeMultipliers.ManualHackMoney = 0;\r\n BitNodeMultipliers.CompanyWorkMoney = 0;\r\n BitNodeMultipliers.CrimeMoney = 0;\r\n BitNodeMultipliers.HacknetNodeMoney = 0;\r\n BitNodeMultipliers.InfiltrationMoney = 0;\r\n BitNodeMultipliers.RepToDonateToFaction = 0;\r\n BitNodeMultipliers.CorporationValuation = 0;\r\n break;\r\n case 11: //The Big Crash\r\n BitNodeMultipliers.ServerMaxMoney = 0.1;\r\n BitNodeMultipliers.ServerStartingMoney = 0.1;\r\n BitNodeMultipliers.ServerGrowthRate = 0.5;\r\n BitNodeMultipliers.ServerWeakenRate = 2;\r\n BitNodeMultipliers.CrimeMoney = 3;\r\n BitNodeMultipliers.CompanyWorkMoney = 0.5;\r\n BitNodeMultipliers.HacknetNodeMoney = 0.1;\r\n BitNodeMultipliers.AugmentationMoneyCost = 2;\r\n BitNodeMultipliers.InfiltrationMoney = 2.5;\r\n BitNodeMultipliers.InfiltrationRep = 2.5;\r\n BitNodeMultipliers.CorporationValuation = 0.01;\r\n break;\r\n case 12: //The Recursion\r\n let sf12Lvl = 0;\r\n for (let i = 0; i < Player.sourceFiles.length; i++) {\r\n if (Player.sourceFiles[i].n === 12) {\r\n sf12Lvl = Player.sourceFiles[i].lvl;\r\n }\r\n }\r\n const inc = Math.pow(1.01, sf12Lvl);\r\n const dec = Math.pow(0.99, sf12Lvl);\r\n BitNodeMultipliers.HackingLevelMultiplier = dec;\r\n\r\n BitNodeMultipliers.ServerMaxMoney = dec;\r\n BitNodeMultipliers.ServerStartingMoney = dec;\r\n BitNodeMultipliers.ServerGrowthRate = dec;\r\n BitNodeMultipliers.ServerWeakenRate = dec;\r\n\r\n //Does not scale, otherwise security might start at 300+\r\n BitNodeMultipliers.ServerStartingSecurity = 1.5;\r\n\r\n BitNodeMultipliers.ManualHackMoney = dec;\r\n BitNodeMultipliers.ScriptHackMoney = dec;\r\n BitNodeMultipliers.CompanyWorkMoney = dec;\r\n BitNodeMultipliers.CrimeMoney = dec;\r\n BitNodeMultipliers.HacknetNodeMoney = dec;\r\n\r\n BitNodeMultipliers.CompanyWorkExpGain = dec;\r\n BitNodeMultipliers.ClassGymExpGain = dec;\r\n BitNodeMultipliers.FactionWorkExpGain = dec;\r\n BitNodeMultipliers.HackExpGain = dec;\r\n BitNodeMultipliers.CrimeExpGain = dec;\r\n\r\n BitNodeMultipliers.FactionWorkRepGain = dec;\r\n BitNodeMultipliers.FactionPassiveRepGain = dec;\r\n BitNodeMultipliers.RepToDonateToFaction = inc;\r\n\r\n BitNodeMultipliers.AugmentationRepCost = inc;\r\n BitNodeMultipliers.AugmentationMoneyCost = inc;\r\n\r\n BitNodeMultipliers.InfiltrationMoney = dec;\r\n BitNodeMultipliers.InfiltrationRep = dec;\r\n\r\n BitNodeMultipliers.CorporationValuation = dec;\r\n default:\r\n console.log(\"WARNING: Player.bitNodeN invalid\");\r\n break;\r\n }\r\n}\r\n\r\nexport {initBitNodes,\r\n BitNode,\r\n BitNodes,\r\n BitNodeMultipliers,\r\n initBitNodeMultipliers};\r\n","import {AllServers} from \"../src/Server.js\";\r\n/* Functions to deal with manipulating IP addresses*/\r\n\r\n//Generate a random IP address\r\n//Will not return an IP address that already exists in the AllServers array\r\nfunction createRandomIp() {\r\n\tvar ip = createRandomByte(99) +'.' +\r\n\t\t\t createRandomByte(9) +'.' +\r\n\t\t\t createRandomByte(9) +'.' +\r\n\t\t \t createRandomByte(9);\r\n\r\n //If the Ip already exists, recurse to create a new one\r\n if (ipExists(ip)) {\r\n return createRandomIp();\r\n }\r\n\treturn ip;\r\n}\r\n\r\n//Returns true if the IP already exists in one of the game's servers\r\nfunction ipExists(ip) {\r\n for (var property in AllServers) {\r\n if (AllServers.hasOwnProperty(property)) {\r\n if (property == ip) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n}\r\n\r\nfunction createRandomByte(n=9) {\r\n\treturn Math.round(Math.random()*n);\r\n}\r\n\r\nfunction isValidIPAddress(ipaddress) {\r\n\tif (/^(25[0-6]|2[0-4][0-9]|[01]?[0-9][0-9]?)\\.(25[0-6]|2[0-4][0-9]|[01]?[0-9][0-9]?)\\.(25[0-6]|2[0-4][0-9]|[01]?[0-9][0-9]?)\\.(25[0-6]|2[0-4][0-9]|[01]?[0-9][0-9]?)$/.test(ipaddress))\r\n\t{\r\n\t\treturn true;\r\n\t}\r\n\treturn false;\r\n}\r\n\r\nexport {createRandomIp, ipExists, isValidIPAddress};\r\n","import {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Factions, getNextNeurofluxLevel,\r\n factionExists} from \"./Faction.js\";\r\nimport {hasBladeburnerSF} from \"./NetscriptFunctions.js\";\r\nimport {addWorkerScript} from \"./NetscriptWorker.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {prestigeAugmentation} from \"./Prestige.js\";\r\nimport {saveObject} from \"./SaveObject.js\";\r\nimport {Script, RunningScript} from \"./Script.js\";\r\nimport {Server} from \"./Server.js\";\r\nimport {SourceFiles} from \"./SourceFile.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {createElement, createAccordionElement,\r\n removeChildrenFromElement, clearObject} from \"../utils/HelperFunctions.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport {isString} from \"../utils/StringHelperFunctions.js\";\r\n\r\n//Augmentations\r\nfunction Augmentation(params) {\r\n if (params.name == null || params.info == null || params.moneyCost == null || params.repCost == null) {\r\n dialogBoxCreate(\"ERROR Creating Augmentations. This is a bug please contact game dev\");\r\n return;\r\n }\r\n this.name = params.name;\r\n this.info = params.info;\r\n this.owned = false;\r\n this.prereqs = params.prereqs ? params.prereqs : [];\r\n\r\n //Price and reputation base requirements (can change based on faction multipliers)\r\n this.baseRepRequirement = params.repCost * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;\r\n this.baseCost = params.moneyCost * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;\r\n\r\n //Level - Only applicable for some augmentations\r\n // NeuroFlux Governor\r\n this.level = 0;\r\n}\r\n\r\n//Takes in an array of faction names and adds this augmentation to all of those factions\r\nAugmentation.prototype.addToFactions = function(factionList) {\r\n for (var i = 0; i < factionList.length; ++i) {\r\n var faction = Factions[factionList[i]];\r\n if (faction == null) {\r\n throw new Error(\"In Augmentation.addToFactions(), could not find faction with this name:\" + factionList[i]);\r\n continue;\r\n }\r\n faction.augmentations.push(this.name);\r\n }\r\n}\r\n\r\nAugmentation.prototype.addToAllFactions = function() {\r\n for (var fac in Factions) {\r\n if (Factions.hasOwnProperty(fac)) {\r\n var facObj = Factions[fac];\r\n if (facObj == null) {\r\n console.log(\"ERROR: Invalid faction object\");\r\n continue;\r\n }\r\n facObj.augmentations.push(this.name);\r\n }\r\n }\r\n}\r\n\r\nAugmentation.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Augmentation\", this);\r\n}\r\n\r\nAugmentation.fromJSON = function(value) {\r\n return Generic_fromJSON(Augmentation, value.data);\r\n}\r\n\r\nReviver.constructors.Augmentation = Augmentation;\r\n\r\nlet Augmentations = {}\r\n\r\nfunction AddToAugmentations(aug) {\r\n var name = aug.name;\r\n Augmentations[name] = aug;\r\n}\r\n\r\nlet AugmentationNames = {\r\n Targeting1: \"Augmented Targeting I\",\r\n Targeting2: \"Augmented Targeting II\",\r\n Targeting3: \"Augmented Targeting III\",\r\n SyntheticHeart: \"Synthetic Heart\",\r\n SynfibrilMuscle: \"Synfibril Muscle\",\r\n CombatRib1: \"Combat Rib I\",\r\n CombatRib2: \"Combat Rib II\",\r\n CombatRib3: \"Combat Rib III\",\r\n NanofiberWeave: \"Nanofiber Weave\",\r\n SubdermalArmor: \"NEMEAN Subdermal Weave\",\r\n WiredReflexes: \"Wired Reflexes\",\r\n GrapheneBoneLacings: \"Graphene Bone Lacings\",\r\n BionicSpine: \"Bionic Spine\",\r\n GrapheneBionicSpine: \"Graphene Bionic Spine Upgrade\",\r\n BionicLegs: \"Bionic Legs\",\r\n GrapheneBionicLegs: \"Graphene Bionic Legs Upgrade\",\r\n SpeechProcessor: \"Speech Processor Implant\",\r\n TITN41Injection: \"TITN-41 Gene-Modification Injection\",\r\n EnhancedSocialInteractionImplant: \"Enhanced Social Interaction Implant\",\r\n BitWire: \"BitWire\",\r\n ArtificialBioNeuralNetwork: \"Artificial Bio-neural Network Implant\",\r\n ArtificialSynapticPotentiation: \"Artificial Synaptic Potentiation\",\r\n EnhancedMyelinSheathing: \"Enhanced Myelin Sheathing\",\r\n SynapticEnhancement: \"Synaptic Enhancement Implant\",\r\n NeuralRetentionEnhancement: \"Neural-Retention Enhancement\",\r\n DataJack: \"DataJack\",\r\n ENM: \"Embedded Netburner Module\",\r\n ENMCore: \"Embedded Netburner Module Core Implant\",\r\n ENMCoreV2: \"Embedded Netburner Module Core V2 Upgrade\",\r\n ENMCoreV3: \"Embedded Netburner Module Core V3 Upgrade\",\r\n ENMAnalyzeEngine: \"Embedded Netburner Module Analyze Engine\",\r\n ENMDMA: \"Embedded Netburner Module Direct Memory Access Upgrade\",\r\n Neuralstimulator: \"Neuralstimulator\",\r\n NeuralAccelerator: \"Neural Accelerator\",\r\n CranialSignalProcessorsG1: \"Cranial Signal Processors - Gen I\",\r\n CranialSignalProcessorsG2: \"Cranial Signal Processors - Gen II\",\r\n CranialSignalProcessorsG3: \"Cranial Signal Processors - Gen III\",\r\n CranialSignalProcessorsG4: \"Cranial Signal Processors - Gen IV\",\r\n CranialSignalProcessorsG5: \"Cranial Signal Processors - Gen V\",\r\n NeuronalDensification: \"Neuronal Densification\",\r\n NuoptimalInjectorImplant: \"Nuoptimal Nootropic Injector Implant\",\r\n SpeechEnhancement: \"Speech Enhancement\",\r\n FocusWire: \"FocusWire\",\r\n PCDNI: \"PC Direct-Neural Interface\",\r\n PCDNIOptimizer: \"PC Direct-Neural Interface Optimization Submodule\",\r\n PCDNINeuralNetwork: \"PC Direct-Neural Interface NeuroNet Injector\",\r\n ADRPheromone1: \"ADR-V1 Pheromone Gene\",\r\n ADRPheromone2: \"ADR-V2 Pheromone Gene\",\r\n HacknetNodeCPUUpload: \"Hacknet Node CPU Architecture Neural-Upload\",\r\n HacknetNodeCacheUpload: \"Hacknet Node Cache Architecture Neural-Upload\",\r\n HacknetNodeNICUpload: \"Hacknet Node NIC Architecture Neural-Upload\",\r\n HacknetNodeKernelDNI: \"Hacknet Node Kernel Direct-Neural Interface\",\r\n HacknetNodeCoreDNI: \"Hacknet Node Core Direct-Neural Interface\",\r\n NeuroFluxGovernor: \"NeuroFlux Governor\",\r\n Neurotrainer1: \"Neurotrainer I\",\r\n Neurotrainer2: \"Neurotrainer II\",\r\n Neurotrainer3: \"Neurotrainer III\",\r\n Hypersight: \"HyperSight Corneal Implant\",\r\n LuminCloaking1: \"LuminCloaking-V1 Skin Implant\",\r\n LuminCloaking2: \"LuminCloaking-V2 Skin Implant\",\r\n HemoRecirculator: \"HemoRecirculator\",\r\n SmartSonar: \"SmartSonar Implant\",\r\n PowerRecirculator: \"Power Recirculation Core\",\r\n QLink: \"QLink\",\r\n TheRedPill: \"The Red Pill\",\r\n SPTN97: \"SPTN-97 Gene Modification\",\r\n HiveMind: \"ECorp HVMind Implant\",\r\n CordiARCReactor: \"CordiARC Fusion Reactor\",\r\n SmartJaw: \"SmartJaw\",\r\n Neotra: \"Neotra\",\r\n Xanipher: \"Xanipher\",\r\n nextSENS: \"nextSENS Gene Modification\",\r\n OmniTekInfoLoad: \"OmniTek InfoLoad\",\r\n PhotosyntheticCells: \"Photosynthetic Cells\",\r\n Neurolink: \"BitRunners Neurolink\",\r\n TheBlackHand: \"The Black Hand\",\r\n CRTX42AA: \"CRTX42-AA Gene Modification\",\r\n Neuregen: \"Neuregen Gene Modification\",\r\n CashRoot: \"CashRoot Starter Kit\",\r\n NutriGen: \"NutriGen Implant\",\r\n INFRARet: \"INFRARET Enhancement\",\r\n DermaForce: \"DermaForce Particle Barrier\",\r\n GrapheneBrachiBlades: \"Graphene BranchiBlades Upgrade\",\r\n GrapheneBionicArms: \"Graphene Bionic Arms Upgrade\",\r\n BrachiBlades: \"BrachiBlades\",\r\n BionicArms: \"Bionic Arms\",\r\n SNA: \"Social Negotiation Assistant (S.N.A)\",\r\n EsperEyewear: \"EsperTech Bladeburner Eyewear\",\r\n EMS4Recombination: \"EMS-4 Recombination\",\r\n OrionShoulder: \"ORION-MKIV Shoulder\",\r\n HyperionV1: \"Hyperion Plasma Cannon V1\",\r\n HyperionV2: \"Hyperion Plasma Cannon V2\",\r\n GolemSerum: \"GOLEM Serum\",\r\n VangelisVirus: \"Vangelis Virus\",\r\n VangelisVirus3: \"Vangelis Virus 3.0\",\r\n INTERLINKED: \"I.N.T.E.R.L.I.N.K.E.D\",\r\n BladeRunner: \"Blade's Runners\",\r\n BladeArmor: \"BLADE-51b Tesla Armor\",\r\n BladeArmorPowerCells: \"BLADE-51b Tesla Armor: Power Cells Upgrade\",\r\n BladeArmorEnergyShielding: \"BLADE-51b Tesla Armor: Energy Shielding Upgrade\",\r\n BladeArmorUnibeam: \"BLADE-51b Tesla Armor: Unibeam Upgrade\",\r\n BladeArmorOmnibeam: \"BLADE-51b Tesla Armor: Omnibeam Upgrade\",\r\n BladeArmorIPU: \"BLADE-51b Tesla Armor: IPU Upgrade\",\r\n BladesSimulacrum: \"The Blade's Simulacrum\",\r\n\r\n //Wasteland Augs\r\n //PepBoy: \"P.E.P-Boy\", Plasma Energy Projection System\r\n //PepBoyForceField Generates plasma force fields\r\n //PepBoyBlasts Generate high density plasma concussive blasts\r\n //PepBoyDataStorage STore more data on pep boy,\r\n}\r\n\r\nfunction initAugmentations() {\r\n for (var name in Factions) {\r\n if (Factions.hasOwnProperty(name)) {\r\n Factions[name].augmentations = [];\r\n }\r\n }\r\n\r\n //Reset Augmentations\r\n clearObject(Augmentations);\r\n\r\n //Combat stat augmentations\r\n var HemoRecirculator = new Augmentation({\r\n name:AugmentationNames.HemoRecirculator, moneyCost: 9e6, repCost:4e3,\r\n info:\"A heart implant that greatly increases the body's ability to effectively use and pump \" +\r\n \"blood.

This augmentation increases all of the player's combat stats by 8%.\"\r\n });\r\n HemoRecirculator.addToFactions([\"Tetrads\", \"The Dark Army\", \"The Syndicate\"]);\r\n if (augmentationExists(AugmentationNames.HemoRecirculator)) {\r\n delete Augmentations[AugmentationNames.HemoRecirculator];\r\n }\r\n AddToAugmentations(HemoRecirculator);\r\n\r\n var Targeting1 = new Augmentation({\r\n name:AugmentationNames.Targeting1, moneyCost:3e6, repCost:2e3,\r\n info:\"This cranial implant is embedded within the player's inner ear structure and optic nerves. It regulates and enhances the user's \" +\r\n \"balance and hand-eye coordination. It is also capable of augmenting reality by projecting digital information \" +\r\n \"directly onto the retina. These enhancements allow the player to better lock-on and keep track of enemies.

\" +\r\n \"This augmentation increases the player's dexterity by 10%.\"\r\n });\r\n Targeting1.addToFactions([\"Slum Snakes\", \"The Dark Army\", \"The Syndicate\", \"Sector-12\", \"Volhaven\", \"Ishima\",\r\n \"OmniTek Incorporated\", \"KuaiGong International\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.Targeting1)) {\r\n delete Augmentations[AugmentationNames.Targeting1];\r\n }\r\n AddToAugmentations(Targeting1);\r\n\r\n var Targeting2 = new Augmentation({\r\n name:AugmentationNames.Targeting2, moneyCost:8.5e6, repCost:3.5e3,\r\n info:\"This is an upgrade of the Augmented Targeting I cranial implant, which is capable of augmenting reality \" +\r\n \"and enhances the user's balance and hand-eye coordination.

This upgrade increases the player's dexterity \" +\r\n \"by an additional 20%.\",\r\n prereqs:[AugmentationNames.Targeting1]\r\n });\r\n Targeting2.addToFactions([\"The Dark Army\", \"The Syndicate\", \"Sector-12\", \"Volhaven\", \"Ishima\",\r\n \"OmniTek Incorporated\", \"KuaiGong International\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.Targeting2)) {\r\n delete Augmentations[AugmentationNames.Targeting2];\r\n }\r\n AddToAugmentations(Targeting2);\r\n\r\n var Targeting3 = new Augmentation({\r\n name:AugmentationNames.Targeting3, moneyCost:23e6, repCost:11e3,\r\n info:\"This is an upgrade of the Augmented Targeting II cranial implant, which is capable of augmenting reality \" +\r\n \"and enhances the user's balance and hand-eye coordination.

This upgrade increases the player's dexterity \" +\r\n \"by an additional 30%.\",\r\n prereqs:[AugmentationNames.Targeting2]\r\n });\r\n Targeting3.addToFactions([\"The Dark Army\", \"The Syndicate\", \"OmniTek Incorporated\",\r\n \"KuaiGong International\", \"Blade Industries\", \"The Covenant\"]);\r\n if (augmentationExists(AugmentationNames.Targeting3)) {\r\n delete Augmentations[AugmentationNames.Targeting3];\r\n }\r\n AddToAugmentations(Targeting3);\r\n\r\n var SyntheticHeart = new Augmentation({\r\n name:AugmentationNames.SyntheticHeart, moneyCost:575e6, repCost:300e3,\r\n info:\"This advanced artificial heart, created from plasteel and graphene, is capable of pumping more blood \" +\r\n \"at much higher efficiencies than a normal human heart.

This augmentation increases the player's agility \" +\r\n \"and strength by 50%\"\r\n });\r\n SyntheticHeart.addToFactions([\"KuaiGong International\", \"Fulcrum Secret Technologies\", \"Speakers for the Dead\",\r\n \"NWO\", \"The Covenant\", \"Daedalus\", \"Illuminati\"]);\r\n if (augmentationExists(AugmentationNames.SyntheticHeart)) {\r\n delete Augmentations[AugmentationNames.SyntheticHeart];\r\n }\r\n AddToAugmentations(SyntheticHeart);\r\n\r\n var SynfibrilMuscle = new Augmentation({\r\n name:AugmentationNames.SynfibrilMuscle, repCost:175e3, moneyCost:225e6,\r\n info:\"The myofibrils in human muscles are injected with special chemicals that react with the proteins inside \" +\r\n \"the myofibrils, altering their underlying structure. The end result is muscles that are stronger and more elastic. \" +\r\n \"Scientists have named these artificially enhanced units 'synfibrils'.

This augmentation increases the player's \" +\r\n \"strength and defense by 30%.\"\r\n });\r\n SynfibrilMuscle.addToFactions([\"KuaiGong International\", \"Fulcrum Secret Technologies\", \"Speakers for the Dead\",\r\n \"NWO\", \"The Covenant\", \"Daedalus\", \"Illuminati\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.SynfibrilMuscle)) {\r\n delete Augmentations[AugmentationNames.SynfibrilMuscle];\r\n }\r\n AddToAugmentations(SynfibrilMuscle)\r\n\r\n var CombatRib1 = new Augmentation({\r\n name:AugmentationNames.CombatRib1, repCost:3e3, moneyCost:4750000,\r\n info:\"The human body's ribs are replaced with artificial ribs that automatically and continuously release cognitive \" +\r\n \"and performance-enhancing drugs into the bloodstream, improving the user's abilities in combat.

\" +\r\n \"This augmentation increases the player's strength and defense by 10%.\"\r\n });\r\n CombatRib1.addToFactions([\"Slum Snakes\", \"The Dark Army\", \"The Syndicate\", \"Sector-12\", \"Volhaven\", \"Ishima\",\r\n \"OmniTek Incorporated\", \"KuaiGong International\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.CombatRib1)) {\r\n delete Augmentations[AugmentationNames.CombatRib1];\r\n }\r\n AddToAugmentations(CombatRib1);\r\n\r\n var CombatRib2 = new Augmentation({\r\n name:AugmentationNames.CombatRib2, repCost:7.5e3, moneyCost:13e6,\r\n info:\"This is an upgrade to the Combat Rib I augmentation, and is capable of releasing even more potent combat-enhancing \" +\r\n \"drugs into the bloodstream.

This upgrade increases the player's strength and defense by an additional 14%.\",\r\n prereqs:[AugmentationNames.CombatRib1]\r\n });\r\n CombatRib2.addToFactions([\"The Dark Army\", \"The Syndicate\", \"Sector-12\", \"Volhaven\", \"Ishima\",\r\n \"OmniTek Incorporated\", \"KuaiGong International\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.CombatRib2)) {\r\n delete Augmentations[AugmentationNames.CombatRib2];\r\n }\r\n AddToAugmentations(CombatRib2);\r\n\r\n var CombatRib3 = new Augmentation({\r\n name:AugmentationNames.CombatRib3, repCost:14e3, moneyCost:24e6,\r\n info:\"This is an upgrade to the Combat Rib II augmentation, and is capable of releasing even more potent combat-enhancing \" +\r\n \"drugs into the bloodstream

. This upgrade increases the player's strength and defense by an additional 18%.\",\r\n prereqs:[AugmentationNames.CombatRib2],\r\n });\r\n CombatRib3.addToFactions([\"The Dark Army\", \"The Syndicate\", \"OmniTek Incorporated\",\r\n \"KuaiGong International\", \"Blade Industries\", \"The Covenant\"]);\r\n if (augmentationExists(AugmentationNames.CombatRib3)) {\r\n delete Augmentations[AugmentationNames.CombatRib3];\r\n }\r\n AddToAugmentations(CombatRib3);\r\n\r\n var NanofiberWeave = new Augmentation({\r\n name:AugmentationNames.NanofiberWeave, repCost:15e3, moneyCost:25e6,\r\n info:\"Synthetic nanofibers are woven into the skin's extracellular matrix using electrospinning. \" +\r\n \"This improves the skin's ability to regenerate itself and protect the body from external stresses and forces.

\" +\r\n \"This augmentation increases the player's strength and defense by 20%.\"\r\n });\r\n NanofiberWeave.addToFactions([\"Tian Di Hui\", \"The Syndicate\", \"The Dark Army\", \"Speakers for the Dead\",\r\n \"Blade Industries\", \"Fulcrum Secret Technologies\", \"OmniTek Incorporated\"]);\r\n if (augmentationExists(AugmentationNames.NanofiberWeave)) {\r\n delete Augmentations[AugmentationNames.NanofiberWeave];\r\n }\r\n AddToAugmentations(NanofiberWeave);\r\n\r\n var SubdermalArmor = new Augmentation({\r\n name:AugmentationNames.SubdermalArmor, repCost:350e3, moneyCost:650e6,\r\n info:\"The NEMEAN Subdermal Weave is a thin, light-weight, graphene plating that houses a dilatant fluid. \" +\r\n \"The material is implanted underneath the skin, and is the most advanced form of defensive enhancement \" +\r\n \"that has ever been created. The dilatant fluid, despite being thin and light, is extremely effective \" +\r\n \"at stopping piercing blows and reducing blunt trauma. The properties of graphene allow the plating to \" +\r\n \"mitigate damage from any fire-related or electrical traumas.

\" +\r\n \"This augmentation increases the player's defense by 120%.\"\r\n });\r\n SubdermalArmor.addToFactions([\"The Syndicate\", \"Fulcrum Secret Technologies\", \"Illuminati\", \"Daedalus\",\r\n \"The Covenant\"]);\r\n if (augmentationExists(AugmentationNames.SubdermalArmor)) {\r\n delete Augmentations[AugmentationNames.SubdermalArmor];\r\n }\r\n AddToAugmentations(SubdermalArmor);\r\n\r\n var WiredReflexes = new Augmentation({\r\n name:AugmentationNames.WiredReflexes, repCost:500, moneyCost:500e3,\r\n info:\"Synthetic nerve-enhancements are injected into all major parts of the somatic nervous system, \" +\r\n \"supercharging the body's ability to send signals through neurons. This results in increased reflex speed.

\" +\r\n \"This augmentation increases the player's agility and dexterity by 5%.\"\r\n });\r\n WiredReflexes.addToFactions([\"Tian Di Hui\", \"Slum Snakes\", \"Sector-12\", \"Volhaven\", \"Aevum\", \"Ishima\",\r\n \"The Syndicate\", \"The Dark Army\", \"Speakers for the Dead\"]);\r\n if (augmentationExists(AugmentationNames.WiredReflexes)) {\r\n delete Augmentations[AugmentationNames.WiredReflexes];\r\n }\r\n AddToAugmentations(WiredReflexes);\r\n\r\n var GrapheneBoneLacings = new Augmentation({\r\n name:AugmentationNames.GrapheneBoneLacings, repCost:450e3, moneyCost:850e6,\r\n info:\"A graphene-based material is grafted and fused into the user's bones, significantly increasing \" +\r\n \"their density and tensile strength.

\" +\r\n \"This augmentation increases the player's strength and defense by 70%.\"\r\n });\r\n GrapheneBoneLacings.addToFactions([\"Fulcrum Secret Technologies\", \"The Covenant\"]);\r\n if (augmentationExists(AugmentationNames.GrapheneBoneLacings)) {\r\n delete Augmentations[AugmentationNames.GrapheneBoneLacings];\r\n }\r\n AddToAugmentations(GrapheneBoneLacings);\r\n\r\n var BionicSpine = new Augmentation({\r\n name:AugmentationNames.BionicSpine, repCost:18e3, moneyCost:25e6,\r\n info:\"An artificial spine created from plasteel and carbon fibers that completely replaces the organic spine. \" +\r\n \"Not only is the Bionic Spine physically stronger than a human spine, but it is also capable of digitally \" +\r\n \"stimulating and regulating the neural signals that are sent and received by the spinal cord. This results in \" +\r\n \"greatly improved senses and reaction speeds.

\" +\r\n \"This augmentation increases all of the player's combat stats by 15%.\"\r\n });\r\n BionicSpine.addToFactions([\"Speakers for the Dead\", \"The Syndicate\", \"KuaiGong International\",\r\n \"OmniTek Incorporated\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.BionicSpine)) {\r\n delete Augmentations[AugmentationNames.BionicSpine];\r\n }\r\n AddToAugmentations(BionicSpine);\r\n\r\n var GrapheneBionicSpine = new Augmentation({\r\n name:AugmentationNames.GrapheneBionicSpine, repCost:650e3, moneyCost:1200e6,\r\n info:\"An upgrade to the Bionic Spine augmentation. It fuses the implant with an advanced graphene \" +\r\n \"material to make it much stronger and lighter.

\" +\r\n \"This augmentation increases all of the player's combat stats by 60%.\",\r\n prereqs:[AugmentationNames.BionicSpine],\r\n });\r\n GrapheneBionicSpine.addToFactions([\"Fulcrum Secret Technologies\", \"ECorp\"]);\r\n if (augmentationExists(AugmentationNames.GrapheneBionicSpine)) {\r\n delete Augmentations[AugmentationNames.GrapheneBionicSpine];\r\n }\r\n AddToAugmentations(GrapheneBionicSpine);\r\n\r\n var BionicLegs = new Augmentation({\r\n name:AugmentationNames.BionicLegs, repCost:60e3, moneyCost:75e6,\r\n info:\"Cybernetic legs created from plasteel and carbon fibers that completely replace the user's organic legs.

\" +\r\n \"This augmentation increases the player's agility by 60%.\"\r\n });\r\n BionicLegs.addToFactions([\"Speakers for the Dead\", \"The Syndicate\", \"KuaiGong International\",\r\n \"OmniTek Incorporated\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.BionicLegs)) {\r\n delete Augmentations[AugmentationNames.BionicLegs];\r\n }\r\n AddToAugmentations(BionicLegs);\r\n\r\n var GrapheneBionicLegs = new Augmentation({\r\n name:AugmentationNames.GrapheneBionicLegs, repCost:300e3, moneyCost:900e6,\r\n info:\"An upgrade to the Bionic Legs augmentation. It fuses the implant with an advanced graphene \" +\r\n \"material to make it much stronger and lighter.

\" +\r\n \"This augmentation increases the player's agility by an additional 150%.\",\r\n prereqs:[AugmentationNames.BionicLegs],\r\n });\r\n GrapheneBionicLegs.addToFactions([\"MegaCorp\", \"ECorp\", \"Fulcrum Secret Technologies\"]);\r\n if (augmentationExists(AugmentationNames.GrapheneBionicLegs)) {\r\n delete Augmentations[AugmentationNames.GrapheneBionicLegs];\r\n }\r\n AddToAugmentations(GrapheneBionicLegs);\r\n\r\n //Labor stat augmentations\r\n var SpeechProcessor = new Augmentation({\r\n name:AugmentationNames.SpeechProcessor, repCost:3e3, moneyCost:10e6,\r\n info:\"A cochlear implant with an embedded computer that analyzes incoming speech. \" +\r\n \"The embedded computer processes characteristics of incoming speech, such as tone \" +\r\n \"and inflection, to pick up on subtle cues and aid in social interactions.

\" +\r\n \"This augmentation increases the player's charisma by 20%.\"\r\n });\r\n SpeechProcessor.addToFactions([\"Tian Di Hui\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\",\r\n \"Ishima\", \"Volhaven\", \"Silhouette\"]);\r\n if (augmentationExists(AugmentationNames.SpeechProcessor)) {\r\n delete Augmentations[AugmentationNames.SpeechProcessor];\r\n }\r\n AddToAugmentations(SpeechProcessor);\r\n\r\n let TITN41Injection = new Augmentation({\r\n name:AugmentationNames.TITN41Injection, repCost:10e3, moneyCost:38e6,\r\n info:\"TITN is a series of viruses that targets and alters the sequences of human DNA in genes that \" +\r\n \"control personality. The TITN-41 strain alters these genes so that the subject becomes more \" +\r\n \"outgoing and socialable.

\" +\r\n \"This augmentation increases the player's charisma and charisma experience gain rate by 15%\"\r\n });\r\n TITN41Injection.addToFactions([\"Silhouette\"]);\r\n if (augmentationExists(AugmentationNames.TITN41Injection)) {\r\n delete Augmentations[AugmentationNames.TITN41Injection];\r\n }\r\n AddToAugmentations(TITN41Injection);\r\n\r\n var EnhancedSocialInteractionImplant = new Augmentation({\r\n name:AugmentationNames.EnhancedSocialInteractionImplant, repCost:150e3, moneyCost:275e6,\r\n info:\"A cranial implant that greatly assists in the user's ability to analyze social situations \" +\r\n \"and interactions. The system uses a wide variety of factors such as facial expression, body \" +\r\n \"language, and the voice's tone/inflection to determine the best course of action during social\" +\r\n \"situations. The implant also uses deep learning software to continuously learn new behavior\" +\r\n \"patterns and how to best respond.

\" +\r\n \"This augmentation increases the player's charisma and charisma experience gain rate by 60%.\"\r\n });\r\n EnhancedSocialInteractionImplant.addToFactions([\"Bachman & Associates\", \"NWO\", \"Clarke Incorporated\",\r\n \"OmniTek Incorporated\", \"Four Sigma\"]);\r\n if (augmentationExists(AugmentationNames.EnhancedSocialInteractionImplant)) {\r\n delete Augmentations[AugmentationNames.EnhancedSocialInteractionImplant];\r\n }\r\n AddToAugmentations(EnhancedSocialInteractionImplant);\r\n\r\n //Hacking augmentations\r\n var BitWire = new Augmentation({\r\n name:AugmentationNames.BitWire, repCost:1500, moneyCost:2e6,\r\n info: \"A small brain implant embedded in the cerebrum. This regulates and improves the brain's computing \" +\r\n \"capabilities.

This augmentation increases the player's hacking skill by 5%\"\r\n });\r\n BitWire.addToFactions([\"CyberSec\", \"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.BitWire)) {\r\n delete Augmentations[AugmentationNames.BitWire];\r\n }\r\n AddToAugmentations(BitWire);\r\n\r\n var ArtificialBioNeuralNetwork = new Augmentation({\r\n name:AugmentationNames.ArtificialBioNeuralNetwork, repCost:110e3, moneyCost:600e6,\r\n info:\"A network consisting of millions of nanoprocessors is embedded into the brain. \" +\r\n \"The network is meant to mimick the way a biological brain solves a problem, which each \" +\r\n \"nanoprocessor acting similar to the way a neuron would in a neural network. However, these \" +\r\n \"nanoprocessors are programmed to perform computations much faster than organic neurons, \" +\r\n \"allowing its user to solve much more complex problems at a much faster rate.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 3%
\" +\r\n \"Increases the amount of money the player's gains from hacking by 15%
\" +\r\n \"Increases the player's hacking skill by 12%\"\r\n });\r\n ArtificialBioNeuralNetwork.addToFactions([\"BitRunners\", \"Fulcrum Secret Technologies\"]);\r\n if (augmentationExists(AugmentationNames.ArtificialBioNeuralNetwork)) {\r\n delete Augmentations[AugmentationNames.ArtificialBioNeuralNetwork];\r\n }\r\n AddToAugmentations(ArtificialBioNeuralNetwork);\r\n\r\n var ArtificialSynapticPotentiation = new Augmentation({\r\n name:AugmentationNames.ArtificialSynapticPotentiation, repCost:2500, moneyCost:16e6,\r\n info:\"The body is injected with a chemical that artificially induces synaptic potentiation, \" +\r\n \"otherwise known as the strengthening of synapses. This results in a enhanced cognitive abilities.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the player's hacking chance by 5%
\" +\r\n \"Increases the player's hacking experience gain rate by 5%\"\r\n });\r\n ArtificialSynapticPotentiation.addToFactions([\"The Black Hand\", \"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.ArtificialSynapticPotentiation)) {\r\n delete Augmentations[AugmentationNames.ArtificialSynapticPotentiation];\r\n }\r\n AddToAugmentations(ArtificialSynapticPotentiation);\r\n\r\n var EnhancedMyelinSheathing = new Augmentation({\r\n name:AugmentationNames.EnhancedMyelinSheathing, repCost:40e3, moneyCost:275e6,\r\n info:\"Electrical signals are used to induce a new, artificial form of myelinogensis in the human body. \" +\r\n \"This process results in the proliferation of new, synthetic myelin sheaths in the nervous \" +\r\n \"system. These myelin sheaths can propogate neuro-signals much faster than their organic \" +\r\n \"counterparts, leading to greater processing speeds and better brain function.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 3%
\" +\r\n \"Increases the player's hacking skill by 8%
\" +\r\n \"Increases the player's hacking experience gain rate by 10%\"\r\n });\r\n EnhancedMyelinSheathing.addToFactions([\"Fulcrum Secret Technologies\", \"BitRunners\", \"The Black Hand\"]);\r\n if (augmentationExists(AugmentationNames.EnhancedMyelinSheathing)) {\r\n delete Augmentations[AugmentationNames.EnhancedMyelinSheathing];\r\n }\r\n AddToAugmentations(EnhancedMyelinSheathing);\r\n\r\n var SynapticEnhancement = new Augmentation({\r\n name:AugmentationNames.SynapticEnhancement, repCost:800, moneyCost:1.5e6,\r\n info:\"A small cranial implant that continuously uses weak electric signals to stimulate the brain and \" +\r\n \"induce stronger synaptic activity. This improves the user's cognitive abilities.

\" +\r\n \"This augmentation increases the player's hacking speed by 3%.\"\r\n });\r\n SynapticEnhancement.addToFactions([\"CyberSec\"]);\r\n if (augmentationExists(AugmentationNames.SynapticEnhancement)) {\r\n delete Augmentations[AugmentationNames.SynapticEnhancement];\r\n }\r\n AddToAugmentations(SynapticEnhancement);\r\n\r\n var NeuralRetentionEnhancement = new Augmentation({\r\n name:AugmentationNames.NeuralRetentionEnhancement, repCost:8e3, moneyCost:50e6,\r\n info:\"Chemical injections are used to permanently alter and strengthen the brain's neuronal \" +\r\n \"circuits, strengthening its ability to retain information.

\" +\r\n \"This augmentation increases the player's hacking experience gain rate by 25%.\"\r\n });\r\n NeuralRetentionEnhancement.addToFactions([\"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.NeuralRetentionEnhancement)) {\r\n delete Augmentations[AugmentationNames.NeuralRetentionEnhancement];\r\n }\r\n AddToAugmentations(NeuralRetentionEnhancement);\r\n\r\n var DataJack = new Augmentation({\r\n name:AugmentationNames.DataJack, repCost:45e3, moneyCost:90e6,\r\n info:\"A brain implant that provides an interface for direct, wireless communication between a computer's main \" +\r\n \"memory and the mind. This implant allows the user to not only access a computer's memory, but also alter \" +\r\n \"and delete it.

\" +\r\n \"This augmentation increases the amount of money the player gains from hacking by 25%\"\r\n });\r\n DataJack.addToFactions([\"BitRunners\", \"The Black Hand\", \"NiteSec\", \"Chongqing\", \"New Tokyo\"]);\r\n if (augmentationExists(AugmentationNames.DataJack)) {\r\n delete Augmentations[AugmentationNames.DataJack];\r\n }\r\n AddToAugmentations(DataJack);\r\n\r\n var ENM = new Augmentation({\r\n name:AugmentationNames.ENM, repCost:6e3, moneyCost:50e6,\r\n info:\"A thin device embedded inside the arm containing a wireless module capable of connecting \" +\r\n \"to nearby networks. Once connected, the Netburner Module is capable of capturing and \" +\r\n \"processing all of the traffic on that network. By itself, the Embedded Netburner Module does \" +\r\n \"not do much, but a variety of very powerful upgrades can be installed that allow you to fully \" +\r\n \"control the traffic on a network.

\" +\r\n \"This augmentation increases the player's hacking skill by 8%\"\r\n });\r\n ENM.addToFactions([\"BitRunners\", \"The Black Hand\", \"NiteSec\", \"ECorp\", \"MegaCorp\",\r\n \"Fulcrum Secret Technologies\", \"NWO\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.ENM)) {\r\n delete Augmentations[AugmentationNames.ENM];\r\n }\r\n AddToAugmentations(ENM);\r\n\r\n var ENMCore = new Augmentation({\r\n name:AugmentationNames.ENMCore, repCost:100e3, moneyCost:500e6,\r\n info:\"The Core library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\r\n \"This upgrade allows the Embedded Netburner Module to generate its own data on a network.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 3%
\" +\r\n \"Increases the amount of money the player gains from hacking by 10%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 3%
\" +\r\n \"Increases the player's hacking experience gain rate by 7%
\" +\r\n \"Increases the player's hacking skill by 7%\",\r\n prereqs:[AugmentationNames.ENM]\r\n });\r\n ENMCore.addToFactions([\"BitRunners\", \"The Black Hand\", \"ECorp\", \"MegaCorp\",\r\n \"Fulcrum Secret Technologies\", \"NWO\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.ENMCore)) {\r\n delete Augmentations[AugmentationNames.ENMCore];\r\n }\r\n AddToAugmentations(ENMCore);\r\n\r\n var ENMCoreV2 = new Augmentation({\r\n name:AugmentationNames.ENMCoreV2, repCost:400e3, moneyCost:900e6,\r\n info:\"The Core V2 library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\r\n \"This upgraded firmware allows the Embedded Netburner Module to control the information on \" +\r\n \"a network by re-routing traffic, spoofing IP addresses, or altering the data inside network \" +\r\n \"packets.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 5%
\" +\r\n \"Increases the amount of money the player gains from hacking by 30%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 5%
\" +\r\n \"Increases the player's hacking experience gain rate by 15%
\" +\r\n \"Increases the player's hacking skill by 8%\",\r\n prereqs:[AugmentationNames.ENMCore]\r\n });\r\n ENMCoreV2.addToFactions([\"BitRunners\", \"ECorp\", \"MegaCorp\", \"Fulcrum Secret Technologies\", \"NWO\",\r\n \"Blade Industries\", \"OmniTek Incorporated\", \"KuaiGong International\"]);\r\n if (augmentationExists(AugmentationNames.ENMCoreV2)) {\r\n delete Augmentations[AugmentationNames.ENMCoreV2];\r\n }\r\n AddToAugmentations(ENMCoreV2);\r\n\r\n var ENMCoreV3 = new Augmentation({\r\n name:AugmentationNames.ENMCoreV3, repCost:700e3, moneyCost:1500e6,\r\n info:\"The Core V3 library is an implant that upgrades the firmware of the Embedded Netburner Module. \" +\r\n \"This upgraded firmware allows the Embedded Netburner Module to seamlessly inject code into \" +\r\n \"any device on a network.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 5%
\" +\r\n \"Increases the amount of money the player gains from hacking by 40%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 10%
\" +\r\n \"Increases the player's hacking experience gain rate by 25%
\" +\r\n \"Increases the player's hacking skill by 10%\",\r\n prereqs:[AugmentationNames.ENMCoreV2],\r\n });\r\n ENMCoreV3.addToFactions([\"ECorp\", \"MegaCorp\", \"Fulcrum Secret Technologies\", \"NWO\",\r\n \"Daedalus\", \"The Covenant\", \"Illuminati\"]);\r\n if (augmentationExists(AugmentationNames.ENMCoreV3)) {\r\n delete Augmentations[AugmentationNames.ENMCoreV3];\r\n }\r\n AddToAugmentations(ENMCoreV3);\r\n\r\n var ENMAnalyzeEngine = new Augmentation({\r\n name:AugmentationNames.ENMAnalyzeEngine, repCost:250e3, moneyCost:1200e6,\r\n info:\"Installs the Analyze Engine for the Embedded Netburner Module, which is a CPU cluster \" +\r\n \"that vastly outperforms the Netburner Module's native single-core processor.

\" +\r\n \"This augmentation increases the player's hacking speed by 10%.\",\r\n prereqs:[AugmentationNames.ENM],\r\n });\r\n ENMAnalyzeEngine.addToFactions([\"ECorp\", \"MegaCorp\", \"Fulcrum Secret Technologies\", \"NWO\",\r\n \"Daedalus\", \"The Covenant\", \"Illuminati\"]);\r\n if (augmentationExists(AugmentationNames.ENMAnalyzeEngine)) {\r\n delete Augmentations[AugmentationNames.ENMAnalyzeEngine];\r\n }\r\n AddToAugmentations(ENMAnalyzeEngine);\r\n\r\n var ENMDMA = new Augmentation({\r\n name:AugmentationNames.ENMDMA, repCost:400e3, moneyCost:1400e6,\r\n info:\"This implant installs a Direct Memory Access (DMA) controller into the \" +\r\n \"Embedded Netburner Module. This allows the Module to send and receive data \" +\r\n \"directly to and from the main memory of devices on a network.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of money the player gains from hacking by 40%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 20%\",\r\n prereqs:[AugmentationNames.ENM],\r\n });\r\n ENMDMA.addToFactions([\"ECorp\", \"MegaCorp\", \"Fulcrum Secret Technologies\", \"NWO\",\r\n \"Daedalus\", \"The Covenant\", \"Illuminati\"]);\r\n if (augmentationExists(AugmentationNames.ENMDMA)) {\r\n delete Augmentations[AugmentationNames.ENMDMA];\r\n }\r\n AddToAugmentations(ENMDMA);\r\n\r\n var Neuralstimulator = new Augmentation({\r\n name:AugmentationNames.Neuralstimulator, repCost:20e3, moneyCost:600e6,\r\n info:\"A cranial implant that intelligently stimulates certain areas of the brain \" +\r\n \"in order to improve cognitive functions

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 10%
\" +\r\n \"Increases the player's hacking experience gain rate by 12%\"\r\n });\r\n Neuralstimulator.addToFactions([\"The Black Hand\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\",\r\n \"Ishima\", \"Volhaven\", \"Bachman & Associates\", \"Clarke Incorporated\",\r\n \"Four Sigma\"]);\r\n if (augmentationExists(AugmentationNames.Neuralstimulator)) {\r\n delete Augmentations[AugmentationNames.Neuralstimulator];\r\n }\r\n AddToAugmentations(Neuralstimulator);\r\n\r\n var NeuralAccelerator = new Augmentation({\r\n name:AugmentationNames.NeuralAccelerator, repCost:80e3, moneyCost:350e6,\r\n info:\"A microprocessor that accelerates the processing \" +\r\n \"speed of biological neural networks. This is a cranial implant that is embedded inside the brain.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking skill by 10%
\" +\r\n \"Increases the player's hacking experience gain rate by 15%
\" +\r\n \"Increases the amount of money the player gains from hacking by 20%\"\r\n });\r\n NeuralAccelerator.addToFactions([\"BitRunners\"]);\r\n if (augmentationExists(AugmentationNames.NeuralAccelerator)) {\r\n delete Augmentations[AugmentationNames.NeuralAccelerator];\r\n }\r\n AddToAugmentations(NeuralAccelerator);\r\n\r\n var CranialSignalProcessorsG1 = new Augmentation({\r\n name:AugmentationNames.CranialSignalProcessorsG1, repCost:4e3, moneyCost:14e6,\r\n info:\"The first generation of Cranial Signal Processors. Cranial Signal Processors \" +\r\n \"are a set of specialized microprocessors that are attached to \" +\r\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\r\n \"so that the brain doesn't have to.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 1%
\" +\r\n \"Increases the player's hacking skill by 5%\"\r\n });\r\n CranialSignalProcessorsG1.addToFactions([\"CyberSec\"]);\r\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG1)) {\r\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG1];\r\n }\r\n AddToAugmentations(CranialSignalProcessorsG1);\r\n\r\n var CranialSignalProcessorsG2 = new Augmentation({\r\n name:AugmentationNames.CranialSignalProcessorsG2, repCost:7500, moneyCost:25e6,\r\n info:\"The second generation of Cranial Signal Processors. Cranial Signal Processors \" +\r\n \"are a set of specialized microprocessors that are attached to \" +\r\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\r\n \"so that the brain doesn't have to.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 5%
\" +\r\n \"Increases the player's hacking skill by 7%\"\r\n });\r\n CranialSignalProcessorsG2.addToFactions([\"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG2)) {\r\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG2];\r\n }\r\n AddToAugmentations(CranialSignalProcessorsG2);\r\n\r\n var CranialSignalProcessorsG3 = new Augmentation({\r\n name:AugmentationNames.CranialSignalProcessorsG3, repCost:20e3, moneyCost:110e6,\r\n info:\"The third generation of Cranial Signal Processors. Cranial Signal Processors \" +\r\n \"are a set of specialized microprocessors that are attached to \" +\r\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\r\n \"so that the brain doesn't have to.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the amount of money the player gains from hacking by 15%
\" +\r\n \"Increases the player's hacking skill by 9%\"\r\n });\r\n CranialSignalProcessorsG3.addToFactions([\"NiteSec\", \"The Black Hand\"]);\r\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG3)) {\r\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG3];\r\n }\r\n AddToAugmentations(CranialSignalProcessorsG3);\r\n\r\n var CranialSignalProcessorsG4 = new Augmentation({\r\n name:AugmentationNames.CranialSignalProcessorsG4, repCost:50e3, moneyCost:220e6,\r\n info:\"The fourth generation of Cranial Signal Processors. Cranial Signal Processors \" +\r\n \"are a set of specialized microprocessors that are attached to \" +\r\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\r\n \"so that the brain doesn't have to.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the amount of money the player gains from hacking by 20%
\" +\r\n \"Increases the amount of money the player can inject into servers using grow() by 25%\"\r\n });\r\n CranialSignalProcessorsG4.addToFactions([\"The Black Hand\"]);\r\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG4)) {\r\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG4];\r\n }\r\n AddToAugmentations(CranialSignalProcessorsG4);\r\n\r\n var CranialSignalProcessorsG5 = new Augmentation({\r\n name:AugmentationNames.CranialSignalProcessorsG5, repCost:100e3, moneyCost:450e6,\r\n info:\"The fifth generation of Cranial Signal Processors. Cranial Signal Processors \" +\r\n \"are a set of specialized microprocessors that are attached to \" +\r\n \"neurons in the brain. These chips process neural signals to quickly and automatically perform specific computations \" +\r\n \"so that the brain doesn't have to.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking skill by 30%
\" +\r\n \"Increases the amount of money the player gains from hacking by 25%
\" +\r\n \"Increases the amount of money the player can inject into servers using grow() by 75%\"\r\n });\r\n CranialSignalProcessorsG5.addToFactions([\"BitRunners\"]);\r\n if (augmentationExists(AugmentationNames.CranialSignalProcessorsG5)) {\r\n delete Augmentations[AugmentationNames.CranialSignalProcessorsG5];\r\n }\r\n AddToAugmentations(CranialSignalProcessorsG5);\r\n\r\n var NeuronalDensification = new Augmentation({\r\n name:AugmentationNames.NeuronalDensification, repCost:75e3, moneyCost:275e6,\r\n info:\"The brain is surgically re-engineered to have increased neuronal density \" +\r\n \"by decreasing the neuron gap junction. Then, the body is genetically modified \" +\r\n \"to enhance the production and capabilities of its neural stem cells.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking skill by 15%
\" +\r\n \"Increases the player's hacking experience gain rate by 10%
\"+\r\n \"Increases the player's hacking speed by 3%\"\r\n });\r\n NeuronalDensification.addToFactions([\"Clarke Incorporated\"]);\r\n if (augmentationExists(AugmentationNames.NeuronalDensification)) {\r\n delete Augmentations[AugmentationNames.NeuronalDensification];\r\n }\r\n AddToAugmentations(NeuronalDensification);\r\n\r\n //Work Augmentations\r\n var NuoptimalInjectorImplant = new Augmentation({\r\n name:AugmentationNames.NuoptimalInjectorImplant, repCost:2e3, moneyCost:4e6,\r\n info:\"This torso implant automatically injects nootropic supplements into \" +\r\n \"the bloodstream to improve memory, increase focus, and provide other \" +\r\n \"cognitive enhancements.

\" +\r\n \"This augmentation increases the amount of reputation the player gains \" +\r\n \"when working for a company by 20%.\"\r\n });\r\n NuoptimalInjectorImplant.addToFactions([\"Tian Di Hui\", \"Volhaven\", \"New Tokyo\", \"Chongqing\", \"Ishima\",\r\n \"Clarke Incorporated\", \"Four Sigma\", \"Bachman & Associates\"]);\r\n if (augmentationExists(AugmentationNames.NuoptimalInjectorImplant)) {\r\n delete Augmentations[AugmentationNames.NuoptimalInjectorImplant];\r\n }\r\n AddToAugmentations(NuoptimalInjectorImplant);\r\n\r\n var SpeechEnhancement = new Augmentation({\r\n name:AugmentationNames.SpeechEnhancement, repCost:1e3, moneyCost:2.5e6,\r\n info:\"An advanced neural implant that improves your speaking abilities, making \" +\r\n \"you more convincing and likable in conversations and overall improving your \" +\r\n \"social interactions.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's charisma by 10%
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 10%\"\r\n });\r\n SpeechEnhancement.addToFactions([\"Tian Di Hui\", \"Speakers for the Dead\", \"Four Sigma\", \"KuaiGong International\",\r\n \"Clarke Incorporated\", \"Four Sigma\", \"Bachman & Associates\"]);\r\n if (augmentationExists(AugmentationNames.SpeechEnhancement)) {\r\n delete Augmentations[AugmentationNames.SpeechEnhancement];\r\n }\r\n AddToAugmentations(SpeechEnhancement);\r\n\r\n var FocusWire = new Augmentation({\r\n name:AugmentationNames.FocusWire, repCost:30e3, moneyCost:180e6,\r\n info:\"A cranial implant that stops procrastination by blocking specific neural pathways \" +\r\n \"in the brain.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all experience gains by 5%
\" +\r\n \"Increases the amount of money the player gains from working by 20%
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 10%\"\r\n });\r\n FocusWire.addToFactions([\"Bachman & Associates\", \"Clarke Incorporated\", \"Four Sigma\", \"KuaiGong International\"]);\r\n if (augmentationExists(AugmentationNames.FocusWire)) {\r\n delete Augmentations[AugmentationNames.FocusWire];\r\n }\r\n AddToAugmentations(FocusWire)\r\n\r\n var PCDNI = new Augmentation({\r\n name:AugmentationNames.PCDNI, repCost:150e3, moneyCost:750e6,\r\n info:\"Installs a Direct-Neural Interface jack into your arm that is compatible with most \" +\r\n \"computers. Connecting to a computer through this jack allows you to interface with \" +\r\n \"it using the brain's electrochemical signals.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 30%
\" +\r\n \"Increases the player's hacking skill by 8%\"\r\n });\r\n PCDNI.addToFactions([\"Four Sigma\", \"OmniTek Incorporated\", \"ECorp\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.PCDNI)) {\r\n delete Augmentations[AugmentationNames.PCDNI];\r\n }\r\n AddToAugmentations(PCDNI);\r\n\r\n var PCDNIOptimizer = new Augmentation({\r\n name:AugmentationNames.PCDNIOptimizer, repCost:200e3, moneyCost:900e6,\r\n info:\"This is a submodule upgrade to the PC Direct-Neural Interface augmentation. It \" +\r\n \"improves the performance of the interface and gives the user more control options \" +\r\n \"to the connected computer.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 75%
\" +\r\n \"Increases the player's hacking skill by 10%\",\r\n prereqs:[AugmentationNames.PCDNI],\r\n });\r\n PCDNIOptimizer.addToFactions([\"Fulcrum Secret Technologies\", \"ECorp\", \"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.PCDNIOptimizer)) {\r\n delete Augmentations[AugmentationNames.PCDNIOptimizer];\r\n }\r\n AddToAugmentations(PCDNIOptimizer);\r\n\r\n var PCDNINeuralNetwork = new Augmentation({\r\n name:AugmentationNames.PCDNINeuralNetwork, repCost:600e3, moneyCost:1500e6,\r\n info:\"This is an additional installation that upgrades the functionality of the \" +\r\n \"PC Direct-Neural Interface augmentation. When connected to a computer, \" +\r\n \"The NeuroNet Injector upgrade allows the user to use his/her own brain's \" +\r\n \"processing power to aid the computer in computational tasks.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 100%
\" +\r\n \"Increases the player's hacking skill by 10%
\" +\r\n \"Increases the player's hacking speed by 5%\",\r\n prereqs:[AugmentationNames.PCDNI],\r\n });\r\n PCDNINeuralNetwork.addToFactions([\"Fulcrum Secret Technologies\"]);\r\n if (augmentationExists(AugmentationNames.PCDNINeuralNetwork)) {\r\n delete Augmentations[AugmentationNames.PCDNINeuralNetwork];\r\n }\r\n AddToAugmentations(PCDNINeuralNetwork);\r\n\r\n var ADRPheromone1 = new Augmentation({\r\n name:AugmentationNames.ADRPheromone1, repCost:1500, moneyCost:3.5e6,\r\n info:\"The body is genetically re-engineered so that it produces the ADR-V1 pheromone, \" +\r\n \"an artificial pheromone discovered by scientists. The ADR-V1 pheromone, when excreted, \" +\r\n \"triggers feelings of admiration and approval in other people.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of reputation the player gains when working for a company by 10%
\" +\r\n \"Increases the amount of reputation the player gains for a faction by 10%\"\r\n });\r\n ADRPheromone1.addToFactions([\"Tian Di Hui\", \"The Syndicate\", \"NWO\", \"MegaCorp\", \"Four Sigma\"]);\r\n if (augmentationExists(AugmentationNames.ADRPheromone1)) {\r\n delete Augmentations[AugmentationNames.ADRPheromone1];\r\n }\r\n AddToAugmentations(ADRPheromone1);\r\n\r\n var ADRPheromone2 = new Augmentation({\r\n name:AugmentationNames.ADRPheromone2, repCost:25e3, moneyCost:110e6,\r\n info:\"The body is genetically re-engineered so that it produces the ADR-V2 pheromone, \" +\r\n \"which is similar to but more potent than ADR-V1. This pheromone, when excreted, \" +\r\n \"triggers feelings of admiration, approval, and respect in others.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of reputation the player gains for a faction and company by 20%.\"\r\n });\r\n ADRPheromone2.addToFactions([\"Silhouette\", \"Four Sigma\", \"Bachman & Associates\", \"Clarke Incorporated\"]);\r\n if (augmentationExists(AugmentationNames.ADRPheromone2)) {\r\n delete Augmentations[AugmentationNames.ADRPheromone2];\r\n }\r\n AddToAugmentations(ADRPheromone2);\r\n\r\n //HacknetNode Augmentations\r\n var HacknetNodeCPUUpload = new Augmentation({\r\n name:AugmentationNames.HacknetNodeCPUUpload, repCost:1500, moneyCost:2.2e6,\r\n info:\"Uploads the architecture and design details of a Hacknet Node's CPU into \" +\r\n \"the brain. This allows the user to engineer custom hardware and software \" +\r\n \"for the Hacknet Node that provides better performance.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of money produced by Hacknet Nodes by 15%
\" +\r\n \"Decreases the cost of purchasing a Hacknet Node by 15%\"\r\n });\r\n HacknetNodeCPUUpload.addToFactions([\"Netburners\"]);\r\n if (augmentationExists(AugmentationNames.HacknetNodeCPUUpload)) {\r\n delete Augmentations[AugmentationNames.HacknetNodeCPUUpload];\r\n }\r\n AddToAugmentations(HacknetNodeCPUUpload);\r\n\r\n var HacknetNodeCacheUpload = new Augmentation({\r\n name:AugmentationNames.HacknetNodeCacheUpload, repCost:1e3, moneyCost:1.1e6,\r\n info:\"Uploads the architecture and design details of a Hacknet Node's main-memory cache \" +\r\n \"into the brain. This allows the user to engineer custom cache hardware for the \" +\r\n \"Hacknet Node that offers better performance.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of money produced by Hacknet Nodes by 10%
\" +\r\n \"Decreases the cost of leveling up a Hacknet Node by 15%\"\r\n });\r\n HacknetNodeCacheUpload.addToFactions([\"Netburners\"]);\r\n if (augmentationExists(AugmentationNames.HacknetNodeCacheUpload)) {\r\n delete Augmentations[AugmentationNames.HacknetNodeCacheUpload];\r\n }\r\n AddToAugmentations(HacknetNodeCacheUpload);\r\n\r\n var HacknetNodeNICUpload = new Augmentation({\r\n name:AugmentationNames.HacknetNodeNICUpload, repCost:750, moneyCost:900e3,\r\n info:\"Uploads the architecture and design details of a Hacknet Node's Network Interface Card (NIC) \" +\r\n \"into the brain. This allows the user to engineer a custom NIC for the Hacknet Node that \" +\r\n \"offers better performance.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of money produced by Hacknet Nodes by 10%
\" +\r\n \"Decreases the cost of purchasing a Hacknet Node by 10%\"\r\n });\r\n HacknetNodeNICUpload.addToFactions([\"Netburners\"]);\r\n if (augmentationExists(AugmentationNames.HacknetNodeNICUpload)) {\r\n delete Augmentations[AugmentationNames.HacknetNodeNICUpload];\r\n }\r\n AddToAugmentations(HacknetNodeNICUpload);\r\n\r\n var HacknetNodeKernelDNI = new Augmentation({\r\n name:AugmentationNames.HacknetNodeKernelDNI, repCost:3e3, moneyCost:8e6,\r\n info:\"Installs a Direct-Neural Interface jack into the arm that is capable of connecting to a \" +\r\n \"Hacknet Node. This lets the user access and manipulate the Node's kernel using the mind's \" +\r\n \"electrochemical signals.

\" +\r\n \"This augmentation increases the amount of money produced by Hacknet Nodes by 25%.\"\r\n });\r\n HacknetNodeKernelDNI.addToFactions([\"Netburners\"]);\r\n if (augmentationExists(AugmentationNames.HacknetNodeKernelDNI)) {\r\n delete Augmentations[AugmentationNames.HacknetNodeKernelDNI];\r\n }\r\n AddToAugmentations(HacknetNodeKernelDNI);\r\n\r\n var HacknetNodeCoreDNI = new Augmentation({\r\n name:AugmentationNames.HacknetNodeCoreDNI, repCost:5e3, moneyCost:12e6,\r\n info:\"Installs a Direct-Neural Interface jack into the arm that is capable of connecting \" +\r\n \"to a Hacknet Node. This lets the user access and manipulate the Node's processing logic using \" +\r\n \"the mind's electrochemical signals.

\" +\r\n \"This augmentation increases the amount of money produced by Hacknet Nodes by 45%.\"\r\n });\r\n HacknetNodeCoreDNI.addToFactions([\"Netburners\"]);\r\n if (augmentationExists(AugmentationNames.HacknetNodeCoreDNI)) {\r\n delete Augmentations[AugmentationNames.HacknetNodeCoreDNI];\r\n }\r\n AddToAugmentations(HacknetNodeCoreDNI);\r\n\r\n //Misc/Hybrid augmentations\r\n var NeuroFluxGovernor = new Augmentation({\r\n name:AugmentationNames.NeuroFluxGovernor, repCost:500, moneyCost: 750e3,\r\n info:\"A device that is embedded in the back of the neck. The NeuroFlux Governor \" +\r\n \"monitors and regulates nervous impulses coming to and from the spinal column, \" +\r\n \"essentially 'governing' the body. By doing so, it improves the functionality of the \" +\r\n \"body's nervous system.

\" +\r\n \"This is a special augmentation because it can be leveled up infinitely. Each level of this augmentation \" +\r\n \"increases ALL of the player's multipliers by 1%\"\r\n });\r\n var nextLevel = getNextNeurofluxLevel();\r\n NeuroFluxGovernor.level = nextLevel - 1;\r\n mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, NeuroFluxGovernor.level);\r\n NeuroFluxGovernor.baseRepRequirement = 500 * mult * CONSTANTS.AugmentationRepMultiplier * BitNodeMultipliers.AugmentationRepCost;\r\n NeuroFluxGovernor.baseCost = 750e3 * mult * CONSTANTS.AugmentationCostMultiplier * BitNodeMultipliers.AugmentationMoneyCost;\r\n if (augmentationExists(AugmentationNames.NeuroFluxGovernor)) {\r\n delete Augmentations[AugmentationNames.NeuroFluxGovernor];\r\n }\r\n NeuroFluxGovernor.addToAllFactions();\r\n AddToAugmentations(NeuroFluxGovernor);\r\n\r\n var Neurotrainer1 = new Augmentation({\r\n name:AugmentationNames.Neurotrainer1, repCost:400, moneyCost:800e3,\r\n info:\"A decentralized cranial implant that improves the brain's ability to learn. It is \" +\r\n \"installed by releasing millions of nanobots into the human brain, each of which \" +\r\n \"attaches to a different neural pathway to enhance the brain's ability to retain \" +\r\n \"and retrieve information.

\" +\r\n \"This augmentation increases the player's experience gain rate for all stats by 10%\"\r\n });\r\n Neurotrainer1.addToFactions([\"CyberSec\"]);\r\n if (augmentationExists(AugmentationNames.Neurotrainer1)) {\r\n delete Augmentations[AugmentationNames.Neurotrainer1];\r\n }\r\n AddToAugmentations(Neurotrainer1);\r\n\r\n var Neurotrainer2 = new Augmentation({\r\n name:AugmentationNames.Neurotrainer2, repCost:4e3, moneyCost:9e6,\r\n info:\"A decentralized cranial implant that improves the brain's ability to learn. This \" +\r\n \"is a more powerful version of the Neurotrainer I augmentation, but it does not \" +\r\n \"require Neurotrainer I to be installed as a prerequisite.

\" +\r\n \"This augmentation increases the player's experience gain rate for all stats by 15%\"\r\n });\r\n Neurotrainer2.addToFactions([\"BitRunners\", \"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.Neurotrainer2)) {\r\n delete Augmentations[AugmentationNames.Neurotrainer2];\r\n }\r\n AddToAugmentations(Neurotrainer2);\r\n\r\n var Neurotrainer3 = new Augmentation({\r\n name:AugmentationNames.Neurotrainer3, repCost:10e3, moneyCost:26e6,\r\n info:\"A decentralized cranial implant that improves the brain's ability to learn. This \" +\r\n \"is a more powerful version of the Neurotrainer I and Neurotrainer II augmentation, \" +\r\n \"but it does not require either of them to be installed as a prerequisite.

\" +\r\n \"This augmentation increases the player's experience gain rate for all stats by 20%\"\r\n });\r\n Neurotrainer3.addToFactions([\"NWO\", \"Four Sigma\"]);\r\n if (augmentationExists(AugmentationNames.Neurotrainer3)) {\r\n delete Augmentations[AugmentationNames.Neurotrainer3];\r\n }\r\n AddToAugmentations(Neurotrainer3);\r\n\r\n var Hypersight = new Augmentation({\r\n name:AugmentationNames.Hypersight, repCost:60e3, moneyCost:550e6,\r\n info:\"A bionic eye implant that grants sight capabilities far beyond those of a natural human. \" +\r\n \"Embedded circuitry within the implant provides the ability to detect heat and movement \" +\r\n \"through solid objects such as wells, thus providing 'x-ray vision'-like capabilities.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's dexterity by 40%
\" +\r\n \"Increases the player's hacking speed by 3%
\" +\r\n \"Increases the amount of money the player gains from hacking by 10%\"\r\n });\r\n Hypersight.addToFactions([\"Blade Industries\", \"KuaiGong International\"]);\r\n if (augmentationExists(AugmentationNames.Hypersight)) {\r\n delete Augmentations[AugmentationNames.Hypersight];\r\n }\r\n AddToAugmentations(Hypersight);\r\n\r\n var LuminCloaking1 = new Augmentation({\r\n name:AugmentationNames.LuminCloaking1, repCost:600, moneyCost:1e6,\r\n info:\"A skin implant that reinforces the skin with highly-advanced synthetic cells. These \" +\r\n \"cells, when powered, have a negative refractive index. As a result, they bend light \" +\r\n \"around the skin, making the user much harder to see from the naked eye.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's agility by 5%
\" +\r\n \"Increases the amount of money the player gains from crimes by 10%\"\r\n });\r\n LuminCloaking1.addToFactions([\"Slum Snakes\", \"Tetrads\"]);\r\n if (augmentationExists(AugmentationNames.LuminCloaking1)) {\r\n delete Augmentations[AugmentationNames.LuminCloaking1];\r\n }\r\n AddToAugmentations(LuminCloaking1);\r\n\r\n var LuminCloaking2 = new Augmentation({\r\n name:AugmentationNames.LuminCloaking2, repCost:2e3, moneyCost:6e6,\r\n info:\"This is a more advanced version of the LuminCloaking-V2 augmentation. This skin implant \" +\r\n \"reinforces the skin with highly-advanced synthetic cells. These \" +\r\n \"cells, when powered, are capable of not only bending light but also of bending heat, \" +\r\n \"making the user more resilient as well as stealthy.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's agility by 10%
\" +\r\n \"Increases the player's defense by 10%
\" +\r\n \"Increases the amount of money the player gains from crimes by 25%\"\r\n });\r\n LuminCloaking2.addToFactions([\"Slum Snakes\", \"Tetrads\"]);\r\n if (augmentationExists(AugmentationNames.LuminCloaking2)) {\r\n delete Augmentations[AugmentationNames.LuminCloaking2];\r\n }\r\n AddToAugmentations(LuminCloaking2);\r\n\r\n var SmartSonar = new Augmentation({\r\n name:AugmentationNames.SmartSonar, repCost:9e3, moneyCost:15e6,\r\n info:\"A cochlear implant that helps the player detect and locate enemies \" +\r\n \"using sound propagation.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's dexterity by 10%
\" +\r\n \"Increases the player's dexterity experience gain rate by 15%
\" +\r\n \"Increases the amount of money the player gains from crimes by 25%\"\r\n });\r\n SmartSonar.addToFactions([\"Slum Snakes\"]);\r\n if (augmentationExists(AugmentationNames.SmartSonar)) {\r\n delete Augmentations[AugmentationNames.SmartSonar];\r\n }\r\n AddToAugmentations(SmartSonar);\r\n\r\n var PowerRecirculator = new Augmentation({\r\n name:AugmentationNames.PowerRecirculator, repCost:10e3, moneyCost:36e6,\r\n info:\"The body's nerves are attached with polypyrrole nanocircuits that \" +\r\n \"are capable of capturing wasted energy (in the form of heat) \" +\r\n \"and converting it back into usable power.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's stats by 5%
\" +\r\n \"Increases the player's experience gain rate for all stats by 10%\"\r\n });\r\n PowerRecirculator.addToFactions([\"Tetrads\", \"The Dark Army\", \"The Syndicate\", \"NWO\"]);\r\n if (augmentationExists(AugmentationNames.PowerRecirculator)) {\r\n delete Augmentations[AugmentationNames.PowerRecirculator];\r\n }\r\n AddToAugmentations(PowerRecirculator);\r\n\r\n //Unique AUGS (Each Faction gets one unique augmentation)\r\n //Factions that already have unique augs up to this point:\r\n // Slum Snakes, CyberSec, Netburners, Fulcrum Secret Technologies,\r\n // Silhouette\r\n\r\n\t//Illuminati\r\n var QLink = new Augmentation({\r\n name:AugmentationNames.QLink, repCost:750e3, moneyCost:1300e6,\r\n info:\"A brain implant that wirelessly connects you to the Illuminati's \" +\r\n \"quantum supercomputer, allowing you to access and use its incredible \" +\r\n \"computing power.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking speed by 10%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 30%
\" +\r\n \"Increases the amount of money the player gains from hacking by 100%\"\r\n });\r\n QLink.addToFactions([\"Illuminati\"]);\r\n if (augmentationExists(AugmentationNames.QLink)) {\r\n delete Augmentations[AugmentationNames.QLink];\r\n }\r\n AddToAugmentations(QLink);\r\n\r\n\t//Daedalus\r\n var RedPill = new Augmentation({\r\n name:AugmentationNames.TheRedPill, repCost:1e6, moneyCost:0,\r\n info:\"It's time to leave the cave\"\r\n });\r\n RedPill.addToFactions([\"Daedalus\"]);\r\n if (augmentationExists(AugmentationNames.TheRedPill)) {\r\n delete Augmentations[AugmentationNames.TheRedPill];\r\n }\r\n AddToAugmentations(RedPill);\r\n\r\n\t//Covenant\r\n var SPTN97 = new Augmentation({\r\n name:AugmentationNames.SPTN97, repCost:500e3, moneyCost:975e6,\r\n info:\"The SPTN-97 gene is injected into the genome. The SPTN-97 gene is an \" +\r\n \"artificially-synthesized gene that was developed by DARPA to create \" +\r\n \"super-soldiers through genetic modification. The gene was outlawed in \" +\r\n \"2056.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's combat stats by 75%
\" +\r\n \"Increases the player's hacking skill by 15%\"\r\n });\r\n SPTN97.addToFactions([\"The Covenant\"]);\r\n if (augmentationExists(AugmentationNames.SPTN97)) {\r\n delete Augmentations[AugmentationNames.SPTN97];\r\n }\r\n AddToAugmentations(SPTN97);\r\n\r\n\t//ECorp\r\n var HiveMind = new Augmentation({\r\n name:AugmentationNames.HiveMind, repCost:600e3, moneyCost:1100e6,\r\n info:\"A brain implant developed by ECorp. They do not reveal what \" +\r\n \"exactly the implant does, but they promise that it will greatly \" +\r\n \"enhance your abilities.\"\r\n });\r\n HiveMind.addToFactions([\"ECorp\"]);\r\n if (augmentationExists(AugmentationNames.HiveMind)) {\r\n delete Augmentations[AugmentationNames.HiveMind];\r\n }\r\n AddToAugmentations(HiveMind);\r\n\r\n\t//MegaCorp\r\n var CordiARCReactor = new Augmentation({\r\n name:AugmentationNames.CordiARCReactor, repCost:450e3, moneyCost:1000e6,\r\n info:\"The thoracic cavity is equipped with a small chamber designed \" +\r\n \"to hold and sustain hydrogen plasma. The plasma is used to generate \" +\r\n \"fusion power through nuclear fusion, providing limitless amount of clean \" +\r\n \"energy for the body.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's combat stats by 35%
\" +\r\n \"Increases all of the player's combat stat experience gain rate by 35%\"\r\n });\r\n CordiARCReactor.addToFactions([\"MegaCorp\"]);\r\n if (augmentationExists(AugmentationNames.CordiARCReactor)) {\r\n delete Augmentations[AugmentationNames.CordiARCReactor];\r\n }\r\n AddToAugmentations(CordiARCReactor);\r\n\r\n\t//BachmanAndAssociates\r\n var SmartJaw = new Augmentation({\r\n name:AugmentationNames.SmartJaw, repCost:150e3, moneyCost:550e6,\r\n info:\"A bionic jaw that contains advanced hardware and software \" +\r\n \"capable of psychoanalyzing and profiling the personality of \" +\r\n \"others using optical imaging software.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's charisma by 50%.
\" +\r\n \"Increases the player's charisma experience gain rate by 50%
\" +\r\n \"Increases the amount of reputation the player gains for a company by 25%
\" +\r\n \"Increases the amount of reputation the player gains for a faction by 25%\"\r\n });\r\n SmartJaw.addToFactions([\"Bachman & Associates\"]);\r\n if (augmentationExists(AugmentationNames.SmartJaw)) {\r\n delete Augmentations[AugmentationNames.SmartJaw];\r\n }\r\n AddToAugmentations(SmartJaw);\r\n\r\n\t//BladeIndustries\r\n var Neotra = new Augmentation({\r\n name:AugmentationNames.Neotra, repCost:225e3, moneyCost:575e6,\r\n info:\"A highly-advanced techno-organic drug that is injected into the skeletal \" +\r\n \"and integumentary system. The drug permanently modifies the DNA of the \" +\r\n \"body's skin and bone cells, granting them the ability to repair \" +\r\n \"and restructure themselves.

\" +\r\n \"This augmentation increases the player's strength and defense by 55%\"\r\n });\r\n Neotra.addToFactions([\"Blade Industries\"]);\r\n if (augmentationExists(AugmentationNames.Neotra)) {\r\n delete Augmentations[AugmentationNames.Neotra];\r\n }\r\n AddToAugmentations(Neotra);\r\n\r\n\t//NWO\r\n var Xanipher = new Augmentation({\r\n name:AugmentationNames.Xanipher, repCost:350e3, moneyCost:850e6,\r\n info:\"A concoction of advanced nanobots that is orally ingested into the \" +\r\n \"body. These nanobots induce physiological change and significantly \" +\r\n \"improve the body's functionining in all aspects.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's stats by 20%
\" +\r\n \"Increases the player's experience gain rate for all stats by 15%\"\r\n });\r\n Xanipher.addToFactions([\"NWO\"]);\r\n if (augmentationExists(AugmentationNames.Xanipher)) {\r\n delete Augmentations[AugmentationNames.Xanipher];\r\n }\r\n AddToAugmentations(Xanipher);\r\n\r\n //ClarkeIncorporated\r\n var nextSENS = new Augmentation({\r\n name:AugmentationNames.nextSENS, repCost:175e3, moneyCost:385e6,\r\n info:\"The body is genetically re-engineered to maintain a state \" +\r\n \"of negligible senescence, preventing the body from \" +\r\n \"deteriorating with age.

\" +\r\n \"This augmentation increases all of the player's stats by 20%\"\r\n });\r\n nextSENS.addToFactions([\"Clarke Incorporated\"]);\r\n if (augmentationExists(AugmentationNames.nextSENS)) {\r\n delete Augmentations[AugmentationNames.nextSENS];\r\n }\r\n AddToAugmentations(nextSENS);\r\n\r\n\t//OmniTekIncorporated\r\n var OmniTekInfoLoad = new Augmentation({\r\n name:AugmentationNames.OmniTekInfoLoad, repCost:250e3, moneyCost:575e6,\r\n info:\"OmniTek's data and information repository is uploaded \" +\r\n \"into your brain, enhancing your programming and \" +\r\n \"hacking abilities.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking skill by 20%
\" +\r\n \"Increases the player's hacking experience gain rate by 25%\"\r\n });\r\n OmniTekInfoLoad.addToFactions([\"OmniTek Incorporated\"]);\r\n if (augmentationExists(AugmentationNames.OmniTekInfoLoad)) {\r\n delete Augmentations[AugmentationNames.OmniTekInfoLoad];\r\n }\r\n AddToAugmentations(OmniTekInfoLoad);\r\n\r\n\t//FourSigma\r\n //TODO Later when Intelligence is added in . Some aug that greatly increases int\r\n\r\n\t//KuaiGongInternational\r\n var PhotosyntheticCells = new Augmentation({\r\n name:AugmentationNames.PhotosyntheticCells, repCost:225e3, moneyCost:550e6,\r\n info:\"Chloroplasts are added to epidermal stem cells and are applied \" +\r\n \"to the body using a skin graft. The result is photosynthetic \" +\r\n \"skin cells, allowing users to generate their own energy \" +\r\n \"and nutrition using solar power.

\" +\r\n \"This augmentation increases the player's strength, defense, and agility by 40%\"\r\n });\r\n PhotosyntheticCells.addToFactions([\"KuaiGong International\"]);\r\n if (augmentationExists(AugmentationNames.PhotosyntheticCells)) {\r\n delete Augmentations[AugmentationNames.PhotosyntheticCells];\r\n }\r\n AddToAugmentations(PhotosyntheticCells);\r\n\r\n\t//BitRunners\r\n var Neurolink = new Augmentation({\r\n name:AugmentationNames.Neurolink, repCost:350e3, moneyCost:875e6,\r\n info:\"A brain implant that provides a high-bandwidth, direct neural link between your \" +\r\n \"mind and BitRunners' data servers, which reportedly contain \" +\r\n \"the largest database of hacking tools and information in the world.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's hacking skill by 15%
\" +\r\n \"Increases the player's hacking experience gain rate by 20%
\" +\r\n \"Increases the player's chance of successfully performing a hack by 10%
\" +\r\n \"Increases the player's hacking speed by 5%
\" +\r\n \"Lets the player start with the FTPCrack.exe and relaySMTP.exe programs after a reset\"\r\n });\r\n Neurolink.addToFactions([\"BitRunners\"]);\r\n if (augmentationExists(AugmentationNames.Neurolink)) {\r\n delete Augmentations[AugmentationNames.Neurolink];\r\n }\r\n AddToAugmentations(Neurolink);\r\n\r\n\t//BlackHand\r\n var TheBlackHand = new Augmentation({\r\n name:AugmentationNames.TheBlackHand, repCost:40e3, moneyCost:110e6,\r\n info:\"A highly advanced bionic hand. This prosthetic not only \" +\r\n \"enhances strength and dexterity but it is also embedded \" +\r\n \"with hardware and firmware that lets the user connect to, access and hack \" +\r\n \"devices and machines just by touching them.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's strength and dexterity by 15%
\" +\r\n \"Increases the player's hacking skill by 10%
\" +\r\n \"Increases the player's hacking speed by 2%
\" +\r\n \"Increases the amount of money the player gains from hacking by 10%\"\r\n });\r\n TheBlackHand.addToFactions([\"The Black Hand\"]);\r\n if (augmentationExists(AugmentationNames.TheBlackHand)) {\r\n delete Augmentations[AugmentationNames.TheBlackHand];\r\n }\r\n AddToAugmentations(TheBlackHand);\r\n\r\n\t//NiteSec\r\n var CRTX42AA = new Augmentation({\r\n name:AugmentationNames.CRTX42AA, repCost:18e3, moneyCost:45e6,\r\n info:\"The CRTX42-AA gene is injected into the genome. \" +\r\n \"The CRTX42-AA is an artificially-synthesized gene that targets the visual and prefrontal \" +\r\n \"cortex and improves cognitive abilities.

\" +\r\n \"This augmentation:
\" +\r\n \"Improves the player's hacking skill by 8%
\" +\r\n \"Improves the player's hacking experience gain rate by 15%\"\r\n });\r\n CRTX42AA.addToFactions([\"NiteSec\"]);\r\n if (augmentationExists(AugmentationNames.CRTX42AA)) {\r\n delete Augmentations[AugmentationNames.CRTX42AA];\r\n }\r\n AddToAugmentations(CRTX42AA);\r\n\r\n\t//Chongqing\r\n var Neuregen = new Augmentation({\r\n name:AugmentationNames.Neuregen, repCost:15e3, moneyCost:75e6,\r\n info:\"A drug that genetically modifies the neurons in the brain. \" +\r\n \"The result is that these neurons never die and continuously \" +\r\n \"regenerate and strengthen themselves.

\" +\r\n \"This augmentation increases the player's hacking experience gain rate by 40%\"\r\n });\r\n Neuregen.addToFactions([\"Chongqing\"]);\r\n if (augmentationExists(AugmentationNames.Neuregen)) {\r\n delete Augmentations[AugmentationNames.Neuregen];\r\n }\r\n AddToAugmentations(Neuregen);\r\n\r\n\t//Sector12\r\n var CashRoot = new Augmentation({\r\n name:AugmentationNames.CashRoot, repCost:5e3, moneyCost:25e6,\r\n info:\"A collection of digital assets saved on a small chip. The chip is implanted \" +\r\n \"into your wrist. A small jack in the chip allows you to connect it to a computer \" +\r\n \"and upload the assets.

\" +\r\n \"This augmentation:
\" +\r\n \"Lets the player start with $1,000,000 after a reset
\" +\r\n \"Lets the player start with the BruteSSH.exe program after a reset\"\r\n });\r\n CashRoot.addToFactions([\"Sector-12\"]);\r\n if (augmentationExists(AugmentationNames.CashRoot)) {\r\n delete Augmentations[AugmentationNames.CashRoot];\r\n }\r\n AddToAugmentations(CashRoot);\r\n\r\n\t//NewTokyo\r\n var NutriGen = new Augmentation({\r\n name:AugmentationNames.NutriGen, repCost:2500, moneyCost:500e3,\r\n info:\"A thermo-powered artificial nutrition generator. Endogenously \" +\r\n \"synthesizes glucose, amino acids, and vitamins and redistributes them \" +\r\n \"across the body. The device is powered by the body's naturally wasted \" +\r\n \"energy in the form of heat.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's experience gain rate for all combat stats by 20%\"\r\n });\r\n NutriGen.addToFactions([\"New Tokyo\"]);\r\n if (augmentationExists(AugmentationNames.NutriGen)) {\r\n delete Augmentations[AugmentationNames.NutriGen];\r\n }\r\n AddToAugmentations(NutriGen);\r\n\r\n\t//Aevum\r\n //TODO Later Something that lets you learn advanced math...this increases int\r\n //and profits as a trader/from trading\r\n\r\n //Ishima\r\n var INFRARet = new Augmentation({\r\n name:AugmentationNames.INFRARet, repCost:3e3, moneyCost:6e6,\r\n info:\"A retina implant consisting of a tiny chip that sits behind the \" +\r\n \"retina. This implant lets people visually detect infrared radiation.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's crime success rate by 25%
\" +\r\n \"Increases the amount of money the player gains from crimes by 10%
\" +\r\n \"Increases the player's dexterity by 10%\"\r\n });\r\n INFRARet.addToFactions([\"Ishima\"]);\r\n if (augmentationExists(AugmentationNames.INFRARet)) {\r\n delete Augmentations[AugmentationNames.INFRARet];\r\n }\r\n AddToAugmentations(INFRARet);\r\n\r\n\t//Volhaven\r\n var DermaForce = new Augmentation({\r\n name:AugmentationNames.DermaForce, repCost:6e3, moneyCost:10e6,\r\n info:\"A synthetic skin is grafted onto the body. The skin consists of \" +\r\n \"millions of nanobots capable of projecting high-density muon beams, \" +\r\n \"creating an energy barrier around the user.

\" +\r\n \"This augmentation increases the player's defense by 40%\"\r\n });\r\n DermaForce.addToFactions([\"Volhaven\"]);\r\n if (augmentationExists(AugmentationNames.DermaForce)) {\r\n delete Augmentations[AugmentationNames.DermaForce];\r\n }\r\n AddToAugmentations(DermaForce);\r\n\r\n\t//SpeakersForTheDead\r\n var GrapheneBrachiBlades = new Augmentation({\r\n name:AugmentationNames.GrapheneBrachiBlades, repCost:90e3, moneyCost:500e6,\r\n info:\"An upgrade to the BrachiBlades augmentation. It infuses \" +\r\n \"the retractable blades with an advanced graphene material \" +\r\n \"to make them much stronger and lighter.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's strength and defense by 40%
\" +\r\n \"Increases the player's crime success rate by 10%
\" +\r\n \"Increases the amount of money the player gains from crimes by 30%\",\r\n prereqs:[AugmentationNames.BrachiBlades],\r\n });\r\n GrapheneBrachiBlades.addToFactions([\"Speakers for the Dead\"]);\r\n if (augmentationExists(AugmentationNames.GrapheneBrachiBlades)) {\r\n delete Augmentations[AugmentationNames.GrapheneBrachiBlades];\r\n }\r\n AddToAugmentations(GrapheneBrachiBlades);\r\n\r\n\t//DarkArmy\r\n var GrapheneBionicArms = new Augmentation({\r\n name:AugmentationNames.GrapheneBionicArms, repCost:200e3, moneyCost:750e6,\r\n info:\"An upgrade to the Bionic Arms augmentation. It infuses the \" +\r\n \"prosthetic arms with an advanced graphene material \" +\r\n \"to make them much stronger and lighter.

\" +\r\n \"This augmentation increases the player's strength and dexterity by 85%\",\r\n prereqs:[AugmentationNames.BionicArms],\r\n });\r\n GrapheneBionicArms.addToFactions([\"The Dark Army\"]);\r\n if (augmentationExists(AugmentationNames.GrapheneBionicArms)) {\r\n delete Augmentations[AugmentationNames.GrapheneBionicArms];\r\n }\r\n AddToAugmentations(GrapheneBionicArms);\r\n\r\n\t//TheSyndicate\r\n var BrachiBlades = new Augmentation({\r\n name:AugmentationNames.BrachiBlades, repCost:5e3, moneyCost:18e6,\r\n info:\"A set of retractable plasteel blades are implanted in the arm, underneath the skin. \" +\r\n \"

This augmentation:
\" +\r\n \"Increases the player's strength and defense by 15%
\" +\r\n \"Increases the player's crime success rate by 10%
\" +\r\n \"Increases the amount of money the player gains from crimes by 15%\"\r\n });\r\n BrachiBlades.addToFactions([\"The Syndicate\"]);\r\n if (augmentationExists(AugmentationNames.BrachiBlades)) {\r\n delete Augmentations[AugmentationNames.BrachiBlades];\r\n }\r\n AddToAugmentations(BrachiBlades);\r\n\r\n //Tetrads\r\n var BionicArms = new Augmentation({\r\n name:AugmentationNames.BionicArms, repCost:25e3, moneyCost:55e6,\r\n info:\"Cybernetic arms created from plasteel and carbon fibers that completely replace \" +\r\n \"the user's organic arms.

\" +\r\n \"This augmentation increases the user's strength and dexterity by 30%\"\r\n });\r\n BionicArms.addToFactions([\"Tetrads\"]);\r\n if (augmentationExists(AugmentationNames.BionicArms)) {\r\n delete Augmentations[AugmentationNames.BionicArms];\r\n }\r\n AddToAugmentations(BionicArms);\r\n\r\n\t//TianDiHui\r\n var SNA = new Augmentation({\r\n name:AugmentationNames.SNA, repCost:2500, moneyCost:6e6,\r\n info:\"A cranial implant that affects the user's personality, making them better \" +\r\n \"at negotiation in social situations.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the amount of money the player earns at a company by 10%
\" +\r\n \"Increases the amount of reputation the player gains when working for a \" +\r\n \"company or faction by 15%\"\r\n });\r\n SNA.addToFactions([\"Tian Di Hui\"]);\r\n if (augmentationExists(AugmentationNames.SNA)) {\r\n delete Augmentations[AugmentationNames.SNA];\r\n }\r\n AddToAugmentations(SNA);\r\n\r\n //For BitNode-2, add all Augmentations to crime/evil factions.\r\n //Do this before adding special Augmentations that become available in later BitNodes\r\n if (Player.bitNodeN === 2) {\r\n console.log(\"Adding all augmentations to crime factions for Bit node 2\");\r\n Factions[\"Slum Snakes\"].addAllAugmentations();\r\n Factions[\"Tetrads\"].addAllAugmentations();\r\n Factions[\"The Syndicate\"].addAllAugmentations();\r\n Factions[\"The Dark Army\"].addAllAugmentations();\r\n Factions[\"Speakers for the Dead\"].addAllAugmentations();\r\n Factions[\"NiteSec\"].addAllAugmentations();\r\n Factions[\"The Black Hand\"].addAllAugmentations();\r\n }\r\n\r\n //Special Bladeburner Augmentations\r\n var BladeburnersFactionName = \"Bladeburners\";\r\n if (factionExists(BladeburnersFactionName)) {\r\n var EsperEyewear = new Augmentation({\r\n name:AugmentationNames.EsperEyewear, repCost:500, moneyCost:33e6,\r\n info:\"Ballistic-grade protective and retractable eyewear that was designed specially \" +\r\n \"for Bladeburner units. This \" +\r\n \"is implanted by installing a mechanical frame in the skull's orbit. \" +\r\n \"This frame interfaces with the brain and allows the user to \" +\r\n \"automatically extrude and extract the eyewear. The eyewear protects \" +\r\n \"against debris, shrapnel, laser, flash, and gas. It is also \" +\r\n \"embedded with a data processing chip that can be programmed to display an \" +\r\n \"AR HUD and assist the user in field missions.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 3%
\" +\r\n \"Increases the player's dexterity by 3%\"\r\n });\r\n EsperEyewear.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(EsperEyewear);\r\n\r\n var EMS4Recombination = new Augmentation({\r\n name:AugmentationNames.EMS4Recombination, repCost: 1e3, moneyCost:55e6,\r\n info:\"A DNA recombination of the EMS-4 Gene. This genetic engineering \" +\r\n \"technique was originally used on Bladeburners during the Synthoid uprising \" +\r\n \"to induce wakefulness and concentration, suppress fear, reduce empathy, and \" +\r\n \"improve reflexes and memory-recall among other things.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's sucess chance in Bladeburner contracts/operations by 3%
\" +\r\n \"Increases the player's effectiveness in Bladeburner Field Analysis by 5%
\" +\r\n \"Increases the player's Bladeburner stamina gain rate by 1%\"\r\n });\r\n EMS4Recombination.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(EMS4Recombination);\r\n\r\n var OrionShoulder = new Augmentation({\r\n name:AugmentationNames.OrionShoulder, repCost:2.5e3, moneyCost:110e6,\r\n info:\"A bionic shoulder augmentation for the right shoulder. Using cybernetics, \" +\r\n \"the ORION-MKIV shoulder enhances the strength and dexterity \" +\r\n \"of the user's right arm. It also provides protection due to its \" +\r\n \"crystallized graphene plating.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's defense by 5%.
\" +\r\n \"Increases the player's strength and dexterity by 3%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 4%\"\r\n });\r\n OrionShoulder.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(OrionShoulder);\r\n\r\n var HyperionV1 = new Augmentation({\r\n name:AugmentationNames.HyperionV1, repCost: 5e3, moneyCost:550e6,\r\n info:\"A pair of mini plasma cannons embedded into the hands. The Hyperion is capable \" +\r\n \"of rapidly firing bolts of high-density plasma. The weapon is meant to \" +\r\n \"be used against augmented enemies as the ionized \" +\r\n \"nature of the plasma disrupts the electrical systems of Augmentations. However, \" +\r\n \"it can also be effective against non-augmented enemies due to its high temperature \" +\r\n \"and concussive force.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 5%\"\r\n });\r\n HyperionV1.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(HyperionV1);\r\n\r\n var HyperionV2 = new Augmentation({\r\n name:AugmentationNames.HyperionV2, repCost:10e3, moneyCost:1.1e9,\r\n info:\"A pair of mini plasma cannons embedded into the hands. This augmentation \" +\r\n \"is more advanced and powerful than the original V1 model. This V2 model is \" +\r\n \"more power-efficiency, more accurate, and can fire plasma bolts at a much \" +\r\n \"higher velocity than the V1 model.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 7%\",\r\n prereqs:[AugmentationNames.HyperionV1]\r\n });\r\n HyperionV2.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(HyperionV2);\r\n\r\n var GolemSerum = new Augmentation({\r\n name:AugmentationNames.GolemSerum, repCost:12.5e3, moneyCost:2.2e9,\r\n info:\"A serum that permanently enhances many aspects of a human's capabilities, \" +\r\n \"including strength, speed, immune system performance, and mitochondrial efficiency. The \" +\r\n \"serum was originally developed by the Chinese military in an attempt to \" +\r\n \"create super soldiers.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's combat stats by 5%
\" +\r\n \"Increases the player's Bladeburner stamina gain rate by 5%
\"\r\n });\r\n GolemSerum.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(GolemSerum);\r\n\r\n var VangelisVirus = new Augmentation({\r\n name:AugmentationNames.VangelisVirus, repCost:7.5e3, moneyCost:550e6,\r\n info:\"A synthetic symbiotic virus that is injected into the human brain tissue. The Vangelis virus \" +\r\n \"heightens the senses and focus of its host, and also enhances its intuition.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's effectiveness in Bladeburner Field Analysis by 10%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 4%
\" +\r\n \"Increases the player's dexterity experience gain rate by 5%\"\r\n });\r\n VangelisVirus.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(VangelisVirus);\r\n\r\n var VangelisVirus3 = new Augmentation({\r\n name:AugmentationNames.VangelisVirus3, repCost:15e3, moneyCost:2.2e9,\r\n info:\"An improved version of Vangelis, a synthetic symbiotic virus that is \" +\r\n \"injected into the human brain tissue. On top of the benefits of the original \" +\r\n \"virus, this also grants an accelerated healing factor and enhanced \" +\r\n \"agility/reflexes.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's effectiveness in Bladeburner Field Analysis by 15%
\" +\r\n \"Increases the player's defense and dexterity experience gain rate by 5%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 5%\",\r\n prereqs:[AugmentationNames.VangelisVirus]\r\n });\r\n VangelisVirus3.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(VangelisVirus3);\r\n\r\n var INTERLINKED = new Augmentation({\r\n name:AugmentationNames.INTERLINKED, repCost:10e3, moneyCost:1.1e9,\r\n info:\"The DNA is genetically modified to enhance the human's body \" +\r\n \"extracellular matrix (ECM). This improves the ECM's ability to \" +\r\n \"structurally support the body and grants heightened strength and \" +\r\n \"durability.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's experience gain rate for all combat stats by 4%
\" +\r\n \"Increases the player's Bladeburner max stamina by 10%\"\r\n });\r\n INTERLINKED.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(INTERLINKED);\r\n\r\n var BladeRunner = new Augmentation({\r\n name:AugmentationNames.BladeRunner, repCost:8e3, moneyCost:1.65e9,\r\n info:\"A cybernetic foot augmentation that was specially created for Bladeburners \" +\r\n \"during the Synthoid Uprising. The organic musculature of the human foot \" +\r\n \"is enhanced with flexible carbon nanotube matrices that are controlled by \" +\r\n \"intelligent servo-motors.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's agility by 5%
\" +\r\n \"Increases the player's Bladeburner max stamina by 5%
\" +\r\n \"Increases the player's Bladeburner stamina gain rate by 5%
\"\r\n });\r\n BladeRunner.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeRunner);\r\n\r\n var BladeArmor = new Augmentation({\r\n name:AugmentationNames.BladeArmor, repCost:5e3, moneyCost:275e6,\r\n info:\"A powered exoskeleton suit (exosuit) designed as armor for Bladeburner units. This \" +\r\n \"exoskeleton is incredibly adaptable and can protect the wearer from blunt, piercing, \" +\r\n \"concussive, thermal, chemical, and electric trauma. It also enhances the user's \" +\r\n \"strength and agility.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases all of the player's combat stats by 2%
\" +\r\n \"Increases the player's Bladeburner stamina gain rate by 2%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 3%\",\r\n });\r\n BladeArmor.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmor);\r\n\r\n var BladeArmorPowerCells = new Augmentation({\r\n name:AugmentationNames.BladeArmorPowerCells, repCost:7.5e3, moneyCost:550e6,\r\n info:\"Upgrades the BLADE-51b Tesla Armor with Ion Power Cells, which are capable of \" +\r\n \"more efficiently storing and using power.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 5%\" +\r\n \"Increases the player's Bladeburner stamina gain rate by 2%
\" +\r\n \"Increases the player's Bladeburner max stamina by 5%
\",\r\n prereqs:[AugmentationNames.BladeArmor]\r\n });\r\n BladeArmorPowerCells.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmorPowerCells);\r\n\r\n var BladeArmorEnergyShielding = new Augmentation({\r\n name:AugmentationNames.BladeArmorEnergyShielding, repCost:8.5e3, moneyCost:1.1e9,\r\n info:\"Upgrades the BLADE-51b Tesla Armor with a plasma energy propulsion system \" +\r\n \"that is capable of projecting an energy shielding force field.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's defense by 5%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 6%\",\r\n prereqs:[AugmentationNames.BladeArmor]\r\n });\r\n BladeArmorEnergyShielding.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmorEnergyShielding);\r\n\r\n var BladeArmorUnibeam = new Augmentation({\r\n name:AugmentationNames.BladeArmorUnibeam, repCost:12.5e3, moneyCost:3.3e9,\r\n info:\"Upgrades the BLADE-51b Tesla Armor with a concentrated deuterium-fluoride laser \" +\r\n \"weapon. It's precision an accuracy makes it useful for quickly neutralizing \" +\r\n \"threats while keeping casualties to a minimum.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 8%\",\r\n prereqs:[AugmentationNames.BladeArmor]\r\n });\r\n BladeArmorUnibeam.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmorUnibeam);\r\n\r\n var BladeArmorOmnibeam = new Augmentation({\r\n name:AugmentationNames.BladeArmorOmnibeam, repCost:25e3, moneyCost:5.5e9,\r\n info:\"Upgrades the BLADE-51b Tesla Armor Unibeam augmentation to use \" +\r\n \"multiple-fiber system. The upgraded weapon uses multiple fiber laser \" +\r\n \"modules that combine together to form a single, more powerful beam of up to \" +\r\n \"2000MW.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 10%\",\r\n prereqs:[AugmentationNames.BladeArmorUnibeam]\r\n });\r\n BladeArmorOmnibeam.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmorOmnibeam);\r\n\r\n var BladeArmorIPU = new Augmentation({\r\n name:AugmentationNames.BladeArmorIPU, repCost: 6e3, moneyCost:220e6,\r\n info:\"Upgrades the BLADE-51b Tesla Armor with an AI Information Processing \" +\r\n \"Unit that was specially designed to analyze Synthoid related data and \" +\r\n \"information.

\" +\r\n \"This augmentation:
\" +\r\n \"Increases the player's effectiveness in Bladeburner Field Analysis by 15%
\" +\r\n \"Increases the player's success chance in Bladeburner contracts/operations by 2%\",\r\n prereqs:[AugmentationNames.BladeArmor]\r\n });\r\n BladeArmorIPU.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladeArmorIPU);\r\n\r\n var BladesSimulacrum = new Augmentation({\r\n name:AugmentationNames.BladesSimulacrum, repCost:6e3, moneyCost:75e9,\r\n info:\"A highly-advanced matter phase-shifter module that is embedded \" +\r\n \"in the brainstem and cerebellum. This augmentation allows \" +\r\n \"the user to project and control a holographic simulacrum within an \" +\r\n \"extremely large radius. These specially-modified holograms were specially \" +\r\n \"weaponized by Bladeburner units to be used against Synthoids.

\" +\r\n \"This augmentation allows you to perform Bladeburner actions and other \" +\r\n \"actions (such as working, commiting crimes, etc.) at the same time.\"\r\n });\r\n BladesSimulacrum.addToFactions([BladeburnersFactionName]);\r\n resetAugmentation(BladesSimulacrum);\r\n }\r\n\r\n //Update costs based on how many have been purchased\r\n var mult = Math.pow(CONSTANTS.MultipleAugMultiplier, Player.queuedAugmentations.length);\r\n for (var name in Augmentations) {\r\n if (Augmentations.hasOwnProperty(name)) {\r\n Augmentations[name].baseCost *= mult;\r\n }\r\n }\r\n\r\n Player.reapplyAllAugmentations();\r\n}\r\n\r\n//Resets an Augmentation during (re-initizliation)\r\nfunction resetAugmentation(newAugObject) {\r\n if (!(newAugObject instanceof Augmentation)) {\r\n throw new Error(\"Invalid argument 'newAugObject' passed into resetAugmentation\");\r\n }\r\n var name = newAugObject.name;\r\n if (augmentationExists(name)) {\r\n delete Augmentations[name];\r\n }\r\n AddToAugmentations(newAugObject);\r\n}\r\n\r\nfunction applyAugmentation(aug, reapply=false) {\r\n Augmentations[aug.name].owned = true;\r\n switch(aug.name) {\r\n //Combat stat augmentations\r\n case AugmentationNames.Targeting1:\r\n Player.dexterity_mult *= 1.10;\r\n break;\r\n case AugmentationNames.Targeting2:\r\n Player.dexterity_mult *= 1.20;\r\n break;\r\n case AugmentationNames.Targeting3:\r\n Player.dexterity_mult *= 1.30;\r\n break;\r\n case AugmentationNames.SyntheticHeart: //High level\r\n Player.agility_mult *= 1.5;\r\n Player.strength_mult *= 1.5;\r\n break;\r\n case AugmentationNames.SynfibrilMuscle: //Medium-high level\r\n Player.strength_mult *= 1.3;\r\n Player.defense_mult *= 1.3;\r\n break;\r\n case AugmentationNames.CombatRib1:\r\n Player.strength_mult *= 1.1;\r\n Player.defense_mult *= 1.1;\r\n break;\r\n case AugmentationNames.CombatRib2:\r\n Player.strength_mult *= 1.14;\r\n Player.defense_mult *= 1.14;\r\n break;\r\n case AugmentationNames.CombatRib3:\r\n Player.strength_mult *= 1.18;\r\n Player.defense_mult *= 1.18;\r\n break;\r\n case AugmentationNames.NanofiberWeave: //Med level\r\n Player.strength_mult *= 1.2;\r\n Player.defense_mult *= 1.2;\r\n break;\r\n case AugmentationNames.SubdermalArmor: //High level\r\n Player.defense_mult *= 2.2;\r\n break;\r\n case AugmentationNames.WiredReflexes: //Low level\r\n Player.agility_mult *= 1.05;\r\n Player.dexterity_mult *= 1.05;\r\n break;\r\n case AugmentationNames.GrapheneBoneLacings: //High level\r\n Player.strength_mult *= 1.7;\r\n Player.defense_mult *= 1.7;\r\n break;\r\n case AugmentationNames.BionicSpine: //Med level\r\n Player.strength_mult *= 1.15;\r\n Player.defense_mult *= 1.15;\r\n Player.agility_mult *= 1.15;\r\n Player.dexterity_mult *= 1.15;\r\n break;\r\n case AugmentationNames.GrapheneBionicSpine: //High level\r\n Player.strength_mult *= 1.6;\r\n Player.defense_mult *= 1.6;\r\n Player.agility_mult *= 1.6;\r\n Player.dexterity_mult *= 1.6;\r\n break;\r\n case AugmentationNames.BionicLegs: //Med level\r\n Player.agility_mult *= 1.6;\r\n break;\r\n case AugmentationNames.GrapheneBionicLegs: //High level\r\n Player.agility_mult *= 2.5;\r\n break;\r\n\r\n //Labor stats augmentations\r\n case AugmentationNames.EnhancedSocialInteractionImplant: //Med-high level\r\n Player.charisma_mult *= 1.6;\r\n Player.charisma_exp_mult *= 1.6;\r\n break;\r\n case AugmentationNames.TITN41Injection:\r\n Player.charisma_mult *= 1.15;\r\n Player.charisma_exp_mult *= 1.15;\r\n break;\r\n case AugmentationNames.SpeechProcessor: //Med level\r\n Player.charisma_mult *= 1.2;\r\n break;\r\n\r\n //Hacking augmentations\r\n case AugmentationNames.BitWire:\r\n Player.hacking_mult *= 1.05;\r\n break;\r\n case AugmentationNames.ArtificialBioNeuralNetwork: //Med level\r\n Player.hacking_speed_mult *= 1.03;\r\n Player.hacking_money_mult *= 1.15;\r\n Player.hacking_mult *= 1.12;\r\n break;\r\n case AugmentationNames.ArtificialSynapticPotentiation: //Med level\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_chance_mult *= 1.05;\r\n Player.hacking_exp_mult *= 1.05;\r\n break;\r\n case AugmentationNames.EnhancedMyelinSheathing: //Med level\r\n Player.hacking_speed_mult *= 1.03;\r\n Player.hacking_exp_mult *= 1.1;\r\n Player.hacking_mult *= 1.08;\r\n break;\r\n case AugmentationNames.SynapticEnhancement: //Low Level\r\n Player.hacking_speed_mult *= 1.03;\r\n break;\r\n case AugmentationNames.NeuralRetentionEnhancement: //Med level\r\n Player.hacking_exp_mult *= 1.25;\r\n break;\r\n case AugmentationNames.DataJack: //Med low level\r\n Player.hacking_money_mult *= 1.25;\r\n break;\r\n case AugmentationNames.ENM: //Medium level\r\n Player.hacking_mult *= 1.08;\r\n break;\r\n case AugmentationNames.ENMCore: //Medium level\r\n Player.hacking_speed_mult *= 1.03;\r\n Player.hacking_money_mult *= 1.1;\r\n Player.hacking_chance_mult *= 1.03;\r\n Player.hacking_exp_mult *= 1.07;\r\n Player.hacking_mult *= 1.07;\r\n break;\r\n case AugmentationNames.ENMCoreV2: //Medium high level\r\n Player.hacking_speed_mult *= 1.05;\r\n Player.hacking_money_mult *= 1.3;\r\n Player.hacking_chance_mult *= 1.05;\r\n Player.hacking_exp_mult *= 1.15;\r\n Player.hacking_mult *= 1.08;\r\n break;\r\n case AugmentationNames.ENMCoreV3: //High level\r\n Player.hacking_speed_mult *= 1.05;\r\n Player.hacking_money_mult *= 1.4;\r\n Player.hacking_chance_mult *= 1.1;\r\n Player.hacking_exp_mult *= 1.25;\r\n Player.hacking_mult *= 1.1;\r\n break;\r\n case AugmentationNames.ENMAnalyzeEngine: //High level\r\n Player.hacking_speed_mult *= 1.1;\r\n break;\r\n case AugmentationNames.ENMDMA: //High level\r\n Player.hacking_money_mult *= 1.4;\r\n Player.hacking_chance_mult *= 1.2;\r\n break;\r\n case AugmentationNames.Neuralstimulator: //Medium Level\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_chance_mult *= 1.1;\r\n Player.hacking_exp_mult *= 1.12;\r\n break;\r\n case AugmentationNames.NeuralAccelerator:\r\n Player.hacking_mult *= 1.1;\r\n Player.hacking_exp_mult *= 1.15;\r\n Player.hacking_money_mult *= 1.2;\r\n break;\r\n case AugmentationNames.CranialSignalProcessorsG1:\r\n Player.hacking_speed_mult *= 1.01;\r\n Player.hacking_mult *= 1.05;\r\n break;\r\n case AugmentationNames.CranialSignalProcessorsG2:\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_chance_mult *= 1.05;\r\n Player.hacking_mult *= 1.07;\r\n break;\r\n case AugmentationNames.CranialSignalProcessorsG3:\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_money_mult *= 1.15;\r\n Player.hacking_mult *= 1.09;\r\n break;\r\n case AugmentationNames.CranialSignalProcessorsG4:\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_money_mult *= 1.2;\r\n Player.hacking_grow_mult *= 1.25;\r\n break;\r\n case AugmentationNames.CranialSignalProcessorsG5:\r\n Player.hacking_mult *= 1.3;\r\n Player.hacking_money_mult *= 1.25;\r\n Player.hacking_grow_mult *= 1.75;\r\n break;\r\n case AugmentationNames.NeuronalDensification:\r\n Player.hacking_mult *= 1.15;\r\n Player.hacking_exp_mult *= 1.1;\r\n Player.hacking_speed_mult *= 1.03;\r\n break;\r\n\r\n //Work augmentations\r\n case AugmentationNames.NuoptimalInjectorImplant: //Low medium level\r\n Player.company_rep_mult *= 1.2;\r\n break;\r\n case AugmentationNames.SpeechEnhancement: //Low level\r\n Player.company_rep_mult *= 1.1;\r\n Player.charisma_mult *= 1.1;\r\n break;\r\n case AugmentationNames.FocusWire: //Med level\r\n Player.hacking_exp_mult *= 1.05;\r\n Player.strength_exp_mult *= 1.05;\r\n Player.defense_exp_mult *= 1.05;\r\n Player.dexterity_exp_mult *= 1.05;\r\n Player.agility_exp_mult *= 1.05;\r\n Player.charisma_exp_mult *= 1.05;\r\n Player.company_rep_mult *= 1.1;\r\n Player.work_money_mult *= 1.2;\r\n break;\r\n case AugmentationNames.PCDNI: //Med level\r\n Player.company_rep_mult *= 1.3;\r\n Player.hacking_mult *= 1.08;\r\n break;\r\n case AugmentationNames.PCDNIOptimizer: //High level\r\n Player.company_rep_mult *= 1.75;\r\n Player.hacking_mult *= 1.1;\r\n break;\r\n case AugmentationNames.PCDNINeuralNetwork: //High level\r\n Player.company_rep_mult *= 2;\r\n Player.hacking_mult *= 1.1;\r\n Player.hacking_speed_mult *= 1.05;\r\n break;\r\n case AugmentationNames.ADRPheromone1:\r\n Player.company_rep_mult *= 1.1;\r\n Player.faction_rep_mult *= 1.1;\r\n break;\r\n case AugmentationNames.ADRPheromone2:\r\n Player.company_rep_mult *= 1.2;\r\n Player.faction_rep_mult *= 1.2;\r\n break;\r\n\r\n //Hacknet Node Augmentations\r\n case AugmentationNames.HacknetNodeCPUUpload:\r\n Player.hacknet_node_money_mult *= 1.15;\r\n Player.hacknet_node_purchase_cost_mult *= 0.85;\r\n break;\r\n case AugmentationNames.HacknetNodeCacheUpload:\r\n Player.hacknet_node_money_mult *= 1.10;\r\n Player.hacknet_node_level_cost_mult *= 0.85;\r\n break;\r\n case AugmentationNames.HacknetNodeNICUpload:\r\n Player.hacknet_node_money_mult *= 1.1;\r\n Player.hacknet_node_purchase_cost_mult *= 0.9;\r\n break;\r\n case AugmentationNames.HacknetNodeKernelDNI:\r\n Player.hacknet_node_money_mult *= 1.25;\r\n break;\r\n case AugmentationNames.HacknetNodeCoreDNI:\r\n Player.hacknet_node_money_mult *= 1.45;\r\n break;\r\n\r\n //Misc augmentations\r\n case AugmentationNames.NeuroFluxGovernor:\r\n Player.hacking_chance_mult *= 1.01;\r\n Player.hacking_speed_mult *= 1.01;\r\n Player.hacking_money_mult *= 1.01;\r\n Player.hacking_grow_mult *= 1.01;\r\n Player.hacking_mult *= 1.01;\r\n\r\n Player.strength_mult *= 1.01;\r\n Player.defense_mult *= 1.01;\r\n Player.dexterity_mult *= 1.01;\r\n Player.agility_mult *= 1.01;\r\n Player.charisma_mult *= 1.01;\r\n\r\n Player.hacking_exp_mult *= 1.01;\r\n Player.strength_exp_mult *= 1.01;\r\n Player.defense_exp_mult *= 1.01;\r\n Player.dexterity_exp_mult *= 1.01;\r\n Player.agility_exp_mult *= 1.01;\r\n Player.charisma_exp_mult *= 1.01;\r\n\r\n Player.company_rep_mult *= 1.01;\r\n Player.faction_rep_mult *= 1.01;\r\n\r\n Player.crime_money_mult *= 1.01;\r\n Player.crime_success_mult *= 1.01;\r\n\r\n Player.hacknet_node_money_mult *= 1.01;\r\n Player.hacknet_node_purchase_cost_mult *= 0.99;\r\n Player.hacknet_node_ram_cost_mult *= 0.99;\r\n Player.hacknet_node_core_cost_mult *= 0.99;\r\n Player.hacknet_node_level_cost_mult *= 0.99;\r\n\r\n Player.work_money_mult *= 1.01;\r\n\r\n if (!reapply) {\r\n Augmentations[aug.name].level = aug.level;\r\n for (var i = 0; i < Player.augmentations.length; ++i) {\r\n if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\r\n Player.augmentations[i].level = aug.level;\r\n break;\r\n }\r\n }\r\n }\r\n break;\r\n case AugmentationNames.Neurotrainer1: //Low Level\r\n Player.hacking_exp_mult *= 1.1;\r\n Player.strength_exp_mult *= 1.1;\r\n Player.defense_exp_mult *= 1.1;\r\n Player.dexterity_exp_mult *= 1.1;\r\n Player.agility_exp_mult *= 1.1;\r\n Player.charisma_exp_mult *= 1.1;\r\n break;\r\n case AugmentationNames.Neurotrainer2: //Medium level\r\n Player.hacking_exp_mult *= 1.15;\r\n Player.strength_exp_mult *= 1.15;\r\n Player.defense_exp_mult *= 1.15;\r\n Player.dexterity_exp_mult *= 1.15;\r\n Player.agility_exp_mult *= 1.15;\r\n Player.charisma_exp_mult *= 1.15;\r\n break;\r\n case AugmentationNames.Neurotrainer3: //High Level\r\n Player.hacking_exp_mult *= 1.2;\r\n Player.strength_exp_mult *= 1.2;\r\n Player.defense_exp_mult *= 1.2;\r\n Player.dexterity_exp_mult *= 1.2;\r\n Player.agility_exp_mult *= 1.2;\r\n Player.charisma_exp_mult *= 1.2;\r\n break;\r\n case AugmentationNames.Hypersight: //Medium high level\r\n Player.dexterity_mult *= 1.4;\r\n Player.hacking_speed_mult *= 1.03;\r\n Player.hacking_money_mult *= 1.1;\r\n break;\r\n case AugmentationNames.LuminCloaking1:\r\n Player.agility_mult *= 1.05;\r\n Player.crime_money_mult *= 1.1;\r\n break;\r\n case AugmentationNames.LuminCloaking2:\r\n Player.agility_mult *= 1.1;\r\n Player.defense_mult *= 1.1;\r\n Player.crime_money_mult *= 1.25;\r\n break;\r\n case AugmentationNames.HemoRecirculator:\r\n Player.strength_mult *= 1.08;\r\n Player.defense_mult *= 1.08;\r\n Player.agility_mult *= 1.08;\r\n Player.dexterity_mult *= 1.08;\r\n break;\r\n case AugmentationNames.SmartSonar:\r\n Player.dexterity_mult *= 1.1;\r\n Player.dexterity_exp_mult *= 1.15;\r\n Player.crime_money_mult *= 1.25;\r\n break;\r\n case AugmentationNames.PowerRecirculator:\r\n Player.hacking_mult *= 1.05;\r\n Player.strength_mult *= 1.05;\r\n Player.defense_mult *= 1.05;\r\n Player.dexterity_mult *= 1.05;\r\n Player.agility_mult *= 1.05;\r\n Player.charisma_mult *= 1.05;\r\n Player.hacking_exp_mult *= 1.1;\r\n Player.strength_exp_mult *= 1.1;\r\n Player.defense_exp_mult *= 1.1;\r\n Player.dexterity_exp_mult *= 1.1;\r\n Player.agility_exp_mult *= 1.1;\r\n Player.charisma_exp_mult *= 1.1;\r\n break;\r\n //Unique augmentations (for factions)\r\n case AugmentationNames.QLink:\r\n Player.hacking_speed_mult *= 1.1;\r\n Player.hacking_chance_mult *= 1.3;\r\n Player.hacking_money_mult *= 2;\r\n break;\r\n case AugmentationNames.TheRedPill:\r\n break;\r\n case AugmentationNames.SPTN97:\r\n Player.strength_mult *= 1.75;\r\n Player.defense_mult *= 1.75;\r\n Player.dexterity_mult *= 1.75;\r\n Player.agility_mult *= 1.75;\r\n Player.hacking_mult *= 1.15;\r\n break;\r\n case AugmentationNames.HiveMind:\r\n Player.hacking_grow_mult *= 3;\r\n break;\r\n case AugmentationNames.CordiARCReactor:\r\n Player.strength_mult *= 1.35;\r\n Player.defense_mult *= 1.35;\r\n Player.dexterity_mult *= 1.35;\r\n Player.agility_mult *= 1.35;\r\n Player.strength_exp_mult *= 1.35;\r\n Player.defense_exp_mult *= 1.35;\r\n Player.dexterity_exp_mult *= 1.35;\r\n Player.agility_exp_mult *= 1.35;\r\n break;\r\n case AugmentationNames.SmartJaw:\r\n Player.charisma_mult *= 1.5;\r\n Player.charisma_exp_mult *= 1.5;\r\n Player.company_rep_mult *= 1.25;\r\n Player.faction_rep_mult *= 1.25;\r\n break;\r\n case AugmentationNames.Neotra:\r\n Player.strength_mult *= 1.55;\r\n Player.defense_mult *= 1.55;\r\n break;\r\n case AugmentationNames.Xanipher:\r\n Player.hacking_mult *= 1.2;\r\n Player.strength_mult *= 1.2;\r\n Player.defense_mult *= 1.2;\r\n Player.dexterity_mult *= 1.2;\r\n Player.agility_mult *= 1.2;\r\n Player.charisma_mult *= 1.2;\r\n Player.hacking_exp_mult *= 1.15;\r\n Player.strength_exp_mult *= 1.15;\r\n Player.defense_exp_mult *= 1.15;\r\n Player.dexterity_exp_mult *= 1.15;\r\n Player.agility_exp_mult *= 1.15;\r\n Player.charisma_exp_mult *= 1.15;\r\n break;\r\n case AugmentationNames.nextSENS:\r\n Player.hacking_mult *= 1.2;\r\n Player.strength_mult *= 1.2;\r\n Player.defense_mult *= 1.2;\r\n Player.dexterity_mult *= 1.2;\r\n Player.agility_mult *= 1.2;\r\n Player.charisma_mult *= 1.2;\r\n break;\r\n case AugmentationNames.OmniTekInfoLoad:\r\n Player.hacking_mult *= 1.2;\r\n Player.hacking_exp_mult *= 1.25;\r\n break;\r\n case AugmentationNames.PhotosyntheticCells:\r\n Player.strength_mult *= 1.4;\r\n Player.defense_mult *= 1.4;\r\n Player.agility_mult *= 1.4;\r\n break;\r\n case AugmentationNames.Neurolink:\r\n Player.hacking_mult *= 1.15;\r\n Player.hacking_exp_mult *= 1.2;\r\n Player.hacking_chance_mult *= 1.1;\r\n Player.hacking_speed_mult *= 1.05;\r\n break;\r\n case AugmentationNames.TheBlackHand:\r\n Player.strength_mult *= 1.15;\r\n Player.dexterity_mult *= 1.15;\r\n Player.hacking_mult *= 1.1;\r\n Player.hacking_speed_mult *= 1.02;\r\n Player.hacking_money_mult *= 1.1;\r\n break;\r\n case AugmentationNames.CRTX42AA:\r\n Player.hacking_mult *= 1.08;\r\n Player.hacking_exp_mult *= 1.15;\r\n break;\r\n case AugmentationNames.Neuregen:\r\n Player.hacking_exp_mult *= 1.4;\r\n break;\r\n case AugmentationNames.CashRoot:\r\n break;\r\n case AugmentationNames.NutriGen:\r\n Player.strength_exp_mult *= 1.2;\r\n Player.defense_exp_mult *= 1.2;\r\n Player.dexterity_exp_mult *= 1.2;\r\n Player.agility_exp_mult *= 1.2;\r\n break;\r\n case AugmentationNames.INFRARet:\r\n Player.crime_success_mult *= 1.25;\r\n Player.crime_money_mult *= 1.1;\r\n Player.dexterity_mult *= 1.1;\r\n break;\r\n case AugmentationNames.DermaForce:\r\n Player.defense_mult *= 1.4;\r\n break;\r\n case AugmentationNames.GrapheneBrachiBlades:\r\n Player.strength_mult *= 1.4;\r\n Player.defense_mult *= 1.4;\r\n Player.crime_success_mult *= 1.1;\r\n Player.crime_money_mult *= 1.3;\r\n break;\r\n case AugmentationNames.GrapheneBionicArms:\r\n Player.strength_mult *= 1.85;\r\n Player.dexterity_mult *= 1.85;\r\n break;\r\n case AugmentationNames.BrachiBlades:\r\n Player.strength_mult *= 1.15;\r\n Player.defense_mult *= 1.15;\r\n Player.crime_success_mult *= 1.1;\r\n Player.crime_money_mult *= 1.15;\r\n break;\r\n case AugmentationNames.BionicArms:\r\n Player.strength_mult *= 1.3;\r\n Player.dexterity_mult *= 1.3;\r\n break;\r\n case AugmentationNames.SNA:\r\n Player.work_money_mult *= 1.1;\r\n Player.company_rep_mult *= 1.15;\r\n Player.faction_rep_mult *= 1.15;\r\n break;\r\n\r\n //Bladeburner augmentations\r\n case AugmentationNames.EsperEyewear:\r\n Player.bladeburner_success_chance_mult *= 1.03;\r\n Player.dexterity_mult *= 1.03;\r\n break;\r\n case AugmentationNames.EMS4Recombination:\r\n Player.bladeburner_success_chance_mult *= 1.03;\r\n Player.bladeburner_analysis_mult *= 1.05;\r\n Player.bladeburner_stamina_gain_mult *= 1.01;\r\n break;\r\n case AugmentationNames.OrionShoulder:\r\n Player.defense_mult *= 1.05;\r\n Player.strength_mult *= 1.03;\r\n Player.dexterity_mult *= 1.03;\r\n Player.bladeburner_success_chance_mult *= 1.04;\r\n break;\r\n case AugmentationNames.HyperionV1:\r\n Player.bladeburner_success_chance_mult *= 1.05;\r\n break;\r\n case AugmentationNames.HyperionV2:\r\n Player.bladeburner_success_chance_mult *= 1.07;\r\n break;\r\n case AugmentationNames.GolemSerum:\r\n Player.strength_mult *= 1.05;\r\n Player.defense_mult *= 1.05;\r\n Player.dexterity_mult *= 1.05;\r\n Player.agility_mult *= 1.05;\r\n Player.bladeburner_stamina_gain_mult *= 1.05;\r\n break;\r\n case AugmentationNames.VangelisVirus:\r\n Player.dexterity_exp_mult *= 1.05;\r\n Player.bladeburner_analysis_mult *= 1.1;\r\n Player.bladeburner_success_chance_mult *= 1.04;\r\n break;\r\n case AugmentationNames.VangelisVirus3:\r\n Player.defense_exp_mult *= 1.05;\r\n Player.dexterity_exp_mult *= 1.05;\r\n Player.bladeburner_analysis_mult *= 1.15;\r\n Player.bladeburner_success_chance_mult *= 1.05;\r\n break;\r\n case AugmentationNames.INTERLINKED:\r\n Player.strength_exp_mult *= 1.04;\r\n Player.defense_exp_mult *= 1.04;\r\n Player.dexterity_exp_mult *= 1.04;\r\n Player.agility_exp_mult *= 1.04;\r\n Player.bladeburner_max_stamina_mult *= 1.1;\r\n break;\r\n case AugmentationNames.BladeRunner:\r\n Player.agility_mult *= 1.05;\r\n Player.bladeburner_max_stamina_mult *= 1.05;\r\n Player.bladeburner_stamina_gain_mult *= 1.05;\r\n break;\r\n case AugmentationNames.BladeArmor:\r\n Player.strength_mult *= 1.02;\r\n Player.defense_mult *= 1.02;\r\n Player.dexterity_mult *= 1.02;\r\n Player.agility_mult *= 1.02;\r\n Player.bladeburner_stamina_gain_mult *= 1.02;\r\n Player.bladeburner_success_chance_mult *= 1.03;\r\n break;\r\n case AugmentationNames.BladeArmorPowerCells:\r\n Player.bladeburner_success_chance_mult *= 1.05;\r\n Player.bladeburner_stamina_gain_mult *= 1.02;\r\n Player.bladeburner_max_stamina_mult *= 1.05;\r\n break;\r\n case AugmentationNames.BladeArmorEnergyShielding:\r\n Player.defense_mult *= 1.05;\r\n Player.bladeburner_success_chance_mult *= 1.06;\r\n break;\r\n case AugmentationNames.BladeArmorUnibeam:\r\n Player.bladeburner_success_chance_mult *= 1.08;\r\n break;\r\n case AugmentationNames.BladeArmorOmnibeam:\r\n Player.bladeburner_success_chance_mult *= 1.1;\r\n break;\r\n case AugmentationNames.BladeArmorIPU:\r\n Player.bladeburner_analysis_mult *= 1.15;\r\n Player.bladeburner_success_chance_mult *= 1.02;\r\n break;\r\n case AugmentationNames.BladesSimulacrum: //No multiplier effect\r\n break;\r\n default:\r\n throw new Error(\"ERROR: No such augmentation!\");\r\n return;\r\n }\r\n\r\n if (aug.name == AugmentationNames.NeuroFluxGovernor) {\r\n for (var i = 0; i < Player.augmentations.length; ++i) {\r\n if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {\r\n //Already have this aug, just upgrade the level\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!reapply) {\r\n var ownedAug = new PlayerOwnedAugmentation(aug.name);\r\n Player.augmentations.push(ownedAug);\r\n }\r\n}\r\n\r\nfunction PlayerOwnedAugmentation(name) {\r\n this.name = name;\r\n this.level = 1;\r\n}\r\n\r\nfunction installAugmentations(cbScript=null) {\r\n if (Player.queuedAugmentations.length == 0) {\r\n dialogBoxCreate(\"You have not purchased any Augmentations to install!\");\r\n return false;\r\n }\r\n var augmentationList = \"\";\r\n for (var i = 0; i < Player.queuedAugmentations.length; ++i) {\r\n var aug = Augmentations[Player.queuedAugmentations[i].name];\r\n if (aug == null) {\r\n console.log(\"ERROR. Invalid augmentation\");\r\n continue;\r\n }\r\n applyAugmentation(Player.queuedAugmentations[i]);\r\n augmentationList += (aug.name + \"
\");\r\n }\r\n Player.queuedAugmentations = [];\r\n dialogBoxCreate(\"You slowly drift to sleep as scientists put you under in order \" +\r\n \"to install the following Augmentations:
\" + augmentationList +\r\n \"
You wake up in your home...you feel different...\");\r\n prestigeAugmentation();\r\n\r\n //Run a script after prestiging\r\n if (cbScript && isString(cbScript)) {\r\n var home = Player.getHomeComputer();\r\n for (var i = 0; i < home.scripts.length; ++i) {\r\n if (home.scripts[i].filename === cbScript) {\r\n var script = home.scripts[i];\r\n var ramUsage = script.ramUsage;\r\n var ramAvailable = home.maxRam - home.ramUsed;\r\n if (ramUsage > ramAvailable) {\r\n return; //Not enough RAM\r\n }\r\n var runningScriptObj = new RunningScript(script, []); //No args\r\n runningScriptObj.threads = 1; //Only 1 thread\r\n home.runningScripts.push(runningScriptObj);\r\n addWorkerScript(runningScriptObj, home);\r\n }\r\n }\r\n }\r\n}\r\n\r\nfunction augmentationExists(name) {\r\n return Augmentations.hasOwnProperty(name);\r\n}\r\n\r\n//Used for testing balance\r\nfunction giveAllAugmentations() {\r\n for (var name in Augmentations) {\r\n var aug = Augmentations[name];\r\n if (aug == null) {continue;}\r\n var ownedAug = new PlayerOwnedAugmentation(name);\r\n Player.augmentations.push(ownedAug);\r\n }\r\n Player.reapplyAllAugmentations();\r\n}\r\n\r\nfunction displayAugmentationsContent() {\r\n removeChildrenFromElement(Engine.Display.augmentationsContent);\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"h1\", {\r\n innerText:\"Purchased Augmentations\",\r\n }));\r\n\r\n //Bladeburner text, once mechanic is unlocked\r\n var bladeburnerText = \"\\n\";\r\n if (Player.bitNodeN === 6 || hasBladeburnerSF) {\r\n bladeburnerText = \"Bladeburner Progress\\n\\n\";\r\n }\r\n\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"pre\", {\r\n width:\"70%\", whiteSpace:\"pre-wrap\", display:\"block\",\r\n innerText:\"Below is a list of all Augmentations you have purchased but not yet installed. Click the button below to install them.\\n\" +\r\n \"WARNING: Installing your Augmentations resets most of your progress, including:\\n\\n\" +\r\n \"Stats/Skill levels and Experience\\n\" +\r\n \"Money\\n\" +\r\n \"Scripts on every computer but your home computer\\n\" +\r\n \"Purchased servers\\n\" +\r\n \"Hacknet Nodes\\n\" +\r\n \"Faction/Company reputation\\n\" +\r\n \"Stocks\\n\" +\r\n bladeburnerText +\r\n \"Installing Augmentations lets you start over with the perks and benefits granted by all \" +\r\n \"of the Augmentations you have ever installed. Also, you will keep any scripts and RAM/Core upgrades \" +\r\n \"on your home computer (but you will lose all programs besides NUKE.exe).\"\r\n }));\r\n\r\n //Install Augmentations button\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", innerText:\"Install Augmentations\",\r\n tooltip:\"'I never asked for this'\",\r\n clickListener:()=>{\r\n installAugmentations();\r\n return false;\r\n }\r\n }));\r\n\r\n //Backup button\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button flashing-button\", innerText:\"Backup Save (Export)\",\r\n tooltip:\"It's always a good idea to backup/export your save!\",\r\n clickListener:()=>{\r\n saveObject.exportGame();\r\n return false;\r\n }\r\n }));\r\n\r\n //Purchased/queued augmentations list\r\n var queuedAugmentationsList = createElement(\"ul\", {class:\"augmentations-list\"});\r\n\r\n for (var i = 0; i < Player.queuedAugmentations.length; ++i) {\r\n var augName = Player.queuedAugmentations[i].name;\r\n var aug = Augmentations[augName];\r\n\r\n var displayName = augName;\r\n if (augName === AugmentationNames.NeuroFluxGovernor) {\r\n displayName += \" - Level \" + (Player.queuedAugmentations[i].level);\r\n }\r\n\r\n var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});\r\n queuedAugmentationsList.appendChild(accordion[0]);\r\n }\r\n Engine.Display.augmentationsContent.appendChild(queuedAugmentationsList);\r\n\r\n //Installed augmentations list\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"h1\", {\r\n innerText:\"Installed Augmentations\", marginTop:\"8px\",\r\n }));\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"p\", {\r\n width:\"70%\", whiteSpace:\"pre-wrap\",\r\n innerText:\"List of all Augmentations (including Source Files) that have been \" +\r\n \"installed. You have gained the effects of these Augmentations.\"\r\n }));\r\n\r\n var augmentationsList = createElement(\"ul\", {class:\"augmentations-list\"});\r\n\r\n //Expand/Collapse All buttons\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", fontSize:\"14px\", innerText:\"Expand All\", display:\"inline-block\",\r\n clickListener:()=>{\r\n var allHeaders = augmentationsList.getElementsByClassName(\"accordion-header\");\r\n for (var i = 0; i < allHeaders.length; ++i) {\r\n if (!allHeaders[i].classList.contains(\"active\")) {allHeaders[i].click();}\r\n }\r\n }\r\n }));\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", fontSize:\"14px\", innerText:\"Collapse All\", display:\"inline-block\",\r\n clickListener:()=>{\r\n var allHeaders = augmentationsList.getElementsByClassName(\"accordion-header\");\r\n for (var i = 0; i < allHeaders.length; ++i) {\r\n if (allHeaders[i].classList.contains(\"active\")) {allHeaders[i].click();}\r\n }\r\n }\r\n }));\r\n\r\n //Sort Buttons\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", fontSize:\"14px\", innerText:\"Sort in Order\",\r\n tooltip:\"Sorts the Augmentations alphabetically and Source Files in numerical order (1, 2, 3,...)\",\r\n clickListener:()=>{\r\n removeChildrenFromElement(augmentationsList);\r\n\r\n //Create a copy of Player's Source Files and augs array and sort them\r\n var sourceFiles = Player.sourceFiles.slice();\r\n var augs = Player.augmentations.slice();\r\n sourceFiles.sort((sf1, sf2)=>{\r\n return sf1.n - sf2.n;\r\n });\r\n augs.sort((aug1, aug2)=>{\r\n return aug1.name <= aug2.name ? -1 : 1;\r\n });\r\n displaySourceFiles(augmentationsList, sourceFiles);\r\n displayAugmentations(augmentationsList, augs);\r\n }\r\n }));\r\n\r\n Engine.Display.augmentationsContent.appendChild(createElement(\"a\", {\r\n class:\"a-link-button\", fontSize:\"14px\", innerText:\"Sort by Acquirement Time\",\r\n tooltip:\"Sorts the Augmentations and Source Files based on when you acquired them (same as default)\",\r\n clickListener:()=>{\r\n removeChildrenFromElement(augmentationsList);\r\n displaySourceFiles(augmentationsList, Player.sourceFiles);\r\n displayAugmentations(augmentationsList, Player.augmentations);\r\n }\r\n }));\r\n\r\n //Source Files - Temporary...Will probably put in a separate pane Later\r\n displaySourceFiles(augmentationsList, Player.sourceFiles);\r\n displayAugmentations(augmentationsList, Player.augmentations);\r\n Engine.Display.augmentationsContent.appendChild(augmentationsList);\r\n}\r\n\r\n//Creates the accordion elements to display Augmentations\r\n// @listElement - List DOM element to append accordion elements to\r\n// @augs - Array of Augmentation objects\r\nfunction displayAugmentations(listElement, augs) {\r\n for (var i = 0; i < augs.length; ++i) {\r\n var augName = augs[i].name;\r\n var aug = Augmentations[augName];\r\n\r\n var displayName = augName;\r\n if (augName === AugmentationNames.NeuroFluxGovernor) {\r\n displayName += \" - Level \" + (augs[i].level);\r\n }\r\n var accordion = createAccordionElement({hdrText:displayName, panelText:aug.info});\r\n listElement.appendChild(accordion[0]);\r\n }\r\n}\r\n\r\n//Creates the accordion elements to display Source Files\r\n// @listElement - List DOM element to append accordion elements to\r\n// @sourceFiles - Array of Source File objects\r\nfunction displaySourceFiles(listElement, sourceFiles) {\r\n for (var i = 0; i < sourceFiles.length; ++i) {\r\n var srcFileKey = \"SourceFile\" + sourceFiles[i].n;\r\n var sourceFileObject = SourceFiles[srcFileKey];\r\n if (sourceFileObject == null) {\r\n console.log(\"ERROR: Invalid source file number: \" + sourceFiles[i].n);\r\n continue;\r\n }\r\n const maxLevel = sourceFiles[i].n == 12 ? \"∞\" : \"3\";\r\n var accordion = createAccordionElement({\r\n hdrText:sourceFileObject.name + \"
\" + \"Level \" + (sourceFiles[i].lvl) + \" / \"+maxLevel,\r\n panelText:sourceFileObject.info\r\n });\r\n\r\n listElement.appendChild(accordion[0]);\r\n }\r\n}\r\n\r\n\r\nexport {AugmentationNames, Augmentations, PlayerOwnedAugmentation, installAugmentations,\r\n initAugmentations, applyAugmentation, augmentationExists, Augmentation,\r\n displayAugmentationsContent};\r\n","import {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\n\r\n/* Holds IP of Special Servers */\r\nlet SpecialServerNames = {\r\n FulcrumSecretTechnologies: \"Fulcrum Secret Technologies Server\",\r\n CyberSecServer: \"CyberSec Server\",\r\n NiteSecServer: \"NiteSec Server\",\r\n TheBlackHandServer: \"The Black Hand Server\",\r\n BitRunnersServer: \"BitRunners Server\",\r\n TheDarkArmyServer: \"The Dark Army Server\",\r\n DaedalusServer: \"Daedalus Server\",\r\n WorldDaemon: \"w0r1d_d43m0n\",\r\n}\r\nfunction SpecialServerIpsMap() {}\r\n\r\nSpecialServerIpsMap.prototype.addIp = function(name, ip) {\r\n this[name] = ip;\r\n}\r\n\r\nSpecialServerIpsMap.prototype.toJSON = function() {\r\n return Generic_toJSON(\"SpecialServerIpsMap\", this);\r\n}\r\n\r\nSpecialServerIpsMap.fromJSON = function(value) {\r\n return Generic_fromJSON(SpecialServerIpsMap, value.data);\r\n}\r\n\r\nReviver.constructors.SpecialServerIpsMap = SpecialServerIpsMap;\r\n\r\nlet SpecialServerIps = new SpecialServerIpsMap();\r\n\r\nfunction prestigeSpecialServerIps() {\r\n for (var member in SpecialServerIps) {\r\n delete SpecialServerIps[member];\r\n }\r\n SpecialServerIps = null;\r\n SpecialServerIps = new SpecialServerIpsMap();\r\n}\r\n\r\nfunction loadSpecialServerIps(saveString) {\r\n SpecialServerIps = JSON.parse(saveString, Reviver);\r\n}\r\n\r\nfunction initSpecialServerIps() {\r\n SpecialServerIps = new SpecialServerIpsMap();\r\n}\r\n\r\nexport {SpecialServerNames, SpecialServerIps, SpecialServerIpsMap, loadSpecialServerIps,\r\n prestigeSpecialServerIps, initSpecialServerIps};\r\n","import {substituteAliases, printAliases,\r\n parseAliasDeclaration,\r\n removeAlias, GlobalAliases,\r\n Aliases} from \"./Alias.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Programs} from \"./CreateProgram.js\";\r\nimport {executeDarkwebTerminalCommand,\r\n checkIfConnectedToDarkweb} from \"./DarkWeb.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {FconfSettings, parseFconfSettings,\r\n createFconf} from \"./Fconf.js\";\r\nimport {TerminalHelpText, HelpTexts} from \"./HelpText.js\";\r\nimport {iTutorialNextStep, iTutorialSteps,\r\n iTutorialIsRunning,\r\n currITutorialStep} from \"./InteractiveTutorial.js\";\r\nimport {showLiterature} from \"./Literature.js\";\r\nimport {showMessage, Message} from \"./Message.js\";\r\nimport {scriptCalculateHackingTime,\r\n scriptCalculateGrowTime,\r\n scriptCalculateWeakenTime} from \"./NetscriptEvaluator.js\";\r\nimport {killWorkerScript, addWorkerScript} from \"./NetscriptWorker.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {hackWorldDaemon} from \"./RedPill.js\";\r\nimport {findRunningScript, RunningScript,\r\n AllServersMap, Script,\r\n isScriptFilename} from \"./Script.js\";\r\nimport {AllServers, GetServerByHostname,\r\n getServer, Server} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\nimport {SpecialServerIps,\r\n SpecialServerNames} from \"./SpecialServerIps.js\";\r\nimport {TextFile, getTextFile,\r\n createTextFile} from \"./TextFile.js\";\r\n\r\nimport {containsAllStrings, longestCommonStart,\r\n formatNumber, isString} from \"../utils/StringHelperFunctions.js\";\r\nimport {addOffset, printArray} from \"../utils/HelperFunctions.js\";\r\nimport {logBoxCreate} from \"../utils/LogBox.js\";\r\nimport {yesNoBoxCreate,\r\n yesNoBoxGetYesButton,\r\n yesNoBoxGetNoButton, yesNoBoxClose} from \"../utils/YesNoBox.js\";\r\n\r\nimport * as JSZip from 'jszip';\r\nimport * as FileSaver from 'file-saver';\r\n\r\n/* Write text to terminal */\r\n//If replace is true then spaces are replaced with \" \"\r\nfunction post(input) {\r\n $(\"#terminal-input\").before('' + input + '');\r\n\tupdateTerminalScroll();\r\n}\r\n\r\n//Same thing as post but the td cells have ids so they can be animated for the hack progress bar\r\nfunction hackProgressBarPost(input) {\r\n $(\"#terminal-input\").before('' + input + '');\r\n\tupdateTerminalScroll();\r\n}\r\n\r\nfunction hackProgressPost(input) {\r\n $(\"#terminal-input\").before('' + input + '');\r\n\tupdateTerminalScroll();\r\n}\r\n\r\n//Scroll to the bottom of the terminal's 'text area'\r\nfunction updateTerminalScroll() {\r\n\tvar element = document.getElementById(\"terminal-container\");\r\n\telement.scrollTop = element.scrollHeight;\r\n}\r\n\r\nfunction postNetburnerText() {\r\n\tpost(\"Bitburner v\" + CONSTANTS.Version);\r\n}\r\n\r\n\r\n//Key Codes\r\nvar KEY = {\r\n TAB: 9,\r\n ENTER: 13,\r\n CTRL: 17,\r\n UPARROW: 38,\r\n DOWNARROW: 40,\r\n A: 65,\r\n B: 66,\r\n C: 67,\r\n D: 68,\r\n E: 69,\r\n F: 70,\r\n H: 72,\r\n J: 74,\r\n K: 75,\r\n L: 76,\r\n M: 77,\r\n N: 78,\r\n O: 79,\r\n P: 80,\r\n R: 82,\r\n S: 83,\r\n U: 85,\r\n W: 87,\r\n}\r\n\r\n//Defines key commands in terminal\r\n$(document).keydown(function(event) {\r\n\t//Terminal\r\n\tif (Engine.currentPage == Engine.Page.Terminal) {\r\n var terminalInput = document.getElementById(\"terminal-input-text-box\");\r\n if (terminalInput != null && !event.ctrlKey && !event.shiftKey) {terminalInput.focus();}\r\n\r\n\t\tif (event.keyCode === KEY.ENTER) {\r\n event.preventDefault(); //Prevent newline from being entered in Script Editor\r\n\t\t\tvar command = $('input[class=terminal-input]').val();\r\n\t\t\tif (command.length > 0) {\r\n post(\r\n \"[\" +\r\n (FconfSettings.ENABLE_TIMESTAMPS ? Terminal.getTimestamp() + \" \" : \"\") +\r\n Player.getCurrentServer().hostname +\r\n \" ~]> \" + command\r\n );\r\n\r\n Terminal.resetTerminalInput(); //Clear input first\r\n\t\t\t\tTerminal.executeCommand(command);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tif (event.keyCode === KEY.C && event.ctrlKey) {\r\n if (Engine._actionInProgress) {\r\n //Cancel action\r\n post(\"Cancelling...\");\r\n \t\t\tEngine._actionInProgress = false;\r\n \t\t\tTerminal.finishAction(true);\r\n } else if (FconfSettings.ENABLE_BASH_HOTKEYS) {\r\n //Dont prevent default so it still copies\r\n Terminal.resetTerminalInput(); //Clear Terminal\r\n }\r\n\t\t}\r\n\r\n if (event.keyCode === KEY.L && event.ctrlKey) {\r\n event.preventDefault();\r\n Terminal.executeCommand(\"clear\"); //Clear screen\r\n }\r\n\r\n //Ctrl p same as up arrow\r\n //Ctrl n same as down arrow\r\n\r\n if (event.keyCode === KEY.UPARROW ||\r\n (FconfSettings.ENABLE_BASH_HOTKEYS && event.keyCode === KEY.P && event.ctrlKey)) {\r\n if (FconfSettings.ENABLE_BASH_HOTKEYS) {event.preventDefault();}\r\n //Cycle through past commands\r\n if (terminalInput == null) {return;}\r\n var i = Terminal.commandHistoryIndex;\r\n var len = Terminal.commandHistory.length;\r\n\r\n if (len == 0) {return;}\r\n if (i < 0 || i > len) {\r\n Terminal.commandHistoryIndex = len;\r\n }\r\n\r\n if (i != 0) {\r\n --Terminal.commandHistoryIndex;\r\n }\r\n var prevCommand = Terminal.commandHistory[Terminal.commandHistoryIndex];\r\n terminalInput.value = prevCommand;\r\n setTimeout(function(){terminalInput.selectionStart = terminalInput.selectionEnd = 10000; }, 0);\r\n }\r\n\r\n if (event.keyCode === KEY.DOWNARROW ||\r\n (FconfSettings.ENABLE_BASH_HOTKEYS && event.keyCode === KEY.M && event.ctrlKey)) {\r\n if (FconfSettings.ENABLE_BASH_HOTKEYS) {event.preventDefault();}\r\n //Cycle through past commands\r\n if (terminalInput == null) {return;}\r\n var i = Terminal.commandHistoryIndex;\r\n var len = Terminal.commandHistory.length;\r\n\r\n if (len == 0) {return;}\r\n if (i < 0 || i > len) {\r\n Terminal.commandHistoryIndex = len;\r\n }\r\n\r\n //Latest command, put nothing\r\n if (i == len || i == len-1) {\r\n Terminal.commandHistoryIndex = len;\r\n terminalInput.value = \"\";\r\n } else {\r\n ++Terminal.commandHistoryIndex;\r\n var prevCommand = Terminal.commandHistory[Terminal.commandHistoryIndex];\r\n terminalInput.value = prevCommand;\r\n }\r\n }\r\n\r\n if (event.keyCode === KEY.TAB) {\r\n //Autocomplete\r\n if (terminalInput == null) {return;}\r\n var input = terminalInput.value;\r\n if (input == \"\") {return;}\r\n input = input.trim();\r\n input = input.replace(/\\s\\s+/g, ' ');\r\n\r\n var commandArray = input.split(\" \");\r\n var index = commandArray.length - 2;\r\n if (index < -1) {index = 0;}\r\n var allPos = determineAllPossibilitiesForTabCompletion(input, index);\r\n if (allPos.length == 0) {return;}\r\n\r\n var arg = \"\";\r\n var command = \"\";\r\n if (commandArray.length == 0) {return;}\r\n if (commandArray.length == 1) {command = commandArray[0];}\r\n else if (commandArray.length == 2) {\r\n command = commandArray[0];\r\n arg = commandArray[1];\r\n } else if (commandArray.length == 3) {\r\n command = commandArray[0] + \" \" + commandArray[1];\r\n arg = commandArray[2];\r\n } else {\r\n arg = commandArray.pop();\r\n command = commandArray.join(\" \");\r\n }\r\n\r\n tabCompletion(command, arg, allPos);\r\n }\r\n\r\n //Extra Bash Emulation Hotkeys, must be enabled through .fconf\r\n if (FconfSettings.ENABLE_BASH_HOTKEYS) {\r\n if (event.keyCode === KEY.A && event.ctrlKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"home\");\r\n }\r\n\r\n if (event.keyCode === KEY.E && event.ctrlKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"end\");\r\n }\r\n\r\n if (event.keyCode === KEY.B && event.ctrlKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"prevchar\");\r\n }\r\n\r\n if (event.keyCode === KEY.B && event.altKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"prevword\");\r\n }\r\n\r\n if (event.keyCode === KEY.F && event.ctrlKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"nextchar\");\r\n }\r\n\r\n if (event.keyCode === KEY.F && event.altKey) {\r\n event.preventDefault();\r\n Terminal.moveTextCursor(\"nextword\");\r\n }\r\n\r\n\r\n if ((event.keyCode === KEY.H || event.keyCode === KEY.D) && event.ctrlKey) {\r\n Terminal.modifyInput(\"backspace\");\r\n event.preventDefault();\r\n }\r\n\r\n //TODO AFTER THIS:\r\n\r\n //alt + d deletes word after cursor\r\n //^w deletes word before cursor\r\n //^k clears line after cursor\r\n //^u clears line before cursor\r\n }\r\n\t}\r\n});\r\n\r\n//Keep terminal in focus\r\nlet terminalCtrlPressed = false, shiftKeyPressed = false;\r\n$(document).ready(function() {\r\n\tif (Engine.currentPage === Engine.Page.Terminal) {\r\n\t\t$('.terminal-input').focus();\r\n\t}\r\n});\r\n$(document).keydown(function(e) {\r\n\tif (Engine.currentPage == Engine.Page.Terminal) {\r\n\t\tif (e.which == 17) {\r\n\t\t\tterminalCtrlPressed = true;\r\n\t\t} else if (e.shiftKey) {\r\n shiftKeyPressed = true;\r\n } else if (terminalCtrlPressed || shiftKeyPressed) {\r\n\t\t\t//Don't focus\r\n\t\t} else {\r\n var inputTextBox = document.getElementById(\"terminal-input-text-box\");\r\n if (inputTextBox != null) {inputTextBox.focus();}\r\n\r\n\t\t\tterminalCtrlPressed = false;\r\n shiftKeyPressed = false;\r\n\t\t}\r\n\t}\r\n})\r\n$(document).keyup(function(e) {\r\n\tif (Engine.currentPage == Engine.Page.Terminal) {\r\n\t\tif (e.which == 17) {\r\n\t\t\tterminalCtrlPressed = false;\r\n\t\t}\r\n if (e.shiftKey) {\r\n shiftKeyPressed = false;\r\n }\r\n\t}\r\n})\r\n\r\n//Implements a tab completion feature for terminal\r\n// command - Command (first arg only)\r\n// arg - Incomplete argument string that the function will try to complete, or will display\r\n// a series of possible options for\r\n// allPossibilities - Array of strings containing all possibilities that the\r\n// string can complete to\r\n// index - index of argument that is being \"tab completed\". By default is 0, the first argument\r\nfunction tabCompletion(command, arg, allPossibilities, index=0) {\r\n if (!(allPossibilities.constructor === Array)) {return;}\r\n if (!containsAllStrings(allPossibilities)) {return;}\r\n\r\n if (!command.startsWith(\"./\")) {\r\n command = command.toLowerCase();\r\n }\r\n\r\n //Remove all options in allPossibilities that do not match the current string\r\n //that we are attempting to autocomplete\r\n if (arg == \"\") {\r\n for (var i = allPossibilities.length-1; i >= 0; --i) {\r\n if (!allPossibilities[i].toLowerCase().startsWith(command.toLowerCase())) {\r\n allPossibilities.splice(i, 1);\r\n }\r\n }\r\n } else {\r\n for (var i = allPossibilities.length-1; i >= 0; --i) {\r\n if (!allPossibilities[i].toLowerCase().startsWith(arg.toLowerCase())) {\r\n allPossibilities.splice(i, 1);\r\n }\r\n }\r\n }\r\n\r\n var val = \"\";\r\n if (allPossibilities.length == 0) {\r\n return;\r\n } else if (allPossibilities.length == 1) {\r\n if (arg == \"\") {\r\n //Autocomplete command\r\n val = allPossibilities[0] + \" \";\r\n } else {\r\n val = command + \" \" + allPossibilities[0];\r\n }\r\n document.getElementById(\"terminal-input-text-box\").value = val;\r\n document.getElementById(\"terminal-input-text-box\").focus();\r\n } else {\r\n var longestStartSubstr = longestCommonStart(allPossibilities);\r\n //If the longest common starting substring of remaining possibilities is the same\r\n //as whatevers already in terminal, just list all possible options. Otherwise,\r\n //change the input in the terminal to the longest common starting substr\r\n var allOptionsStr = \"\";\r\n for (var i = 0; i < allPossibilities.length; ++i) {\r\n allOptionsStr += allPossibilities[i];\r\n allOptionsStr += \" \";\r\n }\r\n if (arg == \"\") {\r\n if (longestStartSubstr == command) {\r\n post(\"> \" + command);\r\n post(allOptionsStr);\r\n } else {\r\n document.getElementById(\"terminal-input-text-box\").value = longestStartSubstr;\r\n document.getElementById(\"terminal-input-text-box\").focus();\r\n }\r\n } else {\r\n if (longestStartSubstr == arg) {\r\n //List all possible options\r\n post(\"> \" + command + \" \" + arg);\r\n post(allOptionsStr);\r\n } else {\r\n document.getElementById(\"terminal-input-text-box\").value = command + \" \" + longestStartSubstr;\r\n document.getElementById(\"terminal-input-text-box\").focus();\r\n }\r\n }\r\n\r\n }\r\n}\r\n\r\nfunction determineAllPossibilitiesForTabCompletion(input, index=0) {\r\n var allPos = [];\r\n allPos = allPos.concat(Object.keys(GlobalAliases));\r\n var currServ = Player.getCurrentServer();\r\n input = input.toLowerCase();\r\n\r\n //If the command starts with './' and the index == -1, then the user\r\n //has input ./partialexecutablename so autocomplete the script or program\r\n //Put './' in front of each script/executable\r\n if (input.startsWith(\"./\") && index == -1) {\r\n //All programs and scripts\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(\"./\" + currServ.scripts[i].filename);\r\n }\r\n\r\n //Programs are on home computer\r\n var homeComputer = Player.getHomeComputer();\r\n for(var i = 0; i < homeComputer.programs.length; ++i) {\r\n allPos.push(\"./\" + homeComputer.programs[i]);\r\n }\r\n return allPos;\r\n }\r\n\r\n //Autocomplete the command\r\n if (index == -1) {\r\n return [\"alias\", \"analyze\", \"cat\", \"check\", \"clear\", \"cls\", \"connect\", \"download\", \"free\",\r\n \"hack\", \"help\", \"home\", \"hostname\", \"ifconfig\", \"kill\", \"killall\",\r\n \"ls\", \"lscpu\", \"mem\", \"nano\", \"ps\", \"rm\", \"run\", \"scan\", \"scan-analyze\",\r\n \"scp\", \"sudov\", \"tail\", \"theme\", \"top\"].concat(Object.keys(Aliases)).concat(Object.keys(GlobalAliases));\r\n }\r\n\r\n if (input.startsWith (\"buy \")) {\r\n return [Programs.BruteSSHProgram, Programs.FTPCrackProgram, Programs.RelaySMTPProgram,\r\n Programs.HTTPWormProgram, Programs.SQLInjectProgram, Programs.DeepscanV1,\r\n Programs.DeepscanV2].concat(Object.keys(GlobalAliases));\r\n }\r\n\r\n if (input.startsWith(\"scp \") && index == 1) {\r\n for (var iphostname in AllServers) {\r\n if (AllServers.hasOwnProperty(iphostname)) {\r\n allPos.push(AllServers[iphostname].ip);\r\n allPos.push(AllServers[iphostname].hostname);\r\n }\r\n }\r\n }\r\n\r\n if (input.startsWith(\"scp \") && index == 0) {\r\n //All Scripts and lit files\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n for (var i = 0; i < currServ.messages.length; ++i) {\r\n if (!(currServ.messages[i] instanceof Message)) {\r\n allPos.push(currServ.messages[i]);\r\n }\r\n }\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n allPos.push(currServ.textFiles[i].fn);\r\n }\r\n }\r\n\r\n if (input.startsWith(\"connect \") || input.startsWith(\"telnet \")) {\r\n //All network connections\r\n for (var i = 0; i < currServ.serversOnNetwork.length; ++i) {\r\n var serv = AllServers[currServ.serversOnNetwork[i]];\r\n if (serv == null) {continue;}\r\n allPos.push(serv.ip); //IP\r\n allPos.push(serv.hostname); //Hostname\r\n }\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"kill \") || input.startsWith(\"tail \") ||\r\n input.startsWith(\"mem \") || input.startsWith(\"check \")) {\r\n //All Scripts\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"nano \")) {\r\n //Scripts and text files and .fconf\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n allPos.push(currServ.textFiles[i].fn);\r\n }\r\n allPos.push(\".fconf\");\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"rm \")) {\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n for (var i = 0; i < currServ.programs.length; ++i) {\r\n allPos.push(currServ.programs[i]);\r\n }\r\n for (var i = 0; i < currServ.messages.length; ++i) {\r\n if (!(currServ.messages[i] instanceof Message) && isString(currServ.messages[i]) &&\r\n currServ.messages[i].endsWith(\".lit\")) {\r\n allPos.push(currServ.messages[i]);\r\n }\r\n }\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n allPos.push(currServ.textFiles[i].fn);\r\n }\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"run \")) {\r\n //All programs and scripts\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n\r\n //Programs are on home computer\r\n var homeComputer = Player.getHomeComputer();\r\n for(var i = 0; i < homeComputer.programs.length; ++i) {\r\n allPos.push(homeComputer.programs[i]);\r\n }\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"cat \")) {\r\n for (var i = 0; i < currServ.messages.length; ++i) {\r\n if (currServ.messages[i] instanceof Message) {\r\n allPos.push(currServ.messages[i].filename);\r\n } else {\r\n allPos.push(currServ.messages[i]);\r\n }\r\n }\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n allPos.push(currServ.textFiles[i].fn);\r\n }\r\n return allPos;\r\n }\r\n\r\n if (input.startsWith(\"download \")) {\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n allPos.push(currServ.textFiles[i].fn);\r\n }\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n allPos.push(currServ.scripts[i].filename);\r\n }\r\n }\r\n return allPos;\r\n}\r\n\r\nlet Terminal = {\r\n //Flags to determine whether the player is currently running a hack or an analyze\r\n hackFlag: false,\r\n analyzeFlag: false,\r\n\r\n commandHistory: [],\r\n commandHistoryIndex: 0,\r\n\r\n resetTerminalInput: function() {\r\n document.getElementById(\"terminal-input-td\").innerHTML =\r\n \"
[\" + Player.getCurrentServer().hostname + \" ~]\" + \"$
\" +\r\n '';\r\n var hdr = document.getElementById(\"terminal-input-header\");\r\n hdr.style.display = \"inline\";\r\n },\r\n\r\n modifyInput: function(mod) {\r\n try {\r\n var terminalInput = document.getElementById(\"terminal-input-text-box\");\r\n if (terminalInput == null) {return;}\r\n terminalInput.focus();\r\n\r\n var inputLength = terminalInput.value.length;\r\n var start = terminalInput.selectionStart;\r\n var end = terminalInput.selectionEnd;\r\n var inputText = terminalInput.value;\r\n\r\n switch(mod.toLowerCase()) {\r\n case \"backspace\":\r\n if (start > 0 && start <= inputLength+1) {\r\n terminalInput.value = inputText.substr(0, start-1) + inputText.substr(start);\r\n }\r\n break;\r\n case \"deletewordbefore\": //Delete rest of word before the cursor\r\n for (var delStart = start-1; delStart > 0; --delStart) {\r\n if (inputText.charAt(delStart) === \" \") {\r\n terminalInput.value = inputText.substr(0, delStart) + inputText.substr(start);\r\n return;\r\n }\r\n }\r\n break;\r\n case \"deletewordafter\": //Delete rest of word after the cursor\r\n for (var delStart = start+1; delStart <= text.length+1; ++delStart) {\r\n if (inputText.charAt(delStart) === \" \") {\r\n terminalInput.value = inputText.substr(0, start) + inputText.substr(delStart);\r\n return;\r\n }\r\n }\r\n break;\r\n case \"clearafter\": //Deletes everything after cursor\r\n break;\r\n case \"clearbefore:\": //Deleetes everything before cursor\r\n break;\r\n }\r\n } catch(e) {\r\n console.log(\"Exception in Terminal.modifyInput: \" + e);\r\n }\r\n },\r\n\r\n moveTextCursor: function(loc) {\r\n try {\r\n var terminalInput = document.getElementById(\"terminal-input-text-box\");\r\n if (terminalInput == null) {return;}\r\n terminalInput.focus();\r\n\r\n var inputLength = terminalInput.value.length;\r\n var start = terminalInput.selectionStart;\r\n var end = terminalInput.selectionEnd;\r\n\r\n switch(loc.toLowerCase()) {\r\n case \"home\":\r\n terminalInput.setSelectionRange(0,0);\r\n break;\r\n case \"end\":\r\n terminalInput.setSelectionRange(inputLength, inputLength);\r\n break;\r\n case \"prevchar\":\r\n if (start > 0) {terminalInput.setSelectionRange(start-1, start-1);}\r\n break;\r\n case \"prevword\":\r\n for (var i = start-2; i >= 0; --i) {\r\n if (terminalInput.value.charAt(i) === \" \") {\r\n terminalInput.setSelectionRange(i+1, i+1);\r\n return;\r\n }\r\n }\r\n terminalInput.setSelectionRange(0, 0);\r\n break;\r\n case \"nextchar\":\r\n terminalInput.setSelectionRange(start+1, start+1);\r\n break;\r\n case \"nextword\":\r\n for (var i = start+1; i <= inputLength; ++i) {\r\n if (terminalInput.value.charAt(i) === \" \") {\r\n terminalInput.setSelectionRange(i, i);\r\n return;\r\n }\r\n }\r\n terminalInput.setSelectionRange(inputLength, inputLength);\r\n break;\r\n default:\r\n console.log(\"WARNING: Invalid loc argument in Terminal.moveTextCursor()\");\r\n break;\r\n }\r\n } catch(e) {\r\n console.log(\"Exception in Terminal.moveTextCursor: \" + e);\r\n }\r\n },\r\n\r\n getTimestamp: function() {\r\n let d = new Date();\r\n return (d.getMonth() + \"/\" + d.getDay() + \" \" + d.getHours() + \":\" + d.getMinutes());\r\n },\r\n\r\n finishAction: function(cancelled = false) {\r\n if (Terminal.hackFlag) {\r\n Terminal.finishHack(cancelled);\r\n } else if (Terminal.analyzeFlag) {\r\n Terminal.finishAnalyze(cancelled);\r\n }\r\n },\r\n\r\n //Complete the hack/analyze command\r\n\tfinishHack: function(cancelled = false) {\r\n\t\tif (cancelled == false) {\r\n var server = Player.getCurrentServer();\r\n\r\n\t\t\t//Calculate whether hack was successful\r\n\t\t\tvar hackChance = Player.calculateHackingChance();\r\n\t\t\tvar rand = Math.random();\r\n\t\t\tconsole.log(\"Hack success chance: \" + hackChance + \", rand: \" + rand);\r\n\t\t\tvar expGainedOnSuccess = Player.calculateExpGain();\r\n\t\t\tvar expGainedOnFailure = (expGainedOnSuccess / 4);\r\n\t\t\tif (rand < hackChance) {\t//Success!\r\n if (SpecialServerIps[SpecialServerNames.WorldDaemon] &&\r\n SpecialServerIps[SpecialServerNames.WorldDaemon] == server.ip) {\r\n if (Player.bitNodeN == null) {\r\n Player.bitNodeN = 1;\r\n }\r\n hackWorldDaemon(Player.bitNodeN);\r\n return;\r\n }\r\n server.manuallyHacked = true;\r\n\t\t\t\tvar moneyGained = Player.calculatePercentMoneyHacked();\r\n\t\t\t\tmoneyGained = Math.floor(server.moneyAvailable * moneyGained);\r\n\r\n\t\t\t\tif (moneyGained <= 0) {moneyGained = 0;} //Safety check\r\n\r\n\t\t\t\tserver.moneyAvailable -= moneyGained;\r\n\t\t\t\tPlayer.gainMoney(moneyGained);\r\n Player.gainHackingExp(expGainedOnSuccess)\r\n Player.gainIntelligenceExp(expGainedOnSuccess / CONSTANTS.IntelligenceTerminalHackBaseExpGain);\r\n\r\n server.fortify(CONSTANTS.ServerFortifyAmount);\r\n\r\n\t\t\t\tpost(\"Hack successful! Gained $\" + formatNumber(moneyGained, 2) + \" and \" + formatNumber(expGainedOnSuccess, 4) + \" hacking EXP\");\r\n\t\t\t} else {\t\t\t\t\t//Failure\r\n\t\t\t\t//Player only gains 25% exp for failure? TODO Can change this later to balance\r\n Player.gainHackingExp(expGainedOnFailure)\r\n\t\t\t\tpost(\"Failed to hack \" + server.hostname + \". Gained \" + formatNumber(expGainedOnFailure, 4) + \" hacking EXP\");\r\n\t\t\t}\r\n\t\t}\r\n\r\n //Rename the progress bar so that the next hacks dont trigger it. Re-enable terminal\r\n $(\"#hack-progress-bar\").attr('id', \"old-hack-progress-bar\");\r\n $(\"#hack-progress\").attr('id', \"old-hack-progress\");\r\n Terminal.resetTerminalInput();\r\n $('input[class=terminal-input]').prop('disabled', false);\r\n\r\n Terminal.hackFlag = false;\r\n\t},\r\n\r\n finishAnalyze: function(cancelled = false) {\r\n\t\tif (cancelled == false) {\r\n\t\t\tpost(Player.getCurrentServer().hostname + \": \");\r\n post(\"Organization name: \" + Player.getCurrentServer().organizationName);\r\n var rootAccess = \"\";\r\n if (Player.getCurrentServer().hasAdminRights) {rootAccess = \"YES\";}\r\n else {rootAccess = \"NO\";}\r\n post(\"Root Access: \" + rootAccess);\r\n\t\t\tpost(\"Required hacking skill: \" + Player.getCurrentServer().requiredHackingSkill);\r\n\t\t\tpost(\"Estimated server security level: \" + formatNumber(addOffset(Player.getCurrentServer().hackDifficulty, 5), 3));\r\n\t\t\tpost(\"Estimated chance to hack: \" + formatNumber(addOffset(Player.calculateHackingChance() * 100, 5), 2) + \"%\");\r\n\t\t\tpost(\"Estimated time to hack: \" + formatNumber(addOffset(Player.calculateHackingTime(), 5), 3) + \" seconds\");\r\n\t\t\tpost(\"Estimated total money available on server: $\" + formatNumber(addOffset(Player.getCurrentServer().moneyAvailable, 5), 2));\r\n\t\t\tpost(\"Required number of open ports for NUKE: \" + Player.getCurrentServer().numOpenPortsRequired);\r\n if (Player.getCurrentServer().sshPortOpen) {\r\n\t\t\t\tpost(\"SSH port: Open\")\r\n\t\t\t} else {\r\n\t\t\t\tpost(\"SSH port: Closed\")\r\n\t\t\t}\r\n\r\n\t\t\tif (Player.getCurrentServer().ftpPortOpen) {\r\n\t\t\t\tpost(\"FTP port: Open\")\r\n\t\t\t} else {\r\n\t\t\t\tpost(\"FTP port: Closed\")\r\n\t\t\t}\r\n\r\n\t\t\tif (Player.getCurrentServer().smtpPortOpen) {\r\n\t\t\t\tpost(\"SMTP port: Open\")\r\n\t\t\t} else {\r\n\t\t\t\tpost(\"SMTP port: Closed\")\r\n\t\t\t}\r\n\r\n\t\t\tif (Player.getCurrentServer().httpPortOpen) {\r\n\t\t\t\tpost(\"HTTP port: Open\")\r\n\t\t\t} else {\r\n\t\t\t\tpost(\"HTTP port: Closed\")\r\n\t\t\t}\r\n\r\n\t\t\tif (Player.getCurrentServer().sqlPortOpen) {\r\n\t\t\t\tpost(\"SQL port: Open\")\r\n\t\t\t} else {\r\n\t\t\t\tpost(\"SQL port: Closed\")\r\n\t\t\t}\r\n\t\t}\r\n Terminal.analyzeFlag = false;\r\n\r\n //Rename the progress bar so that the next hacks dont trigger it. Re-enable terminal\r\n $(\"#hack-progress-bar\").attr('id', \"old-hack-progress-bar\");\r\n $(\"#hack-progress\").attr('id', \"old-hack-progress\");\r\n Terminal.resetTerminalInput();\r\n $('input[class=terminal-input]').prop('disabled', false);\r\n },\r\n\r\n\texecuteCommand: function(command) {\r\n command = command.trim();\r\n //Replace all extra whitespace in command with a single space\r\n command = command.replace(/\\s\\s+/g, ' ');\r\n\r\n //Terminal history\r\n if (Terminal.commandHistory[Terminal.commandHistory.length-1] != command) {\r\n Terminal.commandHistory.push(command);\r\n if (Terminal.commandHistory.length > 50) {\r\n Terminal.commandHistory.splice(0, 1);\r\n }\r\n }\r\n Terminal.commandHistoryIndex = Terminal.commandHistory.length;\r\n\r\n //Process any aliases\r\n command = substituteAliases(command);\r\n\r\n //Allow usage of ./\r\n if (command.startsWith(\"./\")) {\r\n command = \"run \" + command.slice(2);\r\n }\r\n\r\n //Only split the first space\r\n\t\tvar commandArray = command.split(\" \");\r\n if (commandArray.length > 1) {\r\n commandArray = [commandArray.shift(), commandArray.join(\" \")];\r\n }\r\n\r\n\t\tif (commandArray.length == 0) {return;}\r\n\r\n /****************** Interactive Tutorial Terminal Commands ******************/\r\n if (iTutorialIsRunning) {\r\n var foodnstuffServ = GetServerByHostname(\"foodnstuff\");\r\n if (foodnstuffServ == null) {throw new Error(\"Could not get foodnstuff server\"); return;}\r\n\r\n switch(currITutorialStep) {\r\n case iTutorialSteps.TerminalHelp:\r\n if (commandArray[0] == \"help\") {\r\n post(TerminalHelpText);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalLs:\r\n if (commandArray[0] == \"ls\") {\r\n Terminal.executeListCommand(commandArray);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalScan:\r\n if (commandArray[0] == \"scan\") {\r\n Terminal.executeScanCommand(commandArray);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze1:\r\n if (commandArray.length == 1 && commandArray[0] == \"scan-analyze\") {\r\n Terminal.executeScanAnalyzeCommand(1);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze2:\r\n if (commandArray.length == 2 && commandArray[0] == \"scan-analyze\" &&\r\n commandArray[1] == \"2\") {\r\n Terminal.executeScanAnalyzeCommand(2);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n break;\r\n case iTutorialSteps.TerminalConnect:\r\n if (commandArray.length == 2) {\r\n if ((commandArray[0] == \"connect\") &&\r\n (commandArray[1] == \"foodnstuff\" || commandArray[1] == foodnstuffServ.ip)) {\r\n Player.getCurrentServer().isConnectedTo = false;\r\n Player.currentServer = foodnstuffServ.ip;\r\n Player.getCurrentServer().isConnectedTo = true;\r\n post(\"Connected to foodnstuff\");\r\n iTutorialNextStep();\r\n } else {post(\"Wrong command! Try again!\"); return;}\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalAnalyze:\r\n if (commandArray[0] == \"analyze\") {\r\n if (commandArray.length != 1) {\r\n post(\"Incorrect usage of analyze command. Usage: analyze\"); return;\r\n }\r\n //Analyze the current server for information\r\n Terminal.analyzeFlag = true;\r\n post(\"Analyzing system...\");\r\n hackProgressPost(\"Time left:\");\r\n hackProgressBarPost(\"[\");\r\n Player.analyze();\r\n\r\n //Disable terminal\r\n //Terminal.resetTerminalInput();\r\n document.getElementById(\"terminal-input-td\").innerHTML = '';\r\n $('input[class=terminal-input]').prop('disabled', true);\r\n iTutorialNextStep();\r\n } else {\r\n post(\"Bad command. Please follow the tutorial\");\r\n }\r\n break;\r\n case iTutorialSteps.TerminalNuke:\r\n if (commandArray.length == 2 &&\r\n commandArray[0] == \"run\" && commandArray[1] == \"NUKE.exe\") {\r\n foodnstuffServ.hasAdminRights = true;\r\n post(\"NUKE successful! Gained root access to foodnstuff\");\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.TerminalManualHack:\r\n if (commandArray.length == 1 && commandArray[0] == \"hack\") {\r\n Terminal.hackFlag = true;\r\n\t\t\t\t\thackProgressPost(\"Time left:\");\r\n\t\t\t\t\thackProgressBarPost(\"[\");\r\n\t\t\t\t\tPlayer.hack();\r\n\r\n\t\t\t\t\t//Disable terminal\r\n //Terminal.resetTerminalInput();\r\n\t\t\t\t\tdocument.getElementById(\"terminal-input-td\").innerHTML = '';\r\n\t\t\t\t\t$('input[class=terminal-input]').prop('disabled', true);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n\t\t\t\tbreak;\r\n case iTutorialSteps.TerminalCreateScript:\r\n if (commandArray.length == 2 &&\r\n commandArray[0] == \"nano\" && commandArray[1] == \"foodnstuff.script\") {\r\n Engine.loadScriptEditorContent(\"foodnstuff.script\", \"\");\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n case iTutorialSteps.TerminalFree:\r\n if (commandArray.length == 1 && commandArray[0] == \"free\") {\r\n Terminal.executeFreeCommand(commandArray);\r\n iTutorialNextStep();\r\n }\r\n break;\r\n case iTutorialSteps.TerminalRunScript:\r\n if (commandArray.length == 2 &&\r\n commandArray[0] == \"run\" && commandArray[1] == \"foodnstuff.script\") {\r\n Terminal.runScript(\"foodnstuff.script\");\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n case iTutorialSteps.ActiveScriptsToTerminal:\r\n if (commandArray.length == 2 &&\r\n commandArray[0] == \"tail\" && commandArray[1] == \"foodnstuff.script\") {\r\n //Check that the script exists on this machine\r\n var runningScript = findRunningScript(\"foodnstuff.script\", [], Player.getCurrentServer());\r\n if (runningScript == null) {\r\n post(\"Error: No such script exists\");\r\n return;\r\n }\r\n logBoxCreate(runningScript);\r\n iTutorialNextStep();\r\n } else {post(\"Bad command. Please follow the tutorial\");}\r\n break;\r\n default:\r\n post(\"Please follow the tutorial, or click 'Exit Tutorial' if you'd like to skip it\");\r\n return;\r\n }\r\n return;\r\n }\r\n\r\n /****************** END INTERACTIVE TUTORIAL ******************/\r\n\r\n /* Command parser */\r\n var s = Player.getCurrentServer();\r\n\t\tswitch (commandArray[0].toLowerCase()) {\r\n case \"alias\":\r\n if (commandArray.length == 1) {\r\n printAliases();\r\n return;\r\n }\r\n if (commandArray.length == 2) {\r\n if (commandArray[1].startsWith(\"-g \")) {\r\n var alias = commandArray[1].substring(3);\r\n if (parseAliasDeclaration(alias, true)) {\r\n return;\r\n }\r\n } else {\r\n if (parseAliasDeclaration(commandArray[1])) {\r\n return;\r\n }\r\n }\r\n }\r\n post('Incorrect usage of alias command. Usage: alias [-g] [aliasname=\"value\"]');\r\n break;\r\n\t\t\tcase \"analyze\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of analyze command. Usage: analyze\"); return;\r\n\t\t\t\t}\r\n //Analyze the current server for information\r\n Terminal.analyzeFlag = true;\r\n post(\"Analyzing system...\");\r\n hackProgressPost(\"Time left:\");\r\n hackProgressBarPost(\"[\");\r\n Player.analyze();\r\n\r\n //Disable terminal\r\n //Terminal.resetTerminalInput();\r\n document.getElementById(\"terminal-input-td\").innerHTML = '';\r\n $('input[class=terminal-input]').prop('disabled', true);\r\n\t\t\t\tbreak;\r\n case \"buy\":\r\n if (SpecialServerIps.hasOwnProperty(\"Darkweb Server\")) {\r\n executeDarkwebTerminalCommand(commandArray);\r\n } else {\r\n post(\"You need to be able to connect to the Dark Web to use the buy command. (Maybe there's a TOR router you can buy somewhere)\");\r\n }\r\n break;\r\n case \"cat\":\r\n if (commandArray.length != 2) {\r\n post(\"Incorrect usage of cat command. Usage: cat [file]\"); return;\r\n }\r\n var filename = commandArray[1];\r\n\t\t\t\tif (!filename.endsWith(\".msg\") && !filename.endsWith(\".lit\") && !filename.endsWith(\".txt\")) {\r\n\t\t\t\t\tpost(\"Error: Only .msg, .txt, and .lit files are viewable with cat (filename must end with .msg, .txt, or .lit)\"); return;\r\n\t\t\t\t}\r\n for (var i = 0; i < s.messages.length; ++i) {\r\n if (filename.endsWith(\".lit\") && s.messages[i] == filename) {\r\n showLiterature(s.messages[i]);\r\n return;\r\n } else if (filename.endsWith(\".msg\") && s.messages[i].filename == filename) {\r\n showMessage(s.messages[i]);\r\n return;\r\n }\r\n }\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (s.textFiles[i].fn === filename) {\r\n s.textFiles[i].show();\r\n return;\r\n }\r\n }\r\n post(\"Error: No such file \" + filename);\r\n break;\r\n case \"check\":\r\n if (commandArray.length < 2) {\r\n post(\"Incorrect number of arguments. Usage: check [script] [arg1] [arg2]...\");\r\n } else {\r\n var results = commandArray[1].split(\" \");\r\n var scriptName = results[0];\r\n var args = [];\r\n for (var i = 1; i < results.length; ++i) {\r\n args.push(results[i]);\r\n }\r\n\r\n //Can only tail script files\r\n if (isScriptFilename(scriptName) == false) {\r\n post(\"Error: tail can only be called on .script files (filename must end with .script)\"); return;\r\n }\r\n\r\n //Check that the script exists on this machine\r\n var runningScript = findRunningScript(scriptName, args, s);\r\n if (runningScript == null) {\r\n post(\"Error: No such script exists\");\r\n return;\r\n }\r\n runningScript.displayLog();\r\n }\r\n break;\r\n\t\t\tcase \"clear\":\r\n\t\t\tcase \"cls\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of clear/cls command. Usage: clear/cls\"); return;\r\n\t\t\t\t}\r\n\t\t\t\t$(\"#terminal tr:not(:last)\").remove();\r\n\t\t\t\tpostNetburnerText();\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"connect\":\r\n\t\t\t\t//Disconnect from current server in terminal and connect to new one\r\n if (commandArray.length != 2) {\r\n post(\"Incorrect usage of connect command. Usage: connect [ip/hostname]\");\r\n return;\r\n }\r\n\r\n var ip = commandArray[1];\r\n\r\n for (var i = 0; i < Player.getCurrentServer().serversOnNetwork.length; i++) {\r\n if (Player.getCurrentServer().getServerOnNetwork(i).ip == ip || Player.getCurrentServer().getServerOnNetwork(i).hostname == ip) {\r\n Terminal.connectToServer(ip);\r\n return;\r\n }\r\n }\r\n\r\n post(\"Host not found\");\r\n\t\t\t\tbreak;\r\n case \"download\":\r\n if (commandArray.length != 2) {\r\n post(\"Incorrect usage of download command. Usage: download [text file]\");\r\n return;\r\n }\r\n var fn = commandArray[1];\r\n if (fn === \"*\" || fn === \"*.script\" || fn === \"*.txt\") {\r\n //Download all scripts as a zip\r\n var zip = new JSZip();\r\n if (fn === \"*\" || fn === \"*.script\") {\r\n for (var i = 0; i < s.scripts.length; ++i) {\r\n var file = new Blob([s.scripts[i].code], {type:\"text/plain\"});\r\n zip.file(s.scripts[i].filename + \".js\", file);\r\n }\r\n }\r\n if (fn === \"*\" || fn === \"*.txt\") {\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n var file = new Blob([s.textFiles[i].text], {type:\"text/plain\"});\r\n zip.file(s.textFiles[i].fn, file);\r\n }\r\n }\r\n\r\n var filename;\r\n switch (fn) {\r\n case \"*.script\":\r\n filename = \"bitburnerScripts.zip\"; break;\r\n case \"*.txt\":\r\n filename = \"bitburnerTexts.zip\"; break;\r\n default:\r\n filename = \"bitburnerFiles.zip\"; break;\r\n }\r\n\r\n zip.generateAsync({type:\"blob\"}).then(function(content) {\r\n FileSaver.saveAs(content, filename);\r\n });\r\n return;\r\n } else if (isScriptFilename(fn)) {\r\n //Download a single script\r\n for (var i = 0; i < s.scripts.length; ++i) {\r\n if (s.scripts[i].filename === fn) {\r\n return s.scripts[i].download();\r\n }\r\n }\r\n } else if (fn.endsWith(\".txt\")) {\r\n //Download a single text file\r\n var txtFile = getTextFile(fn, s);\r\n if (txtFile !== null) {\r\n return txtFile.download();\r\n }\r\n }\r\n post(\"Error: \" + fn + \" does not exist\");\r\n break;\r\n\t\t\tcase \"free\":\r\n\t\t\t\tTerminal.executeFreeCommand(commandArray);\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"hack\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of hack command. Usage: hack\"); return;\r\n\t\t\t\t}\r\n\t\t\t\t//Hack the current PC (usually for money)\r\n\t\t\t\t//You can't hack your home pc or servers you purchased\r\n\t\t\t\tif (Player.getCurrentServer().purchasedByPlayer) {\r\n\t\t\t\t\tpost(\"Cannot hack your own machines! You are currently connected to your home PC or one of your purchased servers\");\r\n\t\t\t\t} else if (Player.getCurrentServer().hasAdminRights == false ) {\r\n\t\t\t\t\tpost(\"You do not have admin rights for this machine! Cannot hack\");\r\n\t\t\t\t} else if (Player.getCurrentServer().requiredHackingSkill > Player.hacking_skill) {\r\n\t\t\t\t\tpost(\"Your hacking skill is not high enough to attempt hacking this machine. Try analyzing the machine to determine the required hacking skill\");\r\n\t\t\t\t} else {\r\n Terminal.hackFlag = true;\r\n\t\t\t\t\thackProgressPost(\"Time left:\");\r\n\t\t\t\t\thackProgressBarPost(\"[\");\r\n\t\t\t\t\tPlayer.hack();\r\n\r\n\t\t\t\t\t//Disable terminal\r\n //Terminal.resetTerminalInput();\r\n\t\t\t\t\tdocument.getElementById(\"terminal-input-td\").innerHTML = '';\r\n\t\t\t\t\t$('input[class=terminal-input]').prop('disabled', true);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"help\":\r\n\t\t\t\tif (commandArray.length != 1 && commandArray.length != 2) {\r\n\t\t\t\t\tpost(\"Incorrect usage of help command. Usage: help\"); return;\r\n\t\t\t\t}\r\n\t\t\t\tif (commandArray.length == 1) {\r\n post(TerminalHelpText);\r\n } else {\r\n var cmd = commandArray[1];\r\n var txt = HelpTexts[cmd];\r\n if (txt == null) {\r\n post(\"Error: No help topics match '\" + cmd + \"'\");\r\n return;\r\n }\r\n post(txt);\r\n }\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"home\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n post(\"Incorrect usage of home command. Usage: home\"); return;\r\n }\r\n Player.getCurrentServer().isConnectedTo = false;\r\n Player.currentServer = Player.getHomeComputer().ip;\r\n Player.getCurrentServer().isConnectedTo = true;\r\n post(\"Connected to home\");\r\n Terminal.resetTerminalInput();\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"hostname\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of hostname command. Usage: hostname\"); return;\r\n\t\t\t\t}\r\n\t\t\t\t//Print the hostname of current system\r\n\t\t\t\tpost(Player.getCurrentServer().hostname);\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"ifconfig\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of ifconfig command. Usage: ifconfig\"); return;\r\n\t\t\t\t}\r\n\t\t\t\t//Print the IP address of the current system\r\n\t\t\t\tpost(Player.getCurrentServer().ip);\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"kill\":\r\n\t\t\t\tif (commandArray.length < 2) {\r\n\t\t\t\t\tpost(\"Incorrect usage of kill command. Usage: kill [scriptname] [arg1] [arg2]...\"); return;\r\n\t\t\t\t}\r\n var results = commandArray[1].split(\" \");\r\n\t\t\t\tvar scriptName = results[0];\r\n var args = [];\r\n for (var i = 1; i < results.length; ++i) {\r\n args.push(results[i]);\r\n }\r\n var runningScript = findRunningScript(scriptName, args, s);\r\n if (runningScript == null) {\r\n post(\"No such script is running. Nothing to kill\");\r\n return;\r\n }\r\n killWorkerScript(runningScript, s.ip);\r\n post(\"Killing \" + scriptName + \". May take up to a few minutes for the scripts to die...\");\r\n\t\t\t\tbreak;\r\n case \"killall\":\r\n for (var i = s.runningScripts.length-1; i >= 0; --i) {\r\n killWorkerScript(s.runningScripts[i], s.ip);\r\n }\r\n post(\"Killing all running scripts. May take up to a few minutes for the scripts to die...\");\r\n break;\r\n\t\t\tcase \"ls\":\r\n Terminal.executeListCommand(commandArray);\r\n\t\t\t\tbreak;\r\n case \"lscpu\":\r\n post(Player.getCurrentServer().cpuCores + \" Core(s)\");\r\n break;\r\n case \"mem\":\r\n if (commandArray.length != 2) {\r\n post(\"Incorrect usage of mem command. usage: mem [scriptname] [-t] [number threads]\"); return;\r\n }\r\n var scriptName = commandArray[1];\r\n var numThreads = 1;\r\n if (scriptName.indexOf(\" -t \") != -1) {\r\n var results = scriptName.split(\" \");\r\n if (results.length != 3) {\r\n post(\"Invalid use of run command. Usage: mem [script] [-t] [number threads]\");\r\n return;\r\n }\r\n numThreads = Math.round(Number(results[2]));\r\n if (isNaN(numThreads) || numThreads < 1) {\r\n post(\"Invalid number of threads specified. Number of threads must be greater than 1\");\r\n return;\r\n }\r\n scriptName = results[0];\r\n }\r\n\r\n var currServ = Player.getCurrentServer();\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n if (scriptName == currServ.scripts[i].filename) {\r\n var scriptBaseRamUsage = currServ.scripts[i].ramUsage;\r\n var ramUsage = scriptBaseRamUsage * numThreads * Math.pow(CONSTANTS.MultithreadingRAMCost, numThreads-1);\r\n\r\n post(\"This script requires \" + formatNumber(ramUsage, 2) + \"GB of RAM to run for \" + numThreads + \" thread(s)\");\r\n return;\r\n }\r\n }\r\n post(\"ERR: No such script exists!\");\r\n break;\r\n\t\t\tcase \"nano\":\r\n\t\t\t\tif (commandArray.length != 2) {\r\n\t\t\t\t\tpost(\"Incorrect usage of nano command. Usage: nano [scriptname]\"); return;\r\n\t\t\t\t}\r\n\r\n\t\t\t\tvar filename = commandArray[1];\r\n if (filename === \".fconf\") {\r\n var text = createFconf();\r\n Engine.loadScriptEditorContent(filename, text);\r\n return;\r\n } else if (isScriptFilename(filename)) {\r\n for (var i = 0; i < s.scripts.length; i++) {\r\n \t\t\t\t\tif (filename == s.scripts[i].filename) {\r\n \t\t\t\t\t\tEngine.loadScriptEditorContent(filename, s.scripts[i].code);\r\n \t\t\t\t\t\treturn;\r\n \t\t\t\t\t}\r\n \t\t\t\t}\r\n } else if (filename.endsWith(\".txt\")) {\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (filename === s.textFiles[i].fn) {\r\n Engine.loadScriptEditorContent(filename, s.textFiles[i].text);\r\n return;\r\n }\r\n }\r\n } else {\r\n post(\"Error: Invalid file. Only scripts (.script), text files (.txt), or .fconf can be edited with nano\"); return;\r\n }\r\n Engine.loadScriptEditorContent(filename);\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"ps\":\r\n\t\t\t\tif (commandArray.length != 1) {\r\n\t\t\t\t\tpost(\"Incorrect usage of ps command. Usage: ps\"); return;\r\n\t\t\t\t}\r\n\t\t\t\tfor (var i = 0; i < s.runningScripts.length; i++) {\r\n var rsObj = s.runningScripts[i];\r\n var res = rsObj.filename;\r\n for (var j = 0; j < rsObj.args.length; ++j) {\r\n res += (\" \" + rsObj.args[j].toString());\r\n }\r\n\t\t\t\t\tpost(res);\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"rm\":\r\n\t\t\t\tif (commandArray.length != 2) {\r\n post(\"Incorrect number of arguments. Usage: rm [program/script]\"); return;\r\n }\r\n\r\n //Check programs\r\n var delTarget = commandArray[1];\r\n\r\n if (delTarget.includes(\".exe\")) {\r\n for (var i = 0; i < s.programs.length; ++i) {\r\n if (s.programs[i] == delTarget) {\r\n s.programs.splice(i, 1);\r\n return;\r\n }\r\n }\r\n } else if (isScriptFilename(delTarget)) {\r\n for (var i = 0; i < s.scripts.length; ++i) {\r\n if (s.scripts[i].filename == delTarget) {\r\n //Check that the script isnt currently running\r\n for (var j = 0; j < s.runningScripts.length; ++j) {\r\n if (s.runningScripts[j].filename == delTarget) {\r\n post(\"Cannot delete a script that is currently running!\");\r\n return;\r\n }\r\n }\r\n s.scripts.splice(i, 1);\r\n return;\r\n }\r\n }\r\n } else if (delTarget.endsWith(\".lit\")) {\r\n for (var i = 0; i < s.messages.length; ++i) {\r\n var f = s.messages[i];\r\n if (!(f instanceof Message) && isString(f) && f === delTarget) {\r\n s.messages.splice(i, 1);\r\n return;\r\n }\r\n }\r\n } else if (delTarget.endsWith(\".txt\")) {\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (s.textFiles[i].fn === delTarget) {\r\n s.textFiles.splice(i, 1);\r\n return;\r\n }\r\n }\r\n }\r\n post(\"Error: No such file exists\");\r\n\t\t\t\tbreak;\r\n\t\t\tcase \"run\":\r\n\t\t\t\t//Run a program or a script\r\n\t\t\t\tif (commandArray.length != 2) {\r\n\t\t\t\t\tpost(\"Incorrect number of arguments. Usage: run [program/script] [-t] [num threads] [arg1] [arg2]...\");\r\n\t\t\t\t} else {\r\n\t\t\t\t\tvar executableName = commandArray[1];\r\n\r\n //Secret Music player!\r\n if (executableName === \"musicplayer\") {\r\n post('', false);\r\n return;\r\n }\r\n\r\n\t\t\t\t\t//Check if its a script or just a program/executable\r\n\t\t\t\t\t//if (isScriptFilename(executableName)) {\r\n if (executableName.includes(\".script\") || executableName.includes(\".js\") || executableName.includes(\".ns\")) {\r\n\t\t\t\t\t\tTerminal.runScript(executableName);\r\n\t\t\t\t\t} else {\r\n Terminal.runProgram(executableName);\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n case \"scan\":\r\n Terminal.executeScanCommand(commandArray);\r\n\t\t\t\tbreak;\r\n case \"scan-analyze\":\r\n if (commandArray.length == 1) {\r\n Terminal.executeScanAnalyzeCommand(1);\r\n } else if (commandArray.length == 2) {\r\n var all = false;\r\n if (commandArray[1].endsWith(\"-a\")) {\r\n all = true;\r\n commandArray[1] = commandArray[1].replace(\"-a\", \"\");\r\n }\r\n var depth;\r\n if (commandArray[1].length === 0) {\r\n depth = 1;\r\n } else {\r\n depth = Number(commandArray[1]);\r\n }\r\n if (isNaN(depth) || depth < 0) {\r\n post(\"Incorrect usage of scan-analyze command. depth argument must be positive numeric\");\r\n return;\r\n }\r\n if (depth > 3 && !Player.hasProgram(Programs.DeepscanV1) &&\r\n !Player.hasProgram(Programs.DeepscanV2)) {\r\n post(\"You cannot scan-analyze with that high of a depth. Maximum depth is 3\");\r\n return;\r\n } else if (depth > 5 && !Player.hasProgram(Programs.DeepscanV2)) {\r\n post(\"You cannot scan-analyze with that high of a depth. Maximum depth is 5\");\r\n return;\r\n } else if (depth > 10) {\r\n post(\"You cannot scan-analyze with that high of a depth. Maximum depth is 10\");\r\n return;\r\n }\r\n Terminal.executeScanAnalyzeCommand(depth, all);\r\n } else {\r\n post(\"Incorrect usage of scan-analyze command. usage: scan-analyze [depth]\");\r\n }\r\n break;\r\n\t\t\tcase \"scp\":\r\n\t\t\t\tif (commandArray.length != 2) {\r\n post(\"Incorrect usage of scp command. Usage: scp [file] [destination hostname/ip]\");\r\n return;\r\n }\r\n var args = commandArray[1].split(\" \");\r\n if (args.length != 2) {\r\n post(\"Incorrect usage of scp command. Usage: scp [file] [destination hostname/ip]\");\r\n return;\r\n }\r\n var scriptname = args[0];\r\n if (!scriptname.endsWith(\".lit\") && !isScriptFilename(scriptname) &&\r\n !scriptname.endsWith(\".txt\")){\r\n post(\"Error: scp only works for .script, .txt, and .lit files\");\r\n return;\r\n }\r\n var destServer = getServer(args[1]);\r\n if (destServer == null) {\r\n post(\"Invalid destination. \" + args[1] + \" not found\");\r\n return;\r\n }\r\n var ip = destServer.ip;\r\n var currServ = Player.getCurrentServer();\r\n\r\n //Scp for lit files\r\n if (scriptname.endsWith(\".lit\")) {\r\n var found = false;\r\n for (var i = 0; i < currServ.messages.length; ++i) {\r\n if (!(currServ.messages[i] instanceof Message) && currServ.messages[i] == scriptname) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {return post(\"Error: no such file exists!\");}\r\n\r\n for (var i = 0; i < destServer.messages.length; ++i) {\r\n if (destServer.messages[i] === scriptname) {\r\n post(scriptname + \" copied over to \" + destServer.hostname);\r\n return; //Already exists\r\n }\r\n }\r\n destServer.messages.push(scriptname);\r\n post(scriptname + \" copied over to \" + destServer.hostname);\r\n return;\r\n }\r\n\r\n //Scp for txt files\r\n if (scriptname.endsWith(\".txt\")) {\r\n var found = false, txtFile;\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n if (currServ.textFiles[i].fn === scriptname) {\r\n found = true;\r\n txtFile = currServ.textFiles[i];\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {return post(\"Error: no such file exists!\");}\r\n\r\n for (var i = 0; i < destServer.textFiles.length; ++i) {\r\n if (destServer.textFiles[i].fn === scriptname) {\r\n //Overwrite\r\n destServer.textFiles[i].text = txtFile.text;\r\n post(\"WARNING: \" + scriptname + \" already exists on \" + destServer.hostname +\r\n \"and will be overwriten\");\r\n return post(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n }\r\n var newFile = new TextFile(txtFile.fn, txtFile.text);\r\n destServer.textFiles.push(newFile);\r\n return post(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n\r\n //Get the current script\r\n var sourceScript = null;\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n if (scriptname == currServ.scripts[i].filename) {\r\n sourceScript = currServ.scripts[i];\r\n break;\r\n }\r\n }\r\n if (sourceScript == null) {\r\n post(\"ERROR: scp() failed. No such script exists\");\r\n return;\r\n }\r\n\r\n //Overwrite script if it exists\r\n for (var i = 0; i < destServer.scripts.length; ++i) {\r\n if (scriptname == destServer.scripts[i].filename) {\r\n post(\"WARNING: \" + scriptname + \" already exists on \" + destServer.hostname + \" and will be overwritten\");\r\n var oldScript = destServer.scripts[i];\r\n oldScript.code = sourceScript.code;\r\n oldScript.ramUsage = sourceScript.ramUsage;\r\n post(scriptname + \" overwriten on \" + destServer.hostname);\r\n return;\r\n }\r\n }\r\n\r\n var newScript = new Script();\r\n newScript.filename = scriptname;\r\n newScript.code = sourceScript.code;\r\n newScript.ramUsage = sourceScript.ramUsage;\r\n newScript.destServer = ip;\r\n destServer.scripts.push(newScript);\r\n post(scriptname + \" copied over to \" + destServer.hostname);\r\n\t\t\t\tbreak;\r\n case \"sudov\":\r\n if (commandArray.length != 1) {\r\n post(\"Incorrect number of arguments. Usage: sudov\"); return;\r\n }\r\n\r\n if (Player.getCurrentServer().hasAdminRights) {\r\n post(\"You have ROOT access to this machine\");\r\n } else {\r\n post(\"You do NOT have root access to this machine\");\r\n }\r\n break;\r\n\t\t\tcase \"tail\":\r\n\t\t\t\tif (commandArray.length < 2) {\r\n post(\"Incorrect number of arguments. Usage: tail [script] [arg1] [arg2]...\");\r\n } else {\r\n var results = commandArray[1].split(\" \");\r\n var scriptName = results[0];\r\n var args = [];\r\n for (var i = 1; i < results.length; ++i) {\r\n args.push(results[i]);\r\n }\r\n\r\n //Can only tail script files\r\n if (isScriptFilename(scriptName) == false) {\r\n post(\"Error: tail can only be called on .script files (filename must end with .script)\"); return;\r\n }\r\n\r\n //Check that the script exists on this machine\r\n var runningScript = findRunningScript(scriptName, args, s);\r\n if (runningScript == null) {\r\n post(\"Error: No such script exists\");\r\n return;\r\n }\r\n logBoxCreate(runningScript);\r\n }\r\n\t\t\t\tbreak;\r\n case \"theme\":\r\n //todo support theme saving\r\n var args = commandArray[1] ? commandArray[1].split(\" \") : [];\r\n if (args.length != 1 && args.length != 3) {\r\n post(\"Incorrect number of arguments.\");\r\n post(\"Usage: theme [default|muted|solarized] | #[background color hex] #[text color hex] #[highlight color hex]\");\r\n } else if(args.length == 1){\r\n var themeName = args[0];\r\n if (themeName == \"default\"){\r\n document.body.style.setProperty('--my-highlight-color',\"#ffffff\");\r\n document.body.style.setProperty('--my-font-color',\"#66ff33\");\r\n document.body.style.setProperty('--my-background-color',\"#000000\");\r\n } else if (themeName == \"muted\"){\r\n document.body.style.setProperty('--my-highlight-color',\"#ffffff\");\r\n document.body.style.setProperty('--my-font-color',\"#66ff33\");\r\n document.body.style.setProperty('--my-background-color',\"#252527\");\r\n } else if (themeName == \"solarized\"){\r\n document.body.style.setProperty('--my-highlight-color',\"#6c71c4\");\r\n document.body.style.setProperty('--my-font-color',\"#839496\");\r\n document.body.style.setProperty('--my-background-color',\"#002b36\");\r\n } else {\r\n return post(\"Theme not found\");\r\n }\r\n Settings.ThemeHighlightColor = document.body.style.getPropertyValue(\"--my-highlight-color\");\r\n Settings.ThemeFontColor = document.body.style.getPropertyValue(\"--my-font-color\");\r\n Settings.ThemeBackgroundColor = document.body.style.getPropertyValue(\"--my-background-color\");\r\n } else {\r\n var inputBackgroundHex = args[0];\r\n var inputTextHex = args[1];\r\n var inputHighlightHex = args[2];\r\n if (/(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(inputBackgroundHex) &&\r\n /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(inputTextHex) &&\r\n /(^#[0-9A-F]{6}$)|(^#[0-9A-F]{3}$)/i.test(inputHighlightHex)){\r\n document.body.style.setProperty('--my-highlight-color',inputHighlightHex);\r\n document.body.style.setProperty('--my-font-color',inputTextHex);\r\n document.body.style.setProperty('--my-background-color',inputBackgroundHex);\r\n Settings.ThemeHighlightColor = document.body.style.getPropertyValue(\"--my-highlight-color\");\r\n Settings.ThemeFontColor = document.body.style.getPropertyValue(\"--my-font-color\");\r\n Settings.ThemeBackgroundColor = document.body.style.getPropertyValue(\"--my-background-color\");\r\n } else {\r\n return post(\"Invalid Hex Input for theme\");\r\n }\r\n }\r\n break;\r\n\t\t\tcase \"top\":\r\n\t\t\t\tif(commandArray.length != 1) {\r\n\t\t\t\t post(\"Incorrect usage of top command. Usage: top\"); return;\r\n\t\t\t\t}\r\n\r\n\t\t\t\tpost(\"Script Threads RAM Usage\");\r\n\r\n\t\t\t\tvar currRunningScripts = Player.getCurrentServer().runningScripts;\r\n\t\t\t\t//Iterate through scripts on current server\r\n\t\t\t\tfor(var i = 0; i < currRunningScripts.length; i++) {\r\n\t\t\t\t\tvar script = currRunningScripts[i];\r\n\r\n\t\t\t\t\t//Calculate name padding\r\n\t\t\t\t\tvar numSpacesScript = 32 - script.filename.length; //26 -> width of name column\r\n if (numSpacesScript < 0) {numSpacesScript = 0;}\r\n\t\t\t\t\tvar spacesScript = Array(numSpacesScript+1).join(\" \");\r\n\r\n\t\t\t\t\t//Calculate thread padding\r\n\t\t\t\t\tvar numSpacesThread = 16 - (script.threads + \"\").length; //16 -> width of thread column\r\n\t\t\t\t\tvar spacesThread = Array(numSpacesThread+1).join(\" \");\r\n\r\n\t\t\t\t\t//Calculate and transform RAM usage\r\n\t\t\t\t\tramUsage = formatNumber(script.scriptRef.ramUsage * script.threads, 2).toString() + \"GB\";\r\n\r\n\t\t\t\t\tvar entry = [script.filename, spacesScript, script.threads, spacesThread, ramUsage];\r\n\t\t\t\t\tpost(entry.join(\"\"));\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n case \"unalias\":\r\n if (commandArray.length != 2) {\r\n post('Incorrect usage of unalias name. Usage: unalias \"[alias]\"');\r\n return;\r\n } else if (!(commandArray[1].startsWith('\"') && commandArray[1].endsWith('\"'))) {\r\n post('Incorrect usage of unalias name. Usage: unalias \"[alias]\"');\r\n } else {\r\n var alias = commandArray[1].slice(1, -1);\r\n if (removeAlias(alias)) {\r\n post(\"Removed alias \" + alias);\r\n } else {\r\n post(\"No such alias exists\");\r\n }\r\n }\r\n break;\r\n\t\t\tdefault:\r\n\t\t\t\tpost(\"Command not found\");\r\n\t\t}\r\n\t},\r\n\r\n connectToServer: function(ip) {\r\n console.log(\"Connect to server called\");\r\n var serv = getServer(ip);\r\n if (serv == null) {\r\n post(\"Invalid server. Connection failed.\");\r\n return;\r\n }\r\n Player.getCurrentServer().isConnectedTo = false;\r\n Player.currentServer = serv.ip;\r\n Player.getCurrentServer().isConnectedTo = true;\r\n post(\"Connected to \" + serv.hostname);\r\n if (Player.getCurrentServer().hostname == \"darkweb\") {\r\n checkIfConnectedToDarkweb(); //Posts a 'help' message if connecting to dark web\r\n }\r\n Terminal.resetTerminalInput();\r\n },\r\n\r\n executeListCommand: function(commandArray) {\r\n if (commandArray.length != 1 && commandArray.length != 2) {\r\n post(\"Incorrect usage of ls command. Usage: ls [| grep pattern]\"); return;\r\n }\r\n\r\n //grep\r\n var filter = null;\r\n if (commandArray.length == 2) {\r\n if (commandArray[1].startsWith(\"| grep \")) {\r\n var pattern = commandArray[1].replace(\"| grep \", \"\");\r\n if (pattern != \" \") {\r\n filter = pattern;\r\n }\r\n } else {\r\n post(\"Incorrect usage of ls command. Usage: ls [| grep pattern]\"); return;\r\n }\r\n }\r\n\r\n //Display all programs and scripts\r\n var allFiles = [];\r\n\r\n //Get all of the programs and scripts on the machine into one temporary array\r\n var s = Player.getCurrentServer();\r\n for (var i = 0; i < s.programs.length; i++) {\r\n if (filter) {\r\n if (s.programs[i].includes(filter)) {\r\n allFiles.push(s.programs[i]);\r\n }\r\n } else {\r\n allFiles.push(s.programs[i]);\r\n }\r\n }\r\n for (var i = 0; i < s.scripts.length; i++) {\r\n if (filter) {\r\n if (s.scripts[i].filename.includes(filter)) {\r\n allFiles.push(s.scripts[i].filename);\r\n }\r\n } else {\r\n allFiles.push(s.scripts[i].filename);\r\n }\r\n\r\n }\r\n for (var i = 0; i < s.messages.length; i++) {\r\n if (filter) {\r\n if (s.messages[i] instanceof Message) {\r\n if (s.messages[i].filename.includes(filter)) {\r\n allFiles.push(s.messages[i].filename);\r\n }\r\n } else if (s.messages[i].includes(filter)) {\r\n allFiles.push(s.messages[i]);\r\n }\r\n } else {\r\n if (s.messages[i] instanceof Message) {\r\n allFiles.push(s.messages[i].filename);\r\n } else {\r\n allFiles.push(s.messages[i]);\r\n }\r\n }\r\n }\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (filter) {\r\n if (s.textFiles[i].fn.includes(filter)) {\r\n allFiles.push(s.textFiles[i].fn);\r\n }\r\n } else {\r\n allFiles.push(s.textFiles[i].fn);\r\n }\r\n }\r\n\r\n //Sort the files alphabetically then print each\r\n allFiles.sort();\r\n\r\n for (var i = 0; i < allFiles.length; i++) {\r\n post(allFiles[i]);\r\n }\r\n },\r\n\r\n executeScanCommand: function(commandArray) {\r\n if (commandArray.length != 1) {\r\n post(\"Incorrect usage of netstat/scan command. Usage: netstat/scan\"); return;\r\n }\r\n //Displays available network connections using TCP\r\n post(\"Hostname IP Root Access\");\r\n for (var i = 0; i < Player.getCurrentServer().serversOnNetwork.length; i++) {\r\n //Add hostname\r\n var entry = Player.getCurrentServer().getServerOnNetwork(i);\r\n if (entry == null) {continue;}\r\n entry = entry.hostname;\r\n\r\n //Calculate padding and add IP\r\n var numSpaces = 21 - entry.length;\r\n var spaces = Array(numSpaces+1).join(\" \");\r\n entry += spaces;\r\n entry += Player.getCurrentServer().getServerOnNetwork(i).ip;\r\n\r\n //Calculate padding and add root access info\r\n var hasRoot;\r\n if (Player.getCurrentServer().getServerOnNetwork(i).hasAdminRights) {\r\n hasRoot = 'Y';\r\n } else {\r\n hasRoot = 'N';\r\n }\r\n numSpaces = 21 - Player.getCurrentServer().getServerOnNetwork(i).ip.length;\r\n spaces = Array(numSpaces+1).join(\" \");\r\n entry += spaces;\r\n entry += hasRoot;\r\n post(entry);\r\n }\r\n },\r\n\r\n executeScanAnalyzeCommand: function(depth=1, all=false) {\r\n //We'll use the AllServersMap as a visited() array\r\n //TODO Using array as stack for now, can make more efficient\r\n post(\"~~~~~~~~~~ Beginning scan-analyze ~~~~~~~~~~\");\r\n post(\" \");\r\n var visited = new AllServersMap();\r\n\r\n var stack = [];\r\n var depthQueue = [0];\r\n var currServ = Player.getCurrentServer();\r\n stack.push(currServ);\r\n while(stack.length != 0) {\r\n var s = stack.pop();\r\n var d = depthQueue.pop();\r\n if (!all && s.purchasedByPlayer && s.hostname != \"home\") {\r\n continue; //Purchased server\r\n } else if (visited[s.ip] || d > depth) {\r\n continue; //Already visited or out-of-depth\r\n } else {\r\n visited[s.ip] = 1;\r\n }\r\n for (var i = s.serversOnNetwork.length-1; i >= 0; --i) {\r\n stack.push(s.getServerOnNetwork(i));\r\n depthQueue.push(d+1);\r\n }\r\n if (d == 0) {continue;} //Don't print current server\r\n var titleDashes = Array((d-1) * 4 + 1).join(\"-\");\r\n if (Player.hasProgram(Programs.AutoLink)) {\r\n post(\"\" + titleDashes + \"> \" + s.hostname + \"\", false);\r\n } else {\r\n post(\"\" + titleDashes + \">\" + s.hostname + \"\");\r\n }\r\n\r\n var dashes = titleDashes + \"--\";\r\n //var dashes = Array(d * 2 + 1).join(\"-\");\r\n var c = \"NO\";\r\n if (s.hasAdminRights) {c = \"YES\";}\r\n post(dashes + \"Root Access: \" + c + \", Required hacking skill: \" + s.requiredHackingSkill);\r\n post(dashes + \"Number of open ports required to NUKE: \" + s.numOpenPortsRequired);\r\n post(dashes + \"RAM: \" + s.maxRam);\r\n post(\" \");\r\n }\r\n\r\n var links = document.getElementsByClassName(\"scan-analyze-link\");\r\n for (var i = 0; i < links.length; ++i) {\r\n (function() {\r\n var hostname = links[i].innerHTML.toString();\r\n links[i].onclick = function() {\r\n if (Terminal.analyzeFlag || Terminal.hackFlag) {return;}\r\n Terminal.connectToServer(hostname);\r\n }\r\n }());//Immediate invocation\r\n }\r\n\r\n },\r\n\r\n executeFreeCommand: function(commandArray) {\r\n if (commandArray.length != 1) {\r\n post(\"Incorrect usage of free command. Usage: free\"); return;\r\n }\r\n post(\"Total: \" + formatNumber(Player.getCurrentServer().maxRam, 2) + \" GB\");\r\n post(\"Used: \" + formatNumber(Player.getCurrentServer().ramUsed, 2) + \" GB\");\r\n post(\"Available: \" + formatNumber(Player.getCurrentServer().maxRam - Player.getCurrentServer().ramUsed, 2) + \" GB\");\r\n },\r\n\r\n\t//First called when the \"run [program]\" command is called. Checks to see if you\r\n\t//have the executable and, if you do, calls the executeProgram() function\r\n\trunProgram: function(programName) {\r\n\t\t//Check if you have the program on your computer. If you do, execute it, otherwise\r\n\t\t//display an error message\r\n var splitArgs = programName.split(\" \");\r\n var name = \" \";\r\n if (splitArgs.length > 1) {\r\n name = splitArgs[0];\r\n } else {\r\n name = programName;\r\n }\r\n if (Player.hasProgram(name)) {\r\n Terminal.executeProgram(programName);\r\n return;\r\n }\r\n\t\tpost(\"ERROR: No such executable on home computer (Only programs that exist on your home computer can be run)\");\r\n\t},\r\n\r\n\t//Contains the implementations of all possible programs\r\n\texecuteProgram: function(programName) {\r\n var s = Player.getCurrentServer();\r\n var splitArgs = programName.split(\" \");\r\n if (splitArgs.length > 1) {\r\n programName = splitArgs[0];\r\n }\r\n\t\tswitch (programName) {\r\n\t\t\tcase Programs.NukeProgram:\r\n\t\t\t\tif (s.hasAdminRights) {\r\n\t\t\t\t\tpost(\"You already have root access to this computer. There is no reason to run NUKE.exe\");\r\n\t\t\t\t} else {\r\n\t\t\t\t\tif (s.openPortCount >= Player.getCurrentServer().numOpenPortsRequired) {\r\n\t\t\t\t\t\ts.hasAdminRights = true;\r\n\t\t\t\t\t\tpost(\"NUKE successful! Gained root access to \" + Player.getCurrentServer().hostname);\r\n\t\t\t\t\t\t//TODO Make this take time rather than be instant\r\n\t\t\t\t\t} else {\r\n\t\t\t\t\t\tpost(\"NUKE unsuccessful. Not enough ports have been opened\");\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\tbreak;\r\n case Programs.BruteSSHProgram:\r\n if (s.sshPortOpen) {\r\n post(\"SSH Port (22) is already open!\");\r\n } else {\r\n s.sshPortOpen = true;\r\n post(\"Opened SSH Port(22)!\")\r\n ++s.openPortCount;\r\n }\r\n break;\r\n case Programs.FTPCrackProgram:\r\n if (s.ftpPortOpen) {\r\n post(\"FTP Port (21) is already open!\");\r\n } else {\r\n s.ftpPortOpen = true;\r\n post(\"Opened FTP Port (21)!\");\r\n ++s.openPortCount;\r\n }\r\n break;\r\n case Programs.RelaySMTPProgram:\r\n if (s.smtpPortOpen) {\r\n post(\"SMTP Port (25) is already open!\");\r\n } else {\r\n s.smtpPortOpen = true;\r\n post(\"Opened SMTP Port (25)!\");\r\n ++s.openPortCount;\r\n }\r\n break;\r\n case Programs.HTTPWormProgram:\r\n if (s.httpPortOpen) {\r\n post(\"HTTP Port (80) is already open!\");\r\n } else {\r\n s.httpPortOpen = true;\r\n post(\"Opened HTTP Port (80)!\");\r\n ++s.openPortCount;\r\n }\r\n break;\r\n case Programs.SQLInjectProgram:\r\n if (s.sqlPortOpen) {\r\n post(\"SQL Port (1433) is already open!\");\r\n } else {\r\n s.sqlPortOpen = true;\r\n post(\"Opened SQL Port (1433)!\");\r\n ++s.openPortCount;\r\n }\r\n break;\r\n case Programs.ServerProfiler:\r\n if (splitArgs.length != 2) {\r\n post(\"Must pass a server hostname or IP as an argument for ServerProfiler.exe\");\r\n return;\r\n }\r\n var serv = getServer(splitArgs[1]);\r\n if (serv == null) {\r\n post(\"Invalid server IP/hostname\");\r\n return;\r\n }\r\n post(serv.hostname + \":\");\r\n post(\"Server base security level: \" + serv.baseDifficulty);\r\n post(\"Server current security level: \" + serv.hackDifficulty);\r\n post(\"Server growth rate: \" + serv.serverGrowth);\r\n post(\"Netscript hack() execution time: \" + formatNumber(scriptCalculateHackingTime(serv), 1) + \"s\");\r\n post(\"Netscript grow() execution time: \" + formatNumber(scriptCalculateGrowTime(serv)/1000, 1) + \"s\");\r\n post(\"Netscript weaken() execution time: \" + formatNumber(scriptCalculateWeakenTime(serv)/1000, 1) + \"s\");\r\n break;\r\n case Programs.AutoLink:\r\n post(\"This executable cannot be run.\");\r\n post(\"AutoLink.exe lets you automatically connect to other servers when using 'scan-analyze'.\");\r\n post(\"When using scan-analyze, click on a server's hostname to connect to it.\");\r\n break;\r\n case Programs.DeepscanV1:\r\n post(\"This executable cannot be run.\");\r\n post(\"DeepscanV1.exe lets you run 'scan-analyze' with a depth up to 5.\");\r\n break;\r\n case Programs.DeepscanV2:\r\n post(\"This executable cannot be run.\");\r\n post(\"DeepscanV2.exe lets you run 'scan-analyze' with a depth up to 10.\");\r\n break;\r\n case Programs.Flight:\r\n post(\"Augmentations: \" + Player.augmentations.length + \" / 30\");\r\n post(\"Money: $\" + formatNumber(Player.money.toNumber(), 2) + \" / $\" + formatNumber(100000000000, 2));\r\n post(\"One path below must be fulfilled...\");\r\n post(\"----------HACKING PATH----------\");\r\n post(\"Hacking skill: \" + Player.hacking_skill + \" / 2500\");\r\n post(\"----------COMBAT PATH----------\");\r\n post(\"Strength: \" + Player.strength + \" / 1500\");\r\n post(\"Defense: \" + Player.defense + \" / 1500\");\r\n post(\"Dexterity: \" + Player.dexterity + \" / 1500\");\r\n post(\"Agility: \" + Player.agility + \" / 1500\");\r\n break;\r\n case Programs.BitFlume:\r\n var yesBtn = yesNoBoxGetYesButton(),\r\n noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Travel to BitNode Nexus\";\r\n noBtn.innerHTML = \"Cancel\";\r\n yesBtn.addEventListener(\"click\", function() {\r\n hackWorldDaemon(Player.bitNodeN, true);\r\n return yesNoBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", function() {\r\n return yesNoBoxClose();\r\n });\r\n yesNoBoxCreate(\"WARNING: USING THIS PROGRAM WILL CAUSE YOU TO LOSE ALL OF YOUR PROGRESS ON THE CURRENT BITNODE.

\" +\r\n \"Do you want to travel to the BitNode Nexus? This allows you to reset the current BitNode \" +\r\n \"and select a new one.\");\r\n\r\n break;\r\n\t\t\tdefault:\r\n\t\t\t\tpost(\"Invalid executable. Cannot be run\");\r\n\t\t\t\treturn;\r\n\t\t}\r\n\t},\r\n\r\n\trunScript: function(scriptName) {\r\n\t\tvar server = Player.getCurrentServer();\r\n\r\n var numThreads = 1;\r\n var args = [];\r\n var results = scriptName.split(\" \");\r\n if (results.length <= 0) {\r\n post(\"This is a bug. Please contact developer\");\r\n }\r\n scriptName = results[0];\r\n if (results.length > 1) {\r\n if (results.length >= 3 && results[1] == \"-t\") {\r\n numThreads = Math.round(Number(results[2]));\r\n if (isNaN(numThreads) || numThreads < 1) {\r\n post(\"Invalid number of threads specified. Number of threads must be greater than 0\");\r\n return;\r\n }\r\n for (var i = 3; i < results.length; ++i) {\r\n var arg = results[i];\r\n\r\n //Forced string\r\n if ((arg.startsWith(\"'\") && arg.endsWith(\"'\")) ||\r\n (arg.startsWith('\"') && arg.endsWith('\"'))) {\r\n args.push(arg.slice(1, -1));\r\n continue;\r\n }\r\n //Number\r\n var tempNum = Number(arg);\r\n if (!isNaN(tempNum)) {\r\n args.push(tempNum);\r\n continue;\r\n }\r\n //Otherwise string\r\n args.push(arg);\r\n }\r\n } else {\r\n for (var i = 1; i < results.length; ++i) {\r\n var arg = results[i];\r\n\r\n //Forced string\r\n if ((arg.startsWith(\"'\") && arg.endsWith(\"'\")) ||\r\n (arg.startsWith('\"') && arg.endsWith('\"'))) {\r\n args.push(arg.slice(1, -1));\r\n continue;\r\n }\r\n //Number\r\n var tempNum = Number(arg);\r\n if (!isNaN(tempNum)) {\r\n args.push(tempNum);\r\n continue;\r\n }\r\n //Otherwise string\r\n args.push(arg);\r\n }\r\n }\r\n }\r\n\r\n\r\n //Check if this script is already running\r\n if (findRunningScript(scriptName, args, server) != null) {\r\n post(\"ERROR: This script is already running. Cannot run multiple instances\");\r\n return;\r\n }\r\n\r\n\t\t//Check if the script exists and if it does run it\r\n\t\tfor (var i = 0; i < server.scripts.length; i++) {\r\n\t\t\tif (server.scripts[i].filename == scriptName) {\r\n\t\t\t\t//Check for admin rights and that there is enough RAM availble to run\r\n var script = server.scripts[i];\r\n\t\t\t\tvar ramUsage = script.ramUsage * numThreads * Math.pow(CONSTANTS.MultithreadingRAMCost, numThreads-1);\r\n\t\t\t\tvar ramAvailable = server.maxRam - server.ramUsed;\r\n\r\n\t\t\t\tif (server.hasAdminRights == false) {\r\n\t\t\t\t\tpost(\"Need root access to run script\");\r\n\t\t\t\t\treturn;\r\n\t\t\t\t} else if (ramUsage > ramAvailable){\r\n\t\t\t\t\tpost(\"This machine does not have enough RAM to run this script with \" +\r\n numThreads + \" threads. Script requires \" + ramUsage + \"GB of RAM\");\r\n\t\t\t\t\treturn;\r\n\t\t\t\t} else {\r\n\t\t\t\t\t//Able to run script\r\n\t\t\t\t\tpost(\"Running script with \" + numThreads + \" thread(s) and args: \" + printArray(args) + \".\");\r\n post(\"May take a few seconds to start up the process...\");\r\n var runningScriptObj = new RunningScript(script, args);\r\n runningScriptObj.threads = numThreads;\r\n\t\t\t\t\tserver.runningScripts.push(runningScriptObj);\r\n\r\n\t\t\t\t\taddWorkerScript(runningScriptObj, server);\r\n\t\t\t\t\treturn;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tpost(\"ERROR: No such script\");\r\n\t}\r\n};\r\n\r\nexport {postNetburnerText, post, Terminal, KEY};\r\n","import {addActiveScriptsItem,\r\n deleteActiveScriptsItem,\r\n updateActiveScriptsItems} from \"./ActiveScriptsUI.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Environment} from \"./NetscriptEnvironment.js\";\r\nimport {evaluate, isScriptErrorMessage,\r\n makeRuntimeRejectMsg,\r\n killNetscriptDelay} from \"./NetscriptEvaluator.js\";\r\nimport {executeJSScript} from \"./NetscriptJSEvaluator.js\";\r\nimport {NetscriptPort} from \"./NetscriptPort.js\";\r\nimport {AllServers} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\n\r\nimport {parse} from \"../utils/acorn.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {compareArrays, printArray} from \"../utils/HelperFunctions.js\";\r\n\r\nfunction WorkerScript(runningScriptObj) {\r\n\tthis.name \t\t\t= runningScriptObj.filename;\r\n\tthis.running \t\t= false;\r\n\tthis.serverIp \t\t= null;\r\n\tthis.code \t\t\t= runningScriptObj.scriptRef.code;\r\n\tthis.env \t\t\t= new Environment(this);\r\n this.env.set(\"args\", runningScriptObj.args.slice());\r\n\tthis.output\t\t\t= \"\";\r\n\tthis.ramUsage\t\t= 0;\r\n\tthis.scriptRef\t\t= runningScriptObj;\r\n this.errorMessage = \"\";\r\n this.args = runningScriptObj.args.slice();\r\n this.delay = null;\r\n this.fnWorker = null; //Workerscript for a function call\r\n this.checkingRam = false;\r\n this.loadedFns = {}; //Stores names of fns that are \"loaded\" by this script, thus using RAM. Used for static RAM evaluation\r\n this.disableLogs = {}; //Stores names of fns that should have logs disabled\r\n\r\n //Properties used for dynamic RAM evaluation\r\n this.dynamicRamUsage = 1.4;\r\n this.dynamicLoadedFns = {};\r\n}\r\n\r\n//Returns the server on which the workerScript is running\r\nWorkerScript.prototype.getServer = function() {\r\n\treturn AllServers[this.serverIp];\r\n}\r\n\r\n//Returns the Script object for the underlying script\r\nWorkerScript.prototype.getScript = function() {\r\n let server = this.getServer();\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n if (server.scripts[i].filename === this.name) {\r\n return server.scripts[i];\r\n }\r\n }\r\n console.log(\"ERROR: Failed to find underlying Script object in WorkerScript.getScript(). This probably means somethings wrong\");\r\n return null;\r\n}\r\n\r\nWorkerScript.prototype.shouldLog = function(fn) {\r\n return (this.disableLogs.ALL == null && this.disableLogs[fn] == null);\r\n}\r\n\r\nWorkerScript.prototype.log = function(txt) {\r\n this.scriptRef.log(txt);\r\n}\r\n\r\n//Array containing all scripts that are running across all servers, to easily run them all\r\nlet workerScripts \t\t\t= [];\r\n\r\nvar NetscriptPorts = [];\r\nfor (var i = 0; i < CONSTANTS.NumNetscriptPorts; ++i) {\r\n NetscriptPorts.push(new NetscriptPort());\r\n}\r\n\r\nfunction prestigeWorkerScripts() {\r\n for (var i = 0; i < workerScripts.length; ++i) {\r\n deleteActiveScriptsItem(workerScripts[i]);\r\n workerScripts[i].env.stopFlag = true;\r\n }\r\n updateActiveScriptsItems(5000); //Force UI to update\r\n workerScripts.length = 0;\r\n}\r\n\r\n// JS script promises need a little massaging to have the same guarantees as netscript\r\n// promises. This does said massaging and kicks the script off. It returns a promise\r\n// that resolves or rejects when the corresponding worker script is done.\r\nfunction startJsScript(workerScript) {\r\n workerScript.running = true;\r\n\r\n // The name of the currently running netscript function, to prevent concurrent\r\n // calls to hack, grow, etc.\r\n let runningFn = null;\r\n\r\n // We need to go through the environment and wrap each function in such a way that it\r\n // can be called at most once at a time. This will prevent situations where multiple\r\n // hack promises are outstanding, for example.\r\n function wrap(propName, f) {\r\n // This function unfortunately cannot be an async function, because we don't\r\n // know if the original one was, and there's no way to tell.\r\n return function (...args) {\r\n // Wrap every netscript function with a check for the stop flag.\r\n // This prevents cases where we never stop because we are only calling\r\n // netscript functions that don't check this.\r\n // This is not a problem for legacy Netscript because it also checks the\r\n // stop flag in the evaluator.\r\n if (workerScript.env.stopFlag) {throw workerScript;}\r\n\r\n if (propName === \"sleep\") return f(...args); // OK for multiple simultaneous calls to sleep.\r\n\r\n const msg = \"Concurrent calls to Netscript functions not allowed! \" +\r\n \"Did you forget to await hack(), grow(), or some other \" +\r\n \"promise-returning function? (Currently running: %s tried to run: %s)\"\r\n if (runningFn) {\r\n workerScript.errorMessage = makeRuntimeRejectMsg(workerScript, sprintf(msg, runningFn, propName), null)\r\n throw workerScript;\r\n }\r\n runningFn = propName;\r\n let result = f(...args);\r\n if (result && result.finally !== undefined) {\r\n return result.finally(function () {\r\n runningFn = null;\r\n });\r\n } else {\r\n runningFn = null;\r\n return result;\r\n }\r\n }\r\n };\r\n\r\n for (let prop in workerScript.env.vars) {\r\n if (typeof workerScript.env.vars[prop] !== \"function\") continue;\r\n workerScript.env.vars[prop] = wrap(prop, workerScript.env.vars[prop]);\r\n }\r\n\r\n // Note: the environment that we pass to the JS script only needs to contain the functions visible\r\n // to that script, which env.vars does at this point.\r\n return executeJSScript(workerScript.getServer().scripts,\r\n workerScript).then(function (mainReturnValue) {\r\n if (mainReturnValue === undefined) return workerScript;\r\n return [mainReturnValue, workerScript];\r\n }).catch(e => {\r\n if (e instanceof Error) {\r\n workerScript.errorMessage = makeRuntimeRejectMsg(\r\n workerScript, e.message + (e.stack && (\"\\nstack:\\n\" + e.stack.toString()) || \"\"));\r\n throw workerScript;\r\n } else if (isScriptErrorMessage(e)) {\r\n workerScript.errorMessage = e;\r\n throw workerScript;\r\n }\r\n throw e; // Don't know what to do with it, let's rethrow.\r\n });\r\n}\r\n\r\n//Loop through workerScripts and run every script that is not currently running\r\nfunction runScriptsLoop() {\r\n var scriptDeleted = false;\r\n\r\n //Delete any scripts that finished or have been killed. Loop backwards bc removing items screws up indexing\r\n for (var i = workerScripts.length - 1; i >= 0; i--) {\r\n if (workerScripts[i].running == false && workerScripts[i].env.stopFlag == true) {\r\n scriptDeleted = true;\r\n //Delete script from the runningScripts array on its host serverIp\r\n var ip = workerScripts[i].serverIp;\r\n var name = workerScripts[i].name;\r\n\r\n //Free RAM\r\n AllServers[ip].ramUsed -= workerScripts[i].ramUsage;\r\n\r\n //Delete script from Active Scripts\r\n deleteActiveScriptsItem(workerScripts[i]);\r\n\r\n for (var j = 0; j < AllServers[ip].runningScripts.length; j++) {\r\n if (AllServers[ip].runningScripts[j].filename == name &&\r\n compareArrays(AllServers[ip].runningScripts[j].args, workerScripts[i].args)) {\r\n AllServers[ip].runningScripts.splice(j, 1);\r\n break;\r\n }\r\n }\r\n\r\n //Delete script from workerScripts\r\n workerScripts.splice(i, 1);\r\n }\r\n }\r\n if (scriptDeleted) {updateActiveScriptsItems();} //Force Update\r\n\r\n\r\n\t//Run any scripts that haven't been started\r\n\tfor (var i = 0; i < workerScripts.length; i++) {\r\n\t\t//If it isn't running, start the script\r\n\t\tif (workerScripts[i].running == false && workerScripts[i].env.stopFlag == false) {\r\n let p = null; // p is the script's result promise.\r\n if (workerScripts[i].name.endsWith(\".js\") || workerScripts[i].name.endsWith(\".ns\")) {\r\n p = startJsScript(workerScripts[i]);\r\n } else {\r\n try {\r\n var ast = parse(workerScripts[i].code, {sourceType:\"module\"});\r\n //console.log(ast);\r\n } catch (e) {\r\n console.log(\"Error parsing script: \" + workerScripts[i].name);\r\n dialogBoxCreate(\"Syntax ERROR in \" + workerScripts[i].name + \":
\" + e);\r\n workerScripts[i].env.stopFlag = true;\r\n continue;\r\n }\r\n workerScripts[i].running = true;\r\n p = evaluate(ast, workerScripts[i]);\r\n }\r\n\r\n\t\t\t//Once the code finishes (either resolved or rejected, doesnt matter), set its\r\n\t\t\t//running status to false\r\n\t\t\tp.then(function(w) {\r\n\t\t\t\tconsole.log(\"Stopping script \" + w.name + \" because it finished running naturally\");\r\n\t\t\t\tw.running = false;\r\n\t\t\t\tw.env.stopFlag = true;\r\n w.scriptRef.log(\"Script finished running\");\r\n\t\t\t}).catch(function(w) {\r\n\t\t\t\tif (w instanceof Error) {\r\n dialogBoxCreate(\"Script runtime unknown error. This is a bug please contact game developer\");\r\n\t\t\t\t\tconsole.log(\"ERROR: Evaluating workerscript returns an Error. THIS SHOULDN'T HAPPEN: \" + w.toString());\r\n return;\r\n } else if (w.constructor === Array && w.length === 2 && w[0] === \"RETURNSTATEMENT\") {\r\n //Script ends with a return statement\r\n console.log(\"Script returning with value: \" + w[1]);\r\n //TODO maybe do something with this in the future\r\n return;\r\n } else if (w instanceof WorkerScript) {\r\n if (isScriptErrorMessage(w.errorMessage)) {\r\n var errorTextArray = w.errorMessage.split(\"|\");\r\n if (errorTextArray.length != 4) {\r\n console.log(\"ERROR: Something wrong with Error text in evaluator...\");\r\n console.log(\"Error text: \" + errorText);\r\n return;\r\n }\r\n var serverIp = errorTextArray[1];\r\n var scriptName = errorTextArray[2];\r\n var errorMsg = errorTextArray[3];\r\n\r\n dialogBoxCreate(\"Script runtime error:
Server Ip: \" + serverIp +\r\n \"
Script name: \" + scriptName +\r\n \"
Args:\" + printArray(w.args) + \"
\" + errorMsg);\r\n w.scriptRef.log(\"Script crashed with runtime error\");\r\n } else {\r\n w.scriptRef.log(\"Script killed\");\r\n }\r\n\t\t\t\t\tw.running = false;\r\n\t\t\t\t\tw.env.stopFlag = true;\r\n\r\n\t\t\t\t} else if (isScriptErrorMessage(w)) {\r\n dialogBoxCreate(\"Script runtime unknown error. This is a bug please contact game developer\");\r\n\t\t\t\t\tconsole.log(\"ERROR: Evaluating workerscript returns only error message rather than WorkerScript object. THIS SHOULDN'T HAPPEN: \" + w.toString());\r\n return;\r\n } else {\r\n dialogBoxCreate(\"An unknown script died for an unknown reason. This is a bug please contact game dev\");\r\n console.log(w);\r\n }\r\n\t\t\t});\r\n\t\t}\r\n\t}\r\n\r\n\tsetTimeout(runScriptsLoop, 6000);\r\n}\r\n\r\n//Queues a script to be killed by settings its stop flag to true. Then, the code will reject\r\n//all of its promises recursively, and when it does so it will no longer be running.\r\n//The runScriptsLoop() will then delete the script from worker scripts\r\nfunction killWorkerScript(runningScriptObj, serverIp) {\r\n\tfor (var i = 0; i < workerScripts.length; i++) {\r\n\t\tif (workerScripts[i].name == runningScriptObj.filename && workerScripts[i].serverIp == serverIp &&\r\n compareArrays(workerScripts[i].args, runningScriptObj.args)) {\r\n\t\t\tworkerScripts[i].env.stopFlag = true;\r\n killNetscriptDelay(workerScripts[i]);\r\n //Recursively kill all functions\r\n var curr = workerScripts[i];\r\n while (curr.fnWorker) {\r\n curr.fnWorker.env.stopFlag = true;\r\n killNetscriptDelay(curr.fnWorker);\r\n curr = curr.fnWorker;\r\n }\r\n return true;\r\n\t\t}\r\n\t}\r\n return false;\r\n}\r\n\r\n//Queues a script to be run\r\nfunction addWorkerScript(runningScriptObj, server) {\r\n\tvar filename = runningScriptObj.filename;\r\n\r\n\t//Update server's ram usage\r\n var threads = 1;\r\n if (runningScriptObj.threads && !isNaN(runningScriptObj.threads)) {\r\n threads = runningScriptObj.threads;\r\n } else {\r\n runningScriptObj.threads = 1;\r\n }\r\n var ramUsage = runningScriptObj.scriptRef.ramUsage * threads\r\n * Math.pow(CONSTANTS.MultithreadingRAMCost, threads-1);\r\n var ramAvailable = server.maxRam - server.ramUsed;\r\n if (ramUsage > ramAvailable) {\r\n dialogBoxCreate(\"Not enough RAM to run script \" + runningScriptObj.filename + \" with args \" +\r\n printArray(runningScriptObj.args) + \". This likely occurred because you re-loaded \" +\r\n \"the game and the script's RAM usage increased (either because of an update to the game or \" +\r\n \"your changes to the script.)\");\r\n return;\r\n }\r\n\tserver.ramUsed += ramUsage;\r\n\r\n\t//Create the WorkerScript\r\n\tvar s = new WorkerScript(runningScriptObj);\r\n\ts.serverIp \t= server.ip;\r\n\ts.ramUsage \t= ramUsage;\r\n\r\n\t//Add the WorkerScript to the Active Scripts list\r\n\taddActiveScriptsItem(s);\r\n\r\n\t//Add the WorkerScript\r\n\tworkerScripts.push(s);\r\n\treturn;\r\n}\r\n\r\n//Updates the online running time stat of all running scripts\r\nfunction updateOnlineScriptTimes(numCycles = 1) {\r\n\tvar time = (numCycles * Engine._idleSpeed) / 1000; //seconds\r\n\tfor (var i = 0; i < workerScripts.length; ++i) {\r\n\t\tworkerScripts[i].scriptRef.onlineRunningTime += time;\r\n\t}\r\n}\r\n\r\nexport {WorkerScript, workerScripts, NetscriptPorts, runScriptsLoop,\r\n killWorkerScript, addWorkerScript, updateOnlineScriptTimes,\r\n prestigeWorkerScripts};\r\n","import {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {hasWallStreetSF, wallStreetSFLvl} from \"./NetscriptFunctions.js\";\r\nimport {WorkerScript} from \"./NetscriptWorker.js\";\r\nimport {Player} from \"./Player.js\";\r\n\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {clearEventListeners, getRandomInt,\r\n removeElementById,\r\n clearEventListenersEl} from \"../utils/HelperFunctions.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\nimport {yesNoBoxCreate, yesNoTxtInpBoxCreate,\r\n yesNoBoxGetYesButton, yesNoBoxGetNoButton,\r\n yesNoTxtInpBoxGetYesButton, yesNoTxtInpBoxGetNoButton,\r\n yesNoTxtInpBoxGetInput, yesNoBoxClose,\r\n yesNoTxtInpBoxClose, yesNoBoxOpen} from \"../utils/YesNoBox.js\";\r\n\r\nlet StockPriceCap = 1e9; //Put a limit on how high a price can go\r\n\r\nfunction Stock(name, symbol, mv, b, otlkMag, initPrice=10000) {\r\n this.symbol = symbol;\r\n this.name = name;\r\n this.price = initPrice;\r\n\r\n this.playerShares = 0;\r\n this.playerAvgPx = 0;\r\n this.playerShortShares = 0;\r\n this.playerAvgShortPx = 0;\r\n this.mv = mv;\r\n this.b = b;\r\n this.otlkMag = otlkMag;\r\n\r\n this.posTxtEl = null;\r\n}\r\n\r\nStock.prototype.toJSON = function() {\r\n\treturn Generic_toJSON(\"Stock\", this);\r\n}\r\n\r\nStock.fromJSON = function(value) {\r\n\treturn Generic_fromJSON(Stock, value.data);\r\n}\r\n\r\nReviver.constructors.Stock = Stock;\r\n\r\nvar OrderTypes = {\r\n LimitBuy: \"Limit Buy Order\",\r\n LimitSell: \"Limit Sell Order\",\r\n StopBuy: \"Stop Buy Order\",\r\n StopSell: \"Stop Sell Order\"\r\n}\r\n\r\nvar PositionTypes = {\r\n Long: \"L\",\r\n Short: \"S\"\r\n}\r\n\r\nfunction placeOrder(stock, shares, price, type, position, workerScript=null) {\r\n var tixApi = (workerScript instanceof WorkerScript);\r\n var order = new Order(stock, shares, price, type, position);\r\n if (isNaN(shares) || isNaN(price)) {\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"ERROR: Invalid numeric value provided for either 'shares' or 'price' argument\");\r\n } else {\r\n dialogBoxCreate(\"ERROR: Invalid numeric value provided for either 'shares' or 'price' argument\");\r\n }\r\n return false;\r\n }\r\n if (StockMarket[\"Orders\"] == null) {\r\n var orders = {};\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;}\r\n orders[stock.symbol] = [];\r\n }\r\n }\r\n StockMarket[\"Orders\"] = orders;\r\n }\r\n StockMarket[\"Orders\"][stock.symbol].push(order);\r\n //Process to see if it should be executed immediately\r\n processOrders(order.stock, order.type, order.pos);\r\n updateStockOrderList(order.stock);\r\n return true;\r\n}\r\n\r\n//Returns true if successfully cancels an order, false otherwise\r\nfunction cancelOrder(params, workerScript=null) {\r\n var tixApi = (workerScript instanceof WorkerScript);\r\n if (StockMarket[\"Orders\"] == null) {return false;}\r\n if (params.order && params.order instanceof Order) {\r\n var order = params.order;\r\n //An 'Order' object is passed in\r\n var stockOrders = StockMarket[\"Orders\"][order.stock.symbol];\r\n for (var i = 0; i < stockOrders.length; ++i) {\r\n if (order == stockOrders[i]) {\r\n stockOrders.splice(i, 1);\r\n updateStockOrderList(order.stock);\r\n return true;\r\n }\r\n }\r\n return false;\r\n } else if (params.stock && params.shares && params.price && params.type &&\r\n params.pos && params.stock instanceof Stock) {\r\n //Order properties are passed in. Need to look for the order\r\n var stockOrders = StockMarket[\"Orders\"][params.stock.symbol];\r\n var orderTxt = params.stock.symbol + \" - \" + params.shares + \" @ \" +\r\n numeral(params.price).format('$0.000a');\r\n for (var i = 0; i < stockOrders.length; ++i) {\r\n var order = stockOrders[i];\r\n if (params.shares === order.shares &&\r\n params.price === order.price &&\r\n params.type === order.type &&\r\n params.pos === order.pos) {\r\n stockOrders.splice(i, 1);\r\n updateStockOrderList(order.stock);\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"Successfully cancelled order: \" + orderTxt);\r\n }\r\n return true;\r\n }\r\n }\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"Failed to cancel order: \" + orderTxt);\r\n }\r\n return false;\r\n }\r\n return false;\r\n}\r\n\r\nfunction executeOrder(order) {\r\n var stock = order.stock;\r\n var orderBook = StockMarket[\"Orders\"];\r\n var stockOrders = orderBook[stock.symbol];\r\n var res = true;\r\n console.log(\"Executing the following order:\");\r\n console.log(order);\r\n switch (order.type) {\r\n case OrderTypes.LimitBuy:\r\n case OrderTypes.StopBuy:\r\n if (order.pos === PositionTypes.Long) {\r\n res = buyStock(order.stock, order.shares) && res;\r\n } else if (order.pos === PositionTypes.Short) {\r\n res = shortStock(order.stock, order.shares) && res;\r\n }\r\n break;\r\n case OrderTypes.LimitSell:\r\n case OrderTypes.StopSell:\r\n if (order.pos === PositionTypes.Long) {\r\n res = sellStock(order.stock, order.shares) && res;\r\n } else if (order.pos === PositionTypes.Short) {\r\n res = sellShort(order.stock, order.shares) && res;\r\n }\r\n break;\r\n }\r\n if (res) {\r\n //Remove order from order book\r\n for (var i = 0; i < stockOrders.length; ++i) {\r\n if (order == stockOrders[i]) {\r\n stockOrders.splice(i, 1);\r\n updateStockOrderList(order.stock);\r\n return;\r\n }\r\n }\r\n console.log(\"ERROR: Could not find the following Order in Order Book: \");\r\n console.log(order);\r\n } else {\r\n console.log(\"Order failed to execute\");\r\n }\r\n}\r\n\r\nfunction Order(stock, shares, price, type, position) {\r\n this.stock = stock;\r\n this.shares = shares;\r\n this.price = price;\r\n this.type = type;\r\n this.pos = position;\r\n}\r\n\r\nOrder.prototype.toJSON = function() {\r\n\treturn Generic_toJSON(\"Order\", this);\r\n}\r\n\r\nOrder.fromJSON = function(value) {\r\n\treturn Generic_fromJSON(Order, value.data);\r\n}\r\n\r\nReviver.constructors.Order = Order;\r\n\r\nlet StockMarket = {} //Full name to stock object\r\nlet StockSymbols = {} //Full name to symbol\r\nlet SymbolToStockMap = {}; //Symbol to Stock object\r\n\r\nfunction loadStockMarket(saveString) {\r\n if (saveString === \"\") {\r\n StockMarket = {};\r\n } else {\r\n StockMarket = JSON.parse(saveString, Reviver);\r\n }\r\n}\r\n\r\nfunction initStockSymbols() {\r\n //Stocks for companies at which you can work\r\n StockSymbols[Locations.AevumECorp] = \"ECP\";\r\n StockSymbols[Locations.Sector12MegaCorp] = \"MGCP\";\r\n StockSymbols[Locations.Sector12BladeIndustries] = \"BLD\";\r\n StockSymbols[Locations.AevumClarkeIncorporated] = \"CLRK\";\r\n StockSymbols[Locations.VolhavenOmniTekIncorporated] = \"OMTK\";\r\n StockSymbols[Locations.Sector12FourSigma] = \"FSIG\";\r\n StockSymbols[Locations.ChongqingKuaiGongInternational] = \"KGI\";\r\n StockSymbols[Locations.AevumFulcrumTechnologies] = \"FLCM\";\r\n StockSymbols[Locations.IshimaStormTechnologies] = \"STM\";\r\n StockSymbols[Locations.NewTokyoDefComm] = \"DCOMM\";\r\n StockSymbols[Locations.VolhavenHeliosLabs] = \"HLS\";\r\n StockSymbols[Locations.NewTokyoVitaLife] = \"VITA\";\r\n StockSymbols[Locations.Sector12IcarusMicrosystems] = \"ICRS\";\r\n StockSymbols[Locations.Sector12UniversalEnergy] = \"UNV\";\r\n StockSymbols[Locations.AevumAeroCorp] = \"AERO\";\r\n StockSymbols[Locations.VolhavenOmniaCybersystems] = \"OMN\";\r\n StockSymbols[Locations.ChongqingSolarisSpaceSystems] = \"SLRS\";\r\n StockSymbols[Locations.NewTokyoGlobalPharmaceuticals] = \"GPH\";\r\n StockSymbols[Locations.IshimaNovaMedical] = \"NVMD\";\r\n StockSymbols[Locations.AevumWatchdogSecurity] = \"WDS\";\r\n StockSymbols[Locations.VolhavenLexoCorp] = \"LXO\";\r\n StockSymbols[Locations.AevumRhoConstruction] = \"RHOC\";\r\n StockSymbols[Locations.Sector12AlphaEnterprises] = \"APHE\";\r\n StockSymbols[Locations.VolhavenSysCoreSecurities] = \"SYSC\";\r\n StockSymbols[Locations.VolhavenCompuTek] = \"CTK\";\r\n StockSymbols[Locations.AevumNetLinkTechnologies] = \"NTLK\";\r\n StockSymbols[Locations.IshimaOmegaSoftware] = \"OMGA\";\r\n StockSymbols[Locations.Sector12FoodNStuff] = \"FNS\";\r\n\r\n //Stocks for other companies\r\n StockSymbols[\"Sigma Cosmetics\"] = \"SGC\";\r\n StockSymbols[\"Joes Guns\"] = \"JGN\";\r\n StockSymbols[\"Catalyst Ventures\"] = \"CTYS\";\r\n StockSymbols[\"Microdyne Technologies\"] = \"MDYN\";\r\n StockSymbols[\"Titan Laboratories\"] = \"TITN\";\r\n}\r\n\r\nfunction initStockMarket() {\r\n for (var stk in StockMarket) {\r\n if (StockMarket.hasOwnProperty(stk)) {\r\n delete StockMarket[stk];\r\n }\r\n }\r\n\r\n var ecorp = Locations.AevumECorp;\r\n var ecorpStk = new Stock(ecorp, StockSymbols[ecorp], 0.45, true, 19, getRandomInt(20000, 25000));\r\n StockMarket[ecorp] = ecorpStk;\r\n\r\n var megacorp = Locations.Sector12MegaCorp;\r\n var megacorpStk = new Stock(megacorp, StockSymbols[megacorp], 0.45, true, 19, getRandomInt(25000, 33000));\r\n StockMarket[megacorp] = megacorpStk;\r\n\r\n var blade = Locations.Sector12BladeIndustries;\r\n var bladeStk = new Stock(blade, StockSymbols[blade], 0.75, true, 13, getRandomInt(15000, 22000));\r\n StockMarket[blade] = bladeStk;\r\n\r\n var clarke = Locations.AevumClarkeIncorporated;\r\n var clarkeStk = new Stock(clarke, StockSymbols[clarke], 0.7, true, 12, getRandomInt(15000, 20000));\r\n StockMarket[clarke] = clarkeStk;\r\n\r\n var omnitek = Locations.VolhavenOmniTekIncorporated;\r\n var omnitekStk = new Stock(omnitek, StockSymbols[omnitek], 0.65, true, 12, getRandomInt(35000, 40000));\r\n StockMarket[omnitek] = omnitekStk;\r\n\r\n var foursigma = Locations.Sector12FourSigma;\r\n var foursigmaStk = new Stock(foursigma, StockSymbols[foursigma], 1.05, true, 17, getRandomInt(60000, 70000));\r\n StockMarket[foursigma] = foursigmaStk;\r\n\r\n var kuaigong = Locations.ChongqingKuaiGongInternational;\r\n var kuaigongStk = new Stock(kuaigong, StockSymbols[kuaigong], 0.8, true, 10, getRandomInt(20000, 24000));\r\n StockMarket[kuaigong] = kuaigongStk;\r\n\r\n var fulcrum = Locations.AevumFulcrumTechnologies;\r\n var fulcrumStk = new Stock(fulcrum, StockSymbols[fulcrum], 1.25, true, 16, getRandomInt(30000, 35000));\r\n StockMarket[fulcrum] = fulcrumStk;\r\n\r\n var storm = Locations.IshimaStormTechnologies;\r\n var stormStk = new Stock(storm, StockSymbols[storm], 0.85, true, 7, getRandomInt(21000, 24000));\r\n StockMarket[storm] = stormStk;\r\n\r\n var defcomm = Locations.NewTokyoDefComm;\r\n var defcommStk = new Stock(defcomm, StockSymbols[defcomm], 0.65, true, 10, getRandomInt(10000, 15000));\r\n StockMarket[defcomm] = defcommStk;\r\n\r\n var helios = Locations.VolhavenHeliosLabs;\r\n var heliosStk = new Stock(helios, StockSymbols[helios], 0.6, true, 9, getRandomInt(12000, 16000));\r\n StockMarket[helios] = heliosStk;\r\n\r\n var vitalife = Locations.NewTokyoVitaLife;\r\n var vitalifeStk = new Stock(vitalife, StockSymbols[vitalife], 0.75, true, 7, getRandomInt(10000, 12000));\r\n StockMarket[vitalife] = vitalifeStk;\r\n\r\n var icarus = Locations.Sector12IcarusMicrosystems;\r\n var icarusStk = new Stock(icarus, StockSymbols[icarus], 0.65, true, 7.5, getRandomInt(16000, 20000));\r\n StockMarket[icarus] = icarusStk;\r\n\r\n var universalenergy = Locations.Sector12UniversalEnergy;\r\n var universalenergyStk = new Stock(universalenergy, StockSymbols[universalenergy], 0.55, true, 10, getRandomInt(20000, 25000));\r\n StockMarket[universalenergy] = universalenergyStk;\r\n\r\n var aerocorp = Locations.AevumAeroCorp;\r\n var aerocorpStk = new Stock(aerocorp, StockSymbols[aerocorp], 0.6, true, 6, getRandomInt(10000, 15000));\r\n StockMarket[aerocorp] = aerocorpStk;\r\n\r\n var omnia = Locations.VolhavenOmniaCybersystems;\r\n var omniaStk = new Stock(omnia, StockSymbols[omnia], 0.7, true, 4.5, getRandomInt(9000, 12000));\r\n StockMarket[omnia] = omniaStk;\r\n\r\n var solaris = Locations.ChongqingSolarisSpaceSystems;\r\n var solarisStk = new Stock(solaris, StockSymbols[solaris], 0.75, true, 8.5, getRandomInt(18000, 24000));\r\n StockMarket[solaris] = solarisStk;\r\n\r\n var globalpharm = Locations.NewTokyoGlobalPharmaceuticals;\r\n var globalpharmStk = new Stock(globalpharm, StockSymbols[globalpharm], 0.6, true, 10.5, getRandomInt(18000, 24000));\r\n StockMarket[globalpharm] = globalpharmStk;\r\n\r\n var nova = Locations.IshimaNovaMedical;\r\n var novaStk = new Stock(nova, StockSymbols[nova], 0.75, true, 5, getRandomInt(18000, 24000));\r\n StockMarket[nova] = novaStk;\r\n\r\n var watchdog = Locations.AevumWatchdogSecurity;\r\n var watchdogStk = new Stock(watchdog, StockSymbols[watchdog], 2.5, true, 1.5, getRandomInt(5000, 7500));\r\n StockMarket[watchdog] = watchdogStk;\r\n\r\n var lexocorp = Locations.VolhavenLexoCorp;\r\n var lexocorpStk = new Stock(lexocorp, StockSymbols[lexocorp], 1.25, true, 6, getRandomInt(5000, 7500));\r\n StockMarket[lexocorp] = lexocorpStk;\r\n\r\n var rho = Locations.AevumRhoConstruction;\r\n var rhoStk = new Stock(rho, StockSymbols[rho], 0.6, true, 1, getRandomInt(3000, 6000));\r\n StockMarket[rho] = rhoStk;\r\n\r\n var alpha = Locations.Sector12AlphaEnterprises;\r\n var alphaStk = new Stock(alpha, StockSymbols[alpha], 1.9, true, 10, getRandomInt(5000, 7500));\r\n StockMarket[alpha] = alphaStk;\r\n\r\n var syscore = Locations.VolhavenSysCoreSecurities;\r\n var syscoreStk = new Stock(syscore, StockSymbols[syscore], 1.6, true, 3, getRandomInt(4000, 7000))\r\n StockMarket[syscore] = syscoreStk;\r\n\r\n var computek = Locations.VolhavenCompuTek;\r\n var computekStk = new Stock(computek, StockSymbols[computek], 0.9, true, 4, getRandomInt(2000, 5000));\r\n StockMarket[computek] = computekStk;\r\n\r\n var netlink = Locations.AevumNetLinkTechnologies;\r\n var netlinkStk = new Stock(netlink, StockSymbols[netlink], 4.2, true, 1, getRandomInt(2000, 4000));\r\n StockMarket[netlink] = netlinkStk;\r\n\r\n var omega = Locations.IshimaOmegaSoftware;\r\n var omegaStk = new Stock(omega, StockSymbols[omega], 1, true, 0.5, getRandomInt(3000, 6000));\r\n StockMarket[omega] = omegaStk;\r\n\r\n var fns = Locations.Sector12FoodNStuff;\r\n var fnsStk = new Stock(fns, StockSymbols[fns], 0.75, false, 1, getRandomInt(1000, 4000));\r\n StockMarket[fns] = fnsStk;\r\n\r\n var sigmacosm = \"Sigma Cosmetics\";\r\n var sigmacosmStk = new Stock(sigmacosm, StockSymbols[sigmacosm], 2.8, true, 0, getRandomInt(2000, 3000));\r\n StockMarket[sigmacosm] = sigmacosmStk;\r\n\r\n var joesguns = \"Joes Guns\";\r\n var joesgunsStk = new Stock(joesguns, StockSymbols[joesguns], 3.8, true, 1, getRandomInt(500, 1000));\r\n StockMarket[joesguns] = joesgunsStk;\r\n\r\n var catalyst = \"Catalyst Ventures\";\r\n var catalystStk = new Stock(catalyst, StockSymbols[catalyst], 1.45, true, 13.5, getRandomInt(500, 1000));\r\n StockMarket[catalyst] = catalystStk;\r\n\r\n var microdyne = \"Microdyne Technologies\";\r\n var microdyneStk = new Stock(microdyne, StockSymbols[microdyne], 0.75, true, 8, getRandomInt(20000, 25000));\r\n StockMarket[microdyne] = microdyneStk;\r\n\r\n var titanlabs = \"Titan Laboratories\";\r\n var titanlabsStk = new Stock(titanlabs, StockSymbols[titanlabs], 0.6, true, 11, getRandomInt(15000, 20000));\r\n StockMarket[titanlabs] = titanlabsStk;\r\n\r\n var orders = {};\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;}\r\n orders[stock.symbol] = [];\r\n }\r\n }\r\n StockMarket[\"Orders\"] = orders;\r\n}\r\n\r\nfunction initSymbolToStockMap() {\r\n for (var name in StockSymbols) {\r\n if (StockSymbols.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (stock == null) {\r\n console.log(\"ERROR finding stock\");\r\n continue;\r\n }\r\n var symbol = StockSymbols[name];\r\n SymbolToStockMap[symbol] = stock;\r\n }\r\n }\r\n}\r\n\r\nfunction stockMarketCycle() {\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n var thresh = 0.6;\r\n if (stock.b) {thresh = 0.4;}\r\n if (Math.random() < thresh) {\r\n stock.b = !stock.b;\r\n }\r\n }\r\n }\r\n}\r\n\r\n//Returns true if successful, false otherwise\r\nfunction buyStock(stock, shares) {\r\n if (stock == null || shares < 0 || isNaN(shares)) {\r\n dialogBoxCreate(\"Failed to buy stock. This may be a bug, contact developer\");\r\n return false;\r\n }\r\n shares = Math.round(shares);\r\n if (shares == 0) {return false;}\r\n\r\n var totalPrice = stock.price * shares;\r\n if (Player.money.lt(totalPrice + CONSTANTS.StockMarketCommission)) {\r\n dialogBoxCreate(\"You do not have enough money to purchase this. You need $\" +\r\n formatNumber(totalPrice + CONSTANTS.StockMarketCommission, 2).toString() + \".\");\r\n return false;\r\n }\r\n\r\n var origTotal = stock.playerShares * stock.playerAvgPx;\r\n Player.loseMoney(totalPrice + CONSTANTS.StockMarketCommission);\r\n var newTotal = origTotal + totalPrice;\r\n stock.playerShares += shares;\r\n stock.playerAvgPx = newTotal / stock.playerShares;\r\n updateStockPlayerPosition(stock);\r\n dialogBoxCreate(\"Bought \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share. You also paid $\" +\r\n formatNumber(CONSTANTS.StockMarketCommission, 2) + \" in commission fees.\");\r\n return true;\r\n}\r\n\r\n//Returns true if successful and false otherwise\r\nfunction sellStock(stock, shares) {\r\n if (shares == 0) {return false;}\r\n if (stock == null || shares < 0 || isNaN(shares)) {\r\n dialogBoxCreate(\"Failed to sell stock. This may be a bug, contact developer\");\r\n return false;\r\n }\r\n shares = Math.round(shares);\r\n if (shares > stock.playerShares) {shares = stock.playerShares;}\r\n if (shares === 0) {return false;}\r\n var gains = stock.price * shares - CONSTANTS.StockMarketCommission;\r\n Player.gainMoney(gains);\r\n stock.playerShares -= shares;\r\n if (stock.playerShares == 0) {\r\n stock.playerAvgPx = 0;\r\n }\r\n updateStockPlayerPosition(stock);\r\n dialogBoxCreate(\"Sold \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share. After commissions, you gained \" +\r\n \"a total of $\" + formatNumber(gains, 2));\r\n return true;\r\n}\r\n\r\n//Returns true if successful and false otherwise\r\nfunction shortStock(stock, shares, workerScript=null) {\r\n var tixApi = (workerScript instanceof WorkerScript);\r\n if (stock == null || isNaN(shares) || shares < 0) {\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"ERROR: shortStock() failed because of invalid arguments.\");\r\n } else {\r\n dialogBoxCreate(\"Failed to initiate a short position in a stock. This is probably \" +\r\n \"due to an invalid quantity. Otherwise, this may be a bug, so contact developer\");\r\n }\r\n return false;\r\n }\r\n shares = Math.round(shares);\r\n if (shares === 0) {return false;}\r\n\r\n var totalPrice = stock.price * shares;\r\n if (Player.money.lt(totalPrice + CONSTANTS.StockMarketCommission)) {\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"ERROR: shortStock() failed because you do not have \" +\r\n \"money to purchase this short position. You need \" +\r\n numeral(totalPrice + CONSTANTS.StockMarketCommission).format('($0.000a)'));\r\n } else {\r\n dialogBoxCreate(\"You do not have enough money to purchase this short position. You need $\" +\r\n formatNumber(totalPrice + CONSTANTS.StockMarketCommission, 2) + \".\");\r\n }\r\n\r\n return false;\r\n }\r\n\r\n var origTotal = stock.playerShortShares * stock.playerAvgShortPx;\r\n Player.loseMoney(totalPrice + CONSTANTS.StockMarketCommission);\r\n var newTotal = origTotal + totalPrice;\r\n stock.playerShortShares += shares;\r\n stock.playerAvgShortPx = newTotal / stock.playerShortShares;\r\n updateStockPlayerPosition(stock);\r\n if (tixApi) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.shortStock == null) {\r\n workerScript.scriptRef.log(\"Bought a short position of \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at \" +\r\n numeral(stock.price).format('($0.000a)') + \" per share. Paid \" +\r\n numeral(CONSTANTS.StockMarketCommission).format('($0.000a)') + \" in commission fees.\");\r\n }\r\n } else {\r\n dialogBoxCreate(\"Bought a short position of \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share. You also paid $\" +\r\n formatNumber(CONSTANTS.StockMarketCommission, 2) + \" in commission fees.\");\r\n }\r\n return true;\r\n}\r\n\r\n//Returns true if successful and false otherwise\r\nfunction sellShort(stock, shares, workerScript=null) {\r\n var tixApi = (workerScript instanceof WorkerScript);\r\n if (stock == null || isNaN(shares) || shares < 0) {\r\n if (tixApi) {\r\n workerScript.scriptRef.log(\"ERROR: sellShort() failed because of invalid arguments.\");\r\n } else {\r\n dialogBoxCreate(\"Failed to sell a short position in a stock. This is probably \" +\r\n \"due to an invalid quantity. Otherwise, this may be a bug, so contact developer\");\r\n }\r\n return false;\r\n }\r\n shares = Math.round(shares);\r\n if (shares > stock.playerShortShares) {shares = stock.playerShortShares;}\r\n if (shares === 0) {return false;}\r\n\r\n var origCost = shares * stock.playerAvgShortPx;\r\n var profit = ((stock.playerAvgShortPx - stock.price) * shares) - CONSTANTS.StockMarketCommission;\r\n if (isNaN(profit)) {profit = 0;}\r\n Player.gainMoney(origCost + profit);\r\n if (tixApi) {\r\n workerScript.scriptRef.onlineMoneyMade += profit;\r\n Player.scriptProdSinceLastAug += profit;\r\n }\r\n\r\n stock.playerShortShares -= shares;\r\n if (stock.playerShortShares === 0) {\r\n stock.playerAvgShortPx = 0;\r\n }\r\n updateStockPlayerPosition(stock);\r\n if (tixApi) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sellShort == null) {\r\n workerScript.scriptRef.log(\"Sold your short position of \" + shares + \" shares of \" + stock.symbol + \" at \" +\r\n numeral(stock.price).format('($0.000a)') + \" per share. After commissions, you gained \" +\r\n \"a total of \" + numeral(origCost + profit).format('($0.000a)'));\r\n }\r\n } else {\r\n dialogBoxCreate(\"Sold your short position of \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share. After commissions, you gained \" +\r\n \"a total of $\" + formatNumber(origCost + profit, 2));\r\n }\r\n\r\n return true;\r\n}\r\n\r\nfunction updateStockPrices() {\r\n var v = Math.random();\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;}\r\n var av = (v * stock.mv) / 100;\r\n if (isNaN(av)) {av = .02;}\r\n\r\n var chc = 50;\r\n if (stock.b) {\r\n chc = (chc + stock.otlkMag)/100;\r\n if (isNaN(chc)) {chc = 0.5;}\r\n } else {\r\n chc = (chc - stock.otlkMag)/100;\r\n if (isNaN(chc)) {chc = 0.5;}\r\n }\r\n if (stock.price >= StockPriceCap) {\r\n chc = -1; //Limit on stock price\r\n stock.b = false;\r\n }\r\n\r\n var c = Math.random();\r\n if (c < chc) {\r\n stock.price *= (1 + av);\r\n processOrders(stock, OrderTypes.LimitBuy, PositionTypes.Short);\r\n processOrders(stock, OrderTypes.LimitSell, PositionTypes.Long);\r\n processOrders(stock, OrderTypes.StopBuy, PositionTypes.Long);\r\n processOrders(stock, OrderTypes.StopSell, PositionTypes.Short);\r\n if (Engine.currentPage == Engine.Page.StockMarket) {\r\n updateStockTicker(stock, true);\r\n }\r\n } else {\r\n stock.price /= (1 + av);\r\n processOrders(stock, OrderTypes.LimitBuy, PositionTypes.Long);\r\n processOrders(stock, OrderTypes.LimitSell, PositionTypes.Short);\r\n processOrders(stock, OrderTypes.StopBuy, PositionTypes.Short);\r\n processOrders(stock, OrderTypes.StopSell, PositionTypes.Long);\r\n if (Engine.currentPage == Engine.Page.StockMarket) {\r\n updateStockTicker(stock, false);\r\n }\r\n }\r\n\r\n var otlkMagChange = stock.otlkMag * av;\r\n if (stock.otlkMag <= 0.1) {\r\n otlkMagChange = 1;\r\n }\r\n if (c < 0.5) {\r\n stock.otlkMag += otlkMagChange;\r\n } else {\r\n stock.otlkMag -= otlkMagChange;\r\n }\r\n if (stock.otlkMag < 0) {\r\n stock.otlkMag *= -1;\r\n stock.b = !stock.b;\r\n }\r\n\r\n }\r\n }\r\n}\r\n\r\n//Checks and triggers any orders for the specified stock\r\nfunction processOrders(stock, orderType, posType) {\r\n var orderBook = StockMarket[\"Orders\"];\r\n if (orderBook == null) {\r\n var orders = {};\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;}\r\n orders[stock.symbol] = [];\r\n }\r\n }\r\n StockMarket[\"Orders\"] = orders;\r\n return; //Newly created, so no orders to process\r\n }\r\n var stockOrders = orderBook[stock.symbol];\r\n if (stockOrders == null || !(stockOrders.constructor === Array)) {\r\n console.log(\"ERROR: Invalid Order book for \" + stock.symbol + \" in processOrders()\");\r\n stockOrders = [];\r\n return;\r\n }\r\n for (var i = 0; i < stockOrders.length; ++i) {\r\n var order = stockOrders[i];\r\n if (order.type === orderType && order.pos === posType) {\r\n switch(order.type) {\r\n case OrderTypes.LimitBuy:\r\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\r\n executeOrder/*66*/(order);\r\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\r\n executeOrder/*66*/(order);\r\n }\r\n break;\r\n case OrderTypes.LimitSell:\r\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\r\n executeOrder/*66*/(order);\r\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\r\n executeOrder/*66*/(order);\r\n }\r\n break;\r\n case OrderTypes.StopBuy:\r\n if (order.pos === PositionTypes.Long && stock.price >= order.price) {\r\n executeOrder/*66*/(order);\r\n } else if (order.pos === PositionTypes.Short && stock.price <= order.price) {\r\n executeOrder/*66*/(order);\r\n }\r\n break;\r\n case OrderTypes.StopSell:\r\n if (order.pos === PositionTypes.Long && stock.price <= order.price) {\r\n executeOrder/*66*/(order);\r\n } else if (order.pos === PositionTypes.Short && stock.price >= order.price) {\r\n executeOrder/*66*/(order);\r\n }\r\n break;\r\n default:\r\n console.log(\"Invalid order type: \" + order.type);\r\n return;\r\n }\r\n }\r\n }\r\n}\r\n\r\nfunction setStockMarketContentCreated(b) {\r\n stockMarketContentCreated = b;\r\n}\r\n\r\nvar stockMarketContentCreated = false;\r\nvar stockMarketPortfolioMode = false;\r\nvar COMM = CONSTANTS.StockMarketCommission;\r\nfunction displayStockMarketContent() {\r\n if (Player.hasWseAccount == null) {Player.hasWseAccount = false;}\r\n if (Player.hasTixApiAccess == null) {Player.hasTixApiAccess = false;}\r\n\r\n //Purchase WSE Account button\r\n var wseAccountButton = clearEventListeners(\"stock-market-buy-account\");\r\n wseAccountButton.innerText = \"Buy WSE Account - $\" + formatNumber(CONSTANTS.WSEAccountCost, 2).toString();\r\n if (!Player.hasWseAccount && Player.money.gte(CONSTANTS.WSEAccountCost)) {\r\n wseAccountButton.setAttribute(\"class\", \"a-link-button\");\r\n } else if (Player.hasWseAccount){\r\n wseAccountButton.innerText = \"WSE Account - Purchased\";\r\n wseAccountButton.setAttribute(\"class\", \"a-link-button-bought\");\r\n } else {\r\n wseAccountButton.setAttribute(\"class\", \"a-link-button-inactive\");\r\n }\r\n wseAccountButton.addEventListener(\"click\", function() {\r\n Player.hasWseAccount = true;\r\n initStockMarket();\r\n initSymbolToStockMap();\r\n Player.loseMoney(CONSTANTS.WSEAccountCost);\r\n displayStockMarketContent();\r\n return false;\r\n });\r\n\r\n //Purchase TIX API Access account\r\n var tixApiAccessButton = clearEventListeners(\"stock-market-buy-tix-api\");\r\n tixApiAccessButton.innerText = \"Buy Trade Information eXchange (TIX) API Access - $\" +\r\n formatNumber(CONSTANTS.TIXAPICost, 2).toString();\r\n if (!Player.hasTixApiAccess && Player.money.gte(CONSTANTS.TIXAPICost)) {\r\n tixApiAccessButton.setAttribute(\"class\", \"a-link-button\");\r\n } else if(Player.hasTixApiAccess) {\r\n tixApiAccessButton.innerText = \"Trade Information eXchange (TIX) API Access - Purchased\"\r\n tixApiAccessButton.setAttribute(\"class\", \"a-link-button-bought\");\r\n } else {\r\n tixApiAccessButton.setAttribute(\"class\", \"a-link-button-inactive\");\r\n }\r\n tixApiAccessButton.addEventListener(\"click\", function() {\r\n Player.hasTixApiAccess = true;\r\n Player.loseMoney(CONSTANTS.TIXAPICost);\r\n displayStockMarketContent();\r\n return false;\r\n });\r\n\r\n var stockList = document.getElementById(\"stock-market-list\");\r\n if (stockList == null) {return;}\r\n\r\n if (!Player.hasWseAccount) {\r\n stockMarketContentCreated = false;\r\n while (stockList.firstChild) {\r\n stockList.removeChild(stockList.firstChild);\r\n }\r\n return;\r\n }\r\n\r\n //Create stock market content if you have an account\r\n if (!stockMarketContentCreated && Player.hasWseAccount) {\r\n console.log(\"Creating Stock Market UI\");\r\n document.getElementById(\"stock-market-commission\").innerHTML =\r\n \"Commission Fees: Every transaction you make has a $\" +\r\n formatNumber(CONSTANTS.StockMarketCommission, 2) + \" commission fee.

\" +\r\n \"WARNING: When you reset after installing Augmentations, the Stock Market is reset. \" +\r\n \"This means all your positions are lost, so make sure to sell your stocks before installing \" +\r\n \"Augmentations!\";\r\n\r\n var investopediaButton = clearEventListeners(\"stock-market-investopedia\");\r\n investopediaButton.addEventListener(\"click\", function() {\r\n var txt = \"When making a transaction on the stock market, there are two \" +\r\n \"types of positions: Long and Short. A Long position is the typical \" +\r\n \"scenario where you buy a stock and earn a profit if the price of that \" +\r\n \"stock increases. Meanwhile, a Short position is the exact opposite. \" +\r\n \"In a Short position you purchase shares of a stock and earn a profit \" +\r\n \"if the price of that stock decreases. This is also called 'shorting' a stock.

\" +\r\n \"NOTE: Shorting stocks is not available immediately, and must be unlocked later on in the game.

\" +\r\n \"There are three different types of orders you can make to buy or sell \" +\r\n \"stocks on the exchange: Market Order, Limit Order, and Stop Order. \" +\r\n \"Note that Limit Orders and Stop Orders are not available immediately, and must be unlocked \" +\r\n \"later on in the game.

\" +\r\n \"When you place a Market Order to buy or sell a stock, the order executes \" +\r\n \"immediately at whatever the current price of the stock is. For example \" +\r\n \"if you choose to short a stock with 5000 shares using a Market Order, \" +\r\n \"you immediately purchase those 5000 shares in a Short position at whatever \" +\r\n \"the current market price is for that stock.

\" +\r\n \"A Limit Order is an order that only executes under certain conditions. \" +\r\n \"A Limit Order is used to buy or sell a stock at a specified price or better. \" +\r\n \"For example, lets say you purchased a Long position of 100 shares of some stock \" +\r\n \"at a price of $10 per share. You can place a Limit Order to sell those 100 shares \" +\r\n \"at $50 or better. The Limit Order will execute when the price of the stock reaches a \" +\r\n \"value of $50 or higher.

\" +\r\n \"A Stop Order is the opposite of a Limit Order. It is used to buy or sell a stock \" +\r\n \"at a specified price (before the price gets 'worse'). For example, lets say you purchased \" +\r\n \"a Short position of 100 shares of some stock at a price of $100 per share. \" +\r\n \"The current price of the stock is $80 (a profit of $20 per share). You can place a \" +\r\n \"Stop Order to sell the Short position if the stock's price reaches $90 or higher. \" +\r\n \"This can be used to lock in your profits and limit any losses.

\" +\r\n \"Here is a summary of how each order works and when they execute:

\" +\r\n \"In a LONG Position:

\" +\r\n \"A Limit Order to buy will execute if the stock's price <= order's price
\" +\r\n \"A Limit Order to sell will execute if the stock's price >= order's price
\" +\r\n \"A Stop Order to buy will execute if the stock's price >= order's price
\" +\r\n \"A Stop Order to sell will execute if the stock's price <= order's price

\" +\r\n \"In a SHORT Position:

\" +\r\n \"A Limit Order to buy will execute if the stock's price >= order's price
\" +\r\n \"A Limit Order to sell will execute if the stock's price <= order's price
\" +\r\n \"A Stop Order to buy will execute if the stock's price <= order's price
\" +\r\n \"A Stop Order to sell will execute if the stock's price >= order's price.\";\r\n dialogBoxCreate(txt);\r\n return false;\r\n });\r\n\r\n //Switch to Portfolio Mode Button\r\n var modeBtn = clearEventListeners(\"stock-market-mode\");\r\n if (modeBtn) {\r\n modeBtn.innerHTML = \"Switch to 'Portfolio' Mode\" +\r\n \"Displays only the stocks for which you have shares or orders\";\r\n modeBtn.addEventListener(\"click\", switchToPortfolioMode);\r\n }\r\n\r\n //Expand/Collapse tickers buttons\r\n var expandBtn = clearEventListeners(\"stock-market-expand-tickers\"),\r\n collapseBtn = clearEventListeners(\"stock-market-collapse-tickers\"),\r\n stockList = document.getElementById(\"stock-market-list\");\r\n if (expandBtn) {\r\n expandBtn.addEventListener(\"click\", ()=>{\r\n var tickerHdrs = stockList.getElementsByClassName(\"accordion-header\");\r\n for (var i = 0; i < tickerHdrs.length; ++i) {\r\n if (!tickerHdrs[i].classList.contains(\"active\")) {\r\n tickerHdrs[i].click();\r\n }\r\n }\r\n });\r\n }\r\n if (collapseBtn) {\r\n collapseBtn.addEventListener(\"click\",()=>{\r\n var tickerHdrs = stockList.getElementsByClassName(\"accordion-header\");\r\n for (var i = 0; i < tickerHdrs.length; ++i) {\r\n if (tickerHdrs[i].classList.contains(\"active\")) {\r\n tickerHdrs[i].click();\r\n }\r\n }\r\n });\r\n }\r\n\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;} //orders property is an array\r\n createStockTicker(stock);\r\n }\r\n }\r\n setStockTickerClickHandlers(); //Clicking headers opens/closes panels\r\n stockMarketContentCreated = true;\r\n }\r\n\r\n if (Player.hasWseAccount) {\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n updateStockTicker(stock, null);\r\n updateStockOrderList(stock);\r\n }\r\n }\r\n }\r\n}\r\n\r\n//Displays only stocks you have position/order in\r\nfunction switchToPortfolioMode() {\r\n stockMarketPortfolioMode = true;\r\n var stockList = document.getElementById(\"stock-market-list\");\r\n if (stockList == null) {return;}\r\n var modeBtn = clearEventListeners(\"stock-market-mode\");\r\n if (modeBtn) {\r\n modeBtn.innerHTML = \"Switch to 'All stocks' Mode\" +\r\n \"Displays all stocks on the WSE\";\r\n modeBtn.addEventListener(\"click\", switchToDisplayAllMode);\r\n }\r\n while(stockList.firstChild) {stockList.removeChild(stockList.firstChild);}\r\n\r\n //Get Order book (create it if it hasn't been created)\r\n var orderBook = StockMarket[\"Orders\"];\r\n if (orderBook == null) {\r\n var orders = {};\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;}\r\n orders[stock.symbol] = [];\r\n }\r\n }\r\n StockMarket[\"Orders\"] = orders;\r\n }\r\n\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;} //orders property is an array\r\n var stockOrders = orderBook[stock.symbol];\r\n if (stock.playerShares === 0 && stock.playerShortShares === 0 &&\r\n stockOrders.length === 0) {continue;}\r\n createStockTicker(stock);\r\n }\r\n }\r\n setStockTickerClickHandlers();\r\n}\r\n\r\n//Displays all stocks\r\nfunction switchToDisplayAllMode() {\r\n stockMarketPortfolioMode = false;\r\n var stockList = document.getElementById(\"stock-market-list\");\r\n if (stockList == null) {return;}\r\n var modeBtn = clearEventListeners(\"stock-market-mode\");\r\n if (modeBtn) {\r\n modeBtn.innerHTML = \"Switch to 'Portfolio' Mode\" +\r\n \"Displays only the stocks for which you have shares or orders\";\r\n modeBtn.addEventListener(\"click\", switchToPortfolioMode);\r\n }\r\n while(stockList.firstChild) {stockList.removeChild(stockList.firstChild);}\r\n for (var name in StockMarket) {\r\n if (StockMarket.hasOwnProperty(name)) {\r\n var stock = StockMarket[name];\r\n if (!(stock instanceof Stock)) {continue;} //orders property is an array\r\n createStockTicker(stock);\r\n }\r\n }\r\n setStockTickerClickHandlers();\r\n}\r\n\r\nfunction createStockTicker(stock) {\r\n if (!(stock instanceof Stock)) {\r\n console.log(\"Invalid stock in createStockSticker()\");\r\n return;\r\n }\r\n var tickerId = \"stock-market-ticker-\" + stock.symbol;\r\n var li = document.createElement(\"li\"), hdr = document.createElement(\"button\");\r\n hdr.classList.add(\"accordion-header\");\r\n hdr.setAttribute(\"id\", tickerId + \"-hdr\");\r\n hdr.innerHTML = stock.name + \" - \" + stock.symbol + \" - $\" + stock.price;\r\n\r\n //Div for entire panel\r\n var stockDiv = document.createElement(\"div\");\r\n stockDiv.classList.add(\"accordion-panel\");\r\n stockDiv.setAttribute(\"id\", tickerId + \"-panel\");\r\n\r\n /* Create panel DOM */\r\n var qtyInput = document.createElement(\"input\"),\r\n longShortSelect = document.createElement(\"select\"),\r\n orderTypeSelect = document.createElement(\"select\"),\r\n buyButton = document.createElement(\"span\"),\r\n sellButton = document.createElement(\"span\"),\r\n buyMaxButton = document.createElement(\"span\"),\r\n sellAllButton = document.createElement(\"span\"),\r\n positionTxt = document.createElement(\"p\"),\r\n orderList = document.createElement(\"ul\");\r\n\r\n qtyInput.classList.add(\"stock-market-input\");\r\n qtyInput.placeholder = \"Quantity (Shares)\";\r\n qtyInput.setAttribute(\"id\", tickerId + \"-qty-input\");\r\n qtyInput.setAttribute(\"onkeydown\", \"return ( event.ctrlKey || event.altKey \" +\r\n \" || (4734 && event.keyCode<40) \" +\r\n \" || (event.keyCode==46) )\");\r\n\r\n longShortSelect.classList.add(\"stock-market-input\");\r\n longShortSelect.setAttribute(\"id\", tickerId + \"-pos-selector\");\r\n var longOpt = document.createElement(\"option\");\r\n longOpt.text = \"Long\";\r\n longShortSelect.add(longOpt);\r\n if (Player.bitNodeN === 8 || (hasWallStreetSF && wallStreetSFLvl >= 2)) {\r\n var shortOpt = document.createElement(\"option\");\r\n shortOpt.text = \"Short\";\r\n longShortSelect.add(shortOpt);\r\n }\r\n\r\n orderTypeSelect.classList.add(\"stock-market-input\");\r\n orderTypeSelect.setAttribute(\"id\", tickerId + \"-order-selector\");\r\n var marketOpt = document.createElement(\"option\");\r\n marketOpt.text = \"Market Order\";\r\n orderTypeSelect.add(marketOpt);\r\n if (Player.bitNodeN === 8 || (hasWallStreetSF && wallStreetSFLvl >= 3)) {\r\n var limitOpt = document.createElement(\"option\");\r\n limitOpt.text = \"Limit Order\";\r\n orderTypeSelect.add(limitOpt);\r\n var stopOpt = document.createElement(\"option\");\r\n stopOpt.text = \"Stop Order\";\r\n orderTypeSelect.add(stopOpt);\r\n }\r\n\r\n buyButton.classList.add(\"stock-market-input\");\r\n buyButton.classList.add(\"a-link-button\");\r\n buyButton.innerHTML = \"Buy\";\r\n buyButton.addEventListener(\"click\", ()=>{\r\n var pos = longShortSelect.options[longShortSelect.selectedIndex].text;\r\n pos === \"Long\" ? pos = PositionTypes.Long : pos = PositionTypes.Short;\r\n var ordType = orderTypeSelect.options[orderTypeSelect.selectedIndex].text;\r\n var shares = Number(document.getElementById(tickerId + \"-qty-input\").value);\r\n if (isNaN(shares)) {return false;}\r\n switch (ordType) {\r\n case \"Market Order\":\r\n pos === PositionTypes.Long ? buyStock(stock, shares) : shortStock(stock, shares, null);\r\n break;\r\n case \"Limit Order\":\r\n case \"Stop Order\":\r\n var yesBtn = yesNoTxtInpBoxGetYesButton(),\r\n noBtn = yesNoTxtInpBoxGetNoButton();\r\n yesBtn.innerText = \"Place Buy \" + ordType;\r\n noBtn.innerText = \"Cancel Order\";\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n var price = Number(yesNoTxtInpBoxGetInput()), type;\r\n if (ordType === \"Limit Order\") {\r\n type = OrderTypes.LimitBuy;\r\n } else {\r\n type = OrderTypes.StopBuy;\r\n }\r\n placeOrder(stock, shares, price, type, pos);\r\n yesNoTxtInpBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoTxtInpBoxClose();\r\n });\r\n yesNoTxtInpBoxCreate(\"Enter the price for your \" + ordType);\r\n break;\r\n default:\r\n console.log(\"ERROR: Invalid order type\");\r\n break;\r\n }\r\n return false;\r\n });\r\n\r\n sellButton.classList.add(\"stock-market-input\");\r\n sellButton.classList.add(\"a-link-button\");\r\n sellButton.innerHTML = \"Sell\";\r\n sellButton.addEventListener(\"click\", ()=>{\r\n var pos = longShortSelect.options[longShortSelect.selectedIndex].text;\r\n pos === \"Long\" ? pos = PositionTypes.Long : pos = PositionTypes.Short;\r\n var ordType = orderTypeSelect.options[orderTypeSelect.selectedIndex].text;\r\n var shares = Number(document.getElementById(tickerId + \"-qty-input\").value);\r\n if (isNaN(shares)) {return false;}\r\n switch (ordType) {\r\n case \"Market Order\":\r\n pos === PositionTypes.Long ? sellStock(stock, shares) : sellShort(stock, shares, null);\r\n break;\r\n case \"Limit Order\":\r\n case \"Stop Order\":\r\n var yesBtn = yesNoTxtInpBoxGetYesButton(),\r\n noBtn = yesNoTxtInpBoxGetNoButton();\r\n yesBtn.innerText = \"Place Sell \" + ordType;\r\n noBtn.innerText = \"Cancel Order\";\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n var price = Number(yesNoTxtInpBoxGetInput()), type;\r\n if (ordType === \"Limit Order\") {\r\n type = OrderTypes.LimitSell;\r\n } else {\r\n type = OrderTypes.StopSell;\r\n }\r\n yesNoTxtInpBoxClose();\r\n placeOrder(stock, shares, price, type, pos);\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoTxtInpBoxClose();\r\n });\r\n yesNoTxtInpBoxCreate(\"Enter the price for your \" + ordType);\r\n break;\r\n default:\r\n console.log(\"ERROR: Invalid order type\");\r\n break;\r\n }\r\n return false;\r\n });\r\n\r\n buyMaxButton.classList.add(\"stock-market-input\");\r\n buyMaxButton.classList.add(\"a-link-button\");\r\n buyMaxButton.innerHTML = \"Buy MAX\";\r\n buyMaxButton.addEventListener(\"click\", ()=>{\r\n var pos = longShortSelect.options[longShortSelect.selectedIndex].text;\r\n pos === \"Long\" ? pos = PositionTypes.Long : pos = PositionTypes.Short;\r\n var ordType = orderTypeSelect.options[orderTypeSelect.selectedIndex].text;\r\n var money = Player.money.toNumber();\r\n switch (ordType) {\r\n case \"Market Order\":\r\n var shares = Math.floor((money - COMM) / stock.price);\r\n pos === PositionTypes.Long ? buyStock(stock, shares) : shortStock(stock, shares, null);\r\n break;\r\n case \"Limit Order\":\r\n case \"Stop Order\":\r\n var yesBtn = yesNoTxtInpBoxGetYesButton(),\r\n noBtn = yesNoTxtInpBoxGetNoButton();\r\n yesBtn.innerText = \"Place Buy \" + ordType;\r\n noBtn.innerText = \"Cancel Order\";\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n var price = Number(yesNoTxtInpBoxGetInput()), type;\r\n if (ordType === \"Limit Order\") {\r\n type = OrderTypes.LimitBuy;\r\n } else {\r\n type = OrderTypes.StopBuy;\r\n }\r\n var shares = Math.floor((money-COMM) / price);\r\n placeOrder(stock, shares, price, type, pos);\r\n yesNoTxtInpBoxClose();\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoTxtInpBoxClose();\r\n });\r\n yesNoTxtInpBoxCreate(\"Enter the price for your \" + ordType);\r\n break;\r\n default:\r\n console.log(\"ERROR: Invalid order type\");\r\n break;\r\n }\r\n return false;\r\n });\r\n\r\n sellAllButton.classList.add(\"stock-market-input\");\r\n sellAllButton.classList.add(\"a-link-button\");\r\n sellAllButton.innerHTML = \"Sell ALL\";\r\n sellAllButton.addEventListener(\"click\", ()=>{\r\n var pos = longShortSelect.options[longShortSelect.selectedIndex].text;\r\n pos === \"Long\" ? pos = PositionTypes.Long : pos = PositionTypes.Short;\r\n var ordType = orderTypeSelect.options[orderTypeSelect.selectedIndex].text;\r\n switch (ordType) {\r\n case \"Market Order\":\r\n if (pos === PositionTypes.Long) {\r\n var shares = stock.playerShares;\r\n sellStock(stock, shares);\r\n } else {\r\n var shares = stock.playerShortShares;\r\n sellShort(stock, shares, null);\r\n }\r\n break;\r\n case \"Limit Order\":\r\n case \"Stop Order\":\r\n dialogBoxCreate(\"ERROR: 'Sell All' only works for Market Orders\")\r\n break;\r\n default:\r\n console.log(\"ERROR: Invalid order type\");\r\n break;\r\n }\r\n return false;\r\n });\r\n\r\n positionTxt.setAttribute(\"id\", tickerId + \"-position-text\");\r\n positionTxt.classList.add(\"stock-market-position-text\");\r\n stock.posTxtEl = positionTxt;\r\n\r\n orderList.setAttribute(\"id\", tickerId + \"-order-list\");\r\n orderList.classList.add(\"stock-market-order-list\");\r\n\r\n stockDiv.appendChild(qtyInput);\r\n stockDiv.appendChild(longShortSelect);\r\n stockDiv.appendChild(orderTypeSelect);\r\n stockDiv.appendChild(buyButton);\r\n stockDiv.appendChild(sellButton);\r\n stockDiv.appendChild(buyMaxButton);\r\n stockDiv.appendChild(sellAllButton);\r\n stockDiv.appendChild(positionTxt);\r\n stockDiv.appendChild(orderList);\r\n\r\n li.appendChild(hdr);\r\n li.appendChild(stockDiv);\r\n document.getElementById(\"stock-market-list\").appendChild(li);\r\n\r\n updateStockTicker(stock, true);\r\n updateStockPlayerPosition(stock);\r\n updateStockOrderList(stock);\r\n}\r\n\r\nfunction setStockTickerClickHandlers() {\r\n var stockList = document.getElementById(\"stock-market-list\");\r\n var tickerHdrs = stockList.getElementsByClassName(\"accordion-header\");\r\n if (tickerHdrs == null) {\r\n console.log(\"ERROR: Could not find header elements for stock tickers\");\r\n return;\r\n }\r\n for (var i = 0; i < tickerHdrs.length; ++i) {\r\n tickerHdrs[i].onclick = function() {\r\n this.classList.toggle(\"active\");\r\n\r\n var panel = this.nextElementSibling;\r\n if (panel.style.display === \"block\") {\r\n panel.style.display = \"none\";\r\n } else {\r\n panel.style.display = \"block\";\r\n }\r\n }\r\n }\r\n}\r\n\r\n//'increase' argument is a boolean indicating whether the price increased or decreased\r\nfunction updateStockTicker(stock, increase) {\r\n if (Engine.currentPage !== Engine.Page.StockMarket) {return;}\r\n if (!(stock instanceof Stock)) {\r\n console.log(\"Invalid stock in updateStockTicker():\");\r\n console.log(stock);\r\n return;\r\n }\r\n var tickerId = \"stock-market-ticker-\" + stock.symbol;\r\n\r\n if (stock.playerShares > 0 || stock.playerShortShares > 0) {\r\n updateStockPlayerPosition(stock);\r\n }\r\n\r\n var hdr = document.getElementById(tickerId + \"-hdr\");\r\n\r\n if (hdr == null) {\r\n if (!stockMarketPortfolioMode) {console.log(\"ERROR: Couldn't find ticker element for stock: \" + stock.symbol);}\r\n return;\r\n }\r\n hdr.innerHTML = stock.name + \" - \" + stock.symbol + \" - $\" + formatNumber(stock.price, 2);\r\n if (increase != null) {\r\n increase ? hdr.style.color = \"#66ff33\" : hdr.style.color = \"red\";\r\n }\r\n}\r\n\r\nfunction updateStockPlayerPosition(stock) {\r\n if (Engine.currentPage !== Engine.Page.StockMarket) {return;}\r\n if (!(stock instanceof Stock)) {\r\n console.log(\"Invalid stock in updateStockPlayerPosition():\");\r\n console.log(stock);\r\n return;\r\n }\r\n var tickerId = \"stock-market-ticker-\" + stock.symbol;\r\n\r\n if (stockMarketPortfolioMode) {\r\n if (stock.playerShares === 0 && stock.playerShortShares === 0 &&\r\n StockMarket[\"Orders\"] && StockMarket[\"Orders\"][stock.symbol] &&\r\n StockMarket[\"Orders\"][stock.symbol].length === 0) {\r\n removeElementById(tickerId + \"-hdr\");\r\n removeElementById(tickerId + \"-panel\");\r\n return;\r\n } else {\r\n //If the ticker hasn't been created, create it (handles updating)\r\n //If it has been created, continue normally\r\n if (document.getElementById(tickerId + \"-hdr\") == null) {\r\n createStockTicker(stock);\r\n setStockTickerClickHandlers();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n if (!(stock.posTxtEl instanceof Element)) {\r\n stock.posTxtEl = document.getElementById(tickerId + \"-position-text\");\r\n }\r\n if (stock.posTxtEl == null) {\r\n console.log(\"ERROR: Could not find stock position element for: \" + stock.symbol);\r\n return;\r\n }\r\n\r\n //Calculate returns\r\n var totalCost = stock.playerShares * stock.playerAvgPx,\r\n gains = (stock.price - stock.playerAvgPx) * stock.playerShares,\r\n percentageGains = gains / totalCost;\r\n if (isNaN(percentageGains)) {percentageGains = 0;}\r\n\r\n var shortTotalCost = stock.playerShortShares * stock.playerAvgShortPx,\r\n shortGains = (stock.playerAvgShortPx - stock.price) * stock.playerShortShares,\r\n shortPercentageGains = shortGains/ shortTotalCost;\r\n if (isNaN(shortPercentageGains)) {shortPercentageGains = 0;}\r\n\r\n stock.posTxtEl.innerHTML =\r\n \"

Long Position: \" +\r\n \"Shares in the long position will increase \" +\r\n \"in value if the price of the corresponding stock increases

\" +\r\n \"
Shares: \" + formatNumber(stock.playerShares, 0) +\r\n \"
Average Price: \" + numeral(stock.playerAvgPx).format('$0.000a') +\r\n \" (Total Cost: \" + numeral(totalCost).format('$0.000a') + \")\" +\r\n \"
Profit: \" + numeral(gains).format('$0.000a') +\r\n \" (\" + formatNumber(percentageGains*100, 2) + \"%)

\";\r\n if (Player.bitNodeN === 8 || (hasWallStreetSF && wallStreetSFLvl >= 2)) {\r\n stock.posTxtEl.innerHTML +=\r\n \"

Short Position: \" +\r\n \"Shares in short position will increase \" +\r\n \"in value if the price of the corresponding stock decreases

\" +\r\n \"
Shares: \" + formatNumber(stock.playerShortShares, 0) +\r\n \"
Average Price: \" + numeral(stock.playerAvgShortPx).format('$0.000a') +\r\n \" (Total Cost: \" + numeral(shortTotalCost).format('$0.000a') + \")\" +\r\n \"
Profit: \" + numeral(shortGains).format('$0.000a') +\r\n \" (\" + formatNumber(shortPercentageGains*100, 2) + \"%)\" +\r\n \"

Orders:

\";\r\n }\r\n\r\n}\r\n\r\nfunction updateStockOrderList(stock) {\r\n if (Engine.currentPage !== Engine.Page.StockMarket) {return;}\r\n var tickerId = \"stock-market-ticker-\" + stock.symbol;\r\n var orderList = document.getElementById(tickerId + \"-order-list\");\r\n if (orderList == null) {\r\n if (!stockMarketPortfolioMode) {console.log(\"ERROR: Could not find order list for \" + stock.symbol);}\r\n return;\r\n }\r\n\r\n var orderBook = StockMarket[\"Orders\"];\r\n if (orderBook == null) {\r\n console.log(\"ERROR: Could not find order book in stock market\");\r\n return;\r\n }\r\n var stockOrders = orderBook[stock.symbol];\r\n if (stockOrders == null) {\r\n console.log(\"ERROR: Could not find orders for: \" + stock.symbol);\r\n return;\r\n }\r\n\r\n if (stockMarketPortfolioMode) {\r\n if (stock.playerShares === 0 && stock.playerShortShares === 0 &&\r\n StockMarket[\"Orders\"] && StockMarket[\"Orders\"][stock.symbol] &&\r\n StockMarket[\"Orders\"][stock.symbol].length === 0) {\r\n removeElementById(tickerId + \"-hdr\");\r\n removeElementById(tickerId + \"-panel\");\r\n return;\r\n } else {\r\n //If the ticker hasn't been created, create it (handles updating)\r\n //If it has been created, continue normally\r\n if (document.getElementById(tickerId + \"-hdr\") == null) {\r\n createStockTicker(stock);\r\n setStockTickerClickHandlers();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n //Remove everything from list\r\n while (orderList.firstChild) {\r\n orderList.removeChild(orderList.firstChild);\r\n }\r\n\r\n for (var i = 0; i < stockOrders.length; ++i) {\r\n (function() {\r\n var order = stockOrders[i];\r\n var li = document.createElement(\"li\");\r\n li.style.padding = \"4px\";\r\n var posText = (order.pos === PositionTypes.Long ? \"Long Position\" : \"Short Position\");\r\n li.style.color = \"white\";\r\n li.innerText = order.type + \" - \" + posText + \" - \" +\r\n order.shares + \" @ $\" + formatNumber(order.price, 2);\r\n\r\n var cancelButton = document.createElement(\"span\");\r\n cancelButton.classList.add(\"stock-market-order-cancel-btn\");\r\n cancelButton.classList.add(\"a-link-button\");\r\n cancelButton.innerHTML = \"Cancel Order\";\r\n cancelButton.addEventListener(\"click\", function() {\r\n cancelOrder({order: order}, null);\r\n return false;\r\n });\r\n li.appendChild(cancelButton);\r\n orderList.appendChild(li);\r\n }());\r\n\r\n }\r\n}\r\n\r\nexport {StockMarket, StockSymbols, SymbolToStockMap, initStockSymbols,\r\n initStockMarket, initSymbolToStockMap, stockMarketCycle, buyStock,\r\n sellStock, shortStock, sellShort, updateStockPrices, displayStockMarketContent,\r\n updateStockTicker, updateStockPlayerPosition, loadStockMarket,\r\n setStockMarketContentCreated, placeOrder, cancelOrder, Order, OrderTypes, PositionTypes};\r\n","import {Engine} from \"./engine.js\";\r\n\r\n/* Settings.js */\r\nlet Settings = {\r\n CodeInstructionRunTime: 50,\r\n MaxLogCapacity: 50,\r\n MaxPortCapacity: 50,\r\n SuppressMessages: false,\r\n SuppressFactionInvites: false,\r\n AutosaveInterval: 60,\r\n DisableHotkeys: false,\r\n ThemeHighlightColor: \"#ffffff\",\r\n ThemeFontColor: \"#66ff33\",\r\n ThemeBackgroundColor: \"#000000\",\r\n EditorTheme: \"Monokai\",\r\n EditorKeybinding: \"ace\",\r\n}\r\n\r\nfunction loadSettings(saveString) {\r\n Settings = JSON.parse(saveString);\r\n}\r\n\r\nfunction initSettings() {\r\n Settings.CodeInstructionRunTime = 50;\r\n Settings.MaxLogCapacity = 50;\r\n Settings.MaxPortCapacity = 50;\r\n Settings.SuppressMessages = false;\r\n Settings.SuppressFactionInvites = false;\r\n Settings.AutosaveInterval = 60;\r\n Settings.DisableHotkeys = false;\r\n}\r\n\r\nfunction setSettingsLabels() {\r\n var nsExecTime = document.getElementById(\"settingsNSExecTimeRangeValLabel\");\r\n var nsLogLimit = document.getElementById(\"settingsNSLogRangeValLabel\");\r\n var nsPortLimit = document.getElementById(\"settingsNSPortRangeValLabel\");\r\n var suppressMsgs = document.getElementById(\"settingsSuppressMessages\");\r\n var suppressFactionInv = document.getElementById(\"settingsSuppressFactionInvites\")\r\n var autosaveInterval = document.getElementById(\"settingsAutosaveIntervalValLabel\");\r\n var disableHotkeys = document.getElementById(\"settingsDisableHotkeys\");\r\n\r\n //Initialize values on labels\r\n nsExecTime.innerHTML = Settings.CodeInstructionRunTime + \"ms\";\r\n nsLogLimit.innerHTML = Settings.MaxLogCapacity;\r\n nsPortLimit.innerHTML = Settings.MaxPortCapacity;\r\n suppressMsgs.checked = Settings.SuppressMessages;\r\n suppressFactionInv.checked = Settings.SuppressFactionInvites;\r\n autosaveInterval.innerHTML = Settings.AutosaveInterval;\r\n disableHotkeys.checked = Settings.DisableHotkeys;\r\n\r\n //Set handlers for when input changes\r\n var nsExecTimeInput = document.getElementById(\"settingsNSExecTimeRangeVal\");\r\n var nsLogRangeInput = document.getElementById(\"settingsNSLogRangeVal\");\r\n var nsPortRangeInput = document.getElementById(\"settingsNSPortRangeVal\");\r\n var nsAutosaveIntervalInput = document.getElementById(\"settingsAutosaveIntervalVal\");\r\n nsExecTimeInput.value = Settings.CodeInstructionRunTime;\r\n nsLogRangeInput.value = Settings.MaxLogCapacity;\r\n nsPortRangeInput.value = Settings.MaxPortCapacity;\r\n nsAutosaveIntervalInput.value = Settings.AutosaveInterval;\r\n\r\n nsExecTimeInput.oninput = function() {\r\n nsExecTime.innerHTML = this.value + 'ms';\r\n Settings.CodeInstructionRunTime = this.value;\r\n };\r\n\r\n nsLogRangeInput.oninput = function() {\r\n nsLogLimit.innerHTML = this.value;\r\n Settings.MaxLogCapacity = this.value;\r\n };\r\n\r\n nsPortRangeInput.oninput = function() {\r\n nsPortLimit.innerHTML = this.value;\r\n Settings.MaxPortCapacity = this.value;\r\n };\r\n\r\n nsAutosaveIntervalInput.oninput = function() {\r\n autosaveInterval.innerHTML = this.value;\r\n Settings.AutosaveInterval = Number(this.value);\r\n if (Number(this.value) === 0) {\r\n Engine.Counters.autoSaveCounter = Infinity;\r\n } else {\r\n Engine.Counters.autoSaveCounter = Number(this.value) * 5;\r\n }\r\n };\r\n\r\n suppressMsgs.onclick = function() {\r\n Settings.SuppressMessages = this.checked;\r\n };\r\n\r\n suppressFactionInv.onclick = function() {\r\n Settings.SuppressFactionInvites = this.checked;\r\n };\r\n\r\n disableHotkeys.onclick = function() {\r\n Settings.DisableHotkeys = this.checked;\r\n }\r\n\r\n //Theme\r\n if (Settings.ThemeHighlightColor == null || Settings.ThemeFontColor == null || Settings.ThemeBackgroundColor == null) {\r\n console.log(\"ERROR: Cannot find Theme Settings\");\r\n return;\r\n }\r\n if (/^#[0-9a-f]{3}(?:[0-9a-f]{3})?$/i.test(Settings.ThemeHighlightColor) &&\r\n /^#[0-9a-f]{3}(?:[0-9a-f]{3})?$/i.test(Settings.ThemeFontColor) &&\r\n /^#[0-9a-f]{3}(?:[0-9a-f]{3})?$/i.test(Settings.ThemeBackgroundColor)) {\r\n document.body.style.setProperty('--my-highlight-color', Settings.ThemeHighlightColor);\r\n document.body.style.setProperty('--my-font-color', Settings.ThemeFontColor);\r\n document.body.style.setProperty('--my-background-color', Settings.ThemeBackgroundColor);\r\n }\r\n}\r\n\r\nexport {Settings, initSettings, setSettingsLabels, loadSettings};\r\n","/*\r\n *\r\n * decimal.js v7.2.3\r\n * An arbitrary-precision Decimal type for JavaScript.\r\n * https://github.com/MikeMcl/decimal.js\r\n * Copyright (c) 2017 Michael Mclaughlin \r\n * MIT Licence\r\n * https://github.com/MikeMcl/decimal.js/LICENCE\r\n *\r\n */\r\n\r\n\r\n// ----------------------------------- EDITABLE DEFAULTS ------------------------------------ //\r\n\r\n\r\n // The maximum exponent magnitude.\r\n // The limit on the value of `toExpNeg`, `toExpPos`, `minE` and `maxE`.\r\nvar EXP_LIMIT = 9e15, // 0 to 9e15\r\n\r\n // The limit on the value of `precision`, and on the value of the first argument to\r\n // `toDecimalPlaces`, `toExponential`, `toFixed`, `toPrecision` and `toSignificantDigits`.\r\n MAX_DIGITS = 1e9, // 0 to 1e9\r\n\r\n // Base conversion alphabet.\r\n NUMERALS = '0123456789abcdef',\r\n\r\n // The natural logarithm of 10 (1025 digits).\r\n ln10 = '2.3025850929940456840179914546843642076011014886287729760333279009675726096773524802359972050895982983419677840422862486334095254650828067566662873690987816894829072083255546808437998948262331985283935053089653777326288461633662222876982198867465436674744042432743651550489343149393914796194044002221051017141748003688084012647080685567743216228355220114804663715659121373450747856947683463616792101806445070648000277502684916746550586856935673420670581136429224554405758925724208241314695689016758940256776311356919292033376587141660230105703089634572075440370847469940168269282808481184289314848524948644871927809676271275775397027668605952496716674183485704422507197965004714951050492214776567636938662976979522110718264549734772662425709429322582798502585509785265383207606726317164309505995087807523710333101197857547331541421808427543863591778117054309827482385045648019095610299291824318237525357709750539565187697510374970888692180205189339507238539205144634197265287286965110862571492198849978748873771345686209167058',\r\n\r\n // Pi (1025 digits).\r\n pi = '3.1415926535897932384626433832795028841971693993751058209749445923078164062862089986280348253421170679821480865132823066470938446095505822317253594081284811174502841027019385211055596446229489549303819644288109756659334461284756482337867831652712019091456485669234603486104543266482133936072602491412737245870066063155881748815209209628292540917153643678925903600113305305488204665213841469519415116094330572703657595919530921861173819326117931051185480744623799627495673518857527248912279381830119491298336733624406566430860213949463952247371907021798609437027705392171762931767523846748184676694051320005681271452635608277857713427577896091736371787214684409012249534301465495853710507922796892589235420199561121290219608640344181598136297747713099605187072113499999983729780499510597317328160963185950244594553469083026425223082533446850352619311881710100031378387528865875332083814206171776691473035982534904287554687311595628638823537875937519577818577805321712268066130019278766111959092164201989380952572010654858632789',\r\n\r\n\r\n // The initial configuration properties of the Decimal constructor.\r\n defaults = {\r\n\r\n // These values must be integers within the stated ranges (inclusive).\r\n // Most of these values can be changed at run-time using the `Decimal.config` method.\r\n\r\n // The maximum number of significant digits of the result of a calculation or base conversion.\r\n // E.g. `Decimal.config({ precision: 20 });`\r\n precision: 20, // 1 to MAX_DIGITS\r\n\r\n // The rounding mode used when rounding to `precision`.\r\n //\r\n // ROUND_UP 0 Away from zero.\r\n // ROUND_DOWN 1 Towards zero.\r\n // ROUND_CEIL 2 Towards +Infinity.\r\n // ROUND_FLOOR 3 Towards -Infinity.\r\n // ROUND_HALF_UP 4 Towards nearest neighbour. If equidistant, up.\r\n // ROUND_HALF_DOWN 5 Towards nearest neighbour. If equidistant, down.\r\n // ROUND_HALF_EVEN 6 Towards nearest neighbour. If equidistant, towards even neighbour.\r\n // ROUND_HALF_CEIL 7 Towards nearest neighbour. If equidistant, towards +Infinity.\r\n // ROUND_HALF_FLOOR 8 Towards nearest neighbour. If equidistant, towards -Infinity.\r\n //\r\n // E.g.\r\n // `Decimal.rounding = 4;`\r\n // `Decimal.rounding = Decimal.ROUND_HALF_UP;`\r\n rounding: 4, // 0 to 8\r\n\r\n // The modulo mode used when calculating the modulus: a mod n.\r\n // The quotient (q = a / n) is calculated according to the corresponding rounding mode.\r\n // The remainder (r) is calculated as: r = a - n * q.\r\n //\r\n // UP 0 The remainder is positive if the dividend is negative, else is negative.\r\n // DOWN 1 The remainder has the same sign as the dividend (JavaScript %).\r\n // FLOOR 3 The remainder has the same sign as the divisor (Python %).\r\n // HALF_EVEN 6 The IEEE 754 remainder function.\r\n // EUCLID 9 Euclidian division. q = sign(n) * floor(a / abs(n)). Always positive.\r\n //\r\n // Truncated division (1), floored division (3), the IEEE 754 remainder (6), and Euclidian\r\n // division (9) are commonly used for the modulus operation. The other rounding modes can also\r\n // be used, but they may not give useful results.\r\n modulo: 1, // 0 to 9\r\n\r\n // The exponent value at and beneath which `toString` returns exponential notation.\r\n // JavaScript numbers: -7\r\n toExpNeg: -7, // 0 to -EXP_LIMIT\r\n\r\n // The exponent value at and above which `toString` returns exponential notation.\r\n // JavaScript numbers: 21\r\n toExpPos: 21, // 0 to EXP_LIMIT\r\n\r\n // The minimum exponent value, beneath which underflow to zero occurs.\r\n // JavaScript numbers: -324 (5e-324)\r\n minE: -EXP_LIMIT, // -1 to -EXP_LIMIT\r\n\r\n // The maximum exponent value, above which overflow to Infinity occurs.\r\n // JavaScript numbers: 308 (1.7976931348623157e+308)\r\n maxE: EXP_LIMIT, // 1 to EXP_LIMIT\r\n\r\n // Whether to use cryptographically-secure random number generation, if available.\r\n crypto: false // true/false\r\n },\r\n\r\n\r\n// ----------------------------------- END OF EDITABLE DEFAULTS ------------------------------- //\r\n\r\n\r\n Decimal, LN10, PI, inexact, quadrant,\r\n external = true,\r\n\r\n decimalError = '[DecimalError] ',\r\n invalidArgument = decimalError + 'Invalid argument: ',\r\n precisionLimitExceeded = decimalError + 'Precision limit exceeded',\r\n cryptoUnavailable = decimalError + 'crypto unavailable',\r\n\r\n mathfloor = Math.floor,\r\n mathpow = Math.pow,\r\n\r\n isBinary = /^0b([01]+(\\.[01]*)?|\\.[01]+)(p[+-]?\\d+)?$/i,\r\n isHex = /^0x([0-9a-f]+(\\.[0-9a-f]*)?|\\.[0-9a-f]+)(p[+-]?\\d+)?$/i,\r\n isOctal = /^0o([0-7]+(\\.[0-7]*)?|\\.[0-7]+)(p[+-]?\\d+)?$/i,\r\n isDecimal = /^(\\d+(\\.\\d*)?|\\.\\d+)(e[+-]?\\d+)?$/i,\r\n\r\n BASE = 1e7,\r\n LOG_BASE = 7,\r\n MAX_SAFE_INTEGER = 9007199254740991,\r\n\r\n LN10_PRECISION = ln10.length - 1,\r\n PI_PRECISION = pi.length - 1,\r\n\r\n // Decimal.prototype object\r\n P = {};\r\n\r\n\r\n// Decimal prototype methods\r\n\r\n\r\n/*\r\n * absoluteValue abs\r\n * ceil\r\n * comparedTo cmp\r\n * cosine cos\r\n * cubeRoot cbrt\r\n * decimalPlaces dp\r\n * dividedBy div\r\n * dividedToIntegerBy divToInt\r\n * equals eq\r\n * floor\r\n * greaterThan gt\r\n * greaterThanOrEqualTo gte\r\n * hyperbolicCosine cosh\r\n * hyperbolicSine sinh\r\n * hyperbolicTangent tanh\r\n * inverseCosine acos\r\n * inverseHyperbolicCosine acosh\r\n * inverseHyperbolicSine asinh\r\n * inverseHyperbolicTangent atanh\r\n * inverseSine asin\r\n * inverseTangent atan\r\n * isFinite\r\n * isInteger isInt\r\n * isNaN\r\n * isNegative isNeg\r\n * isPositive isPos\r\n * isZero\r\n * lessThan lt\r\n * lessThanOrEqualTo lte\r\n * logarithm log\r\n * [maximum] [max]\r\n * [minimum] [min]\r\n * minus sub\r\n * modulo mod\r\n * naturalExponential exp\r\n * naturalLogarithm ln\r\n * negated neg\r\n * plus add\r\n * precision sd\r\n * round\r\n * sine sin\r\n * squareRoot sqrt\r\n * tangent tan\r\n * times mul\r\n * toBinary\r\n * toDecimalPlaces toDP\r\n * toExponential\r\n * toFixed\r\n * toFraction\r\n * toHexadecimal toHex\r\n * toNearest\r\n * toNumber\r\n * toOctal\r\n * toPower pow\r\n * toPrecision\r\n * toSignificantDigits toSD\r\n * toString\r\n * truncated trunc\r\n * valueOf toJSON\r\n */\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the absolute value of this Decimal.\r\n *\r\n */\r\nP.absoluteValue = P.abs = function () {\r\n var x = new this.constructor(this);\r\n if (x.s < 0) x.s = 1;\r\n return finalise(x);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal rounded to a whole number in the\r\n * direction of positive Infinity.\r\n *\r\n */\r\nP.ceil = function () {\r\n return finalise(new this.constructor(this), this.e + 1, 2);\r\n};\r\n\r\n\r\n/*\r\n * Return\r\n * 1 if the value of this Decimal is greater than the value of `y`,\r\n * -1 if the value of this Decimal is less than the value of `y`,\r\n * 0 if they have the same value,\r\n * NaN if the value of either Decimal is NaN.\r\n *\r\n */\r\nP.comparedTo = P.cmp = function (y) {\r\n var i, j, xdL, ydL,\r\n x = this,\r\n xd = x.d,\r\n yd = (y = new x.constructor(y)).d,\r\n xs = x.s,\r\n ys = y.s;\r\n\r\n // Either NaN or ±Infinity?\r\n if (!xd || !yd) {\r\n return !xs || !ys ? NaN : xs !== ys ? xs : xd === yd ? 0 : !xd ^ xs < 0 ? 1 : -1;\r\n }\r\n\r\n // Either zero?\r\n if (!xd[0] || !yd[0]) return xd[0] ? xs : yd[0] ? -ys : 0;\r\n\r\n // Signs differ?\r\n if (xs !== ys) return xs;\r\n\r\n // Compare exponents.\r\n if (x.e !== y.e) return x.e > y.e ^ xs < 0 ? 1 : -1;\r\n\r\n xdL = xd.length;\r\n ydL = yd.length;\r\n\r\n // Compare digit by digit.\r\n for (i = 0, j = xdL < ydL ? xdL : ydL; i < j; ++i) {\r\n if (xd[i] !== yd[i]) return xd[i] > yd[i] ^ xs < 0 ? 1 : -1;\r\n }\r\n\r\n // Compare lengths.\r\n return xdL === ydL ? 0 : xdL > ydL ^ xs < 0 ? 1 : -1;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the cosine of the value in radians of this Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-1, 1]\r\n *\r\n * cos(0) = 1\r\n * cos(-0) = 1\r\n * cos(Infinity) = NaN\r\n * cos(-Infinity) = NaN\r\n * cos(NaN) = NaN\r\n *\r\n */\r\nP.cosine = P.cos = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.d) return new Ctor(NaN);\r\n\r\n // cos(0) = cos(-0) = 1\r\n if (!x.d[0]) return new Ctor(1);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + Math.max(x.e, x.sd()) + LOG_BASE;\r\n Ctor.rounding = 1;\r\n\r\n x = cosine(Ctor, toLessThanHalfPi(Ctor, x));\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return finalise(quadrant == 2 || quadrant == 3 ? x.neg() : x, pr, rm, true);\r\n};\r\n\r\n\r\n/*\r\n *\r\n * Return a new Decimal whose value is the cube root of the value of this Decimal, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * cbrt(0) = 0\r\n * cbrt(-0) = -0\r\n * cbrt(1) = 1\r\n * cbrt(-1) = -1\r\n * cbrt(N) = N\r\n * cbrt(-I) = -I\r\n * cbrt(I) = I\r\n *\r\n * Math.cbrt(x) = (x < 0 ? -Math.pow(-x, 1/3) : Math.pow(x, 1/3))\r\n *\r\n */\r\nP.cubeRoot = P.cbrt = function () {\r\n var e, m, n, r, rep, s, sd, t, t3, t3plusx,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite() || x.isZero()) return new Ctor(x);\r\n external = false;\r\n\r\n // Initial estimate.\r\n s = x.s * Math.pow(x.s * x, 1 / 3);\r\n\r\n // Math.cbrt underflow/overflow?\r\n // Pass x to Math.pow as integer, then adjust the exponent of the result.\r\n if (!s || Math.abs(s) == 1 / 0) {\r\n n = digitsToString(x.d);\r\n e = x.e;\r\n\r\n // Adjust n exponent so it is a multiple of 3 away from x exponent.\r\n if (s = (e - n.length + 1) % 3) n += (s == 1 || s == -2 ? '0' : '00');\r\n s = Math.pow(n, 1 / 3);\r\n\r\n // Rarely, e may be one less than the result exponent value.\r\n e = mathfloor((e + 1) / 3) - (e % 3 == (e < 0 ? -1 : 2));\r\n\r\n if (s == 1 / 0) {\r\n n = '5e' + e;\r\n } else {\r\n n = s.toExponential();\r\n n = n.slice(0, n.indexOf('e') + 1) + e;\r\n }\r\n\r\n r = new Ctor(n);\r\n r.s = x.s;\r\n } else {\r\n r = new Ctor(s.toString());\r\n }\r\n\r\n sd = (e = Ctor.precision) + 3;\r\n\r\n // Halley's method.\r\n // TODO? Compare Newton's method.\r\n for (;;) {\r\n t = r;\r\n t3 = t.times(t).times(t);\r\n t3plusx = t3.plus(x);\r\n r = divide(t3plusx.plus(x).times(t), t3plusx.plus(t3), sd + 2, 1);\r\n\r\n // TODO? Replace with for-loop and checkRoundingDigits.\r\n if (digitsToString(t.d).slice(0, sd) === (n = digitsToString(r.d)).slice(0, sd)) {\r\n n = n.slice(sd - 3, sd + 1);\r\n\r\n // The 4th rounding digit may be in error by -1 so if the 4 rounding digits are 9999 or 4999\r\n // , i.e. approaching a rounding boundary, continue the iteration.\r\n if (n == '9999' || !rep && n == '4999') {\r\n\r\n // On the first iteration only, check to see if rounding up gives the exact result as the\r\n // nines may infinitely repeat.\r\n if (!rep) {\r\n finalise(t, e + 1, 0);\r\n\r\n if (t.times(t).times(t).eq(x)) {\r\n r = t;\r\n break;\r\n }\r\n }\r\n\r\n sd += 4;\r\n rep = 1;\r\n } else {\r\n\r\n // If the rounding digits are null, 0{0,4} or 50{0,3}, check for an exact result.\r\n // If not, then there are further digits and m will be truthy.\r\n if (!+n || !+n.slice(1) && n.charAt(0) == '5') {\r\n\r\n // Truncate to the first rounding digit.\r\n finalise(r, e + 1, 1);\r\n m = !r.times(r).times(r).eq(x);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n\r\n external = true;\r\n\r\n return finalise(r, e, Ctor.rounding, m);\r\n};\r\n\r\n\r\n/*\r\n * Return the number of decimal places of the value of this Decimal.\r\n *\r\n */\r\nP.decimalPlaces = P.dp = function () {\r\n var w,\r\n d = this.d,\r\n n = NaN;\r\n\r\n if (d) {\r\n w = d.length - 1;\r\n n = (w - mathfloor(this.e / LOG_BASE)) * LOG_BASE;\r\n\r\n // Subtract the number of trailing zeros of the last word.\r\n w = d[w];\r\n if (w) for (; w % 10 == 0; w /= 10) n--;\r\n if (n < 0) n = 0;\r\n }\r\n\r\n return n;\r\n};\r\n\r\n\r\n/*\r\n * n / 0 = I\r\n * n / N = N\r\n * n / I = 0\r\n * 0 / n = 0\r\n * 0 / 0 = N\r\n * 0 / N = N\r\n * 0 / I = 0\r\n * N / n = N\r\n * N / 0 = N\r\n * N / N = N\r\n * N / I = N\r\n * I / n = I\r\n * I / 0 = I\r\n * I / N = N\r\n * I / I = N\r\n *\r\n * Return a new Decimal whose value is the value of this Decimal divided by `y`, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.dividedBy = P.div = function (y) {\r\n return divide(this, new this.constructor(y));\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the integer part of dividing the value of this Decimal\r\n * by the value of `y`, rounded to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.dividedToIntegerBy = P.divToInt = function (y) {\r\n var x = this,\r\n Ctor = x.constructor;\r\n return finalise(divide(x, new Ctor(y), 0, 1, 1), Ctor.precision, Ctor.rounding);\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is equal to the value of `y`, otherwise return false.\r\n *\r\n */\r\nP.equals = P.eq = function (y) {\r\n return this.cmp(y) === 0;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal rounded to a whole number in the\r\n * direction of negative Infinity.\r\n *\r\n */\r\nP.floor = function () {\r\n return finalise(new this.constructor(this), this.e + 1, 3);\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is greater than the value of `y`, otherwise return\r\n * false.\r\n *\r\n */\r\nP.greaterThan = P.gt = function (y) {\r\n return this.cmp(y) > 0;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is greater than or equal to the value of `y`,\r\n * otherwise return false.\r\n *\r\n */\r\nP.greaterThanOrEqualTo = P.gte = function (y) {\r\n var k = this.cmp(y);\r\n return k == 1 || k === 0;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic cosine of the value in radians of this\r\n * Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [1, Infinity]\r\n *\r\n * cosh(x) = 1 + x^2/2! + x^4/4! + x^6/6! + ...\r\n *\r\n * cosh(0) = 1\r\n * cosh(-0) = 1\r\n * cosh(Infinity) = Infinity\r\n * cosh(-Infinity) = Infinity\r\n * cosh(NaN) = NaN\r\n *\r\n * x time taken (ms) result\r\n * 1000 9 9.8503555700852349694e+433\r\n * 10000 25 4.4034091128314607936e+4342\r\n * 100000 171 1.4033316802130615897e+43429\r\n * 1000000 3817 1.5166076984010437725e+434294\r\n * 10000000 abandoned after 2 minute wait\r\n *\r\n * TODO? Compare performance of cosh(x) = 0.5 * (exp(x) + exp(-x))\r\n *\r\n */\r\nP.hyperbolicCosine = P.cosh = function () {\r\n var k, n, pr, rm, len,\r\n x = this,\r\n Ctor = x.constructor,\r\n one = new Ctor(1);\r\n\r\n if (!x.isFinite()) return new Ctor(x.s ? 1 / 0 : NaN);\r\n if (x.isZero()) return one;\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + Math.max(x.e, x.sd()) + 4;\r\n Ctor.rounding = 1;\r\n len = x.d.length;\r\n\r\n // Argument reduction: cos(4x) = 1 - 8cos^2(x) + 8cos^4(x) + 1\r\n // i.e. cos(x) = 1 - cos^2(x/4)(8 - 8cos^2(x/4))\r\n\r\n // Estimate the optimum number of times to use the argument reduction.\r\n // TODO? Estimation reused from cosine() and may not be optimal here.\r\n if (len < 32) {\r\n k = Math.ceil(len / 3);\r\n n = Math.pow(4, -k).toString();\r\n } else {\r\n k = 16;\r\n n = '2.3283064365386962890625e-10';\r\n }\r\n\r\n x = taylorSeries(Ctor, 1, x.times(n), new Ctor(1), true);\r\n\r\n // Reverse argument reduction\r\n var cosh2_x,\r\n i = k,\r\n d8 = new Ctor(8);\r\n for (; i--;) {\r\n cosh2_x = x.times(x);\r\n x = one.minus(cosh2_x.times(d8.minus(cosh2_x.times(d8))));\r\n }\r\n\r\n return finalise(x, Ctor.precision = pr, Ctor.rounding = rm, true);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic sine of the value in radians of this\r\n * Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-Infinity, Infinity]\r\n *\r\n * sinh(x) = x + x^3/3! + x^5/5! + x^7/7! + ...\r\n *\r\n * sinh(0) = 0\r\n * sinh(-0) = -0\r\n * sinh(Infinity) = Infinity\r\n * sinh(-Infinity) = -Infinity\r\n * sinh(NaN) = NaN\r\n *\r\n * x time taken (ms)\r\n * 10 2 ms\r\n * 100 5 ms\r\n * 1000 14 ms\r\n * 10000 82 ms\r\n * 100000 886 ms 1.4033316802130615897e+43429\r\n * 200000 2613 ms\r\n * 300000 5407 ms\r\n * 400000 8824 ms\r\n * 500000 13026 ms 8.7080643612718084129e+217146\r\n * 1000000 48543 ms\r\n *\r\n * TODO? Compare performance of sinh(x) = 0.5 * (exp(x) - exp(-x))\r\n *\r\n */\r\nP.hyperbolicSine = P.sinh = function () {\r\n var k, pr, rm, len,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite() || x.isZero()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + Math.max(x.e, x.sd()) + 4;\r\n Ctor.rounding = 1;\r\n len = x.d.length;\r\n\r\n if (len < 3) {\r\n x = taylorSeries(Ctor, 2, x, x, true);\r\n } else {\r\n\r\n // Alternative argument reduction: sinh(3x) = sinh(x)(3 + 4sinh^2(x))\r\n // i.e. sinh(x) = sinh(x/3)(3 + 4sinh^2(x/3))\r\n // 3 multiplications and 1 addition\r\n\r\n // Argument reduction: sinh(5x) = sinh(x)(5 + sinh^2(x)(20 + 16sinh^2(x)))\r\n // i.e. sinh(x) = sinh(x/5)(5 + sinh^2(x/5)(20 + 16sinh^2(x/5)))\r\n // 4 multiplications and 2 additions\r\n\r\n // Estimate the optimum number of times to use the argument reduction.\r\n k = 1.4 * Math.sqrt(len);\r\n k = k > 16 ? 16 : k | 0;\r\n\r\n x = x.times(Math.pow(5, -k));\r\n\r\n x = taylorSeries(Ctor, 2, x, x, true);\r\n\r\n // Reverse argument reduction\r\n var sinh2_x,\r\n d5 = new Ctor(5),\r\n d16 = new Ctor(16),\r\n d20 = new Ctor(20);\r\n for (; k--;) {\r\n sinh2_x = x.times(x);\r\n x = x.times(d5.plus(sinh2_x.times(d16.times(sinh2_x).plus(d20))));\r\n }\r\n }\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return finalise(x, pr, rm, true);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic tangent of the value in radians of this\r\n * Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-1, 1]\r\n *\r\n * tanh(x) = sinh(x) / cosh(x)\r\n *\r\n * tanh(0) = 0\r\n * tanh(-0) = -0\r\n * tanh(Infinity) = 1\r\n * tanh(-Infinity) = -1\r\n * tanh(NaN) = NaN\r\n *\r\n */\r\nP.hyperbolicTangent = P.tanh = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite()) return new Ctor(x.s);\r\n if (x.isZero()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + 7;\r\n Ctor.rounding = 1;\r\n\r\n return divide(x.sinh(), x.cosh(), Ctor.precision = pr, Ctor.rounding = rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arccosine (inverse cosine) in radians of the value of\r\n * this Decimal.\r\n *\r\n * Domain: [-1, 1]\r\n * Range: [0, pi]\r\n *\r\n * acos(x) = pi/2 - asin(x)\r\n *\r\n * acos(0) = pi/2\r\n * acos(-0) = pi/2\r\n * acos(1) = 0\r\n * acos(-1) = pi\r\n * acos(1/2) = pi/3\r\n * acos(-1/2) = 2*pi/3\r\n * acos(|x| > 1) = NaN\r\n * acos(NaN) = NaN\r\n *\r\n */\r\nP.inverseCosine = P.acos = function () {\r\n var halfPi,\r\n x = this,\r\n Ctor = x.constructor,\r\n k = x.abs().cmp(1),\r\n pr = Ctor.precision,\r\n rm = Ctor.rounding;\r\n\r\n if (k !== -1) {\r\n return k === 0\r\n // |x| is 1\r\n ? x.isNeg() ? getPi(Ctor, pr, rm) : new Ctor(0)\r\n // |x| > 1 or x is NaN\r\n : new Ctor(NaN);\r\n }\r\n\r\n if (x.isZero()) return getPi(Ctor, pr + 4, rm).times(0.5);\r\n\r\n // TODO? Special case acos(0.5) = pi/3 and acos(-0.5) = 2*pi/3\r\n\r\n Ctor.precision = pr + 6;\r\n Ctor.rounding = 1;\r\n\r\n x = x.asin();\r\n halfPi = getPi(Ctor, pr + 4, rm).times(0.5);\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return halfPi.minus(x);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic cosine in radians of the\r\n * value of this Decimal.\r\n *\r\n * Domain: [1, Infinity]\r\n * Range: [0, Infinity]\r\n *\r\n * acosh(x) = ln(x + sqrt(x^2 - 1))\r\n *\r\n * acosh(x < 1) = NaN\r\n * acosh(NaN) = NaN\r\n * acosh(Infinity) = Infinity\r\n * acosh(-Infinity) = NaN\r\n * acosh(0) = NaN\r\n * acosh(-0) = NaN\r\n * acosh(1) = 0\r\n * acosh(-1) = NaN\r\n *\r\n */\r\nP.inverseHyperbolicCosine = P.acosh = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (x.lte(1)) return new Ctor(x.eq(1) ? 0 : NaN);\r\n if (!x.isFinite()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + Math.max(Math.abs(x.e), x.sd()) + 4;\r\n Ctor.rounding = 1;\r\n external = false;\r\n\r\n x = x.times(x).minus(1).sqrt().plus(x);\r\n\r\n external = true;\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return x.ln();\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic sine in radians of the value\r\n * of this Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-Infinity, Infinity]\r\n *\r\n * asinh(x) = ln(x + sqrt(x^2 + 1))\r\n *\r\n * asinh(NaN) = NaN\r\n * asinh(Infinity) = Infinity\r\n * asinh(-Infinity) = -Infinity\r\n * asinh(0) = 0\r\n * asinh(-0) = -0\r\n *\r\n */\r\nP.inverseHyperbolicSine = P.asinh = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite() || x.isZero()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + 2 * Math.max(Math.abs(x.e), x.sd()) + 6;\r\n Ctor.rounding = 1;\r\n external = false;\r\n\r\n x = x.times(x).plus(1).sqrt().plus(x);\r\n\r\n external = true;\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return x.ln();\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic tangent in radians of the\r\n * value of this Decimal.\r\n *\r\n * Domain: [-1, 1]\r\n * Range: [-Infinity, Infinity]\r\n *\r\n * atanh(x) = 0.5 * ln((1 + x) / (1 - x))\r\n *\r\n * atanh(|x| > 1) = NaN\r\n * atanh(NaN) = NaN\r\n * atanh(Infinity) = NaN\r\n * atanh(-Infinity) = NaN\r\n * atanh(0) = 0\r\n * atanh(-0) = -0\r\n * atanh(1) = Infinity\r\n * atanh(-1) = -Infinity\r\n *\r\n */\r\nP.inverseHyperbolicTangent = P.atanh = function () {\r\n var pr, rm, wpr, xsd,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite()) return new Ctor(NaN);\r\n if (x.e >= 0) return new Ctor(x.abs().eq(1) ? x.s / 0 : x.isZero() ? x : NaN);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n xsd = x.sd();\r\n\r\n if (Math.max(xsd, pr) < 2 * -x.e - 1) return finalise(new Ctor(x), pr, rm, true);\r\n\r\n Ctor.precision = wpr = xsd - x.e;\r\n\r\n x = divide(x.plus(1), new Ctor(1).minus(x), wpr + pr, 1);\r\n\r\n Ctor.precision = pr + 4;\r\n Ctor.rounding = 1;\r\n\r\n x = x.ln();\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return x.times(0.5);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arcsine (inverse sine) in radians of the value of this\r\n * Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-pi/2, pi/2]\r\n *\r\n * asin(x) = 2*atan(x/(1 + sqrt(1 - x^2)))\r\n *\r\n * asin(0) = 0\r\n * asin(-0) = -0\r\n * asin(1/2) = pi/6\r\n * asin(-1/2) = -pi/6\r\n * asin(1) = pi/2\r\n * asin(-1) = -pi/2\r\n * asin(|x| > 1) = NaN\r\n * asin(NaN) = NaN\r\n *\r\n * TODO? Compare performance of Taylor series.\r\n *\r\n */\r\nP.inverseSine = P.asin = function () {\r\n var halfPi, k,\r\n pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (x.isZero()) return new Ctor(x);\r\n\r\n k = x.abs().cmp(1);\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n\r\n if (k !== -1) {\r\n\r\n // |x| is 1\r\n if (k === 0) {\r\n halfPi = getPi(Ctor, pr + 4, rm).times(0.5);\r\n halfPi.s = x.s;\r\n return halfPi;\r\n }\r\n\r\n // |x| > 1 or x is NaN\r\n return new Ctor(NaN);\r\n }\r\n\r\n // TODO? Special case asin(1/2) = pi/6 and asin(-1/2) = -pi/6\r\n\r\n Ctor.precision = pr + 6;\r\n Ctor.rounding = 1;\r\n\r\n x = x.div(new Ctor(1).minus(x.times(x)).sqrt().plus(1)).atan();\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return x.times(2);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arctangent (inverse tangent) in radians of the value\r\n * of this Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-pi/2, pi/2]\r\n *\r\n * atan(x) = x - x^3/3 + x^5/5 - x^7/7 + ...\r\n *\r\n * atan(0) = 0\r\n * atan(-0) = -0\r\n * atan(1) = pi/4\r\n * atan(-1) = -pi/4\r\n * atan(Infinity) = pi/2\r\n * atan(-Infinity) = -pi/2\r\n * atan(NaN) = NaN\r\n *\r\n */\r\nP.inverseTangent = P.atan = function () {\r\n var i, j, k, n, px, t, r, wpr, x2,\r\n x = this,\r\n Ctor = x.constructor,\r\n pr = Ctor.precision,\r\n rm = Ctor.rounding;\r\n\r\n if (!x.isFinite()) {\r\n if (!x.s) return new Ctor(NaN);\r\n if (pr + 4 <= PI_PRECISION) {\r\n r = getPi(Ctor, pr + 4, rm).times(0.5);\r\n r.s = x.s;\r\n return r;\r\n }\r\n } else if (x.isZero()) {\r\n return new Ctor(x);\r\n } else if (x.abs().eq(1) && pr + 4 <= PI_PRECISION) {\r\n r = getPi(Ctor, pr + 4, rm).times(0.25);\r\n r.s = x.s;\r\n return r;\r\n }\r\n\r\n Ctor.precision = wpr = pr + 10;\r\n Ctor.rounding = 1;\r\n\r\n // TODO? if (x >= 1 && pr <= PI_PRECISION) atan(x) = halfPi * x.s - atan(1 / x);\r\n\r\n // Argument reduction\r\n // Ensure |x| < 0.42\r\n // atan(x) = 2 * atan(x / (1 + sqrt(1 + x^2)))\r\n\r\n k = Math.min(28, wpr / LOG_BASE + 2 | 0);\r\n\r\n for (i = k; i; --i) x = x.div(x.times(x).plus(1).sqrt().plus(1));\r\n\r\n external = false;\r\n\r\n j = Math.ceil(wpr / LOG_BASE);\r\n n = 1;\r\n x2 = x.times(x);\r\n r = new Ctor(x);\r\n px = x;\r\n\r\n // atan(x) = x - x^3/3 + x^5/5 - x^7/7 + ...\r\n for (; i !== -1;) {\r\n px = px.times(x2);\r\n t = r.minus(px.div(n += 2));\r\n\r\n px = px.times(x2);\r\n r = t.plus(px.div(n += 2));\r\n\r\n if (r.d[j] !== void 0) for (i = j; r.d[i] === t.d[i] && i--;);\r\n }\r\n\r\n if (k) r = r.times(2 << (k - 1));\r\n\r\n external = true;\r\n\r\n return finalise(r, Ctor.precision = pr, Ctor.rounding = rm, true);\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is a finite number, otherwise return false.\r\n *\r\n */\r\nP.isFinite = function () {\r\n return !!this.d;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is an integer, otherwise return false.\r\n *\r\n */\r\nP.isInteger = P.isInt = function () {\r\n return !!this.d && mathfloor(this.e / LOG_BASE) > this.d.length - 2;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is NaN, otherwise return false.\r\n *\r\n */\r\nP.isNaN = function () {\r\n return !this.s;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is negative, otherwise return false.\r\n *\r\n */\r\nP.isNegative = P.isNeg = function () {\r\n return this.s < 0;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is positive, otherwise return false.\r\n *\r\n */\r\nP.isPositive = P.isPos = function () {\r\n return this.s > 0;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is 0 or -0, otherwise return false.\r\n *\r\n */\r\nP.isZero = function () {\r\n return !!this.d && this.d[0] === 0;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is less than `y`, otherwise return false.\r\n *\r\n */\r\nP.lessThan = P.lt = function (y) {\r\n return this.cmp(y) < 0;\r\n};\r\n\r\n\r\n/*\r\n * Return true if the value of this Decimal is less than or equal to `y`, otherwise return false.\r\n *\r\n */\r\nP.lessThanOrEqualTo = P.lte = function (y) {\r\n return this.cmp(y) < 1;\r\n};\r\n\r\n\r\n/*\r\n * Return the logarithm of the value of this Decimal to the specified base, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * If no base is specified, return log[10](arg).\r\n *\r\n * log[base](arg) = ln(arg) / ln(base)\r\n *\r\n * The result will always be correctly rounded if the base of the log is 10, and 'almost always'\r\n * otherwise:\r\n *\r\n * Depending on the rounding mode, the result may be incorrectly rounded if the first fifteen\r\n * rounding digits are [49]99999999999999 or [50]00000000000000. In that case, the maximum error\r\n * between the result and the correctly rounded result will be one ulp (unit in the last place).\r\n *\r\n * log[-b](a) = NaN\r\n * log[0](a) = NaN\r\n * log[1](a) = NaN\r\n * log[NaN](a) = NaN\r\n * log[Infinity](a) = NaN\r\n * log[b](0) = -Infinity\r\n * log[b](-0) = -Infinity\r\n * log[b](-a) = NaN\r\n * log[b](1) = 0\r\n * log[b](Infinity) = Infinity\r\n * log[b](NaN) = NaN\r\n *\r\n * [base] {number|string|Decimal} The base of the logarithm.\r\n *\r\n */\r\nP.logarithm = P.log = function (base) {\r\n var isBase10, d, denominator, k, inf, num, sd, r,\r\n arg = this,\r\n Ctor = arg.constructor,\r\n pr = Ctor.precision,\r\n rm = Ctor.rounding,\r\n guard = 5;\r\n\r\n // Default base is 10.\r\n if (base == null) {\r\n base = new Ctor(10);\r\n isBase10 = true;\r\n } else {\r\n base = new Ctor(base);\r\n d = base.d;\r\n\r\n // Return NaN if base is negative, or non-finite, or is 0 or 1.\r\n if (base.s < 0 || !d || !d[0] || base.eq(1)) return new Ctor(NaN);\r\n\r\n isBase10 = base.eq(10);\r\n }\r\n\r\n d = arg.d;\r\n\r\n // Is arg negative, non-finite, 0 or 1?\r\n if (arg.s < 0 || !d || !d[0] || arg.eq(1)) {\r\n return new Ctor(d && !d[0] ? -1 / 0 : arg.s != 1 ? NaN : d ? 0 : 1 / 0);\r\n }\r\n\r\n // The result will have a non-terminating decimal expansion if base is 10 and arg is not an\r\n // integer power of 10.\r\n if (isBase10) {\r\n if (d.length > 1) {\r\n inf = true;\r\n } else {\r\n for (k = d[0]; k % 10 === 0;) k /= 10;\r\n inf = k !== 1;\r\n }\r\n }\r\n\r\n external = false;\r\n sd = pr + guard;\r\n num = naturalLogarithm(arg, sd);\r\n denominator = isBase10 ? getLn10(Ctor, sd + 10) : naturalLogarithm(base, sd);\r\n\r\n // The result will have 5 rounding digits.\r\n r = divide(num, denominator, sd, 1);\r\n\r\n // If at a rounding boundary, i.e. the result's rounding digits are [49]9999 or [50]0000,\r\n // calculate 10 further digits.\r\n //\r\n // If the result is known to have an infinite decimal expansion, repeat this until it is clear\r\n // that the result is above or below the boundary. Otherwise, if after calculating the 10\r\n // further digits, the last 14 are nines, round up and assume the result is exact.\r\n // Also assume the result is exact if the last 14 are zero.\r\n //\r\n // Example of a result that will be incorrectly rounded:\r\n // log[1048576](4503599627370502) = 2.60000000000000009610279511444746...\r\n // The above result correctly rounded using ROUND_CEIL to 1 decimal place should be 2.7, but it\r\n // will be given as 2.6 as there are 15 zeros immediately after the requested decimal place, so\r\n // the exact result would be assumed to be 2.6, which rounded using ROUND_CEIL to 1 decimal\r\n // place is still 2.6.\r\n if (checkRoundingDigits(r.d, k = pr, rm)) {\r\n\r\n do {\r\n sd += 10;\r\n num = naturalLogarithm(arg, sd);\r\n denominator = isBase10 ? getLn10(Ctor, sd + 10) : naturalLogarithm(base, sd);\r\n r = divide(num, denominator, sd, 1);\r\n\r\n if (!inf) {\r\n\r\n // Check for 14 nines from the 2nd rounding digit, as the first may be 4.\r\n if (+digitsToString(r.d).slice(k + 1, k + 15) + 1 == 1e14) {\r\n r = finalise(r, pr + 1, 0);\r\n }\r\n\r\n break;\r\n }\r\n } while (checkRoundingDigits(r.d, k += 10, rm));\r\n }\r\n\r\n external = true;\r\n\r\n return finalise(r, pr, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the maximum of the arguments and the value of this Decimal.\r\n *\r\n * arguments {number|string|Decimal}\r\n *\r\nP.max = function () {\r\n Array.prototype.push.call(arguments, this);\r\n return maxOrMin(this.constructor, arguments, 'lt');\r\n};\r\n */\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the minimum of the arguments and the value of this Decimal.\r\n *\r\n * arguments {number|string|Decimal}\r\n *\r\nP.min = function () {\r\n Array.prototype.push.call(arguments, this);\r\n return maxOrMin(this.constructor, arguments, 'gt');\r\n};\r\n */\r\n\r\n\r\n/*\r\n * n - 0 = n\r\n * n - N = N\r\n * n - I = -I\r\n * 0 - n = -n\r\n * 0 - 0 = 0\r\n * 0 - N = N\r\n * 0 - I = -I\r\n * N - n = N\r\n * N - 0 = N\r\n * N - N = N\r\n * N - I = N\r\n * I - n = I\r\n * I - 0 = I\r\n * I - N = N\r\n * I - I = N\r\n *\r\n * Return a new Decimal whose value is the value of this Decimal minus `y`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.minus = P.sub = function (y) {\r\n var d, e, i, j, k, len, pr, rm, xd, xe, xLTy, yd,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n y = new Ctor(y);\r\n\r\n // If either is not finite...\r\n if (!x.d || !y.d) {\r\n\r\n // Return NaN if either is NaN.\r\n if (!x.s || !y.s) y = new Ctor(NaN);\r\n\r\n // Return y negated if x is finite and y is ±Infinity.\r\n else if (x.d) y.s = -y.s;\r\n\r\n // Return x if y is finite and x is ±Infinity.\r\n // Return x if both are ±Infinity with different signs.\r\n // Return NaN if both are ±Infinity with the same sign.\r\n else y = new Ctor(y.d || x.s !== y.s ? x : NaN);\r\n\r\n return y;\r\n }\r\n\r\n // If signs differ...\r\n if (x.s != y.s) {\r\n y.s = -y.s;\r\n return x.plus(y);\r\n }\r\n\r\n xd = x.d;\r\n yd = y.d;\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n\r\n // If either is zero...\r\n if (!xd[0] || !yd[0]) {\r\n\r\n // Return y negated if x is zero and y is non-zero.\r\n if (yd[0]) y.s = -y.s;\r\n\r\n // Return x if y is zero and x is non-zero.\r\n else if (xd[0]) y = new Ctor(x);\r\n\r\n // Return zero if both are zero.\r\n // From IEEE 754 (2008) 6.3: 0 - 0 = -0 - -0 = -0 when rounding to -Infinity.\r\n else return new Ctor(rm === 3 ? -0 : 0);\r\n\r\n return external ? finalise(y, pr, rm) : y;\r\n }\r\n\r\n // x and y are finite, non-zero numbers with the same sign.\r\n\r\n // Calculate base 1e7 exponents.\r\n e = mathfloor(y.e / LOG_BASE);\r\n xe = mathfloor(x.e / LOG_BASE);\r\n\r\n xd = xd.slice();\r\n k = xe - e;\r\n\r\n // If base 1e7 exponents differ...\r\n if (k) {\r\n xLTy = k < 0;\r\n\r\n if (xLTy) {\r\n d = xd;\r\n k = -k;\r\n len = yd.length;\r\n } else {\r\n d = yd;\r\n e = xe;\r\n len = xd.length;\r\n }\r\n\r\n // Numbers with massively different exponents would result in a very high number of\r\n // zeros needing to be prepended, but this can be avoided while still ensuring correct\r\n // rounding by limiting the number of zeros to `Math.ceil(pr / LOG_BASE) + 2`.\r\n i = Math.max(Math.ceil(pr / LOG_BASE), len) + 2;\r\n\r\n if (k > i) {\r\n k = i;\r\n d.length = 1;\r\n }\r\n\r\n // Prepend zeros to equalise exponents.\r\n d.reverse();\r\n for (i = k; i--;) d.push(0);\r\n d.reverse();\r\n\r\n // Base 1e7 exponents equal.\r\n } else {\r\n\r\n // Check digits to determine which is the bigger number.\r\n\r\n i = xd.length;\r\n len = yd.length;\r\n xLTy = i < len;\r\n if (xLTy) len = i;\r\n\r\n for (i = 0; i < len; i++) {\r\n if (xd[i] != yd[i]) {\r\n xLTy = xd[i] < yd[i];\r\n break;\r\n }\r\n }\r\n\r\n k = 0;\r\n }\r\n\r\n if (xLTy) {\r\n d = xd;\r\n xd = yd;\r\n yd = d;\r\n y.s = -y.s;\r\n }\r\n\r\n len = xd.length;\r\n\r\n // Append zeros to `xd` if shorter.\r\n // Don't add zeros to `yd` if shorter as subtraction only needs to start at `yd` length.\r\n for (i = yd.length - len; i > 0; --i) xd[len++] = 0;\r\n\r\n // Subtract yd from xd.\r\n for (i = yd.length; i > k;) {\r\n\r\n if (xd[--i] < yd[i]) {\r\n for (j = i; j && xd[--j] === 0;) xd[j] = BASE - 1;\r\n --xd[j];\r\n xd[i] += BASE;\r\n }\r\n\r\n xd[i] -= yd[i];\r\n }\r\n\r\n // Remove trailing zeros.\r\n for (; xd[--len] === 0;) xd.pop();\r\n\r\n // Remove leading zeros and adjust exponent accordingly.\r\n for (; xd[0] === 0; xd.shift()) --e;\r\n\r\n // Zero?\r\n if (!xd[0]) return new Ctor(rm === 3 ? -0 : 0);\r\n\r\n y.d = xd;\r\n y.e = getBase10Exponent(xd, e);\r\n\r\n return external ? finalise(y, pr, rm) : y;\r\n};\r\n\r\n\r\n/*\r\n * n % 0 = N\r\n * n % N = N\r\n * n % I = n\r\n * 0 % n = 0\r\n * -0 % n = -0\r\n * 0 % 0 = N\r\n * 0 % N = N\r\n * 0 % I = 0\r\n * N % n = N\r\n * N % 0 = N\r\n * N % N = N\r\n * N % I = N\r\n * I % n = N\r\n * I % 0 = N\r\n * I % N = N\r\n * I % I = N\r\n *\r\n * Return a new Decimal whose value is the value of this Decimal modulo `y`, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * The result depends on the modulo mode.\r\n *\r\n */\r\nP.modulo = P.mod = function (y) {\r\n var q,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n y = new Ctor(y);\r\n\r\n // Return NaN if x is ±Infinity or NaN, or y is NaN or ±0.\r\n if (!x.d || !y.s || y.d && !y.d[0]) return new Ctor(NaN);\r\n\r\n // Return x if y is ±Infinity or x is ±0.\r\n if (!y.d || x.d && !x.d[0]) {\r\n return finalise(new Ctor(x), Ctor.precision, Ctor.rounding);\r\n }\r\n\r\n // Prevent rounding of intermediate calculations.\r\n external = false;\r\n\r\n if (Ctor.modulo == 9) {\r\n\r\n // Euclidian division: q = sign(y) * floor(x / abs(y))\r\n // result = x - q * y where 0 <= result < abs(y)\r\n q = divide(x, y.abs(), 0, 3, 1);\r\n q.s *= y.s;\r\n } else {\r\n q = divide(x, y, 0, Ctor.modulo, 1);\r\n }\r\n\r\n q = q.times(y);\r\n\r\n external = true;\r\n\r\n return x.minus(q);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural exponential of the value of this Decimal,\r\n * i.e. the base e raised to the power the value of this Decimal, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.naturalExponential = P.exp = function () {\r\n return naturalExponential(this);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural logarithm of the value of this Decimal,\r\n * rounded to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.naturalLogarithm = P.ln = function () {\r\n return naturalLogarithm(this);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal negated, i.e. as if multiplied by\r\n * -1.\r\n *\r\n */\r\nP.negated = P.neg = function () {\r\n var x = new this.constructor(this);\r\n x.s = -x.s;\r\n return finalise(x);\r\n};\r\n\r\n\r\n/*\r\n * n + 0 = n\r\n * n + N = N\r\n * n + I = I\r\n * 0 + n = n\r\n * 0 + 0 = 0\r\n * 0 + N = N\r\n * 0 + I = I\r\n * N + n = N\r\n * N + 0 = N\r\n * N + N = N\r\n * N + I = N\r\n * I + n = I\r\n * I + 0 = I\r\n * I + N = N\r\n * I + I = I\r\n *\r\n * Return a new Decimal whose value is the value of this Decimal plus `y`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.plus = P.add = function (y) {\r\n var carry, d, e, i, k, len, pr, rm, xd, yd,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n y = new Ctor(y);\r\n\r\n // If either is not finite...\r\n if (!x.d || !y.d) {\r\n\r\n // Return NaN if either is NaN.\r\n if (!x.s || !y.s) y = new Ctor(NaN);\r\n\r\n // Return x if y is finite and x is ±Infinity.\r\n // Return x if both are ±Infinity with the same sign.\r\n // Return NaN if both are ±Infinity with different signs.\r\n // Return y if x is finite and y is ±Infinity.\r\n else if (!x.d) y = new Ctor(y.d || x.s === y.s ? x : NaN);\r\n\r\n return y;\r\n }\r\n\r\n // If signs differ...\r\n if (x.s != y.s) {\r\n y.s = -y.s;\r\n return x.minus(y);\r\n }\r\n\r\n xd = x.d;\r\n yd = y.d;\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n\r\n // If either is zero...\r\n if (!xd[0] || !yd[0]) {\r\n\r\n // Return x if y is zero.\r\n // Return y if y is non-zero.\r\n if (!yd[0]) y = new Ctor(x);\r\n\r\n return external ? finalise(y, pr, rm) : y;\r\n }\r\n\r\n // x and y are finite, non-zero numbers with the same sign.\r\n\r\n // Calculate base 1e7 exponents.\r\n k = mathfloor(x.e / LOG_BASE);\r\n e = mathfloor(y.e / LOG_BASE);\r\n\r\n xd = xd.slice();\r\n i = k - e;\r\n\r\n // If base 1e7 exponents differ...\r\n if (i) {\r\n\r\n if (i < 0) {\r\n d = xd;\r\n i = -i;\r\n len = yd.length;\r\n } else {\r\n d = yd;\r\n e = k;\r\n len = xd.length;\r\n }\r\n\r\n // Limit number of zeros prepended to max(ceil(pr / LOG_BASE), len) + 1.\r\n k = Math.ceil(pr / LOG_BASE);\r\n len = k > len ? k + 1 : len + 1;\r\n\r\n if (i > len) {\r\n i = len;\r\n d.length = 1;\r\n }\r\n\r\n // Prepend zeros to equalise exponents. Note: Faster to use reverse then do unshifts.\r\n d.reverse();\r\n for (; i--;) d.push(0);\r\n d.reverse();\r\n }\r\n\r\n len = xd.length;\r\n i = yd.length;\r\n\r\n // If yd is longer than xd, swap xd and yd so xd points to the longer array.\r\n if (len - i < 0) {\r\n i = len;\r\n d = yd;\r\n yd = xd;\r\n xd = d;\r\n }\r\n\r\n // Only start adding at yd.length - 1 as the further digits of xd can be left as they are.\r\n for (carry = 0; i;) {\r\n carry = (xd[--i] = xd[i] + yd[i] + carry) / BASE | 0;\r\n xd[i] %= BASE;\r\n }\r\n\r\n if (carry) {\r\n xd.unshift(carry);\r\n ++e;\r\n }\r\n\r\n // Remove trailing zeros.\r\n // No need to check for zero, as +x + +y != 0 && -x + -y != 0\r\n for (len = xd.length; xd[--len] == 0;) xd.pop();\r\n\r\n y.d = xd;\r\n y.e = getBase10Exponent(xd, e);\r\n\r\n return external ? finalise(y, pr, rm) : y;\r\n};\r\n\r\n\r\n/*\r\n * Return the number of significant digits of the value of this Decimal.\r\n *\r\n * [z] {boolean|number} Whether to count integer-part trailing zeros: true, false, 1 or 0.\r\n *\r\n */\r\nP.precision = P.sd = function (z) {\r\n var k,\r\n x = this;\r\n\r\n if (z !== void 0 && z !== !!z && z !== 1 && z !== 0) throw Error(invalidArgument + z);\r\n\r\n if (x.d) {\r\n k = getPrecision(x.d);\r\n if (z && x.e + 1 > k) k = x.e + 1;\r\n } else {\r\n k = NaN;\r\n }\r\n\r\n return k;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal rounded to a whole number using\r\n * rounding mode `rounding`.\r\n *\r\n */\r\nP.round = function () {\r\n var x = this,\r\n Ctor = x.constructor;\r\n\r\n return finalise(new Ctor(x), x.e + 1, Ctor.rounding);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the sine of the value in radians of this Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-1, 1]\r\n *\r\n * sin(x) = x - x^3/3! + x^5/5! - ...\r\n *\r\n * sin(0) = 0\r\n * sin(-0) = -0\r\n * sin(Infinity) = NaN\r\n * sin(-Infinity) = NaN\r\n * sin(NaN) = NaN\r\n *\r\n */\r\nP.sine = P.sin = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite()) return new Ctor(NaN);\r\n if (x.isZero()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + Math.max(x.e, x.sd()) + LOG_BASE;\r\n Ctor.rounding = 1;\r\n\r\n x = sine(Ctor, toLessThanHalfPi(Ctor, x));\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return finalise(quadrant > 2 ? x.neg() : x, pr, rm, true);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the square root of this Decimal, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * sqrt(-n) = N\r\n * sqrt(N) = N\r\n * sqrt(-I) = N\r\n * sqrt(I) = I\r\n * sqrt(0) = 0\r\n * sqrt(-0) = -0\r\n *\r\n */\r\nP.squareRoot = P.sqrt = function () {\r\n var m, n, sd, r, rep, t,\r\n x = this,\r\n d = x.d,\r\n e = x.e,\r\n s = x.s,\r\n Ctor = x.constructor;\r\n\r\n // Negative/NaN/Infinity/zero?\r\n if (s !== 1 || !d || !d[0]) {\r\n return new Ctor(!s || s < 0 && (!d || d[0]) ? NaN : d ? x : 1 / 0);\r\n }\r\n\r\n external = false;\r\n\r\n // Initial estimate.\r\n s = Math.sqrt(+x);\r\n\r\n // Math.sqrt underflow/overflow?\r\n // Pass x to Math.sqrt as integer, then adjust the exponent of the result.\r\n if (s == 0 || s == 1 / 0) {\r\n n = digitsToString(d);\r\n\r\n if ((n.length + e) % 2 == 0) n += '0';\r\n s = Math.sqrt(n);\r\n e = mathfloor((e + 1) / 2) - (e < 0 || e % 2);\r\n\r\n if (s == 1 / 0) {\r\n n = '1e' + e;\r\n } else {\r\n n = s.toExponential();\r\n n = n.slice(0, n.indexOf('e') + 1) + e;\r\n }\r\n\r\n r = new Ctor(n);\r\n } else {\r\n r = new Ctor(s.toString());\r\n }\r\n\r\n sd = (e = Ctor.precision) + 3;\r\n\r\n // Newton-Raphson iteration.\r\n for (;;) {\r\n t = r;\r\n r = t.plus(divide(x, t, sd + 2, 1)).times(0.5);\r\n\r\n // TODO? Replace with for-loop and checkRoundingDigits.\r\n if (digitsToString(t.d).slice(0, sd) === (n = digitsToString(r.d)).slice(0, sd)) {\r\n n = n.slice(sd - 3, sd + 1);\r\n\r\n // The 4th rounding digit may be in error by -1 so if the 4 rounding digits are 9999 or\r\n // 4999, i.e. approaching a rounding boundary, continue the iteration.\r\n if (n == '9999' || !rep && n == '4999') {\r\n\r\n // On the first iteration only, check to see if rounding up gives the exact result as the\r\n // nines may infinitely repeat.\r\n if (!rep) {\r\n finalise(t, e + 1, 0);\r\n\r\n if (t.times(t).eq(x)) {\r\n r = t;\r\n break;\r\n }\r\n }\r\n\r\n sd += 4;\r\n rep = 1;\r\n } else {\r\n\r\n // If the rounding digits are null, 0{0,4} or 50{0,3}, check for an exact result.\r\n // If not, then there are further digits and m will be truthy.\r\n if (!+n || !+n.slice(1) && n.charAt(0) == '5') {\r\n\r\n // Truncate to the first rounding digit.\r\n finalise(r, e + 1, 1);\r\n m = !r.times(r).eq(x);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n\r\n external = true;\r\n\r\n return finalise(r, e, Ctor.rounding, m);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the tangent of the value in radians of this Decimal.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-Infinity, Infinity]\r\n *\r\n * tan(0) = 0\r\n * tan(-0) = -0\r\n * tan(Infinity) = NaN\r\n * tan(-Infinity) = NaN\r\n * tan(NaN) = NaN\r\n *\r\n */\r\nP.tangent = P.tan = function () {\r\n var pr, rm,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (!x.isFinite()) return new Ctor(NaN);\r\n if (x.isZero()) return new Ctor(x);\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n Ctor.precision = pr + 10;\r\n Ctor.rounding = 1;\r\n\r\n x = x.sin();\r\n x.s = 1;\r\n x = divide(x, new Ctor(1).minus(x.times(x)).sqrt(), pr + 10, 0);\r\n\r\n Ctor.precision = pr;\r\n Ctor.rounding = rm;\r\n\r\n return finalise(quadrant == 2 || quadrant == 4 ? x.neg() : x, pr, rm, true);\r\n};\r\n\r\n\r\n/*\r\n * n * 0 = 0\r\n * n * N = N\r\n * n * I = I\r\n * 0 * n = 0\r\n * 0 * 0 = 0\r\n * 0 * N = N\r\n * 0 * I = N\r\n * N * n = N\r\n * N * 0 = N\r\n * N * N = N\r\n * N * I = N\r\n * I * n = I\r\n * I * 0 = N\r\n * I * N = N\r\n * I * I = I\r\n *\r\n * Return a new Decimal whose value is this Decimal times `y`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n */\r\nP.times = P.mul = function (y) {\r\n var carry, e, i, k, r, rL, t, xdL, ydL,\r\n x = this,\r\n Ctor = x.constructor,\r\n xd = x.d,\r\n yd = (y = new Ctor(y)).d;\r\n\r\n y.s *= x.s;\r\n\r\n // If either is NaN, ±Infinity or ±0...\r\n if (!xd || !xd[0] || !yd || !yd[0]) {\r\n\r\n return new Ctor(!y.s || xd && !xd[0] && !yd || yd && !yd[0] && !xd\r\n\r\n // Return NaN if either is NaN.\r\n // Return NaN if x is ±0 and y is ±Infinity, or y is ±0 and x is ±Infinity.\r\n ? NaN\r\n\r\n // Return ±Infinity if either is ±Infinity.\r\n // Return ±0 if either is ±0.\r\n : !xd || !yd ? y.s / 0 : y.s * 0);\r\n }\r\n\r\n e = mathfloor(x.e / LOG_BASE) + mathfloor(y.e / LOG_BASE);\r\n xdL = xd.length;\r\n ydL = yd.length;\r\n\r\n // Ensure xd points to the longer array.\r\n if (xdL < ydL) {\r\n r = xd;\r\n xd = yd;\r\n yd = r;\r\n rL = xdL;\r\n xdL = ydL;\r\n ydL = rL;\r\n }\r\n\r\n // Initialise the result array with zeros.\r\n r = [];\r\n rL = xdL + ydL;\r\n for (i = rL; i--;) r.push(0);\r\n\r\n // Multiply!\r\n for (i = ydL; --i >= 0;) {\r\n carry = 0;\r\n for (k = xdL + i; k > i;) {\r\n t = r[k] + yd[i] * xd[k - i - 1] + carry;\r\n r[k--] = t % BASE | 0;\r\n carry = t / BASE | 0;\r\n }\r\n\r\n r[k] = (r[k] + carry) % BASE | 0;\r\n }\r\n\r\n // Remove trailing zeros.\r\n for (; !r[--rL];) r.pop();\r\n\r\n if (carry) ++e;\r\n else r.shift();\r\n\r\n y.d = r;\r\n y.e = getBase10Exponent(r, e);\r\n\r\n return external ? finalise(y, Ctor.precision, Ctor.rounding) : y;\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal in base 2, round to `sd` significant\r\n * digits using rounding mode `rm`.\r\n *\r\n * If the optional `sd` argument is present then return binary exponential notation.\r\n *\r\n * [sd] {number} Significant digits. Integer, 1 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toBinary = function (sd, rm) {\r\n return toStringBinary(this, 2, sd, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal rounded to a maximum of `dp`\r\n * decimal places using rounding mode `rm` or `rounding` if `rm` is omitted.\r\n *\r\n * If `dp` is omitted, return a new Decimal whose value is the value of this Decimal.\r\n *\r\n * [dp] {number} Decimal places. Integer, 0 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toDecimalPlaces = P.toDP = function (dp, rm) {\r\n var x = this,\r\n Ctor = x.constructor;\r\n\r\n x = new Ctor(x);\r\n if (dp === void 0) return x;\r\n\r\n checkInt32(dp, 0, MAX_DIGITS);\r\n\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n\r\n return finalise(x, dp + x.e + 1, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal in exponential notation rounded to\r\n * `dp` fixed decimal places using rounding mode `rounding`.\r\n *\r\n * [dp] {number} Decimal places. Integer, 0 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toExponential = function (dp, rm) {\r\n var str,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (dp === void 0) {\r\n str = finiteToString(x, true);\r\n } else {\r\n checkInt32(dp, 0, MAX_DIGITS);\r\n\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n\r\n x = finalise(new Ctor(x), dp + 1, rm);\r\n str = finiteToString(x, true, dp + 1);\r\n }\r\n\r\n return x.isNeg() && !x.isZero() ? '-' + str : str;\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal in normal (fixed-point) notation to\r\n * `dp` fixed decimal places and rounded using rounding mode `rm` or `rounding` if `rm` is\r\n * omitted.\r\n *\r\n * As with JavaScript numbers, (-0).toFixed(0) is '0', but e.g. (-0.00001).toFixed(0) is '-0'.\r\n *\r\n * [dp] {number} Decimal places. Integer, 0 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n * (-0).toFixed(0) is '0', but (-0.1).toFixed(0) is '-0'.\r\n * (-0).toFixed(1) is '0.0', but (-0.01).toFixed(1) is '-0.0'.\r\n * (-0).toFixed(3) is '0.000'.\r\n * (-0.5).toFixed(0) is '-0'.\r\n *\r\n */\r\nP.toFixed = function (dp, rm) {\r\n var str, y,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (dp === void 0) {\r\n str = finiteToString(x);\r\n } else {\r\n checkInt32(dp, 0, MAX_DIGITS);\r\n\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n\r\n y = finalise(new Ctor(x), dp + x.e + 1, rm);\r\n str = finiteToString(y, false, dp + y.e + 1);\r\n }\r\n\r\n // To determine whether to add the minus sign look at the value before it was rounded,\r\n // i.e. look at `x` rather than `y`.\r\n return x.isNeg() && !x.isZero() ? '-' + str : str;\r\n};\r\n\r\n\r\n/*\r\n * Return an array representing the value of this Decimal as a simple fraction with an integer\r\n * numerator and an integer denominator.\r\n *\r\n * The denominator will be a positive non-zero value less than or equal to the specified maximum\r\n * denominator. If a maximum denominator is not specified, the denominator will be the lowest\r\n * value necessary to represent the number exactly.\r\n *\r\n * [maxD] {number|string|Decimal} Maximum denominator. Integer >= 1 and < Infinity.\r\n *\r\n */\r\nP.toFraction = function (maxD) {\r\n var d, d0, d1, d2, e, k, n, n0, n1, pr, q, r,\r\n x = this,\r\n xd = x.d,\r\n Ctor = x.constructor;\r\n\r\n if (!xd) return new Ctor(x);\r\n\r\n n1 = d0 = new Ctor(1);\r\n d1 = n0 = new Ctor(0);\r\n\r\n d = new Ctor(d1);\r\n e = d.e = getPrecision(xd) - x.e - 1;\r\n k = e % LOG_BASE;\r\n d.d[0] = mathpow(10, k < 0 ? LOG_BASE + k : k);\r\n\r\n if (maxD == null) {\r\n\r\n // d is 10**e, the minimum max-denominator needed.\r\n maxD = e > 0 ? d : n1;\r\n } else {\r\n n = new Ctor(maxD);\r\n if (!n.isInt() || n.lt(n1)) throw Error(invalidArgument + n);\r\n maxD = n.gt(d) ? (e > 0 ? d : n1) : n;\r\n }\r\n\r\n external = false;\r\n n = new Ctor(digitsToString(xd));\r\n pr = Ctor.precision;\r\n Ctor.precision = e = xd.length * LOG_BASE * 2;\r\n\r\n for (;;) {\r\n q = divide(n, d, 0, 1, 1);\r\n d2 = d0.plus(q.times(d1));\r\n if (d2.cmp(maxD) == 1) break;\r\n d0 = d1;\r\n d1 = d2;\r\n d2 = n1;\r\n n1 = n0.plus(q.times(d2));\r\n n0 = d2;\r\n d2 = d;\r\n d = n.minus(q.times(d2));\r\n n = d2;\r\n }\r\n\r\n d2 = divide(maxD.minus(d0), d1, 0, 1, 1);\r\n n0 = n0.plus(d2.times(n1));\r\n d0 = d0.plus(d2.times(d1));\r\n n0.s = n1.s = x.s;\r\n\r\n // Determine which fraction is closer to x, n0/d0 or n1/d1?\r\n r = divide(n1, d1, e, 1).minus(x).abs().cmp(divide(n0, d0, e, 1).minus(x).abs()) < 1\r\n ? [n1, d1] : [n0, d0];\r\n\r\n Ctor.precision = pr;\r\n external = true;\r\n\r\n return r;\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal in base 16, round to `sd` significant\r\n * digits using rounding mode `rm`.\r\n *\r\n * If the optional `sd` argument is present then return binary exponential notation.\r\n *\r\n * [sd] {number} Significant digits. Integer, 1 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toHexadecimal = P.toHex = function (sd, rm) {\r\n return toStringBinary(this, 16, sd, rm);\r\n};\r\n\r\n\r\n\r\n/*\r\n * Returns a new Decimal whose value is the nearest multiple of the magnitude of `y` to the value\r\n * of this Decimal.\r\n *\r\n * If the value of this Decimal is equidistant from two multiples of `y`, the rounding mode `rm`,\r\n * or `Decimal.rounding` if `rm` is omitted, determines the direction of the nearest multiple.\r\n *\r\n * In the context of this method, rounding mode 4 (ROUND_HALF_UP) is the same as rounding mode 0\r\n * (ROUND_UP), and so on.\r\n *\r\n * The return value will always have the same sign as this Decimal, unless either this Decimal\r\n * or `y` is NaN, in which case the return value will be also be NaN.\r\n *\r\n * The return value is not affected by the value of `precision`.\r\n *\r\n * y {number|string|Decimal} The magnitude to round to a multiple of.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n * 'toNearest() rounding mode not an integer: {rm}'\r\n * 'toNearest() rounding mode out of range: {rm}'\r\n *\r\n */\r\nP.toNearest = function (y, rm) {\r\n var x = this,\r\n Ctor = x.constructor;\r\n\r\n x = new Ctor(x);\r\n\r\n if (y == null) {\r\n\r\n // If x is not finite, return x.\r\n if (!x.d) return x;\r\n\r\n y = new Ctor(1);\r\n rm = Ctor.rounding;\r\n } else {\r\n y = new Ctor(y);\r\n if (rm !== void 0) checkInt32(rm, 0, 8);\r\n\r\n // If x is not finite, return x if y is not NaN, else NaN.\r\n if (!x.d) return y.s ? x : y;\r\n\r\n // If y is not finite, return Infinity with the sign of x if y is Infinity, else NaN.\r\n if (!y.d) {\r\n if (y.s) y.s = x.s;\r\n return y;\r\n }\r\n }\r\n\r\n // If y is not zero, calculate the nearest multiple of y to x.\r\n if (y.d[0]) {\r\n external = false;\r\n if (rm < 4) rm = [4, 5, 7, 8][rm];\r\n x = divide(x, y, 0, rm, 1).times(y);\r\n external = true;\r\n finalise(x);\r\n\r\n // If y is zero, return zero with the sign of x.\r\n } else {\r\n y.s = x.s;\r\n x = y;\r\n }\r\n\r\n return x;\r\n};\r\n\r\n\r\n/*\r\n * Return the value of this Decimal converted to a number primitive.\r\n * Zero keeps its sign.\r\n *\r\n */\r\nP.toNumber = function () {\r\n return +this;\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal in base 8, round to `sd` significant\r\n * digits using rounding mode `rm`.\r\n *\r\n * If the optional `sd` argument is present then return binary exponential notation.\r\n *\r\n * [sd] {number} Significant digits. Integer, 1 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toOctal = function (sd, rm) {\r\n return toStringBinary(this, 8, sd, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal raised to the power `y`, rounded\r\n * to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * ECMAScript compliant.\r\n *\r\n * pow(x, NaN) = NaN\r\n * pow(x, ±0) = 1\r\n\r\n * pow(NaN, non-zero) = NaN\r\n * pow(abs(x) > 1, +Infinity) = +Infinity\r\n * pow(abs(x) > 1, -Infinity) = +0\r\n * pow(abs(x) == 1, ±Infinity) = NaN\r\n * pow(abs(x) < 1, +Infinity) = +0\r\n * pow(abs(x) < 1, -Infinity) = +Infinity\r\n * pow(+Infinity, y > 0) = +Infinity\r\n * pow(+Infinity, y < 0) = +0\r\n * pow(-Infinity, odd integer > 0) = -Infinity\r\n * pow(-Infinity, even integer > 0) = +Infinity\r\n * pow(-Infinity, odd integer < 0) = -0\r\n * pow(-Infinity, even integer < 0) = +0\r\n * pow(+0, y > 0) = +0\r\n * pow(+0, y < 0) = +Infinity\r\n * pow(-0, odd integer > 0) = -0\r\n * pow(-0, even integer > 0) = +0\r\n * pow(-0, odd integer < 0) = -Infinity\r\n * pow(-0, even integer < 0) = +Infinity\r\n * pow(finite x < 0, finite non-integer) = NaN\r\n *\r\n * For non-integer or very large exponents pow(x, y) is calculated using\r\n *\r\n * x^y = exp(y*ln(x))\r\n *\r\n * Assuming the first 15 rounding digits are each equally likely to be any digit 0-9, the\r\n * probability of an incorrectly rounded result\r\n * P([49]9{14} | [50]0{14}) = 2 * 0.2 * 10^-14 = 4e-15 = 1/2.5e+14\r\n * i.e. 1 in 250,000,000,000,000\r\n *\r\n * If a result is incorrectly rounded the maximum error will be 1 ulp (unit in last place).\r\n *\r\n * y {number|string|Decimal} The power to which to raise this Decimal.\r\n *\r\n */\r\nP.toPower = P.pow = function (y) {\r\n var e, k, pr, r, rm, s,\r\n x = this,\r\n Ctor = x.constructor,\r\n yn = +(y = new Ctor(y));\r\n\r\n // Either ±Infinity, NaN or ±0?\r\n if (!x.d || !y.d || !x.d[0] || !y.d[0]) return new Ctor(mathpow(+x, yn));\r\n\r\n x = new Ctor(x);\r\n\r\n if (x.eq(1)) return x;\r\n\r\n pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n\r\n if (y.eq(1)) return finalise(x, pr, rm);\r\n\r\n // y exponent\r\n e = mathfloor(y.e / LOG_BASE);\r\n\r\n // If y is a small integer use the 'exponentiation by squaring' algorithm.\r\n if (e >= y.d.length - 1 && (k = yn < 0 ? -yn : yn) <= MAX_SAFE_INTEGER) {\r\n r = intPow(Ctor, x, k, pr);\r\n return y.s < 0 ? new Ctor(1).div(r) : finalise(r, pr, rm);\r\n }\r\n\r\n s = x.s;\r\n\r\n // if x is negative\r\n if (s < 0) {\r\n\r\n // if y is not an integer\r\n if (e < y.d.length - 1) return new Ctor(NaN);\r\n\r\n // Result is positive if x is negative and the last digit of integer y is even.\r\n if ((y.d[e] & 1) == 0) s = 1;\r\n\r\n // if x.eq(-1)\r\n if (x.e == 0 && x.d[0] == 1 && x.d.length == 1) {\r\n x.s = s;\r\n return x;\r\n }\r\n }\r\n\r\n // Estimate result exponent.\r\n // x^y = 10^e, where e = y * log10(x)\r\n // log10(x) = log10(x_significand) + x_exponent\r\n // log10(x_significand) = ln(x_significand) / ln(10)\r\n k = mathpow(+x, yn);\r\n e = k == 0 || !isFinite(k)\r\n ? mathfloor(yn * (Math.log('0.' + digitsToString(x.d)) / Math.LN10 + x.e + 1))\r\n : new Ctor(k + '').e;\r\n\r\n // Exponent estimate may be incorrect e.g. x: 0.999999999999999999, y: 2.29, e: 0, r.e: -1.\r\n\r\n // Overflow/underflow?\r\n if (e > Ctor.maxE + 1 || e < Ctor.minE - 1) return new Ctor(e > 0 ? s / 0 : 0);\r\n\r\n external = false;\r\n Ctor.rounding = x.s = 1;\r\n\r\n // Estimate the extra guard digits needed to ensure five correct rounding digits from\r\n // naturalLogarithm(x). Example of failure without these extra digits (precision: 10):\r\n // new Decimal(2.32456).pow('2087987436534566.46411')\r\n // should be 1.162377823e+764914905173815, but is 1.162355823e+764914905173815\r\n k = Math.min(12, (e + '').length);\r\n\r\n // r = x^y = exp(y*ln(x))\r\n r = naturalExponential(y.times(naturalLogarithm(x, pr + k)), pr);\r\n\r\n // r may be Infinity, e.g. (0.9999999999999999).pow(-1e+40)\r\n if (r.d) {\r\n\r\n // Truncate to the required precision plus five rounding digits.\r\n r = finalise(r, pr + 5, 1);\r\n\r\n // If the rounding digits are [49]9999 or [50]0000 increase the precision by 10 and recalculate\r\n // the result.\r\n if (checkRoundingDigits(r.d, pr, rm)) {\r\n e = pr + 10;\r\n\r\n // Truncate to the increased precision plus five rounding digits.\r\n r = finalise(naturalExponential(y.times(naturalLogarithm(x, e + k)), e), e + 5, 1);\r\n\r\n // Check for 14 nines from the 2nd rounding digit (the first rounding digit may be 4 or 9).\r\n if (+digitsToString(r.d).slice(pr + 1, pr + 15) + 1 == 1e14) {\r\n r = finalise(r, pr + 1, 0);\r\n }\r\n }\r\n }\r\n\r\n r.s = s;\r\n external = true;\r\n Ctor.rounding = rm;\r\n\r\n return finalise(r, pr, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal rounded to `sd` significant digits\r\n * using rounding mode `rounding`.\r\n *\r\n * Return exponential notation if `sd` is less than the number of digits necessary to represent\r\n * the integer part of the value in normal notation.\r\n *\r\n * [sd] {number} Significant digits. Integer, 1 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n */\r\nP.toPrecision = function (sd, rm) {\r\n var str,\r\n x = this,\r\n Ctor = x.constructor;\r\n\r\n if (sd === void 0) {\r\n str = finiteToString(x, x.e <= Ctor.toExpNeg || x.e >= Ctor.toExpPos);\r\n } else {\r\n checkInt32(sd, 1, MAX_DIGITS);\r\n\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n\r\n x = finalise(new Ctor(x), sd, rm);\r\n str = finiteToString(x, sd <= x.e || x.e <= Ctor.toExpNeg, sd);\r\n }\r\n\r\n return x.isNeg() && !x.isZero() ? '-' + str : str;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal rounded to a maximum of `sd`\r\n * significant digits using rounding mode `rm`, or to `precision` and `rounding` respectively if\r\n * omitted.\r\n *\r\n * [sd] {number} Significant digits. Integer, 1 to MAX_DIGITS inclusive.\r\n * [rm] {number} Rounding mode. Integer, 0 to 8 inclusive.\r\n *\r\n * 'toSD() digits out of range: {sd}'\r\n * 'toSD() digits not an integer: {sd}'\r\n * 'toSD() rounding mode not an integer: {rm}'\r\n * 'toSD() rounding mode out of range: {rm}'\r\n *\r\n */\r\nP.toSignificantDigits = P.toSD = function (sd, rm) {\r\n var x = this,\r\n Ctor = x.constructor;\r\n\r\n if (sd === void 0) {\r\n sd = Ctor.precision;\r\n rm = Ctor.rounding;\r\n } else {\r\n checkInt32(sd, 1, MAX_DIGITS);\r\n\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n }\r\n\r\n return finalise(new Ctor(x), sd, rm);\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal.\r\n *\r\n * Return exponential notation if this Decimal has a positive exponent equal to or greater than\r\n * `toExpPos`, or a negative exponent equal to or less than `toExpNeg`.\r\n *\r\n */\r\nP.toString = function () {\r\n var x = this,\r\n Ctor = x.constructor,\r\n str = finiteToString(x, x.e <= Ctor.toExpNeg || x.e >= Ctor.toExpPos);\r\n\r\n return x.isNeg() && !x.isZero() ? '-' + str : str;\r\n};\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of this Decimal truncated to a whole number.\r\n *\r\n */\r\nP.truncated = P.trunc = function () {\r\n return finalise(new this.constructor(this), this.e + 1, 1);\r\n};\r\n\r\n\r\n/*\r\n * Return a string representing the value of this Decimal.\r\n * Unlike `toString`, negative zero will include the minus sign.\r\n *\r\n */\r\nP.valueOf = P.toJSON = function () {\r\n var x = this,\r\n Ctor = x.constructor,\r\n str = finiteToString(x, x.e <= Ctor.toExpNeg || x.e >= Ctor.toExpPos);\r\n\r\n return x.isNeg() ? '-' + str : str;\r\n};\r\n\r\n\r\n/*\r\n// Add aliases to match BigDecimal method names.\r\n// P.add = P.plus;\r\nP.subtract = P.minus;\r\nP.multiply = P.times;\r\nP.divide = P.div;\r\nP.remainder = P.mod;\r\nP.compareTo = P.cmp;\r\nP.negate = P.neg;\r\n */\r\n\r\n\r\n// Helper functions for Decimal.prototype (P) and/or Decimal methods, and their callers.\r\n\r\n\r\n/*\r\n * digitsToString P.cubeRoot, P.logarithm, P.squareRoot, P.toFraction, P.toPower,\r\n * finiteToString, naturalExponential, naturalLogarithm\r\n * checkInt32 P.toDecimalPlaces, P.toExponential, P.toFixed, P.toNearest,\r\n * P.toPrecision, P.toSignificantDigits, toStringBinary, random\r\n * checkRoundingDigits P.logarithm, P.toPower, naturalExponential, naturalLogarithm\r\n * convertBase toStringBinary, parseOther\r\n * cos P.cos\r\n * divide P.atanh, P.cubeRoot, P.dividedBy, P.dividedToIntegerBy,\r\n * P.logarithm, P.modulo, P.squareRoot, P.tan, P.tanh, P.toFraction,\r\n * P.toNearest, toStringBinary, naturalExponential, naturalLogarithm,\r\n * taylorSeries, atan2, parseOther\r\n * finalise P.absoluteValue, P.atan, P.atanh, P.ceil, P.cos, P.cosh,\r\n * P.cubeRoot, P.dividedToIntegerBy, P.floor, P.logarithm, P.minus,\r\n * P.modulo, P.negated, P.plus, P.round, P.sin, P.sinh, P.squareRoot,\r\n * P.tan, P.times, P.toDecimalPlaces, P.toExponential, P.toFixed,\r\n * P.toNearest, P.toPower, P.toPrecision, P.toSignificantDigits,\r\n * P.truncated, divide, getLn10, getPi, naturalExponential,\r\n * naturalLogarithm, ceil, floor, round, trunc\r\n * finiteToString P.toExponential, P.toFixed, P.toPrecision, P.toString, P.valueOf,\r\n * toStringBinary\r\n * getBase10Exponent P.minus, P.plus, P.times, parseOther\r\n * getLn10 P.logarithm, naturalLogarithm\r\n * getPi P.acos, P.asin, P.atan, toLessThanHalfPi, atan2\r\n * getPrecision P.precision, P.toFraction\r\n * getZeroString digitsToString, finiteToString\r\n * intPow P.toPower, parseOther\r\n * isOdd toLessThanHalfPi\r\n * maxOrMin max, min\r\n * naturalExponential P.naturalExponential, P.toPower\r\n * naturalLogarithm P.acosh, P.asinh, P.atanh, P.logarithm, P.naturalLogarithm,\r\n * P.toPower, naturalExponential\r\n * nonFiniteToString finiteToString, toStringBinary\r\n * parseDecimal Decimal\r\n * parseOther Decimal\r\n * sin P.sin\r\n * taylorSeries P.cosh, P.sinh, cos, sin\r\n * toLessThanHalfPi P.cos, P.sin\r\n * toStringBinary P.toBinary, P.toHexadecimal, P.toOctal\r\n * truncate intPow\r\n *\r\n * Throws: P.logarithm, P.precision, P.toFraction, checkInt32, getLn10, getPi,\r\n * naturalLogarithm, config, parseOther, random, Decimal\r\n */\r\n\r\n\r\nfunction digitsToString(d) {\r\n var i, k, ws,\r\n indexOfLastWord = d.length - 1,\r\n str = '',\r\n w = d[0];\r\n\r\n if (indexOfLastWord > 0) {\r\n str += w;\r\n for (i = 1; i < indexOfLastWord; i++) {\r\n ws = d[i] + '';\r\n k = LOG_BASE - ws.length;\r\n if (k) str += getZeroString(k);\r\n str += ws;\r\n }\r\n\r\n w = d[i];\r\n ws = w + '';\r\n k = LOG_BASE - ws.length;\r\n if (k) str += getZeroString(k);\r\n } else if (w === 0) {\r\n return '0';\r\n }\r\n\r\n // Remove trailing zeros of last w.\r\n for (; w % 10 === 0;) w /= 10;\r\n\r\n return str + w;\r\n}\r\n\r\n\r\nfunction checkInt32(i, min, max) {\r\n if (i !== ~~i || i < min || i > max) {\r\n throw Error(invalidArgument + i);\r\n }\r\n}\r\n\r\n\r\n/*\r\n * Check 5 rounding digits if `repeating` is null, 4 otherwise.\r\n * `repeating == null` if caller is `log` or `pow`,\r\n * `repeating != null` if caller is `naturalLogarithm` or `naturalExponential`.\r\n */\r\nfunction checkRoundingDigits(d, i, rm, repeating) {\r\n var di, k, r, rd;\r\n\r\n // Get the length of the first word of the array d.\r\n for (k = d[0]; k >= 10; k /= 10) --i;\r\n\r\n // Is the rounding digit in the first word of d?\r\n if (--i < 0) {\r\n i += LOG_BASE;\r\n di = 0;\r\n } else {\r\n di = Math.ceil((i + 1) / LOG_BASE);\r\n i %= LOG_BASE;\r\n }\r\n\r\n // i is the index (0 - 6) of the rounding digit.\r\n // E.g. if within the word 3487563 the first rounding digit is 5,\r\n // then i = 4, k = 1000, rd = 3487563 % 1000 = 563\r\n k = mathpow(10, LOG_BASE - i);\r\n rd = d[di] % k | 0;\r\n\r\n if (repeating == null) {\r\n if (i < 3) {\r\n if (i == 0) rd = rd / 100 | 0;\r\n else if (i == 1) rd = rd / 10 | 0;\r\n r = rm < 4 && rd == 99999 || rm > 3 && rd == 49999 || rd == 50000 || rd == 0;\r\n } else {\r\n r = (rm < 4 && rd + 1 == k || rm > 3 && rd + 1 == k / 2) &&\r\n (d[di + 1] / k / 100 | 0) == mathpow(10, i - 2) - 1 ||\r\n (rd == k / 2 || rd == 0) && (d[di + 1] / k / 100 | 0) == 0;\r\n }\r\n } else {\r\n if (i < 4) {\r\n if (i == 0) rd = rd / 1000 | 0;\r\n else if (i == 1) rd = rd / 100 | 0;\r\n else if (i == 2) rd = rd / 10 | 0;\r\n r = (repeating || rm < 4) && rd == 9999 || !repeating && rm > 3 && rd == 4999;\r\n } else {\r\n r = ((repeating || rm < 4) && rd + 1 == k ||\r\n (!repeating && rm > 3) && rd + 1 == k / 2) &&\r\n (d[di + 1] / k / 1000 | 0) == mathpow(10, i - 3) - 1;\r\n }\r\n }\r\n\r\n return r;\r\n}\r\n\r\n\r\n// Convert string of `baseIn` to an array of numbers of `baseOut`.\r\n// Eg. convertBase('255', 10, 16) returns [15, 15].\r\n// Eg. convertBase('ff', 16, 10) returns [2, 5, 5].\r\nfunction convertBase(str, baseIn, baseOut) {\r\n var j,\r\n arr = [0],\r\n arrL,\r\n i = 0,\r\n strL = str.length;\r\n\r\n for (; i < strL;) {\r\n for (arrL = arr.length; arrL--;) arr[arrL] *= baseIn;\r\n arr[0] += NUMERALS.indexOf(str.charAt(i++));\r\n for (j = 0; j < arr.length; j++) {\r\n if (arr[j] > baseOut - 1) {\r\n if (arr[j + 1] === void 0) arr[j + 1] = 0;\r\n arr[j + 1] += arr[j] / baseOut | 0;\r\n arr[j] %= baseOut;\r\n }\r\n }\r\n }\r\n\r\n return arr.reverse();\r\n}\r\n\r\n\r\n/*\r\n * cos(x) = 1 - x^2/2! + x^4/4! - ...\r\n * |x| < pi/2\r\n *\r\n */\r\nfunction cosine(Ctor, x) {\r\n var k, y,\r\n len = x.d.length;\r\n\r\n // Argument reduction: cos(4x) = 8*(cos^4(x) - cos^2(x)) + 1\r\n // i.e. cos(x) = 8*(cos^4(x/4) - cos^2(x/4)) + 1\r\n\r\n // Estimate the optimum number of times to use the argument reduction.\r\n if (len < 32) {\r\n k = Math.ceil(len / 3);\r\n y = Math.pow(4, -k).toString();\r\n } else {\r\n k = 16;\r\n y = '2.3283064365386962890625e-10';\r\n }\r\n\r\n Ctor.precision += k;\r\n\r\n x = taylorSeries(Ctor, 1, x.times(y), new Ctor(1));\r\n\r\n // Reverse argument reduction\r\n for (var i = k; i--;) {\r\n var cos2x = x.times(x);\r\n x = cos2x.times(cos2x).minus(cos2x).times(8).plus(1);\r\n }\r\n\r\n Ctor.precision -= k;\r\n\r\n return x;\r\n}\r\n\r\n\r\n/*\r\n * Perform division in the specified base.\r\n */\r\nvar divide = (function () {\r\n\r\n // Assumes non-zero x and k, and hence non-zero result.\r\n function multiplyInteger(x, k, base) {\r\n var temp,\r\n carry = 0,\r\n i = x.length;\r\n\r\n for (x = x.slice(); i--;) {\r\n temp = x[i] * k + carry;\r\n x[i] = temp % base | 0;\r\n carry = temp / base | 0;\r\n }\r\n\r\n if (carry) x.unshift(carry);\r\n\r\n return x;\r\n }\r\n\r\n function compare(a, b, aL, bL) {\r\n var i, r;\r\n\r\n if (aL != bL) {\r\n r = aL > bL ? 1 : -1;\r\n } else {\r\n for (i = r = 0; i < aL; i++) {\r\n if (a[i] != b[i]) {\r\n r = a[i] > b[i] ? 1 : -1;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return r;\r\n }\r\n\r\n function subtract(a, b, aL, base) {\r\n var i = 0;\r\n\r\n // Subtract b from a.\r\n for (; aL--;) {\r\n a[aL] -= i;\r\n i = a[aL] < b[aL] ? 1 : 0;\r\n a[aL] = i * base + a[aL] - b[aL];\r\n }\r\n\r\n // Remove leading zeros.\r\n for (; !a[0] && a.length > 1;) a.shift();\r\n }\r\n\r\n return function (x, y, pr, rm, dp, base) {\r\n var cmp, e, i, k, logBase, more, prod, prodL, q, qd, rem, remL, rem0, sd, t, xi, xL, yd0,\r\n yL, yz,\r\n Ctor = x.constructor,\r\n sign = x.s == y.s ? 1 : -1,\r\n xd = x.d,\r\n yd = y.d;\r\n\r\n // Either NaN, Infinity or 0?\r\n if (!xd || !xd[0] || !yd || !yd[0]) {\r\n\r\n return new Ctor(// Return NaN if either NaN, or both Infinity or 0.\r\n !x.s || !y.s || (xd ? yd && xd[0] == yd[0] : !yd) ? NaN :\r\n\r\n // Return ±0 if x is 0 or y is ±Infinity, or return ±Infinity as y is 0.\r\n xd && xd[0] == 0 || !yd ? sign * 0 : sign / 0);\r\n }\r\n\r\n if (base) {\r\n logBase = 1;\r\n e = x.e - y.e;\r\n } else {\r\n base = BASE;\r\n logBase = LOG_BASE;\r\n e = mathfloor(x.e / logBase) - mathfloor(y.e / logBase);\r\n }\r\n\r\n yL = yd.length;\r\n xL = xd.length;\r\n q = new Ctor(sign);\r\n qd = q.d = [];\r\n\r\n // Result exponent may be one less than e.\r\n // The digit array of a Decimal from toStringBinary may have trailing zeros.\r\n for (i = 0; yd[i] == (xd[i] || 0); i++);\r\n\r\n if (yd[i] > (xd[i] || 0)) e--;\r\n\r\n if (pr == null) {\r\n sd = pr = Ctor.precision;\r\n rm = Ctor.rounding;\r\n } else if (dp) {\r\n sd = pr + (x.e - y.e) + 1;\r\n } else {\r\n sd = pr;\r\n }\r\n\r\n if (sd < 0) {\r\n qd.push(1);\r\n more = true;\r\n } else {\r\n\r\n // Convert precision in number of base 10 digits to base 1e7 digits.\r\n sd = sd / logBase + 2 | 0;\r\n i = 0;\r\n\r\n // divisor < 1e7\r\n if (yL == 1) {\r\n k = 0;\r\n yd = yd[0];\r\n sd++;\r\n\r\n // k is the carry.\r\n for (; (i < xL || k) && sd--; i++) {\r\n t = k * base + (xd[i] || 0);\r\n qd[i] = t / yd | 0;\r\n k = t % yd | 0;\r\n }\r\n\r\n more = k || i < xL;\r\n\r\n // divisor >= 1e7\r\n } else {\r\n\r\n // Normalise xd and yd so highest order digit of yd is >= base/2\r\n k = base / (yd[0] + 1) | 0;\r\n\r\n if (k > 1) {\r\n yd = multiplyInteger(yd, k, base);\r\n xd = multiplyInteger(xd, k, base);\r\n yL = yd.length;\r\n xL = xd.length;\r\n }\r\n\r\n xi = yL;\r\n rem = xd.slice(0, yL);\r\n remL = rem.length;\r\n\r\n // Add zeros to make remainder as long as divisor.\r\n for (; remL < yL;) rem[remL++] = 0;\r\n\r\n yz = yd.slice();\r\n yz.unshift(0);\r\n yd0 = yd[0];\r\n\r\n if (yd[1] >= base / 2) ++yd0;\r\n\r\n do {\r\n k = 0;\r\n\r\n // Compare divisor and remainder.\r\n cmp = compare(yd, rem, yL, remL);\r\n\r\n // If divisor < remainder.\r\n if (cmp < 0) {\r\n\r\n // Calculate trial digit, k.\r\n rem0 = rem[0];\r\n if (yL != remL) rem0 = rem0 * base + (rem[1] || 0);\r\n\r\n // k will be how many times the divisor goes into the current remainder.\r\n k = rem0 / yd0 | 0;\r\n\r\n // Algorithm:\r\n // 1. product = divisor * trial digit (k)\r\n // 2. if product > remainder: product -= divisor, k--\r\n // 3. remainder -= product\r\n // 4. if product was < remainder at 2:\r\n // 5. compare new remainder and divisor\r\n // 6. If remainder > divisor: remainder -= divisor, k++\r\n\r\n if (k > 1) {\r\n if (k >= base) k = base - 1;\r\n\r\n // product = divisor * trial digit.\r\n prod = multiplyInteger(yd, k, base);\r\n prodL = prod.length;\r\n remL = rem.length;\r\n\r\n // Compare product and remainder.\r\n cmp = compare(prod, rem, prodL, remL);\r\n\r\n // product > remainder.\r\n if (cmp == 1) {\r\n k--;\r\n\r\n // Subtract divisor from product.\r\n subtract(prod, yL < prodL ? yz : yd, prodL, base);\r\n }\r\n } else {\r\n\r\n // cmp is -1.\r\n // If k is 0, there is no need to compare yd and rem again below, so change cmp to 1\r\n // to avoid it. If k is 1 there is a need to compare yd and rem again below.\r\n if (k == 0) cmp = k = 1;\r\n prod = yd.slice();\r\n }\r\n\r\n prodL = prod.length;\r\n if (prodL < remL) prod.unshift(0);\r\n\r\n // Subtract product from remainder.\r\n subtract(rem, prod, remL, base);\r\n\r\n // If product was < previous remainder.\r\n if (cmp == -1) {\r\n remL = rem.length;\r\n\r\n // Compare divisor and new remainder.\r\n cmp = compare(yd, rem, yL, remL);\r\n\r\n // If divisor < new remainder, subtract divisor from remainder.\r\n if (cmp < 1) {\r\n k++;\r\n\r\n // Subtract divisor from remainder.\r\n subtract(rem, yL < remL ? yz : yd, remL, base);\r\n }\r\n }\r\n\r\n remL = rem.length;\r\n } else if (cmp === 0) {\r\n k++;\r\n rem = [0];\r\n } // if cmp === 1, k will be 0\r\n\r\n // Add the next digit, k, to the result array.\r\n qd[i++] = k;\r\n\r\n // Update the remainder.\r\n if (cmp && rem[0]) {\r\n rem[remL++] = xd[xi] || 0;\r\n } else {\r\n rem = [xd[xi]];\r\n remL = 1;\r\n }\r\n\r\n } while ((xi++ < xL || rem[0] !== void 0) && sd--);\r\n\r\n more = rem[0] !== void 0;\r\n }\r\n\r\n // Leading zero?\r\n if (!qd[0]) qd.shift();\r\n }\r\n\r\n // logBase is 1 when divide is being used for base conversion.\r\n if (logBase == 1) {\r\n q.e = e;\r\n inexact = more;\r\n } else {\r\n\r\n // To calculate q.e, first get the number of digits of qd[0].\r\n for (i = 1, k = qd[0]; k >= 10; k /= 10) i++;\r\n q.e = i + e * logBase - 1;\r\n\r\n finalise(q, dp ? pr + q.e + 1 : pr, rm, more);\r\n }\r\n\r\n return q;\r\n };\r\n})();\r\n\r\n\r\n/*\r\n * Round `x` to `sd` significant digits using rounding mode `rm`.\r\n * Check for over/under-flow.\r\n */\r\n function finalise(x, sd, rm, isTruncated) {\r\n var digits, i, j, k, rd, roundUp, w, xd, xdi,\r\n Ctor = x.constructor;\r\n\r\n // Don't round if sd is null or undefined.\r\n out: if (sd != null) {\r\n xd = x.d;\r\n\r\n // Infinity/NaN.\r\n if (!xd) return x;\r\n\r\n // rd: the rounding digit, i.e. the digit after the digit that may be rounded up.\r\n // w: the word of xd containing rd, a base 1e7 number.\r\n // xdi: the index of w within xd.\r\n // digits: the number of digits of w.\r\n // i: what would be the index of rd within w if all the numbers were 7 digits long (i.e. if\r\n // they had leading zeros)\r\n // j: if > 0, the actual index of rd within w (if < 0, rd is a leading zero).\r\n\r\n // Get the length of the first word of the digits array xd.\r\n for (digits = 1, k = xd[0]; k >= 10; k /= 10) digits++;\r\n i = sd - digits;\r\n\r\n // Is the rounding digit in the first word of xd?\r\n if (i < 0) {\r\n i += LOG_BASE;\r\n j = sd;\r\n w = xd[xdi = 0];\r\n\r\n // Get the rounding digit at index j of w.\r\n rd = w / mathpow(10, digits - j - 1) % 10 | 0;\r\n } else {\r\n xdi = Math.ceil((i + 1) / LOG_BASE);\r\n k = xd.length;\r\n if (xdi >= k) {\r\n if (isTruncated) {\r\n\r\n // Needed by `naturalExponential`, `naturalLogarithm` and `squareRoot`.\r\n for (; k++ <= xdi;) xd.push(0);\r\n w = rd = 0;\r\n digits = 1;\r\n i %= LOG_BASE;\r\n j = i - LOG_BASE + 1;\r\n } else {\r\n break out;\r\n }\r\n } else {\r\n w = k = xd[xdi];\r\n\r\n // Get the number of digits of w.\r\n for (digits = 1; k >= 10; k /= 10) digits++;\r\n\r\n // Get the index of rd within w.\r\n i %= LOG_BASE;\r\n\r\n // Get the index of rd within w, adjusted for leading zeros.\r\n // The number of leading zeros of w is given by LOG_BASE - digits.\r\n j = i - LOG_BASE + digits;\r\n\r\n // Get the rounding digit at index j of w.\r\n rd = j < 0 ? 0 : w / mathpow(10, digits - j - 1) % 10 | 0;\r\n }\r\n }\r\n\r\n // Are there any non-zero digits after the rounding digit?\r\n isTruncated = isTruncated || sd < 0 ||\r\n xd[xdi + 1] !== void 0 || (j < 0 ? w : w % mathpow(10, digits - j - 1));\r\n\r\n // The expression `w % mathpow(10, digits - j - 1)` returns all the digits of w to the right\r\n // of the digit at (left-to-right) index j, e.g. if w is 908714 and j is 2, the expression\r\n // will give 714.\r\n\r\n roundUp = rm < 4\r\n ? (rd || isTruncated) && (rm == 0 || rm == (x.s < 0 ? 3 : 2))\r\n : rd > 5 || rd == 5 && (rm == 4 || isTruncated || rm == 6 &&\r\n\r\n // Check whether the digit to the left of the rounding digit is odd.\r\n ((i > 0 ? j > 0 ? w / mathpow(10, digits - j) : 0 : xd[xdi - 1]) % 10) & 1 ||\r\n rm == (x.s < 0 ? 8 : 7));\r\n\r\n if (sd < 1 || !xd[0]) {\r\n xd.length = 0;\r\n if (roundUp) {\r\n\r\n // Convert sd to decimal places.\r\n sd -= x.e + 1;\r\n\r\n // 1, 0.1, 0.01, 0.001, 0.0001 etc.\r\n xd[0] = mathpow(10, (LOG_BASE - sd % LOG_BASE) % LOG_BASE);\r\n x.e = -sd || 0;\r\n } else {\r\n\r\n // Zero.\r\n xd[0] = x.e = 0;\r\n }\r\n\r\n return x;\r\n }\r\n\r\n // Remove excess digits.\r\n if (i == 0) {\r\n xd.length = xdi;\r\n k = 1;\r\n xdi--;\r\n } else {\r\n xd.length = xdi + 1;\r\n k = mathpow(10, LOG_BASE - i);\r\n\r\n // E.g. 56700 becomes 56000 if 7 is the rounding digit.\r\n // j > 0 means i > number of leading zeros of w.\r\n xd[xdi] = j > 0 ? (w / mathpow(10, digits - j) % mathpow(10, j) | 0) * k : 0;\r\n }\r\n\r\n if (roundUp) {\r\n for (;;) {\r\n\r\n // Is the digit to be rounded up in the first word of xd?\r\n if (xdi == 0) {\r\n\r\n // i will be the length of xd[0] before k is added.\r\n for (i = 1, j = xd[0]; j >= 10; j /= 10) i++;\r\n j = xd[0] += k;\r\n for (k = 1; j >= 10; j /= 10) k++;\r\n\r\n // if i != k the length has increased.\r\n if (i != k) {\r\n x.e++;\r\n if (xd[0] == BASE) xd[0] = 1;\r\n }\r\n\r\n break;\r\n } else {\r\n xd[xdi] += k;\r\n if (xd[xdi] != BASE) break;\r\n xd[xdi--] = 0;\r\n k = 1;\r\n }\r\n }\r\n }\r\n\r\n // Remove trailing zeros.\r\n for (i = xd.length; xd[--i] === 0;) xd.pop();\r\n }\r\n\r\n if (external) {\r\n\r\n // Overflow?\r\n if (x.e > Ctor.maxE) {\r\n\r\n // Infinity.\r\n x.d = null;\r\n x.e = NaN;\r\n\r\n // Underflow?\r\n } else if (x.e < Ctor.minE) {\r\n\r\n // Zero.\r\n x.e = 0;\r\n x.d = [0];\r\n // Ctor.underflow = true;\r\n } // else Ctor.underflow = false;\r\n }\r\n\r\n return x;\r\n}\r\n\r\n\r\nfunction finiteToString(x, isExp, sd) {\r\n if (!x.isFinite()) return nonFiniteToString(x);\r\n var k,\r\n e = x.e,\r\n str = digitsToString(x.d),\r\n len = str.length;\r\n\r\n if (isExp) {\r\n if (sd && (k = sd - len) > 0) {\r\n str = str.charAt(0) + '.' + str.slice(1) + getZeroString(k);\r\n } else if (len > 1) {\r\n str = str.charAt(0) + '.' + str.slice(1);\r\n }\r\n\r\n str = str + (x.e < 0 ? 'e' : 'e+') + x.e;\r\n } else if (e < 0) {\r\n str = '0.' + getZeroString(-e - 1) + str;\r\n if (sd && (k = sd - len) > 0) str += getZeroString(k);\r\n } else if (e >= len) {\r\n str += getZeroString(e + 1 - len);\r\n if (sd && (k = sd - e - 1) > 0) str = str + '.' + getZeroString(k);\r\n } else {\r\n if ((k = e + 1) < len) str = str.slice(0, k) + '.' + str.slice(k);\r\n if (sd && (k = sd - len) > 0) {\r\n if (e + 1 === len) str += '.';\r\n str += getZeroString(k);\r\n }\r\n }\r\n\r\n return str;\r\n}\r\n\r\n\r\n// Calculate the base 10 exponent from the base 1e7 exponent.\r\nfunction getBase10Exponent(digits, e) {\r\n var w = digits[0];\r\n\r\n // Add the number of digits of the first word of the digits array.\r\n for ( e *= LOG_BASE; w >= 10; w /= 10) e++;\r\n return e;\r\n}\r\n\r\n\r\nfunction getLn10(Ctor, sd, pr) {\r\n if (sd > LN10_PRECISION) {\r\n\r\n // Reset global state in case the exception is caught.\r\n external = true;\r\n if (pr) Ctor.precision = pr;\r\n throw Error(precisionLimitExceeded);\r\n }\r\n return finalise(new Ctor(LN10), sd, 1, true);\r\n}\r\n\r\n\r\nfunction getPi(Ctor, sd, rm) {\r\n if (sd > PI_PRECISION) throw Error(precisionLimitExceeded);\r\n return finalise(new Ctor(PI), sd, rm, true);\r\n}\r\n\r\n\r\nfunction getPrecision(digits) {\r\n var w = digits.length - 1,\r\n len = w * LOG_BASE + 1;\r\n\r\n w = digits[w];\r\n\r\n // If non-zero...\r\n if (w) {\r\n\r\n // Subtract the number of trailing zeros of the last word.\r\n for (; w % 10 == 0; w /= 10) len--;\r\n\r\n // Add the number of digits of the first word.\r\n for (w = digits[0]; w >= 10; w /= 10) len++;\r\n }\r\n\r\n return len;\r\n}\r\n\r\n\r\nfunction getZeroString(k) {\r\n var zs = '';\r\n for (; k--;) zs += '0';\r\n return zs;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the value of Decimal `x` to the power `n`, where `n` is an\r\n * integer of type number.\r\n *\r\n * Implements 'exponentiation by squaring'. Called by `pow` and `parseOther`.\r\n *\r\n */\r\nfunction intPow(Ctor, x, n, pr) {\r\n var isTruncated,\r\n r = new Ctor(1),\r\n\r\n // Max n of 9007199254740991 takes 53 loop iterations.\r\n // Maximum digits array length; leaves [28, 34] guard digits.\r\n k = Math.ceil(pr / LOG_BASE + 4);\r\n\r\n external = false;\r\n\r\n for (;;) {\r\n if (n % 2) {\r\n r = r.times(x);\r\n if (truncate(r.d, k)) isTruncated = true;\r\n }\r\n\r\n n = mathfloor(n / 2);\r\n if (n === 0) {\r\n\r\n // To ensure correct rounding when r.d is truncated, increment the last word if it is zero.\r\n n = r.d.length - 1;\r\n if (isTruncated && r.d[n] === 0) ++r.d[n];\r\n break;\r\n }\r\n\r\n x = x.times(x);\r\n truncate(x.d, k);\r\n }\r\n\r\n external = true;\r\n\r\n return r;\r\n}\r\n\r\n\r\nfunction isOdd(n) {\r\n return n.d[n.d.length - 1] & 1;\r\n}\r\n\r\n\r\n/*\r\n * Handle `max` and `min`. `ltgt` is 'lt' or 'gt'.\r\n */\r\nfunction maxOrMin(Ctor, args, ltgt) {\r\n var y,\r\n x = new Ctor(args[0]),\r\n i = 0;\r\n\r\n for (; ++i < args.length;) {\r\n y = new Ctor(args[i]);\r\n if (!y.s) {\r\n x = y;\r\n break;\r\n } else if (x[ltgt](y)) {\r\n x = y;\r\n }\r\n }\r\n\r\n return x;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural exponential of `x` rounded to `sd` significant\r\n * digits.\r\n *\r\n * Taylor/Maclaurin series.\r\n *\r\n * exp(x) = x^0/0! + x^1/1! + x^2/2! + x^3/3! + ...\r\n *\r\n * Argument reduction:\r\n * Repeat x = x / 32, k += 5, until |x| < 0.1\r\n * exp(x) = exp(x / 2^k)^(2^k)\r\n *\r\n * Previously, the argument was initially reduced by\r\n * exp(x) = exp(r) * 10^k where r = x - k * ln10, k = floor(x / ln10)\r\n * to first put r in the range [0, ln10], before dividing by 32 until |x| < 0.1, but this was\r\n * found to be slower than just dividing repeatedly by 32 as above.\r\n *\r\n * Max integer argument: exp('20723265836946413') = 6.3e+9000000000000000\r\n * Min integer argument: exp('-20723265836946411') = 1.2e-9000000000000000\r\n * (Math object integer min/max: Math.exp(709) = 8.2e+307, Math.exp(-745) = 5e-324)\r\n *\r\n * exp(Infinity) = Infinity\r\n * exp(-Infinity) = 0\r\n * exp(NaN) = NaN\r\n * exp(±0) = 1\r\n *\r\n * exp(x) is non-terminating for any finite, non-zero x.\r\n *\r\n * The result will always be correctly rounded.\r\n *\r\n */\r\nfunction naturalExponential(x, sd) {\r\n var denominator, guard, j, pow, sum, t, wpr,\r\n rep = 0,\r\n i = 0,\r\n k = 0,\r\n Ctor = x.constructor,\r\n rm = Ctor.rounding,\r\n pr = Ctor.precision;\r\n\r\n // 0/NaN/Infinity?\r\n if (!x.d || !x.d[0] || x.e > 17) {\r\n\r\n return new Ctor(x.d\r\n ? !x.d[0] ? 1 : x.s < 0 ? 0 : 1 / 0\r\n : x.s ? x.s < 0 ? 0 : x : 0 / 0);\r\n }\r\n\r\n if (sd == null) {\r\n external = false;\r\n wpr = pr;\r\n } else {\r\n wpr = sd;\r\n }\r\n\r\n t = new Ctor(0.03125);\r\n\r\n // while abs(x) >= 0.1\r\n while (x.e > -2) {\r\n\r\n // x = x / 2^5\r\n x = x.times(t);\r\n k += 5;\r\n }\r\n\r\n // Use 2 * log10(2^k) + 5 (empirically derived) to estimate the increase in precision\r\n // necessary to ensure the first 4 rounding digits are correct.\r\n guard = Math.log(mathpow(2, k)) / Math.LN10 * 2 + 5 | 0;\r\n wpr += guard;\r\n denominator = pow = sum = new Ctor(1);\r\n Ctor.precision = wpr;\r\n\r\n for (;;) {\r\n pow = finalise(pow.times(x), wpr, 1);\r\n denominator = denominator.times(++i);\r\n t = sum.plus(divide(pow, denominator, wpr, 1));\r\n\r\n if (digitsToString(t.d).slice(0, wpr) === digitsToString(sum.d).slice(0, wpr)) {\r\n j = k;\r\n while (j--) sum = finalise(sum.times(sum), wpr, 1);\r\n\r\n // Check to see if the first 4 rounding digits are [49]999.\r\n // If so, repeat the summation with a higher precision, otherwise\r\n // e.g. with precision: 18, rounding: 1\r\n // exp(18.404272462595034083567793919843761) = 98372560.1229999999 (should be 98372560.123)\r\n // `wpr - guard` is the index of first rounding digit.\r\n if (sd == null) {\r\n\r\n if (rep < 3 && checkRoundingDigits(sum.d, wpr - guard, rm, rep)) {\r\n Ctor.precision = wpr += 10;\r\n denominator = pow = t = new Ctor(1);\r\n i = 0;\r\n rep++;\r\n } else {\r\n return finalise(sum, Ctor.precision = pr, rm, external = true);\r\n }\r\n } else {\r\n Ctor.precision = pr;\r\n return sum;\r\n }\r\n }\r\n\r\n sum = t;\r\n }\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural logarithm of `x` rounded to `sd` significant\r\n * digits.\r\n *\r\n * ln(-n) = NaN\r\n * ln(0) = -Infinity\r\n * ln(-0) = -Infinity\r\n * ln(1) = 0\r\n * ln(Infinity) = Infinity\r\n * ln(-Infinity) = NaN\r\n * ln(NaN) = NaN\r\n *\r\n * ln(n) (n != 1) is non-terminating.\r\n *\r\n */\r\nfunction naturalLogarithm(y, sd) {\r\n var c, c0, denominator, e, numerator, rep, sum, t, wpr, x1, x2,\r\n n = 1,\r\n guard = 10,\r\n x = y,\r\n xd = x.d,\r\n Ctor = x.constructor,\r\n rm = Ctor.rounding,\r\n pr = Ctor.precision;\r\n\r\n // Is x negative or Infinity, NaN, 0 or 1?\r\n if (x.s < 0 || !xd || !xd[0] || !x.e && xd[0] == 1 && xd.length == 1) {\r\n return new Ctor(xd && !xd[0] ? -1 / 0 : x.s != 1 ? NaN : xd ? 0 : x);\r\n }\r\n\r\n if (sd == null) {\r\n external = false;\r\n wpr = pr;\r\n } else {\r\n wpr = sd;\r\n }\r\n\r\n Ctor.precision = wpr += guard;\r\n c = digitsToString(xd);\r\n c0 = c.charAt(0);\r\n\r\n if (Math.abs(e = x.e) < 1.5e15) {\r\n\r\n // Argument reduction.\r\n // The series converges faster the closer the argument is to 1, so using\r\n // ln(a^b) = b * ln(a), ln(a) = ln(a^b) / b\r\n // multiply the argument by itself until the leading digits of the significand are 7, 8, 9,\r\n // 10, 11, 12 or 13, recording the number of multiplications so the sum of the series can\r\n // later be divided by this number, then separate out the power of 10 using\r\n // ln(a*10^b) = ln(a) + b*ln(10).\r\n\r\n // max n is 21 (gives 0.9, 1.0 or 1.1) (9e15 / 21 = 4.2e14).\r\n //while (c0 < 9 && c0 != 1 || c0 == 1 && c.charAt(1) > 1) {\r\n // max n is 6 (gives 0.7 - 1.3)\r\n while (c0 < 7 && c0 != 1 || c0 == 1 && c.charAt(1) > 3) {\r\n x = x.times(y);\r\n c = digitsToString(x.d);\r\n c0 = c.charAt(0);\r\n n++;\r\n }\r\n\r\n e = x.e;\r\n\r\n if (c0 > 1) {\r\n x = new Ctor('0.' + c);\r\n e++;\r\n } else {\r\n x = new Ctor(c0 + '.' + c.slice(1));\r\n }\r\n } else {\r\n\r\n // The argument reduction method above may result in overflow if the argument y is a massive\r\n // number with exponent >= 1500000000000000 (9e15 / 6 = 1.5e15), so instead recall this\r\n // function using ln(x*10^e) = ln(x) + e*ln(10).\r\n t = getLn10(Ctor, wpr + 2, pr).times(e + '');\r\n x = naturalLogarithm(new Ctor(c0 + '.' + c.slice(1)), wpr - guard).plus(t);\r\n Ctor.precision = pr;\r\n\r\n return sd == null ? finalise(x, pr, rm, external = true) : x;\r\n }\r\n\r\n // x1 is x reduced to a value near 1.\r\n x1 = x;\r\n\r\n // Taylor series.\r\n // ln(y) = ln((1 + x)/(1 - x)) = 2(x + x^3/3 + x^5/5 + x^7/7 + ...)\r\n // where x = (y - 1)/(y + 1) (|x| < 1)\r\n sum = numerator = x = divide(x.minus(1), x.plus(1), wpr, 1);\r\n x2 = finalise(x.times(x), wpr, 1);\r\n denominator = 3;\r\n\r\n for (;;) {\r\n numerator = finalise(numerator.times(x2), wpr, 1);\r\n t = sum.plus(divide(numerator, new Ctor(denominator), wpr, 1));\r\n\r\n if (digitsToString(t.d).slice(0, wpr) === digitsToString(sum.d).slice(0, wpr)) {\r\n sum = sum.times(2);\r\n\r\n // Reverse the argument reduction. Check that e is not 0 because, besides preventing an\r\n // unnecessary calculation, -0 + 0 = +0 and to ensure correct rounding -0 needs to stay -0.\r\n if (e !== 0) sum = sum.plus(getLn10(Ctor, wpr + 2, pr).times(e + ''));\r\n sum = divide(sum, new Ctor(n), wpr, 1);\r\n\r\n // Is rm > 3 and the first 4 rounding digits 4999, or rm < 4 (or the summation has\r\n // been repeated previously) and the first 4 rounding digits 9999?\r\n // If so, restart the summation with a higher precision, otherwise\r\n // e.g. with precision: 12, rounding: 1\r\n // ln(135520028.6126091714265381533) = 18.7246299999 when it should be 18.72463.\r\n // `wpr - guard` is the index of first rounding digit.\r\n if (sd == null) {\r\n if (checkRoundingDigits(sum.d, wpr - guard, rm, rep)) {\r\n Ctor.precision = wpr += guard;\r\n t = numerator = x = divide(x1.minus(1), x1.plus(1), wpr, 1);\r\n x2 = finalise(x.times(x), wpr, 1);\r\n denominator = rep = 1;\r\n } else {\r\n return finalise(sum, Ctor.precision = pr, rm, external = true);\r\n }\r\n } else {\r\n Ctor.precision = pr;\r\n return sum;\r\n }\r\n }\r\n\r\n sum = t;\r\n denominator += 2;\r\n }\r\n}\r\n\r\n\r\n// ±Infinity, NaN.\r\nfunction nonFiniteToString(x) {\r\n // Unsigned.\r\n return String(x.s * x.s / 0);\r\n}\r\n\r\n\r\n/*\r\n * Parse the value of a new Decimal `x` from string `str`.\r\n */\r\nfunction parseDecimal(x, str) {\r\n var e, i, len;\r\n\r\n // Decimal point?\r\n if ((e = str.indexOf('.')) > -1) str = str.replace('.', '');\r\n\r\n // Exponential form?\r\n if ((i = str.search(/e/i)) > 0) {\r\n\r\n // Determine exponent.\r\n if (e < 0) e = i;\r\n e += +str.slice(i + 1);\r\n str = str.substring(0, i);\r\n } else if (e < 0) {\r\n\r\n // Integer.\r\n e = str.length;\r\n }\r\n\r\n // Determine leading zeros.\r\n for (i = 0; str.charCodeAt(i) === 48; i++);\r\n\r\n // Determine trailing zeros.\r\n for (len = str.length; str.charCodeAt(len - 1) === 48; --len);\r\n str = str.slice(i, len);\r\n\r\n if (str) {\r\n len -= i;\r\n x.e = e = e - i - 1;\r\n x.d = [];\r\n\r\n // Transform base\r\n\r\n // e is the base 10 exponent.\r\n // i is where to slice str to get the first word of the digits array.\r\n i = (e + 1) % LOG_BASE;\r\n if (e < 0) i += LOG_BASE;\r\n\r\n if (i < len) {\r\n if (i) x.d.push(+str.slice(0, i));\r\n for (len -= LOG_BASE; i < len;) x.d.push(+str.slice(i, i += LOG_BASE));\r\n str = str.slice(i);\r\n i = LOG_BASE - str.length;\r\n } else {\r\n i -= len;\r\n }\r\n\r\n for (; i--;) str += '0';\r\n x.d.push(+str);\r\n\r\n if (external) {\r\n\r\n // Overflow?\r\n if (x.e > x.constructor.maxE) {\r\n\r\n // Infinity.\r\n x.d = null;\r\n x.e = NaN;\r\n\r\n // Underflow?\r\n } else if (x.e < x.constructor.minE) {\r\n\r\n // Zero.\r\n x.e = 0;\r\n x.d = [0];\r\n // x.constructor.underflow = true;\r\n } // else x.constructor.underflow = false;\r\n }\r\n } else {\r\n\r\n // Zero.\r\n x.e = 0;\r\n x.d = [0];\r\n }\r\n\r\n return x;\r\n}\r\n\r\n\r\n/*\r\n * Parse the value of a new Decimal `x` from a string `str`, which is not a decimal value.\r\n */\r\nfunction parseOther(x, str) {\r\n var base, Ctor, divisor, i, isFloat, len, p, xd, xe;\r\n\r\n if (str === 'Infinity' || str === 'NaN') {\r\n if (!+str) x.s = NaN;\r\n x.e = NaN;\r\n x.d = null;\r\n return x;\r\n }\r\n\r\n if (isHex.test(str)) {\r\n base = 16;\r\n str = str.toLowerCase();\r\n } else if (isBinary.test(str)) {\r\n base = 2;\r\n } else if (isOctal.test(str)) {\r\n base = 8;\r\n } else {\r\n throw Error(invalidArgument + str);\r\n }\r\n\r\n // Is there a binary exponent part?\r\n i = str.search(/p/i);\r\n\r\n if (i > 0) {\r\n p = +str.slice(i + 1);\r\n str = str.substring(2, i);\r\n } else {\r\n str = str.slice(2);\r\n }\r\n\r\n // Convert `str` as an integer then divide the result by `base` raised to a power such that the\r\n // fraction part will be restored.\r\n i = str.indexOf('.');\r\n isFloat = i >= 0;\r\n Ctor = x.constructor;\r\n\r\n if (isFloat) {\r\n str = str.replace('.', '');\r\n len = str.length;\r\n i = len - i;\r\n\r\n // log[10](16) = 1.2041... , log[10](88) = 1.9444....\r\n divisor = intPow(Ctor, new Ctor(base), i, i * 2);\r\n }\r\n\r\n xd = convertBase(str, base, BASE);\r\n xe = xd.length - 1;\r\n\r\n // Remove trailing zeros.\r\n for (i = xe; xd[i] === 0; --i) xd.pop();\r\n if (i < 0) return new Ctor(x.s * 0);\r\n x.e = getBase10Exponent(xd, xe);\r\n x.d = xd;\r\n external = false;\r\n\r\n // At what precision to perform the division to ensure exact conversion?\r\n // maxDecimalIntegerPartDigitCount = ceil(log[10](b) * otherBaseIntegerPartDigitCount)\r\n // log[10](2) = 0.30103, log[10](8) = 0.90309, log[10](16) = 1.20412\r\n // E.g. ceil(1.2 * 3) = 4, so up to 4 decimal digits are needed to represent 3 hex int digits.\r\n // maxDecimalFractionPartDigitCount = {Hex:4|Oct:3|Bin:1} * otherBaseFractionPartDigitCount\r\n // Therefore using 4 * the number of digits of str will always be enough.\r\n if (isFloat) x = divide(x, divisor, len * 4);\r\n\r\n // Multiply by the binary exponent part if present.\r\n if (p) x = x.times(Math.abs(p) < 54 ? Math.pow(2, p) : Decimal.pow(2, p));\r\n external = true;\r\n\r\n return x;\r\n}\r\n\r\n\r\n/*\r\n * sin(x) = x - x^3/3! + x^5/5! - ...\r\n * |x| < pi/2\r\n *\r\n */\r\nfunction sine(Ctor, x) {\r\n var k,\r\n len = x.d.length;\r\n\r\n if (len < 3) return taylorSeries(Ctor, 2, x, x);\r\n\r\n // Argument reduction: sin(5x) = 16*sin^5(x) - 20*sin^3(x) + 5*sin(x)\r\n // i.e. sin(x) = 16*sin^5(x/5) - 20*sin^3(x/5) + 5*sin(x/5)\r\n // and sin(x) = sin(x/5)(5 + sin^2(x/5)(16sin^2(x/5) - 20))\r\n\r\n // Estimate the optimum number of times to use the argument reduction.\r\n k = 1.4 * Math.sqrt(len);\r\n k = k > 16 ? 16 : k | 0;\r\n\r\n // Max k before Math.pow precision loss is 22\r\n x = x.times(Math.pow(5, -k));\r\n x = taylorSeries(Ctor, 2, x, x);\r\n\r\n // Reverse argument reduction\r\n var sin2_x,\r\n d5 = new Ctor(5),\r\n d16 = new Ctor(16),\r\n d20 = new Ctor(20);\r\n for (; k--;) {\r\n sin2_x = x.times(x);\r\n x = x.times(d5.plus(sin2_x.times(d16.times(sin2_x).minus(d20))));\r\n }\r\n\r\n return x;\r\n}\r\n\r\n\r\n// Calculate Taylor series for `cos`, `cosh`, `sin` and `sinh`.\r\nfunction taylorSeries(Ctor, n, x, y, isHyperbolic) {\r\n var j, t, u, x2,\r\n i = 1,\r\n pr = Ctor.precision,\r\n k = Math.ceil(pr / LOG_BASE);\r\n\r\n external = false;\r\n x2 = x.times(x);\r\n u = new Ctor(y);\r\n\r\n for (;;) {\r\n t = divide(u.times(x2), new Ctor(n++ * n++), pr, 1);\r\n u = isHyperbolic ? y.plus(t) : y.minus(t);\r\n y = divide(t.times(x2), new Ctor(n++ * n++), pr, 1);\r\n t = u.plus(y);\r\n\r\n if (t.d[k] !== void 0) {\r\n for (j = k; t.d[j] === u.d[j] && j--;);\r\n if (j == -1) break;\r\n }\r\n\r\n j = u;\r\n u = y;\r\n y = t;\r\n t = j;\r\n i++;\r\n }\r\n\r\n external = true;\r\n t.d.length = k + 1;\r\n\r\n return t;\r\n}\r\n\r\n\r\n// Return the absolute value of `x` reduced to less than or equal to half pi.\r\nfunction toLessThanHalfPi(Ctor, x) {\r\n var t,\r\n isNeg = x.s < 0,\r\n pi = getPi(Ctor, Ctor.precision, 1),\r\n halfPi = pi.times(0.5);\r\n\r\n x = x.abs();\r\n\r\n if (x.lte(halfPi)) {\r\n quadrant = isNeg ? 4 : 1;\r\n return x;\r\n }\r\n\r\n t = x.divToInt(pi);\r\n\r\n if (t.isZero()) {\r\n quadrant = isNeg ? 3 : 2;\r\n } else {\r\n x = x.minus(t.times(pi));\r\n\r\n // 0 <= x < pi\r\n if (x.lte(halfPi)) {\r\n quadrant = isOdd(t) ? (isNeg ? 2 : 3) : (isNeg ? 4 : 1);\r\n return x;\r\n }\r\n\r\n quadrant = isOdd(t) ? (isNeg ? 1 : 4) : (isNeg ? 3 : 2);\r\n }\r\n\r\n return x.minus(pi).abs();\r\n}\r\n\r\n\r\n/*\r\n * Return the value of Decimal `x` as a string in base `baseOut`.\r\n *\r\n * If the optional `sd` argument is present include a binary exponent suffix.\r\n */\r\nfunction toStringBinary(x, baseOut, sd, rm) {\r\n var base, e, i, k, len, roundUp, str, xd, y,\r\n Ctor = x.constructor,\r\n isExp = sd !== void 0;\r\n\r\n if (isExp) {\r\n checkInt32(sd, 1, MAX_DIGITS);\r\n if (rm === void 0) rm = Ctor.rounding;\r\n else checkInt32(rm, 0, 8);\r\n } else {\r\n sd = Ctor.precision;\r\n rm = Ctor.rounding;\r\n }\r\n\r\n if (!x.isFinite()) {\r\n str = nonFiniteToString(x);\r\n } else {\r\n str = finiteToString(x);\r\n i = str.indexOf('.');\r\n\r\n // Use exponential notation according to `toExpPos` and `toExpNeg`? No, but if required:\r\n // maxBinaryExponent = floor((decimalExponent + 1) * log[2](10))\r\n // minBinaryExponent = floor(decimalExponent * log[2](10))\r\n // log[2](10) = 3.321928094887362347870319429489390175864\r\n\r\n if (isExp) {\r\n base = 2;\r\n if (baseOut == 16) {\r\n sd = sd * 4 - 3;\r\n } else if (baseOut == 8) {\r\n sd = sd * 3 - 2;\r\n }\r\n } else {\r\n base = baseOut;\r\n }\r\n\r\n // Convert the number as an integer then divide the result by its base raised to a power such\r\n // that the fraction part will be restored.\r\n\r\n // Non-integer.\r\n if (i >= 0) {\r\n str = str.replace('.', '');\r\n y = new Ctor(1);\r\n y.e = str.length - i;\r\n y.d = convertBase(finiteToString(y), 10, base);\r\n y.e = y.d.length;\r\n }\r\n\r\n xd = convertBase(str, 10, base);\r\n e = len = xd.length;\r\n\r\n // Remove trailing zeros.\r\n for (; xd[--len] == 0;) xd.pop();\r\n\r\n if (!xd[0]) {\r\n str = isExp ? '0p+0' : '0';\r\n } else {\r\n if (i < 0) {\r\n e--;\r\n } else {\r\n x = new Ctor(x);\r\n x.d = xd;\r\n x.e = e;\r\n x = divide(x, y, sd, rm, 0, base);\r\n xd = x.d;\r\n e = x.e;\r\n roundUp = inexact;\r\n }\r\n\r\n // The rounding digit, i.e. the digit after the digit that may be rounded up.\r\n i = xd[sd];\r\n k = base / 2;\r\n roundUp = roundUp || xd[sd + 1] !== void 0;\r\n\r\n roundUp = rm < 4\r\n ? (i !== void 0 || roundUp) && (rm === 0 || rm === (x.s < 0 ? 3 : 2))\r\n : i > k || i === k && (rm === 4 || roundUp || rm === 6 && xd[sd - 1] & 1 ||\r\n rm === (x.s < 0 ? 8 : 7));\r\n\r\n xd.length = sd;\r\n\r\n if (roundUp) {\r\n\r\n // Rounding up may mean the previous digit has to be rounded up and so on.\r\n for (; ++xd[--sd] > base - 1;) {\r\n xd[sd] = 0;\r\n if (!sd) {\r\n ++e;\r\n xd.unshift(1);\r\n }\r\n }\r\n }\r\n\r\n // Determine trailing zeros.\r\n for (len = xd.length; !xd[len - 1]; --len);\r\n\r\n // E.g. [4, 11, 15] becomes 4bf.\r\n for (i = 0, str = ''; i < len; i++) str += NUMERALS.charAt(xd[i]);\r\n\r\n // Add binary exponent suffix?\r\n if (isExp) {\r\n if (len > 1) {\r\n if (baseOut == 16 || baseOut == 8) {\r\n i = baseOut == 16 ? 4 : 3;\r\n for (--len; len % i; len++) str += '0';\r\n xd = convertBase(str, base, baseOut);\r\n for (len = xd.length; !xd[len - 1]; --len);\r\n\r\n // xd[0] will always be be 1\r\n for (i = 1, str = '1.'; i < len; i++) str += NUMERALS.charAt(xd[i]);\r\n } else {\r\n str = str.charAt(0) + '.' + str.slice(1);\r\n }\r\n }\r\n\r\n str = str + (e < 0 ? 'p' : 'p+') + e;\r\n } else if (e < 0) {\r\n for (; ++e;) str = '0' + str;\r\n str = '0.' + str;\r\n } else {\r\n if (++e > len) for (e -= len; e-- ;) str += '0';\r\n else if (e < len) str = str.slice(0, e) + '.' + str.slice(e);\r\n }\r\n }\r\n\r\n str = (baseOut == 16 ? '0x' : baseOut == 2 ? '0b' : baseOut == 8 ? '0o' : '') + str;\r\n }\r\n\r\n return x.s < 0 ? '-' + str : str;\r\n}\r\n\r\n\r\n// Does not strip trailing zeros.\r\nfunction truncate(arr, len) {\r\n if (arr.length > len) {\r\n arr.length = len;\r\n return true;\r\n }\r\n}\r\n\r\n\r\n// Decimal methods\r\n\r\n\r\n/*\r\n * abs\r\n * acos\r\n * acosh\r\n * add\r\n * asin\r\n * asinh\r\n * atan\r\n * atanh\r\n * atan2\r\n * cbrt\r\n * ceil\r\n * clone\r\n * config\r\n * cos\r\n * cosh\r\n * div\r\n * exp\r\n * floor\r\n * hypot\r\n * ln\r\n * log\r\n * log2\r\n * log10\r\n * max\r\n * min\r\n * mod\r\n * mul\r\n * pow\r\n * random\r\n * round\r\n * set\r\n * sign\r\n * sin\r\n * sinh\r\n * sqrt\r\n * sub\r\n * tan\r\n * tanh\r\n * trunc\r\n */\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the absolute value of `x`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction abs(x) {\r\n return new this(x).abs();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arccosine in radians of `x`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction acos(x) {\r\n return new this(x).acos();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic cosine of `x`, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction acosh(x) {\r\n return new this(x).acosh();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the sum of `x` and `y`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n * y {number|string|Decimal}\r\n *\r\n */\r\nfunction add(x, y) {\r\n return new this(x).plus(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arcsine in radians of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction asin(x) {\r\n return new this(x).asin();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic sine of `x`, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction asinh(x) {\r\n return new this(x).asinh();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arctangent in radians of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction atan(x) {\r\n return new this(x).atan();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the inverse of the hyperbolic tangent of `x`, rounded to\r\n * `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction atanh(x) {\r\n return new this(x).atanh();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the arctangent in radians of `y/x` in the range -pi to pi\r\n * (inclusive), rounded to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * Domain: [-Infinity, Infinity]\r\n * Range: [-pi, pi]\r\n *\r\n * y {number|string|Decimal} The y-coordinate.\r\n * x {number|string|Decimal} The x-coordinate.\r\n *\r\n * atan2(±0, -0) = ±pi\r\n * atan2(±0, +0) = ±0\r\n * atan2(±0, -x) = ±pi for x > 0\r\n * atan2(±0, x) = ±0 for x > 0\r\n * atan2(-y, ±0) = -pi/2 for y > 0\r\n * atan2(y, ±0) = pi/2 for y > 0\r\n * atan2(±y, -Infinity) = ±pi for finite y > 0\r\n * atan2(±y, +Infinity) = ±0 for finite y > 0\r\n * atan2(±Infinity, x) = ±pi/2 for finite x\r\n * atan2(±Infinity, -Infinity) = ±3*pi/4\r\n * atan2(±Infinity, +Infinity) = ±pi/4\r\n * atan2(NaN, x) = NaN\r\n * atan2(y, NaN) = NaN\r\n *\r\n */\r\nfunction atan2(y, x) {\r\n y = new this(y);\r\n x = new this(x);\r\n var r,\r\n pr = this.precision,\r\n rm = this.rounding,\r\n wpr = pr + 4;\r\n\r\n // Either NaN\r\n if (!y.s || !x.s) {\r\n r = new this(NaN);\r\n\r\n // Both ±Infinity\r\n } else if (!y.d && !x.d) {\r\n r = getPi(this, wpr, 1).times(x.s > 0 ? 0.25 : 0.75);\r\n r.s = y.s;\r\n\r\n // x is ±Infinity or y is ±0\r\n } else if (!x.d || y.isZero()) {\r\n r = x.s < 0 ? getPi(this, pr, rm) : new this(0);\r\n r.s = y.s;\r\n\r\n // y is ±Infinity or x is ±0\r\n } else if (!y.d || x.isZero()) {\r\n r = getPi(this, wpr, 1).times(0.5);\r\n r.s = y.s;\r\n\r\n // Both non-zero and finite\r\n } else if (x.s < 0) {\r\n this.precision = wpr;\r\n this.rounding = 1;\r\n r = this.atan(divide(y, x, wpr, 1));\r\n x = getPi(this, wpr, 1);\r\n this.precision = pr;\r\n this.rounding = rm;\r\n r = y.s < 0 ? r.minus(x) : r.plus(x);\r\n } else {\r\n r = this.atan(divide(y, x, wpr, 1));\r\n }\r\n\r\n return r;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the cube root of `x`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction cbrt(x) {\r\n return new this(x).cbrt();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` rounded to an integer using `ROUND_CEIL`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction ceil(x) {\r\n return finalise(x = new this(x), x.e + 1, 2);\r\n}\r\n\r\n\r\n/*\r\n * Configure global settings for a Decimal constructor.\r\n *\r\n * `obj` is an object with one or more of the following properties,\r\n *\r\n * precision {number}\r\n * rounding {number}\r\n * toExpNeg {number}\r\n * toExpPos {number}\r\n * maxE {number}\r\n * minE {number}\r\n * modulo {number}\r\n * crypto {boolean|number}\r\n *\r\n * E.g. Decimal.config({ precision: 20, rounding: 4 })\r\n *\r\n */\r\nfunction config(obj) {\r\n if (!obj || typeof obj !== 'object') throw Error(decimalError + 'Object expected');\r\n var i, p, v,\r\n ps = [\r\n 'precision', 1, MAX_DIGITS,\r\n 'rounding', 0, 8,\r\n 'toExpNeg', -EXP_LIMIT, 0,\r\n 'toExpPos', 0, EXP_LIMIT,\r\n 'maxE', 0, EXP_LIMIT,\r\n 'minE', -EXP_LIMIT, 0,\r\n 'modulo', 0, 9\r\n ];\r\n\r\n for (i = 0; i < ps.length; i += 3) {\r\n if ((v = obj[p = ps[i]]) !== void 0) {\r\n if (mathfloor(v) === v && v >= ps[i + 1] && v <= ps[i + 2]) this[p] = v;\r\n else throw Error(invalidArgument + p + ': ' + v);\r\n }\r\n }\r\n\r\n if ((v = obj[p = 'crypto']) !== void 0) {\r\n if (v === true || v === false || v === 0 || v === 1) {\r\n if (v) {\r\n if (typeof crypto != 'undefined' && crypto &&\r\n (crypto.getRandomValues || crypto.randomBytes)) {\r\n this[p] = true;\r\n } else {\r\n throw Error(cryptoUnavailable);\r\n }\r\n } else {\r\n this[p] = false;\r\n }\r\n } else {\r\n throw Error(invalidArgument + p + ': ' + v);\r\n }\r\n }\r\n\r\n return this;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the cosine of `x`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction cos(x) {\r\n return new this(x).cos();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic cosine of `x`, rounded to precision\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction cosh(x) {\r\n return new this(x).cosh();\r\n}\r\n\r\n\r\n/*\r\n * Create and return a Decimal constructor with the same configuration properties as this Decimal\r\n * constructor.\r\n *\r\n */\r\nfunction clone(obj) {\r\n var i, p, ps;\r\n\r\n /*\r\n * The Decimal constructor and exported function.\r\n * Return a new Decimal instance.\r\n *\r\n * v {number|string|Decimal} A numeric value.\r\n *\r\n */\r\n function Decimal(v) {\r\n var e, i, t,\r\n x = this;\r\n\r\n // Decimal called without new.\r\n if (!(x instanceof Decimal)) return new Decimal(v);\r\n\r\n // Retain a reference to this Decimal constructor, and shadow Decimal.prototype.constructor\r\n // which points to Object.\r\n x.constructor = Decimal;\r\n\r\n // Duplicate.\r\n if (v instanceof Decimal) {\r\n x.s = v.s;\r\n x.e = v.e;\r\n x.d = (v = v.d) ? v.slice() : v;\r\n return;\r\n }\r\n\r\n t = typeof v;\r\n\r\n if (t === 'number') {\r\n if (v === 0) {\r\n x.s = 1 / v < 0 ? -1 : 1;\r\n x.e = 0;\r\n x.d = [0];\r\n return;\r\n }\r\n\r\n if (v < 0) {\r\n v = -v;\r\n x.s = -1;\r\n } else {\r\n x.s = 1;\r\n }\r\n\r\n // Fast path for small integers.\r\n if (v === ~~v && v < 1e7) {\r\n for (e = 0, i = v; i >= 10; i /= 10) e++;\r\n x.e = e;\r\n x.d = [v];\r\n return;\r\n\r\n // Infinity, NaN.\r\n } else if (v * 0 !== 0) {\r\n if (!v) x.s = NaN;\r\n x.e = NaN;\r\n x.d = null;\r\n return;\r\n }\r\n\r\n return parseDecimal(x, v.toString());\r\n\r\n } else if (t !== 'string') {\r\n throw Error(invalidArgument + v);\r\n }\r\n\r\n // Minus sign?\r\n if (v.charCodeAt(0) === 45) {\r\n v = v.slice(1);\r\n x.s = -1;\r\n } else {\r\n x.s = 1;\r\n }\r\n\r\n return isDecimal.test(v) ? parseDecimal(x, v) : parseOther(x, v);\r\n }\r\n\r\n Decimal.prototype = P;\r\n\r\n Decimal.ROUND_UP = 0;\r\n Decimal.ROUND_DOWN = 1;\r\n Decimal.ROUND_CEIL = 2;\r\n Decimal.ROUND_FLOOR = 3;\r\n Decimal.ROUND_HALF_UP = 4;\r\n Decimal.ROUND_HALF_DOWN = 5;\r\n Decimal.ROUND_HALF_EVEN = 6;\r\n Decimal.ROUND_HALF_CEIL = 7;\r\n Decimal.ROUND_HALF_FLOOR = 8;\r\n Decimal.EUCLID = 9;\r\n\r\n Decimal.config = Decimal.set = config;\r\n Decimal.clone = clone;\r\n\r\n Decimal.abs = abs;\r\n Decimal.acos = acos;\r\n Decimal.acosh = acosh; // ES6\r\n Decimal.add = add;\r\n Decimal.asin = asin;\r\n Decimal.asinh = asinh; // ES6\r\n Decimal.atan = atan;\r\n Decimal.atanh = atanh; // ES6\r\n Decimal.atan2 = atan2;\r\n Decimal.cbrt = cbrt; // ES6\r\n Decimal.ceil = ceil;\r\n Decimal.cos = cos;\r\n Decimal.cosh = cosh; // ES6\r\n Decimal.div = div;\r\n Decimal.exp = exp;\r\n Decimal.floor = floor;\r\n Decimal.hypot = hypot; // ES6\r\n Decimal.ln = ln;\r\n Decimal.log = log;\r\n Decimal.log10 = log10; // ES6\r\n Decimal.log2 = log2; // ES6\r\n Decimal.max = max;\r\n Decimal.min = min;\r\n Decimal.mod = mod;\r\n Decimal.mul = mul;\r\n Decimal.pow = pow;\r\n Decimal.random = random;\r\n Decimal.round = round;\r\n Decimal.sign = sign; // ES6\r\n Decimal.sin = sin;\r\n Decimal.sinh = sinh; // ES6\r\n Decimal.sqrt = sqrt;\r\n Decimal.sub = sub;\r\n Decimal.tan = tan;\r\n Decimal.tanh = tanh; // ES6\r\n Decimal.trunc = trunc; // ES6\r\n\r\n if (obj === void 0) obj = {};\r\n if (obj) {\r\n ps = ['precision', 'rounding', 'toExpNeg', 'toExpPos', 'maxE', 'minE', 'modulo', 'crypto'];\r\n for (i = 0; i < ps.length;) if (!obj.hasOwnProperty(p = ps[i++])) obj[p] = this[p];\r\n }\r\n\r\n Decimal.config(obj);\r\n\r\n return Decimal;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` divided by `y`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n * y {number|string|Decimal}\r\n *\r\n */\r\nfunction div(x, y) {\r\n return new this(x).div(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural exponential of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} The power to which to raise the base of the natural log.\r\n *\r\n */\r\nfunction exp(x) {\r\n return new this(x).exp();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` round to an integer using `ROUND_FLOOR`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction floor(x) {\r\n return finalise(x = new this(x), x.e + 1, 3);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the square root of the sum of the squares of the arguments,\r\n * rounded to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * hypot(a, b, ...) = sqrt(a^2 + b^2 + ...)\r\n *\r\n */\r\nfunction hypot() {\r\n var i, n,\r\n t = new this(0);\r\n\r\n external = false;\r\n\r\n for (i = 0; i < arguments.length;) {\r\n n = new this(arguments[i++]);\r\n if (!n.d) {\r\n if (n.s) {\r\n external = true;\r\n return new this(1 / 0);\r\n }\r\n t = n;\r\n } else if (t.d) {\r\n t = t.plus(n.times(n));\r\n }\r\n }\r\n\r\n external = true;\r\n\r\n return t.sqrt();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the natural logarithm of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction ln(x) {\r\n return new this(x).ln();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the log of `x` to the base `y`, or to base 10 if no base\r\n * is specified, rounded to `precision` significant digits using rounding mode `rounding`.\r\n *\r\n * log[y](x)\r\n *\r\n * x {number|string|Decimal} The argument of the logarithm.\r\n * y {number|string|Decimal} The base of the logarithm.\r\n *\r\n */\r\nfunction log(x, y) {\r\n return new this(x).log(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the base 2 logarithm of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction log2(x) {\r\n return new this(x).log(2);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the base 10 logarithm of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction log10(x) {\r\n return new this(x).log(10);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the maximum of the arguments.\r\n *\r\n * arguments {number|string|Decimal}\r\n *\r\n */\r\nfunction max() {\r\n return maxOrMin(this, arguments, 'lt');\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the minimum of the arguments.\r\n *\r\n * arguments {number|string|Decimal}\r\n *\r\n */\r\nfunction min() {\r\n return maxOrMin(this, arguments, 'gt');\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` modulo `y`, rounded to `precision` significant digits\r\n * using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n * y {number|string|Decimal}\r\n *\r\n */\r\nfunction mod(x, y) {\r\n return new this(x).mod(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` multiplied by `y`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n * y {number|string|Decimal}\r\n *\r\n */\r\nfunction mul(x, y) {\r\n return new this(x).mul(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` raised to the power `y`, rounded to precision\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} The base.\r\n * y {number|string|Decimal} The exponent.\r\n *\r\n */\r\nfunction pow(x, y) {\r\n return new this(x).pow(y);\r\n}\r\n\r\n\r\n/*\r\n * Returns a new Decimal with a random value equal to or greater than 0 and less than 1, and with\r\n * `sd`, or `Decimal.precision` if `sd` is omitted, significant digits (or less if trailing zeros\r\n * are produced).\r\n *\r\n * [sd] {number} Significant digits. Integer, 0 to MAX_DIGITS inclusive.\r\n *\r\n */\r\nfunction random(sd) {\r\n var d, e, k, n,\r\n i = 0,\r\n r = new this(1),\r\n rd = [];\r\n\r\n if (sd === void 0) sd = this.precision;\r\n else checkInt32(sd, 1, MAX_DIGITS);\r\n\r\n k = Math.ceil(sd / LOG_BASE);\r\n\r\n if (!this.crypto) {\r\n for (; i < k;) rd[i++] = Math.random() * 1e7 | 0;\r\n\r\n // Browsers supporting crypto.getRandomValues.\r\n } else if (crypto.getRandomValues) {\r\n d = crypto.getRandomValues(new Uint32Array(k));\r\n\r\n for (; i < k;) {\r\n n = d[i];\r\n\r\n // 0 <= n < 4294967296\r\n // Probability n >= 4.29e9, is 4967296 / 4294967296 = 0.00116 (1 in 865).\r\n if (n >= 4.29e9) {\r\n d[i] = crypto.getRandomValues(new Uint32Array(1))[0];\r\n } else {\r\n\r\n // 0 <= n <= 4289999999\r\n // 0 <= (n % 1e7) <= 9999999\r\n rd[i++] = n % 1e7;\r\n }\r\n }\r\n\r\n // Node.js supporting crypto.randomBytes.\r\n } else if (crypto.randomBytes) {\r\n\r\n // buffer\r\n d = crypto.randomBytes(k *= 4);\r\n\r\n for (; i < k;) {\r\n\r\n // 0 <= n < 2147483648\r\n n = d[i] + (d[i + 1] << 8) + (d[i + 2] << 16) + ((d[i + 3] & 0x7f) << 24);\r\n\r\n // Probability n >= 2.14e9, is 7483648 / 2147483648 = 0.0035 (1 in 286).\r\n if (n >= 2.14e9) {\r\n crypto.randomBytes(4).copy(d, i);\r\n } else {\r\n\r\n // 0 <= n <= 2139999999\r\n // 0 <= (n % 1e7) <= 9999999\r\n rd.push(n % 1e7);\r\n i += 4;\r\n }\r\n }\r\n\r\n i = k / 4;\r\n } else {\r\n throw Error(cryptoUnavailable);\r\n }\r\n\r\n k = rd[--i];\r\n sd %= LOG_BASE;\r\n\r\n // Convert trailing digits to zeros according to sd.\r\n if (k && sd) {\r\n n = mathpow(10, LOG_BASE - sd);\r\n rd[i] = (k / n | 0) * n;\r\n }\r\n\r\n // Remove trailing words which are zero.\r\n for (; rd[i] === 0; i--) rd.pop();\r\n\r\n // Zero?\r\n if (i < 0) {\r\n e = 0;\r\n rd = [0];\r\n } else {\r\n e = -1;\r\n\r\n // Remove leading words which are zero and adjust exponent accordingly.\r\n for (; rd[0] === 0; e -= LOG_BASE) rd.shift();\r\n\r\n // Count the digits of the first word of rd to determine leading zeros.\r\n for (k = 1, n = rd[0]; n >= 10; n /= 10) k++;\r\n\r\n // Adjust the exponent for leading zeros of the first word of rd.\r\n if (k < LOG_BASE) e -= LOG_BASE - k;\r\n }\r\n\r\n r.e = e;\r\n r.d = rd;\r\n\r\n return r;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` rounded to an integer using rounding mode `rounding`.\r\n *\r\n * To emulate `Math.round`, set rounding to 7 (ROUND_HALF_CEIL).\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction round(x) {\r\n return finalise(x = new this(x), x.e + 1, this.rounding);\r\n}\r\n\r\n\r\n/*\r\n * Return\r\n * 1 if x > 0,\r\n * -1 if x < 0,\r\n * 0 if x is 0,\r\n * -0 if x is -0,\r\n * NaN otherwise\r\n *\r\n */\r\nfunction sign(x) {\r\n x = new this(x);\r\n return x.d ? (x.d[0] ? x.s : 0 * x.s) : x.s || NaN;\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the sine of `x`, rounded to `precision` significant digits\r\n * using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction sin(x) {\r\n return new this(x).sin();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic sine of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction sinh(x) {\r\n return new this(x).sinh();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the square root of `x`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction sqrt(x) {\r\n return new this(x).sqrt();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` minus `y`, rounded to `precision` significant digits\r\n * using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal}\r\n * y {number|string|Decimal}\r\n *\r\n */\r\nfunction sub(x, y) {\r\n return new this(x).sub(y);\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the tangent of `x`, rounded to `precision` significant\r\n * digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction tan(x) {\r\n return new this(x).tan();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is the hyperbolic tangent of `x`, rounded to `precision`\r\n * significant digits using rounding mode `rounding`.\r\n *\r\n * x {number|string|Decimal} A value in radians.\r\n *\r\n */\r\nfunction tanh(x) {\r\n return new this(x).tanh();\r\n}\r\n\r\n\r\n/*\r\n * Return a new Decimal whose value is `x` truncated to an integer.\r\n *\r\n * x {number|string|Decimal}\r\n *\r\n */\r\nfunction trunc(x) {\r\n return finalise(x = new this(x), x.e + 1, 1);\r\n}\r\n\r\n\r\n// Create and configure initial Decimal constructor.\r\nDecimal = clone(defaults);\r\n\r\n// Create the internal constants from their string values.\r\nLN10 = new Decimal(ln10);\r\nPI = new Decimal(pi);\r\n\r\nexport default Decimal;\r\n","import {Engine} from \"./engine.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {clearEventListeners} from \"../utils/HelperFunctions.js\";\r\n\r\n/* InteractiveTutorial.js */\r\nlet iTutorialSteps = {\r\n Start: \"Start\",\r\n GoToCharacterPage: \"Click on the Character page menu link\",\r\n CharacterPage: \"Introduction to Character page\",\r\n CharacterGoToTerminalPage: \"Click on the Terminal link\",\r\n TerminalIntro: \"Introduction to terminal interface\",\r\n TerminalHelp: \"Using the help command to display all options in terminal\",\r\n TerminalLs: \"Use the ls command to show all programs/scripts. Right now we have NUKE.exe\",\r\n TerminalScan: \"Using the scan command to display all available connections\",\r\n TerminalScanAnalyze1: \"Use the scan-analyze command to show hacking related information\",\r\n TerminalScanAnalyze2: \"Use the scan-analyze command with a depth of 3\",\r\n TerminalConnect: \"Using the telnet/connect command to connect to another server\",\r\n TerminalAnalyze: \"Use the analyze command to display details about this server\",\r\n TerminalNuke: \"Use the NUKE Program to gain root access to a server\",\r\n TerminalManualHack: \"Use the hack command to manually hack a server\",\r\n TerminalHackingMechanics: \"Briefly explain hacking mechanics\",\r\n TerminalCreateScript: \"Create a script using nano\",\r\n TerminalTypeScript: \"This occurs in the Script Editor page...type the script then save and close\",\r\n TerminalFree: \"Use the free command to check RAM\",\r\n TerminalRunScript: \"Use the run command to run a script\",\r\n TerminalGoToActiveScriptsPage: \"Go to the ActiveScriptsPage\",\r\n ActiveScriptsPage: \"Introduction to the Active Scripts Page\",\r\n ActiveScriptsToTerminal: \"Go from Active Scripts Page Back to Terminal\",\r\n TerminalTailScript: \"Use the tail command to show a script's logs\",\r\n GoToHacknetNodesPage: \"Go to the Hacknet Nodes page\",\r\n HacknetNodesIntroduction: \"Introduction to Hacknet Nodesm and have user purchase one\",\r\n HacknetNodesGoToWorldPage: \"Go to the world page\",\r\n WorldDescription: \"Tell the user to explore..theres a lot of different stuff to do out there\",\r\n TutorialPageInfo: \"The tutorial page contains a lot of info on different subjects\",\r\n End: \"End\",\r\n}\r\n\r\nvar currITutorialStep = iTutorialSteps.Start;\r\nvar iTutorialIsRunning = false;\r\n\r\nfunction iTutorialStart() {\r\n //Don't autosave during this interactive tutorial\r\n Engine.Counters.autoSaveCounter = 999000000000;\r\n console.log(\"Interactive Tutorial started\");\r\n currITutorialStep = iTutorialSteps.Start;\r\n iTutorialIsRunning = true;\r\n\r\n document.getElementById(\"interactive-tutorial-container\").style.display = \"block\";\r\n\r\n iTutorialEvaluateStep();\r\n\r\n //Exit tutorial button\r\n var exitButton = clearEventListeners(\"interactive-tutorial-exit\");\r\n exitButton.addEventListener(\"click\", function() {\r\n iTutorialEnd();\r\n return false;\r\n });\r\n\r\n //Back button\r\n var backButton = clearEventListeners(\"interactive-tutorial-back\");\r\n backButton.style.display = \"none\";\r\n backButton.addEventListener(\"click\", function() {\r\n iTutorialPrevStep();\r\n return false;\r\n });\r\n}\r\n\r\nfunction iTutorialEvaluateStep() {\r\n if (!iTutorialIsRunning) {console.log(\"Interactive Tutorial not running\"); return;}\r\n switch(currITutorialStep) {\r\n case iTutorialSteps.Start:\r\n Engine.loadTerminalContent();\r\n\r\n iTutorialSetText(\"Welcome to Bitburner, a cyberpunk-themed incremental RPG! \" +\r\n \"The game takes place in a dark, dystopian future...The year is 2077...

\" +\r\n \"This tutorial will show you the basics of the game. \" +\r\n \"You may skip the tutorial at any time.\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.GoToCharacterPage:\r\n iTutorialSetText(\"Let's start by heading to the Stats page. Click the 'Stats' tab on \" +\r\n \"the main navigation menu (left-hand side of the screen)\");\r\n\r\n //No next button\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"none\";\r\n\r\n //Flash Character tab\r\n document.getElementById(\"stats-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n\r\n //Initialize everything necessary to open the \"Character\" page\r\n var charaterMainMenuButton = document.getElementById(\"stats-menu-link\");\r\n charaterMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadCharacterContent();\r\n iTutorialNextStep(); //Opening the character page will go to the next step\r\n clearEventListeners(\"stats-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.CharacterPage:\r\n iTutorialSetText(\"The Stats page shows a lot of important information about your progress, \" +\r\n \"such as your skills, money, and bonuses/multipliers. \")\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.CharacterGoToTerminalPage:\r\n iTutorialSetText(\"Let's head to your computer's terminal by clicking the 'Terminal' tab on the \" +\r\n \"main navigation menu.\");\r\n //No next button\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"none\";\r\n\r\n document.getElementById(\"terminal-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n\r\n //Initialize everything necessary to open the 'Terminal' Page\r\n var terminalMainMenuButton = document.getElementById(\"terminal-menu-link\");\r\n terminalMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadTerminalContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"terminal-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.TerminalIntro:\r\n iTutorialSetText(\"The Terminal is used to interface with your home computer as well as \" +\r\n \"all of the other machines around the world.\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.TerminalHelp:\r\n iTutorialSetText(\"Let's try it out. Start by entering the 'help' command into the Terminal \" +\r\n \"(Don't forget to press Enter after typing the command)\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"none\";\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalLs:\r\n iTutorialSetText(\"The 'help' command displays a list of all available Terminal commands, how to use them, \" +\r\n \"and a description of what they do.

Let's try another command. Enter the 'ls' command\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalScan:\r\n iTutorialSetText(\"'ls' is a basic command that shows all of the contents (programs/scripts) \" +\r\n \"on the computer. Right now, it shows that you have a program called 'NUKE.exe' on your computer. \" +\r\n \"We'll get to what this does later.

Using your home computer's terminal, you can connect \" +\r\n \"to other machines throughout the world. Let's do that now by first entering \" +\r\n \"the 'scan' command. \");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze1:\r\n iTutorialSetText(\"The 'scan' command shows all available network connections. In other words, \" +\r\n \"it displays a list of all servers that can be connected to from your \" +\r\n \"current machine. A server is identified by either its IP or its hostname.

\" +\r\n \"That's great and all, but there's so many servers. Which one should you go to? \" +\r\n \"The 'scan-analyze' command gives some more detailed information about servers on the \" +\r\n \"network. Try it now\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze2:\r\n iTutorialSetText(\"You just ran 'scan-analyze' with a depth of one. This command shows more detailed \" +\r\n \"information about each server that you can connect to (servers that are a distance of \" +\r\n \"one node away).

It is also possible to run 'scan-analyze' with \" +\r\n \"a higher depth. Let's try a depth of two with the following command: 'scan-analyze 2'.\")\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalConnect:\r\n iTutorialSetText(\"Now you can see information about all servers that are up to two nodes away, as well \" +\r\n \"as figure out how to navigate to those servers through the network. You can only connect to \" +\r\n \"a server that is one node away. To connect to a machine, use the 'connect [ip/hostname]' command. You can type in \" +\r\n \"the ip or the hostname, but dont use both.

\" +\r\n \"From the results of the 'scan-analyze' command, we can see that the 'foodnstuff' server is \" +\r\n \"only one node away. Let's connect so it now using: 'connect foodnstuff'\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalAnalyze:\r\n iTutorialSetText(\"You are now connected to another machine! What can you do now? You can hack it!

In the year 2077, currency has \" +\r\n \"become digital and decentralized. People and corporations store their money \" +\r\n \"on servers and computers. Using your hacking abilities, you can hack servers \" +\r\n \"to steal money and gain experience.

\" +\r\n \"Before you try to hack a server, you should run diagnostics using the 'analyze' command\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalNuke:\r\n iTutorialSetText(\"When the 'analyze' command finishes running it will show useful information \" +\r\n \"about hacking the server.

For this server, the required hacking skill is only 1, \" +\r\n \"which means you can hack it right now. However, in order to hack a server \" +\r\n \"you must first gain root access. The 'NUKE.exe' program that we saw earlier on your \" +\r\n \"home computer is a virus that will grant you root access to a machine if there are enough \" +\r\n \"open ports.

The 'analyze' results shows that there do not need to be any open ports \" +\r\n \"on this machine for the NUKE virus to work, so go ahead and run the virus using the \" +\r\n \"'run NUKE.exe' command.\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalManualHack:\r\n iTutorialSetText(\"You now have root access! You can hack the server using the 'hack' command. \" +\r\n \"Try doing that now.\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalHackingMechanics:\r\n iTutorialSetText(\"You are now attempting to hack the server. Note that performing a hack takes time and \" +\r\n \"only has a certain percentage chance \" +\r\n \"of success. This time and success chance is determined by a variety of factors, including \" +\r\n \"your hacking skill and the server's security level.

\" +\r\n \"If your attempt to hack the server is successful, you will steal a certain percentage \" +\r\n \"of the server's total money. This percentage is affected by your hacking skill and \" +\r\n \"the server's security level.

The amount of money on a server is not limitless. So, if \" +\r\n \"you constantly hack a server and deplete its money, then you will encounter \" +\r\n \"diminishing returns in your hacking.\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.TerminalCreateScript:\r\n iTutorialSetText(\"Hacking is the core mechanic of the game and is necessary for progressing. However, \" +\r\n \"you don't want to be hacking manually the entire time. You can automate your hacking \" +\r\n \"by writing scripts!

To create a new script or edit an existing one, you can use the 'nano' \" +\r\n \"command. Scripts must end with the '.script' extension. Let's make a script now by \" +\r\n \"entering 'nano foodnstuff.script' after the hack command finishes running (Sidenote: Pressing ctrl + c\" +\r\n \" will end a command like hack early)\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"none\";\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalTypeScript:\r\n iTutorialSetText(\"This is the script editor. You can use it to program your scripts. Scripts are \" +\r\n \"written in the Netscript language, a programming language created for \" +\r\n \"this game. There are details about the Netscript language in the documentation, which \" +\r\n \"can be accessed in the 'Tutorial' tab on the main navigation menu. I highly suggest you check \" +\r\n \"it out after this tutorial. For now, just copy \" +\r\n \"and paste the following code into the script editor:

\" +\r\n \"while(true) {
\" +\r\n \"  hack('foodnstuff');
\" +\r\n \"}

\" +\r\n \"For anyone with basic programming experience, this code should be straightforward. \" +\r\n \"This script will continuously hack the 'foodnstuff' server.

\" +\r\n \"To save and close the script editor, press the button in the bottom left, or press ctrl + b.\");\r\n //next step triggered in saveAndCloseScriptEditor() (Script.js)\r\n break;\r\n case iTutorialSteps.TerminalFree:\r\n iTutorialSetText(\"Now we'll run the script. Scripts require a certain amount of RAM to run, and can be \" +\r\n \"run on any machine which you have root access to. Different servers have different \" +\r\n \"amounts of RAM. You can also purchase more RAM for your home server.

To check how much \" +\r\n \"RAM is available on this machine, enter the 'free' command.\");\r\n //next step triggered by terminal commmand\r\n break;\r\n case iTutorialSteps.TerminalRunScript:\r\n iTutorialSetText(\"We have 16GB of free RAM on this machine, which is enough to run our \" +\r\n \"script. Let's run our script using 'run foodnstuff.script'.\");\r\n //next step triggered by terminal commmand\r\n break;\r\n case iTutorialSteps.TerminalGoToActiveScriptsPage:\r\n iTutorialSetText(\"Your script is now running! The script might take a few seconds to 'fully start up'. \" +\r\n \"Your scripts will continuously run in the background and will automatically stop if \" +\r\n \"the code ever completes (the 'foodnstuff.script' will never complete because it \" +\r\n \"runs an infinite loop).

These scripts can passively earn you income and hacking experience. \" +\r\n \"Your scripts will also earn money and experience while you are offline, although at a \" +\r\n \"much slower rate.

\" +\r\n \"Let's check out some statistics for our running scripts by clicking the \" +\r\n \"'Active Scripts' link in the main navigation menu.\");\r\n document.getElementById(\"active-scripts-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n var activeScriptsMainMenuButton = document.getElementById(\"active-scripts-menu-link\");\r\n activeScriptsMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadActiveScriptsContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"active-scripts-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.ActiveScriptsPage:\r\n iTutorialSetText(\"This page displays stats/information about all of your scripts that are \" +\r\n \"running across every existing server. You can use this to gauge how well \" +\r\n \"your scripts are doing. Let's go back to the Terminal now using the 'Terminal'\" +\r\n \"link.\");\r\n document.getElementById(\"terminal-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n //Initialize everything necessary to open the 'Terminal' Page\r\n var terminalMainMenuButton = clearEventListeners(\"terminal-menu-link\");\r\n terminalMainMenuButton.addEventListener(\"click\", function() {\r\n Engine.loadTerminalContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"terminal-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.ActiveScriptsToTerminal:\r\n iTutorialSetText(\"One last thing about scripts, each active script contains logs that detail \" +\r\n \"what it's doing. We can check these logs using the 'tail' command. Do that \" +\r\n \"now for the script we just ran by typing 'tail foodnstuff.script'\");\r\n //next step triggered by terminal command\r\n break;\r\n case iTutorialSteps.TerminalTailScript:\r\n iTutorialSetText(\"The log for this script won't show much right now (it might show nothing at all) because it \" +\r\n \"just started running...but check back again in a few minutes!

\" +\r\n \"This pretty much covers the basics of hacking. To learn more about writing \" +\r\n \"scripts using the Netscript language, select the 'Tutorial' link in the \" +\r\n \"main navigation menu to look at the documentation. For now, let's move on \" +\r\n \"to something else!\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.GoToHacknetNodesPage:\r\n iTutorialSetText(\"Hacking is not the only way to earn money. One other way to passively \" +\r\n \"earn money is by purchasing and upgrading Hacknet Nodes. Let's go to \" +\r\n \"the 'Hacknet Nodes' page through the main navigation menu now.\");\r\n document.getElementById(\"hacknet-nodes-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n var hacknetNodesButton = clearEventListeners(\"hacknet-nodes-menu-link\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"none\";\r\n hacknetNodesButton.addEventListener(\"click\", function() {\r\n Engine.loadHacknetNodesContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"hacknet-nodes-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.HacknetNodesIntroduction:\r\n iTutorialSetText(\"From this page you can purchase new Hacknet Nodes and upgrade your \" +\r\n \"existing ones. Let's purchase a new one now.\");\r\n //Next step triggered by purchaseHacknet() (HacknetNode.js)\r\n break;\r\n case iTutorialSteps.HacknetNodesGoToWorldPage:\r\n iTutorialSetText(\"You just purchased a Hacknet Node! This Hacknet Node will passively \" +\r\n \"earn you money over time, both online and offline. When you get enough \" +\r\n \" money, you can upgrade \" +\r\n \"your newly-purchased Hacknet Node below.

\" +\r\n \"Let's go to the 'City' page through the main navigation menu.\");\r\n document.getElementById(\"city-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n var worldButton = clearEventListeners(\"city-menu-link\");\r\n worldButton.addEventListener(\"click\", function() {\r\n Engine.loadWorldContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"city-menu-link\");\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.WorldDescription:\r\n iTutorialSetText(\"This page lists all of the different locations you can currently \" +\r\n \"travel to. Each location has something that you can do. \" +\r\n \"There's a lot of content out in the world, make sure \" +\r\n \"you explore and discover!

\" +\r\n \"Lastly, click on the 'Tutorial' link in the main navigation menu.\");\r\n document.getElementById(\"tutorial-menu-link\").setAttribute(\"class\", \"flashing-button\");\r\n var tutorialButton = clearEventListeners(\"tutorial-menu-link\");\r\n tutorialButton.addEventListener(\"click\", function() {\r\n Engine.loadTutorialContent();\r\n iTutorialNextStep();\r\n clearEventListeners(\"tutorial-menu-link\");\r\n return false;\r\n });\r\n break;\r\n\r\n case iTutorialSteps.TutorialPageInfo:\r\n iTutorialSetText(\"This page contains a lot of different documentation about the game's \" +\r\n \"content and mechanics. I know it's a lot, but I highly suggest you read \" +\r\n \"(or at least skim) through this before you start playing. That's the end of the tutorial. \" +\r\n \"Hope you enjoy the game!\");\r\n var next = clearEventListeners(\"interactive-tutorial-next\");\r\n next.style.display = \"inline-block\";\r\n next.innerHTML = \"Finish Tutorial\";\r\n\r\n var backButton = clearEventListeners(\"interactive-tutorial-back\");\r\n backButton.style.display = \"none\";\r\n\r\n next.addEventListener(\"click\", function() {\r\n iTutorialNextStep();\r\n return false;\r\n });\r\n break;\r\n case iTutorialSteps.End:\r\n iTutorialEnd();\r\n break;\r\n default:\r\n throw new Error(\"Invalid tutorial step\");\r\n }\r\n}\r\n\r\n//Go to the next step and evaluate it\r\nfunction iTutorialNextStep() {\r\n switch(currITutorialStep) {\r\n case iTutorialSteps.Start:\r\n currITutorialStep = iTutorialSteps.GoToCharacterPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.GoToCharacterPage:\r\n document.getElementById(\"stats-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.CharacterPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.CharacterPage:\r\n currITutorialStep = iTutorialSteps.CharacterGoToTerminalPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.CharacterGoToTerminalPage:\r\n document.getElementById(\"terminal-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.TerminalIntro;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalIntro:\r\n currITutorialStep = iTutorialSteps.TerminalHelp;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalHelp:\r\n currITutorialStep = iTutorialSteps.TerminalLs;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalLs:\r\n currITutorialStep = iTutorialSteps.TerminalScan;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalScan:\r\n currITutorialStep = iTutorialSteps.TerminalScanAnalyze1;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze1:\r\n currITutorialStep = iTutorialSteps.TerminalScanAnalyze2;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalScanAnalyze2:\r\n currITutorialStep = iTutorialSteps.TerminalConnect;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalConnect:\r\n currITutorialStep = iTutorialSteps.TerminalAnalyze;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalAnalyze:\r\n currITutorialStep = iTutorialSteps.TerminalNuke;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalNuke:\r\n currITutorialStep = iTutorialSteps.TerminalManualHack;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalManualHack:\r\n currITutorialStep = iTutorialSteps.TerminalHackingMechanics;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalHackingMechanics:\r\n currITutorialStep = iTutorialSteps.TerminalCreateScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalCreateScript:\r\n currITutorialStep = iTutorialSteps.TerminalTypeScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalTypeScript:\r\n currITutorialStep = iTutorialSteps.TerminalFree;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalFree:\r\n currITutorialStep = iTutorialSteps.TerminalRunScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalRunScript:\r\n currITutorialStep = iTutorialSteps.TerminalGoToActiveScriptsPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalGoToActiveScriptsPage:\r\n document.getElementById(\"active-scripts-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.ActiveScriptsPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.ActiveScriptsPage:\r\n document.getElementById(\"terminal-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.ActiveScriptsToTerminal;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.ActiveScriptsToTerminal:\r\n currITutorialStep = iTutorialSteps.TerminalTailScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalTailScript:\r\n currITutorialStep = iTutorialSteps.GoToHacknetNodesPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.GoToHacknetNodesPage:\r\n document.getElementById(\"hacknet-nodes-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.HacknetNodesIntroduction;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.HacknetNodesIntroduction:\r\n currITutorialStep = iTutorialSteps.HacknetNodesGoToWorldPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.HacknetNodesGoToWorldPage:\r\n document.getElementById(\"city-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.WorldDescription;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.WorldDescription:\r\n document.getElementById(\"tutorial-menu-link\").removeAttribute(\"class\");\r\n currITutorialStep = iTutorialSteps.TutorialPageInfo;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TutorialPageInfo:\r\n currITutorialStep = iTutorialSteps.End;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.End:\r\n break;\r\n default:\r\n throw new Error(\"Invalid tutorial step\");\r\n }\r\n}\r\n\r\n//Go to previous step and evaluate\r\nfunction iTutorialPrevStep() {\r\n switch(currITutorialStep) {\r\n case iTutorialSteps.Start:\r\n currITutorialStep = iTutorialSteps.Start;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.GoToCharacterPage:\r\n currITutorialStep = iTutorialSteps.Start;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.CharacterPage:\r\n currITutorialStep = iTutorialSteps.GoToCharacterPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.CharacterGoToTerminalPage:\r\n currITutorialStep = iTutorialSteps.CharacterPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalIntro:\r\n currITutorialStep = iTutorialSteps.CharacterGoToTerminalPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalHelp:\r\n currITutorialStep = iTutorialSteps.TerminalIntro;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalLs:\r\n currITutorialStep = iTutorialSteps.TerminalHelp;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalScan:\r\n currITutorialStep = iTutorialSteps.TerminalLs;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalConnect:\r\n currITutorialStep = iTutorialSteps.TerminalScan;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalAnalyze:\r\n currITutorialStep = iTutorialSteps.TerminalConnect;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalNuke:\r\n currITutorialStep = iTutorialSteps.TerminalAnalyze;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalManualHack:\r\n currITutorialStep = iTutorialSteps.TerminalNuke;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalHackingMechanics:\r\n currITutorialStep = iTutorialSteps.TerminalManualHack;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalCreateScript:\r\n currITutorialStep = iTutorialSteps.TerminalManualHack;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalTypeScript:\r\n currITutorialStep = iTutorialSteps.TerminalCreateScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalFree:\r\n currITutorialStep = iTutorialSteps.TerminalTypeScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalRunScript:\r\n currITutorialStep = iTutorialSteps.TerminalFree;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalGoToActiveScriptsPage:\r\n currITutorialStep = iTutorialSteps.TerminalRunScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.ActiveScriptsPage:\r\n currITutorialStep = iTutorialSteps.TerminalGoToActiveScriptsPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.ActiveScriptsToTerminal:\r\n currITutorialStep = iTutorialSteps.ActiveScriptsPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TerminalTailScript:\r\n currITutorialStep = iTutorialSteps.ActiveScriptsToTerminal;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.GoToHacknetNodesPage:\r\n currITutorialStep = iTutorialSteps.TerminalTailScript;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.HacknetNodesIntroduction:\r\n currITutorialStep = iTutorialSteps.GoToHacknetNodesPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.HacknetNodesGoToWorldPage:\r\n currITutorialStep = iTutorialSteps.HacknetNodesIntroduction;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.WorldDescription:\r\n currITutorialStep = iTutorialSteps.HacknetNodesGoToWorldPage;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.TutorialPageInfo:\r\n currITutorialStep = iTutorialSteps.WorldDescription;\r\n iTutorialEvaluateStep();\r\n break;\r\n case iTutorialSteps.End:\r\n break;\r\n default:\r\n throw new Error(\"Invalid tutorial step\");\r\n }\r\n}\r\n\r\nfunction iTutorialEnd() {\r\n //Re-enable auto save\r\n Engine.Counters.autoSaveCounter = 300;\r\n console.log(\"Ending interactive tutorial\");\r\n Engine.init();\r\n currITutorialStep = iTutorialSteps.End;\r\n iTutorialIsRunning = false;\r\n document.getElementById(\"interactive-tutorial-container\").style.display = \"none\";\r\n dialogBoxCreate(\"If you are new to the game, the following links may be useful for you!

\" +\r\n \"Getting Started Guide\" +\r\n \"Wiki

\" +\r\n \"The Beginner's Guide to Hacking was added to your home computer! It contains some tips/pointers for starting out with the game. \" +\r\n \"To read it, go to Terminal and enter

cat hackers-starting-handbook.lit\");\r\n Player.getHomeComputer().messages.push(\"hackers-starting-handbook.lit\");\r\n}\r\n\r\nfunction iTutorialSetText(txt) {\r\n var textBox = document.getElementById(\"interactive-tutorial-text\");\r\n if (textBox == null) {throw new Error(\"Could not find text box\"); return;}\r\n textBox.innerHTML = txt;\r\n textBox.parentElement.scrollTop = 0; // this resets scroll position\r\n}\r\n\r\nexport {iTutorialSteps, iTutorialEnd, iTutorialStart, iTutorialNextStep, currITutorialStep,\r\n iTutorialIsRunning};\r\n","var ace = require('brace');\r\nrequire('brace/mode/javascript');\r\nrequire('../netscript');\r\nrequire('brace/theme/chaos');\r\nrequire('brace/theme/chrome');\r\nrequire('brace/theme/monokai');\r\nrequire('brace/theme/solarized_dark');\r\nrequire('brace/theme/solarized_light');\r\nrequire('brace/theme/terminal');\r\nrequire('brace/theme/twilight');\r\nrequire('brace/theme/xcode');\r\nrequire(\"brace/keybinding/vim\");\r\nrequire(\"brace/keybinding/emacs\");\r\nrequire(\"brace/ext/language_tools\");\r\n\r\n// Importing this doesn't work for some reason.\r\nconst walk = require(\"acorn/dist/walk\");\r\n\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {FconfSettings, parseFconfSettings} from \"./Fconf.js\";\r\nimport {iTutorialSteps, iTutorialNextStep,\r\n iTutorialIsRunning, currITutorialStep} from \"./InteractiveTutorial.js\";\r\nimport {evaluateImport} from \"./NetscriptEvaluator.js\";\r\nimport {NetscriptFunctions} from \"./NetscriptFunctions.js\";\r\nimport {addWorkerScript, killWorkerScript,\r\n WorkerScript} from \"./NetscriptWorker.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {AllServers, processSingleServerGrowth} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\nimport {post, Terminal} from \"./Terminal.js\";\r\nimport {TextFile} from \"./TextFile.js\";\r\n\r\nimport {parse, Node} from \"../utils/acorn.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport {compareArrays, createElement} from \"../utils/HelperFunctions.js\";\r\nimport {formatNumber, numOccurrences,\r\n numNetscriptOperators} from \"../utils/StringHelperFunctions.js\";\r\n\r\nvar keybindings = {\r\n ace: null,\r\n vim: \"ace/keyboard/vim\",\r\n emacs: \"ace/keyboard/emacs\",\r\n};\r\n\r\nfunction isScriptFilename(f) {\r\n return f.endsWith(\".js\") || f.endsWith(\".script\") || f.endsWith(\".ns\");\r\n}\r\n\r\nvar scriptEditorRamCheck = null, scriptEditorRamText = null;\r\nfunction scriptEditorInit() {\r\n //Create buttons at the bottom of script editor\r\n var wrapper = document.getElementById(\"script-editor-buttons-wrapper\");\r\n if (wrapper == null) {\r\n console.log(\"Error finding 'script-editor-buttons-wrapper'\");\r\n return;\r\n }\r\n var closeButton = createElement(\"a\", {\r\n class:\"a-link-button\", display:\"inline-block\",\r\n innerText:\"Save & Close (Ctrl/Cmd + b)\",\r\n clickListener:()=>{\r\n saveAndCloseScriptEditor();\r\n return false;\r\n }\r\n });\r\n\r\n scriptEditorRamText = createElement(\"p\", {\r\n display:\"inline-block\", margin:\"10px\", id:\"script-editor-status-text\"\r\n });\r\n\r\n var checkboxLabel = createElement(\"label\", {\r\n for:\"script-editor-ram-check\", margin:\"4px\", marginTop: \"8px\",\r\n innerText:\"Dynamic RAM Usage Checker\", color:\"white\",\r\n tooltip:\"Enable/Disable the dynamic RAM Usage display. You may \" +\r\n \"want to disable it for very long scripts because there may be \" +\r\n \"performance issues\"\r\n });\r\n\r\n scriptEditorRamCheck = createElement(\"input\", {\r\n type:\"checkbox\", name:\"script-editor-ram-check\", id:\"script-editor-ram-check\",\r\n margin:\"4px\", marginTop: \"8px\",\r\n });\r\n scriptEditorRamCheck.checked = true;\r\n\r\n var documentationButton = createElement(\"a\", {\r\n display:\"inline-block\", class:\"a-link-button\", innerText:\"Netscript Documentation\",\r\n href:\"https://bitburner.readthedocs.io/en/latest/index.html\",\r\n target:\"_blank\"\r\n });\r\n\r\n wrapper.appendChild(closeButton);\r\n wrapper.appendChild(scriptEditorRamText);\r\n wrapper.appendChild(scriptEditorRamCheck);\r\n wrapper.appendChild(checkboxLabel);\r\n wrapper.appendChild(documentationButton);\r\n\r\n //Initialize ACE Script editor\r\n var editor = ace.edit('javascript-editor');\r\n editor.getSession().setMode('ace/mode/netscript');\r\n editor.setTheme('ace/theme/monokai');\r\n document.getElementById('javascript-editor').style.fontSize='16px';\r\n editor.setOption(\"showPrintMargin\", false);\r\n\r\n /* Script editor options */\r\n //Theme\r\n var themeDropdown = document.getElementById(\"script-editor-option-theme\");\r\n if (Settings.EditorTheme) {\r\n var initialIndex = 2;\r\n for (var i = 0; i < themeDropdown.options.length; ++i) {\r\n if (themeDropdown.options[i].value === Settings.EditorTheme) {\r\n initialIndex = i;\r\n break;\r\n }\r\n }\r\n themeDropdown.selectedIndex = initialIndex;\r\n } else {\r\n themeDropdown.selectedIndex = 2;\r\n }\r\n\r\n themeDropdown.onchange = function() {\r\n var val = themeDropdown.value;\r\n Settings.EditorTheme = val;\r\n var themePath = \"ace/theme/\" + val.toLowerCase();\r\n editor.setTheme(themePath);\r\n };\r\n themeDropdown.onchange();\r\n\r\n //Keybinding\r\n var keybindingDropdown = document.getElementById(\"script-editor-option-keybinding\");\r\n if (Settings.EditorKeybinding) {\r\n var initialIndex = 0;\r\n for (var i = 0; i < keybindingDropdown.options.length; ++i) {\r\n if (keybindingDropdown.options[i].value === Settings.EditorKeybinding) {\r\n initialIndex = i;\r\n break;\r\n }\r\n }\r\n keybindingDropdown.selectedIndex = initialIndex;\r\n } else {\r\n keybindingDropdown.selectedIndex = 0;\r\n }\r\n keybindingDropdown.onchange = function() {\r\n var val = keybindingDropdown.value;\r\n Settings.EditorKeybinding = val;\r\n editor.setKeyboardHandler(keybindings[val.toLowerCase()]);\r\n };\r\n keybindingDropdown.onchange();\r\n\r\n //Highlight Active line\r\n var highlightActiveChkBox = document.getElementById(\"script-editor-option-highlightactiveline\");\r\n highlightActiveChkBox.onchange = function() {\r\n editor.setHighlightActiveLine(highlightActiveChkBox.checked);\r\n };\r\n\r\n //Show Invisibles\r\n var showInvisiblesChkBox = document.getElementById(\"script-editor-option-showinvisibles\");\r\n showInvisiblesChkBox.onchange = function() {\r\n editor.setShowInvisibles(showInvisiblesChkBox.checked);\r\n };\r\n\r\n //Use Soft Tab\r\n var softTabChkBox = document.getElementById(\"script-editor-option-usesofttab\");\r\n softTabChkBox.onchange = function() {\r\n editor.getSession().setUseSoftTabs(softTabChkBox.checked);\r\n };\r\n\r\n //Jshint Maxerr\r\n var maxerr = document.getElementById(\"script-editor-option-maxerr\");\r\n var maxerrLabel = document.getElementById(\"script-editor-option-maxerror-value-label\");\r\n maxerrLabel.innerHTML = maxerr.value;\r\n maxerr.onchange = function() {\r\n editor.getSession().$worker.send(\"changeOptions\", [{maxerr:maxerr.value}]);\r\n maxerrLabel.innerHTML = maxerr.value;\r\n }\r\n\r\n //Configure some of the VIM keybindings\r\n ace.config.loadModule('ace/keyboard/vim', function(module) {\r\n var VimApi = module.CodeMirror.Vim;\r\n VimApi.defineEx('write', 'w', function(cm, input) {\r\n saveAndCloseScriptEditor();\r\n });\r\n VimApi.defineEx('quit', 'q', function(cm, input) {\r\n Engine.loadTerminalContent();\r\n });\r\n VimApi.defineEx('xwritequit', 'x', function(cm, input) {\r\n saveAndCloseScriptEditor();\r\n });\r\n VimApi.defineEx('wqwritequit', 'wq', function(cm, input) {\r\n saveAndCloseScriptEditor();\r\n });\r\n });\r\n\r\n //Function autocompleter\r\n editor.setOption(\"enableBasicAutocompletion\", true);\r\n var autocompleter = {\r\n getCompletions: function(editor, session, pos, prefix, callback) {\r\n if (prefix.length === 0) {callback(null, []); return;}\r\n var words = [];\r\n var fns = NetscriptFunctions(null);\r\n for (var name in fns) {\r\n if (fns.hasOwnProperty(name)) {\r\n words.push({\r\n name: name,\r\n value: name,\r\n });\r\n }\r\n }\r\n callback(null, words);\r\n },\r\n }\r\n editor.completers = [autocompleter];\r\n}\r\n\r\n//Updates RAM usage in script\r\nfunction updateScriptEditorContent() {\r\n var filename = document.getElementById(\"script-editor-filename\").value;\r\n if (scriptEditorRamCheck == null || !scriptEditorRamCheck.checked || !isScriptFilename(filename)) {\r\n scriptEditorRamText.innerText = \"N/A\";\r\n return;\r\n }\r\n var editor = ace.edit('javascript-editor');\r\n var code = editor.getValue();\r\n var codeCopy = code.repeat(1);\r\n var ramUsage = calculateRamUsage(codeCopy);\r\n if (ramUsage !== -1) {\r\n scriptEditorRamText.innerText = \"RAM: \" + formatNumber(ramUsage, 2).toString() + \"GB\";\r\n } else {\r\n scriptEditorRamText.innerText = \"RAM: Syntax Error\";\r\n }\r\n}\r\n\r\n//Define key commands in script editor (ctrl o to save + close, etc.)\r\n$(document).keydown(function(e) {\r\n if (Settings.DisableHotkeys === true) {return;}\r\n\tif (Engine.currentPage == Engine.Page.ScriptEditor) {\r\n\t\t//Ctrl + b\r\n if (e.keyCode == 66 && (e.ctrlKey || e.metaKey)) {\r\n e.preventDefault();\r\n\t\t\tsaveAndCloseScriptEditor();\r\n }\r\n\t}\r\n});\r\n\r\nfunction saveAndCloseScriptEditor() {\r\n var filename = document.getElementById(\"script-editor-filename\").value;\r\n var editor = ace.edit('javascript-editor');\r\n var code = editor.getValue();\r\n if (iTutorialIsRunning && currITutorialStep == iTutorialSteps.TerminalTypeScript) {\r\n if (filename != \"foodnstuff.script\") {\r\n dialogBoxCreate(\"Leave the script name as 'foodnstuff'!\");\r\n return;\r\n }\r\n code = code.replace(/\\s/g, \"\");\r\n if (code.indexOf(\"while(true){hack('foodnstuff');}\") == -1) {\r\n dialogBoxCreate(\"Please copy and paste the code from the tutorial!\");\r\n return;\r\n }\r\n iTutorialNextStep();\r\n }\r\n\r\n if (filename == \"\") {\r\n dialogBoxCreate(\"You must specify a filename!\");\r\n return;\r\n }\r\n\r\n if (checkValidFilename(filename) == false) {\r\n dialogBoxCreate(\"Script filename can contain only alphanumerics, hyphens, and underscores\");\r\n return;\r\n }\r\n\r\n var s = Player.getCurrentServer();\r\n if (filename === \".fconf\") {\r\n try {\r\n parseFconfSettings(code);\r\n } catch(e) {\r\n dialogBoxCreate(\"Invalid .fconf file\");\r\n return;\r\n }\r\n } else if (isScriptFilename(filename)) {\r\n //If the current script already exists on the server, overwrite it\r\n for (var i = 0; i < s.scripts.length; i++) {\r\n if (filename == s.scripts[i].filename) {\r\n s.scripts[i].saveScript();\r\n Engine.loadTerminalContent();\r\n return;\r\n }\r\n }\r\n\r\n //If the current script does NOT exist, create a new one\r\n var script = new Script();\r\n script.saveScript();\r\n s.scripts.push(script);\r\n } else if (filename.endsWith(\".txt\")) {\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (s.textFiles[i].fn === filename) {\r\n s.textFiles[i].write(code);\r\n Engine.loadTerminalContent();\r\n return;\r\n }\r\n }\r\n var textFile = new TextFile(filename, code);\r\n s.textFiles.push(textFile);\r\n } else {\r\n dialogBoxCreate(\"Invalid filename. Must be either a script (.script) or \" +\r\n \" or text file (.txt)\")\r\n return;\r\n }\r\n Engine.loadTerminalContent();\r\n}\r\n\r\n//Checks that the string contains only valid characters for a filename, which are alphanumeric,\r\n// underscores, hyphens, and dots\r\nfunction checkValidFilename(filename) {\r\n\tvar regex = /^[.a-zA-Z0-9_-]+$/;\r\n\r\n\tif (filename.match(regex)) {\r\n\t\treturn true;\r\n\t}\r\n\treturn false;\r\n}\r\n\r\nfunction Script() {\r\n\tthis.filename \t= \"\";\r\n this.code = \"\";\r\n this.ramUsage = 0;\r\n\tthis.server \t= \"\";\t//IP of server this script is on\r\n this.module = \"\";\r\n};\r\n\r\n//Get the script data from the Script Editor and save it to the object\r\nScript.prototype.saveScript = function() {\r\n\tif (Engine.currentPage == Engine.Page.ScriptEditor) {\r\n\t\t//Update code and filename\r\n var editor = ace.edit('javascript-editor');\r\n var code = editor.getValue();\r\n\t\tthis.code = code.replace(/^\\s+|\\s+$/g, '');\r\n\r\n\t\tvar filename = document.getElementById(\"script-editor-filename\").value;\r\n\t\tthis.filename = filename;\r\n\r\n\t\t//Server\r\n\t\tthis.server = Player.currentServer;\r\n\r\n\t\t//Calculate/update ram usage, execution time, etc.\r\n\t\tthis.updateRamUsage();\r\n\r\n this.module = \"\";\r\n\t}\r\n}\r\n\r\n//Updates how much RAM the script uses when it is running.\r\nScript.prototype.updateRamUsage = function() {\r\n var codeCopy = this.code.repeat(1);\r\n var res = calculateRamUsage(codeCopy);\r\n if (res !== -1) {\r\n this.ramUsage = res;\r\n }\r\n}\r\n\r\n// These special strings are used to reference the presence of a given logical\r\n// construct within a user script.\r\nconst specialReferenceIF = \"__SPECIAL_referenceIf\";\r\nconst specialReferenceFOR = \"__SPECIAL_referenceFor\";\r\nconst specialReferenceWHILE = \"__SPECIAL_referenceWhile\";\r\n\r\n// The global scope of a script is registered under this key during parsing.\r\nconst memCheckGlobalKey = \".__GLOBAL__\";\r\n\r\n// Calcluates the amount of RAM a script uses. Uses parsing and AST walking only,\r\n// rather than NetscriptEvaluator. This is useful because NetscriptJS code does\r\n// not work under NetscriptEvaluator.\r\nfunction parseOnlyRamCalculate(server, code, workerScript) {\r\n try {\r\n // Maps dependent identifiers to their dependencies.\r\n //\r\n // The initial identifier is __SPECIAL_INITIAL_MODULE__.__GLOBAL__.\r\n // It depends on all the functions declared in the module, all the global scopes\r\n // of its imports, and any identifiers referenced in this global scope. Each\r\n // function depends on all the identifiers referenced internally.\r\n // We walk the dependency graph to calculate RAM usage, given that some identifiers\r\n // reference Netscript functions which have a RAM cost.\r\n let dependencyMap = {};\r\n\r\n // Scripts we've parsed.\r\n const completedParses = new Set();\r\n\r\n // Scripts we've discovered that need to be parsed.\r\n const parseQueue = [];\r\n\r\n // Parses a chunk of code with a given module name, and updates parseQueue and dependencyMap.\r\n function parseCode(code, moduleName) {\r\n const result = parseOnlyCalculateDeps(code, moduleName);\r\n completedParses.add(moduleName);\r\n\r\n // Add any additional modules to the parse queue;\r\n for (let i = 0; i < result.additionalModules.length; ++i) {\r\n if (!completedParses.has(result.additionalModules[i])) {\r\n parseQueue.push(result.additionalModules[i]);\r\n }\r\n }\r\n\r\n // Splice all the references in.\r\n dependencyMap = {...dependencyMap, ...result.dependencyMap};\r\n }\r\n\r\n const initialModule = \"__SPECIAL_INITIAL_MODULE__\";\r\n parseCode(code, initialModule);\r\n\r\n while (parseQueue.length > 0) {\r\n // Get the code from the server.\r\n const nextModule = parseQueue.shift();\r\n\r\n const script = server.getScript(nextModule);\r\n if (!script) return -1; // No such script on the server.\r\n\r\n // Not sure why we always take copies, but let's do that here too.\r\n parseCode(script.code.repeat(1), nextModule);\r\n }\r\n\r\n // Finally, walk the reference map and generate a ram cost. The initial set of keys to scan\r\n // are those that start with __SPECIAL_INITIAL_MODULE__.\r\n let ram = CONSTANTS.ScriptBaseRamCost;\r\n const unresolvedRefs = Object.keys(dependencyMap).filter(s => s.startsWith(initialModule));\r\n const resolvedRefs = new Set();\r\n while (unresolvedRefs.length > 0) {\r\n const ref = unresolvedRefs.shift();\r\n resolvedRefs.add(ref);\r\n\r\n if (ref.endsWith(\".*\")) {\r\n // A prefix reference. We need to find all matching identifiers.\r\n const prefix = ref.slice(0, ref.length - 2);\r\n for (let ident of Object.keys(dependencyMap).filter(k => k.startsWith(prefix))) {\r\n for (let dep of dependencyMap[ident] || []) {\r\n if (!resolvedRefs.has(dep)) unresolvedRefs.push(dep);\r\n }\r\n }\r\n } else {\r\n // An exact reference. Add all dependencies of this ref.\r\n for (let dep of dependencyMap[ref] || []) {\r\n if (!resolvedRefs.has(dep)) unresolvedRefs.push(dep);\r\n }\r\n }\r\n\r\n // Check if this is one of the special keys, and add the appropriate ram cost if so.\r\n if (ref == specialReferenceIF) ram += CONSTANTS.ScriptIfRamCost;\r\n if (ref == specialReferenceFOR) ram += CONSTANTS.ScriptForRamCost;\r\n if (ref == specialReferenceWHILE) ram += CONSTANTS.ScriptWhileRamCost;\r\n if (ref == \"hacknetnodes\") ram += CONSTANTS.ScriptHacknetNodesRamCost;\r\n\r\n // Check if this ident is a function in the workerscript env. If it is, then we need to\r\n // get its RAM cost. We do this by calling it, which works because the running script\r\n // is in checkingRam mode.\r\n //\r\n // TODO it would be simpler to just reference a dictionary.\r\n try {\r\n var func = workerScript.env.get(ref);\r\n if (typeof func === \"function\") {\r\n try {\r\n var res = func.apply(null, []);\r\n if (typeof res === \"number\") {\r\n ram += res;\r\n }\r\n } catch(e) {\r\n console.log(\"ERROR applying function: \" + e);\r\n }\r\n }\r\n } catch (error) { continue; }\r\n\r\n }\r\n return ram;\r\n\r\n } catch (error) {\r\n console.info(\"parse or eval error: \", error);\r\n // This is not unexpected. The user may be editing a script, and it may be in\r\n // a transitory invalid state.\r\n return -1;\r\n }\r\n}\r\n\r\n// Parses one script and calculates its ram usage, for the global scope and each function.\r\n// Returns a cost map and a dependencyMap for the module. Returns a reference map to be joined\r\n// onto the main reference map, and a list of modules that need to be parsed.\r\nfunction parseOnlyCalculateDeps(code, currentModule) {\r\n const ast = parse(code, {sourceType:\"module\", ecmaVersion: 8});\r\n\r\n // Everything from the global scope goes in \".\". Everything else goes in \".function\", where only\r\n // the outermost layer of functions counts.\r\n const globalKey = currentModule + memCheckGlobalKey;\r\n const dependencyMap = {};\r\n dependencyMap[globalKey] = new Set();\r\n\r\n // If we reference this internal name, we're really referencing that external name.\r\n // Filled when we import names from other modules.\r\n let internalToExternal = {};\r\n\r\n var additionalModules = [];\r\n\r\n // References get added pessimistically. They are added for thisModule.name, name, and for\r\n // any aliases.\r\n function addRef(key, name) {\r\n const s = dependencyMap[key] || (dependencyMap[key] = new Set());\r\n if (name in internalToExternal) {\r\n s.add(internalToExternal[name]);\r\n }\r\n s.add(currentModule + \".\" + name);\r\n s.add(name); // For builtins like hack.\r\n }\r\n\r\n // If we discover a dependency identifier, state.key is the dependent identifier.\r\n // walkDeeper is for doing recursive walks of expressions in composites that we handle.\r\n function commonVisitors() {\r\n return {\r\n Identifier: (node, st, walkDeeper) => {\r\n addRef(st.key, node.name);\r\n },\r\n WhileStatement: (node, st, walkDeeper) => {\r\n addRef(st.key, specialReferenceWHILE);\r\n node.test && walkDeeper(node.test, st);\r\n node.body && walkDeeper(node.body, st);\r\n },\r\n DoWhileStatement: (node, st, walkDeeper) => {\r\n addRef(st.key, specialReferenceWHILE);\r\n node.test && walkDeeper(node.test, st);\r\n node.body && walkDeeper(node.body, st);\r\n },\r\n ForStatement: (node, st, walkDeeper) => {\r\n addRef(st.key, specialReferenceFOR);\r\n node.init && walkDeeper(node.init, st);\r\n node.test && walkDeeper(node.test, st);\r\n node.update && walkDeeper(node.update, st);\r\n node.body && walkDeeper(node.body, st);\r\n },\r\n IfStatement: (node, st, walkDeeper) => {\r\n addRef(st.key, specialReferenceIF);\r\n node.test && walkDeeper(node.test, st);\r\n node.consequent && walkDeeper(node.consequent, st);\r\n node.alternate && walkDeeper(node.alternate, st);\r\n },\r\n MemberExpression: (node, st, walkDeeper) => {\r\n node.object && walkDeeper(node.object, st);\r\n node.property && walkDeeper(node.property, st);\r\n },\r\n }\r\n }\r\n\r\n walk.recursive(ast, {key: globalKey}, {\r\n ImportDeclaration: (node, st, walkDeeper) => {\r\n const importModuleName = node.source.value;\r\n additionalModules.push(importModuleName);\r\n\r\n // This module's global scope refers to that module's global scope, no matter how we\r\n // import it.\r\n dependencyMap[st.key].add(importModuleName + memCheckGlobalKey);\r\n\r\n for (let i = 0; i < node.specifiers.length; ++i) {\r\n const spec = node.specifiers[i];\r\n if (spec.imported !== undefined && spec.local !== undefined) {\r\n // We depend on specific things.\r\n internalToExternal[spec.local.name] = importModuleName + \".\" + spec.imported.name;\r\n } else {\r\n // We depend on everything.\r\n dependencyMap[st.key].add(importModuleName + \".*\");\r\n }\r\n }\r\n },\r\n FunctionDeclaration: (node, st, walkDeeper) => {\r\n // Don't use walkDeeper, because we are changing the visitor set.\r\n const key = currentModule + \".\" + node.id.name;\r\n walk.recursive(node, {key: key}, commonVisitors());\r\n },\r\n ...commonVisitors()\r\n });\r\n\r\n return {dependencyMap: dependencyMap, additionalModules: additionalModules};\r\n}\r\n\r\nfunction calculateRamUsage(codeCopy) {\r\n //Create a temporary/mock WorkerScript and an AST from the code\r\n var currServ = Player.getCurrentServer();\r\n var workerScript = new WorkerScript({\r\n filename:\"foo\",\r\n scriptRef: {code:\"\"},\r\n args:[]\r\n });\r\n workerScript.checkingRam = true; //Netscript functions will return RAM usage\r\n workerScript.serverIp = currServ.ip;\r\n\r\n try {\r\n return parseOnlyRamCalculate(currServ, codeCopy, workerScript);\r\n\t} catch (e) {\r\n console.log(\"Failed to parse ram using new method. Falling back.\", e);\r\n\t}\r\n\r\n // Try the old way.\r\n\r\n try {\r\n var ast = parse(codeCopy, {sourceType:\"module\"});\r\n } catch(e) {\r\n return -1;\r\n }\r\n\r\n //Search through AST, scanning for any 'Identifier' nodes for functions, or While/For/If nodes\r\n var queue = [], ramUsage = CONSTANTS.ScriptBaseRamCost;\r\n var whileUsed = false, forUsed = false, ifUsed = false;\r\n queue.push(ast);\r\n while (queue.length != 0) {\r\n var exp = queue.shift();\r\n switch (exp.type) {\r\n case \"ImportDeclaration\":\r\n //Gets an array of all imported functions as AST expressions\r\n //and pushes them on the queue.\r\n var res = evaluateImport(exp, workerScript, true);\r\n for (var i = 0; i < res.length; ++i) {\r\n queue.push(res[i]);\r\n }\r\n break;\r\n case \"BlockStatement\":\r\n case \"Program\":\r\n for (var i = 0; i < exp.body.length; ++i) {\r\n if (exp.body[i] instanceof Node) {\r\n queue.push(exp.body[i]);\r\n }\r\n }\r\n break;\r\n case \"WhileStatement\":\r\n if (!whileUsed) {\r\n ramUsage += CONSTANTS.ScriptWhileRamCost;\r\n whileUsed = true;\r\n }\r\n break;\r\n case \"ForStatement\":\r\n if (!forUsed) {\r\n ramUsage += CONSTANTS.ScriptForRamCost;\r\n forUsed = true;\r\n }\r\n break;\r\n case \"IfStatement\":\r\n if (!ifUsed) {\r\n ramUsage += CONSTANTS.ScriptIfRamCost;\r\n ifUsed = true;\r\n }\r\n break;\r\n case \"Identifier\":\r\n if (exp.name in workerScript.env.vars) {\r\n var func = workerScript.env.get(exp.name);\r\n if (typeof func === \"function\") {\r\n try {\r\n var res = func.apply(null, []);\r\n if (typeof res === \"number\") {\r\n ramUsage += res;\r\n }\r\n } catch(e) {\r\n console.log(\"ERROR applying function: \" + e);\r\n }\r\n }\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n for (var prop in exp) {\r\n if (exp.hasOwnProperty(prop)) {\r\n if (exp[prop] instanceof Node) {\r\n queue.push(exp[prop]);\r\n }\r\n }\r\n }\r\n }\r\n\r\n //Special case: hacknetnodes array\r\n if (codeCopy.includes(\"hacknetnodes\")) {\r\n ramUsage += CONSTANTS.ScriptHacknetNodesRamCost;\r\n }\r\n return ramUsage;\r\n}\r\n\r\nScript.prototype.download = function() {\r\n var filename = this.filename + \".js\";\r\n var file = new Blob([this.code], {type: 'text/plain'});\r\n if (window.navigator.msSaveOrOpenBlob) {// IE10+\r\n window.navigator.msSaveOrOpenBlob(file, filename);\r\n } else { // Others\r\n var a = document.createElement(\"a\"),\r\n url = URL.createObjectURL(file);\r\n a.href = url;\r\n a.download = filename;\r\n document.body.appendChild(a);\r\n a.click();\r\n setTimeout(function() {\r\n document.body.removeChild(a);\r\n window.URL.revokeObjectURL(url);\r\n }, 0);\r\n }\r\n}\r\n\r\nScript.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Script\", this);\r\n}\r\n\r\n\r\nScript.fromJSON = function(value) {\r\n return Generic_fromJSON(Script, value.data);\r\n}\r\n\r\nReviver.constructors.Script = Script;\r\n\r\n//Called when the game is loaded. Loads all running scripts (from all servers)\r\n//into worker scripts so that they will start running\r\nfunction loadAllRunningScripts() {\r\n\tvar count = 0;\r\n var total = 0;\r\n let skipScriptLoad = (window.location.href.toLowerCase().indexOf(\"?noscripts\") !== -1);\r\n if (skipScriptLoad) {console.log(\"Skipping the load of any scripts during startup\");}\r\n\tfor (var property in AllServers) {\r\n\t\tif (AllServers.hasOwnProperty(property)) {\r\n\t\t\tvar server = AllServers[property];\r\n\r\n\t\t\t//Reset each server's RAM usage to 0\r\n\t\t\tserver.ramUsed = 0;\r\n\r\n //Reset modules on all scripts\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n server.scripts[i].module = \"\";\r\n }\r\n\r\n if (skipScriptLoad) {\r\n //Start game with no scripts\r\n server.runningScripts.length = 0;\r\n } else {\r\n for (var j = 0; j < server.runningScripts.length; ++j) {\r\n \t\t\t\tcount++;\r\n server.runningScripts[j].scriptRef.module = \"\";\r\n \t\t\t\taddWorkerScript(server.runningScripts[j], server);\r\n\r\n \t\t\t\t//Offline production\r\n \t\t\t\ttotal += scriptCalculateOfflineProduction(server.runningScripts[j]);\r\n \t\t\t}\r\n }\r\n\t\t}\r\n\t}\r\n return total;\r\n\tconsole.log(\"Loaded \" + count.toString() + \" running scripts\");\r\n}\r\n\r\nfunction scriptCalculateOfflineProduction(runningScriptObj) {\r\n\t//The Player object stores the last update time from when we were online\r\n\tvar thisUpdate = new Date().getTime();\r\n\tvar lastUpdate = Player.lastUpdate;\r\n\tvar timePassed = (thisUpdate - lastUpdate) / 1000;\t//Seconds\r\n\tconsole.log(\"Offline for \" + timePassed + \" seconds\");\r\n\r\n\t//Calculate the \"confidence\" rating of the script's true production. This is based\r\n\t//entirely off of time. We will arbitrarily say that if a script has been running for\r\n\t//4 hours (14400 sec) then we are completely confident in its ability\r\n\tvar confidence = (runningScriptObj.onlineRunningTime) / 14400;\r\n\tif (confidence >= 1) {confidence = 1;}\r\n\r\n //Data map: [MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\r\n\r\n //Grow\r\n for (var ip in runningScriptObj.dataMap) {\r\n if (runningScriptObj.dataMap.hasOwnProperty(ip)) {\r\n if (runningScriptObj.dataMap[ip][2] == 0 || runningScriptObj.dataMap[ip][2] == null) {continue;}\r\n var serv = AllServers[ip];\r\n if (serv == null) {continue;}\r\n var timesGrown = Math.round(0.5 * runningScriptObj.dataMap[ip][2] / runningScriptObj.onlineRunningTime * timePassed);\r\n console.log(runningScriptObj.filename + \" called grow() on \" + serv.hostname + \" \" + timesGrown + \" times while offline\");\r\n runningScriptObj.log(\"Called grow() on \" + serv.hostname + \" \" + timesGrown + \" times while offline\");\r\n var growth = processSingleServerGrowth(serv, timesGrown * 450);\r\n runningScriptObj.log(serv.hostname + \" grown by \" + formatNumber(growth * 100 - 100, 6) + \"% from grow() calls made while offline\");\r\n }\r\n }\r\n\r\n var totalOfflineProduction = 0;\r\n for (var ip in runningScriptObj.dataMap) {\r\n if (runningScriptObj.dataMap.hasOwnProperty(ip)) {\r\n if (runningScriptObj.dataMap[ip][0] == 0 || runningScriptObj.dataMap[ip][0] == null) {continue;}\r\n var serv = AllServers[ip];\r\n if (serv == null) {continue;}\r\n var production = 0.5 * runningScriptObj.dataMap[ip][0] / runningScriptObj.onlineRunningTime * timePassed;\r\n production *= confidence;\r\n if (production > serv.moneyAvailable) {\r\n production = serv.moneyAvailable;\r\n }\r\n totalOfflineProduction += production;\r\n Player.gainMoney(production);\r\n console.log(runningScriptObj.filename + \" generated $\" + production + \" while offline by hacking \" + serv.hostname);\r\n runningScriptObj.log(runningScriptObj.filename + \" generated $\" + production + \" while offline by hacking \" + serv.hostname);\r\n serv.moneyAvailable -= production;\r\n if (serv.moneyAvailable < 0) {serv.moneyAvailable = 0;}\r\n if (isNaN(serv.moneyAvailable)) {serv.moneyAvailable = 0;}\r\n }\r\n }\r\n\r\n //Offline EXP gain\r\n\t//A script's offline production will always be at most half of its online production.\r\n\tvar expGain = 0.5 * (runningScriptObj.onlineExpGained / runningScriptObj.onlineRunningTime) * timePassed;\r\n\texpGain *= confidence;\r\n\r\n\tPlayer.gainHackingExp(expGain);\r\n\r\n\t//Update script stats\r\n\trunningScriptObj.offlineMoneyMade += totalOfflineProduction;\r\n\trunningScriptObj.offlineRunningTime += timePassed;\r\n\trunningScriptObj.offlineExpGained += expGain;\r\n\r\n //Fortify a server's security based on how many times it was hacked\r\n for (var ip in runningScriptObj.dataMap) {\r\n if (runningScriptObj.dataMap.hasOwnProperty(ip)) {\r\n if (runningScriptObj.dataMap[ip][1] == 0 || runningScriptObj.dataMap[ip][1] == null) {continue;}\r\n var serv = AllServers[ip];\r\n if (serv == null) {continue;}\r\n var timesHacked = Math.round(0.5 * runningScriptObj.dataMap[ip][1] / runningScriptObj.onlineRunningTime * timePassed);\r\n console.log(runningScriptObj.filename + \" hacked \" + serv.hostname + \" \" + timesHacked + \" times while offline\");\r\n runningScriptObj.log(\"Hacked \" + serv.hostname + \" \" + timesHacked + \" times while offline\");\r\n serv.fortify(CONSTANTS.ServerFortifyAmount * timesHacked);\r\n }\r\n }\r\n\r\n //Weaken\r\n for (var ip in runningScriptObj.dataMap) {\r\n if (runningScriptObj.dataMap.hasOwnProperty(ip)) {\r\n if (runningScriptObj.dataMap[ip][3] == 0 || runningScriptObj.dataMap[ip][3] == null) {continue;}\r\n var serv = AllServers[ip];\r\n if (serv == null) {continue;}\r\n var timesWeakened = Math.round(0.5 * runningScriptObj.dataMap[ip][3] / runningScriptObj.onlineRunningTime * timePassed);\r\n console.log(runningScriptObj.filename + \" called weaken() on \" + serv.hostname + \" \" + timesWeakened + \" times while offline\");\r\n runningScriptObj.log(\"Called weaken() on \" + serv.hostname + \" \" + timesWeakened + \" times while offline\");\r\n serv.weaken(CONSTANTS.ServerWeakenAmount * timesWeakened);\r\n }\r\n }\r\n\r\n return totalOfflineProduction;\r\n}\r\n\r\n//Returns a RunningScript object matching the filename and arguments on the\r\n//designated server, and false otherwise\r\nfunction findRunningScript(filename, args, server) {\r\n for (var i = 0; i < server.runningScripts.length; ++i) {\r\n if (server.runningScripts[i].filename == filename &&\r\n compareArrays(server.runningScripts[i].args, args)) {\r\n return server.runningScripts[i];\r\n }\r\n }\r\n return null;\r\n}\r\n\r\nfunction RunningScript(script, args) {\r\n if (script == null || script == undefined) {return;}\r\n this.filename = script.filename;\r\n this.args = args;\r\n this.scriptRef = script;\r\n this.server = script.server; //IP Address only\r\n\r\n this.logs = []; //Script logging. Array of strings, with each element being a log entry\r\n this.logUpd = false;\r\n\r\n\t//Stats to display on the Scripts menu, and used to determine offline progress\r\n\tthis.offlineRunningTime \t= 0.01;\t//Seconds\r\n\tthis.offlineMoneyMade \t\t= 0;\r\n\tthis.offlineExpGained \t\t= 0;\r\n\tthis.onlineRunningTime \t\t= 0.01;\t//Seconds\r\n\tthis.onlineMoneyMade \t\t= 0;\r\n\tthis.onlineExpGained \t\t= 0;\r\n\r\n this.threads = 1;\r\n\r\n //[MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\r\n this.dataMap = new AllServersMap([0, 0, 0, 0], true);\r\n}\r\n\r\nRunningScript.prototype.log = function(txt) {\r\n if (this.logs.length > Settings.MaxLogCapacity) {\r\n //Delete first element and add new log entry to the end.\r\n //TODO Eventually it might be better to replace this with circular array\r\n //to improve performance\r\n this.logs.shift();\r\n }\r\n let logEntry = txt;\r\n if (FconfSettings.ENABLE_TIMESTAMPS) {\r\n logEntry = \"[\" + Terminal.getTimestamp() + \"] \" + logEntry;\r\n }\r\n this.logs.push(logEntry);\r\n this.logUpd = true;\r\n}\r\n\r\nRunningScript.prototype.displayLog = function() {\r\n for (var i = 0; i < this.logs.length; ++i) {\r\n post(this.logs[i]);\r\n }\r\n}\r\n\r\nRunningScript.prototype.clearLog = function() {\r\n this.logs.length = 0;\r\n}\r\n\r\n//Update the moneyStolen and numTimesHack maps when hacking\r\nRunningScript.prototype.recordHack = function(serverIp, moneyGained, n=1) {\r\n if (this.dataMap == null) {\r\n //[MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\r\n this.dataMap = new AllServersMap([0, 0, 0, 0], true);\r\n }\r\n this.dataMap[serverIp][0] += moneyGained;\r\n this.dataMap[serverIp][1] += n;\r\n}\r\n\r\n//Update the grow map when calling grow()\r\nRunningScript.prototype.recordGrow = function(serverIp, n=1) {\r\n if (this.dataMap == null) {\r\n //[MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\r\n this.dataMap = new AllServersMap([0, 0, 0, 0], true);\r\n }\r\n this.dataMap[serverIp][2] += n;\r\n}\r\n\r\n//Update the weaken map when calling weaken() {\r\nRunningScript.prototype.recordWeaken = function(serverIp, n=1) {\r\n if (this.dataMap == null) {\r\n //[MoneyStolen, NumTimesHacked, NumTimesGrown, NumTimesWeaken]\r\n this.dataMap = new AllServersMap([0, 0, 0, 0], true);\r\n }\r\n this.dataMap[serverIp][3] += n;\r\n}\r\n\r\nRunningScript.prototype.toJSON = function() {\r\n return Generic_toJSON(\"RunningScript\", this);\r\n}\r\n\r\n\r\nRunningScript.fromJSON = function(value) {\r\n return Generic_fromJSON(RunningScript, value.data);\r\n}\r\n\r\nReviver.constructors.RunningScript = RunningScript;\r\n\r\n//Creates an object that creates a map/dictionary with the IP of each existing server as\r\n//a key. Initializes every key with a specified value that can either by a number or an array\r\nfunction AllServersMap(arr=false, filterOwned=false) {\r\n for (var ip in AllServers) {\r\n if (AllServers.hasOwnProperty(ip)) {\r\n if (filterOwned && (AllServers[ip].purchasedByPlayer || AllServers[ip].hostname === \"home\")) {\r\n continue;\r\n }\r\n if (arr) {\r\n this[ip] = [0, 0, 0, 0];\r\n } else {\r\n this[ip] = 0;\r\n }\r\n }\r\n }\r\n}\r\n\r\nAllServersMap.prototype.toJSON = function() {\r\n return Generic_toJSON(\"AllServersMap\", this);\r\n}\r\n\r\n\r\nAllServersMap.fromJSON = function(value) {\r\n return Generic_fromJSON(AllServersMap, value.data);\r\n}\r\n\r\nReviver.constructors.AllServersMap = AllServersMap;\r\n\r\nexport {updateScriptEditorContent, loadAllRunningScripts, findRunningScript,\r\n RunningScript, Script, AllServersMap, scriptEditorInit, isScriptFilename};\r\n","import {Augmentations, AugmentationNames} from \"./Augmentations.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Faction, Factions, factionExists,\r\n joinFaction, displayFactionContent} from \"./Faction.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {hackWorldDaemon, redPillFlag} from \"./RedPill.js\";\r\nimport {KEY} from \"./Terminal.js\";\r\n\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {getRandomInt, addOffset, clearObject,\r\n createElement, removeChildrenFromElement,\r\n exceptionAlert, createPopup, appendLineBreaks,\r\n removeElementById, removeElement,\r\n createProgressBarText} from \"../utils/HelperFunctions.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\nimport numeral from \"numeral/min/numeral.min\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\n\r\n\r\nvar CityNames = [\"Aevum\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Ishima\", \"Volhaven\"];\r\n\r\nvar CyclesPerSecond = 5; //Game cycle is 200 ms\r\n\r\nvar StaminaGainPerSecond = 0.0085;\r\nvar BaseStaminaLoss = 0.285; //Base stamina loss per action. Increased based on difficulty\r\nvar MaxStaminaToGainFactor = 70000; //Max Stamina is divided by this to get bonus stamina gain\r\n\r\nvar DifficultyToTimeFactor = 10; //Action Difficulty divided by this to get base action time\r\n\r\n//The difficulty multiplier affects stamina loss and hp loss of an action. Also affects\r\n//experience gain. Its formula is:\r\n//difficulty ^ exponentialFactor + difficulty / linearFactor\r\nvar DiffMultExponentialFactor = 0.28;\r\nvar DiffMultLinearFactor = 650;\r\n\r\nvar EffAgiLinearFactor = 90e3;\r\nvar EffDexLinearFactor = 90e3;\r\nvar EffAgiExponentialFactor = 0.031;\r\nvar EffDexExponentialFactor = 0.03;\r\n\r\nvar BaseRecruitmentTimeNeeded = 300; //Base time needed (s) to complete a Recruitment action\r\n\r\nvar PopulationThreshold = 1e9; //Population at which success rates start being affected\r\nvar ChaosThreshold = 50; //City chaos level after which it starts making tasks harder\r\n\r\nvar BaseStatGain = 1; //Base stat gain per second\r\nvar BaseIntGain = 0.001; //Base intelligence stat gain\r\n\r\nvar ActionCountGrowthPeriod = 300; //Time (s) it takes for action count to grow by its specified value\r\n\r\nvar RankToFactionRepFactor = 2; //Delta Faction Rep = this * Delta Rank\r\nvar RankNeededForFaction = 25;\r\n\r\nvar ContractSuccessesPerLevel = 3; //How many successes you need to level up a contract\r\nvar OperationSuccessesPerLevel = 2.5; //How many successes you need to level up an op\r\n\r\nvar RanksPerSkillPoint = 4; //How many ranks needed to get 1 Skill Point\r\n\r\nvar ContractBaseMoneyGain = 10e3; //Base Money Gained per contract\r\n\r\n//DOM related variables\r\nvar ActiveActionCssClass = \"bladeburner-active-action\";\r\n\r\n//Console related stuff\r\nvar consoleHistory = []; //Console command history\r\nvar consoleHistoryIndex = 0;\r\nvar consoleHelpText = {\r\n helpList:\"Use 'help [command]' to get more information about a particular Bladeburner console command.

\" +\r\n \"automate [var] [val] [hi/low] Configure simple automation for Bladeburner tasks
\" +\r\n \"clear/cls Clear the console
\" +\r\n \"help [cmd] Display this help text, or help text for a specific command
\" +\r\n \"log [en/dis] [type] Enable or disable logging for events and actions
\" +\r\n \"skill [action] [name] Level or display info about your Bladeburner skills
\" +\r\n \"start [type] [name] Start a Bladeburner action/task
\" +\r\n \"stop Stops your current Bladeburner action/task
\",\r\n automate:\"automate [var] [val] [hi/low]

\" +\r\n \"A simple way to automate your Bladeburner actions. This console command can be used \" +\r\n \"to automatically start an action when your stamina rises above a certain threshold, and \" +\r\n \"automatically switch to another action when your stamina drops below another threshold.

\" +\r\n \"automate status - Check the current status of your automation and get a brief description of what it'll do
\" +\r\n \"automate en - Enable the automation feature
\" +\r\n \"automate dis - Disable the automation feature

\" +\r\n \"There are four properties that must be set for this automation to work properly. Here is how to set them:

\" +\r\n \"automate stamina 100 high
\" +\r\n \"automate contract Tracking high
\" +\r\n \"automate stamina 50 low
\" +\r\n 'automate general \"Field Analysis\" low

' +\r\n \"Using the four console commands above will set the automation to perform Tracking contracts \" +\r\n \"if your stamina is 100 or higher, and then switch to Field Analysis if your stamina drops below \" +\r\n \"50. Note that when setting the action, the name of the action is CASE-SENSITIVE. It must \" +\r\n \"exactly match whatever the name is in the UI.\",\r\n clear:\"clear

Clears the console\",\r\n cls:\"cls

Clears the console\",\r\n help:\"help [command]

\" +\r\n \"Running 'help' with no arguments displays the general help text, which lists all console commands \" +\r\n \"and a brief description of what they do. A command can be specified to get more specific help text \" +\r\n \"about that particular command. For example:

\" +\r\n \"help automate

\" +\r\n \"will display specific information about using the automate console command\",\r\n log:\"log [en/dis] [type]

\" +\r\n \"Enable or disable logging. By default, the results of completing actions such as contracts/operations are logged \" +\r\n \"in the console. There are also random events that are logged in the console as well. The five categories of \" +\r\n \"things that get logged are:

\" +\r\n \"[general, contracts, ops, blackops, events]

\" +\r\n \"The logging for these categories can be enabled or disabled like so:

\" +\r\n \"log dis contracts - Disables logging that occurs when contracts are completed
\" +\r\n \"log en contracts - Enables logging that occurs when contracts are completed
\" +\r\n \"log dis events - Disables logging for Bladeburner random events

\" +\r\n \"Logging can be universally enabled/disabled using the 'all' keyword:

\" +\r\n \"log dis all
\" +\r\n \"log en all\",\r\n skill:\"skill [action] [name]

\" +\r\n \"Level or display information about your skills.

\" +\r\n \"To display information about all of your skills and your multipliers, use:

\" +\r\n \"skill list

\" +\r\n \"To display information about a specific skill, specify the name of the skill afterwards. \" +\r\n \"Note that the name of the skill is case-sensitive. Enter it exactly as seen in the UI. If \" +\r\n \"the name of the skill has whitespace, enclose the name of the skill in double quotation marks:

\" +\r\n \"skill list Reaper
\" +\r\n 'skill list \"Digital Observer\"

' +\r\n \"This console command can also be used to level up skills:

\" +\r\n \"skill level [skill name]\",\r\n start:\"start [type] [name]

\" +\r\n \"Start an action. An action is specified by its type and its name. The \" +\r\n \"name is case-sensitive. It must appear exactly as it does in the UI. If \" +\r\n \"the name of the action has whitespace, enclose it in double quotation marks. \" +\r\n \"Valid action types include:

\" +\r\n \"[general, contract, op, blackop]

\" +\r\n \"Examples:

\" +\r\n 'start contract Tracking
' +\r\n 'start op \"Undercover Operation\"
',\r\n stop:\"stop

\" +\r\n \"Stop your current action and go idle\",\r\n}\r\n\r\n//Keypresses for Console\r\n$(document).keydown(function(event) {\r\n if (Engine.currentPage === Engine.Page.Bladeburner) {\r\n //if (DomElems.consoleInput && !event.ctrlKey && !event.shiftKey && !event.altKey) {\r\n // DomElems.consoleInput.focus();\r\n //}\r\n\r\n if (!(Player.bladeburner instanceof Bladeburner)) {return;}\r\n\r\n //NOTE: Keycodes imported from Terminal.js\r\n if (event.keyCode === KEY.ENTER) {\r\n event.preventDefault();\r\n var command = DomElems.consoleInput.value;\r\n if (command.length > 0) {\r\n Player.bladeburner.postToConsole(\"> \" + command);\r\n Player.bladeburner.resetConsoleInput();\r\n Player.bladeburner.executeConsoleCommands(command);\r\n }\r\n }\r\n\r\n if (event.keyCode === KEY.UPARROW) {\r\n if (DomElems.consoleInput == null) {return;}\r\n var i = consoleHistoryIndex;\r\n var len = consoleHistory.length;\r\n\r\n if (len === 0) {return;}\r\n if (i < 0 || i > len) {\r\n consoleHistoryIndex = len;\r\n }\r\n\r\n if (i !== 0) {\r\n --consoleHistoryIndex;\r\n }\r\n\r\n var prevCommand = consoleHistory[consoleHistoryIndex];\r\n DomElems.consoleInput.value = prevCommand;\r\n setTimeout(function(){DomElems.consoleInput.selectionStart = DomElems.consoleInput.selectionEnd = 10000; }, 0);\r\n }\r\n\r\n if (event.keyCode === KEY.DOWNARROW) {\r\n if (DomElems.consoleInput == null) {return;}\r\n var i = consoleHistoryIndex;\r\n var len = consoleHistory.length;\r\n\r\n if (len == 0) {return;}\r\n if (i < 0 || i > len) {\r\n consoleHistoryIndex = len;\r\n }\r\n\r\n //Latest command, put nothing\r\n if (i == len || i == len-1) {\r\n consoleHistoryIndex = len;\r\n DomElems.consoleInput.value = \"\";\r\n } else {\r\n ++consoleHistoryIndex;\r\n var prevCommand = consoleHistory[consoleHistoryIndex];\r\n DomElems.consoleInput.value = prevCommand;\r\n }\r\n }\r\n }\r\n});\r\n\r\nfunction City(params={}) {\r\n this.name = params.name ? params.name : Locations.Sector12;\r\n\r\n //Synthoid population and estimate\r\n this.pop = params.pop ? params.pop : getRandomInt(800e6, 1.2*PopulationThreshold);\r\n this.popEst = this.pop * (Math.random() + 0.5);\r\n\r\n //Number of Synthoid communities population and estimate\r\n this.comms = params.comms ? params.comms : getRandomInt(1, 40);\r\n this.commsEst = this.comms + getRandomInt(-2, 2);\r\n if (this.commsEst < 0) {this.commsEst = 0;}\r\n this.chaos = 0;\r\n}\r\n\r\nCity.prototype.improvePopulationEstimateByCount = function(n) {\r\n if (isNaN(n)) {throw new Error(\"NaN passeed into City.improvePopulationEstimateByCount()\");}\r\n if (this.popEst < this.pop) {\r\n this.popEst += n;\r\n if (this.popEst > this.pop) {this.popEst = this.pop;}\r\n } else if (this.popEst > this.pop) {\r\n this.popEst -= n;\r\n if (this.popEst < this.pop) {this.popEst = this.pop;}\r\n }\r\n}\r\n\r\n//@p is the percentage, not the multiplier. e.g. pass in p = 5 for 5%\r\nCity.prototype.improvePopulationEstimateByPercentage = function(p, skillMult=1) {\r\n p = p*skillMult;\r\n if (isNaN(p)) {throw new Error(\"NaN passed into City.improvePopulationEstimateByPercentage()\");}\r\n if (this.popEst < this.pop) {\r\n ++this.popEst; //In case estimate is 0\r\n this.popEst *= (1 + (p/100));\r\n if (this.popEst > this.pop) {this.popEst = this.pop;}\r\n } else if (this.popEst > this.pop) {\r\n this.popEst *= (1 - (p/100));\r\n if (this.popEst < this.pop) {this.popEst = this.pop;}\r\n }\r\n}\r\n\r\nCity.prototype.improveCommunityEstimate = function(n=1) {\r\n if (isNaN(n)) {throw new Error(\"NaN passed into City.improveCommunityEstimate()\");}\r\n if (this.commsEst < this.comms) {\r\n this.commsEst += n;\r\n if (this.commsEst > this.comms) {this.commsEst = this.comms;}\r\n } else if (this.commsEst > this.comms) {\r\n this.commsEst -= n;\r\n if (this.commsEst < this.comms) {this.commsEst = this.comms;}\r\n }\r\n}\r\n\r\n//@params options:\r\n// estChange(int): How much the estimate should change by\r\n// estOffset(int): Add offset to estimate (offset by percentage)\r\nCity.prototype.changePopulationByCount = function(n, params={}) {\r\n if (isNaN(n)) {throw new Error(\"NaN passed into City.changePopulationByCount()\");}\r\n this.pop += n;\r\n if (params.estChange && !isNaN(params.estChange)) {this.popEst += params.estChange;}\r\n if (params.estOffset) {\r\n this.popEst = addOffset(this.popEst, params.estOffset);\r\n }\r\n this.popEst = Math.max(this.popEst, 0);\r\n}\r\n\r\n//@p is the percentage, not the multiplier. e.g. pass in p = 5 for 5%\r\n//@params options:\r\n// changeEstEqually(bool) - Change the population estimate by an equal amount\r\n// nonZero (bool) - Set to true to ensure that population always changes by at least 1\r\nCity.prototype.changePopulationByPercentage = function(p, params={}) {\r\n if (isNaN(p)) {throw new Error(\"NaN passed into City.changePopulationByPercentage()\");}\r\n if (p === 0) {return;}\r\n var change = Math.round(this.pop * (p/100));\r\n\r\n //Population always changes by at least 1\r\n if (params.nonZero && change === 0) {\r\n p > 0 ? change = 1 : change = -1;\r\n }\r\n\r\n this.pop += change;\r\n if (params.changeEstEqually) {\r\n this.popEst += change;\r\n if (this.popEst < 0) {this.popEst = 0;}\r\n }\r\n return change;\r\n}\r\n\r\nCity.prototype.changeChaosByCount = function(n) {\r\n if (isNaN(n)) {throw new Error(\"NaN passed into City.changeChaosByCount()\");}\r\n if (n === 0) {return;}\r\n this.chaos += n;\r\n if (this.chaos < 0) {this.chaos = 0;}\r\n}\r\n\r\n//@p is the percentage, not the multiplier (e.g. pass in p = 5 for 5%)\r\nCity.prototype.changeChaosByPercentage = function(p) {\r\n if (isNaN(p)) {throw new Error(\"NaN passed into City.chaosChaosByPercentage()\");}\r\n if (p === 0) {return;}\r\n var change = this.chaos * (p/100);\r\n this.chaos += change;\r\n if (this.chaos < 0) {this.chaos = 0;}\r\n}\r\n\r\nCity.prototype.toJSON = function() {\r\n return Generic_toJSON(\"City\", this);\r\n}\r\nCity.fromJSON = function(value) {\r\n return Generic_fromJSON(City, value.data);\r\n}\r\nReviver.constructors.City = City;\r\n\r\nfunction Skill(params={name:\"foo\", desc:\"foo\"}) {\r\n if (params.name) {\r\n this.name = params.name;\r\n } else {\r\n throw new Error(\"Failed to initialize Bladeburner Skill. No name was specified in ctor\");\r\n }\r\n if (params.desc) {\r\n this.desc = params.desc;\r\n } else {\r\n throw new Error(\"Failed to initialize Bladeburner Skills. No desc was specified in ctor\");\r\n }\r\n this.baseCost = params.baseCost ? params.baseCost : 1; //Cost is in Skill Points\r\n this.costInc = params.costInc ? params.costInc : 1; //Additive cost increase per level\r\n\r\n if (params.maxLvl) {this.maxLvl = params.maxLvl;}\r\n\r\n //These benefits are additive. So total multiplier will be level (handled externally) times the\r\n //effects below\r\n if (params.successChanceAll) {this.successChanceAll = params.successChanceAll;}\r\n if (params.successChanceStealth) {this.successChanceStealth = params.successChanceStealth;}\r\n if (params.successChanceKill) {this.successChanceKill = params.successChanceKill;}\r\n if (params.successChanceContract) {this.successChanceContract = params.successChanceContract;}\r\n if (params.successChanceOperation) {this.successChanceOperation = params.successChanceOperation;}\r\n\r\n //This multiplier affects everything that increases synthoid population/community estimate\r\n //e.g. Field analysis, Investigation Op, Undercover Op\r\n if (params.successChanceEstimate) {this.successChanceEstimate = params.successChanceEstimate;}\r\n\r\n if (params.actionTime) {this.actionTime = params.actionTime;}\r\n if (params.effHack) {this.effHack = params.effHack;}\r\n if (params.effStr) {this.effStr = params.effStr;}\r\n if (params.effDef) {this.effDef = params.effDef;}\r\n if (params.effDex) {this.effDex = params.effDex;}\r\n if (params.effAgi) {this.effAgi = params.effAgi;}\r\n if (params.effCha) {this.effCha = params.effCha;}\r\n\r\n if (params.stamina) {this.stamina = params.stamina;}\r\n\r\n //Equipment\r\n if (params.weaponAbility) {this.weaponAbility = params.weaponAbility;}\r\n if (params.gunAbility) {this.gunAbility = params.gunAbility;}\r\n}\r\nvar Skills = {};\r\nvar SkillNames = {\r\n BladesIntuition: \"Blade's Intuition\",\r\n Reaper: \"Reaper\",\r\n Cloak: \"Cloak\",\r\n Marksman: \"Marksman\",\r\n WeaponProficiency: \"Weapon Proficiency\",\r\n Overclock: \"Overclock\",\r\n EvasiveSystem: \"Evasive System\",\r\n ShortCircuit: \"Short-Circuit\",\r\n DigitalObserver: \"Digital Observer\",\r\n Datamancer: \"Datamancer\",\r\n Tracer: \"Tracer\",\r\n CybersEdge: \"Cyber's Edge\"\r\n}\r\n\r\n//Base Class for Contracts, Operations, and BlackOps\r\nfunction Action(params={}) {\r\n this.name = params.name ? params.name : \"\";\r\n this.desc = params.desc ? params.desc : \"\";\r\n\r\n //Difficulty scales with level\r\n //Exact formula is not set in stone\r\n //Initial design: baseDifficulty * (difficultyFac ^ level)?\r\n //difficulty Fac is slightly greater than 1\r\n this.level = 1;\r\n this.maxLevel = 1;\r\n this.autoLevel = true;\r\n this.baseDifficulty = params.baseDifficulty ? addOffset(params.baseDifficulty, 10) : 100;\r\n this.difficultyFac = params.difficultyFac ? params.difficultyFac : 1.01;\r\n\r\n //Rank increase/decrease is affected by this exponent\r\n this.rewardFac = params.rewardFac ? params.rewardFac : 1.02;\r\n\r\n this.successes = 0;\r\n this.failures = 0;\r\n\r\n //All of these scale with level/difficulty\r\n this.rankGain = params.rankGain ? params.rankGain : 0;\r\n if (params.rankLoss) {this.rankLoss = params.rankLoss;}\r\n if (params.hpLoss) {\r\n this.hpLoss = params.hpLoss;\r\n this.hpLost = 0;\r\n }\r\n\r\n //Action Category. Current categories are stealth and kill\r\n this.isStealth = params.isStealth ? true : false;\r\n this.isKill = params.isKill ? true : false;\r\n\r\n //Number of this contract remaining, and its growth rate\r\n //Growth rate is an integer and the count will increase by that integer every \"cycle\"\r\n this.count = params.count ? params.count : getRandomInt(1e3, 25e3);\r\n this.countGrowth = params.countGrowth ? params.countGrowth : getRandomInt(1, 5);\r\n\r\n //Weighting of each stat in determining action success rate\r\n var defaultWeights = {hack:1/7,str:1/7,def:1/7,dex:1/7,agi:1/7,cha:1/7,int:1/7};\r\n this.weights = params.weights ? params.weights : defaultWeights;\r\n\r\n //Check to make sure weights are summed properly\r\n var sum = 0;\r\n for (var weight in this.weights) {\r\n if (this.weights.hasOwnProperty(weight)) {\r\n sum += this.weights[weight];\r\n }\r\n }\r\n if (sum - 1 >= 10 * Number.EPSILON) {\r\n throw new Error(\"Invalid weights when constructing Action \" + this.name +\r\n \". The weights should sum up to 1. They sum up to :\" + 1);\r\n }\r\n\r\n //Diminishing returns of stats (stat ^ decay where 0 <= decay <= 1)\r\n var defaultDecays = {hack:0.9,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.9,int:0.9};\r\n this.decays = params.decays ? params.decays : defaultDecays;\r\n for (var decay in this.decays) {\r\n if (this.decays.hasOwnProperty(decay)) {\r\n if (this.decays[decay] > 1) {\r\n throw new Error(\"Invalid decays when constructing \" +\r\n \"Action \" + this.name + \". \" +\r\n \"Decay value cannot be greater than 1\");\r\n }\r\n }\r\n }\r\n}\r\n\r\nAction.prototype.getDifficulty = function() {\r\n var difficulty = this.baseDifficulty * Math.pow(this.difficultyFac, this.level-1);\r\n if (isNaN(difficulty)) {throw new Error(\"Calculated NaN in Action.getDifficulty()\");}\r\n return difficulty;\r\n}\r\n\r\n//@inst - Bladeburner Object\r\n//@params - options:\r\n// est (bool): Get success chance estimate instead of real success chance\r\nAction.prototype.getSuccessChance = function(inst, params={}) {\r\n if (inst == null) {throw new Error(\"Invalid Bladeburner instance passed into Action.getSuccessChance\");}\r\n var difficulty = this.getDifficulty();\r\n var competence = 0;\r\n for (var stat in this.weights) {\r\n if (this.weights.hasOwnProperty(stat)) {\r\n var playerStatLvl = Player.queryStatFromString(stat);\r\n var key = \"eff\" + stat.charAt(0).toUpperCase() + stat.slice(1);\r\n var effMultiplier = inst.skillMultipliers[key];\r\n if (effMultiplier == null) {\r\n console.log(\"ERROR: Failed to find Bladeburner Skill multiplier for: \" + stat);\r\n effMultiplier = 1;\r\n }\r\n competence += (this.weights[stat] * Math.pow(effMultiplier*playerStatLvl, this.decays[stat]));\r\n }\r\n }\r\n competence *= inst.calculateStaminaPenalty();\r\n\r\n //For Operations, factor in team members\r\n if (this instanceof Operation || this instanceof BlackOperation) {\r\n if (this.teamCount && this.teamCount > 0) {\r\n this.teamCount = Math.min(this.teamCount, inst.teamSize);\r\n var teamMultiplier = Math.pow(this.teamCount, 0.05);\r\n competence *= teamMultiplier;\r\n }\r\n }\r\n\r\n //Lower city population results in lower chances\r\n if (!(this instanceof BlackOperation)) {\r\n var city = inst.getCurrentCity();\r\n if (params.est) {\r\n competence *= (city.popEst / PopulationThreshold);\r\n } else {\r\n competence *= (city.pop / PopulationThreshold);\r\n }\r\n\r\n //Too high of a chaos results in lower chances\r\n if (city.chaos > ChaosThreshold) {\r\n var diff = 1 + (city.chaos - ChaosThreshold);\r\n var mult = Math.pow(diff, 0.1);\r\n difficulty *= mult;\r\n }\r\n\r\n //For Raid Operations, no communities = fail\r\n if (this instanceof Operation && this.name === \"Raid\") {\r\n if (city.comms <= 0) {return 0;}\r\n }\r\n }\r\n\r\n //Factor skill multipliers into success chance\r\n competence *= inst.skillMultipliers.successChanceAll;\r\n if (this instanceof Operation || this instanceof BlackOperation) {\r\n competence *= inst.skillMultipliers.successChanceOperation;\r\n }\r\n if (this instanceof Contract) {\r\n competence *= inst.skillMultipliers.successChanceContract;\r\n }\r\n if (this.isStealth) {\r\n competence *= inst.skillMultipliers.successChanceStealth;\r\n }\r\n if (this.isKill) {\r\n competence *= inst.skillMultipliers.successChanceKill;\r\n }\r\n\r\n //Augmentation multiplier\r\n competence *= Player.bladeburner_success_chance_mult;\r\n\r\n if (isNaN(competence)) {throw new Error(\"Competence calculated as NaN in Action.getSuccessChance()\");}\r\n return Math.min(1, competence / difficulty);\r\n}\r\n\r\n//Tests for success. Should be called when an action has completed\r\n// @inst - Bladeburner Object\r\nAction.prototype.attempt = function(inst) {\r\n return (Math.random() < this.getSuccessChance(inst));\r\n}\r\n\r\nAction.prototype.getActionTime = function(inst) {\r\n var difficulty = this.getDifficulty();\r\n var baseTime = difficulty / DifficultyToTimeFactor;\r\n var skillFac = inst.skillMultipliers.actionTime; //Always < 1\r\n\r\n var effAgility = Player.agility * inst.skillMultipliers.effAgi;\r\n var effDexterity = Player.dexterity * inst.skillMultipliers.effDex;\r\n var statFac = 0.5 * (Math.pow(effAgility, EffAgiExponentialFactor) +\r\n Math.pow(effDexterity, EffDexExponentialFactor) +\r\n (effAgility / EffAgiLinearFactor) +\r\n (effDexterity / EffDexLinearFactor)); //Always > 1\r\n\r\n baseTime = Math.max(1, baseTime * skillFac / statFac);\r\n\r\n if (this instanceof Contract) {\r\n return Math.ceil(baseTime);\r\n } else if (this instanceof Operation) {\r\n return Math.ceil(baseTime);\r\n } else if (this instanceof BlackOperation) {\r\n return Math.ceil(baseTime * 1.5);\r\n } else {\r\n throw new Error(\"Unrecognized Action Type in Action.getActionTime(this). Must be either Contract, Operation, or BlackOperation\");\r\n }\r\n}\r\n\r\nAction.prototype.getSuccessesNeededForNextLevel = function(baseSuccessesPerLevel) {\r\n return Math.ceil((0.5) * (this.maxLevel) * (2 * baseSuccessesPerLevel + (this.maxLevel-1)));\r\n}\r\n\r\nAction.prototype.setMaxLevel = function(baseSuccessesPerLevel) {\r\n if (this.successes >= this.getSuccessesNeededForNextLevel(baseSuccessesPerLevel)) {\r\n ++this.maxLevel;\r\n }\r\n}\r\n\r\nAction.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Action\", this);\r\n}\r\nAction.fromJSON = function(value) {\r\n return Generic_fromJSON(Action, value.data);\r\n}\r\nReviver.constructors.Action = Action;\r\nvar GeneralActions = {}; //Training, Field Analysis, Recruitment, etc.\r\n\r\n//Action Identifier\r\nvar ActionTypes = Object.freeze({\r\n \"Idle\": 1,\r\n \"Contract\": 2,\r\n \"Operation\": 3,\r\n \"BlackOp\": 4,\r\n \"BlackOperation\": 4,\r\n \"Training\": 5,\r\n \"Recruitment\": 6,\r\n \"FieldAnalysis\": 7,\r\n \"Field Analysis\": 7\r\n});\r\nfunction ActionIdentifier(params={}) {\r\n if (params.name) {this.name = params.name;}\r\n if (params.type) {this.type = params.type;}\r\n}\r\nActionIdentifier.prototype.toJSON = function() {\r\n return Generic_toJSON(\"ActionIdentifier\", this);\r\n}\r\nActionIdentifier.fromJSON = function(value) {\r\n return Generic_fromJSON(ActionIdentifier, value.data);\r\n}\r\nReviver.constructors.ActionIdentifier = ActionIdentifier;\r\n\r\n//Contracts\r\nfunction Contract(params={}) {\r\n Action.call(this, params);\r\n}\r\nContract.prototype = Object.create(Action.prototype);\r\nContract.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Contract\", this);\r\n}\r\nContract.fromJSON = function(value) {\r\n return Generic_fromJSON(Contract, value.data);\r\n}\r\nReviver.constructors.Contract = Contract;\r\n\r\n//Operations\r\nfunction Operation(params={}) {\r\n Action.call(this, params);\r\n this.reqdRank = params.reqdRank ? params.reqdRank : 100;\r\n this.teamCount = params.teamCount ? params.teamCount : 0; //# of team members to use\r\n}\r\nOperation.prototype = Object.create(Action.prototype);\r\nOperation.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Operation\", this);\r\n}\r\nOperation.fromJSON = function(value) {\r\n return Generic_fromJSON(Operation, value.data);\r\n}\r\nReviver.constructors.Operation = Operation;\r\n\r\n//Black Operations\r\nfunction BlackOperation(params={}) {\r\n Operation.call(this, params);\r\n\r\n //Black ops are one time missions\r\n this.count = 1;\r\n this.countGrowth = 0;\r\n}\r\nBlackOperation.prototype = Object.create(Action.prototype);\r\nBlackOperation.prototype.toJSON = function() {\r\n return Generic_toJSON(\"BlackOperation\", this);\r\n}\r\nBlackOperation.fromJSON = function(value) {\r\n return Generic_fromJSON(BlackOperation, value.data);\r\n}\r\nReviver.constructors.BlackOperation = BlackOperation;\r\nvar BlackOperations = {};\r\n\r\nfunction Bladeburner(params={}) {\r\n this.numHosp = 0; //Number of hospitalizations\r\n this.moneyLost = 0; //Money lost due to hospitalizations\r\n this.rank = 0;\r\n this.maxRank = 0; //Used to determine skill points\r\n\r\n this.skillPoints = 0;\r\n this.totalSkillPoints = 0;\r\n\r\n this.teamSize = 0; //Number of team members\r\n this.teamLost = 0; //Number of team members lost\r\n\r\n this.storedCycles = 0;\r\n\r\n this.randomEventCounter = getRandomInt(300, 600); //5-10 minutes\r\n\r\n //These times are in seconds\r\n this.actionTimeToComplete = 0; //0 or -1 is an infinite running action (like training)\r\n this.actionTimeCurrent = 0;\r\n\r\n //ActionIdentifier Object\r\n var idleActionType = ActionTypes[\"Idle\"];\r\n this.action = new ActionIdentifier({type:idleActionType});\r\n\r\n this.cities = {};\r\n for (var i = 0; i < CityNames.length; ++i) {\r\n this.cities[CityNames[i]] = new City({name:CityNames[i]});\r\n }\r\n this.city = Locations.Sector12;\r\n\r\n //Map of SkillNames -> level\r\n this.skills = {};\r\n this.skillMultipliers = {};\r\n this.updateSkillMultipliers(); //Calls resetSkillMultipliers()\r\n\r\n //Max Stamina is based on stats and Bladeburner-specific bonuses\r\n this.staminaBonus = 0; //Gained from training\r\n this.maxStamina = 0;\r\n this.calculateMaxStamina();\r\n this.stamina = this.maxStamina;\r\n\r\n //Contracts and Operations objects. These objects have unique\r\n //properties because they are randomized in each instance and have stats like\r\n //successes/failures, so they need to be saved/loaded by the game.\r\n this.contracts = {};\r\n this.operations = {};\r\n\r\n //Object that contains name of all Black Operations that have been completed\r\n this.blackops = {};\r\n\r\n //Flags for whether these actions should be logged to console\r\n this.logging = {\r\n general:true,\r\n contracts:true,\r\n ops:true,\r\n blackops:true,\r\n events:true,\r\n }\r\n\r\n //Simple automation values\r\n this.automateEnabled = false;\r\n this.automateActionHigh = 0;\r\n this.automateThreshHigh = 0; //Stamina Threshold\r\n this.automateActionLow = 0;\r\n this.automateThreshLow = 0; //Stamina Threshold\r\n\r\n //Initialization\r\n initBladeburner();\r\n this.initializeDomElementRefs();\r\n if (params.new) {this.create();}\r\n}\r\n\r\nBladeburner.prototype.prestige = function() {\r\n this.resetAction();\r\n var bladeburnerFac = Factions[\"Bladeburners\"];\r\n if (this.rank >= RankNeededForFaction) {\r\n joinFaction(bladeburnerFac);\r\n }\r\n}\r\n\r\nBladeburner.prototype.create = function() {\r\n this.contracts[\"Tracking\"] = new Contract({\r\n name:\"Tracking\",\r\n desc:\"Identify and locate Synthoids. This contract involves reconnaissance \" +\r\n \"and information-gathering ONLY. Do NOT engage. Stealth is of the utmost importance.

\" +\r\n \"Successfully completing Tracking contracts will slightly improve your Synthoid population estimate for \" +\r\n \"whatever city you are currently in.\",\r\n baseDifficulty:125,difficultyFac:1.02,rewardFac:1.041,\r\n rankGain:0.3, hpLoss:0.5,\r\n count:getRandomInt(300, 800), countGrowth:getRandomInt(1, 5),\r\n weights:{hack:0,str:0.05,def:0.05,dex:0.35,agi:0.35,cha:0.1, int:0.05},\r\n decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.9, int:1},\r\n isStealth:true\r\n });\r\n this.contracts[\"Bounty Hunter\"] = new Contract({\r\n name:\"Bounty Hunter\",\r\n desc:\"Hunt down and capture fugitive Synthoids. These Synthoids are wanted alive.

\" +\r\n \"Successfully completing a Bounty Hunter contract will lower the population in your \" +\r\n \"current city, and will also increase its chaos level.\",\r\n baseDifficulty:250, difficultyFac:1.04,rewardFac:1.085,\r\n rankGain:0.9, hpLoss:1,\r\n count:getRandomInt(200, 750), countGrowth:getRandomInt(1, 3),\r\n weights:{hack:0,str:0.15,def:0.15,dex:0.25,agi:0.25,cha:0.1, int:0.1},\r\n decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},\r\n isKill:true\r\n });\r\n this.contracts[\"Retirement\"] = new Contract({\r\n name:\"Retirement\",\r\n desc:\"Hunt down and retire (kill) rogue Synthoids.

\" +\r\n \"Successfully copmleting a Retirement contract will lower the population in your current \" +\r\n \"city, and will also increase its chaos level.\",\r\n baseDifficulty:200, difficultyFac:1.03, rewardFac:1.065,\r\n rankGain:0.6, hpLoss:1,\r\n count:getRandomInt(300, 900), countGrowth:getRandomInt(1,4),\r\n weights:{hack:0,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0.1, int:0.1},\r\n decays:{hack:0,str:0.91,def:0.91,dex:0.91,agi:0.91,cha:0.8, int:0.9},\r\n isKill:true\r\n });\r\n\r\n this.operations[\"Investigation\"] = new Operation({\r\n name:\"Investigation\",\r\n desc:\"As a field agent, investigate and identify Synthoid \" +\r\n \"populations, movements, and operations.

Successful \" +\r\n \"Investigation ops will increase the accuracy of your \" +\r\n \"synthoid data.

\" +\r\n \"You will NOT lose HP from failed Investigation ops.\",\r\n baseDifficulty:400, difficultyFac:1.03,rewardFac:1.07,reqdRank:25,\r\n rankGain:2, rankLoss:0.2,\r\n count:getRandomInt(50, 400), countGrowth:1,\r\n weights:{hack:0.25,str:0.05,def:0.05,dex:0.2,agi:0.1,cha:0.25, int:0.1},\r\n decays:{hack:0.85,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},\r\n isStealth:true\r\n });\r\n this.operations[\"Undercover Operation\"] = new Operation({\r\n name:\"Undercover Operation\",\r\n desc:\"Conduct undercover operations to identify hidden \" +\r\n \"and underground Synthoid communities and organizations.

\" +\r\n \"Successful Undercover ops will increase the accuracy of your synthoid \" +\r\n \"data.\",\r\n baseDifficulty:500, difficultyFac:1.04, rewardFac:1.09, reqdRank:100,\r\n rankGain:4, rankLoss:0.4, hpLoss:2,\r\n count:getRandomInt(50, 300), countGrowth:1,\r\n weights:{hack:0.2,str:0.05,def:0.05,dex:0.2,agi:0.2,cha:0.2, int:0.1},\r\n decays:{hack:0.8,str:0.9,def:0.9,dex:0.9,agi:0.9,cha:0.7, int:0.9},\r\n isStealth:true\r\n });\r\n this.operations[\"Sting Operation\"] = new Operation({\r\n name:\"Sting Operation\",\r\n desc:\"Conduct a sting operation to bait and capture particularly \" +\r\n \"notorious Synthoid criminals.\",\r\n baseDifficulty:650, difficultyFac:1.04, rewardFac:1.095, reqdRank:500,\r\n rankGain:5, rankLoss:0.5, hpLoss:2.5,\r\n count:getRandomInt(25,400), countGrowth:0.75,\r\n weights:{hack:0.25,str:0.05,def:0.05,dex:0.25,agi:0.1,cha:0.2, int:0.1},\r\n decays:{hack:0.8,str:0.85,def:0.85,dex:0.85,agi:0.85,cha:0.7, int:0.9},\r\n isStealth:true\r\n });\r\n this.operations[\"Raid\"] = new Operation({\r\n name:\"Raid\",\r\n desc:\"Lead an assault on a known Synthoid community. Note that \" +\r\n \"there must be an existing Synthoid community in your current city \" +\r\n \"in order for this Operation to be successful\",\r\n baseDifficulty:800, difficultyFac:1.045, rewardFac:1.1, reqdRank:3000,\r\n rankGain:50,rankLoss:2.5,hpLoss:50,\r\n count:getRandomInt(25, 150), countGrowth:0.2,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},\r\n isKill:true\r\n });\r\n this.operations[\"Stealth Retirement Operation\"] = new Operation({\r\n name:\"Stealth Retirement Operation\",\r\n desc:\"Lead a covert operation to retire Synthoids. The \" +\r\n \"objective is to complete the task without \" +\r\n \"drawing any attention. Stealth and discretion are key.\",\r\n baseDifficulty:1000, difficultyFac:1.05, rewardFac:1.11, reqdRank:20e3,\r\n rankGain:20, rankLoss:2, hpLoss:10,\r\n count:getRandomInt(25, 250), countGrowth:0.1,\r\n weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},\r\n decays:{hack:0.7,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.9},\r\n isStealth:true, isKill:true\r\n });\r\n this.operations[\"Assassination\"] = new Operation({\r\n name:\"Assassination\",\r\n desc:\"Assassinate Synthoids that have been identified as \" +\r\n \"important, high-profile social and political leaders \" +\r\n \"in the Synthoid communities.\",\r\n baseDifficulty:1500, difficultyFac:1.06, rewardFac:1.14, reqdRank:50e3,\r\n rankGain:40, rankLoss:4, hpLoss:5,\r\n count:getRandomInt(25, 200), countGrowth:0.1,\r\n weights:{hack:0.1,str:0.1,def:0.1,dex:0.3,agi:0.3,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.8},\r\n isStealth:true, isKill:true\r\n });\r\n}\r\n\r\nBladeburner.prototype.storeCycles = function(numCycles=1) {\r\n this.storedCycles += numCycles;\r\n}\r\n\r\nBladeburner.prototype.process = function() {\r\n //Extreme condition...if Operation Daedalus is complete trigger the BitNode\r\n if (redPillFlag === false && this.blackops.hasOwnProperty(\"Operation Daedalus\")) {\r\n return hackWorldDaemon(Player.bitNodeN);\r\n }\r\n\r\n //If the Player starts doing some other actions, set action to idle and alert\r\n if (Augmentations[AugmentationNames.BladesSimulacrum].owned === false && Player.isWorking) {\r\n if (this.action.type !== ActionTypes[\"Idle\"]) {\r\n dialogBoxCreate(\"Your Bladeburner action was cancelled because you started \" +\r\n \"doing something else\");\r\n }\r\n this.resetAction();\r\n }\r\n\r\n //A 'tick' for this mechanic is one second (= 5 game cycles)\r\n if (this.storedCycles >= CyclesPerSecond) {\r\n var seconds = Math.floor(this.storedCycles / CyclesPerSecond);\r\n seconds = Math.min(seconds, 5); //Max of 5 'ticks'\r\n this.storedCycles -= seconds * CyclesPerSecond;\r\n\r\n //Stamina\r\n this.calculateMaxStamina();\r\n this.stamina += (this.calculateStaminaGainPerSecond() * seconds);\r\n this.stamina = Math.min(this.maxStamina, this.stamina);\r\n\r\n //Count increase for contracts/operations\r\n for (var contractName in this.contracts) {\r\n if (this.contracts.hasOwnProperty(contractName)) {\r\n var contract = this.contracts[contractName];\r\n contract.count += (seconds * contract.countGrowth/ActionCountGrowthPeriod);\r\n }\r\n }\r\n for (var operationName in this.operations) {\r\n if (this.operations.hasOwnProperty(operationName)) {\r\n var op = this.operations[operationName];\r\n op.count += (seconds * op.countGrowth/ActionCountGrowthPeriod);\r\n }\r\n }\r\n\r\n //Chaos goes down very slowly\r\n for (var i = 0; i < CityNames.length; ++i) {\r\n var city = this.cities[CityNames[i]];\r\n if (!(city instanceof City)) {throw new Error(\"Invalid City object when processing passive chaos reduction in Bladeburner.process\");}\r\n city.chaos -= (0.0001 * seconds);\r\n city.chaos = Math.max(0, city.chaos);\r\n }\r\n\r\n //Random Events\r\n this.randomEventCounter -= seconds;\r\n if (this.randomEventCounter <= 0) {\r\n this.randomEvent();\r\n this.randomEventCounter = getRandomInt(300, 600);\r\n }\r\n\r\n this.processAction(seconds);\r\n\r\n //Automation\r\n if (this.automateEnabled) {\r\n if (this.stamina <= this.automateThreshLow) {\r\n if (this.action.name !== this.automateActionLow.name || this.action.type !== this.automateActionLow.type) {\r\n this.action = this.automateActionLow;\r\n this.startAction(this.action);\r\n }\r\n } else if (this.stamina >= this.automateThreshHigh) {\r\n if (this.action.name !== this.automateActionHigh.name || this.action.type !== this.automateActionHigh.type) {\r\n this.action = this.automateActionHigh;\r\n this.startAction(this.action);\r\n }\r\n }\r\n }\r\n\r\n if (Engine.currentPage === Engine.Page.Bladeburner) {\r\n this.updateContent();\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.calculateMaxStamina = function() {\r\n var effAgility = Player.agility * this.skillMultipliers.effAgi;\r\n var maxStamina = (Math.pow(effAgility, 0.8) + this.staminaBonus);\r\n maxStamina *= this.skillMultipliers.stamina;\r\n maxStamina *= Player.bladeburner_max_stamina_mult;\r\n if (isNaN(maxStamina)) {throw new Error(\"Max Stamina calculated to be NaN in Bladeburner.calculateMaxStamina()\");}\r\n this.maxStamina = maxStamina;\r\n}\r\n\r\nBladeburner.prototype.calculateStaminaGainPerSecond = function() {\r\n var effAgility = Player.agility * this.skillMultipliers.effAgi;\r\n var maxStaminaBonus = this.maxStamina / MaxStaminaToGainFactor;\r\n var gain = (StaminaGainPerSecond + maxStaminaBonus) * Math.pow(effAgility, 0.17);\r\n return gain * (this.skillMultipliers.stamina * Player.bladeburner_stamina_gain_mult);\r\n}\r\n\r\nBladeburner.prototype.calculateStaminaPenalty = function() {\r\n return Math.min(1, this.stamina / (0.5 * this.maxStamina));\r\n}\r\n\r\nBladeburner.prototype.changeRank = function(change) {\r\n if (isNaN(change)) {throw new Error(\"NaN passed into Bladeburner.changeRank()\");}\r\n this.rank += change;\r\n if (this.rank < 0) {this.rank = 0;}\r\n this.maxRank = Math.max(this.rank, this.maxRank);\r\n\r\n var bladeburnersFactionName = \"Bladeburners\";\r\n if (factionExists(bladeburnersFactionName)) {\r\n var bladeburnerFac = Factions[bladeburnersFactionName];\r\n if (!(bladeburnerFac instanceof Faction)) {\r\n throw new Error(\"Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button\");\r\n }\r\n if (bladeburnerFac.isMember) {\r\n var favorBonus = 1 + (bladeburnerFac.favor / 100);\r\n bladeburnerFac.playerReputation += (RankToFactionRepFactor * change * Player.faction_rep_mult * favorBonus);\r\n }\r\n }\r\n\r\n //Gain skill points. You get 1 every 4 ranks\r\n var rankNeededForSp = (this.totalSkillPoints+1) * RanksPerSkillPoint;\r\n if (this.maxRank >= rankNeededForSp) {\r\n //Calculate how many skill points to gain\r\n var gainedSkillPoints = Math.floor((this.maxRank - rankNeededForSp) / RanksPerSkillPoint + 1);\r\n this.skillPoints += gainedSkillPoints;\r\n this.totalSkillPoints += gainedSkillPoints;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getCurrentCity = function() {\r\n var city = this.cities[this.city];\r\n if (!(city instanceof City)) {\r\n throw new Error(\"Bladeburner.getCurrentCity() did not properly return a City object\");\r\n }\r\n return city;\r\n}\r\n\r\nBladeburner.prototype.resetSkillMultipliers = function() {\r\n this.skillMultipliers = {\r\n successChanceAll:1,\r\n successChanceStealth:1,\r\n successChanceKill:1,\r\n successChanceContract:1,\r\n successChanceOperation:1,\r\n successChanceEstimate:1,\r\n actionTime:1,\r\n effHack:1,\r\n effStr:1,\r\n effDef:1,\r\n effDex:1,\r\n effAgi:1,\r\n effCha:1,\r\n effInt:1,\r\n stamina:1,\r\n weaponAbility:1,\r\n gunAbility:1,\r\n };\r\n}\r\n\r\nBladeburner.prototype.updateSkillMultipliers = function() {\r\n this.resetSkillMultipliers();\r\n for (var skillName in this.skills) {\r\n if (this.skills.hasOwnProperty(skillName)) {\r\n var skill = Skills[skillName];\r\n if (skill == null) {\r\n throw new Error(\"Could not find Skill Object for: \" + skillName);\r\n }\r\n var level = this.skills[skillName];\r\n if (level == null || level <= 0) {continue;} //Not upgraded\r\n\r\n var multiplierNames = Object.keys(this.skillMultipliers);\r\n for (var i = 0; i < multiplierNames.length; ++i) {\r\n var multiplierName = multiplierNames[i];\r\n if (skill[multiplierName] != null && !isNaN(skill[multiplierName])) {\r\n var value = skill[multiplierName] * level;\r\n var multiplierValue = 1 + (value / 100);\r\n if (multiplierName === \"actionTime\") {\r\n multiplierValue = 1 - (value / 100);\r\n }\r\n this.skillMultipliers[multiplierName] *= multiplierValue;\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.upgradeSkill = function(skill) {\r\n //This does NOT handle deduction of skill points\r\n var skillName = skill.name;\r\n if (this.skills[skillName]) {\r\n ++this.skills[skillName];\r\n } else {\r\n this.skills[skillName] = 1;\r\n }\r\n if (isNaN(this.skills[skillName]) || this.skills[skillName] < 0) {\r\n throw new Error(\"Level of Skill \" + skillName + \" is invalid: \" + this.skills[skillName]);\r\n }\r\n this.updateSkillMultipliers();\r\n}\r\n\r\nBladeburner.prototype.getActionObject = function(actionId) {\r\n //Given an ActionIdentifier object, returns the corresponding\r\n //Contract, Operation, or BlackOperation object\r\n switch (actionId.type) {\r\n case ActionTypes[\"Contract\"]:\r\n return this.contracts[actionId.name];\r\n break;\r\n case ActionTypes[\"Operation\"]:\r\n return this.operations[actionId.name];\r\n break;\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n return BlackOperations[actionId.name];\r\n break;\r\n default:\r\n return null;\r\n console.log(\"WARNING: Bladeburner.getActionObject() called with an unexpected \" +\r\n \"ActionIdentifier type: \" + actionId.type);\r\n }\r\n}\r\n\r\n//Sets the player to the \"IDLE\" action\r\nBladeburner.prototype.resetAction = function() {\r\n this.action = new ActionIdentifier({type:ActionTypes.Idle});\r\n}\r\n\r\nBladeburner.prototype.startAction = function(actionId) {\r\n if (actionId == null) {return;}\r\n this.action = actionId;\r\n this.actionTimeCurrent = 0;\r\n switch (actionId.type) {\r\n case ActionTypes[\"Idle\"]:\r\n this.actionTimeToComplete = 0;\r\n break;\r\n case ActionTypes[\"Contract\"]:\r\n try {\r\n var action = this.getActionObject(actionId);\r\n if (action == null) {\r\n throw new Error(\"Failed to get Contract Object for: \" + actionId.name);\r\n }\r\n if (action.count < 1) {return this.resetAction();}\r\n this.actionTimeToComplete = action.getActionTime(this);\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n break;\r\n case ActionTypes[\"Operation\"]:\r\n try {\r\n var action = this.getActionObject(actionId);\r\n if (action == null) {\r\n throw new Error (\"Failed to get Operation Object for: \" + actionId.name);\r\n }\r\n if (action.count < 1) {return this.resetAction();}\r\n this.actionTimeToComplete = action.getActionTime(this);\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n break;\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n try {\r\n var action = this.getActionObject(actionId);\r\n if (action == null) {\r\n throw new Error(\"Failed to get BlackOperation object for: \" + actionId.name);\r\n }\r\n this.actionTimeToComplete = action.getActionTime(this);\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n break;\r\n case ActionTypes[\"Training\"]:\r\n this.actionTimeToComplete = 30;\r\n break;\r\n case ActionTypes[\"Recruitment\"]:\r\n this.actionTimeToComplete = this.getRecruitmentTime();\r\n break;\r\n case ActionTypes[\"FieldAnalysis\"]:\r\n case ActionTypes[\"Field Analysis\"]:\r\n this.actionTimeToComplete = 30;\r\n break;\r\n default:\r\n throw new Error(\"Invalid Action Type in Bladeburner.startAction(): \" + actionId.type);\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.processAction = function(seconds) {\r\n if (this.action.type === ActionTypes[\"Idle\"]) {return;}\r\n if (this.actionTimeToComplete <= 0) {\r\n console.log(\"action.type: \" + this.action.type);\r\n throw new Error(\"Invalid actionTimeToComplete value: \" + this.actionTimeToComplete);\r\n }\r\n if (!(this.action instanceof ActionIdentifier)) {\r\n throw new Error(\"Bladeburner.action is not an ActionIdentifier Object\");\r\n }\r\n\r\n this.actionTimeCurrent += seconds;\r\n if (this.actionTimeCurrent >= this.actionTimeToComplete) {\r\n return this.completeAction();\r\n }\r\n}\r\n\r\nBladeburner.prototype.completeAction = function() {\r\n switch (this.action.type) {\r\n case ActionTypes[\"Contract\"]:\r\n case ActionTypes[\"Operation\"]:\r\n try {\r\n var isOperation = (this.action.type === ActionTypes[\"Operation\"]);\r\n var action = this.getActionObject(this.action);\r\n if (action == null) {\r\n throw new Error(\"Failed to get Contract/Operation Object for: \" + this.action.name);\r\n }\r\n var difficulty = action.getDifficulty();\r\n var difficultyMultiplier = Math.pow(difficulty, DiffMultExponentialFactor) + difficulty / DiffMultLinearFactor;\r\n var rewardMultiplier = Math.pow(action.rewardFac, action.level-1);\r\n\r\n //Stamina loss is based on difficulty\r\n this.stamina -= (BaseStaminaLoss * difficultyMultiplier);\r\n if (this.stamina < 0) {this.stamina = 0;}\r\n\r\n //Process Contract/Operation success/failure\r\n if (action.attempt(this)) {\r\n this.gainActionStats(action, true);\r\n ++action.successes;\r\n --action.count;\r\n\r\n //Earn money for contracts\r\n var moneyGain = 0;\r\n if (!isOperation) {\r\n moneyGain = ContractBaseMoneyGain * rewardMultiplier;\r\n Player.gainMoney(moneyGain);\r\n }\r\n\r\n if (isOperation) {\r\n action.setMaxLevel(OperationSuccessesPerLevel);\r\n } else {\r\n action.setMaxLevel(ContractSuccessesPerLevel);\r\n }\r\n if (action.rankGain) {\r\n var gain = addOffset(action.rankGain * rewardMultiplier, 10);\r\n this.changeRank(gain);\r\n if (isOperation && this.logging.ops) {\r\n this.log(action.name + \" successfully completed! Gained \" + formatNumber(gain, 3) + \" rank\");\r\n } else if (!isOperation && this.logging.contracts) {\r\n this.log(action.name + \" contract successfully completed! Gained \" + formatNumber(gain, 3) + \" rank and \" + numeral(moneyGain).format(\"$0.000a\"));\r\n }\r\n }\r\n isOperation ? this.completeOperation(true) : this.completeContract(true);\r\n } else {\r\n this.gainActionStats(action, false);\r\n ++action.failures;\r\n var loss = 0, damage = 0;\r\n if (action.rankLoss) {\r\n loss = addOffset(action.rankLoss * rewardMultiplier, 10);\r\n this.changeRank(-1 * loss);\r\n }\r\n if (action.hpLoss) {\r\n damage = action.hpLoss * difficultyMultiplier;\r\n damage = Math.ceil(addOffset(damage, 10));\r\n this.hpLost += damage;\r\n if (Player.takeDamage(damage)) {\r\n ++this.numHosp;\r\n this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);\r\n }\r\n }\r\n var logLossText = \"\";\r\n if (loss > 0) {logLossText += \"Lost \" + formatNumber(loss, 3) + \" rank.\";}\r\n if (damage > 0) {logLossText += \"Took \" + formatNumber(damage, 0) + \" damage.\";}\r\n if (isOperation && this.logging.ops) {\r\n this.log(action.name + \" failed! \" + logLossText);\r\n } else if (!isOperation && this.logging.contracts) {\r\n this.log(action.name + \" contract failed! \" + logLossText);\r\n }\r\n isOperation ? this.completeOperation(false) : this.completeContract(false);\r\n }\r\n if (action.autoLevel) {action.level = action.maxLevel;} //Autolevel\r\n this.startAction(this.action); //Repeat action\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n break;\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n try {\r\n var action = this.getActionObject(this.action);\r\n if (action == null || !(action instanceof BlackOperation)) {\r\n throw new Error(\"Failed to get BlackOperation Object for: \" + this.action.name);\r\n }\r\n var difficulty = action.getDifficulty();\r\n var difficultyMultiplier = Math.pow(difficulty, DiffMultExponentialFactor) + difficulty / DiffMultLinearFactor;\r\n\r\n //Stamina loss is based on difficulty\r\n this.stamina -= (BaseStaminaLoss * difficultyMultiplier);\r\n if (this.stamina < 0) {this.stamina = 0;}\r\n\r\n //Team loss variables\r\n var teamCount = action.teamCount, teamLossMax;\r\n\r\n if (action.attempt(this)) {\r\n this.gainActionStats(action, true);\r\n action.count = 0;\r\n this.blackops[action.name] = true;\r\n var rankGain = 0;\r\n if (action.rankGain) {\r\n rankGain = addOffset(action.rankGain, 10);\r\n this.changeRank(rankGain);\r\n }\r\n teamLossMax = Math.ceil(teamCount/2);\r\n\r\n //Operation Daedalus\r\n if (action.name === \"Operation Daedalus\") {\r\n this.resetAction();\r\n return hackWorldDaemon(Player.bitNodeN);\r\n }\r\n\r\n if (Engine.currentPage === Engine.Page.Bladeburner) {\r\n this.createActionAndSkillsContent();\r\n }\r\n\r\n if (this.logging.blackops) {\r\n this.log(action.name + \" successful! Gained \" + formatNumber(rankGain, 1) + \" rank\");\r\n }\r\n } else {\r\n this.gainActionStats(action, false);\r\n var rankLoss = 0, damage = 0;\r\n if (action.rankLoss) {\r\n rankLoss = addOffset(action.rankLoss, 10);\r\n this.changeRank(-1 * rankLoss);\r\n }\r\n if (action.hpLoss) {\r\n damage = action.hpLoss * difficultyMultiplier;\r\n damage = Math.ceil(addOffset(damage, 10));\r\n if (Player.takeDamage(damage)) {\r\n ++this.numHosp;\r\n this.moneyLost += (CONSTANTS.HospitalCostPerHp * Player.max_hp);\r\n }\r\n }\r\n teamLossMax = Math.floor(teamCount);\r\n\r\n if (this.logging.blackops) {\r\n this.log(action.name + \" failed! Lost \" + formatNumber(rankLoss, 1) + \" rank and took\" + formatNumber(damage, 0) + \" damage\");\r\n }\r\n }\r\n\r\n this.resetAction(); //Stop regardless of success or fail\r\n\r\n //Calculate team lossses\r\n if (teamCount >= 1) {\r\n var losses = getRandomInt(1, teamLossMax);\r\n this.teamSize -= losses;\r\n this.teamLost += losses;\r\n if (this.logging.blackops) {\r\n this.log(\"You lost \" + formatNumber(losses, 0) + \" team members during \" + action.name);\r\n }\r\n }\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n break;\r\n case ActionTypes[\"Training\"]:\r\n this.stamina -= (0.5 * BaseStaminaLoss);\r\n var strExpGain = 30 * Player.strength_exp_mult,\r\n defExpGain = 30 * Player.defense_exp_mult,\r\n dexExpGain = 30 * Player.dexterity_exp_mult,\r\n agiExpGain = 30 * Player.agility_exp_mult,\r\n staminaGain = 0.04 * this.skillMultipliers.stamina;\r\n Player.gainStrengthExp(strExpGain);\r\n Player.gainDefenseExp(defExpGain);\r\n Player.gainDexterityExp(dexExpGain);\r\n Player.gainAgilityExp(agiExpGain);\r\n this.staminaBonus += (staminaGain);\r\n if (this.logging.general) {\r\n this.log(\"Training completed. Gained: \" +\r\n formatNumber(strExpGain, 1) + \" str exp, \" +\r\n formatNumber(defExpGain, 1) + \" def exp, \" +\r\n formatNumber(dexExpGain, 1) + \" dex exp, \" +\r\n formatNumber(agiExpGain, 1) + \" agi exp, \" +\r\n formatNumber(staminaGain, 3) + \" max stamina\");\r\n }\r\n this.startAction(this.action); //Repeat action\r\n break;\r\n case ActionTypes[\"FieldAnalysis\"]:\r\n case ActionTypes[\"Field Analysis\"]:\r\n //Does not use stamina. Effectiveness depends on hacking, int, and cha\r\n var eff = 0.04 * Math.pow(Player.hacking_skill, 0.3) +\r\n 0.04 * Math.pow(Player.intelligence, 0.9) +\r\n 0.02 * Math.pow(Player.charisma, 0.3);\r\n eff *= Player.bladeburner_analysis_mult;\r\n if (isNaN(eff) || eff < 0) {\r\n throw new Error(\"Field Analysis Effectiveness calculated to be NaN or negative\");\r\n }\r\n var hackingExpGain = 20 * Player.hacking_exp_mult,\r\n charismaExpGain = 20 * Player.charisma_exp_mult;\r\n Player.gainHackingExp(hackingExpGain);\r\n Player.gainIntelligenceExp(BaseIntGain);\r\n Player.gainCharismaExp(charismaExpGain);\r\n this.changeRank(0.1);\r\n console.log(\"DEBUG: Field Analysis effectiveness is \" + (eff * this.skillMultipliers.successChanceEstimate));\r\n this.getCurrentCity().improvePopulationEstimateByPercentage(eff * this.skillMultipliers.successChanceEstimate);\r\n if (this.logging.general) {\r\n this.log(\"Field analysis completed. Gained 0.1 rank, \" + formatNumber(hackingExpGain, 1) + \" hacking exp, and \" + formatNumber(charismaExpGain, 1) + \" charisma exp\");\r\n }\r\n this.startAction(this.action); //Repeat action\r\n break;\r\n case ActionTypes[\"Recruitment\"]:\r\n var successChance = this.getRecruitmentSuccessChance();\r\n console.log(\"Bladeburner recruitment success chance: \" + successChance);\r\n if (Math.random() < successChance) {\r\n var expGain = 2 * BaseStatGain * this.actionTimeToComplete;\r\n Player.gainCharismaExp(expGain);\r\n ++this.teamSize;\r\n if (this.logging.general) {\r\n this.log(\"Successfully recruited a team member! Gained \" + formatNumber(expGain, 1) + \" charisma exp\");\r\n }\r\n } else {\r\n var expGain = BaseStatGain * this.actionTimeToComplete;\r\n Player.gainCharismaExp(expGain);\r\n if (this.logging.general) {\r\n this.log(\"Failed to recruit a team member. Gained \" + formatNumber(expGain, 1) + \" charisma exp\");\r\n }\r\n }\r\n this.startAction(this.action); //Repeat action\r\n break;\r\n default:\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.completeContract = function(success) {\r\n if (this.action.type !== ActionTypes.Contract) {\r\n throw new Error(\"completeContract() called even though current action is not a Contract\");\r\n }\r\n var city = this.getCurrentCity();\r\n if (success) {\r\n switch (this.action.name) {\r\n case \"Tracking\":\r\n //Increase estimate accuracy by a relatively small amount\r\n city.improvePopulationEstimateByCount(getRandomInt(100, 1e3));\r\n break;\r\n case \"Bounty Hunter\":\r\n city.changePopulationByCount(-1, {estChange:-1});\r\n city.changeChaosByCount(0.02);\r\n break;\r\n case \"Retirement\":\r\n city.changePopulationByCount(-1, {estChange:-1});\r\n city.changeChaosByCount(0.04);\r\n break;\r\n default:\r\n throw new Error(\"Invalid Action name in completeContract: \" + this.action.name);\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.completeOperation = function(success) {\r\n if (this.action.type !== ActionTypes.Operation) {\r\n throw new Error(\"completeOperation() called even though current action is not an Operation\");\r\n }\r\n var action = this.getActionObject(this.action);\r\n if (action == null) {\r\n throw new Error(\"Failed to get Contract/Operation Object for: \" + this.action.name);\r\n }\r\n\r\n //Calculate team losses\r\n var teamCount = action.teamCount, max;\r\n if (teamCount >= 1) {\r\n if (success) {\r\n max = Math.ceil(teamCount/2);\r\n } else {\r\n max = Math.floor(teamCount)\r\n }\r\n var losses = getRandomInt(0, max);\r\n this.teamSize -= losses;\r\n this.teamLost += losses;\r\n if (this.logging.ops && losses > 0) {\r\n this.log(\"Lost \" + formatNumber(losses, 0) + \" team members during this \" + action.name);\r\n }\r\n }\r\n\r\n var city = this.getCurrentCity();\r\n if (this.logging.ops) {\r\n if (success) {\r\n this.log(action.name + \" completed successfully! \")\r\n } else {\r\n\r\n }\r\n }\r\n switch (action.name) {\r\n case \"Investigation\":\r\n if (success) {\r\n city.improvePopulationEstimateByPercentage(0.4 * this.skillMultipliers.successChanceEstimate);\r\n if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) {\r\n city.improveCommunityEstimate(1);\r\n }\r\n } else {\r\n this.triggerPotentialMigration(this.city, 0.1);\r\n }\r\n break;\r\n case \"Undercover Operation\":\r\n if (success) {\r\n city.improvePopulationEstimateByPercentage(0.8 * this.skillMultipliers.successChanceEstimate);\r\n if (Math.random() < (0.02 * this.skillMultipliers.successChanceEstimate)) {\r\n city.improveCommunityEstimate(1);\r\n }\r\n } else {\r\n this.triggerPotentialMigration(this.city, 0.15);\r\n }\r\n break;\r\n case \"Sting Operation\":\r\n if (success) {\r\n city.changePopulationByPercentage(-0.1, {changeEstEqually:true, nonZero:true});\r\n }\r\n city.changeChaosByCount(0.1);\r\n break;\r\n case \"Raid\":\r\n if (success) {\r\n city.changePopulationByPercentage(-1, {changeEstEqually:true, nonZero:true});\r\n --city.comms;\r\n --city.commsEst;\r\n } else {\r\n var change = getRandomInt(-3, -1);\r\n city.changePopulationByPercentage(change, {nonZero:true});\r\n }\r\n city.changeChaosByPercentage(getRandomInt(1, 5));\r\n break;\r\n case \"Stealth Retirement Operation\":\r\n if (success) {\r\n city.changePopulationByPercentage(-0.5, {changeEstEqually:true,nonZero:true});\r\n }\r\n city.changeChaosByPercentage(getRandomInt(-3, -1));\r\n break;\r\n case \"Assassination\":\r\n if (success) {\r\n city.changePopulationByCount(-1, {estChange:-1});\r\n }\r\n city.changeChaosByPercentage(getRandomInt(-5, 5));\r\n break;\r\n default:\r\n throw new Error(\"Invalid Action name in completeOperation: \" + this.action.name);\r\n }\r\n}\r\n\r\nBladeburner.prototype.getRecruitmentTime = function() {\r\n var effCharisma = Player.charisma * this.skillMultipliers.effCha;\r\n var charismaFactor = Math.pow(effCharisma, 0.81) + effCharisma / 90;\r\n return Math.max(10, Math.round(BaseRecruitmentTimeNeeded - charismaFactor));\r\n}\r\n\r\nBladeburner.prototype.getRecruitmentSuccessChance = function() {\r\n return Math.pow(Player.charisma, 0.45) / (this.teamSize + 1);\r\n}\r\n\r\n//Process stat gains from Contracts, Operations, and Black Operations\r\n//@action(Action obj) - Derived action class\r\n//@success(bool) - Whether action was successful\r\nBladeburner.prototype.gainActionStats = function(action, success) {\r\n var difficulty = action.getDifficulty();\r\n\r\n //Gain multiplier based on difficulty. If this changes then the\r\n //same variable calculated in completeAction() needs to change too\r\n var difficultyMult = Math.pow(difficulty, DiffMultExponentialFactor) + difficulty / DiffMultLinearFactor;\r\n\r\n var time = this.actionTimeToComplete;\r\n var successMult = success ? 1 : 0.5;\r\n\r\n var unweightedGain = time * BaseStatGain * successMult * difficultyMult;\r\n var unweightedIntGain = time * BaseIntGain * successMult * difficultyMult;\r\n Player.gainHackingExp(unweightedGain * action.weights.hack * Player.hacking_exp_mult);\r\n Player.gainStrengthExp(unweightedGain * action.weights.str * Player.strength_exp_mult);\r\n Player.gainDefenseExp(unweightedGain * action.weights.def * Player.defense_exp_mult);\r\n Player.gainDexterityExp(unweightedGain * action.weights.dex * Player.dexterity_exp_mult);\r\n Player.gainAgilityExp(unweightedGain * action.weights.agi * Player.agility_exp_mult);\r\n Player.gainCharismaExp(unweightedGain * action.weights.cha * Player.charisma_exp_mult);\r\n Player.gainIntelligenceExp(unweightedIntGain * action.weights.int);\r\n}\r\n\r\nBladeburner.prototype.randomEvent = function() {\r\n var chance = Math.random();\r\n\r\n //Choose random source/destination city for events\r\n var sourceCityName = CityNames[getRandomInt(0, 5)];\r\n var sourceCity = this.cities[sourceCityName];\r\n if (!(sourceCity instanceof City)) {\r\n throw new Error(\"sourceCity was not a City object in Bladeburner.randomEvent()\");\r\n }\r\n\r\n var destCityName = CityNames[getRandomInt(0, 5)];\r\n while (destCityName === sourceCityName) {\r\n destCityName = CityNames[getRandomInt(0, 5)];\r\n }\r\n var destCity = this.cities[destCityName];\r\n\r\n if (!(sourceCity instanceof City) || !(destCity instanceof City)) {\r\n throw new Error(\"sourceCity was not a City object in Bladeburner.randomEvent()\");\r\n }\r\n\r\n if (chance <= 0.05) {\r\n //New Synthoid Community, 5%\r\n ++sourceCity.comms;\r\n var percentage = getRandomInt(10, 20) / 100;\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop += count;\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that a new Synthoid community was formed in a city\");\r\n }\r\n } else if (chance <= 0.1) {\r\n //Synthoid Community Migration, 5%\r\n if (sourceCity.comms <= 0) {\r\n //If no comms in source city, then instead trigger a new Synthoid community event\r\n ++sourceCity.comms;\r\n var percentage = getRandomInt(10, 20) / 100;\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop += count;\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that a new Synthoid community was formed in a city\");\r\n }\r\n } else {\r\n --sourceCity.comms;\r\n ++destCity.comms;\r\n\r\n //Change pop\r\n var percentage = getRandomInt(10, 20) / 100;\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop -= count;\r\n destCity.pop += count;\r\n\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that a Synthoid community migrated from \" + sourceCityName + \" to some other city\");\r\n }\r\n }\r\n } else if (chance <= 0.3) {\r\n //New Synthoids (non community), 20%\r\n var percentage = getRandomInt(8, 24) / 100;\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop += count;\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that the Synthoid population of \" + sourceCityName + \" just changed significantly\");\r\n }\r\n } else if (chance <= 0.5) {\r\n //Synthoid migration (non community) 20%\r\n this.triggerMigration(sourceCityName);\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that a large number of Synthoids migrated from \" + sourceCityName + \" to some other city\");\r\n }\r\n } else if (chance <= 0.7) {\r\n //Synthoid Riots (+chaos), 20%\r\n sourceCity.chaos += 1;\r\n sourceCity.chaos *= (1 + getRandomInt(5, 10) / 100);\r\n if (this.logging.events) {\r\n this.log(\"Tensions between Synthoids and humans lead to riots in \" + sourceCityName + \"! Chaos increased\");\r\n }\r\n } else if (chance <= 0.9) {\r\n //Less Synthoids, 20%\r\n var percentage = getRandomInt(5, 20) / 100;\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop -= count;\r\n if (this.logging.events) {\r\n this.log(\"Intelligence indicates that the Synthoid population of \" + sourceCityName + \" just changed significantly\");\r\n }\r\n }\r\n //20% chance of nothing happening\r\n}\r\n\r\nBladeburner.prototype.triggerPotentialMigration = function(sourceCityName, chance) {\r\n if (chance == null || isNaN(chance)) {\r\n console.log(\"ERROR: Invalid 'chance' parameter passed into Bladeburner.triggerPotentialMigration()\");\r\n }\r\n if (chance > 1) {chance /= 100;}\r\n if (Math.random() < chance) {this.triggerMigration(sourceCityName);}\r\n}\r\n\r\nBladeburner.prototype.triggerMigration = function(sourceCityName) {\r\n var destCityName = CityNames[getRandomInt(0, 5)];\r\n while (destCityName === sourceCityName) {\r\n destCityName = CityNames[getRandomInt(0, 5)];\r\n }\r\n var destCity = this.cities[destCityName];\r\n var sourceCity = this.cities[sourceCityName];\r\n if (destCity == null || sourceCity == null) {\r\n throw new Error(\"Failed to find City with name: \" + destCityName);\r\n }\r\n var rand = Math.random(), percentage = getRandomInt(3, 15) / 100;\r\n\r\n if (rand < 0.05 && sourceCity.comms > 0) { //5% chance for community migration\r\n percentage *= getRandomInt(2, 4); //Migration increases population change\r\n --sourceCity.comms;\r\n ++destCity.comms;\r\n }\r\n var count = Math.round(sourceCity.pop * percentage);\r\n sourceCity.pop -= count;\r\n destCity.pop += count;\r\n}\r\n\r\nvar DomElems = {};\r\n\r\nBladeburner.prototype.initializeDomElementRefs = function() {\r\n DomElems = {\r\n bladeburnerDiv: null,\r\n\r\n //Main Divs\r\n overviewConsoleParentDiv: null,\r\n\r\n overviewDiv: null, //Overview of stats that stays fixed on left\r\n actionAndSkillsDiv: null, //Panel for different sections (contracts, ops, skills)\r\n currentTab: null, //Contracts, Operations, Black Ops, Skills\r\n\r\n consoleDiv: null,\r\n consoleTable: null,\r\n consoleInputRow: null, //tr\r\n consoleInputCell: null, //td\r\n consoleInputHeader: null, //\"> \"\r\n consoleInput: null, //Actual input element\r\n\r\n //Overview Content\r\n overviewRank: null,\r\n overviewStamina: null,\r\n overviewStaminaHelpTip: null,\r\n overviewGen1: null, //Stamina Penalty, Team, Hospitalized stats, current city\r\n overviewEstPop: null,\r\n overviewEstPopHelpTip: null,\r\n overviewEstComms: null,\r\n overviewChaos: null,\r\n overviewSkillPoints: null,\r\n overviewAugSuccessMult: null,\r\n overviewAugMaxStaminaMult: null,\r\n overviewAugStaminaGainMult: null,\r\n overviewAugAnalysisMult: null,\r\n\r\n //Actions and Skills Content\r\n actionsAndSkillsDesc: null,\r\n actionsAndSkillsList: null, //ul element of all UI elements in this panel\r\n generalActions: {},\r\n contracts: {},\r\n operations: {},\r\n blackops: {},\r\n skills: {},\r\n skillPointsDisplay: null,\r\n };\r\n}\r\n\r\nBladeburner.prototype.createContent = function() {\r\n DomElems.bladeburnerDiv = createElement(\"div\", {\r\n id:\"bladeburner-container\", position:\"fixed\", class:\"generic-menupage-container\",\r\n });\r\n\r\n //Parent Div for Overview and Console\r\n DomElems.overviewConsoleParentDiv = createElement(\"div\", {\r\n height:\"60%\", display:\"block\", position:\"relative\",\r\n });\r\n\r\n //Overview and Action/Skill pane\r\n DomElems.overviewDiv = createElement(\"div\", {\r\n width:\"30%\", display:\"inline-block\", border:\"1px solid white\",\r\n });\r\n\r\n DomElems.actionAndSkillsDiv = createElement(\"div\", {\r\n height:\"60%\", width:\"70%\", display:\"block\",\r\n border:\"1px solid white\", margin:\"6px\", padding:\"6px\",\r\n });\r\n\r\n DomElems.currentTab = \"general\";\r\n\r\n this.createOverviewContent();\r\n this.createActionAndSkillsContent();\r\n\r\n //Console\r\n DomElems.consoleDiv = createElement(\"div\", {\r\n class:\"bladeburner-console-div\",\r\n clickListener:()=>{\r\n if (DomElems.consoleInput instanceof Element) {\r\n DomElems.consoleInput.focus();\r\n }\r\n return false;\r\n }\r\n });\r\n DomElems.consoleTable = createElement(\"table\", {class:\"bladeburner-console-table\"});\r\n DomElems.consoleInputRow = createElement(\"tr\", {class:\"bladeburner-console-input-row\", id:\"bladeubrner-console-input-row\"});\r\n DomElems.consoleInputCell = createElement(\"td\", {class:\"bladeburner-console-input-cell\"});\r\n DomElems.consoleInputHeader = createElement(\"pre\", {innerText:\"> \"});\r\n DomElems.consoleInput = createElement(\"input\", {\r\n type:\"text\", class:\"bladeburner-console-input\", tabIndex:1,\r\n onfocus:()=>{DomElems.consoleInput.value = DomElems.consoleInput.value}\r\n });\r\n\r\n DomElems.consoleInputCell.appendChild(DomElems.consoleInputHeader);\r\n DomElems.consoleInputCell.appendChild(DomElems.consoleInput);\r\n DomElems.consoleInputRow.appendChild(DomElems.consoleInputCell);\r\n DomElems.consoleTable.appendChild(DomElems.consoleInputRow);\r\n DomElems.consoleDiv.appendChild(DomElems.consoleTable);\r\n\r\n DomElems.overviewConsoleParentDiv.appendChild(DomElems.overviewDiv);\r\n DomElems.overviewConsoleParentDiv.appendChild(DomElems.consoleDiv);\r\n DomElems.bladeburnerDiv.appendChild(DomElems.overviewConsoleParentDiv);\r\n DomElems.bladeburnerDiv.appendChild(DomElems.actionAndSkillsDiv);\r\n\r\n document.getElementById(\"entire-game-container\").appendChild(DomElems.bladeburnerDiv);\r\n\r\n this.postToConsole(\"Bladeburner Console BETA\");\r\n this.postToConsole(\"Type 'help' to see console commands\");\r\n DomElems.consoleInput.focus();\r\n}\r\n\r\nBladeburner.prototype.clearContent = function() {\r\n if (DomElems.bladeburnerDiv instanceof Element) {\r\n removeChildrenFromElement(DomElems.bladeburnerDiv);\r\n removeElement(DomElems.bladeburnerDiv);\r\n }\r\n clearObject(DomElems);\r\n this.initializeDomElementRefs();\r\n}\r\n\r\nBladeburner.prototype.createOverviewContent = function() {\r\n if (DomElems.overviewDiv == null) {\r\n throw new Error(\"Bladeburner.createOverviewContent() called with DomElems.overviewDiv = null\");\r\n }\r\n\r\n DomElems.overviewRank = createElement(\"p\", {\r\n innerText:\"Rank: \",\r\n display:\"inline-block\",\r\n tooltip:\"Your rank within the Bladeburner division\",\r\n });\r\n\r\n DomElems.overviewStamina = createElement(\"p\", {\r\n display:\"inline-block\",\r\n });\r\n\r\n DomElems.overviewStaminaHelpTip = createElement(\"div\", {\r\n innerText:\"?\", class:\"help-tip\",\r\n clickListener:()=>{\r\n dialogBoxCreate(\"Performing actions will use up your stamina.

\" +\r\n \"Your max stamina is determined primarily by your agility stat.

\" +\r\n \"Your stamina gain rate is determined by both your agility and your \" +\r\n \"max stamina. Higher max stamina leads to a higher gain rate.

\" +\r\n \"Once your \" +\r\n \"stamina falls below 50% of its max value, it begins to negatively \" +\r\n \"affect the success rate of your contracts/operations. This penalty \" +\r\n \"is shown in the overview panel. If the penalty is 15%, then this means \" +\r\n \"your success rate would be multipled by 85% (100 - 15).

\" +\r\n \"Your max stamina and stamina gain rate can also be increased by \" +\r\n \"training, or through skills and Augmentation upgrades.\");\r\n }\r\n });\r\n\r\n DomElems.overviewGen1 = createElement(\"p\", {\r\n display:\"block\",\r\n });\r\n\r\n DomElems.overviewEstPop = createElement(\"p\", {\r\n innerText:\"Est. Synthoid Population: \",\r\n display:\"inline-block\",\r\n tooltip:\"This is your Bladeburner division's estimate of how many Synthoids exist \" +\r\n \"in your current city.\"\r\n });\r\n\r\n DomElems.overviewEstPopHelpTip = createElement(\"div\", {\r\n innerText:\"?\", class:\"help-tip\",\r\n clickListener:()=>{\r\n dialogBoxCreate(\"The success rate of your contracts/operations depends on \" +\r\n \"the population of Synthoids in your current city. \" +\r\n \"The success rate that is shown to you is only an estimate, \" +\r\n \"and it is based on your Synthoid population estimate.

\" +\r\n \"Therefore, it is important that this Synthoid population estimate \" +\r\n \"is accurate so that you have a better idea of your \" +\r\n \"success rate for contracts/operations. Certain \" +\r\n \"actions will increase the accuracy of your population \" +\r\n \"estimate.

\" +\r\n \"The Synthoid populations of cities can change due to your \" +\r\n \"actions or random events. If random events occur, they will \" +\r\n \"be logged in the Bladeburner Console.\");\r\n }\r\n });\r\n\r\n DomElems.overviewEstComms = createElement(\"p\", {\r\n innerText:\"Est. Synthoid Communities: \",\r\n display:\"inline-block\",\r\n tooltip:\"This is your Bladeburner divison's estimate of how many Synthoid \" +\r\n \"communities exist in your current city.\",\r\n });\r\n\r\n DomElems.overviewChaos = createElement(\"p\", {\r\n innerText:\"City Chaos: \",\r\n display:\"inline-block\",\r\n tooltip:\"The city's chaos level due to tensions and conflicts between humans and Synthoids. \" +\r\n \"Having too high of a chaos level can make contracts and operations harder.\"\r\n });\r\n\r\n DomElems.overviewSkillPoints = createElement(\"p\", {display:\"block\"});\r\n\r\n DomElems.overviewAugSuccessMult = createElement(\"p\", {display:\"block\"});\r\n DomElems.overviewAugMaxStaminaMult = createElement(\"p\", {display:\"block\"});\r\n DomElems.overviewAugStaminaGainMult = createElement(\"p\", {display:\"block\"});\r\n DomElems.overviewAugAnalysisMult = createElement(\"p\", {display:\"block\"});\r\n\r\n\r\n DomElems.overviewDiv.appendChild(DomElems.overviewRank);\r\n appendLineBreaks(DomElems.overviewDiv, 1);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewStamina);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewStaminaHelpTip);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewGen1);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewEstPop);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewEstPopHelpTip);\r\n appendLineBreaks(DomElems.overviewDiv, 1);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewEstComms);\r\n appendLineBreaks(DomElems.overviewDiv, 1);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewChaos);\r\n appendLineBreaks(DomElems.overviewDiv, 2);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewSkillPoints);\r\n appendLineBreaks(DomElems.overviewDiv, 1);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewAugSuccessMult);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewAugMaxStaminaMult);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewAugStaminaGainMult);\r\n DomElems.overviewDiv.appendChild(DomElems.overviewAugAnalysisMult);\r\n\r\n //Travel to new city button\r\n appendLineBreaks(DomElems.overviewDiv, 1);\r\n DomElems.overviewDiv.appendChild(createElement(\"a\", {\r\n innerHTML:\"Travel\", class:\"a-link-button\", display:\"inline-block\",\r\n clickListener:()=>{\r\n var popupId = \"bladeburner-travel-popup-cancel-btn\";\r\n var popupArguments = [];\r\n popupArguments.push(createElement(\"a\", { //Cancel Button\r\n innerText:\"Cancel\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n removeElementById(popupId); return false;\r\n }\r\n }))\r\n popupArguments.push(createElement(\"p\", { //Info Text\r\n innerText:\"Travel to a different city for your Bladeburner \" +\r\n \"activities. This does not cost any money. The city you are \" +\r\n \"in for your Bladeburner duties does not affect \" +\r\n \"your location in the game otherwise\",\r\n }));\r\n for (var i = 0; i < CityNames.length; ++i) {\r\n (function(inst, i) {\r\n popupArguments.push(createElement(\"div\", {\r\n //Reusing this css class...it adds a border and makes it\r\n //so that background color changes when you hover\r\n class:\"cmpy-mgmt-find-employee-option\",\r\n innerText:CityNames[i],\r\n clickListener:()=>{\r\n inst.city = CityNames[i];\r\n removeElementById(popupId);\r\n inst.updateOverviewContent();\r\n return false;\r\n }\r\n }));\r\n })(this, i);\r\n }\r\n createPopup(popupId, popupArguments);\r\n }\r\n }));\r\n\r\n //Faction button\r\n const bladeburnersFactionName = \"Bladeburners\";\r\n if (factionExists(bladeburnersFactionName)) {\r\n var bladeburnerFac = Factions[bladeburnersFactionName];\r\n if (!(bladeburnerFac instanceof Faction)) {\r\n throw new Error(\"Could not properly get Bladeburner Faction object in Bladeburner UI Overview Faction button\");\r\n }\r\n DomElems.overviewDiv.appendChild(createElement(\"a\", {\r\n innerText:\"Faction\", class:\"a-link-button\", display:\"inline-block\",\r\n tooltip:\"Apply to the Bladeburner Faction, or go to the faction page if you are already a member\",\r\n clickListener:()=>{\r\n if (bladeburnerFac.isMember) {\r\n Engine.loadFactionContent();\r\n displayFactionContent(bladeburnersFactionName);\r\n } else {\r\n if (this.rank >= RankNeededForFaction) {\r\n joinFaction(bladeburnerFac);\r\n dialogBoxCreate(\"Congratulations! You were accepted into the Bladeburners faction\");\r\n removeChildrenFromElement(DomElems.overviewDiv);\r\n this.createOverviewContent();\r\n } else {\r\n dialogBoxCreate(\"You need a rank of 25 to join the Bladeburners Faction!\")\r\n }\r\n }\r\n return false;\r\n }\r\n }));\r\n }\r\n\r\n DomElems.overviewDiv.appendChild(createElement(\"br\"));\r\n DomElems.overviewDiv.appendChild(createElement(\"br\"));\r\n\r\n this.updateOverviewContent();\r\n}\r\n\r\nBladeburner.prototype.createActionAndSkillsContent = function() {\r\n if (DomElems.currentTab == null) {DomElems.currentTab = \"general\";}\r\n\r\n removeChildrenFromElement(DomElems.actionAndSkillsDiv);\r\n clearObject(DomElems.generalActions);\r\n clearObject(DomElems.contracts);\r\n clearObject(DomElems.operations);\r\n clearObject(DomElems.blackops);\r\n clearObject(DomElems.skills);\r\n\r\n //Navigation buttons\r\n var currTab = DomElems.currentTab.toLowerCase();\r\n var buttons = [\"General\", \"Contracts\", \"Operations\", \"BlackOps\", \"Skills\"];\r\n for (var i = 0; i < buttons.length; ++i) {\r\n (function(buttons, i, inst, currTab) {\r\n\r\n DomElems.actionAndSkillsDiv.appendChild(createElement(\"a\", {\r\n innerText:buttons[i],\r\n class:currTab === buttons[i].toLowerCase() ? \"bladeburner-nav-button-inactive\" : \"bladeburner-nav-button\",\r\n clickListener:()=>{\r\n DomElems.currentTab = buttons[i].toLowerCase();\r\n inst.createActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n }) (buttons, i, this, currTab);\r\n }\r\n\r\n //General info/description for each action\r\n DomElems.actionsAndSkillsDesc = createElement(\"p\", {\r\n display:\"block\", margin:\"4px\", padding:\"4px\"\r\n });\r\n\r\n //List for actions/skills\r\n removeChildrenFromElement(DomElems.actionsAndSkillsList);\r\n DomElems.actionsAndSkillsList = createElement(\"ul\");\r\n\r\n switch(currTab) {\r\n case \"general\":\r\n this.createGeneralActionsContent();\r\n break;\r\n case \"contracts\":\r\n this.createContractsContent();\r\n break;\r\n case \"operations\":\r\n this.createOperationsContent();\r\n break;\r\n case \"blackops\":\r\n this.createBlackOpsContent();\r\n break;\r\n case \"skills\":\r\n this.createSkillsContent();\r\n break;\r\n default:\r\n throw new Error(\"Invalid value for DomElems.currentTab in Bladeburner.createActionAndSkillsContent\");\r\n }\r\n this.updateContent();\r\n\r\n DomElems.actionAndSkillsDiv.appendChild(DomElems.actionsAndSkillsDesc);\r\n DomElems.actionAndSkillsDiv.appendChild(DomElems.actionsAndSkillsList);\r\n}\r\n\r\nBladeburner.prototype.createGeneralActionsContent = function() {\r\n if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {\r\n throw new Error(\"Bladeburner.createGeneralActionsContent called with either \" +\r\n \"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null\");\r\n }\r\n\r\n DomElems.actionsAndSkillsDesc.innerText =\r\n \"These are generic actions that will assist you in your Bladeburner \" +\r\n \"duties. They will not affect your Bladeburner rank in any way.\"\r\n\r\n for (var actionName in GeneralActions) {\r\n if (GeneralActions.hasOwnProperty(actionName)) {\r\n DomElems.generalActions[actionName] = createElement(\"div\", {\r\n class:\"bladeburner-action\", name:actionName\r\n });\r\n DomElems.actionsAndSkillsList.appendChild(DomElems.generalActions[actionName]);\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.createContractsContent = function() {\r\n if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {\r\n throw new Error(\"Bladeburner.createContractsContent called with either \" +\r\n \"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null\");\r\n }\r\n\r\n DomElems.actionsAndSkillsDesc.innerHTML =\r\n \"Complete contracts in order to increase your Bitburner rank and earn money. \" +\r\n \"Failing a contract will cause you to lose HP, which can lead to hospitalization.

\" +\r\n \"You can unlock higher-level contracts by successfully completing them. \" +\r\n \"Higher-level contracts are more difficult, but grant more rank, experience, and money.\";\r\n\r\n for (var contractName in this.contracts) {\r\n if (this.contracts.hasOwnProperty(contractName)) {\r\n DomElems.contracts[contractName] = createElement(\"div\", {\r\n class:\"bladeburner-action\", name:contractName\r\n });\r\n DomElems.actionsAndSkillsList.appendChild(DomElems.contracts[contractName]);\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.createOperationsContent = function() {\r\n if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {\r\n throw new Error(\"Bladeburner.createOperationsContent called with either \" +\r\n \"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null\");\r\n }\r\n\r\n DomElems.actionsAndSkillsDesc.innerHTML =\r\n \"Carry out operations for the Bladeburner division. \" +\r\n \"Failing an operation will reduce your Bladeburner rank. It will also \" +\r\n \"cause you to lose HP, which can lead to hospitalization. In general, \" +\r\n \"operations are harder and more punishing than contracts, \" +\r\n \"but are also more rewarding.

\" +\r\n \"Operations can affect the chaos level and Synthoid population of your \" +\r\n \"current city. The exact effects vary between different Operations.

\" +\r\n \"For operations, you can use a team. You must first recruit team members. \" +\r\n \"Having a larger team will improves your chances of success.

\" +\r\n \"You can unlock higher-level operations by successfully completing them. \" +\r\n \"Higher-level operations are more difficult, but grant more rank and experience.\";\r\n\r\n for (var operationName in this.operations) {\r\n if (this.operations.hasOwnProperty(operationName)) {\r\n DomElems.operations[operationName] = createElement(\"div\", {\r\n class:\"bladeburner-action\", name:operationName\r\n });\r\n DomElems.actionsAndSkillsList.appendChild(DomElems.operations[operationName]);\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.createBlackOpsContent = function() {\r\n if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {\r\n throw new Error(\"Bladeburner.createBlackOpsContent called with either \" +\r\n \"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null\");\r\n }\r\n\r\n DomElems.actionsAndSkillsDesc.innerHTML =\r\n \"Black Operations (Black Ops) are special, one-time covert operations. \" +\r\n \"Each Black Op must be unlocked successively by completing \" +\r\n \"the one before it.

\" +\r\n \"Like normal operations, you may use a team for Black Ops. Failing \" +\r\n \"a black op will incur heavy HP and rank losses.\";\r\n\r\n //Put Black Operations in sequence of required rank\r\n var blackops = [];\r\n for (var blackopName in BlackOperations) {\r\n if (BlackOperations.hasOwnProperty(blackopName)) {\r\n blackops.push(BlackOperations[blackopName]);\r\n }\r\n }\r\n blackops.sort(function(a, b) {\r\n return (a.reqdRank - b.reqdRank);\r\n });\r\n\r\n for (var i = 0; i < blackops.length; ++i) {\r\n DomElems.blackops[blackops[i].name] = createElement(\"div\", {\r\n class:\"bladeburner-action\", name:blackops[i].name\r\n });\r\n DomElems.actionsAndSkillsList.appendChild(DomElems.blackops[blackops[i].name]);\r\n if (this.blackops[[blackops[i].name]] == null) {break;} //Can't be found in completed blackops\r\n }\r\n}\r\n\r\nBladeburner.prototype.createSkillsContent = function() {\r\n if (DomElems.actionsAndSkillsList == null || DomElems.actionsAndSkillsDesc == null) {\r\n throw new Error(\"Bladeburner.createSkillsContent called with either \" +\r\n \"DomElems.actionsAndSkillsList or DomElems.actionsAndSkillsDesc = null\");\r\n }\r\n\r\n //Display Current multipliers\r\n DomElems.actionsAndSkillsDesc.innerHTML =\r\n \"You will gain one skill point every \" + RanksPerSkillPoint + \" ranks.

\" +\r\n \"Note that when upgrading a skill, the benefit for that skill is additive. \" +\r\n \"However, the effects of different skills with each other is multiplicative.

\"\r\n var multKeys = Object.keys(this.skillMultipliers);\r\n for (var i = 0; i < multKeys.length; ++i) {\r\n var mult = this.skillMultipliers[multKeys[i]];\r\n if (mult && mult !== 1) {\r\n mult = formatNumber(mult, 3);\r\n switch(multKeys[i]) {\r\n case \"successChanceAll\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Total Success Chance: x\" + mult + \"
\";\r\n break;\r\n case \"successChanceStealth\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Stealth Success Chance: x\" + mult + \"
\";\r\n break;\r\n case \"successChanceKill\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Retirement Success Chance: x\" + mult + \"
\";\r\n break;\r\n case \"successChanceContract\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Contract Success Chance: x\" + mult + \"
\";\r\n break;\r\n case \"successChanceOperation\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Operation Success Chance: x\" + mult + \"
\";\r\n break;\r\n case \"successChanceEstimate\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Synthoid Data Estimate: x\" + mult + \"
\";\r\n break;\r\n case \"actionTime\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Action Time: x\" + mult + \"
\";\r\n break;\r\n case \"effHack\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Hacking Skill: x\" + mult + \"
\";\r\n break;\r\n case \"effStr\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Strength: x\" + mult + \"
\";\r\n break;\r\n case \"effDef\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Defense: x\" + mult + \"
\";\r\n break;\r\n case \"effDex\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Dexterity: x\" + mult + \"
\";\r\n break;\r\n case \"effAgi\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Agility: x\" + mult + \"
\";\r\n break;\r\n case \"effCha\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Charisma: x\" + mult + \"
\";\r\n break;\r\n case \"effInt\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Intelligence: x\" + mult + \"
\";\r\n break;\r\n case \"stamina\":\r\n DomElems.actionsAndSkillsDesc.innerHTML += \"Stamina: x\" + mult + \"
\";\r\n break;\r\n case \"weaponAbility\":\r\n //DomElems.actionsAndSkillsDesc.innerHTML +=\r\n break;\r\n case \"gunAbility\":\r\n //DomElems.actionsAndSkillsDesc.innerHTML\r\n break;\r\n default:\r\n console.log(\"Warning: Unrecognized SkillMult Key: \" + multKeys[i]);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n //Skill Points\r\n DomElems.skillPointsDisplay = createElement(\"p\", {\r\n innerHTML:\"
Skill Points: \" + formatNumber(this.skillPoints, 0) + \"\"\r\n });\r\n DomElems.actionAndSkillsDiv.appendChild(DomElems.skillPointsDisplay);\r\n\r\n //UI Element for each skill\r\n for (var skillName in Skills) {\r\n if (Skills.hasOwnProperty(skillName)) {\r\n DomElems.skills[skillName] = createElement(\"div\", {\r\n class:\"bladeburner-action\", name:skillName\r\n });\r\n DomElems.actionsAndSkillsList.appendChild(DomElems.skills[skillName]);\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.updateContent = function() {\r\n this.updateOverviewContent();\r\n this.updateActionAndSkillsContent();\r\n}\r\n\r\nBladeburner.prototype.updateOverviewContent = function() {\r\n if (Engine.currentPage !== Engine.Page.Bladeburner) {return;}\r\n DomElems.overviewRank.childNodes[0].nodeValue = \"Rank: \" + formatNumber(this.rank, 2);\r\n DomElems.overviewStamina.innerText = \"Stamina: \" + formatNumber(this.stamina, 3) + \" / \" + formatNumber(this.maxStamina, 3);\r\n DomElems.overviewGen1.innerHTML =\r\n \"Stamina Penalty: \" + formatNumber((1-this.calculateStaminaPenalty())*100, 1) + \"%

\" +\r\n \"Team Size: \" + formatNumber(this.teamSize, 0) + \"
\" +\r\n \"Team Members Lost: \" + formatNumber(this.teamLost, 0) + \"

\" +\r\n \"Num Times Hospitalized: \" + this.numHosp + \"
\" +\r\n \"Money Lost From Hospitalizations: \" + numeral(this.moneyLost).format(\"$0.000a\") + \"

\" +\r\n \"Current City: \" + this.city + \"
\";\r\n\r\n DomElems.overviewEstPop.childNodes[0].nodeValue = \"Est. Synthoid Population: \" + numeral(this.getCurrentCity().popEst).format(\"0.000a\");\r\n DomElems.overviewEstComms.childNodes[0].nodeValue = \"Est. Synthoid Communities: \" + formatNumber(this.getCurrentCity().comms, 0);\r\n DomElems.overviewChaos.childNodes[0].nodeValue = \"City Chaos: \" + formatNumber(this.getCurrentCity().chaos);\r\n DomElems.overviewSkillPoints.innerText = \"Skill Points: \" + formatNumber(this.skillPoints, 0);\r\n DomElems.overviewAugSuccessMult.innerText = \"Aug. Success Chance Mult: \" + formatNumber(Player.bladeburner_success_chance_mult*100, 1) + \"%\";\r\n DomElems.overviewAugMaxStaminaMult.innerText = \"Aug. Max Stamina Mult: \" + formatNumber(Player.bladeburner_max_stamina_mult*100, 1) + \"%\";\r\n DomElems.overviewAugStaminaGainMult.innerText = \"Aug. Stamina Gain Mult: \" + formatNumber(Player.bladeburner_stamina_gain_mult*100, 1) + \"%\";\r\n DomElems.overviewAugAnalysisMult.innerText = \"Aug. Field Analysis Mult: \" + formatNumber(Player.bladeburner_analysis_mult*100, 1) + \"%\";\r\n}\r\n\r\nBladeburner.prototype.updateActionAndSkillsContent = function() {\r\n if (DomElems.currentTab == null) {DomElems.currentTab = \"general\";}\r\n switch(DomElems.currentTab.toLowerCase()) {\r\n case \"general\":\r\n var actionElems = Object.keys(DomElems.generalActions);\r\n for (var i = 0; i < actionElems.length; ++i) {\r\n var actionElem = DomElems.generalActions[actionElems[i]];\r\n var name = actionElem.name;\r\n var actionObj = GeneralActions[name];\r\n if (actionObj == null) {\r\n throw new Error(\"Could not find Object \" + name + \" in Bladeburner.updateActionAndSkillsContent()\");\r\n }\r\n if (this.action.type === ActionTypes[name]) {\r\n actionElem.classList.add(ActiveActionCssClass);\r\n } else {\r\n actionElem.classList.remove(ActiveActionCssClass);\r\n }\r\n this.updateGeneralActionsUIElement(actionElem, actionObj);\r\n }\r\n break;\r\n case \"contracts\":\r\n var contractElems = Object.keys(DomElems.contracts);\r\n for (var i = 0; i < contractElems.length; ++i) {\r\n var contractElem = DomElems.contracts[contractElems[i]];\r\n var name = contractElem.name;\r\n if (this.action.type === ActionTypes[\"Contract\"] && name === this.action.name) {\r\n contractElem.classList.add(ActiveActionCssClass);\r\n } else {\r\n contractElem.classList.remove(ActiveActionCssClass);\r\n }\r\n var contract = this.contracts[name];\r\n if (contract == null) {\r\n throw new Error(\"Could not find Contract \" + name + \" in Bladeburner.updateActionAndSkillsContent()\");\r\n }\r\n this.updateContractsUIElement(contractElem, contract);\r\n }\r\n break;\r\n case \"operations\":\r\n var operationElems = Object.keys(DomElems.operations);\r\n for (var i = 0; i < operationElems.length; ++i) {\r\n var operationElem = DomElems.operations[operationElems[i]];\r\n var name = operationElem.name;\r\n if (this.action.type === ActionTypes[\"Operation\"] && name === this.action.name) {\r\n operationElem.classList.add(ActiveActionCssClass);\r\n } else {\r\n operationElem.classList.remove(ActiveActionCssClass);\r\n }\r\n var operation = this.operations[name];\r\n if (operation == null) {\r\n throw new Error(\"Could not find Operation \" + name + \" in Bladeburner.updateActionAndSkillsContent()\");\r\n }\r\n this.updateOperationsUIElement(operationElem, operation);\r\n }\r\n break;\r\n case \"blackops\":\r\n var blackopsElems = Object.keys(DomElems.blackops);\r\n for (var i = 0; i < blackopsElems.length; ++i) {\r\n var blackopElem = DomElems.blackops[blackopsElems[i]];\r\n var name = blackopElem.name;\r\n if (this.action.type === ActionTypes[\"BlackOperation\"] && name === this.action.name) {\r\n blackopElem.classList.add(ActiveActionCssClass);\r\n } else {\r\n blackopElem.classList.remove(ActiveActionCssClass);\r\n }\r\n var blackop = BlackOperations[name];\r\n if (blackop == null) {\r\n throw new Error(\"Could not find BlackOperation \" + name + \" in Bladeburner.updateActionAndSkillsContent()\");\r\n }\r\n this.updateBlackOpsUIElement(blackopElem, blackop);\r\n }\r\n break;\r\n case \"skills\":\r\n DomElems.skillPointsDisplay.innerHTML = \"
Skill Points: \" + formatNumber(this.skillPoints, 0) + \"\";\r\n\r\n var skillElems = Object.keys(DomElems.skills);\r\n for (var i = 0; i < skillElems.length; ++i) {\r\n var skillElem = DomElems.skills[skillElems[i]];\r\n var name = skillElem.name;\r\n var skill = Skills[name];\r\n if (skill == null) {\r\n throw new Error(\"Could not find Skill \" + name + \" in Bladeburner.updateActionAndSkillsContent()\");\r\n }\r\n this.updateSkillsUIElement(skillElem, skill);\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Invalid value for DomElems.currentTab in Bladeburner.createActionAndSkillsContent\");\r\n }\r\n}\r\n\r\nBladeburner.prototype.updateGeneralActionsUIElement = function(el, action) {\r\n removeChildrenFromElement(el);\r\n var isActive = el.classList.contains(ActiveActionCssClass);\r\n\r\n el.appendChild(createElement(\"h2\", { //Header\r\n innerText:isActive ? action.name + \" (IN PROGRESS - \" +\r\n formatNumber(this.actionTimeCurrent, 0) + \" / \" +\r\n formatNumber(this.actionTimeToComplete, 0) + \")\"\r\n : action.name,\r\n display:\"inline-block\",\r\n }));\r\n\r\n if (isActive) { //Progress bar if its active\r\n var progress = this.actionTimeCurrent / this.actionTimeToComplete;\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\",\r\n innerText:createProgressBarText({progress:progress})\r\n }));\r\n } else {\r\n //Start button\r\n el.appendChild(createElement(\"a\", {\r\n innerText:\"Start\", class: \"a-link-button\",\r\n margin:\"3px\", padding:\"3px\",\r\n clickListener:()=>{\r\n this.action.type = ActionTypes[action.name];\r\n this.action.name = action.name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n }\r\n\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"pre\", { //Info\r\n innerHTML:action.desc, display:\"inline-block\"\r\n }));\r\n\r\n\r\n}\r\n\r\nBladeburner.prototype.updateContractsUIElement = function(el, action) {\r\n removeChildrenFromElement(el);\r\n var isActive = el.classList.contains(ActiveActionCssClass);\r\n var estimatedSuccessChance = action.getSuccessChance(this, {est:true});\r\n\r\n el.appendChild(createElement(\"h2\", { //Header\r\n innerText:isActive ? action.name + \" (IN PROGRESS - \" +\r\n formatNumber(this.actionTimeCurrent, 0) + \" / \" +\r\n formatNumber(this.actionTimeToComplete, 0) + \")\"\r\n : action.name,\r\n display:\"inline-block\"\r\n }));\r\n\r\n if (isActive) { //Progress bar if its active\r\n var progress = this.actionTimeCurrent / this.actionTimeToComplete;\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\",\r\n innerText:createProgressBarText({progress:progress})\r\n }));\r\n } else { //Start button\r\n el.appendChild(createElement(\"a\", {\r\n innerText:\"Start\", class: \"a-link-button\",\r\n padding:\"3px\", margin:\"3px\",\r\n clickListener:()=>{\r\n this.action.type = ActionTypes.Contract;\r\n this.action.name = action.name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n }\r\n\r\n //Level and buttons to change level\r\n var maxLevel = (action.level >= action.maxLevel);\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"pre\", {\r\n display:\"inline-block\",\r\n innerText:\"Level: \" + action.level + \" / \" + action.maxLevel,\r\n tooltip:action.getSuccessesNeededForNextLevel(ContractSuccessesPerLevel) + \" successes \" +\r\n \"needed for next level\"\r\n }));\r\n el.appendChild(createElement(\"a\", {\r\n class: maxLevel ? \"a-link-button-inactive\" : \"a-link-button\", innerHTML:\"↑\",\r\n padding:\"2px\", margin:\"2px\",\r\n tooltip: isActive ? \"WARNING: changing the level will restart the contract\" : \"\",\r\n display:\"inline\",\r\n clickListener:()=>{\r\n ++action.level;\r\n if (isActive) {this.startAction(this.action);} //Restart Action\r\n this.updateContractsUIElement(el, action);\r\n return false;\r\n }\r\n }));\r\n el.appendChild(createElement(\"a\", {\r\n class: (action.level <= 1) ? \"a-link-button-inactive\" : \"a-link-button\", innerHTML:\"↓\",\r\n padding:\"2px\", margin:\"2px\",\r\n tooltip: isActive ? \"WARNING: changing the level will restart the contract\" : \"\",\r\n display:\"inline\",\r\n clickListener:()=>{\r\n --action.level;\r\n if (isActive) {this.startAction(this.action);} //Restart Action\r\n this.updateContractsUIElement(el, action);\r\n return false;\r\n }\r\n }));\r\n\r\n var actionTime = action.getActionTime(this);\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"pre\", { //Info\r\n display:\"inline-block\",\r\n innerHTML:action.desc + \"\\n\\n\" +\r\n \"Estimated success chance: \" + formatNumber(estimatedSuccessChance*100, 1) + \"%\\n\" +\r\n \"Time Required (s): \" + formatNumber(actionTime, 0) + \"\\n\" +\r\n \"Contracts remaining: \" + Math.floor(action.count) + \"\\n\" +\r\n \"Successes: \" + action.successes + \"\\n\" +\r\n \"Failures: \" + action.failures,\r\n }));\r\n\r\n //Autolevel Checkbox\r\n el.appendChild(createElement(\"br\"));\r\n var autolevelCheckboxId = \"bladeburner-\" + action.name + \"-autolevel-checkbox\";\r\n el.appendChild(createElement(\"label\", {\r\n for:autolevelCheckboxId, innerText:\"Autolevel\",color:\"white\",\r\n tooltip:\"Automatically increase contract level when possible\"\r\n }));\r\n var autolevelCheckbox = createElement(\"input\", {\r\n type:\"checkbox\", id:autolevelCheckboxId, margin:\"4px\",\r\n checked:action.autoLevel,\r\n changeListener:()=>{\r\n action.autoLevel = autolevelCheckbox.checked;\r\n }\r\n });\r\n el.appendChild(autolevelCheckbox);\r\n}\r\n\r\nBladeburner.prototype.updateOperationsUIElement = function(el, action) {\r\n removeChildrenFromElement(el);\r\n var isActive = el.classList.contains(ActiveActionCssClass);\r\n var estimatedSuccessChance = action.getSuccessChance(this, {est:true});\r\n el.appendChild(createElement(\"h2\", { //Header\r\n innerText:isActive ? action.name + \" (IN PROGRESS - \" +\r\n formatNumber(this.actionTimeCurrent, 0) + \" / \" +\r\n formatNumber(this.actionTimeToComplete, 0) + \")\"\r\n : action.name,\r\n display:\"inline-block\"\r\n }));\r\n\r\n if (isActive) { //Progress bar if its active\r\n var progress = this.actionTimeCurrent / this.actionTimeToComplete;\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\",\r\n innerText:createProgressBarText({progress:progress})\r\n }));\r\n } else { //Start button and set Team Size button\r\n el.appendChild(createElement(\"a\", {\r\n innerText:\"Start\", class: \"a-link-button\",\r\n margin:\"3px\", padding:\"3px\",\r\n clickListener:()=>{\r\n this.action.type = ActionTypes.Operation;\r\n this.action.name = action.name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n el.appendChild(createElement(\"a\", {\r\n innerText:\"Set Team Size (Curr Size: \" + formatNumber(action.teamCount, 0) + \")\", class:\"a-link-button\",\r\n margin:\"3px\", padding:\"3px\",\r\n clickListener:()=>{\r\n var popupId = \"bladeburner-operation-set-team-size-popup\";\r\n var txt = createElement(\"p\", {\r\n innerText:\"Enter the amount of team members you would like to take on these \" +\r\n \"operations. If you do not have the specified number of team members, \" +\r\n \"then as many as possible will be used. Note that team members may \" +\r\n \"be lost during operations.\"\r\n\r\n });\r\n var input = createElement(\"input\", {\r\n type:\"number\", placeholder: \"Team Members\"\r\n });\r\n var setBtn = createElement(\"a\", {\r\n innerText:\"Confirm\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n var num = Math.round(parseFloat(input.value));\r\n if (isNaN(num)) {\r\n dialogBoxCreate(\"Invalid value entered for number of Team Members (must be numeric)\")\r\n } else {\r\n action.teamCount = num;\r\n this.updateOperationsUIElement(el, action);\r\n }\r\n removeElementById(popupId);\r\n return false;\r\n }\r\n });\r\n var cancelBtn = createElement(\"a\", {\r\n innerText:\"Cancel\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n removeElementById(popupId);\r\n return false;\r\n }\r\n });\r\n createPopup(popupId, [txt, input, setBtn, cancelBtn]);\r\n }\r\n }));\r\n }\r\n\r\n //Level and buttons to change level\r\n var maxLevel = (action.level >= action.maxLevel);\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"pre\", {\r\n display:\"inline-block\",\r\n innerText:\"Level: \" + action.level + \" / \" + action.maxLevel,\r\n tooltip:action.getSuccessesNeededForNextLevel(OperationSuccessesPerLevel) + \" successes \" +\r\n \"needed for next level\"\r\n }));\r\n el.appendChild(createElement(\"a\", {\r\n class: maxLevel ? \"a-link-button-inactive\" : \"a-link-button\", innerHTML:\"↑\",\r\n padding:\"2px\", margin:\"2px\",\r\n tooltip: isActive ? \"WARNING: changing the level will restart the Operation\" : \"\",\r\n display:\"inline\",\r\n clickListener:()=>{\r\n ++action.level;\r\n if (isActive) {this.startAction(this.action);} //Restart Action\r\n this.updateOperationsUIElement(el, action);\r\n return false;\r\n }\r\n }));\r\n el.appendChild(createElement(\"a\", {\r\n class: (action.level <= 1) ? \"a-link-button-inactive\" : \"a-link-button\", innerHTML:\"↓\",\r\n padding:\"2px\", margin:\"2px\",\r\n tooltip: isActive ? \"WARNING: changing the level will restart the Operation\" : \"\",\r\n display:\"inline\",\r\n clickListener:()=>{\r\n --action.level;\r\n if (isActive) {this.startAction(this.action);} //Restart Action\r\n this.updateOperationsUIElement(el, action);\r\n return false;\r\n }\r\n }));\r\n\r\n //General Info\r\n var difficulty = action.getDifficulty();\r\n var actionTime = action.getActionTime(this);\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"pre\", {\r\n display:\"inline-block\",\r\n innerHTML:action.desc + \"\\n\\n\" +\r\n \"Estimated success chance: \" + formatNumber(estimatedSuccessChance*100, 1) + \"%\\n\" +\r\n \"Time Required(s): \" + formatNumber(actionTime, 1) + \"\\n\" +\r\n \"Operations remaining: \" + Math.floor(action.count) + \"\\n\" +\r\n \"Successes: \" + action.successes + \"\\n\" +\r\n \"Failures: \" + action.failures,\r\n }));\r\n\r\n //Autolevel Checkbox\r\n el.appendChild(createElement(\"br\"));\r\n var autolevelCheckboxId = \"bladeburner-\" + action.name + \"-autolevel-checkbox\";\r\n el.appendChild(createElement(\"label\", {\r\n for:autolevelCheckboxId, innerText:\"Autolevel\",color:\"white\",\r\n tooltip:\"Automatically increase operation level when possible\"\r\n }));\r\n var autolevelCheckbox = createElement(\"input\", {\r\n type:\"checkbox\", id:autolevelCheckboxId, margin:\"4px\",\r\n checked:action.autoLevel,\r\n changeListener:()=>{\r\n action.autoLevel = autolevelCheckbox.checked;\r\n }\r\n });\r\n el.appendChild(autolevelCheckbox);\r\n}\r\n\r\nBladeburner.prototype.updateBlackOpsUIElement = function(el, action) {\r\n removeChildrenFromElement(el);\r\n var isActive = el.classList.contains(ActiveActionCssClass);\r\n var isCompleted = (this.blackops[action.name] != null);\r\n var estimatedSuccessChance = action.getSuccessChance(this, {est:true});\r\n var difficulty = action.getDifficulty();\r\n var actionTime = action.getActionTime(this);\r\n var hasReqdRank = this.rank >= action.reqdRank;\r\n\r\n //UI for Completed Black Op\r\n if (isCompleted) {\r\n el.appendChild(createElement(\"h2\", {\r\n innerText:action.name + \" (COMPLETED)\", display:\"block\",\r\n }));\r\n return;\r\n }\r\n\r\n el.appendChild(createElement(\"h2\", { //Header\r\n innerText:isActive ? action.name + \" (IN PROGRESS - \" +\r\n formatNumber(this.actionTimeCurrent, 0) + \" / \" +\r\n formatNumber(this.actionTimeToComplete, 0) + \")\"\r\n : action.name,\r\n display:\"inline-block\",\r\n }));\r\n\r\n if (isActive) { //Progress bar if its active\r\n var progress = this.actionTimeCurrent / this.actionTimeToComplete;\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\",\r\n innerText:createProgressBarText({progress:progress})\r\n }));\r\n } else {\r\n el.appendChild(createElement(\"a\", { //Start button\r\n innerText:\"Start\", margin:\"3px\", padding:\"3px\",\r\n class:hasReqdRank ? \"a-link-button\" : \"a-link-button-inactive\",\r\n clickListener:()=>{\r\n this.action.type = ActionTypes.BlackOperation;\r\n this.action.name = action.name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n el.appendChild(createElement(\"a\", { //Set Team Size Button\r\n innerText:\"Set Team Size (Curr Size: \" + formatNumber(action.teamCount, 0) + \")\", class:\"a-link-button\",\r\n margin:\"3px\", padding:\"3px\",\r\n clickListener:()=>{\r\n var popupId = \"bladeburner-operation-set-team-size-popup\";\r\n var txt = createElement(\"p\", {\r\n innerText:\"Enter the amount of team members you would like to take on this \" +\r\n \"BlackOp. If you do not have the specified number of team members, \" +\r\n \"then as many as possible will be used. Note that team members may \" +\r\n \"be lost during operations.\"\r\n\r\n });\r\n var input = createElement(\"input\", {\r\n type:\"number\", placeholder: \"Team Members\"\r\n });\r\n var setBtn = createElement(\"a\", {\r\n innerText:\"Confirm\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n var num = Math.round(parseFloat(input.value));\r\n if (isNaN(num)) {\r\n dialogBoxCreate(\"Invalid value entered for number of Team Members (must be numeric)\")\r\n } else {\r\n action.teamCount = num;\r\n this.updateBlackOpsUIElement(el, action);\r\n }\r\n removeElementById(popupId);\r\n return false;\r\n }\r\n });\r\n var cancelBtn = createElement(\"a\", {\r\n innerText:\"Cancel\", class:\"a-link-button\",\r\n clickListener:()=>{\r\n removeElementById(popupId);\r\n return false;\r\n }\r\n });\r\n createPopup(popupId, [txt, input, setBtn, cancelBtn]);\r\n }\r\n }));\r\n }\r\n\r\n //Info\r\n appendLineBreaks(el, 2);\r\n el.appendChild(createElement(\"p\", {\r\n display:\"inline-block\",\r\n innerHTML:\"
\" + action.desc + \"

\",\r\n }));\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\", color:hasReqdRank ? \"white\" : \"red\",\r\n innerHTML:\"Required Rank: \" + formatNumber(action.reqdRank, 0) + \"
\"\r\n }));\r\n el.appendChild(createElement(\"p\", {\r\n display:\"inline-block\",\r\n innerHTML:\"Estimated Success Chance: \" + formatNumber(estimatedSuccessChance*100, 1) + \"%\\n\" +\r\n \"Time Required(s): \" + formatNumber(actionTime, 1),\r\n }))\r\n}\r\n\r\nBladeburner.prototype.updateSkillsUIElement = function(el, skill) {\r\n removeChildrenFromElement(el);\r\n var skillName = skill.name;\r\n var currentLevel = 0;\r\n if (this.skills[skillName] && !isNaN(this.skills[skillName])) {\r\n currentLevel = this.skills[skillName];\r\n }\r\n var pointCost = skill.baseCost + (currentLevel * skill.costInc);\r\n\r\n el.appendChild(createElement(\"h2\", { //Header\r\n innerText:skill.name + \" (Lvl \" + currentLevel + \")\", display:\"inline-block\"\r\n }));\r\n\r\n var canLevel = this.skillPoints >= pointCost;\r\n var maxLvl = skill.maxLvl ? currentLevel >= skill.maxLvl : false;\r\n el.appendChild(createElement(\"a\", { //Level up button\r\n innerText:\"Level\", display:\"inline-block\",\r\n class: canLevel && !maxLvl ? \"a-link-button\" : \"a-link-button-inactive\",\r\n margin:\"3px\", padding:\"3px\",\r\n clickListener:()=>{\r\n if (this.skillPoints < pointCost) {return;}\r\n this.skillPoints -= pointCost;\r\n this.upgradeSkill(skill);\r\n this.createActionAndSkillsContent();\r\n return false;\r\n }\r\n }));\r\n appendLineBreaks(el, 2);\r\n if (maxLvl) {\r\n el.appendChild(createElement(\"p\", {\r\n color:\"red\", display:\"block\",\r\n innerText:\"MAX LEVEL\"\r\n }));\r\n } else {\r\n el.appendChild(createElement(\"p\", {\r\n display:\"block\",\r\n innerText:\"Skill Points required: \" + formatNumber(pointCost, 0),\r\n }));\r\n }\r\n el.appendChild(createElement(\"p\", { //Info/Description\r\n innerHTML:skill.desc, display:\"inline-block\",\r\n }));\r\n}\r\n\r\n//Bladeburner Console Window\r\nBladeburner.prototype.postToConsole = function(input) {\r\n if (input == null || DomElems.consoleDiv == null) {return;}\r\n $(\"#bladeubrner-console-input-row\").before('' + input + '');\r\n if (DomElems.consoleTable.childNodes.length > 200) {\r\n DomElems.consoleTable.removeChild(DomElems.consoleTable.firstChild);\r\n }\r\n\tthis.updateConsoleScroll();\r\n}\r\n\r\nBladeburner.prototype.updateConsoleScroll = function() {\r\n DomElems.consoleDiv.scrollTop = DomElems.consoleDiv.scrollHeight;\r\n}\r\n\r\nBladeburner.prototype.resetConsoleInput = function() {\r\n DomElems.consoleInput.value = \"\";\r\n}\r\n\r\nBladeburner.prototype.clearConsole = function() {\r\n while (DomElems.consoleTable.childNodes.length > 1) {\r\n DomElems.consoleTable.removeChild(DomElems.consoleTable.firstChild);\r\n }\r\n}\r\n\r\nBladeburner.prototype.log = function(input) {\r\n //Adds a timestamp and then just calls postToConsole\r\n var d = new Date();\r\n var timestamp = d.getMonth() + \"/\" + d.getDay() + \" \" + d.getHours() + \":\" + d.getMinutes();\r\n this.postToConsole(\"[\" + timestamp + \"] \" + input);\r\n}\r\n\r\n//Handles a potential series of commands (comm1; comm2; comm3;)\r\nBladeburner.prototype.executeConsoleCommands = function(commands) {\r\n try {\r\n //Console History\r\n if (consoleHistory[consoleHistory.length-1] != commands) {\r\n consoleHistory.push(commands);\r\n if (consoleHistory.length > 50) {\r\n consoleHistory.splice(0, 1);\r\n }\r\n }\r\n consoleHistoryIndex = consoleHistory.length;\r\n\r\n var arrayOfCommands = commands.split(\";\");\r\n for (var i = 0; i < arrayOfCommands.length; ++i) {\r\n this.executeConsoleCommand(arrayOfCommands[i]);\r\n }\r\n } catch(e) {\r\n exceptionAlert(e);\r\n }\r\n}\r\n\r\n//A single command\r\nBladeburner.prototype.executeConsoleCommand = function(command) {\r\n command = command.trim();\r\n command = command.replace(/\\s\\s+/g, ' '); //Replace all whitespace w/ a single space\r\n\r\n var args = this.parseCommandArguments(command);\r\n if (args.length <= 0) {return;} //Log an error?\r\n\r\n switch(args[0].toLowerCase()) {\r\n case \"automate\":\r\n this.executeAutomateConsoleCommand(args);\r\n break;\r\n case \"clear\":\r\n case \"cls\":\r\n this.clearConsole();\r\n break;\r\n case \"help\":\r\n this.executeHelpConsoleCommand(args);\r\n break;\r\n case \"log\":\r\n this.executeLogConsoleCommand(args);\r\n break;\r\n case \"skill\":\r\n this.executeSkillConsoleCommand(args);\r\n break;\r\n case \"start\":\r\n this.executeStartConsoleCommand(args);\r\n break;\r\n case \"stop\":\r\n this.resetAction();\r\n break;\r\n default:\r\n this.postToConsole(\"Invalid console command\");\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.parseCommandArguments = function(command) {\r\n //Returns an array with command and its arguments in each index.\r\n //e.g. skill \"blade's intuition\" foo returns [skill, blade's intuition, foo]\r\n //The input to this fn will be trimmed and will have all whitespace replaced w/ a single space\r\n var args = [];\r\n var start = 0, i = 0;\r\n while (i < command.length) {\r\n var c = command.charAt(i);\r\n if (c === '\"') {\r\n var endQuote = command.indexOf('\"', i+1);\r\n if (endQuote !== -1 && (endQuote === command.length-1 || command.charAt(endQuote+1) === \" \")) {\r\n args.push(command.substr(i+1, (endQuote - i - 1)));\r\n if (endQuote === command.length-1) {\r\n start = i = endQuote+1;\r\n } else {\r\n start = i = endQuote+2; //Skip the space\r\n }\r\n continue;\r\n }\r\n } else if (c === \" \") {\r\n args.push(command.substr(start, i-start));\r\n start = i+1;\r\n }\r\n ++i;\r\n }\r\n if (start !== i) {args.push(command.substr(start, i-start));}\r\n console.log(\"Bladeburner.parseCommandArguments returned: \" + args);\r\n return args;\r\n}\r\n\r\nBladeburner.prototype.executeAutomateConsoleCommand = function(args) {\r\n if (args.length !== 2 && args.length !== 4) {\r\n this.postToConsole(\"Invalid use of 'automate' command: automate [var] [val] [hi/low]. Use 'help automate' for more info\");\r\n return;\r\n }\r\n\r\n //Enable/Disable\r\n if (args.length === 2) {\r\n var flag = args[1];\r\n if (flag.toLowerCase() === \"status\") {\r\n this.postToConsole(\"Automation: \" + (this.automateEnabled ? \"enabled\" : \"disabled\"));\r\n if (this.automateEnabled) {\r\n this.postToConsole(\"When your stamina drops to \" + formatNumber(this.automateThreshLow, 0) +\r\n \", you will automatically switch to \" + this.automateActionLow.name +\r\n \". When your stamina recovers to \" +\r\n formatNumber(this.automateThreshHigh, 0) + \", you will automatically \" +\r\n \"switch to \" + this.automateActionHigh.name + \".\");\r\n }\r\n\r\n } else if (flag.toLowerCase().includes(\"en\")) {\r\n if (!(this.automateActionLow instanceof ActionIdentifier) ||\r\n !(this.automateActionHigh instanceof ActionIdentifier)) {\r\n return this.log(\"Failed to enable automation. Actions were not set\");\r\n }\r\n this.automateEnabled = true;\r\n this.log(\"Bladeburner automation enabled\");\r\n } else if (flag.toLowerCase().includes(\"d\")) {\r\n this.automateEnabled = false;\r\n this.log(\"Bladeburner automation disabled\");\r\n } else {\r\n this.log(\"Invalid argument for 'automate' console command: \" + args[1]);\r\n }\r\n return;\r\n }\r\n\r\n //Set variables\r\n if (args.length === 4) {\r\n var variable = args[1], val = args[2];\r\n\r\n var highLow = false; //True for high, false for low\r\n if (args[3].toLowerCase().includes(\"hi\")) {highLow = true;}\r\n\r\n switch (variable) {\r\n case \"general\":\r\n case \"gen\":\r\n if (GeneralActions[val] != null) {\r\n var action = new ActionIdentifier({\r\n type:ActionTypes[val], name:val\r\n });\r\n if (highLow) {\r\n this.automateActionHigh = action;\r\n } else {\r\n this.automateActionLow = action;\r\n }\r\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\r\n } else {\r\n this.postToConsole(\"Invalid action name specified: \" + val);\r\n }\r\n break;\r\n case \"contract\":\r\n case \"contracts\":\r\n if (this.contracts[val] != null) {\r\n var action = new ActionIdentifier({\r\n type:ActionTypes.Contract, name:val\r\n });\r\n if (highLow) {\r\n this.automateActionHigh = action;\r\n } else {\r\n this.automateActionLow = action;\r\n }\r\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\r\n } else {\r\n this.postToConsole(\"Invalid contract name specified: \" + val);\r\n }\r\n break;\r\n case \"ops\":\r\n case \"op\":\r\n case \"operations\":\r\n case \"operation\":\r\n if (this.operations[val] != null) {\r\n var action = new ActionIdentifier({\r\n type:ActionTypes.Operation, name:val\r\n });\r\n if (highLow) {\r\n this.automateActionHigh = action;\r\n } else {\r\n this.automateActionLow = action;\r\n }\r\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") action set to \" + val);\r\n } else {\r\n this.postToConsole(\"Invalid Operation name specified: \" + val);\r\n }\r\n break;\r\n case \"stamina\":\r\n if (isNaN(val)) {\r\n this.postToConsole(\"Invalid value specified for stamina threshold (must be numeric): \" + val);\r\n } else {\r\n if (highLow) {\r\n this.automateThreshHigh = Number(val);\r\n } else {\r\n this.automateThreshLow = Number(val);\r\n }\r\n this.log(\"Automate (\" + (highLow ? \"HIGH\" : \"LOW\") + \") stamina threshold set to \" + val);\r\n }\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n return;\r\n }\r\n}\r\n\r\nBladeburner.prototype.executeHelpConsoleCommand = function(args) {\r\n if (args.length === 1) {\r\n this.postToConsole(consoleHelpText.helpList);\r\n } else {\r\n for (var i = 1; i < args.length; ++i) {\r\n var commandText = consoleHelpText[args[i]];\r\n if (commandText != null) {\r\n this.postToConsole(commandText);\r\n this.postToConsole(\"
\");\r\n }\r\n }\r\n }\r\n}\r\n\r\nBladeburner.prototype.executeLogConsoleCommand = function(args) {\r\n if (args.length < 3) {\r\n this.postToConsole(\"Invalid usage of log command: log [enable/disable] [action/event]\");\r\n this.postToConsole(\"Use 'help log' for more details and examples\");\r\n return;\r\n }\r\n\r\n var flag = true;\r\n if (args[1].toLowerCase().includes(\"d\")) {flag = false;} //d for disable\r\n\r\n switch (args[2].toLowerCase()) {\r\n case \"general\":\r\n case \"gen\":\r\n this.logging.general = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for general actions\");\r\n break;\r\n case \"contract\":\r\n case \"contracts\":\r\n this.logging.contracts = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for Contracts\");\r\n break;\r\n case \"ops\":\r\n case \"op\":\r\n case \"operations\":\r\n case \"operation\":\r\n this.logging.ops = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for Operations\");\r\n break;\r\n case \"blackops\":\r\n case \"blackop\":\r\n case \"black operations\":\r\n case \"black operation\":\r\n this.logging.blackops = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for BlackOps\");\r\n break;\r\n case \"event\":\r\n case \"events\":\r\n this.logging.events = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for events\");\r\n break;\r\n case \"all\":\r\n this.logging.general = flag;\r\n this.logging.contracts = flag;\r\n this.logging.ops = flag;\r\n this.logging.blackops = flag;\r\n this.logging.events = flag;\r\n this.log(\"Logging \" + (flag ? \"enabled\" : \"disabled\") + \" for everything\");\r\n break;\r\n default:\r\n this.postToConsole(\"Invalid action/event type specified: \" + args[2]);\r\n this.postToConsole(\"Examples of valid action/event identifiers are: [general, contracts, ops, blackops, events]\");\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.executeSkillConsoleCommand = function(args) {\r\n switch (args.length) {\r\n case 1:\r\n //Display Skill Help Command\r\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\r\n this.postToConsole(\"Use 'help skill' for more info\");\r\n break;\r\n case 2:\r\n if (args[1].toLowerCase() === \"list\") {\r\n //List all skills and their level\r\n this.postToConsole(\"Skills: \");\r\n var skillNames = Object.keys(Skills);\r\n for(var i = 0; i < skillNames.length; ++i) {\r\n var skill = Skills[skillNames[i]];\r\n var level = 0;\r\n if (this.skills[skill.name] != null) {level = this.skills[skill.name];}\r\n this.postToConsole(skill.name + \": Level \" + formatNumber(level, 0));\r\n }\r\n this.postToConsole(\" \");\r\n this.postToConsole(\"Effects: \");\r\n var multKeys = Object.keys(this.skillMultipliers);\r\n for (var i = 0; i < multKeys.length; ++i) {\r\n var mult = this.skillMultipliers[multKeys[i]];\r\n if (mult && mult !== 1) {\r\n mult = formatNumber(mult, 3);\r\n switch(multKeys[i]) {\r\n case \"successChanceAll\":\r\n this.postToConsole(\"Total Success Chance: x\" + mult);\r\n break;\r\n case \"successChanceStealth\":\r\n this.postToConsole(\"Stealth Success Chance: x\" + mult);\r\n break;\r\n case \"successChanceKill\":\r\n this.postToConsole(\"Retirement Success Chance: x\" + mult);\r\n break;\r\n case \"successChanceContract\":\r\n this.postToConsole(\"Contract Success Chance: x\" + mult);\r\n break;\r\n case \"successChanceOperation\":\r\n this.postToConsole(\"Operation Success Chance: x\" + mult);\r\n break;\r\n case \"successChanceEstimate\":\r\n this.postToConsole(\"Synthoid Data Estimate: x\" + mult);\r\n break;\r\n case \"actionTime\":\r\n this.postToConsole(\"Action Time: x\" + mult);\r\n break;\r\n case \"effHack\":\r\n this.postToConsole(\"Hacking Skill: x\" + mult);\r\n break;\r\n case \"effStr\":\r\n this.postToConsole(\"Strength: x\" + mult);\r\n break;\r\n case \"effDef\":\r\n this.postToConsole(\"Defense: x\" + mult);\r\n break;\r\n case \"effDex\":\r\n this.postToConsole(\"Dexterity: x\" + mult);\r\n break;\r\n case \"effAgi\":\r\n this.postToConsole(\"Agility: x\" + mult);\r\n break;\r\n case \"effCha\":\r\n this.postToConsole(\"Charisma: x\" + mult);\r\n break;\r\n case \"effInt\":\r\n this.postToConsole(\"Intelligence: x\" + mult);\r\n break;\r\n case \"stamina\":\r\n this.postToConsole(\"Stamina: x\" + mult);\r\n break;\r\n case \"weaponAbility\":\r\n //DomElems.actionsAndSkillsDesc.innerHTML +=\r\n break;\r\n case \"gunAbility\":\r\n //DomElems.actionsAndSkillsDesc.innerHTML\r\n break;\r\n default:\r\n console.log(\"Warning: Unrecognized SkillMult Key: \" + multKeys[i]);\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\r\n this.postToConsole(\"Use 'help skill' for more info\");\r\n }\r\n break;\r\n case 3:\r\n var skillName = args[2];\r\n var skill = Skills[skillName];\r\n if (skill == null || !(skill instanceof Skill)) {\r\n return this.postToConsole(\"Invalid skill name (Note that this is case-sensitive): \" + skillName);\r\n }\r\n if (args[1].toLowerCase() === \"list\") {\r\n this.postToConsole(skill.name + \": Level \" + formatNumber(this.skills[skill.name]), 0);\r\n } else if (args[1].toLowerCase() === \"level\") {\r\n var currentLevel = 0;\r\n if (this.skills[skillName] && !isNaN(this.skills[skillName])) {\r\n currentLevel = this.skills[skillName];\r\n }\r\n var pointCost = skill.baseCost + (currentLevel * skill.costInc);\r\n if (this.skillPoints >= pointCost) {\r\n this.skillPoints -= pointCost;\r\n this.upgradeSkill(skill);\r\n this.log(skill.name + \" upgraded to Level \" + this.skills[skillName]);\r\n this.createActionAndSkillsContent();\r\n } else {\r\n this.postToConsole(\"You do not have enough Skill Points to upgrade this. You need \" + formatNumber(pointCost, 0));\r\n }\r\n\r\n } else {\r\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\r\n this.postToConsole(\"Use 'help skill' for more info\");\r\n }\r\n break;\r\n default:\r\n this.postToConsole(\"Invalid usage of 'skill' console command: skill [action] [name]\");\r\n this.postToConsole(\"Use 'help skill' for more info\");\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.executeStartConsoleCommand = function(args) {\r\n if (args.length !== 3) {\r\n this.postToConsole(\"Invalid usage of 'start' console command: start [type] [name]\");\r\n this.postToConsole(\"Use 'help start' for more info\");\r\n return;\r\n }\r\n var name = args[2];\r\n switch (args[1].toLowerCase()) {\r\n case \"general\":\r\n case \"gen\":\r\n if (GeneralActions[name] != null) {\r\n this.action.type = ActionTypes[name];\r\n this.action.name = name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n } else {\r\n this.postToConsole(\"Invalid action name specified: \" + args[2]);\r\n }\r\n break;\r\n case \"contract\":\r\n case \"contracts\":\r\n if (this.contracts[name] != null) {\r\n this.action.type = ActionTypes.Contract;\r\n this.action.name = name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n } else {\r\n this.postToConsole(\"Invalid contract name specified: \" + args[2]);\r\n }\r\n break;\r\n case \"ops\":\r\n case \"op\":\r\n case \"operations\":\r\n case \"operation\":\r\n if (this.operations[name] != null) {\r\n this.action.type = ActionTypes.Operation;\r\n this.action.name = name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n } else {\r\n this.postToConsole(\"Invalid Operation name specified: \" + args[2]);\r\n }\r\n break;\r\n case \"blackops\":\r\n case \"blackop\":\r\n case \"black operations\":\r\n case \"black operation\":\r\n if (BlackOperations[name] != null) {\r\n this.action.type = ActionTypes.BlackOperation;\r\n this.action.name = name;\r\n this.startAction(this.action);\r\n this.updateActionAndSkillsContent();\r\n } else {\r\n this.postToConsole(\"Invalid BlackOp name specified: \" + args[2]);\r\n }\r\n break;\r\n default:\r\n this.postToConsole(\"Invalid action/event type specified: \" + args[1]);\r\n this.postToConsole(\"Examples of valid action/event identifiers are: [general, contract, op, blackop]\");\r\n break;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getActionIdFromTypeAndName = function(type=\"\", name=\"\") {\r\n if (type === \"\" || name === \"\") {return null;}\r\n var action = new ActionIdentifier();\r\n var convertedType = type.toLowerCase().trim();\r\n var convertedName = name.toLowerCase().trim();\r\n switch (convertedType) {\r\n case \"contract\":\r\n case \"contracts\":\r\n action.type = ActionTypes[\"Contract\"];\r\n if (this.contracts.hasOwnProperty(name)) {\r\n action.name = name;\r\n return action;\r\n } else {\r\n return null;\r\n }\r\n case \"operation\":\r\n case \"operations\":\r\n case \"op\":\r\n case \"ops\":\r\n action.type = ActionTypes[\"Operation\"];\r\n if (this.operations.hasOwnProperty(name)) {\r\n action.name = name;\r\n return action;\r\n } else {\r\n return null;\r\n }\r\n case \"blackoperation\":\r\n case \"black operation\":\r\n case \"black operations\":\r\n case \"black op\":\r\n case \"black ops\":\r\n case \"blackop\":\r\n case \"blackops\":\r\n action.type = ActionTypes[\"BlackOp\"];\r\n if (BlackOperations.hasOwnProperty(name)) {\r\n action.name = name;\r\n return action;\r\n } else {\r\n return null;\r\n }\r\n case \"general\":\r\n case \"general action\":\r\n case \"gen\":\r\n break;\r\n default:\r\n return null;\r\n }\r\n\r\n if (convertedType.startsWith(\"gen\")) {\r\n switch (convertedName) {\r\n case \"training\":\r\n action.type = ActionTypes[\"Training\"];\r\n break;\r\n case \"recruitment\":\r\n case \"recruit\":\r\n action.type = ActionTypes[\"Recruitment\"];\r\n break;\r\n case \"field analysis\":\r\n case \"fieldanalysis\":\r\n action.type = ActionTypes[\"Field Analysis\"];\r\n break;\r\n default:\r\n return null;\r\n }\r\n return action;\r\n }\r\n}\r\n\r\nBladeburner.prototype.isContractNameNetscriptFn = function(name) {\r\n return this.contracts.hasOwnProperty(name);\r\n}\r\n\r\nBladeburner.prototype.isOperationNameNetscriptFn = function(name) {\r\n return this.operations.hasOwnProperty(name);\r\n}\r\n\r\nBladeburner.prototype.isBlackOpNameNetscriptFn = function(name) {\r\n return BlackOperations.hasOwnProperty(name);\r\n}\r\n\r\nBladeburner.prototype.isGeneralActionNameNetscriptFn = function(name) {\r\n return GeneralActions.hasOwnProperty(name);\r\n}\r\n\r\nBladeburner.prototype.isSkillNameNetscriptFn = function(name) {\r\n return Skills.hasOwnProperty(name);\r\n}\r\n\r\nBladeburner.prototype.startActionNetscriptFn = function(type, name, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.startAction() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return false;\r\n }\r\n\r\n try {\r\n this.startAction(actionId);\r\n if (workerScript.shouldLog(\"startAction\")) {\r\n workerScript.scriptRef.log(\"Starting Bladeburner action with type \" + type + \" and name \" + name);\r\n }\r\n return true;\r\n } catch(e) {\r\n this.resetAction();\r\n workerScript.scriptRef.log(\"ERROR: Bladeburner.startAction() failed to start action of type \" + type + \" due to invalid name: \" + name +\r\n \"Note that this name is case-sensitive and whitespace-sensitive\");\r\n return false;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getActionTimeNetscriptFn = function(type, name, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.getActionTime() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n var actionObj = this.getActionObject(actionId);\r\n if (actionObj == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n switch (actionId.type) {\r\n case ActionTypes[\"Contract\"]:\r\n case ActionTypes[\"Operation\"]:\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n return actionObj.getActionTime(this);\r\n case ActionTypes[\"Training\"]:\r\n case ActionTypes[\"Field Analysis\"]:\r\n case ActionTypes[\"FieldAnalysis\"]:\r\n return 30;\r\n case ActionTypes[\"Recruitment\"]:\r\n return this.getRecruitmentTime();\r\n default:\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getActionEstimatedSuccessChanceNetscriptFn = function(type, name, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.getActionEstimatedSuccessChance() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n var actionObj = this.getActionObject(actionId);\r\n if (actionObj == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n switch (actionId.type) {\r\n case ActionTypes[\"Contract\"]:\r\n case ActionTypes[\"Operation\"]:\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n return actionObj.getSuccessChance(this);\r\n case ActionTypes[\"Training\"]:\r\n case ActionTypes[\"Field Analysis\"]:\r\n case ActionTypes[\"FieldAnalysis\"]:\r\n return 1;\r\n case ActionTypes[\"Recruitment\"]:\r\n return this.getRecruitmentSuccessChance();\r\n default:\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getActionCountRemainingNetscriptFn = function(type, name, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.getActionCountRemaining() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n var actionObj = this.getActionObject(actionId);\r\n if (actionObj == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n switch (actionId.type) {\r\n case ActionTypes[\"Contract\"]:\r\n case ActionTypes[\"Operation\"]:\r\n case ActionTypes[\"BlackOp\"]:\r\n case ActionTypes[\"BlackOperation\"]:\r\n return actionObj.count;\r\n case ActionTypes[\"Training\"]:\r\n case ActionTypes[\"Field Analysis\"]:\r\n case ActionTypes[\"FieldAnalysis\"]:\r\n return Infinity;\r\n default:\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n}\r\n\r\nBladeburner.prototype.getSkillLevelNetscriptFn = function(skillName, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.getSkillLevel() failed due to an invalid skill specified: \" +\r\n skillName + \". Note that the name of the skill is case-sensitive\";\r\n\r\n if (skillName === \"\") {\r\n //If skill name isn't specified, return an object with all of the player's skill levels\r\n let copy = Object.assign({}, this.Skills);\r\n return copy;\r\n }\r\n\r\n if (!Skills.hasOwnProperty(skillName)) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n return Skills[skillName];\r\n}\r\n\r\nBladeburner.prototype.upgradeSkillNetscriptFn = function(skillName, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.upgradeSkill() failed due to an invalid skill specified: \" +\r\n skillName + \". Note that the name of the skill is case-sensitive\";\r\n if (!Skills.hasOwnProperty(skillName)) {\r\n workerScript.log(errorLogText);\r\n return false;\r\n }\r\n\r\n var skill = Skills[skillName];\r\n var currentLevel = 0;\r\n if (this.skills[skillName] && !isNaN(this.skills[skillName])) {\r\n currentLevel = this.skills[skillName];\r\n }\r\n var cost = skill.baseCost + (currentLevel * skill.costInc);\r\n\r\n if (this.skillPoints < cost) {\r\n if (workerScript.shouldLog(\"upgradeSkill\")) {\r\n workerScript.log(\"Bladeburner.upgradeSkill() failed because you do not have enough \" +\r\n \"skill points to upgrade \" + skillName + \" (You have \" +\r\n this.skillPoints + \", you need \" + cost + \")\");\r\n }\r\n return false;\r\n }\r\n\r\n this.skillPoints -= cost;\r\n this.upgradeSkill(skill);\r\n if (Engine.currentPage === Engine.Page.Bladeburner && DomElems.currentTab.toLowerCase() === \"skills\") {\r\n this.createActionAndSkillsContent();\r\n }\r\n if (workerScript.shouldLog(\"upgradeSkill\")) {\r\n workerScript.log(skillName + \" successfully upgraded to level \" + this.skills[skillName]);\r\n }\r\n return true;\r\n}\r\n\r\nBladeburner.prototype.getTeamSizeNetscriptFn = function(type, name, workerScript) {\r\n if (type === \"\" && name === \"\") {\r\n return this.teamSize;\r\n }\r\n\r\n var errorLogText = \"ERROR: Bladeburner.getTeamSize() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n var actionObj = this.getActionObject(actionId);\r\n if (actionObj == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n if (actionId.type === ActionTypes[\"Operation\"] ||\r\n actionId.type === ActionTypes[\"BlackOp\"] ||\r\n actionId.type === ActionTypes[\"BlackOperation\"]) {\r\n return actionObj.teamCount;\r\n } else {\r\n return 0;\r\n }\r\n}\r\n\r\nBladeburner.prototype.setTeamSizeNetscriptFn = function(type, name, size, workerScript) {\r\n var errorLogText = \"ERROR: Bladeburner.setTeamSize() failed due to an invalid action specified. \" +\r\n \"Type: \" + type + \", Name: \" + name + \". Note that for contracts and operations, the \" +\r\n \"name of the operation is case-sensitive.\";\r\n var actionId = this.getActionIdFromTypeAndName(type, name);\r\n if (actionId == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n if (actionId.type !== ActionTypes[\"Operation\"] ||\r\n actionId.type !== ActionTypes[\"BlackOp\"] ||\r\n actionId.type !== ActionTypes[\"BlackOperation\"]) {\r\n workerScript.log(\"ERROR: Bladeburner.setTeamSize() failed. This function \" +\r\n \"only works for Operations and BlackOps\");\r\n return -1;\r\n }\r\n\r\n var actionObj = this.getActionObject(actionId);\r\n if (actionObj == null) {\r\n workerScript.log(errorLogText);\r\n return -1;\r\n }\r\n\r\n var sanitizedSize = Math.round(size);\r\n if (isNaN(sanitizedSize)) {\r\n workerScript.log(\"ERROR: Bladeburner.setTeamSize() failed due to an invalid 'size' argument: \" + size);\r\n return -1;\r\n }\r\n if (this.teamSize < sanitizedSize) {sanitizedSize = this.teamSize;}\r\n actionObj.teamCount = sanitizedSize;\r\n if (workerScript.shouldLog(\"setTeamSize\")) {\r\n workerScript.log(\"Team size for \" + name + \" set to \" + sanitizedSize);\r\n }\r\n return sanitizedSize;\r\n}\r\n\r\nBladeburner.prototype.getCityEstimatedPopulationNetscriptFn = function(cityName, workerScript) {\r\n if (!this.cities.hasOwnProperty(cityName)) {\r\n workerScript.log(\"ERROR: Bladeburner.getCityEstimatedPopulation() failed because the specified \" +\r\n \"city was invalid: \" + cityName + \". Note that this city argument is case-sensitive\");\r\n return -1;\r\n }\r\n return this.cities[cityName].popEst;\r\n}\r\n\r\nBladeburner.prototype.getCityEstimatedCommunitiesNetscriptFn = function(cityName, workerScript) {\r\n if (!this.cities.hasOwnProperty(cityName)) {\r\n workerScript.log(\"ERROR: Bladeburner.getCityEstimatedCommunities() failed because the specified \" +\r\n \"city was invalid: \" + cityName + \". Note that this city argument is case-sensitive\");\r\n return -1;\r\n }\r\n return this.cities[cityName].commsEst;\r\n}\r\n\r\nBladeburner.prototype.getCityChaosNetscriptFn = function(cityName, workerScript) {\r\n if (!this.cities.hasOwnProperty(cityName)) {\r\n workerScript.log(\"ERROR: Bladeburner.getCityChaos() failed because the specified \" +\r\n \"city was invalid: \" + cityName + \". Note that this city argument is case-sensitive\");\r\n return -1;\r\n }\r\n return this.cities[cityName].chaos;\r\n}\r\n\r\nBladeburner.prototype.switchCityNetscriptFn = function(cityName, workerScript) {\r\n if (!this.cities.hasOwnProperty(cityName)) {\r\n workerScript.log(\"ERROR: Bladeburner.switchCity() failed because the specified \" +\r\n \"city was invalid: \" + cityName + \". Note that this city argument is case-sensitive\");\r\n return false;\r\n }\r\n this.city = cityName;\r\n return true;\r\n}\r\n\r\nBladeburner.prototype.joinBladeburnerFactionNetscriptFn = function(workerScript) {\r\n var bladeburnerFac = Factions[\"Bladeburners\"];\r\n if (bladeburnerFac.isMember) {\r\n return true;\r\n } else if (this.rank >= RankNeededForFaction) {\r\n joinFaction(bladeburnerFac);\r\n if (workerScript.shouldLog(\"joinBladeburnerFaction\")) {\r\n workerScript.log(\"Joined Bladeburners Faction\");\r\n }\r\n if (Engine.currentPage === Engine.Page.Bladeburner) {\r\n removeChildrenFromElement(DomElems.overviewDiv);\r\n this.createOverviewContent();\r\n }\r\n return true;\r\n } else {\r\n if (workerScript.shouldLog(\"joinBladeburnerFaction\")) {\r\n workerScript.log(\"Failed to join Bladeburners Faction because \" +\r\n \"you do not have the required \" + RankNeededForFaction + \" rank\");\r\n }\r\n return false;\r\n }\r\n}\r\n\r\nBladeburner.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Bladeburner\", this);\r\n}\r\nBladeburner.fromJSON = function(value) {\r\n return Generic_fromJSON(Bladeburner, value.data);\r\n}\r\nReviver.constructors.Bladeburner = Bladeburner;\r\n\r\n//This initialized Bladeburner-related data that is NOT saved/loaded\r\n// eg: Skill Objects, BLack Operations\r\n//Any data that is saved/loaded should go in Bladeburner object\r\n// eg: contracts, operations\r\nfunction initBladeburner() {\r\n //Skills\r\n Skills[SkillNames.BladesIntuition] = new Skill({\r\n name:SkillNames.BladesIntuition,\r\n desc:\"Each level of this skill increases your success chance \" +\r\n \"for all contracts and operations by 3%\",\r\n baseCost:5, costInc:2,\r\n successChanceAll:3\r\n });\r\n Skills[SkillNames.Reaper] = new Skill({\r\n name:SkillNames.Reaper,\r\n desc:\"Each level of this skill increases your \" +\r\n \"effective combat stats for Bladeburner actions by 3%\",\r\n baseCost:3, costInc:2,\r\n effStr:3, effDef:3, effDex:3, effAgi:3\r\n });\r\n Skills[SkillNames.Cloak] = new Skill({\r\n name:SkillNames.Cloak,\r\n desc:\"Each level of this skill increases your \" +\r\n \"success chance in stealth-related contracts and operations by 5.5%\",\r\n baseCost:3, costInc:1,\r\n successChanceStealth:5.5\r\n });\r\n\r\n //TODO Marksman\r\n //TODO Weapon Proficiency\r\n\r\n Skills[SkillNames.Overclock] = new Skill({\r\n name:SkillNames.Overclock,\r\n desc:\"Each level of this skill decreases the time it takes \" +\r\n \"to attempt a contract or operation by 1% (Max Level: 95)\",\r\n baseCost:5, costInc:1, maxLvl:95,\r\n actionTime:1\r\n });\r\n Skills[SkillNames.EvasiveSystem] = new Skill({\r\n name:SkillNames.EvasiveSystem,\r\n desc:\"Each level of this skill increases your effective \" +\r\n \"dexterity and agility for Bladeburner actions by 5%\",\r\n baseCost:2, costInc: 1,\r\n effDex:5, effAgi:5\r\n });\r\n Skills[SkillNames.ShortCircuit] = new Skill({\r\n name:SkillNames.ShortCircuit,\r\n desc:\"Each level of this skill increases your success chance \" +\r\n \"in contracts and operations that involve retirement by 5.5%\",\r\n baseCost:3, costInc:2,\r\n successChanceKill:5.5\r\n });\r\n Skills[SkillNames.DigitalObserver] = new Skill({\r\n name:SkillNames.DigitalObserver,\r\n desc:\"Each level of this skill increases your success chance in \" +\r\n \"all operations by 4%\",\r\n baseCost:5, costInc:2,\r\n successChanceOperation:4\r\n });\r\n Skills[SkillNames.Datamancer] = new Skill({\r\n name:SkillNames.Datamancer,\r\n desc:\"Each level of this skill increases your effectiveness in \" +\r\n \"synthoid population analysis and investigation by 5%. \" +\r\n \"This affects all actions that can potentially increase \" +\r\n \"the accuracy of your synthoid population/community estimates.\",\r\n baseCost:3,costInc:1,\r\n successChanceEstimate:5\r\n });\r\n Skills[SkillNames.Tracer] = new Skill({\r\n name:SkillNames.Tracer,\r\n desc:\"Each level of this skill increases your success chance in \" +\r\n \"all contracts by 4%\",\r\n baseCost:3, costInc:2,\r\n successChanceContract:4\r\n });\r\n Skills[SkillNames.CybersEdge] = new Skill({\r\n name:SkillNames.CybersEdge,\r\n desc:\"Each level of this skill increases your max \" +\r\n \"stamina by 2%\",\r\n baseCost:1, costInc:3,\r\n stamina:2\r\n });\r\n\r\n //General Actions\r\n var actionName = \"Training\";\r\n GeneralActions[actionName] = new Action({\r\n name:actionName,\r\n desc:\"Improve your abilities at the Bladeburner unit's specialized training \" +\r\n \"center. Doing this gives experience for all combat stats and also \" +\r\n \"increases your max stamina.\"\r\n });\r\n\r\n var actionName = \"Field Analysis\";\r\n GeneralActions[actionName] = new Action({\r\n name:actionName,\r\n desc:\"Mine and analyze Synthoid-related data. This improve the \" +\r\n \"Bladeburner's unit intelligence on Synthoid locations and \" +\r\n \"activities. Completing this action will improve the accuracy \" +\r\n \"of your Synthoid population estimated in the current city.

\" +\r\n \"Does NOT require stamina.\"\r\n });\r\n\r\n var actionName = \"Recruitment\";\r\n GeneralActions[actionName] = new Action({\r\n name:actionName,\r\n desc:\"Attempt to recruit members for your Bladeburner team. These members \" +\r\n \"can help you conduct operations.

\" +\r\n \"Does NOT require stamina.\"\r\n });\r\n\r\n //Black Operations\r\n BlackOperations[\"Operation Typhoon\"] = new BlackOperation({\r\n name:\"Operation Typhoon\",\r\n desc:\"Obadiah Zenyatta is the leader of a RedWater PMC. It has long \" +\r\n \"been known among the intelligence community that Zenyatta, along \" +\r\n \"with the rest of the PMC, is a Synthoid.

\" +\r\n \"The goal of Operation Typhoon is to find and eliminate \" +\r\n \"Zenyatta and RedWater by any means necessary. After the task \" +\r\n \"is completed, the actions must be covered up from the general public.\",\r\n baseDifficulty:2000, reqdRank:2.5e3,\r\n rankGain:50, rankLoss:10, hpLoss:100,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Zero\"] = new BlackOperation({\r\n name:\"Operation Zero\",\r\n desc:\"AeroCorp is one of the world's largest defense contractors. \" +\r\n \"It's leader, Steve Watataki, is thought to be a supporter of \" +\r\n \"Synthoid rights. He must be removed.

\" +\r\n \"The goal of Operation Zero is to covertly infiltrate AeroCorp and \" +\r\n \"uncover any incriminating evidence or \" +\r\n \"information against Watataki that will cause him to be removed \" +\r\n \"from his position at AeroCorp. Incriminating evidence can be \" +\r\n \"fabricated as a last resort. Be warned that AeroCorp has some of \" +\r\n \"the most advanced security measures in the world.\",\r\n baseDifficulty:2500, reqdRank:5e3,\r\n rankGain:60, rankLoss:15, hpLoss:50,\r\n weights:{hack:0.2,str:0.15,def:0.15,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isStealth:true\r\n });\r\n BlackOperations[\"Operation X\"] = new BlackOperation({\r\n name:\"Operation X\",\r\n desc:\"We have recently discovered an underground publication \" +\r\n \"group called Samizdat. Even though most of their publications \" +\r\n \"are nonsensical conspiracy theories, the average human is \" +\r\n \"gullible enough to believe them. Many of their works discuss \" +\r\n \"Synthoids and pose a threat to society. The publications are spreading \" +\r\n \"rapidly in China and other Eastern countries.

\" +\r\n \"Samizdat has done a good job of keeping hidden and anonymous. \" +\r\n \"However, we've just received intelligence that their base of \" +\r\n \"operations is in Ishima's underground sewer systems. Your task is to \" +\r\n \"investigate the sewer systems, and eliminate Samizdat. They must \" +\r\n \"never publish anything again.\",\r\n baseDifficulty:3000, reqdRank:7.5e3,\r\n rankGain:75, rankLoss:15, hpLoss:100,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Titan\"] = new BlackOperation({\r\n name:\"Operation Titan\",\r\n desc:\"Several months ago Titan Laboratories' Bioengineering department \" +\r\n \"was infiltrated by Synthoids. As far as we know, Titan Laboratories' \" +\r\n \"management has no knowledge about this. We don't know what the \" +\r\n \"Synthoids are up to, but the research that they could \" +\r\n \"be conducting using Titan Laboraties' vast resources is potentially \" +\r\n \"very dangerous.

\" +\r\n \"Your goal is to enter and destroy the Bioengineering department's \" +\r\n \"facility in Aevum. The task is not just to retire the Synthoids there, but \" +\r\n \"also to destroy any information or research at the facility that \" +\r\n \"is relevant to the Synthoids and their goals.\",\r\n baseDifficulty:4000, reqdRank:10e3,\r\n rankGain:100, rankLoss:20, hpLoss:100,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Ares\"] = new BlackOperation({\r\n name:\"Operation Ares\",\r\n desc:\"One of our undercover agents, Agent Carter, has informed us of a \" +\r\n \"massive weapons deal going down in Dubai between rogue Russian \" +\r\n \"militants and a radical Synthoid community. These weapons are next-gen \" +\r\n \"plasma and energy weapons. It is critical for the safety of humanity \" +\r\n \"that this deal does not happen.

\" +\r\n \"Your task is to intercept the deal. Leave no survivors.\",\r\n baseDifficulty:5000, reqdRank:12.5e3,\r\n rankGain:125, rankLoss:20, hpLoss:200,\r\n weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},\r\n decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Archangel\"] = new BlackOperation({\r\n name:\"Operation Archangel\",\r\n desc:\"Our analysts have discovered that the popular Red Rabbit brothel in \" +\r\n \"Amsterdam is run and 'staffed' by MK-VI Synthoids. Intelligence \" +\r\n \"suggests that the profit from this brothel is used to fund a large \" +\r\n \"black market arms trafficking operation.

\" +\r\n \"The goal of this operation is to take out the leaders that are running \" +\r\n \"the Red Rabbit brothel. Try to limit the number of other casualties, \" +\r\n \"but do what you must to complete the mission.\",\r\n baseDifficulty:7500, reqdRank:15e3,\r\n rankGain:200, rankLoss:20, hpLoss:25,\r\n weights:{hack:0,str:0.2,def:0.2,dex:0.3,agi:0.3,cha:0, int:0},\r\n decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true,\r\n });\r\n BlackOperations[\"Operation Juggernaut\"] = new BlackOperation({\r\n name:\"Operation Juggernaut\",\r\n desc:\"The CIA has just encountered a new security threat. A new \" +\r\n \"criminal group, lead by a shadowy operative who calls himself \" +\r\n \"Juggernaut, has been smuggling drugs and weapons (including \" +\r\n \"suspected bioweapons) into Sector-12. We also have reason \" +\r\n \"to believe the tried to break into one of Universal Energy's \" +\r\n \"facilities in order to cause a city-wide blackout. The CIA \" +\r\n \"suspects that Juggernaut is a heavily-augmented Synthoid, and \" +\r\n \"have thus enlisted our help.

\" +\r\n \"Your mission is to eradicate Juggernaut and his followers.\",\r\n baseDifficulty:10e3, reqdRank:20e3,\r\n rankGain:300, rankLoss:40, hpLoss:300,\r\n weights:{hack:0,str:0.25,def:0.25,dex:0.25,agi:0.25,cha:0, int:0},\r\n decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true,\r\n });\r\n BlackOperations[\"Operation Red Dragon\"] = new BlackOperation({\r\n name:\"Operation Red Dragon\",\r\n desc:\"The Tetrads criminal organization is suspected of \" +\r\n \"reverse-engineering the MK-VI Synthoid design. We believe \" +\r\n \"they altered and possibly improved the design and began \" +\r\n \"manufacturing their own Synthoid models in order to bolster \" +\r\n \"their criminal activities.

\" +\r\n \"Your task is to infiltrate and destroy the Tetrads' base of operations \" +\r\n \"in Los Angeles. Intelligence tells us that their base houses \" +\r\n \"one of their Synthoid manufacturing units.\",\r\n baseDifficulty:12.5e3, reqdRank:25e3,\r\n rankGain:500, rankLoss:50, hpLoss:500,\r\n weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true,\r\n });\r\n BlackOperations[\"Operation K\"] = new BlackOperation({\r\n name:\"Operation K\",\r\n desc:\"CODE RED SITUATION. Our intelligence tells us that VitaLife \" +\r\n \"has discovered a new android cloning technology. This technology \" +\r\n \"is supposedly capable of cloning Synthoid, not only physically \" +\r\n \"but also their advanced AI modules. We do not believe that \" +\r\n \"VitaLife is trying to use this technology illegally or \" +\r\n \"maliciously, but if any Synthoids were able to infiltrate the \" +\r\n \"corporation and take advantage of this technology then the \" +\r\n \"results would be catastrophic.

\" +\r\n \"We do not have the power or jurisdiction to shutdown this down \" +\r\n \"through legal or political means, so we must resort to a covert \" +\r\n \"operation. Your goal is to destroy this technology and eliminate\" +\r\n \"anyone who was involved in its creation.\",\r\n baseDifficulty:15e3, reqdRank:30e3,\r\n rankGain:750, rankLoss:60, hpLoss:1000,\r\n weights:{hack:0.05,str:0.2,def:0.2,dex:0.25,agi:0.25,cha:0, int:0.05},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Deckard\"] = new BlackOperation({\r\n name:\"Operation Deckard\",\r\n desc:\"Despite your success in eliminating VitaLife's new android-replicating \" +\r\n \"technology in Operation K, we've discovered that a small group of \" +\r\n \"MK-VI Synthoids were able to make off with the schematics and design \" +\r\n \"of the technology before the Operation. It is almost a certainty that \" +\r\n \"these Synthoids are some of the rogue MK-VI ones from the Synthoid Uprising.\" +\r\n \"The goal of Operation Deckard is to hunt down these Synthoids and retire \" +\r\n \"them. I don't need to tell you how critical this mission is.\",\r\n baseDifficulty:20e3, reqdRank:40e3,\r\n rankGain:1e3, rankLoss:75, hpLoss:200,\r\n weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},\r\n decays:{hack:0,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true,\r\n });\r\n BlackOperations[\"Operation Tyrell\"] = new BlackOperation({\r\n name:\"Operation Tyrell\",\r\n desc:\"A week ago Blade Industries reported a small break-in at one \" +\r\n \"of their Aevum Augmentation storage facitilities. We figured out \" +\r\n \"that The Dark Army was behind the heist, and didn't think any more \" +\r\n \"of it. However, we've just discovered that several known MK-VI Synthoids \" +\r\n \"were part of that break-in group.

\" +\r\n \"We cannot have Synthoids upgrading their already-enhanced abilities \" +\r\n \"with Augmentations. Your task is to hunt down the associated Dark Army \" +\r\n \"members and eliminate them.\",\r\n baseDifficulty:25e3, reqdRank:50e3,\r\n rankGain:1.5e3, rankLoss:100, hpLoss:500,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true,\r\n });\r\n BlackOperations[\"Operation Wallace\"] = new BlackOperation({\r\n name:\"Operation Wallace\",\r\n desc:\"Based on information gathered from Operation Tyrell, we've discovered \" +\r\n \"that The Dark Army was well aware that there were Synthoids amongst \" +\r\n \"their ranks. Even worse, we believe that The Dark Army is working \" +\r\n \"together with other criminal organizations such as The Syndicate and \" +\r\n \"that they are planning some sort of large-scale takeover of multiple major \" +\r\n \"cities, most notably Aevum. We suspect that Synthoids have infiltrated \" +\r\n \"the ranks of these criminal factions and are trying to stage another \" +\r\n \"Synthoid uprising.

\" +\r\n \"The best way to deal with this is to prevent it before it even happens. \" +\r\n \"The goal of Operation Wallace is to destroy the Dark Army and \" +\r\n \"Syndicate factions in Aevum immediately. Leave no survivors.\",\r\n baseDifficulty:30e3, reqdRank:75e3,\r\n rankGain:2e3, rankLoss:150, hpLoss:1500,\r\n weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Shoulder of Orion\"] = new BlackOperation({\r\n name:\"Operation Shoulder of Orion\",\r\n desc:\"China's Solaris Space Systems is secretly launching the first \" +\r\n \"manned spacecraft in over a decade using Synthoids. We believe \" +\r\n \"China is trying to establish the first off-world colonies.

\" +\r\n \"The mission is to prevent this launch without instigating an \" +\r\n \"international conflict. When you accept this mission you will be \" +\r\n \"officially disavowed by the NSA and the national government until after you \" +\r\n \"successfully return. In the event of failure, all of the operation's \" +\r\n \"team members must not let themselves be captured alive.\",\r\n baseDifficulty:35e3, reqdRank:100e3,\r\n rankGain:2.5e3, rankLoss:500, hpLoss:1500,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isStealth:true\r\n });\r\n BlackOperations[\"Operation Hyron\"] = new BlackOperation({\r\n name:\"Operation Hyron\",\r\n desc:\"Our intelligence tells us that Fulcrum Technologies is developing \" +\r\n \"a quantum supercomputer using human brains as core \" +\r\n \"processors. This supercomputer \" +\r\n \"is rumored to be able to store vast amounts of data and \" +\r\n \"perform computations unmatched by any other supercomputer on the \" +\r\n \"planet. But more importantly, the use of organic human brains \" +\r\n \"means that the supercomputer may be able to reason abstractly \" +\r\n \"and become self-aware.

\" +\r\n \"I do not need to remind you why sentient-level AIs pose a serious \" +\r\n \"thread to all of mankind.

\" +\r\n \"The research for this project is being conducted at one of Fulcrum \" +\r\n \"Technologies secret facilities in Aevum, codenamed 'Alpha Ranch'. \" +\r\n \"Infiltrate the compound, delete and destroy the work, and then find and kill the \" +\r\n \"project lead.\",\r\n baseDifficulty:40e3, reqdRank:125e3,\r\n rankGain:3e3, rankLoss:1e3, hpLoss:500,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Morpheus\"] = new BlackOperation({\r\n name:\"Operation Morpheus\",\r\n desc:\"DreamSense Technologies is an advertising company that uses \" +\r\n \"special technology to transmit their ads into the peoples \" +\r\n \"dreams and subconcious. They do this using broadcast transmitter \" +\r\n \"towers. Based on information from our agents and informants in \" +\r\n \"Chonqging, we have reason to believe that one of the broadcast \" +\r\n \"towers there has been compromised by Synthoids and is being used \" +\r\n \"to spread pro-Synthoid propaganda.

\" +\r\n \"The mission is to destroy this broadcast tower. Speed and \" +\r\n \"stealth are of the upmost important for this.\",\r\n baseDifficulty:45e3, reqdRank:150e3,\r\n rankGain:4e3, rankLoss:1e3, hpLoss:100,\r\n weights:{hack:0.05,str:0.15,def:0.15,dex:0.3,agi:0.3,cha:0, int:0.05},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isStealth:true\r\n });\r\n BlackOperations[\"Operation Ion Storm\"] = new BlackOperation({\r\n name:\"Operation Ion Storm\",\r\n desc:\"Our analysts have uncovered a gathering of MK-VI Synthoids \" +\r\n \"that have taken up residence in the Sector-12 Slums. We \" +\r\n \"don't know if they are rogue Synthoids from the Uprising, \" +\r\n \"but we do know that they have been stockpiling \" +\r\n \"weapons, money, and other resources. This makes them dangerous.

\" +\r\n \"This is a full-scale assault operation to find and retire all of these \" +\r\n \"Synthoids in the Sector-12 Slums.\",\r\n baseDifficulty:50e3, reqdRank:175e3,\r\n rankGain:5e3, rankLoss:1e3, hpLoss:5000,\r\n weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Annihilus\"] = new BlackOperation({\r\n name:\"Operation Annihilus\",\r\n desc:\"Our superiors have ordered us to eradicate everything and everyone \" +\r\n \"in an underground facility located in Aevum. They tell us \" +\r\n \"that the facility houses many dangerous Synthoids and \" +\r\n \"belongs to a terrorist organization called \" +\r\n \"'The Covenant'. We have no prior intelligence about this \" +\r\n \"organization, so you are going in blind.\",\r\n baseDifficulty:55e3, reqdRank:200e3,\r\n rankGain:7.5e3, rankLoss:1e3, hpLoss:10e3,\r\n weights:{hack:0,str:0.24,def:0.24,dex:0.24,agi:0.24,cha:0, int:0.04},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Ultron\"] = new BlackOperation({\r\n name:\"Operation Ultron\",\r\n desc:\"OmniTek Incorporated, the original designer and manufacturer of Synthoids, \" +\r\n \"has notified us of a malfunction in their AI design. This malfunction, \" +\r\n \"when triggered, causes MK-VI Synthoids to become radicalized and seek out \" +\r\n \"the destruction of humanity. They say that this bug affects all MK-VI Synthoids, \" +\r\n \"not just the rogue ones from the Uprising.

\" +\r\n \"OmniTek has also told us they they believe someone has triggered this \" +\r\n \"malfunction in a large group of MK-VI Synthoids, and that these newly-radicalized Synthoids \" +\r\n \"are now amassing in Volhaven to form a terrorist group called Ultron.

\" +\r\n \"Intelligence suggests Ultron is heavily armed and that their members are \" +\r\n \"augmented. We believe Ultron is making moves to take control of \" +\r\n \"and weaponize DeltaOne's Tactical High-Energy Satellite Laser Array (THESLA).

\" +\r\n \"Your task is to find and destroy Ultron.\",\r\n baseDifficulty:60e3, reqdRank:250e3,\r\n rankGain:10e3, rankLoss:2e3, hpLoss:10e3,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n isKill:true\r\n });\r\n BlackOperations[\"Operation Centurion\"] = new BlackOperation({\r\n name:\"Operation Centurion\",\r\n desc:\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)

\" +\r\n \"Throughout all of humanity's history, we have relied on \" +\r\n \"technology to survive, conquer, and progress. Its advancement became our primary goal. \" +\r\n \"And at the peak of human civilization technology turned into \" +\r\n \"power. Global, absolute power.

\" +\r\n \"It seems that the universe is not without a sense of irony.

\" +\r\n \"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\",\r\n baseDifficulty:70e3, reqdRank:300e3,\r\n rankGain:15e3, rankLoss:5e3, hpLoss:10e3,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n });\r\n BlackOperations[\"Operation Vindictus\"] = new BlackOperation({\r\n name:\"Operation Vindictus\",\r\n desc:\"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)

\" +\r\n \"The bits are all around us. The daemons that hold the Node \" +\r\n \"together can manifest themselves in many different ways.

\" +\r\n \"D)@#)($M)C0293c40($*)@#D0JUMP3Rm0C<*@#)*$)#02c94830c(#$*D)\",\r\n baseDifficulty:75e3, reqdRank:350e3,\r\n rankGain:20e3, rankLoss:20e3, hpLoss:20e3,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n });\r\n BlackOperations[\"Operation Daedalus\"] = new BlackOperation({\r\n name:\"Operation Daedalus\",\r\n desc:\"Yesterday we obeyed kings and bent our neck to emperors. \" +\r\n \"Today we kneel only to truth.\",\r\n baseDifficulty:80e3, reqdRank:400e3,\r\n rankGain:40e3, rankLoss:10e3, hpLoss:100e3,\r\n weights:{hack:0.1,str:0.2,def:0.2,dex:0.2,agi:0.2,cha:0, int:0.1},\r\n decays:{hack:0.6,str:0.8,def:0.8,dex:0.8,agi:0.8,cha:0, int:0.75},\r\n });\r\n}\r\n\r\nexport {Bladeburner};\r\n","import {CONSTANTS} from \"./Constants.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\n\r\n\r\nfunction Crime(name, type, time, money, difficulty, karma, params) {\r\n this.name = name;\r\n this.type = type;\r\n this.time = time;\r\n this.money = money;\r\n this.difficulty = difficulty;\r\n this.karma = karma;\r\n\r\n this.hacking_success_weight = params.hacking_success_weight ? params.hacking_success_weight : 0;\r\n this.strength_success_weight = params.strength_success_weight ? params.strength_success_weight : 0;\r\n this.defense_success_weight = params.defense_success_weight ? params.defense_success_weight : 0;\r\n this.dexterity_success_weight = params.dexterity_success_weight ? params.dexterity_success_weight : 0;\r\n this.agility_success_weight = params.agility_success_weight ? params.agility_success_weight : 0;\r\n this.charisma_success_weight = params.charisma_success_weight ? params.charisma_success_weight : 0;\r\n\r\n this.hacking_exp = params.hacking_exp ? params.hacking_exp : 0;\r\n this.strength_exp = params.strength_exp ? params.strength_exp : 0;\r\n this.defense_exp = params.defense_exp ? params.defense_exp : 0;\r\n this.dexterity_exp = params.dexterity_exp ? params.dexterity_exp : 0;\r\n this.agility_exp = params.agility_exp ? params.agility_exp : 0;\r\n this.charisma_exp = params.charisma_exp ? params.charisma_exp : 0;\r\n this.intelligence_exp = params.intelligence_exp ? params.intelligence_exp : 0;\r\n\r\n this.kills = params.kills ? params.kills : 0;\r\n}\r\n\r\nCrime.prototype.commit = function(div=1, singParams=null) {\r\n if (div <= 0) {div = 1;}\r\n Player.crimeType = this.type;\r\n Player.startCrime(\r\n this.hacking_exp/div,\r\n this.strength_exp/div,\r\n this.defense_exp/div,\r\n this.dexterity_exp/div,\r\n this.agility_exp/div,\r\n this.charisma_exp/div,\r\n this.money/div, this.time, singParams);\r\n return this.time;\r\n}\r\n\r\nCrime.prototype.successRate = function() {\r\n var chance = (this.hacking_success_weight * Player.hacking_skill +\r\n this.strength_success_weight * Player.strength +\r\n this.defense_success_weight * Player.defense +\r\n this.dexterity_success_weight * Player.dexterity +\r\n this.agility_success_weight * Player.agility +\r\n this.charisma_success_weight * Player.charisma +\r\n CONSTANTS.IntelligenceCrimeWeight * Player.intelligence);\r\n chance /= CONSTANTS.MaxSkillLevel;\r\n chance /= this.difficulty;\r\n chance *= Player.crime_success_mult;\r\n return Math.min(chance, 1);\r\n}\r\n\r\nconst Crimes = {\r\n Shoplift: new Crime(\"Shoplift\", CONSTANTS.CrimeShoplift, 2e3, 15e3, 1/20, 0.1, {\r\n dexterity_success_weight: 1,\r\n agility_success_weight: 1,\r\n\r\n dexterity_exp: 2,\r\n agility_exp: 2,\r\n }),\r\n\r\n RobStore: new Crime(\"Rob Store\", CONSTANTS.CrimeRobStore, 60e3, 400e3, 1/5, 0.5, {\r\n hacking_exp: 30,\r\n dexterity_exp: 45,\r\n agility_exp: 45,\r\n\r\n hacking_success_weight: 0.5 ,\r\n dexterity_success_weight: 2,\r\n agility_success_weight: 1,\r\n\r\n intelligence_exp: 0.25 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n\r\n Mug: new Crime(\"Mug\", CONSTANTS.CrimeMug, 4e3, 36e3, 1/5, 0.25, {\r\n strength_exp: 3,\r\n defense_exp: 3,\r\n dexterity_exp: 3,\r\n agility_exp: 3,\r\n\r\n strength_success_weight: 1.5,\r\n defense_success_weight: 0.5,\r\n dexterity_success_weight: 1.5,\r\n agility_success_weight: 0.5,\r\n }),\r\n\r\n Larceny: new Crime(\"Larceny\", CONSTANTS.CrimeLarceny, 90e3, 800e3, 1/3, 1.5, {\r\n hacking_exp: 45,\r\n dexterity_exp: 60,\r\n agility_exp: 60,\r\n\r\n hacking_skill_success_weight: 0.5,\r\n dexterity_success_weight: 1,\r\n agility_success_weight: 1,\r\n\r\n intelligence_exp: 0.5 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n\r\n DealDrugs: new Crime(\"Deal Drugs\", CONSTANTS.CrimeDrugs, 10e3, 120e3, 1, 0.5, {\r\n dexterity_exp: 5,\r\n agility_exp: 5,\r\n charisma_exp: 10,\r\n\r\n charisma_success_weight: 3,\r\n dexterity_success_weight: 2,\r\n agility_success_weight: 1,\r\n }),\r\n\r\n BondForgery: new Crime(\"Bond Forgery\", CONSTANTS.CrimeBondForgery, 300e3, 4.5e6, 1/2, 0.1, {\r\n hacking_exp: 100,\r\n dexterity_exp: 150,\r\n charisma_exp: 15,\r\n\r\n hacking_skill_success_weight: 0.05,\r\n dexterity_success_weight: 1.25,\r\n\r\n intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n\r\n TraffickArms: new Crime(\"Traffick Arms\", CONSTANTS.CrimeTraffickArms, 40e3, 600e3, 2, 1, {\r\n strength_exp: 20,\r\n defense_exp: 20,\r\n dexterity_exp: 20,\r\n agility_exp: 20,\r\n charisma_exp: 40,\r\n\r\n charisma_success_weight: 1,\r\n strength_success_weight: 1,\r\n defense_success_weight: 1,\r\n dexterity_success_weight: 1,\r\n agility_success_weight: 1,\r\n }),\r\n\r\n Homicide: new Crime(\"Homicide\", CONSTANTS.CrimeHomicide, 3e3, 45e3, 1, 3, {\r\n strength_exp: 2,\r\n defense_exp: 2,\r\n dexterity_exp: 2,\r\n agility_exp: 2,\r\n\r\n strength_success_weight: 2,\r\n defense_success_weight: 2,\r\n dexterity_success_weight: 0.5,\r\n agility_success_weight: 0.5,\r\n\r\n kills: 1,\r\n }),\r\n\r\n GrandTheftAuto: new Crime(\"Grand Theft Auto\", CONSTANTS.CrimeGrandTheftAuto, 80e3, 1.6e6, 8, 5, {\r\n strength_exp: 20,\r\n defense_exp: 20,\r\n dexterity_exp: 20,\r\n agility_exp: 80,\r\n charisma_exp: 40,\r\n\r\n hacking_skill_success_weight: 1,\r\n strength_success_weight: 1,\r\n dexterity_success_weight: 4,\r\n agility_success_weight: 2,\r\n charisma_success_weight: 2,\r\n\r\n intelligence_exp: CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n\r\n Kidnap: new Crime(\"Kidnap\", CONSTANTS.CrimeKidnap, 120e3, 3.6e6, 5, 6, {\r\n strength_exp: 80,\r\n defense_exp: 80,\r\n dexterity_exp: 80,\r\n agility_exp: 80,\r\n charisma_exp: 80,\r\n\r\n charisma_success_weight: 1,\r\n strength_success_weight: 1,\r\n dexterity_success_weight: 1,\r\n agility_success_weight: 1,\r\n\r\n intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n\r\n Assassination: new Crime(\"Assassination\", CONSTANTS.CrimeAssassination, 300e3, 12e6, 8, 10, {\r\n strength_exp: 300,\r\n defense_exp: 300,\r\n dexterity_exp: 300,\r\n agility_exp: 300,\r\n\r\n strength_success_weight: 1,\r\n dexterity_success_weight: 2,\r\n agility_success_weight: 1,\r\n\r\n intelligence_exp: 5 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n\r\n kills: 1,\r\n }),\r\n\r\n Heist: new Crime(\"Heist\", CONSTANTS.CrimeHeist, 600e3, 120e6, 18, 15, {\r\n hacking_exp: 450,\r\n strength_exp: 450,\r\n defense_exp: 450,\r\n dexterity_exp: 450,\r\n agility_exp: 450,\r\n charisma_exp: 450,\r\n\r\n hacking_skill_success_weight: 1,\r\n strength_success_weight: 1,\r\n defense_success_weight: 1,\r\n dexterity_success_weight: 1,\r\n agility_success_weight: 1,\r\n charisma_success_weight: 1,\r\n\r\n intelligence_exp: 10 * CONSTANTS.IntelligenceCrimeBaseExpGain,\r\n }),\r\n};\r\n\r\nfunction determineCrimeSuccess(type, moneyGained) {\r\n var chance = 0;\r\n var found = false;\r\n for(const i in Crimes) {\r\n const crime = Crimes[i];\r\n if(crime.type == type) {\r\n chance = crime.successRate();\r\n found = true;\r\n break;\r\n }\r\n }\r\n if(!found) {\r\n console.log(crime);\r\n dialogBoxCreate(\"ERR: Unrecognized crime type. This is probably a bug please contact the developer\");\r\n return;\r\n }\r\n\r\n if (Math.random() <= chance) {\r\n //Success\r\n Player.gainMoney(moneyGained);\r\n return true;\r\n } else {\r\n //Failure\r\n return false;\r\n }\r\n}\r\n\r\nfunction findCrime(roughName) {\r\n if (roughName.includes(\"shoplift\")) {\r\n return Crimes.Shoplift;\r\n } else if (roughName.includes(\"rob\") && roughName.includes(\"store\")) {\r\n return Crimes.RobStore;\r\n } else if (roughName.includes(\"mug\")) {\r\n return Crimes.Mug;\r\n } else if (roughName.includes(\"larceny\")) {\r\n return Crimes.Larceny;\r\n } else if (roughName.includes(\"drugs\")) {\r\n return Crimes.DealDrugs;\r\n } else if (roughName.includes(\"bond\") && roughName.includes(\"forge\")) {\r\n return Crimes.BondForgery;\r\n } else if (roughName.includes(\"traffick\") && roughName.includes(\"arms\")) {\r\n return Crimes.TraffickArms;\r\n } else if (roughName.includes(\"homicide\")) {\r\n return Crimes.Homicide;\r\n } else if (roughName.includes(\"grand\") && roughName.includes(\"auto\")) {\r\n return Crimes.GrandTheftAuto;\r\n } else if (roughName.includes(\"kidnap\")) {\r\n return Crimes.Kidnap;\r\n } else if (roughName.includes(\"assassinate\")) {\r\n return Crimes.Assassination;\r\n } else if (roughName.includes(\"heist\")) {\r\n return Crimes.Heist;\r\n }\r\n return null;\r\n}\r\n\r\nexport {determineCrimeSuccess,findCrime,Crimes};\r\n","import {Augmentations, Augmentation,\r\n AugmentationNames} from \"./Augmentations.js\";\r\nimport {Programs} from \"./CreateProgram.js\";\r\nimport {inMission} from \"./Missions.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {redPillFlag} from \"./RedPill.js\";\r\nimport {GetServerByHostname} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\nimport {dialogBoxCreate, dialogBoxOpened} from \"../utils/DialogBox.js\";\r\nimport {Reviver, Generic_toJSON,\r\n Generic_fromJSON} from \"../utils/JSONReviver.js\";\r\n\r\n/* Message.js */\r\nfunction Message(filename=\"\", msg=\"\") {\r\n this.filename = filename;\r\n this.msg = msg;\r\n this.recvd = false;\r\n}\r\n\r\nMessage.prototype.toJSON = function() {\r\n return Generic_toJSON(\"Message\", this);\r\n}\r\n\r\n\r\nMessage.fromJSON = function(value) {\r\n return Generic_fromJSON(Message, value.data);\r\n}\r\n\r\nReviver.constructors.Message = Message;\r\n\r\n//Sends message to player, including a pop up\r\nfunction sendMessage(msg, forced=false) {\r\n console.log(\"sending message: \" + msg.filename);\r\n msg.recvd = true;\r\n if (forced || !Settings.SuppressMessages) {\r\n showMessage(msg);\r\n }\r\n addMessageToServer(msg, \"home\");\r\n}\r\n\r\nfunction showMessage(msg) {\r\n var txt = \"Message received from unknown sender:

\" +\r\n \"\" + msg.msg + \"

\" +\r\n \"This message was saved as \" + msg.filename + \" onto your home computer.\";\r\n dialogBoxCreate(txt);\r\n}\r\n\r\n//Adds a message to a server\r\nfunction addMessageToServer(msg, serverHostname) {\r\n var server = GetServerByHostname(serverHostname);\r\n if (server == null) {\r\n console.log(\"WARNING: Did not locate \" + serverHostname);\r\n return;\r\n }\r\n for (var i = 0; i < server.messages.length; ++i) {\r\n if (server.messages[i].filename === msg.filename) {\r\n return; //Already exists\r\n }\r\n }\r\n server.messages.push(msg);\r\n}\r\n\r\n//Checks if any of the 'timed' messages should be sent\r\nfunction checkForMessagesToSend() {\r\n var jumper0 = Messages[MessageFilenames.Jumper0];\r\n var jumper1 = Messages[MessageFilenames.Jumper1];\r\n var jumper2 = Messages[MessageFilenames.Jumper2];\r\n var jumper3 = Messages[MessageFilenames.Jumper3];\r\n var jumper4 = Messages[MessageFilenames.Jumper4];\r\n var cybersecTest = Messages[MessageFilenames.CyberSecTest];\r\n var nitesecTest = Messages[MessageFilenames.NiteSecTest];\r\n var bitrunnersTest = Messages[MessageFilenames.BitRunnersTest];\r\n var redpill = Messages[MessageFilenames.RedPill];\r\n\r\n var redpillOwned = false;\r\n if (Augmentations[AugmentationNames.TheRedPill].owned) {\r\n redpillOwned = true;\r\n }\r\n\r\n if (redpill && redpillOwned && Player.sourceFiles.length === 0 && !redPillFlag && !inMission) {\r\n if (!dialogBoxOpened) {\r\n sendMessage(redpill, true);\r\n }\r\n } else if (redpill && redpillOwned) {\r\n //If player has already destroyed a BitNode, message is not forced\r\n if (!redPillFlag && !inMission && !dialogBoxOpened) {\r\n sendMessage(redpill);\r\n }\r\n } else if (jumper0 && !jumper0.recvd && Player.hacking_skill >= 25) {\r\n sendMessage(jumper0);\r\n Player.getHomeComputer().programs.push(Programs.Flight);\r\n } else if (jumper1 && !jumper1.recvd && Player.hacking_skill >= 40) {\r\n sendMessage(jumper1);\r\n } else if (cybersecTest && !cybersecTest.recvd && Player.hacking_skill >= 50) {\r\n sendMessage(cybersecTest);\r\n } else if (jumper2 && !jumper2.recvd && Player.hacking_skill >= 175) {\r\n sendMessage(jumper2);\r\n } else if (nitesecTest && !nitesecTest.recvd && Player.hacking_skill >= 200) {\r\n sendMessage(nitesecTest);\r\n } else if (jumper3 && !jumper3.recvd && Player.hacking_skill >= 350) {\r\n sendMessage(jumper3);\r\n } else if (jumper4 && !jumper4.recvd && Player.hacking_skill >= 490) {\r\n sendMessage(jumper4);\r\n } else if (bitrunnersTest && !bitrunnersTest.recvd && Player.hacking_skill >= 500) {\r\n sendMessage(bitrunnersTest);\r\n }\r\n}\r\n\r\nfunction AddToAllMessages(msg) {\r\n Messages[msg.filename] = msg;\r\n}\r\n\r\nlet Messages = {}\r\n\r\nfunction loadMessages(saveString) {\r\n Messages = JSON.parse(saveString, Reviver);\r\n}\r\n\r\nlet MessageFilenames = {\r\n Jumper0: \"j0.msg\",\r\n Jumper1: \"j1.msg\",\r\n Jumper2: \"j2.msg\",\r\n Jumper3: \"j3.msg\",\r\n Jumper4: \"j4.msg\",\r\n CyberSecTest: \"csec-test.msg\",\r\n NiteSecTest: \"nitesec-test.msg\",\r\n BitRunnersTest: \"19dfj3l1nd.msg\",\r\n RedPill: \"icarus.msg\",\r\n}\r\n\r\nfunction initMessages() {\r\n //Reset\r\n Messages = {};\r\n\r\n //jump3R Messages\r\n AddToAllMessages(new Message(MessageFilenames.Jumper0,\r\n \"I know you can sense it. I know you're searching for it. \" +\r\n \"It's why you spend night after \" +\r\n \"night at your computer.

It's real, I've seen it. And I can \" +\r\n \"help you find it. But not right now. You're not ready yet.

\" +\r\n \"Use this program to track your progress

\" +\r\n \"The fl1ght.exe program was added to your home computer

\" +\r\n \"-jump3R\"));\r\n AddToAllMessages(new Message(MessageFilenames.Jumper1,\r\n \"Soon you will be contacted by a hacking group known as CyberSec. \" +\r\n \"They can help you with your search.

\" +\r\n \"You should join them, garner their favor, and \" +\r\n \"exploit them for their Augmentations. But do not trust them. \" +\r\n \"They are not what they seem. No one is.

\" +\r\n \"-jump3R\"));\r\n AddToAllMessages(new Message(MessageFilenames.Jumper2,\r\n \"Do not try to save the world. There is no world to save. If \" +\r\n \"you want to find the truth, worry only about yourself. Ethics and \" +\r\n \"morals will get you killed.

Watch out for a hacking group known as NiteSec.\" +\r\n \"

-jump3R\"));\r\n AddToAllMessages(new Message(MessageFilenames.Jumper3,\r\n \"You must learn to walk before you can run. And you must \" +\r\n \"run before you can fly. Look for the black hand.

\" +\r\n \"I.I.I.I

-jump3R\"));\r\n AddToAllMessages(new Message(MessageFilenames.Jumper4,\r\n \"To find what you are searching for, you must understand the bits. \" +\r\n \"The bits are all around us. The runners will help you.

\" +\r\n \"-jump3R\"));\r\n\r\n //Messages from hacking factions\r\n AddToAllMessages(new Message(MessageFilenames.CyberSecTest,\r\n \"We've been watching you. Your skills are very impressive. But you're wasting \" +\r\n \"your talents. If you join us, you can put your skills to good use and change \" +\r\n \"the world for the better. If you join us, we can unlock your full potential.

\" +\r\n \"But first, you must pass our test. Find and hack our server using the Terminal.

\" +\r\n \"-CyberSec\"));\r\n AddToAllMessages(new Message(MessageFilenames.NiteSecTest,\r\n \"People say that the corrupted governments and corporations rule the world. \" +\r\n \"Yes, maybe they do. But do you know who everyone really fears? People \" +\r\n \"like us. Because they can't hide from us. Because they can't fight shadows \" +\r\n \"and ideas with bullets.

\" +\r\n \"Join us, and people will fear you, too.

\" +\r\n \"Find and hack our hidden server using the Terminal. Then, we will contact you again.\" +\r\n \"

-NiteSec\"));\r\n AddToAllMessages(new Message(MessageFilenames.BitRunnersTest,\r\n \"We know what you are doing. We know what drives you. We know \" +\r\n \"what you are looking for.

\" +\r\n \"We can help you find the answers.

\" +\r\n \"run4theh111z\"));\r\n\r\n AddToAllMessages(new Message(MessageFilenames.RedPill,\r\n \"@)(#V%*N)@(#*)*C)@#%*)*V)@#(*%V@)(#VN%*)@#(*%
\" +\r\n \")@B(*#%)@)M#B*%V)____FIND___#$@)#%(B*)@#(*%B)
\" +\r\n \"@_#(%_@#M(BDSPOMB__THE-CAVE_#)$(*@#$)@#BNBEGB
\" +\r\n \"DFLSMFVMV)#@($*)@#*$MV)@#(*$V)M#(*$)M@(#*VM$)\"));\r\n}\r\n\r\nexport {Messages, checkForMessagesToSend, sendMessage, showMessage, loadMessages,\r\n initMessages, Message};\r\n","import {post} from \"./Terminal.js\";\r\n\r\nlet Aliases = {};\r\nlet GlobalAliases = {};\r\n\r\nfunction loadAliases(saveString) {\r\n if (saveString === \"\") {\r\n Aliases = {};\r\n } else {\r\n Aliases = JSON.parse(saveString);\r\n }\r\n}\r\n\r\nfunction loadGlobalAliases(saveString) {\r\n if (saveString === \"\") {\r\n GlobalAliases = {};\r\n } else {\r\n GlobalAliases = JSON.parse(saveString);\r\n }\r\n}\r\n\r\n//Print all aliases to terminal\r\nfunction printAliases() {\r\n for (var name in Aliases) {\r\n if (Aliases.hasOwnProperty(name)) {\r\n post(\"alias \" + name + \"=\" + Aliases[name]);\r\n }\r\n }\r\n for (var name in GlobalAliases) {\r\n if (GlobalAliases.hasOwnProperty(name)) {\r\n post(\"global alias \" + name + \"=\" + GlobalAliases[name]);\r\n }\r\n }\r\n}\r\n\r\n//True if successful, false otherwise\r\nfunction parseAliasDeclaration(dec,global=false) {\r\n var re = /^([_|\\w|!|%|,|@]+)=\"(.+)\"$/;\r\n var matches = dec.match(re);\r\n if (matches == null || matches.length != 3) {return false;}\r\n if (global){\r\n addGlobalAlias(matches[1],matches[2]);\r\n } else {\r\n addAlias(matches[1], matches[2]);\r\n }\r\n return true;\r\n}\r\n\r\nfunction addAlias(name, value) {\r\n if (name in GlobalAliases){\r\n delete GlobalAliases[name];\r\n }\r\n Aliases[name] = value;\r\n}\r\n\r\nfunction addGlobalAlias(name, value) {\r\n if (name in Aliases){\r\n delete Aliases[name];\r\n }\r\n GlobalAliases[name] = value;\r\n}\r\n\r\nfunction getAlias(name) {\r\n if (Aliases.hasOwnProperty(name)) {\r\n return Aliases[name];\r\n }\r\n return null;\r\n}\r\n\r\nfunction getGlobalAlias(name) {\r\n if (GlobalAliases.hasOwnProperty(name)) {\r\n return GlobalAliases[name];\r\n }\r\n return null;\r\n}\r\n\r\nfunction removeAlias(name) {\r\n if (Aliases.hasOwnProperty(name)) {\r\n delete Aliases[name];\r\n return true;\r\n }\r\n if (GlobalAliases.hasOwnProperty(name)) {\r\n delete GlobalAliases[name];\r\n return true;\r\n }\r\n return false;\r\n}\r\n\r\n//Returns the original string with any aliases substituted in\r\n//Aliases only applied to \"whole words\", one level deep\r\nfunction substituteAliases(origCommand) {\r\n var commandArray = origCommand.split(\" \");\r\n if (commandArray.length>0){\r\n var alias = getAlias(commandArray[0]);\r\n if (alias != null) {\r\n commandArray[0] = alias;\r\n } else {\r\n var alias = getGlobalAlias(commandArray[0]);\r\n if (alias != null) {\r\n commandArray[0] = alias;\r\n }\r\n }\r\n for (var i = 0; i < commandArray.length; ++i) {\r\n var alias = getGlobalAlias(commandArray[i]);\r\n if (alias != null) {\r\n commandArray[i] = alias;\r\n }\r\n }\r\n }\r\n return commandArray.join(\" \");\r\n}\r\n\r\nexport {Aliases, GlobalAliases, printAliases, parseAliasDeclaration,\r\n removeAlias, substituteAliases, loadAliases, loadGlobalAliases};\r\n","var sprintf = require('sprintf-js').sprintf,\r\n vsprintf = require('sprintf-js').vsprintf\r\n\r\nimport {updateActiveScriptsItems} from \"./ActiveScriptsUI.js\";\r\nimport {Augmentations, Augmentation,\r\n augmentationExists, installAugmentations,\r\n AugmentationNames} from \"./Augmentations.js\";\r\nimport {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {determineCrimeSuccess, findCrime} from \"./Crimes.js\";\r\nimport {Bladeburner} from \"./Bladeburner.js\";\r\nimport {Companies, Company, CompanyPosition,\r\n CompanyPositions, companyExists} from \"./Company.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Programs} from \"./CreateProgram.js\";\r\nimport {parseDarkwebItemPrice, DarkWebItems} from \"./DarkWeb.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Factions, Faction, joinFaction,\r\n factionExists, purchaseAugmentation} from \"./Faction.js\";\r\nimport {getCostOfNextHacknetNode, purchaseHacknet} from \"./HacknetNode.js\";\r\nimport {Locations} from \"./Location.js\";\r\nimport {Message, Messages} from \"./Message.js\";\r\nimport {inMission} from \"./Missions.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {Script, findRunningScript, RunningScript,\r\n isScriptFilename} from \"./Script.js\";\r\nimport {Server, getServer, AddToAllServers,\r\n AllServers, processSingleServerGrowth,\r\n GetServerByHostname} from \"./Server.js\";\r\nimport {Settings} from \"./Settings.js\";\r\nimport {SpecialServerIps} from \"./SpecialServerIps.js\";\r\nimport {StockMarket, StockSymbols, SymbolToStockMap, initStockSymbols,\r\n initStockMarket, initSymbolToStockMap, stockMarketCycle, buyStock,\r\n sellStock, updateStockPrices, displayStockMarketContent,\r\n updateStockTicker, updateStockPlayerPosition,\r\n Stock, shortStock, sellShort, OrderTypes,\r\n PositionTypes, placeOrder, cancelOrder} from \"./StockMarket.js\";\r\nimport {post} from \"./Terminal.js\";\r\nimport {TextFile, getTextFile, createTextFile} from \"./TextFile.js\";\r\n\r\nimport {WorkerScript, workerScripts,\r\n killWorkerScript, NetscriptPorts} from \"./NetscriptWorker.js\";\r\nimport {makeRuntimeRejectMsg, netscriptDelay, runScriptFromScript,\r\n scriptCalculateHackingChance, scriptCalculateHackingTime,\r\n scriptCalculateExpGain, scriptCalculatePercentMoneyHacked,\r\n scriptCalculateGrowTime, scriptCalculateWeakenTime} from \"./NetscriptEvaluator.js\";\r\nimport {Environment} from \"./NetscriptEnvironment.js\";\r\nimport {NetscriptPort} from \"./NetscriptPort.js\";\r\n\r\nimport Decimal from \"decimal.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {printArray, powerOfTwo} from \"../utils/HelperFunctions.js\";\r\nimport {createRandomIp} from \"../utils/IPAddress.js\";\r\nimport {formatNumber, isString, isHTML} from \"../utils/StringHelperFunctions.js\";\r\nimport {yesNoBoxClose, yesNoBoxGetYesButton,\r\n yesNoBoxGetNoButton, yesNoBoxCreate,\r\n yesNoBoxOpen} from \"../utils/YesNoBox.js\";\r\n\r\nvar hasCorporationSF = false, //Source-File 3\r\n hasSingularitySF = false, //Source-File 4\r\n hasAISF = false, //Source-File 5\r\n hasBladeburnerSF = false, //Source-File 6\r\n hasBladeburner2079SF = false, //Source-File 7\r\n hasWallStreetSF = false, //Source-File 8\r\n hasBn11SF = false; //Source-File 11\r\n\r\nvar singularitySFLvl=1, wallStreetSFLvl=1;\r\n\r\nvar possibleLogs = {\r\n ALL: true,\r\n scan: true,\r\n hack: true,\r\n sleep: true,\r\n disableLog: true,\r\n enableLog: true,\r\n grow: true,\r\n weaken: true,\r\n nuke: true,\r\n brutessh: true,\r\n ftpcrack: true,\r\n relaysmtp: true,\r\n httpworm: true,\r\n sqlinject: true,\r\n spawn: true,\r\n kill: true,\r\n killall: true,\r\n scp: true,\r\n getHackingLevel: true,\r\n getServerMoneyAvailable: true,\r\n getServerSecurityLevel: true,\r\n getServerBaseSecurityLevel: true,\r\n getServerMinSecurityLevel: true,\r\n getServerRequiredHackingLevel: true,\r\n getServerMaxMoney: true,\r\n getServerGrowth: true,\r\n getServerNumPortsRequired: true,\r\n getServerRam: true,\r\n buyStock: true,\r\n sellStock: true,\r\n purchaseServer: true,\r\n deleteServer: true,\r\n universityCourse: true,\r\n gymWorkout: true,\r\n travelToCity: true,\r\n purchaseTor: true,\r\n purchaseProgram: true,\r\n stopAction: true,\r\n upgradeHomeRam: true,\r\n workForCompany: true,\r\n applyToCompany: true,\r\n joinFaction: true,\r\n workForFaction: true,\r\n createProgram: true,\r\n commitCrime: true,\r\n shortStock: true,\r\n sellShort: true,\r\n startAction: true,\r\n upgradeSkill: true,\r\n setTeamSize: true,\r\n joinBladeburnerFaction: true,\r\n}\r\n\r\n//Used to check and set flags for every Source File, despite the name of the function\r\nfunction initSingularitySFFlags() {\r\n for (var i = 0; i < Player.sourceFiles.length; ++i) {\r\n if (Player.sourceFiles[i].n === 3) {hasCorporationSF = true;}\r\n if (Player.sourceFiles[i].n === 4) {\r\n hasSingularitySF = true;\r\n singularitySFLvl = Player.sourceFiles[i].lvl;\r\n }\r\n if (Player.sourceFiles[i].n === 5) {hasAISF = true;}\r\n if (Player.sourceFiles[i].n === 6) {hasBladeburnerSF = true;}\r\n if (Player.sourceFiles[i].n === 7) {hasBladeburner2079SF = true;}\r\n if (Player.sourceFiles[i].n === 8) {\r\n hasWallStreetSF = true;\r\n wallStreetSFLvl = Player.sourceFiles[i].lvl;\r\n }\r\n if (Player.sourceFiles[i].n === 11) {hasBn11SF = true;}\r\n }\r\n}\r\n\r\nfunction NetscriptFunctions(workerScript) {\r\n var updateDynamicRam = function(fnName, ramCost) {\r\n if (workerScript.dynamicLoadedFns[fnName]) {return;}\r\n workerScript.dynamicLoadedFns[fnName] = true;\r\n workerScript.dynamicRamUsage += ramCost;\r\n if (workerScript.dynamicRamUsage > 1.01 * workerScript.ramUsage) {\r\n throw makeRuntimeRejectMsg(workerScript,\r\n \"Dynamic RAM usage calculated to be greater than initial RAM usage. \" +\r\n \"This is probably because you somehow circumvented the static RAM \" +\r\n \"calculation.

Please don't do that :(\");\r\n }\r\n };\r\n\r\n var updateStaticRam = function(fnName, ramCost) {\r\n if (workerScript.loadedFns[fnName]) {\r\n return 0;\r\n } else {\r\n workerScript.loadedFns[fnName] = true;\r\n return ramCost;\r\n }\r\n };\r\n\r\n return {\r\n Math : Math,\r\n Date : Date,\r\n Number : Number,\r\n hacknetnodes : Player.hacknetNodeWrappers,\r\n sprintf : sprintf,\r\n vsprintf: vsprintf,\r\n scan : function(ip=workerScript.serverIp, hostnames=true){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"scan\", CONSTANTS.ScriptScanRamCost);\r\n }\r\n updateDynamicRam(\"scan\", CONSTANTS.ScriptScanRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, 'Invalid IP or hostname passed into scan() command');\r\n }\r\n var out = [];\r\n for (var i = 0; i < server.serversOnNetwork.length; i++) {\r\n var entry;\r\n if (hostnames) {\r\n entry = server.getServerOnNetwork(i).hostname;\r\n } else {\r\n entry = server.getServerOnNetwork(i).ip;\r\n }\r\n if (entry == null) {\r\n continue;\r\n }\r\n out.push(entry);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scan == null) {\r\n workerScript.scriptRef.log('scan() returned ' + server.serversOnNetwork.length + ' connections for ' + server.hostname);\r\n }\r\n return out;\r\n },\r\n hack : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"hack\", CONSTANTS.ScriptHackRamCost);\r\n }\r\n updateDynamicRam(\"hack\", CONSTANTS.ScriptHackRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Hack() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var threads = workerScript.scriptRef.threads;\r\n if (isNaN(threads) || threads < 1) {threads = 1;}\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"hack() error. Invalid IP or hostname passed in: \" + ip + \". Stopping...\");\r\n throw makeRuntimeRejectMsg(workerScript, \"hack() error. Invalid IP or hostname passed in: \" + ip + \". Stopping...\");\r\n }\r\n\r\n //Calculate the hacking time\r\n var hackingTime = scriptCalculateHackingTime(server); //This is in seconds\r\n\r\n //No root access or skill level too low\r\n if (server.hasAdminRights == false) {\r\n workerScript.scriptRef.log(\"Cannot hack this server (\" + server.hostname + \") because user does not have root access\");\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot hack this server (\" + server.hostname + \") because user does not have root access\");\r\n }\r\n\r\n if (server.requiredHackingSkill > Player.hacking_skill) {\r\n workerScript.scriptRef.log(\"Cannot hack this server (\" + server.hostname + \") because user's hacking skill is not high enough\");\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot hack this server (\" + server.hostname + \") because user's hacking skill is not high enough\");\r\n }\r\n\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.hack == null) {\r\n workerScript.scriptRef.log(\"Attempting to hack \" + ip + \" in \" + hackingTime.toFixed(3) + \" seconds (t=\" + threads + \")\");\r\n }\r\n return netscriptDelay(hackingTime* 1000, workerScript).then(function() {\r\n if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}\r\n var hackChance = scriptCalculateHackingChance(server);\r\n var rand = Math.random();\r\n var expGainedOnSuccess = scriptCalculateExpGain(server) * threads;\r\n var expGainedOnFailure = (expGainedOnSuccess / 4);\r\n if (rand < hackChance) { //Success!\r\n var moneyGained = scriptCalculatePercentMoneyHacked(server);\r\n moneyGained = Math.floor(server.moneyAvailable * moneyGained) * threads;\r\n\r\n //Over-the-top safety checks\r\n if (moneyGained <= 0) {\r\n moneyGained = 0;\r\n expGainedOnSuccess = expGainedOnFailure;\r\n }\r\n if (moneyGained > server.moneyAvailable) {moneyGained = server.moneyAvailable;}\r\n server.moneyAvailable -= moneyGained;\r\n if (server.moneyAvailable < 0) {server.moneyAvailable = 0;}\r\n\r\n Player.gainMoney(moneyGained);\r\n workerScript.scriptRef.onlineMoneyMade += moneyGained;\r\n Player.scriptProdSinceLastAug += moneyGained;\r\n workerScript.scriptRef.recordHack(server.ip, moneyGained, threads);\r\n Player.gainHackingExp(expGainedOnSuccess);\r\n workerScript.scriptRef.onlineExpGained += expGainedOnSuccess;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.hack == null) {\r\n workerScript.scriptRef.log(\"Script SUCCESSFULLY hacked \" + server.hostname + \" for $\" + formatNumber(moneyGained, 2) + \" and \" + formatNumber(expGainedOnSuccess, 4) + \" exp (t=\" + threads + \")\");\r\n }\r\n server.fortify(CONSTANTS.ServerFortifyAmount * threads);\r\n return Promise.resolve(moneyGained);\r\n } else {\r\n //Player only gains 25% exp for failure?\r\n Player.gainHackingExp(expGainedOnFailure);\r\n workerScript.scriptRef.onlineExpGained += expGainedOnFailure;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.hack == null) {\r\n workerScript.scriptRef.log(\"Script FAILED to hack \" + server.hostname + \". Gained \" + formatNumber(expGainedOnFailure, 4) + \" exp (t=\" + threads + \")\");\r\n }\r\n return Promise.resolve(0);\r\n }\r\n });\r\n },\r\n sleep : function(time){\r\n if (workerScript.checkingRam) {return 0;}\r\n if (time === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"sleep() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sleep == null) {\r\n workerScript.scriptRef.log(\"Sleeping for \" + time + \" milliseconds\");\r\n }\r\n return netscriptDelay(time, workerScript).then(function() {\r\n return Promise.resolve(true);\r\n });\r\n },\r\n grow : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"grow\", CONSTANTS.ScriptGrowRamCost);\r\n }\r\n updateDynamicRam(\"grow\", CONSTANTS.ScriptGrowRamCost);\r\n var threads = workerScript.scriptRef.threads;\r\n if (isNaN(threads) || threads < 1) {threads = 1;}\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"grow() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot grow(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot grow(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n\r\n //No root access or skill level too low\r\n if (server.hasAdminRights == false) {\r\n workerScript.scriptRef.log(\"Cannot grow this server (\" + server.hostname + \") because user does not have root access\");\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot grow this server (\" + server.hostname + \") because user does not have root access\");\r\n }\r\n\r\n var growTime = scriptCalculateGrowTime(server);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.grow == null) {\r\n workerScript.scriptRef.log(\"Executing grow() on server \" + server.hostname + \" in \" + formatNumber(growTime/1000, 3) + \" seconds (t=\" + threads + \")\");\r\n }\r\n return netscriptDelay(growTime, workerScript).then(function() {\r\n if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}\r\n server.moneyAvailable += (1 * threads); //It can be grown even if it has no money\r\n var growthPercentage = processSingleServerGrowth(server, 450 * threads);\r\n workerScript.scriptRef.recordGrow(server.ip, threads);\r\n var expGain = scriptCalculateExpGain(server) * threads;\r\n if (growthPercentage == 1) {\r\n expGain = 0;\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.grow == null) {\r\n workerScript.scriptRef.log(\"Available money on \" + server.hostname + \" grown by \" +\r\n formatNumber(growthPercentage*100 - 100, 6) + \"%. Gained \" +\r\n formatNumber(expGain, 4) + \" hacking exp (t=\" + threads +\")\");\r\n }\r\n workerScript.scriptRef.onlineExpGained += expGain;\r\n Player.gainHackingExp(expGain);\r\n return Promise.resolve(growthPercentage);\r\n });\r\n },\r\n weaken : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"weaken\", CONSTANTS.ScriptWeakenRamCost);\r\n }\r\n updateDynamicRam(\"weaken\", CONSTANTS.ScriptWeakenRamCost);\r\n var threads = workerScript.scriptRef.threads;\r\n if (isNaN(threads) || threads < 1) {threads = 1;}\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"weaken() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot weaken(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot weaken(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n\r\n //No root access or skill level too low\r\n if (server.hasAdminRights == false) {\r\n workerScript.scriptRef.log(\"Cannot weaken this server (\" + server.hostname + \") because user does not have root access\");\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot weaken this server (\" + server.hostname + \") because user does not have root access\");\r\n }\r\n\r\n var weakenTime = scriptCalculateWeakenTime(server);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.weaken == null) {\r\n workerScript.scriptRef.log(\"Executing weaken() on server \" + server.hostname + \" in \" +\r\n formatNumber(weakenTime/1000, 3) + \" seconds (t=\" + threads + \")\");\r\n }\r\n return netscriptDelay(weakenTime, workerScript).then(function() {\r\n if (workerScript.env.stopFlag) {return Promise.reject(workerScript);}\r\n server.weaken(CONSTANTS.ServerWeakenAmount * threads);\r\n workerScript.scriptRef.recordWeaken(server.ip, threads);\r\n var expGain = scriptCalculateExpGain(server) * threads;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.weaken == null) {\r\n workerScript.scriptRef.log(\"Server security level on \" + server.hostname + \" weakened to \" + server.hackDifficulty +\r\n \". Gained \" + formatNumber(expGain, 4) + \" hacking exp (t=\" + threads + \")\");\r\n }\r\n workerScript.scriptRef.onlineExpGained += expGain;\r\n Player.gainHackingExp(expGain);\r\n return Promise.resolve(CONSTANTS.ServerWeakenAmount * threads);\r\n });\r\n },\r\n print : function(args){\r\n if (workerScript.checkingRam) {return 0;}\r\n if (args === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"print() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n workerScript.scriptRef.log(args.toString());\r\n },\r\n tprint : function(args) {\r\n if (workerScript.checkingRam) {return 0;}\r\n if (args === undefined || args == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"tprint() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var x = args.toString();\r\n if (isHTML(x)) {\r\n Player.takeDamage(1);\r\n dialogBoxCreate(\"You suddenly feel a sharp shooting pain through your body as an angry voice in your head exclaims:

\" +\r\n \"DON'T USE TPRINT() TO OUTPUT HTML ELEMENTS TO YOUR TERMINAL!!!!

\" +\r\n \"(You lost 1 HP)\");\r\n return;\r\n }\r\n post(workerScript.scriptRef.filename + \": \" + args.toString());\r\n },\r\n clearLog : function() {\r\n if (workerScript.checkingRam) {return 0;}\r\n workerScript.scriptRef.clearLog();\r\n },\r\n disableLog : function(fn) {\r\n if (workerScript.checkingRam) {return 0;}\r\n if(possibleLogs[fn]===undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument to disableLog: \"+fn);\r\n }\r\n workerScript.disableLogs[fn] = true;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.disableLog == null) {\r\n workerScript.scriptRef.log(\"Disabled logging for \" + fn);\r\n }\r\n },\r\n enableLog : function(fn) {\r\n if (workerScript.checkingRam) {return 0;}\r\n if(possibleLogs[fn]===undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument to enableLog: \"+fn);\r\n }\r\n delete workerScript.disableLogs[fn];\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.enableLog == null) {\r\n workerScript.scriptRef.log(\"Enabled logging for \" + fn);\r\n }\r\n },\r\n nuke : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"nuke\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"nuke\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call nuke(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call nuke(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.NukeProgram)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the NUKE.exe virus!\");\r\n }\r\n if (server.openPortCount < server.numOpenPortsRequired) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Not enough ports opened to use NUKE.exe virus\");\r\n }\r\n if (server.hasAdminRights) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.nuke == null) {\r\n workerScript.scriptRef.log(\"Already have root access to \" + server.hostname);\r\n }\r\n } else {\r\n server.hasAdminRights = true;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.nuke == null) {\r\n workerScript.scriptRef.log(\"Executed NUKE.exe virus on \" + server.hostname + \" to gain root access\");\r\n }\r\n }\r\n return true;\r\n },\r\n brutessh : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"brutessh\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"brutessh\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call brutessh(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call brutessh(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.BruteSSHProgram)) {\r\n workerScript.scriptRef.log(\"You do not have the BruteSSH.exe program!\");\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the BruteSSH.exe program!\");\r\n }\r\n if (!server.sshPortOpen) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.brutessh == null) {\r\n workerScript.scriptRef.log(\"Executed BruteSSH.exe on \" + server.hostname + \" to open SSH port (22)\");\r\n }\r\n server.sshPortOpen = true;\r\n ++server.openPortCount;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.brutessh == null) {\r\n workerScript.scriptRef.log(\"SSH Port (22) already opened on \" + server.hostname);\r\n }\r\n }\r\n return true;\r\n },\r\n ftpcrack : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"ftpcrack\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"ftpcrack\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call ftpcrack(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call ftpcrack(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.FTPCrackProgram)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the FTPCrack.exe program!\");\r\n }\r\n if (!server.ftpPortOpen) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.ftpcrack == null) {\r\n workerScript.scriptRef.log(\"Executed FTPCrack.exe on \" + server.hostname + \" to open FTP port (21)\");\r\n }\r\n server.ftpPortOpen = true;\r\n ++server.openPortCount;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.ftpcrack == null) {\r\n workerScript.scriptRef.log(\"FTP Port (21) already opened on \" + server.hostname);\r\n }\r\n }\r\n return true;\r\n },\r\n relaysmtp : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"relaysmtp\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"relaysmtp\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call relaysmtp(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call relaysmtp(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.RelaySMTPProgram)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the relaySMTP.exe program!\");\r\n }\r\n if (!server.smtpPortOpen) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.relaysmtp == null) {\r\n workerScript.scriptRef.log(\"Executed relaySMTP.exe on \" + server.hostname + \" to open SMTP port (25)\");\r\n }\r\n server.smtpPortOpen = true;\r\n ++server.openPortCount;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.relaysmtp == null) {\r\n workerScript.scriptRef.log(\"SMTP Port (25) already opened on \" + server.hostname);\r\n }\r\n }\r\n return true;\r\n },\r\n httpworm : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"httpworm\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"httpworm\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call httpworm(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call httpworm(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.HTTPWormProgram)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the HTTPWorm.exe program!\");\r\n }\r\n if (!server.httpPortOpen) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.httpworm == null) {\r\n workerScript.scriptRef.log(\"Executed HTTPWorm.exe on \" + server.hostname + \" to open HTTP port (80)\");\r\n }\r\n server.httpPortOpen = true;\r\n ++server.openPortCount;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.httpworm == null) {\r\n workerScript.scriptRef.log(\"HTTP Port (80) already opened on \" + server.hostname);\r\n }\r\n }\r\n return true;\r\n },\r\n sqlinject : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"sqlinject\", CONSTANTS.ScriptPortProgramRamCost);\r\n }\r\n updateDynamicRam(\"sqlinject\", CONSTANTS.ScriptPortProgramRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Program call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"Cannot call sqlinject(). Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot call sqlinject(). Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (!Player.hasProgram(Programs.SQLInjectProgram)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You do not have the SQLInject.exe program!\");\r\n }\r\n if (!server.sqlPortOpen) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sqlinject == null) {\r\n workerScript.scriptRef.log(\"Executed SQLInject.exe on \" + server.hostname + \" to open SQL port (1433)\");\r\n }\r\n server.sqlPortOpen = true;\r\n ++server.openPortCount;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sqlinject == null) {\r\n workerScript.scriptRef.log(\"SQL Port (1433) already opened on \" + server.hostname);\r\n }\r\n }\r\n return true;\r\n },\r\n run : function(scriptname,threads = 1){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"run\", CONSTANTS.ScriptRunRamCost);\r\n }\r\n updateDynamicRam(\"run\", CONSTANTS.ScriptRunRamCost);\r\n if (scriptname === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"run() call has incorrect number of arguments. Usage: run(scriptname, [numThreads], [arg1], [arg2]...)\");\r\n }\r\n if (isNaN(threads) || threads < 1) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument for thread count passed into run(). Must be numeric and greater than 0\");\r\n }\r\n var argsForNewScript = [];\r\n for (var i = 2; i < arguments.length; ++i) {\r\n argsForNewScript.push(arguments[i]);\r\n }\r\n var scriptServer = getServer(workerScript.serverIp);\r\n if (scriptServer == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find server. This is a bug in the game. Report to game dev\");\r\n }\r\n\r\n return runScriptFromScript(scriptServer, scriptname, argsForNewScript, workerScript, threads);\r\n },\r\n exec : function(scriptname,ip,threads = 1) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"exec\", CONSTANTS.ScriptExecRamCost);\r\n }\r\n updateDynamicRam(\"exec\", CONSTANTS.ScriptExecRamCost);\r\n if (scriptname === undefined || ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"exec() call has incorrect number of arguments. Usage: exec(scriptname, server, [numThreads], [arg1], [arg2]...)\");\r\n }\r\n if (isNaN(threads) || threads < 1) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument for thread count passed into exec(). Must be numeric and greater than 0\");\r\n }\r\n var argsForNewScript = [];\r\n for (var i = 3; i < arguments.length; ++i) {\r\n argsForNewScript.push(arguments[i]);\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid hostname/ip passed into exec() command: \" + ip);\r\n }\r\n return runScriptFromScript(server, scriptname, argsForNewScript, workerScript, threads);\r\n },\r\n spawn : function(scriptname, threads) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"spawn\", CONSTANTS.ScriptSpawnRamCost);\r\n }\r\n updateDynamicRam(\"spawn\", CONSTANTS.ScriptSpawnRamCost);\r\n if (scriptname == null || threads == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid scriptname or numThreads argument passed to spawn()\");\r\n }\r\n setTimeout(()=>{\r\n NetscriptFunctions(workerScript).run.apply(this, arguments);\r\n }, 20000);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.spawn == null) {\r\n workerScript.scriptRef.log(\"spawn() will execute \" + scriptname + \" in 20 seconds\");\r\n }\r\n NetscriptFunctions(workerScript).exit();\r\n },\r\n kill : function(filename,ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"kill\", CONSTANTS.ScriptKillRamCost);\r\n }\r\n updateDynamicRam(\"kill\", CONSTANTS.ScriptKillRamCost);\r\n if (filename === undefined || ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"kill() call has incorrect number of arguments. Usage: kill(scriptname, server, [arg1], [arg2]...)\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"kill() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"kill() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n var argsForKillTarget = [];\r\n for (var i = 2; i < arguments.length; ++i) {\r\n argsForKillTarget.push(arguments[i]);\r\n }\r\n var runningScriptObj = findRunningScript(filename, argsForKillTarget, server);\r\n if (runningScriptObj == null) {\r\n workerScript.scriptRef.log(\"kill() failed. No such script \"+ filename + \" on \" + server.hostname + \" with args: \" + printArray(argsForKillTarget));\r\n return false;\r\n }\r\n var res = killWorkerScript(runningScriptObj, server.ip);\r\n if (res) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.kill == null) {\r\n workerScript.scriptRef.log(\"Killing \" + filename + \" on \" + server.hostname + \" with args: \" + printArray(argsForKillTarget) + \". May take up to a few minutes for the scripts to die...\");\r\n }\r\n return true;\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.kill == null) {\r\n workerScript.scriptRef.log(\"kill() failed. No such script \"+ filename + \" on \" + server.hostname + \" with args: \" + printArray(argsForKillTarget));\r\n }\r\n return false;\r\n }\r\n },\r\n killall : function(ip=workerScript.serverIp){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"killall\", CONSTANTS.ScriptKillRamCost);\r\n }\r\n updateDynamicRam(\"killall\", CONSTANTS.ScriptKillRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"killall() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"killall() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"killall() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n var scriptsRunning = (server.runningScripts.length > 0);\r\n for (var i = server.runningScripts.length-1; i >= 0; --i) {\r\n killWorkerScript(server.runningScripts[i], server.ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.killall == null) {\r\n workerScript.scriptRef.log(\"killall(): Killing all scripts on \" + server.hostname + \". May take a few minutes for the scripts to die\");\r\n }\r\n return scriptsRunning;\r\n },\r\n exit : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"exit\", CONSTANTS.ScriptKillRamCost);\r\n }\r\n updateDynamicRam(\"exit\", CONSTANTS.ScriptKillRamCost);\r\n var server = getServer(workerScript.serverIp);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Error getting Server for this script in exit(). This is a bug please contact game dev\");\r\n }\r\n if (killWorkerScript(workerScript.scriptRef, server.ip)) {\r\n workerScript.scriptRef.log(\"Exiting...\");\r\n } else {\r\n workerScript.scriptRef.log(\"Exit failed(). This is a bug please contact game developer\");\r\n }\r\n },\r\n scp : function(scriptname, ip1, ip2) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"scp\", CONSTANTS.ScriptScpRamCost);\r\n }\r\n updateDynamicRam(\"scp\", CONSTANTS.ScriptScpRamCost);\r\n if (arguments.length !== 2 && arguments.length !== 3) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: scp() call has incorrect number of arguments. Takes 2 or 3 arguments\");\r\n }\r\n if (scriptname && scriptname.constructor === Array) {\r\n //Recursively call scp on all elements of array\r\n var res = false;\r\n scriptname.forEach(function(script) {\r\n if (NetscriptFunctions(workerScript).scp(script, ip1, ip2)) {\r\n res = true;\r\n };\r\n });\r\n return res;\r\n }\r\n if (!scriptname.endsWith(\".lit\") && !isScriptFilename(scriptname) &&\r\n !scriptname.endsWith(\"txt\")) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: scp() does not work with this file type. It only works for .script, .lit, and .txt files\");\r\n }\r\n\r\n var destServer, currServ;\r\n\r\n if (arguments.length === 3) { //scriptname, source, destination\r\n if (scriptname === undefined || ip1 === undefined || ip2 === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: scp() call has incorrect number of arguments. Takes 2 or 3 arguments\");\r\n }\r\n destServer = getServer(ip2);\r\n if (destServer == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid hostname/ip passed into scp() command: \" + ip);\r\n }\r\n\r\n currServ = getServer(ip1);\r\n if (currServ == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find server ip for this script. This is a bug please contact game developer\");\r\n }\r\n } else if (arguments.length === 2) { //scriptname, destination\r\n if (scriptname === undefined || ip1 === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: scp() call has incorrect number of arguments. Takes 2 or 3 arguments\");\r\n }\r\n destServer = getServer(ip1);\r\n if (destServer == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid hostname/ip passed into scp() command: \" + ip);\r\n }\r\n\r\n currServ = getServer(workerScript.serverIp);\r\n if (currServ == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find server ip for this script. This is a bug please contact game developer\");\r\n }\r\n }\r\n\r\n //Scp for lit files\r\n if (scriptname.endsWith(\".lit\")) {\r\n var found = false;\r\n for (var i = 0; i < currServ.messages.length; ++i) {\r\n if (!(currServ.messages[i] instanceof Message) && currServ.messages[i] == scriptname) {\r\n found = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n workerScript.scriptRef.log(scriptname + \" does not exist. scp() failed\");\r\n return false;\r\n }\r\n\r\n for (var i = 0; i < destServer.messages.length; ++i) {\r\n if (destServer.messages[i] === scriptname) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n return true; //Already exists\r\n }\r\n }\r\n destServer.messages.push(scriptname);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n return true;\r\n }\r\n\r\n //Scp for text files\r\n if (scriptname.endsWith(\".txt\")) {\r\n var found = false, txtFile;\r\n for (var i = 0; i < currServ.textFiles.length; ++i) {\r\n if (currServ.textFiles[i].fn === scriptname) {\r\n found = true;\r\n txtFile = currServ.textFiles[i];\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n workerScript.scriptRef.log(scriptname + \" does not exist. scp() failed\");\r\n return false;\r\n }\r\n\r\n for (var i = 0; i < destServer.textFiles.length; ++i) {\r\n if (destServer.textFiles[i].fn === scriptname) {\r\n //Overwrite\r\n destServer.textFiles[i].text = txtFile.text;\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n return true;\r\n }\r\n }\r\n var newFile = new TextFile(txtFile.fn, txtFile.text);\r\n destServer.textFiles.push(newFile);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n return true;\r\n }\r\n\r\n //Scp for script files\r\n var sourceScript = null;\r\n for (var i = 0; i < currServ.scripts.length; ++i) {\r\n if (scriptname == currServ.scripts[i].filename) {\r\n sourceScript = currServ.scripts[i];\r\n break;\r\n }\r\n }\r\n if (sourceScript == null) {\r\n workerScript.scriptRef.log(scriptname + \" does not exist. scp() failed\");\r\n return false;\r\n }\r\n\r\n //Overwrite script if it already exists\r\n for (var i = 0; i < destServer.scripts.length; ++i) {\r\n if (scriptname == destServer.scripts[i].filename) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(\"WARNING: \" + scriptname + \" already exists on \" + destServer.hostname + \" and it will be overwritten.\");\r\n workerScript.scriptRef.log(scriptname + \" overwritten on \" + destServer.hostname);\r\n }\r\n var oldScript = destServer.scripts[i];\r\n oldScript.code = sourceScript.code;\r\n oldScript.ramUsage = sourceScript.ramUsage;\r\n return true;\r\n }\r\n }\r\n\r\n //Create new script if it does not already exist\r\n var newScript = new Script();\r\n newScript.filename = scriptname;\r\n newScript.code = sourceScript.code;\r\n newScript.ramUsage = sourceScript.ramUsage;\r\n newScript.server = destServer.ip;\r\n destServer.scripts.push(newScript);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.scp == null) {\r\n workerScript.scriptRef.log(scriptname + \" copied over to \" + destServer.hostname);\r\n }\r\n return true;\r\n },\r\n ls : function(ip, grep) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"ls\", CONSTANTS.ScriptScanRamCost);\r\n }\r\n updateDynamicRam(\"ls\", CONSTANTS.ScriptScanRamCost);\r\n if (ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ls() failed because of invalid arguments. Usage: ls(ip/hostname, [grep filter])\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"ls() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"ls() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n\r\n //Get the grep filter, if one exists\r\n var filter = false;\r\n if (arguments.length >= 2) {\r\n filter = grep.toString();\r\n }\r\n\r\n var allFiles = [];\r\n for (var i = 0; i < server.programs.length; i++) {\r\n if (filter) {\r\n if (server.programs[i].includes(filter)) {\r\n allFiles.push(server.programs[i]);\r\n }\r\n } else {\r\n allFiles.push(server.programs[i]);\r\n }\r\n }\r\n for (var i = 0; i < server.scripts.length; i++) {\r\n if (filter) {\r\n if (server.scripts[i].filename.includes(filter)) {\r\n allFiles.push(server.scripts[i].filename);\r\n }\r\n } else {\r\n allFiles.push(server.scripts[i].filename);\r\n }\r\n\r\n }\r\n for (var i = 0; i < server.messages.length; i++) {\r\n if (filter) {\r\n if (server.messages[i] instanceof Message) {\r\n if (server.messages[i].filename.includes(filter)) {\r\n allFiles.push(server.messages[i].filename);\r\n }\r\n } else if (server.messages[i].includes(filter)) {\r\n allFiles.push(server.messages[i]);\r\n }\r\n } else {\r\n if (server.messages[i] instanceof Message) {\r\n allFiles.push(server.messages[i].filename);\r\n } else {\r\n allFiles.push(server.messages[i]);\r\n }\r\n }\r\n }\r\n\r\n for (var i = 0; i < server.textFiles.length; i++) {\r\n if (filter) {\r\n if (server.textFiles[i].fn.includes(filter)) {\r\n allFiles.push(server.textFiles[i].fn);\r\n }\r\n } else {\r\n allFiles.push(server.textFiles[i].fn);\r\n }\r\n }\r\n\r\n //Sort the files alphabetically then print each\r\n allFiles.sort();\r\n return allFiles;\r\n },\r\n hasRootAccess : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"hasRootAccess\", CONSTANTS.ScriptHasRootAccessRamCost);\r\n }\r\n updateDynamicRam(\"hasRootAccess\", CONSTANTS.ScriptHasRootAccessRamCost);\r\n if (ip===undefined){\r\n throw makeRuntimeRejectMsg(workerScript, \"hasRootAccess() call has incorrect number of arguments. Takes 1 argument\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null){\r\n workerScript.scriptRef.log(\"hasRootAccess() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"hasRootAccess() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n return server.hasAdminRights;\r\n },\r\n getIp : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getIp\", CONSTANTS.ScriptGetHostnameRamCost);\r\n }\r\n updateDynamicRam(\"getIp\", CONSTANTS.ScriptGetHostnameRamCost);\r\n var scriptServer = getServer(workerScript.serverIp);\r\n if (scriptServer == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find server. This is a bug in the game. Report to game dev\");\r\n }\r\n return scriptServer.ip;\r\n },\r\n getHostname : function(){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getHostname\", CONSTANTS.ScriptGetHostnameRamCost);\r\n }\r\n updateDynamicRam(\"getHostname\", CONSTANTS.ScriptGetHostnameRamCost);\r\n var scriptServer = getServer(workerScript.serverIp);\r\n if (scriptServer == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find server. This is a bug in the game. Report to game dev\");\r\n }\r\n return scriptServer.hostname;\r\n },\r\n getHackingLevel : function(){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getHackingLevel\", CONSTANTS.ScriptGetHackingLevelRamCost);\r\n }\r\n updateDynamicRam(\"getHackingLevel\", CONSTANTS.ScriptGetHackingLevelRamCost);\r\n Player.updateSkillLevels();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getHackingLevel == null) {\r\n workerScript.scriptRef.log(\"getHackingLevel() returned \" + Player.hacking_skill);\r\n }\r\n return Player.hacking_skill;\r\n },\r\n getHackingMultipliers : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getHackingMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n }\r\n updateDynamicRam(\"getHackingMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n return {\r\n chance: Player.hacking_chance_mult,\r\n speed: Player.hacking_speed_mult,\r\n money: Player.hacking_money_mult,\r\n growth: Player.hacking_grow_mult,\r\n };\r\n },\r\n getHacknetMultipliers : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getHacknetMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n }\r\n updateDynamicRam(\"getHacknetMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n return {\r\n production: Player.hacknet_node_money_mult,\r\n purchaseCost: Player.hacknet_node_purchase_cost_mult,\r\n ramCost: Player.hacknet_node_ram_cost_mult,\r\n coreCost: Player.hacknet_node_core_cost_mult,\r\n levelCost: Player.hacknet_node_level_cost_mult,\r\n };\r\n },\r\n getBitNodeMultipliers: function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getBitNodeMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n }\r\n updateDynamicRam(\"getBitNodeMultipliers\", CONSTANTS.ScriptGetMultipliersRamCost);\r\n if (!hasAISF) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getBitNodeMultipliers(). It requires Source-File 5 to run.\");\r\n }\r\n let copy = Object.assign({}, BitNodeMultipliers);\r\n return copy;\r\n },\r\n getServerMoneyAvailable : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerMoneyAvailable\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerMoneyAvailable\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerMoneyAvailable() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerMoneyAvailable() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (server.hostname == \"home\") {\r\n //Return player's money\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerMoneyAvailable == null) {\r\n workerScript.scriptRef.log(\"getServerMoneyAvailable('home') returned player's money: $\" + formatNumber(Player.money.toNumber(), 2));\r\n }\r\n return Player.money.toNumber();\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerMoneyAvailable == null) {\r\n workerScript.scriptRef.log(\"getServerMoneyAvailable() returned \" + formatNumber(server.moneyAvailable, 2) + \" for \" + server.hostname);\r\n }\r\n return server.moneyAvailable;\r\n },\r\n getServerSecurityLevel : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerSecurityLevel == null) {\r\n workerScript.scriptRef.log(\"getServerSecurityLevel() returned \" + formatNumber(server.hackDifficulty, 3) + \" for \" + server.hostname);\r\n }\r\n return server.hackDifficulty;\r\n },\r\n getServerBaseSecurityLevel : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerBaseSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerBaseSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerBaseSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerBaseSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerBaseSecurityLevel == null) {\r\n workerScript.scriptRef.log(\"getServerBaseSecurityLevel() returned \" + formatNumber(server.baseDifficulty, 3) + \" for \" + server.hostname);\r\n }\r\n return server.baseDifficulty;\r\n },\r\n getServerMinSecurityLevel : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerMinSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerMinSecurityLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerMinSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerMinSecurityLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerMinSecurityLevel == null) {\r\n workerScript.scriptRef.log(\"getServerMinSecurityLevel() returned \" + formatNumber(server.minDifficulty, 3) + \" for \" + server.hostname);\r\n }\r\n return server.minDifficulty;\r\n },\r\n getServerRequiredHackingLevel : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerRequiredHackingLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerRequiredHackingLevel\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerRequiredHackingLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerRequiredHackingLevel() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerRequiredHackingLevel == null) {\r\n workerScript.scriptRef.log(\"getServerRequiredHackingLevel returned \" + formatNumber(server.requiredHackingSkill, 0) + \" for \" + server.hostname);\r\n }\r\n return server.requiredHackingSkill;\r\n },\r\n getServerMaxMoney : function(ip){\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerMaxMoney\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerMaxMoney\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerMaxMoney() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerMaxMoney() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerMaxMoney == null) {\r\n workerScript.scriptRef.log(\"getServerMaxMoney() returned \" + formatNumber(server.moneyMax, 0) + \" for \" + server.hostname);\r\n }\r\n return server.moneyMax;\r\n },\r\n getServerGrowth : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerGrowth\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerGrowth\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerGrowth() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerGrowth() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerGrowth == null) {\r\n workerScript.scriptRef.log(\"getServerGrowth() returned \" + formatNumber(server.serverGrowth, 0) + \" for \" + server.hostname);\r\n }\r\n return server.serverGrowth;\r\n },\r\n getServerNumPortsRequired : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerNumPortsRequired\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerNumPortsRequired\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerNumPortsRequired() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerNumPortsRequired() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerNumPortsRequired == null) {\r\n workerScript.scriptRef.log(\"getServerNumPortsRequired() returned \" + formatNumber(server.numOpenPortsRequired, 0) + \" for \" + server.hostname);\r\n }\r\n return server.numOpenPortsRequired;\r\n },\r\n getServerRam : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getServerRam\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"getServerRam\", CONSTANTS.ScriptGetServerRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getServerRam() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getServerRam() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.getServerRam == null) {\r\n workerScript.scriptRef.log(\"getServerRam() returned [\" + formatNumber(server.maxRam, 2) + \"GB, \" + formatNumber(server.ramUsed, 2) + \"GB]\");\r\n }\r\n return [server.maxRam, server.ramUsed];\r\n },\r\n serverExists : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"serverExists\", CONSTANTS.ScriptGetServerRamCost);\r\n }\r\n updateDynamicRam(\"serverExists\", CONSTANTS.ScriptGetServerRamCost);\r\n return (getServer(ip) !== null);\r\n },\r\n fileExists : function(filename,ip=workerScript.serverIp) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"fileExists\", CONSTANTS.ScriptFileExistsRamCost);\r\n }\r\n updateDynamicRam(\"fileExists\", CONSTANTS.ScriptFileExistsRamCost);\r\n if (filename === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"fileExists() call has incorrect number of arguments. Usage: fileExists(scriptname, [server])\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"fileExists() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"fileExists() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n if (filename == server.scripts[i].filename) {\r\n return true;\r\n }\r\n }\r\n for (var i = 0; i < server.programs.length; ++i) {\r\n if (filename.toLowerCase() == server.programs[i].toLowerCase()) {\r\n return true;\r\n }\r\n }\r\n for (var i = 0; i < server.messages.length; ++i) {\r\n if (!(server.messages[i] instanceof Message) &&\r\n filename.toLowerCase() === server.messages[i]) {\r\n return true;\r\n }\r\n }\r\n var txtFile = getTextFile(filename, server);\r\n if (txtFile != null) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n isRunning : function(filename,ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isRunning\", CONSTANTS.ScriptIsRunningRamCost);\r\n }\r\n updateDynamicRam(\"isRunning\", CONSTANTS.ScriptIsRunningRamCost);\r\n if (filename === undefined || ip === undefined) {\r\n throw makeRuntimeRejectMsg(workerScript, \"isRunning() call has incorrect number of arguments. Usage: isRunning(scriptname, server, [arg1], [arg2]...)\");\r\n }\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"isRunning() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"isRunning() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n var argsForTargetScript = [];\r\n for (var i = 2; i < arguments.length; ++i) {\r\n argsForTargetScript.push(arguments[i]);\r\n }\r\n return (findRunningScript(filename, argsForTargetScript, server) != null);\r\n },\r\n getNextHacknetNodeCost : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getNextHacknetNodeCost\", CONSTANTS.ScriptPurchaseHacknetRamCost);\r\n }\r\n updateDynamicRam(\"getNextHacknetNodeCost\", CONSTANTS.ScriptPurchaseHacknetRamCost);\r\n return getCostOfNextHacknetNode();\r\n },\r\n\r\n purchaseHacknetNode : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"purchaseHacknetNode\", CONSTANTS.ScriptPurchaseHacknetRamCost);\r\n }\r\n updateDynamicRam(\"purchaseHacknetNode\", CONSTANTS.ScriptPurchaseHacknetRamCost);\r\n return purchaseHacknet();\r\n },\r\n getStockPrice : function(symbol) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getStockPrice\", CONSTANTS.ScriptGetStockRamCost);\r\n }\r\n updateDynamicRam(\"getStockPrice\", CONSTANTS.ScriptGetStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use getStockPrice()\");\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid stock symbol passed into getStockPrice()\");\r\n }\r\n return parseFloat(stock.price.toFixed(3));\r\n },\r\n getStockPosition : function(symbol) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getStockPosition\", CONSTANTS.ScriptGetStockRamCost);\r\n }\r\n updateDynamicRam(\"getStockPosition\", CONSTANTS.ScriptGetStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use getStockPosition()\");\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid stock symbol passed into getStockPosition()\");\r\n }\r\n return [stock.playerShares, stock.playerAvgPx, stock.playerShortShares, stock.playerAvgShortPx];\r\n },\r\n buyStock : function(symbol, shares) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"buyStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"buyStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use buyStock()\");\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid stock symbol passed into buyStock()\");\r\n }\r\n if (shares < 0 || isNaN(shares)) {\r\n workerScript.scriptRef.log(\"ERROR: Invalid 'shares' argument passed to buyStock()\");\r\n return 0;\r\n }\r\n shares = Math.round(shares);\r\n if (shares === 0) {return 0;}\r\n\r\n var totalPrice = stock.price * shares;\r\n if (Player.money.lt(totalPrice + CONSTANTS.StockMarketCommission)) {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + formatNumber(shares, 0) + \" shares of \" +\r\n symbol + \". Need $\" +\r\n formatNumber(totalPrice + CONSTANTS.StockMarketCommission, 2).toString());\r\n return 0;\r\n }\r\n\r\n var origTotal = stock.playerShares * stock.playerAvgPx;\r\n Player.loseMoney(totalPrice + CONSTANTS.StockMarketCommission);\r\n var newTotal = origTotal + totalPrice;\r\n stock.playerShares += shares;\r\n stock.playerAvgPx = newTotal / stock.playerShares;\r\n if (Engine.currentPage == Engine.Page.StockMarket) {\r\n updateStockPlayerPosition(stock);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.buyStock == null) {\r\n workerScript.scriptRef.log(\"Bought \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share\");\r\n }\r\n return stock.price;\r\n },\r\n sellStock : function(symbol, shares) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"sellStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"sellStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use sellStock()\");\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid stock symbol passed into sellStock()\");\r\n }\r\n if (shares < 0 || isNaN(shares)) {\r\n workerScript.scriptRef.log(\"ERROR: Invalid 'shares' argument passed to sellStock()\");\r\n return 0;\r\n }\r\n shares = Math.round(shares);\r\n if (shares > stock.playerShares) {shares = stock.playerShares;}\r\n if (shares === 0) {return 0;}\r\n var gains = stock.price * shares - CONSTANTS.StockMarketCommission;\r\n Player.gainMoney(gains);\r\n\r\n //Calculate net profit and add to script stats\r\n var netProfit = ((stock.price - stock.playerAvgPx) * shares) - CONSTANTS.StockMarketCommission;\r\n if (isNaN(netProfit)) {netProfit = 0;}\r\n workerScript.scriptRef.onlineMoneyMade += netProfit;\r\n Player.scriptProdSinceLastAug += netProfit;\r\n\r\n stock.playerShares -= shares;\r\n if (stock.playerShares == 0) {\r\n stock.playerAvgPx = 0;\r\n }\r\n if (Engine.currentPage == Engine.Page.StockMarket) {\r\n updateStockPlayerPosition(stock);\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.sellStock == null) {\r\n workerScript.scriptRef.log(\"Sold \" + formatNumber(shares, 0) + \" shares of \" + stock.symbol + \" at $\" +\r\n formatNumber(stock.price, 2) + \" per share. Gained \" +\r\n \"$\" + formatNumber(gains, 2));\r\n }\r\n return stock.price;\r\n },\r\n shortStock(symbol, shares) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"shortStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"shortStock\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use shortStock()\");\r\n }\r\n if (Player.bitNodeN !== 8) {\r\n if (!(hasWallStreetSF && wallStreetSFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Cannot use shortStock(). You must either be in BitNode-8 or you must have Level 2 of Source-File 8\");\r\n }\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid stock symbol passed into shortStock()\");\r\n }\r\n var res = shortStock(stock, shares, workerScript);\r\n return res ? stock.price : 0;\r\n },\r\n sellShort(symbol, shares) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"sellShort\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"sellShort\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use sellShort()\");\r\n }\r\n if (Player.bitNodeN !== 8) {\r\n if (!(hasWallStreetSF && wallStreetSFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Cannot use sellShort(). You must either be in BitNode-8 or you must have Level 2 of Source-File 8\");\r\n }\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid stock symbol passed into sellShort()\");\r\n }\r\n var res = sellShort(stock, shares, workerScript);\r\n return res ? stock.price : 0;\r\n },\r\n placeOrder(symbol, shares, price, type, pos) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"placeOrder\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"placeOrder\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use placeOrder()\");\r\n }\r\n if (Player.bitNodeN !== 8) {\r\n if (!(hasWallStreetSF && wallStreetSFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Cannot use placeOrder(). You must either be in BitNode-8 or have Level 3 of Source-File 8\");\r\n }\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid stock symbol passed into placeOrder()\");\r\n }\r\n var orderType, orderPos;\r\n type = type.toLowerCase();\r\n if (type.includes(\"limit\") && type.includes(\"buy\")) {\r\n orderType = OrderTypes.LimitBuy;\r\n } else if (type.includes(\"limit\") && type.includes(\"sell\")) {\r\n orderType = OrderTypes.LimitSell;\r\n } else if (type.includes(\"stop\") && type.includes(\"buy\")) {\r\n orderType = OrderTypes.StopBuy;\r\n } else if (type.includes(\"stop\") && type.includes(\"sell\")) {\r\n orderType = OrderTypes.StopSell;\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid Order Type passed into placeOrder()\");\r\n }\r\n\r\n pos = pos.toLowerCase();\r\n if (pos.includes(\"l\")) {\r\n orderPos = PositionTypes.Long;\r\n } else if (pos.includes('s')) {\r\n orderPos = PositionTypes.Short;\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid Position Type passed into placeOrder()\");\r\n }\r\n\r\n return placeOrder(stock, shares, price, orderType, orderPos, workerScript);\r\n },\r\n cancelOrder(symbol, shares, price, type, pos) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"cancelOrder\", CONSTANTS.ScriptBuySellStockRamCost);\r\n }\r\n updateDynamicRam(\"cancelOrder\", CONSTANTS.ScriptBuySellStockRamCost);\r\n if (!Player.hasTixApiAccess) {\r\n throw makeRuntimeRejectMsg(workerScript, \"You don't have TIX API Access! Cannot use cancelOrder()\");\r\n }\r\n if (Player.bitNodeN !== 8) {\r\n if (!(hasWallStreetSF && wallStreetSFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Cannot use cancelOrder(). You must either be in BitNode-8 or have Level 3 of Source-File 8\");\r\n }\r\n }\r\n var stock = SymbolToStockMap[symbol];\r\n if (stock == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid stock symbol passed into cancelOrder()\");\r\n }\r\n if (isNaN(shares) || isNaN(price)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid shares or price argument passed into cancelOrder(). Must be numeric\");\r\n }\r\n var orderType, orderPos;\r\n type = type.toLowerCase();\r\n if (type.includes(\"limit\") && type.includes(\"buy\")) {\r\n orderType = OrderTypes.LimitBuy;\r\n } else if (type.includes(\"limit\") && type.includes(\"sell\")) {\r\n orderType = OrderTypes.LimitSell;\r\n } else if (type.includes(\"stop\") && type.includes(\"buy\")) {\r\n orderType = OrderTypes.StopBuy;\r\n } else if (type.includes(\"stop\") && type.includes(\"sell\")) {\r\n orderType = OrderTypes.StopSell;\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid Order Type passed into placeOrder()\");\r\n }\r\n\r\n pos = pos.toLowerCase();\r\n if (pos.includes(\"l\")) {\r\n orderPos = PositionTypes.Long;\r\n } else if (pos.includes('s')) {\r\n orderPos = PositionTypes.Short;\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid Position Type passed into placeOrder()\");\r\n }\r\n var params = {\r\n stock: stock,\r\n shares: shares,\r\n price: price,\r\n type: orderType,\r\n pos: orderPos\r\n };\r\n return cancelOrder(params, workerScript);\r\n },\r\n purchaseServer : function(hostname, ram) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"purchaseServer\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n }\r\n updateDynamicRam(\"purchaseServer\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n var hostnameStr = String(hostname);\r\n hostnameStr = hostnameStr.replace(/\\s+/g, '');\r\n if (hostnameStr == \"\") {\r\n workerScript.scriptRef.log(\"ERROR: Passed empty string for hostname argument of purchaseServer()\");\r\n return \"\";\r\n }\r\n\r\n if (Player.purchasedServers.length >= CONSTANTS.PurchasedServerLimit) {\r\n workerScript.scriptRef.log(\"ERROR: You have reached the maximum limit of \" + CONSTANTS.PurchasedServerLimit +\r\n \" servers. You cannot purchase any more.\");\r\n return \"\";\r\n }\r\n\r\n ram = Math.round(ram);\r\n if (isNaN(ram) || !powerOfTwo(ram)) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseServer() failed due to invalid ram argument. Must be numeric and a power of 2\");\r\n return \"\";\r\n }\r\n\r\n if (ram > CONSTANTS.PurchasedServerMaxRam) {\r\n workerScript.scriptRef.log(\"ERROR: purchasedServer() failed because specified RAM was too high. Maximum RAM on a purchased server is \" + CONSTANTS.PurchasedServerMaxRam + \"GB\");\r\n return \"\";\r\n }\r\n\r\n var cost = ram * CONSTANTS.BaseCostFor1GBOfRamServer;\r\n if (Player.money.lt(cost)) {\r\n workerScript.scriptRef.log(\"ERROR: Not enough money to purchase server. Need $\" + formatNumber(cost, 2));\r\n return \"\";\r\n }\r\n var newServ = new Server({\r\n ip: createRandomIp(),\r\n hostname: hostnameStr,\r\n organizationName: \"\",\r\n isConnectedTo: false,\r\n adminRights: true,\r\n purchasedByPlayer: true,\r\n maxRam: ram,\r\n });\r\n AddToAllServers(newServ);\r\n\r\n Player.purchasedServers.push(newServ.ip);\r\n var homeComputer = Player.getHomeComputer();\r\n homeComputer.serversOnNetwork.push(newServ.ip);\r\n newServ.serversOnNetwork.push(homeComputer.ip);\r\n Player.loseMoney(cost);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseServer == null) {\r\n workerScript.scriptRef.log(\"Purchased new server with hostname \" + newServ.hostname + \" for $\" + formatNumber(cost, 2));\r\n }\r\n return newServ.hostname;\r\n },\r\n deleteServer : function(hostname) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"deleteServer\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n }\r\n updateDynamicRam(\"deleteServer\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n var hostnameStr = String(hostname);\r\n hostnameStr = hostnameStr.replace(/\\s\\s+/g, '');\r\n var server = GetServerByHostname(hostnameStr);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"ERROR: Could not find server with hostname \" + hostnameStr + \". deleteServer() failed\");\r\n return false;\r\n }\r\n\r\n if (!server.purchasedByPlayer || server.hostname === \"home\") {\r\n workerScript.scriptRef.log(\"ERROR: Server \" + server.hostname + \" is not a purchased server. \" +\r\n \"Cannot be deleted. deleteServer() failed\");\r\n return false;\r\n }\r\n\r\n var ip = server.ip;\r\n\r\n //Can't delete server you're currently connected to\r\n if (server.isConnectedTo) {\r\n workerScript.scriptRef.log(\"ERROR: deleteServer() failed because you are currently connected to the server you are trying to delete\");\r\n return false;\r\n }\r\n\r\n //A server cannot delete itself\r\n if (ip === workerScript.serverIp) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot call deleteServer() on self. deleteServer() failed\");\r\n return false;\r\n }\r\n\r\n //Delete all scripts running on server\r\n if (server.runningScripts.length > 0) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot delete server \" + server.hostname + \" because it still has scripts running.\");\r\n return false;\r\n }\r\n\r\n //Delete from player's purchasedServers array\r\n var found = false;\r\n for (var i = 0; i < Player.purchasedServers.length; ++i) {\r\n if (ip == Player.purchasedServers[i]) {\r\n found = true;\r\n Player.purchasedServers.splice(i, 1);\r\n break;\r\n }\r\n }\r\n\r\n if (!found) {\r\n workerScript.scriptRef.log(\"ERROR: Could not identify server \" + server.hostname +\r\n \"as a purchased server. This is likely a bug please contact game dev\");\r\n return false;\r\n }\r\n\r\n //Delete from all servers\r\n delete AllServers[ip];\r\n\r\n //Delete from home computer\r\n found = false;\r\n var homeComputer = Player.getHomeComputer();\r\n for (var i = 0; i < homeComputer.serversOnNetwork.length; ++i) {\r\n if (ip == homeComputer.serversOnNetwork[i]) {\r\n homeComputer.serversOnNetwork.splice(i, 1);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.deleteServer == null) {\r\n workerScript.scriptRef.log(\"Deleted server \" + hostnameStr);\r\n }\r\n return true;\r\n }\r\n }\r\n //Wasn't found on home computer\r\n workerScript.scriptRef.log(\"ERROR: Could not find server \" + server.hostname +\r\n \"as a purchased server. This is likely a bug please contact game dev\");\r\n return false;\r\n },\r\n getPurchasedServers : function(hostname=true) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getPurchasedServers\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n }\r\n updateDynamicRam(\"getPurchasedServers\", CONSTANTS.ScriptPurchaseServerRamCost);\r\n var res = [];\r\n Player.purchasedServers.forEach(function(ip) {\r\n if (hostname) {\r\n var server = getServer(ip);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Could not find server in getPurchasedServers(). This is a bug please report to game dev\");\r\n }\r\n res.push(server.hostname);\r\n } else {\r\n res.push(ip);\r\n }\r\n });\r\n return res;\r\n },\r\n write : function(port, data=\"\", mode=\"a\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"write\", CONSTANTS.ScriptReadWriteRamCost);\r\n }\r\n updateDynamicRam(\"write\", CONSTANTS.ScriptReadWriteRamCost);\r\n if (!isNaN(port)) { //Write to port\r\n //Port 1-10\r\n port = Math.round(port);\r\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Trying to write to invalid port: \" + port + \". Only ports 1-\" + CONSTANTS.NumNetscriptPorts + \" are valid.\");\r\n }\r\n var port = NetscriptPorts[port-1];\r\n if (port == null || !(port instanceof NetscriptPort)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Could not find port: \" + port + \". This is a bug contact the game developer\");\r\n }\r\n return port.write(data);\r\n } else if (isString(port)) { //Write to text file\r\n var fn = port;\r\n var server = getServer(workerScript.serverIp);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Error getting Server for this script in write(). This is a bug please contact game dev\");\r\n }\r\n var txtFile = getTextFile(fn, server);\r\n if (txtFile == null) {\r\n txtFile = createTextFile(fn, data, server);\r\n return true;\r\n }\r\n if (mode === \"w\") {\r\n txtFile.write(data);\r\n } else {\r\n txtFile.append(data);\r\n }\r\n return true;\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument passed in for write: \" + port);\r\n }\r\n },\r\n read : function(port) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"read\", CONSTANTS.ScriptReadWriteRamCost);\r\n }\r\n updateDynamicRam(\"read\", CONSTANTS.ScriptReadWriteRamCost);\r\n if (!isNaN(port)) { //Read from port\r\n //Port 1-10\r\n port = Math.round(port);\r\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Trying to read from invalid port: \" + port + \". Only ports 1-\" + CONSTANTS.NumNetscriptPorts + \" are valid.\");\r\n }\r\n var port = NetscriptPorts[port-1];\r\n if (port == null || !(port instanceof NetscriptPort)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Could not find port: \" + port + \". This is a bug contact the game developer\");\r\n }\r\n return port.read();\r\n } else if (isString(port)) { //Read from text file\r\n var fn = port;\r\n var server = getServer(workerScript.serverIp);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Error getting Server for this script in read(). This is a bug please contact game dev\");\r\n }\r\n var txtFile = getTextFile(fn, server);\r\n if (txtFile !== null) {\r\n return txtFile.text;\r\n } else {\r\n return \"\";\r\n }\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument passed in for read(): \" + port);\r\n }\r\n },\r\n peek : function(port) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"peek\", CONSTANTS.ScriptReadWriteRamCost);\r\n }\r\n updateDynamicRam(\"peek\", CONSTANTS.ScriptReadWriteRamCost);\r\n if (isNaN(port)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: peek() called with invalid argument. Must be a port number between 1 and \" + CONSTANTS.NumNetscriptPorts);\r\n }\r\n port = Math.round(port);\r\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: peek() called with invalid argument. Must be a port number between 1 and \" + CONSTANTS.NumNetscriptPorts);\r\n }\r\n var port = NetscriptPorts[port-1];\r\n if (port == null || !(port instanceof NetscriptPort)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Could not find port: \" + port + \". This is a bug contact the game developer\");\r\n }\r\n return port.peek();\r\n },\r\n clear : function(port) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"clear\", CONSTANTS.ScriptReadWriteRamCost);\r\n }\r\n updateDynamicRam(\"clear\", CONSTANTS.ScriptReadWriteRamCost);\r\n if (!isNaN(port)) { //Clear port\r\n port = Math.round(port);\r\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Trying to clear invalid port: \" + port + \". Only ports 1-\" + CONSTANTS.NumNetscriptPorts + \" are valid\");\r\n }\r\n var port = NetscriptPorts[port-1];\r\n if (port == null || !(port instanceof NetscriptPort)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Could not find port: \" + port + \". This is a bug contact the game developer\");\r\n }\r\n return port.clear();\r\n } else if (isString(port)) { //Clear text file\r\n var fn = port;\r\n var server = getServer(workerScript.serverIp);\r\n if (server == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Error getting Server for this script in clear(). This is a bug please contact game dev\");\r\n }\r\n var txtFile = getTextFile(fn, server);\r\n if (txtFile != null) {\r\n txtFile.write(\"\");\r\n }\r\n } else {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid argument passed in for clear(): \" + port);\r\n }\r\n return 0;\r\n },\r\n getPortHandle : function(port) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getPortHandle\", CONSTANTS.ScriptReadWriteRamCost * 10);\r\n }\r\n updateDynamicRam(\"getPortHandle\", CONSTANTS.ScriptReadWriteRamCost * 10);\r\n if (isNaN(port)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Invalid argument passed into getPortHandle(). Must be an integer between 1 and \" + CONSTANTS.NumNetscriptPorts);\r\n }\r\n port = Math.round(port);\r\n if (port < 1 || port > CONSTANTS.NumNetscriptPorts) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: getPortHandle() called with invalid port number: \" + port + \". Only ports 1-\" + CONSTANTS.NumNetscriptPorts + \" are valid\");\r\n }\r\n var port = NetscriptPorts[port-1];\r\n if (port == null || !(port instanceof NetscriptPort)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: Could not find port: \" + port + \". This is a bug contact the game developer\");\r\n }\r\n return port;\r\n },\r\n rm : function(fn) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"rm\", CONSTANTS.ScriptReadWriteRamCost);\r\n }\r\n updateDynamicRam(\"rm\", CONSTANTS.ScriptReadWriteRamCost);\r\n var s = getServer(workerScript.serverIp);\r\n if (s == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Error getting Server for this script in clear(). This is a bug please contact game dev\");\r\n }\r\n\r\n if (fn.includes(\".exe\")) {\r\n for (var i = 0; i < s.programs.length; ++i) {\r\n if (s.programs[i] === fn) {\r\n s.programs.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n } else if (isScriptFilename(fn)) {\r\n for (var i = 0; i < s.scripts.length; ++i) {\r\n if (s.scripts[i].filename === fn) {\r\n //Check that the script isnt currently running\r\n for (var j = 0; j < s.runningScripts.length; ++j) {\r\n if (s.runningScripts[j].filename === fn) {\r\n workerScript.scriptRef.log(\"Cannot delete a script that is currently running!\");\r\n return false;\r\n }\r\n }\r\n s.scripts.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n } else if (fn.endsWith(\".lit\")) {\r\n for (var i = 0; i < s.messages.length; ++i) {\r\n var f = s.messages[i];\r\n if (!(f instanceof Message) && isString(f) && f === fn) {\r\n s.messages.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n } else if (fn.endsWith(\".txt\")) {\r\n for (var i = 0; i < s.textFiles.length; ++i) {\r\n if (s.textFiles[i].fn === fn) {\r\n s.textFiles.splice(i, 1);\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n },\r\n scriptRunning : function(scriptname, ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"scriptRunning\", CONSTANTS.ScriptArbScriptRamCost);\r\n }\r\n updateDynamicRam(\"scriptRunning\", CONSTANTS.ScriptArbScriptRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"scriptRunning() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"scriptRunning() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n for (var i = 0; i < server.runningScripts.length; ++i) {\r\n if (server.runningScripts[i].filename == scriptname) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n scriptKill : function(scriptname, ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"scriptKill\", CONSTANTS.ScriptArbScriptRamCost);\r\n }\r\n updateDynamicRam(\"scriptKill\", CONSTANTS.ScriptArbScriptRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"scriptKill() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"scriptKill() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n var suc = false;\r\n for (var i = 0; i < server.runningScripts.length; ++i) {\r\n if (server.runningScripts[i].filename == scriptname) {\r\n killWorkerScript(server.runningScripts[i], server.ip);\r\n suc = true;\r\n }\r\n }\r\n return suc;\r\n },\r\n getScriptName : function() {\r\n if (workerScript.checkingRam) {return 0;}\r\n return workerScript.name;\r\n },\r\n getScriptRam : function (scriptname, ip=workerScript.serverIp) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getScriptRam\", CONSTANTS.ScriptGetScriptRamCost);\r\n }\r\n updateDynamicRam(\"getScriptRam\", CONSTANTS.ScriptGetScriptRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getScriptRam() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getScriptRam() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n for (var i = 0; i < server.scripts.length; ++i) {\r\n if (server.scripts[i].filename == scriptname) {\r\n return server.scripts[i].ramUsage;\r\n }\r\n }\r\n return 0;\r\n },\r\n getHackTime : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getHackTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n }\r\n updateDynamicRam(\"getHackTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getHackTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getHackTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n return scriptCalculateHackingTime(server); //Returns seconds\r\n },\r\n getGrowTime : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getGrowTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n }\r\n updateDynamicRam(\"getGrowTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getGrowTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getGrowTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n return scriptCalculateGrowTime(server) / 1000; //Returns seconds\r\n },\r\n getWeakenTime : function(ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getWeakenTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n }\r\n updateDynamicRam(\"getWeakenTime\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getWeakenTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getWeakenTime() failed. Invalid IP or hostname passed in: \" + ip);\r\n }\r\n return scriptCalculateWeakenTime(server) / 1000; //Returns seconds\r\n },\r\n getScriptIncome : function(scriptname, ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getScriptIncome\", CONSTANTS.ScriptGetScriptRamCost);\r\n }\r\n updateDynamicRam(\"getScriptIncome\", CONSTANTS.ScriptGetScriptRamCost);\r\n if (arguments.length === 0) {\r\n //Get total script income\r\n var res = [];\r\n res.push(updateActiveScriptsItems());\r\n res.push(Player.scriptProdSinceLastAug / (Player.playtimeSinceLastAug/1000));\r\n return res;\r\n } else {\r\n //Get income for a particular script\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getScriptIncome() failed. Invalid IP or hostnamed passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getScriptIncome() failed. Invalid IP or hostnamed passed in: \" + ip);\r\n }\r\n var argsForScript = [];\r\n for (var i = 2; i < arguments.length; ++i) {\r\n argsForScript.push(arguments[i]);\r\n }\r\n var runningScriptObj = findRunningScript(scriptname, argsForScript, server);\r\n if (runningScriptObj == null) {\r\n workerScript.scriptRef.log(\"getScriptIncome() failed. No such script \"+ scriptname + \" on \" + server.hostname + \" with args: \" + printArray(argsForScript));\r\n return -1;\r\n }\r\n return runningScriptObj.onlineMoneyMade / runningScriptObj.onlineRunningTime;\r\n }\r\n },\r\n getScriptExpGain : function(scriptname, ip) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getScriptExpGain\", CONSTANTS.ScriptGetScriptRamCost);\r\n }\r\n updateDynamicRam(\"getScriptExpGain\", CONSTANTS.ScriptGetScriptRamCost);\r\n if (arguments.length === 0) {\r\n var total = 0;\r\n for (var i = 0; i < workerScripts.length; ++i) {\r\n total += (workerScripts[i].scriptRef.onlineExpGained / workerScripts[i].scriptRef.onlineRunningTime);\r\n }\r\n return total;\r\n } else {\r\n //Get income for a particular script\r\n var server = getServer(ip);\r\n if (server == null) {\r\n workerScript.scriptRef.log(\"getScriptExpGain() failed. Invalid IP or hostnamed passed in: \" + ip);\r\n throw makeRuntimeRejectMsg(workerScript, \"getScriptExpGain() failed. Invalid IP or hostnamed passed in: \" + ip);\r\n }\r\n var argsForScript = [];\r\n for (var i = 2; i < arguments.length; ++i) {\r\n argsForScript.push(arguments[i]);\r\n }\r\n var runningScriptObj = findRunningScript(scriptname, argsForScript, server);\r\n if (runningScriptObj == null) {\r\n workerScript.scriptRef.log(\"getScriptExpGain() failed. No such script \"+ scriptname + \" on \" + server.hostname + \" with args: \" + printArray(argsForScript));\r\n return -1;\r\n }\r\n return runningScriptObj.onlineExpGained / runningScriptObj.onlineRunningTime;\r\n }\r\n },\r\n getTimeSinceLastAug : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getTimeSinceLastAug\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n }\r\n updateDynamicRam(\"getTimeSinceLastAug\", CONSTANTS.ScriptGetHackTimeRamCost);\r\n return Player.playtimeSinceLastAug;\r\n },\r\n prompt : function(txt) {\r\n if (workerScript.checkingRam) {return 0;}\r\n if (yesNoBoxOpen) {\r\n workerScript.scriptRef.log(\"ERROR: confirm() failed because a pop-up dialog box is already open\");\r\n return false;\r\n }\r\n if (!isString(txt)) {txt = String(txt);}\r\n var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();\r\n yesBtn.innerHTML = \"Yes\";\r\n noBtn.innerHTML = \"No\";\r\n return new Promise(function(resolve, reject) {\r\n yesBtn.addEventListener(\"click\", ()=>{\r\n yesNoBoxClose();\r\n resolve(true);\r\n });\r\n noBtn.addEventListener(\"click\", ()=>{\r\n yesNoBoxClose();\r\n resolve(false);\r\n });\r\n yesNoBoxCreate(txt);\r\n });\r\n },\r\n\r\n /* Singularity Functions */\r\n universityCourse : function(universityName, className) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"universityCourse\", ramCost);\r\n }\r\n updateDynamicRam(\"universityCourse\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run universityCourse(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: universityCourse() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.universityCourse == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n\r\n var costMult, expMult;\r\n switch(universityName.toLowerCase()) {\r\n case Locations.AevumSummitUniversity.toLowerCase():\r\n if (Player.city != Locations.Aevum) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot study at Summit University because you are not in Aevum. universityCourse() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.AevumSummitUniversity;\r\n costMult = 4;\r\n expMult = 3;\r\n break;\r\n case Locations.Sector12RothmanUniversity.toLowerCase():\r\n if (Player.city != Locations.Sector12) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot study at Rothman University because you are not in Sector-12. universityCourse() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.Sector12RothmanUniversity;\r\n costMult = 3;\r\n expMult = 2;\r\n break;\r\n case Locations.VolhavenZBInstituteOfTechnology.toLowerCase():\r\n if (Player.city != Locations.Volhaven) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot study at ZB Institute of Technology because you are not in Volhaven. universityCourse() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.VolhavenZBInstituteOfTechnology;\r\n costMult = 5;\r\n expMult = 4;\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"Invalid university name: \" + universityName + \". universityCourse() failed\");\r\n return false;\r\n }\r\n\r\n var task;\r\n switch(className.toLowerCase()) {\r\n case \"Study Computer Science\".toLowerCase():\r\n task = CONSTANTS.ClassStudyComputerScience;\r\n break;\r\n case \"Data Structures\".toLowerCase():\r\n task = CONSTANTS.ClassDataStructures;\r\n break;\r\n case \"Networks\".toLowerCase():\r\n task = CONSTANTS.ClassNetworks;\r\n break;\r\n case \"Algorithms\".toLowerCase():\r\n task = CONSTANTS.ClassAlgorithms;\r\n break;\r\n case \"Management\".toLowerCase():\r\n task = CONSTANTS.ClassManagement;\r\n break;\r\n case \"Leadership\".toLowerCase():\r\n task = CONSTANTS.ClassLeadership;\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"Invalid class name: \" + className + \". universityCourse() failed\");\r\n return false;\r\n }\r\n Player.startClass(costMult, expMult, task);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.universityCourse == null) {\r\n workerScript.scriptRef.log(\"Started \" + task + \" at \" + universityName);\r\n }\r\n return true;\r\n },\r\n\r\n gymWorkout : function(gymName, stat) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"gymWorkout\", ramCost);\r\n }\r\n updateDynamicRam(\"gymWorkout\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run gymWorkout(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: gymWorkout() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.gymWorkout == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n var costMult, expMult;\r\n switch(gymName.toLowerCase()) {\r\n case Locations.AevumCrushFitnessGym.toLowerCase():\r\n if (Player.city != Locations.Aevum) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot workout at Crush Fitness because you are not in Aevum. gymWorkout() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.AevumCrushFitnessGym;\r\n costMult = 3;\r\n expMult = 2;\r\n break;\r\n case Locations.AevumSnapFitnessGym.toLowerCase():\r\n if (Player.city != Locations.Aevum) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot workout at Snap Fitness because you are not in Aevum. gymWorkout() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.AevumSnapFitnessGym;\r\n costMult = 10;\r\n expMult = 5;\r\n break;\r\n case Locations.Sector12IronGym.toLowerCase():\r\n if (Player.city != Locations.Sector12) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot workout at Iron Gym because you are not in Sector-12. gymWorkout() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.Sector12IronGym;\r\n costMult = 1;\r\n expMult = 1;\r\n break;\r\n case Locations.Sector12PowerhouseGym.toLowerCase():\r\n if (Player.city != Locations.Sector12) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot workout at Powerhouse Gym because you are not in Sector-12. gymWorkout() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.Sector12PowerhouseGym;\r\n costMult = 20;\r\n expMult = 10;\r\n break;\r\n case Locations.VolhavenMilleniumFitnessGym:\r\n if (Player.city != Locations.Volhaven) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot workout at Millenium Fitness Gym because you are not in Volhaven. gymWorkout() failed\");\r\n return false;\r\n }\r\n Player.location = Locations.VolhavenMilleniumFitnessGym;\r\n costMult = 7;\r\n expMult = 4;\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"Invalid gym name: \" + gymName + \". gymWorkout() failed\");\r\n return false;\r\n }\r\n\r\n switch(stat.toLowerCase()) {\r\n case \"strength\".toLowerCase():\r\n case \"str\".toLowerCase():\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymStrength);\r\n break;\r\n case \"defense\".toLowerCase():\r\n case \"def\".toLowerCase():\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymDefense);\r\n break;\r\n case \"dexterity\".toLowerCase():\r\n case \"dex\".toLowerCase():\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymDexterity);\r\n break;\r\n case \"agility\".toLowerCase():\r\n case \"agi\".toLowerCase():\r\n Player.startClass(costMult, expMult, CONSTANTS.ClassGymAgility);\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"Invalid stat: \" + stat + \". gymWorkout() failed\");\r\n return false;\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.gymWorkout == null) {\r\n workerScript.scriptRef.log(\"Started training \" + stat + \" at \" + gymName);\r\n }\r\n return true;\r\n },\r\n\r\n travelToCity(cityname) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"travelToCity\", ramCost);\r\n }\r\n updateDynamicRam(\"travelToCity\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run travelToCity(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n switch(cityname) {\r\n case Locations.Aevum:\r\n case Locations.Chongqing:\r\n case Locations.Sector12:\r\n case Locations.NewTokyo:\r\n case Locations.Ishima:\r\n case Locations.Volhaven:\r\n if(Player.money.lt(CONSTANTS.TravelCost)) {\r\n workerScript.scriptRef.log(\"ERROR: not enough money to travel with travelToCity().\");\r\n throw makeRuntimeRejectMsg(workerScript, \"ERROR: not enough money to travel with travelToCity().\");\r\n }\r\n Player.loseMoney(CONSTANTS.TravelCost);\r\n Player.city = cityname;\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.travelToCity == null) {\r\n workerScript.scriptRef.log(\"Traveled to \" + cityname);\r\n }\r\n return true;\r\n default:\r\n workerScript.scriptRef.log(\"ERROR: Invalid city name passed into travelToCity().\");\r\n return false;\r\n }\r\n },\r\n\r\n purchaseTor() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"purchaseTor\", ramCost);\r\n }\r\n updateDynamicRam(\"purchaseTor\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run purchaseTor(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (SpecialServerIps[\"Darkweb Server\"] != null) {\r\n workerScript.scriptRef.log(\"You already have a TOR router! purchaseTor() failed\");\r\n return false;\r\n }\r\n\r\n if (Player.money.lt(CONSTANTS.TorRouterCost)) {\r\n workerScript.scriptRef.log(\"ERROR: You cannot afford to purchase a Tor router. purchaseTor() failed\");\r\n return false;\r\n }\r\n Player.loseMoney(CONSTANTS.TorRouterCost);\r\n\r\n var darkweb = new Server({\r\n ip:createRandomIp(), hostname:\"darkweb\", organizationName:\"\",\r\n isConnectedTo:false, adminRights:false, purchasedByPlayer:false, maxRam:1\r\n });\r\n AddToAllServers(darkweb);\r\n SpecialServerIps.addIp(\"Darkweb Server\", darkweb.ip);\r\n\r\n document.getElementById(\"location-purchase-tor\").setAttribute(\"class\", \"a-link-button-inactive\");\r\n\r\n Player.getHomeComputer().serversOnNetwork.push(darkweb.ip);\r\n darkweb.serversOnNetwork.push(Player.getHomeComputer().ip);\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseTor == null) {\r\n workerScript.scriptRef.log(\"You have purchased a Tor router!\");\r\n }\r\n return true;\r\n },\r\n purchaseProgram(programName) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"purchaseProgram\", ramCost);\r\n }\r\n updateDynamicRam(\"purchaseProgram\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run purchaseProgram(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (SpecialServerIps[\"Darkweb Server\"] == null) {\r\n workerScript.scriptRef.log(\"ERROR: You do not have TOR router. purchaseProgram() failed.\");\r\n return false;\r\n }\r\n\r\n switch(programName.toLowerCase()) {\r\n case Programs.BruteSSHProgram.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.BruteSSHProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.BruteSSHProgram);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the BruteSSH.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.FTPCrackProgram.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.FTPCrackProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.FTPCrackProgram);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the FTPCrack.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.RelaySMTPProgram.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.RelaySMTPProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.RelaySMTPProgram);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the relaySMTP.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.HTTPWormProgram.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.HTTPWormProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.HTTPWormProgram);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the HTTPWorm.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.SQLInjectProgram.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.SQLInjectProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.SQLInjectProgram);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the SQLInject.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.DeepscanV1.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.DeepScanV1Program);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.DeepscanV1);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the DeepscanV1.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n case Programs.DeepscanV2.toLowerCase():\r\n var price = parseDarkwebItemPrice(DarkWebItems.DeepScanV2Program);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.DeepscanV2);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.purchaseProgram == null) {\r\n workerScript.scriptRef.log(\"You have purchased the DeepscanV2.exe program. The new program can be found on your home computer.\");\r\n }\r\n } else {\r\n workerScript.scriptRef.log(\"Not enough money to purchase \" + programName);\r\n return false;\r\n }\r\n return true;\r\n default:\r\n workerScript.scriptRef.log(\"ERROR: Invalid program passed into purchaseProgram().\");\r\n return false;\r\n }\r\n return true;\r\n },\r\n getStats : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost / 4;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getStats\", ramCost);\r\n }\r\n updateDynamicRam(\"getStats\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getStats(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return {};\r\n }\r\n }\r\n\r\n return {\r\n hacking: Player.hacking_skill,\r\n strength: Player.strength,\r\n defense: Player.defense,\r\n dexterity: Player.dexterity,\r\n agility: Player.agility,\r\n charisma: Player.charisma,\r\n intelligence: Player.intelligence\r\n }\r\n },\r\n getCharacterInformation : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost / 4;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCharacterInformation\", ramCost);\r\n }\r\n updateDynamicRam(\"getCharacterInformation\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getCharacterInformation(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return {};\r\n }\r\n }\r\n\r\n var companyPositionTitle = \"\";\r\n if (Player.companyPosition instanceof CompanyPosition) {\r\n companyPositionTitle = Player.companyPosition.positionName;\r\n }\r\n return {\r\n bitnode: Player.bitNodeN,\r\n company: Player.companyName,\r\n jobTitle: companyPositionTitle,\r\n city: Player.city,\r\n factions: Player.factions.slice(),\r\n tor: SpecialServerIps.hasOwnProperty(\"Darkweb Server\"),\r\n timeWorked: Player.timeWorked,\r\n workHackExpGain: Player.workHackExpGained,\r\n workStrExpGain: Player.workStrExpGained,\r\n workDefExpGain: Player.workDefExpGained,\r\n workDexExpGain: Player.workDexExpGained,\r\n workAgiExpGain: Player.workAgiExpGained,\r\n workChaExpGain: Player.workChaExpGained,\r\n workRepGain: Player.workRepGained,\r\n workMoneyGain: Player.workMoneyGained,\r\n };\r\n },\r\n isBusy : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost / 4;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isBusy\", ramCost);\r\n }\r\n updateDynamicRam(\"isBusy\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run isBusy(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return;\r\n }\r\n }\r\n return Player.isWorking;\r\n },\r\n stopAction : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn1RamCost / 2;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"stopAction\", ramCost);\r\n }\r\n updateDynamicRam(\"stopAction\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 1)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run stopAction(). It is a Singularity Function and requires SourceFile-4 (level 1) to run.\");\r\n return false;\r\n }\r\n }\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.stopAction == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n return true;\r\n }\r\n return false;\r\n },\r\n upgradeHomeRam : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"upgradeHomeRam\", ramCost);\r\n }\r\n updateDynamicRam(\"upgradeHomeRam\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run upgradeHomeRam(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n const cost = Player.getUpgradeHomeRamCost();\r\n\r\n if (Player.money.lt(cost)) {\r\n workerScript.scriptRef.log(\"ERROR: upgradeHomeRam() failed because you don't have enough money\");\r\n return false;\r\n }\r\n\r\n var homeComputer = Player.getHomeComputer();\r\n homeComputer.maxRam *= 2;\r\n\r\n Player.loseMoney(cost);\r\n\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.upgradeHomeRam == null) {\r\n workerScript.scriptRef.log(\"Purchased additional RAM for home computer! It now has \" + homeComputer.maxRam + \"GB of RAM.\");\r\n }\r\n return true;\r\n },\r\n getUpgradeHomeRamCost : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost / 2;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getUpgradeHomeRamCost\", ramCost);\r\n }\r\n updateDynamicRam(\"getUpgradeHomeRamCost\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getUpgradeHomeRamCost(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n return Player.getUpgradeHomeRamCost();\r\n },\r\n workForCompany : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"workForCompany\", ramCost);\r\n }\r\n updateDynamicRam(\"workForCompany\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run workForCompany(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: workForCompany() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n\r\n if (Player.companyPosition == \"\" || !(Player.companyPosition instanceof CompanyPosition)) {\r\n workerScript.scriptRef.log(\"ERROR: workForCompany() failed because you do not have a job\");\r\n return false;\r\n }\r\n\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.workForCompany == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n\r\n if (Player.companyPosition.isPartTimeJob()) {\r\n Player.startWorkPartTime();\r\n } else {\r\n Player.startWork();\r\n }\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.workForCompany == null) {\r\n workerScript.scriptRef.log(\"Began working at \" + Player.companyName + \" as a \" + Player.companyPosition.positionName);\r\n }\r\n return true;\r\n },\r\n applyToCompany : function(companyName, field) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"applyToCompany\", ramCost);\r\n }\r\n updateDynamicRam(\"applyToCompany\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run applyToCompany(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (!companyExists(companyName)) {\r\n workerScript.scriptRef.log(\"ERROR: applyToCompany() failed because specified company \" + companyName + \" does not exist.\");\r\n return false;\r\n }\r\n\r\n Player.location = companyName;\r\n var res;\r\n switch (field.toLowerCase()) {\r\n case \"software\":\r\n res = Player.applyForSoftwareJob(true);\r\n break;\r\n case \"software consultant\":\r\n res = Player.applyForSoftwareConsultantJob(true);\r\n break;\r\n case \"it\":\r\n res = Player.applyForItJob(true);\r\n break;\r\n case \"security engineer\":\r\n res = Player.applyForSecurityEngineerJob(true);\r\n break;\r\n case \"network engineer\":\r\n res = Player.applyForNetworkEngineerJob(true);\r\n break;\r\n case \"business\":\r\n res = Player.applyForBusinessJob(true);\r\n break;\r\n case \"business consultant\":\r\n res = Player.applyForBusinessConsultantJob(true);\r\n break;\r\n case \"security\":\r\n res = Player.applyForSecurityJob(true);\r\n break;\r\n case \"agent\":\r\n res = Player.applyForAgentJob(true);\r\n break;\r\n case \"employee\":\r\n res = Player.applyForEmployeeJob(true);\r\n break;\r\n case \"part-time employee\":\r\n res = Player.applyForPartTimeEmployeeJob(true);\r\n break;\r\n case \"waiter\":\r\n res = Player.applyForWaiterJob(true);\r\n break;\r\n case \"part-time waiter\":\r\n res = Player.applyForPartTimeWaiterJob(true);\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"ERROR: Invalid job passed into applyToCompany: \" + field + \". applyToCompany() failed\");\r\n return false;\r\n }\r\n //The Player object's applyForJob function can return string with special error messages\r\n if (isString(res)) {\r\n workerScript.scriptRef.log(res);\r\n return false;\r\n }\r\n if (res) {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.applyToCompany == null) {\r\n workerScript.scriptRef.log(\"You were offered a new job at \" + companyName + \" as a \" + Player.companyPosition.positionName);\r\n }\r\n } else {\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.applyToCompany == null) {\r\n workerScript.scriptRef.log(\"You failed to get a new job/promotion at \" + companyName + \" in the \" + field + \" field.\");\r\n }\r\n }\r\n return res;\r\n },\r\n getCompanyRep : function(companyName) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost / 2;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCompanyRep\", ramCost);\r\n }\r\n updateDynamicRam(\"getCompanyRep\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getCompanyRep(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n var company = Companies[companyName];\r\n if (company == null || !(company instanceof Company)) {\r\n workerScript.scriptRef.log(\"ERROR: Invalid companyName passed into getCompanyRep(): \" + companyName);\r\n return -1;\r\n }\r\n return company.playerReputation;\r\n },\r\n getCompanyFavor : function(companyName) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost / 4;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCompanyFavor\", ramCost);\r\n }\r\n updateDynamicRam(\"getCompanyFavor\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getCompanyFavor(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n var company = Companies[companyName];\r\n if (company == null || !(company instanceof Company)) {\r\n workerScript.scriptRef.log(\"ERROR: Invalid companyName passed into getCompanyFavor(): \" + companyName);\r\n return -1;\r\n }\r\n return company.favor;\r\n },\r\n checkFactionInvitations : function() {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"checkFactionInvitations\", ramCost);\r\n }\r\n updateDynamicRam(\"checkFactionInvitations\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run checkFactionInvitations(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n //Make a copy of Player.factionInvitations\r\n return Player.factionInvitations.slice();\r\n },\r\n joinFaction : function(name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"joinFaction\", ramCost);\r\n }\r\n updateDynamicRam(\"joinFaction\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run joinFaction(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (!factionExists(name)) {\r\n workerScript.scriptRef.log(\"ERROR: Faction specified in joinFaction() does not exist.\");\r\n return false;\r\n }\r\n\r\n if (!Player.factionInvitations.includes(name)) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot join \" + name + \" Faction because you have not been invited. joinFaction() failed\");\r\n return false;\r\n }\r\n\r\n var index = Player.factionInvitations.indexOf(name);\r\n if (index === -1) {\r\n //Redundant and should never happen...\r\n workerScript.scriptRef.log(\"ERROR: Cannot join \" + name + \" Faction because you have not been invited. joinFaction() failed\");\r\n return false;\r\n }\r\n Player.factionInvitations.splice(index, 1);\r\n var fac = Factions[name];\r\n joinFaction(fac);\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.joinFaction == null) {\r\n workerScript.scriptRef.log(\"Joined the \" + name + \" faction.\");\r\n }\r\n return true;\r\n },\r\n workForFaction : function(name, type) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"workForFaction\", ramCost);\r\n }\r\n updateDynamicRam(\"workForFaction\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run workForFaction(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: workForFaction() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n\r\n if (!factionExists(name)) {\r\n workerScript.scriptRef.log(\"ERROR: Faction specified in workForFaction() does not exist.\");\r\n return false;\r\n }\r\n\r\n if (!Player.factions.includes(name)) {\r\n workerScript.scriptRef.log(\"ERROR: workForFaction() failed because you are not a member of \" + name);\r\n return false;\r\n }\r\n\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.workForFaction == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n\r\n var fac = Factions[name];\r\n //Arrays listing factions that allow each time of work\r\n var hackAvailable = [\"Illuminati\", \"Daedalus\", \"The Covenant\", \"ECorp\", \"MegaCorp\",\r\n \"Bachman & Associates\", \"Blade Industries\", \"NWO\", \"Clarke Incorporated\",\r\n \"OmniTek Incorporated\", \"Four Sigma\", \"KuaiGong International\",\r\n \"Fulcrum Secret Technologies\", \"BitRunners\", \"The Black Hand\",\r\n \"NiteSec\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\",\r\n \"Ishima\", \"Volhaven\", \"Speakers for the Dead\", \"The Dark Army\",\r\n \"The Syndicate\", \"Silhouette\", \"Netburners\", \"Tian Di Hui\", \"CyberSec\"];\r\n var fdWkAvailable = [\"Illuminati\", \"Daedalus\", \"The Covenant\", \"ECorp\", \"MegaCorp\",\r\n \"Bachman & Associates\", \"Blade Industries\", \"NWO\", \"Clarke Incorporated\",\r\n \"OmniTek Incorporated\", \"Four Sigma\", \"KuaiGong International\",\r\n \"The Black Hand\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\",\r\n \"Ishima\", \"Volhaven\", \"Speakers for the Dead\", \"The Dark Army\",\r\n \"The Syndicate\", \"Silhouette\", \"Tetrads\", \"Slum Snakes\"];\r\n var scWkAvailable = [\"ECorp\", \"MegaCorp\",\r\n \"Bachman & Associates\", \"Blade Industries\", \"NWO\", \"Clarke Incorporated\",\r\n \"OmniTek Incorporated\", \"Four Sigma\", \"KuaiGong International\",\r\n \"Fulcrum Secret Technologies\", \"Chongqing\", \"Sector-12\", \"New Tokyo\", \"Aevum\",\r\n \"Ishima\", \"Volhaven\", \"Speakers for the Dead\",\r\n \"The Syndicate\", \"Tetrads\", \"Slum Snakes\", \"Tian Di Hui\"];\r\n\r\n switch (type.toLowerCase()) {\r\n case \"hacking\":\r\n case \"hacking contracts\":\r\n case \"hackingcontracts\":\r\n if (!hackAvailable.includes(fac.name)) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot carry out hacking contracts for \" + fac.name + \". workForFaction() failed\");\r\n return false;\r\n }\r\n Player.startFactionHackWork(fac);\r\n workerScript.scriptRef.log(\"Started carrying out hacking contracts for \" + fac.name);\r\n return true;\r\n case \"field\":\r\n case \"fieldwork\":\r\n case \"field work\":\r\n if (!fdWkAvailable.includes(fac.name)) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot carry out field missions for \" + fac.name + \". workForFaction() failed\");\r\n return false;\r\n }\r\n Player.startFactionFieldWork(fac);\r\n workerScript.scriptRef.log(\"Started carrying out field missions for \" + fac.name);\r\n return true;\r\n case \"security\":\r\n case \"securitywork\":\r\n case \"security work\":\r\n if (!scWkAvailable.includes(fac.name)) {\r\n workerScript.scriptRef.log(\"ERROR: Cannot serve as security detail for \" + fac.name + \". workForFaction() failed\");\r\n return false;\r\n }\r\n Player.startFactionSecurityWork(fac);\r\n workerScript.scriptRef.log(\"Started serving as security details for \" + fac.name);\r\n return true;\r\n default:\r\n workerScript.scriptRef.log(\"ERROR: Invalid work type passed into workForFaction(): \" + type);\r\n }\r\n return true;\r\n },\r\n getFactionRep : function(name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost / 4;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getFactionRep\", ramCost);\r\n }\r\n updateDynamicRam(\"getFactionRep\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getFactionRep(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return -1;\r\n }\r\n }\r\n\r\n if (!factionExists(name)) {\r\n workerScript.scriptRef.log(\"ERROR: Faction specified in getFactionRep() does not exist.\");\r\n return -1;\r\n }\r\n\r\n return Factions[name].playerReputation;\r\n },\r\n getFactionFavor : function(name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn2RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getFactionFavor\", ramCost);\r\n }\r\n updateDynamicRam(\"getFactionFavor\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 2)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getFactionFavor(). It is a Singularity Function and requires SourceFile-4 (level 2) to run.\");\r\n return -1;\r\n }\r\n }\r\n\r\n if (!factionExists(name)) {\r\n workerScript.scriptRef.log(\"ERROR: Faction specified in getFactionFavor() does not exist.\");\r\n return -1;\r\n }\r\n\r\n return Factions[name].favor;\r\n },\r\n createProgram : function(name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"createProgram\", ramCost);\r\n }\r\n updateDynamicRam(\"createProgram\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run createProgram(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return false;\r\n }\r\n }\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.createProgram == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n\r\n switch(name.toLowerCase()) {\r\n case Programs.NukeProgram.toLowerCase():\r\n Player.startCreateProgramWork(Programs.NukeProgram, CONSTANTS.MillisecondsPerFiveMinutes, 1);\r\n break;\r\n case Programs.BruteSSHProgram.toLowerCase():\r\n if (Player.hacking_skill < 50) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create BruteSSH (level 50 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.BruteSSHProgram, CONSTANTS.MillisecondsPerFiveMinutes * 2, 50);\r\n break;\r\n case Programs.FTPCrackProgram.toLowerCase():\r\n if (Player.hacking_skill < 100) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create FTPCrack (level 100 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.FTPCrackProgram, CONSTANTS.MillisecondsPerHalfHour, 100);\r\n break;\r\n case Programs.RelaySMTPProgram.toLowerCase():\r\n if (Player.hacking_skill < 250) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create relaySMTP (level 250 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.RelaySMTPProgram, CONSTANTS.MillisecondsPer2Hours, 250);\r\n break;\r\n case Programs.HTTPWormProgram.toLowerCase():\r\n if (Player.hacking_skill < 500) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create HTTPWorm (level 500 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.HTTPWormProgram, CONSTANTS.MillisecondsPer4Hours, 500);\r\n break;\r\n case Programs.SQLInjectProgram.toLowerCase():\r\n if (Player.hacking_skill < 750) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create SQLInject (level 750 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.SQLInjectProgram, CONSTANTS.MillisecondsPer8Hours, 750);\r\n break;\r\n case Programs.DeepscanV1.toLowerCase():\r\n if (Player.hacking_skill < 75) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create DeepscanV1 (level 75 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.DeepscanV1, CONSTANTS.MillisecondsPerQuarterHour, 75);\r\n break;\r\n case Programs.DeepscanV2.toLowerCase():\r\n if (Player.hacking_skill < 400) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create DeepscanV2 (level 400 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.DeepscanV2, CONSTANTS.MillisecondsPer2Hours, 400);\r\n break;\r\n case Programs.ServerProfiler.toLowerCase():\r\n if (Player.hacking_skill < 75) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create ServerProfiler (level 75 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.ServerProfiler, CONSTANTS.MillisecondsPerHalfHour, 75);\r\n break;\r\n case Programs.AutoLink.toLowerCase():\r\n if (Player.hacking_skill < 25) {\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because hacking level is too low to create AutoLink (level 25 req)\");\r\n return false;\r\n }\r\n Player.startCreateProgramWork(Programs.AutoLink, CONSTANTS.MillisecondsPerQuarterHour, 25);\r\n break;\r\n default:\r\n workerScript.scriptRef.log(\"ERROR: createProgram() failed because the specified program does not exist: \" + name);\r\n return false;\r\n }\r\n workerScript.scriptRef.log(\"Began creating program: \" + name);\r\n return true;\r\n },\r\n commitCrime : function(crimeRoughName) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"commitCrime\", ramCost);\r\n }\r\n updateDynamicRam(\"commitCrime\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run commitCrime(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return;\r\n }\r\n }\r\n if (inMission) {\r\n workerScript.scriptRef.log(\"ERROR: commitCrime() failed because you are in the middle of a mission.\");\r\n return;\r\n }\r\n if (Player.isWorking) {\r\n var txt = Player.singularityStopWork();\r\n if (workerScript.disableLogs.ALL == null && workerScript.disableLogs.commitCrime == null) {\r\n workerScript.scriptRef.log(txt);\r\n }\r\n }\r\n\r\n //Set Location to slums\r\n switch(Player.city) {\r\n case Locations.Aevum:\r\n Player.location = Locations.AevumSlums;\r\n break;\r\n case Locations.Chongqing:\r\n Player.location = Locations.ChongqingSlums;\r\n break;\r\n case Locations.Sector12:\r\n Player.location = Locations.Sector12Slums;\r\n break;\r\n case Locations.NewTokyo:\r\n Player.location = Locations.NewTokyoSlums;\r\n break;\r\n case Locations.Ishima:\r\n Player.location = Locations.IshimaSlums;\r\n break;\r\n case Locations.Volhaven:\r\n Player.location = Locations.VolhavenSlums;\r\n break;\r\n default:\r\n console.log(\"Invalid Player.city value\");\r\n }\r\n\r\n const crime = findCrime(crimeRoughName.toLowerCase());\r\n if(crime == null) { // couldn't find crime\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid crime passed into commitCrime(): \" + crime);\r\n }\r\n if(workerScript.disableLogs.ALL == null && workerScript.disableLogs.commitCrime == null) {\r\n workerScript.scriptRef.log(\"Attempting to commit crime: \"+crime.name+\"...\");\r\n }\r\n return crime.commit(CONSTANTS.CrimeSingFnDivider, {workerscript: workerScript});\r\n },\r\n getCrimeChance : function(crimeRoughName) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCrimeChance\", ramCost);\r\n }\r\n updateDynamicRam(\"getCrimeChance\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getCrimeChance(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return;\r\n }\r\n }\r\n\r\n const crime = findCrime(crimeRoughName.toLowerCase());\r\n if(crime == null) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Invalid crime passed into getCrimeChance(): \" + crime);\r\n }\r\n\r\n return crime.successRate();\r\n },\r\n getOwnedAugmentations : function(purchased=false) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getOwnedAugmentations\", ramCost);\r\n }\r\n updateDynamicRam(\"getOwnedAugmentations\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getOwnedAugmentations(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return [];\r\n }\r\n }\r\n var res = [];\r\n for (var i = 0; i < Player.augmentations.length; ++i) {\r\n res.push(Player.augmentations[i].name);\r\n }\r\n if (purchased) {\r\n for (var i = 0; i < Player.queuedAugmentations.length; ++i) {\r\n res.push(Player.queuedAugmentations[i].name);\r\n }\r\n }\r\n return res;\r\n },\r\n getAugmentationsFromFaction : function(facname) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getAugmentationsFromFaction\", ramCost);\r\n }\r\n updateDynamicRam(\"getAugmentationsFromFaction\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getAugmentationsFromFaction(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return [];\r\n }\r\n }\r\n\r\n if (!factionExists(facname)) {\r\n workerScript.scriptRef.log(\"ERROR: getAugmentationsFromFaction() failed. Invalid faction name passed in (this is case-sensitive): \" + facname);\r\n return [];\r\n }\r\n\r\n var fac = Factions[facname];\r\n var res = [];\r\n for (var i = 0; i < fac.augmentations.length; ++i) {\r\n res.push(fac.augmentations[i]);\r\n }\r\n return res;\r\n },\r\n getAugmentationCost : function(name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getAugmentationCost\", ramCost);\r\n }\r\n updateDynamicRam(\"getAugmentationCost\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run getAugmentationCost(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (!augmentationExists(name)) {\r\n workerScript.scriptRef.log(\"ERROR: getAugmentationCost() failed. Invalid Augmentation name passed in (note: this is case-sensitive): \" + name);\r\n return [-1, -1];\r\n }\r\n\r\n var aug = Augmentations[name];\r\n return [aug.baseRepRequirement, aug.baseCost];\r\n },\r\n purchaseAugmentation : function(faction, name) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"purchaseAugmentation\", ramCost);\r\n }\r\n updateDynamicRam(\"purchaseAugmentation\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run purchaseAugmentation(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n var fac = Factions[faction];\r\n if (fac == null || !(fac instanceof Faction)) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because of invalid faction name: \" + faction);\r\n return false;\r\n }\r\n\r\n if (!fac.augmentations.includes(name)) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because the faction \" + faction + \" does not contain the \" + name + \" augmentation\");\r\n return false;\r\n }\r\n\r\n var aug = Augmentations[name];\r\n if (aug == null || !(aug instanceof Augmentation)) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because of invalid augmentation name: \" + name);\r\n return false;\r\n }\r\n\r\n var isNeuroflux = false;\r\n if (aug.name === AugmentationNames.NeuroFluxGovernor) {\r\n isNeuroflux = true;\r\n }\r\n\r\n if (!isNeuroflux) {\r\n for (var j = 0; j < Player.queuedAugmentations.length; ++j) {\r\n if (Player.queuedAugmentations[j].name === aug.name) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because you already have \" + name);\r\n return false;\r\n }\r\n }\r\n for (var j = 0; j < Player.augmentations.length; ++j) {\r\n if (Player.augmentations[j].name === aug.name) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because you already have \" + name);\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n if (fac.playerReputation < aug.baseRepRequirement) {\r\n workerScript.scriptRef.log(\"ERROR: purchaseAugmentation() failed because you do not have enough reputation with \" + fac.name);\r\n return false;\r\n }\r\n\r\n var res = purchaseAugmentation(aug, fac, true);\r\n workerScript.scriptRef.log(res);\r\n if (isString(res) && res.startsWith(\"You purchased\")) {\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n },\r\n installAugmentations : function(cbScript) {\r\n var ramCost = CONSTANTS.ScriptSingularityFn3RamCost;\r\n if (Player.bitNodeN !== 4) {ramCost *= 8;}\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"installAugmentations\", ramCost);\r\n }\r\n updateDynamicRam(\"installAugmentations\", ramCost);\r\n if (Player.bitNodeN != 4) {\r\n if (!(hasSingularitySF && singularitySFLvl >= 3)) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Cannot run installAugmentations(). It is a Singularity Function and requires SourceFile-4 (level 3) to run.\");\r\n return false;\r\n }\r\n }\r\n\r\n if (Player.queuedAugmentations.length === 0) {\r\n workerScript.scriptRef.log(\"ERROR: installAugmentations() failed because you do not have any Augmentations to be installed\");\r\n return false;\r\n }\r\n Player.gainIntelligenceExp(CONSTANTS.IntelligenceSingFnBaseExpGain);\r\n workerScript.scriptRef.log(\"Installing Augmentations. This will cause this script to be killed\");\r\n installAugmentations(cbScript);\r\n return true;\r\n },\r\n\r\n //Bladeburner API\r\n bladeburner : {\r\n isContractName : function(name) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isContractName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n }\r\n updateDynamicRam(\"isContractName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.isContractNameNetscriptFn(name);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"isContractName() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n isOperationName : function(name) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isOperationName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n }\r\n updateDynamicRam(\"isOperationName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.isOperationNameNetscriptFn(name);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"isOperationName() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n isBlackOpName : function(name) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isBlackOpName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n }\r\n updateDynamicRam(\"isBlackOpName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.isBlackOpNameNetscriptFn(name);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"isBlackOpName() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n isGeneralActionName : function(name) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isGeneralActionName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n }\r\n updateDynamicRam(\"isGeneralActionName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.isGeneralActionNameNetscriptFn(name);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"isGeneralActionName() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n isSkillName : function(name) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"isSkillName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n }\r\n updateDynamicRam(\"isSkillName\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 10);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.isSkillNameNetscriptFn(name);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"isSkillName() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n startAction : function(type=\"\", name=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"startAction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"startAction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.startActionNetscriptFn(type, name, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.startAction() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"startAction() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n stopAction : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"stopAction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 2);\r\n }\r\n updateDynamicRam(\"stopAction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost / 2);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.resetAction();\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"stopAction() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getActionTime : function(type=\"\", name=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getActionTime\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getActionTime\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getActionTimeNetscriptFn(type, name, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getActionTime() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getActionTime() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getActionEstimatedSuccessChance : function(type=\"\", name=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getActionEstimatedSuccessChance\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getActionEstimatedSuccessChance\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getActionEstimatedSuccessChanceNetscriptFn(type, name, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getActionEstimatedSuccessChance() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getActionEstimatedSuccessChance() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getActionCountRemaining : function(type=\"\", name=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getActionCountRemaining\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getActionCountRemaining\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getActionCountRemainingNetscriptFn(type, name, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getActionCountRemaining() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getActionCountRemaining() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getRank : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getRank\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getRank\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.rank;\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getRank() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getSkillPoints : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getSkillPoints\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getSkillPoints\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.skillPoints;\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getSkillPoints() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getSkillLevel : function(skillName=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getSkillLevel\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getSkillLevel\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getSkillLevelNetscriptFn(skillName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getSkillLevel() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getSkillLevel() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n upgradeSkill : function(skillName) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"upgradeSkill\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"upgradeSkill\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.upgradeSkillNetscriptFn(skillName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.upgradeSkill() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"upgradeSkill() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getTeamSize : function(type=\"\", name=\"\") {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getTeamSize\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getTeamSize\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getTeamSizeNetscriptFn(type, name, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getTeamSize() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getTeamSize() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n setTeamSize : function(type=\"\", name=\"\", size) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"setTeamSize\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"setTeamSize\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.setTeamSizeNetscriptFn(type, name, size, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.setTeamSize() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"setTeamSize() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getCityEstimatedPopulation : function(cityName) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCityEstimatedPopulation\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getCityEstimatedPopulation\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getCityEstimatedPopulationNetscriptFn(cityName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getCityEstimatedPopulation() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getCityEstimatedPopulation() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getCityEstimatedCommunities : function(cityName) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCityEstimatedCommunities\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getCityEstimatedCommunities\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getCityEstimatedCommunitiesNetscriptFn(cityName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getCityEstimatedCommunities() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getCityEstimatedCommunities() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getCityChaos : function(cityName) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getCityChaos\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getCityChaos\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.getCityChaosNetscriptFn(cityName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.getCityChaos() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getCityChaos() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n switchCity : function(cityName) {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"switchCity\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"switchCity\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n try {\r\n return Player.bladeburner.switchCityNetscriptFn(cityName, workerScript);\r\n } catch(e) {\r\n throw makeRuntimeRejectMsg(workerScript, \"Bladeburner.switchCity() failed with exception: \" + e);\r\n }\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"switchCity() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n getStamina : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"getStamina\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"getStamina\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return [Player.bladeburner.stamina, Player.bladeburner.maxStamina];\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"getStamina() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n },\r\n joinBladeburnerFaction : function() {\r\n if (workerScript.checkingRam) {\r\n return updateStaticRam(\"joinBladeburnerFaction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n }\r\n updateDynamicRam(\"joinBladeburnerFaction\", CONSTANTS.ScriptBladeburnerApiBaseRamCost);\r\n if (Player.bladeburner instanceof Bladeburner && (Player.bitNodeN === 7 || hasBladeburner2079SF)) {\r\n return Player.bladeburner.joinBladeburnerFactionNetscriptFn(workerScript);\r\n }\r\n throw makeRuntimeRejectMsg(workerScript, \"joinBladeburnerFaction() failed because you do not currently have access to the Bladeburner API. This is either because you are not currently employed \" +\r\n \"at the Bladeburner division or because you do not have Source-File 7\");\r\n }\r\n }\r\n } //End return\r\n} //End NetscriptFunction()\r\n\r\nexport {NetscriptFunctions, initSingularitySFFlags, hasSingularitySF, hasBn11SF,\r\n hasWallStreetSF, wallStreetSFLvl, hasCorporationSF, hasAISF, hasBladeburnerSF};\r\n","'use strict';\n\nvar support = require('./support');\nvar base64 = require('./base64');\nvar nodejsUtils = require('./nodejsUtils');\nvar setImmediate = require('core-js/library/fn/set-immediate');\nvar external = require(\"./external\");\n\n\n/**\n * Convert a string that pass as a \"binary string\": it should represent a byte\n * array but may have > 255 char codes. Be sure to take only the first byte\n * and returns the byte array.\n * @param {String} str the string to transform.\n * @return {Array|Uint8Array} the string in a binary format.\n */\nfunction string2binary(str) {\n var result = null;\n if (support.uint8array) {\n result = new Uint8Array(str.length);\n } else {\n result = new Array(str.length);\n }\n return stringToArrayLike(str, result);\n}\n\n/**\n * Create a new blob with the given content and the given type.\n * @param {String|ArrayBuffer} part the content to put in the blob. DO NOT use\n * an Uint8Array because the stock browser of android 4 won't accept it (it\n * will be silently converted to a string, \"[object Uint8Array]\").\n *\n * Use only ONE part to build the blob to avoid a memory leak in IE11 / Edge:\n * when a large amount of Array is used to create the Blob, the amount of\n * memory consumed is nearly 100 times the original data amount.\n *\n * @param {String} type the mime type of the blob.\n * @return {Blob} the created blob.\n */\nexports.newBlob = function(part, type) {\n exports.checkSupport(\"blob\");\n\n try {\n // Blob constructor\n return new Blob([part], {\n type: type\n });\n }\n catch (e) {\n\n try {\n // deprecated, browser only, old way\n var Builder = self.BlobBuilder || self.WebKitBlobBuilder || self.MozBlobBuilder || self.MSBlobBuilder;\n var builder = new Builder();\n builder.append(part);\n return builder.getBlob(type);\n }\n catch (e) {\n\n // well, fuck ?!\n throw new Error(\"Bug : can't construct the Blob.\");\n }\n }\n\n\n};\n/**\n * The identity function.\n * @param {Object} input the input.\n * @return {Object} the same input.\n */\nfunction identity(input) {\n return input;\n}\n\n/**\n * Fill in an array with a string.\n * @param {String} str the string to use.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} array the array to fill in (will be mutated).\n * @return {Array|ArrayBuffer|Uint8Array|Buffer} the updated array.\n */\nfunction stringToArrayLike(str, array) {\n for (var i = 0; i < str.length; ++i) {\n array[i] = str.charCodeAt(i) & 0xFF;\n }\n return array;\n}\n\n/**\n * An helper for the function arrayLikeToString.\n * This contains static informations and functions that\n * can be optimized by the browser JIT compiler.\n */\nvar arrayToStringHelper = {\n /**\n * Transform an array of int into a string, chunk by chunk.\n * See the performances notes on arrayLikeToString.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} array the array to transform.\n * @param {String} type the type of the array.\n * @param {Integer} chunk the chunk size.\n * @return {String} the resulting string.\n * @throws Error if the chunk is too big for the stack.\n */\n stringifyByChunk: function(array, type, chunk) {\n var result = [], k = 0, len = array.length;\n // shortcut\n if (len <= chunk) {\n return String.fromCharCode.apply(null, array);\n }\n while (k < len) {\n if (type === \"array\" || type === \"nodebuffer\") {\n result.push(String.fromCharCode.apply(null, array.slice(k, Math.min(k + chunk, len))));\n }\n else {\n result.push(String.fromCharCode.apply(null, array.subarray(k, Math.min(k + chunk, len))));\n }\n k += chunk;\n }\n return result.join(\"\");\n },\n /**\n * Call String.fromCharCode on every item in the array.\n * This is the naive implementation, which generate A LOT of intermediate string.\n * This should be used when everything else fail.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} array the array to transform.\n * @return {String} the result.\n */\n stringifyByChar: function(array){\n var resultStr = \"\";\n for(var i = 0; i < array.length; i++) {\n resultStr += String.fromCharCode(array[i]);\n }\n return resultStr;\n },\n applyCanBeUsed : {\n /**\n * true if the browser accepts to use String.fromCharCode on Uint8Array\n */\n uint8array : (function () {\n try {\n return support.uint8array && String.fromCharCode.apply(null, new Uint8Array(1)).length === 1;\n } catch (e) {\n return false;\n }\n })(),\n /**\n * true if the browser accepts to use String.fromCharCode on nodejs Buffer.\n */\n nodebuffer : (function () {\n try {\n return support.nodebuffer && String.fromCharCode.apply(null, nodejsUtils.allocBuffer(1)).length === 1;\n } catch (e) {\n return false;\n }\n })()\n }\n};\n\n/**\n * Transform an array-like object to a string.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} array the array to transform.\n * @return {String} the result.\n */\nfunction arrayLikeToString(array) {\n // Performances notes :\n // --------------------\n // String.fromCharCode.apply(null, array) is the fastest, see\n // see http://jsperf.com/converting-a-uint8array-to-a-string/2\n // but the stack is limited (and we can get huge arrays !).\n //\n // result += String.fromCharCode(array[i]); generate too many strings !\n //\n // This code is inspired by http://jsperf.com/arraybuffer-to-string-apply-performance/2\n // TODO : we now have workers that split the work. Do we still need that ?\n var chunk = 65536,\n type = exports.getTypeOf(array),\n canUseApply = true;\n if (type === \"uint8array\") {\n canUseApply = arrayToStringHelper.applyCanBeUsed.uint8array;\n } else if (type === \"nodebuffer\") {\n canUseApply = arrayToStringHelper.applyCanBeUsed.nodebuffer;\n }\n\n if (canUseApply) {\n while (chunk > 1) {\n try {\n return arrayToStringHelper.stringifyByChunk(array, type, chunk);\n } catch (e) {\n chunk = Math.floor(chunk / 2);\n }\n }\n }\n\n // no apply or chunk error : slow and painful algorithm\n // default browser on android 4.*\n return arrayToStringHelper.stringifyByChar(array);\n}\n\nexports.applyFromCharCode = arrayLikeToString;\n\n\n/**\n * Copy the data from an array-like to an other array-like.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} arrayFrom the origin array.\n * @param {Array|ArrayBuffer|Uint8Array|Buffer} arrayTo the destination array which will be mutated.\n * @return {Array|ArrayBuffer|Uint8Array|Buffer} the updated destination array.\n */\nfunction arrayLikeToArrayLike(arrayFrom, arrayTo) {\n for (var i = 0; i < arrayFrom.length; i++) {\n arrayTo[i] = arrayFrom[i];\n }\n return arrayTo;\n}\n\n// a matrix containing functions to transform everything into everything.\nvar transform = {};\n\n// string to ?\ntransform[\"string\"] = {\n \"string\": identity,\n \"array\": function(input) {\n return stringToArrayLike(input, new Array(input.length));\n },\n \"arraybuffer\": function(input) {\n return transform[\"string\"][\"uint8array\"](input).buffer;\n },\n \"uint8array\": function(input) {\n return stringToArrayLike(input, new Uint8Array(input.length));\n },\n \"nodebuffer\": function(input) {\n return stringToArrayLike(input, nodejsUtils.allocBuffer(input.length));\n }\n};\n\n// array to ?\ntransform[\"array\"] = {\n \"string\": arrayLikeToString,\n \"array\": identity,\n \"arraybuffer\": function(input) {\n return (new Uint8Array(input)).buffer;\n },\n \"uint8array\": function(input) {\n return new Uint8Array(input);\n },\n \"nodebuffer\": function(input) {\n return nodejsUtils.newBufferFrom(input);\n }\n};\n\n// arraybuffer to ?\ntransform[\"arraybuffer\"] = {\n \"string\": function(input) {\n return arrayLikeToString(new Uint8Array(input));\n },\n \"array\": function(input) {\n return arrayLikeToArrayLike(new Uint8Array(input), new Array(input.byteLength));\n },\n \"arraybuffer\": identity,\n \"uint8array\": function(input) {\n return new Uint8Array(input);\n },\n \"nodebuffer\": function(input) {\n return nodejsUtils.newBufferFrom(new Uint8Array(input));\n }\n};\n\n// uint8array to ?\ntransform[\"uint8array\"] = {\n \"string\": arrayLikeToString,\n \"array\": function(input) {\n return arrayLikeToArrayLike(input, new Array(input.length));\n },\n \"arraybuffer\": function(input) {\n return input.buffer;\n },\n \"uint8array\": identity,\n \"nodebuffer\": function(input) {\n return nodejsUtils.newBufferFrom(input);\n }\n};\n\n// nodebuffer to ?\ntransform[\"nodebuffer\"] = {\n \"string\": arrayLikeToString,\n \"array\": function(input) {\n return arrayLikeToArrayLike(input, new Array(input.length));\n },\n \"arraybuffer\": function(input) {\n return transform[\"nodebuffer\"][\"uint8array\"](input).buffer;\n },\n \"uint8array\": function(input) {\n return arrayLikeToArrayLike(input, new Uint8Array(input.length));\n },\n \"nodebuffer\": identity\n};\n\n/**\n * Transform an input into any type.\n * The supported output type are : string, array, uint8array, arraybuffer, nodebuffer.\n * If no output type is specified, the unmodified input will be returned.\n * @param {String} outputType the output type.\n * @param {String|Array|ArrayBuffer|Uint8Array|Buffer} input the input to convert.\n * @throws {Error} an Error if the browser doesn't support the requested output type.\n */\nexports.transformTo = function(outputType, input) {\n if (!input) {\n // undefined, null, etc\n // an empty string won't harm.\n input = \"\";\n }\n if (!outputType) {\n return input;\n }\n exports.checkSupport(outputType);\n var inputType = exports.getTypeOf(input);\n var result = transform[inputType][outputType](input);\n return result;\n};\n\n/**\n * Return the type of the input.\n * The type will be in a format valid for JSZip.utils.transformTo : string, array, uint8array, arraybuffer.\n * @param {Object} input the input to identify.\n * @return {String} the (lowercase) type of the input.\n */\nexports.getTypeOf = function(input) {\n if (typeof input === \"string\") {\n return \"string\";\n }\n if (Object.prototype.toString.call(input) === \"[object Array]\") {\n return \"array\";\n }\n if (support.nodebuffer && nodejsUtils.isBuffer(input)) {\n return \"nodebuffer\";\n }\n if (support.uint8array && input instanceof Uint8Array) {\n return \"uint8array\";\n }\n if (support.arraybuffer && input instanceof ArrayBuffer) {\n return \"arraybuffer\";\n }\n};\n\n/**\n * Throw an exception if the type is not supported.\n * @param {String} type the type to check.\n * @throws {Error} an Error if the browser doesn't support the requested type.\n */\nexports.checkSupport = function(type) {\n var supported = support[type.toLowerCase()];\n if (!supported) {\n throw new Error(type + \" is not supported by this platform\");\n }\n};\n\nexports.MAX_VALUE_16BITS = 65535;\nexports.MAX_VALUE_32BITS = -1; // well, \"\\xFF\\xFF\\xFF\\xFF\\xFF\\xFF\\xFF\\xFF\" is parsed as -1\n\n/**\n * Prettify a string read as binary.\n * @param {string} str the string to prettify.\n * @return {string} a pretty string.\n */\nexports.pretty = function(str) {\n var res = '',\n code, i;\n for (i = 0; i < (str || \"\").length; i++) {\n code = str.charCodeAt(i);\n res += '\\\\x' + (code < 16 ? \"0\" : \"\") + code.toString(16).toUpperCase();\n }\n return res;\n};\n\n/**\n * Defer the call of a function.\n * @param {Function} callback the function to call asynchronously.\n * @param {Array} args the arguments to give to the callback.\n */\nexports.delay = function(callback, args, self) {\n setImmediate(function () {\n callback.apply(self || null, args || []);\n });\n};\n\n/**\n * Extends a prototype with an other, without calling a constructor with\n * side effects. Inspired by nodejs' `utils.inherits`\n * @param {Function} ctor the constructor to augment\n * @param {Function} superCtor the parent constructor to use\n */\nexports.inherits = function (ctor, superCtor) {\n var Obj = function() {};\n Obj.prototype = superCtor.prototype;\n ctor.prototype = new Obj();\n};\n\n/**\n * Merge the objects passed as parameters into a new one.\n * @private\n * @param {...Object} var_args All objects to merge.\n * @return {Object} a new object with the data of the others.\n */\nexports.extend = function() {\n var result = {}, i, attr;\n for (i = 0; i < arguments.length; i++) { // arguments is not enumerable in some browsers\n for (attr in arguments[i]) {\n if (arguments[i].hasOwnProperty(attr) && typeof result[attr] === \"undefined\") {\n result[attr] = arguments[i][attr];\n }\n }\n }\n return result;\n};\n\n/**\n * Transform arbitrary content into a Promise.\n * @param {String} name a name for the content being processed.\n * @param {Object} inputData the content to process.\n * @param {Boolean} isBinary true if the content is not an unicode string\n * @param {Boolean} isOptimizedBinaryString true if the string content only has one byte per character.\n * @param {Boolean} isBase64 true if the string content is encoded with base64.\n * @return {Promise} a promise in a format usable by JSZip.\n */\nexports.prepareContent = function(name, inputData, isBinary, isOptimizedBinaryString, isBase64) {\n\n // if inputData is already a promise, this flatten it.\n var promise = external.Promise.resolve(inputData).then(function(data) {\n \n \n var isBlob = support.blob && (data instanceof Blob || ['[object File]', '[object Blob]'].indexOf(Object.prototype.toString.call(data)) !== -1);\n\n if (isBlob && typeof FileReader !== \"undefined\") {\n return new external.Promise(function (resolve, reject) {\n var reader = new FileReader();\n\n reader.onload = function(e) {\n resolve(e.target.result);\n };\n reader.onerror = function(e) {\n reject(e.target.error);\n };\n reader.readAsArrayBuffer(data);\n });\n } else {\n return data;\n }\n });\n\n return promise.then(function(data) {\n var dataType = exports.getTypeOf(data);\n\n if (!dataType) {\n return external.Promise.reject(\n new Error(\"Can't read the data of '\" + name + \"'. Is it \" +\n \"in a supported JavaScript type (String, Blob, ArrayBuffer, etc) ?\")\n );\n }\n // special case : it's way easier to work with Uint8Array than with ArrayBuffer\n if (dataType === \"arraybuffer\") {\n data = exports.transformTo(\"uint8array\", data);\n } else if (dataType === \"string\") {\n if (isBase64) {\n data = base64.decode(data);\n }\n else if (isBinary) {\n // optimizedBinaryString === true means that the file has already been filtered with a 0xFF mask\n if (isOptimizedBinaryString !== true) {\n // this is a string, not in a base64 format.\n // Be sure that this is a correct \"binary string\"\n data = string2binary(data);\n }\n }\n }\n return data;\n });\n};\n","import {parse, Node} from \"../utils/acorn.js\";\r\n\r\nvar FconfSettings = {\r\n ENABLE_BASH_HOTKEYS: false,\r\n ENABLE_TIMESTAMPS: false,\r\n}\r\n\r\nvar FconfComments = {\r\n ENABLE_BASH_HOTKEYS: \"Improved Bash emulation mode. Setting this to 1 enables several\\n\" +\r\n \"new Terminal shortcuts and features that more closely resemble\\n\" +\r\n \"a real Bash-style shell. Note that when this mode is enabled,\\n\" +\r\n \"the default browser shortcuts are overriden by the new Bash\\n\" +\r\n \"shortcuts.\\n\\n\" +\r\n \"To see a full list of the Terminal shortcuts that this enables, see:\\n\" +\r\n \"http://bitburner.readthedocs.io/en/latest/shortcuts.html\",\r\n ENABLE_TIMESTAMPS: \"Terminal commands and log entries will be timestamped. The timestamp\\n\" +\r\n \"will have the format: M/D h:m\",\r\n}\r\n\r\n//Parse Fconf settings from the config text\r\n//Throws an exception if parsing fails\r\nfunction parseFconfSettings(config) {\r\n var ast = parse(config, {sourceType:\"module\"});\r\n var queue = [];\r\n queue.push(ast);\r\n while (queue.length != 0) {\r\n var exp = queue.shift();\r\n switch (exp.type) {\r\n case \"BlockStatement\":\r\n case \"Program\":\r\n for (var i = 0; i < exp.body.length; ++i) {\r\n if (exp.body[i] instanceof Node) {\r\n queue.push(exp.body[i]);\r\n }\r\n }\r\n break;\r\n case \"AssignmentExpression\":\r\n var setting, value;\r\n if (exp.left != null && exp.left.name != null) {\r\n setting = exp.left.name;\r\n } else {\r\n break;\r\n }\r\n if (exp.right != null && exp.right.raw != null) {\r\n value = exp.right.raw;\r\n } else {\r\n break;\r\n }\r\n parseFconfSetting(setting, value);\r\n break;\r\n default:\r\n break;\r\n }\r\n\r\n for (var prop in exp) {\r\n if (exp.hasOwnProperty(prop)) {\r\n if (exp[prop] instanceof Node) {\r\n queue.push(exp[prop]);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nfunction parseFconfSetting(setting, value) {\r\n setting = String(setting);\r\n value = String(value);\r\n if (setting == null || value == null || FconfSettings[setting] == null) {\r\n console.log(\"WARNING: Invalid .fconf setting: \" + setting);\r\n return;\r\n }\r\n\r\n //Needed to convert entered value to boolean/strings accordingly\r\n switch(setting) {\r\n case \"ENABLE_BASH_HOTKEYS\":\r\n case \"ENABLE_TIMESTAMPS\":\r\n var value = value.toLowerCase();\r\n if (value === \"1\" || value === \"true\" || value === \"y\") {\r\n value = true;\r\n } else {\r\n value = false;\r\n }\r\n FconfSettings[setting] = value;\r\n break;\r\n default:\r\n break;\r\n }\r\n return;\r\n}\r\n\r\n//Create the .fconf file text from the settings\r\nfunction createFconf() {\r\n var res = \"\";\r\n for (var setting in FconfSettings) {\r\n if (FconfSettings.hasOwnProperty(setting)) {\r\n //Setting comments (description)\r\n var comment = FconfComments[setting];\r\n if (comment == null) {continue;}\r\n var comment = comment.split(\"\\n\");\r\n for (var i = 0; i < comment.length; ++i) {\r\n res += (\"//\" + comment[i] + \"\\n\");\r\n }\r\n\r\n var value = 0;\r\n if (FconfSettings[setting] === true) {\r\n value = \"1\";\r\n } else if (FconfSettings[setting] === false) {\r\n value = \"0\";\r\n } else {\r\n value = String(FconfSettings[setting]);\r\n }\r\n res += (setting + \"=\" + value + \"\\n\\n\");\r\n }\r\n }\r\n return res;\r\n}\r\n\r\nfunction loadFconf(saveString) {\r\n let tempFconfSettings = JSON.parse(saveString);\r\n for (var setting in tempFconfSettings) {\r\n if (tempFconfSettings.hasOwnProperty(setting)) {\r\n FconfSettings[setting] = tempFconfSettings[setting];\r\n }\r\n }\r\n}\r\n\r\nexport {FconfSettings, createFconf, parseFconfSettings, loadFconf}\r\n","import {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {displayFactionContent} from \"./Faction.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {addOffset, getRandomInt,\r\n clearEventListenersEl,\r\n clearEventListeners} from \"../utils/HelperFunctions.js\";\r\nimport {formatNumber, isString} from \"../utils/StringHelperFunctions.js\";\r\nimport jsplumb from 'jsplumb'\r\n\r\nlet inMission = false; //Flag to denote whether a mission is running\r\nlet currMission = null;\r\nfunction setInMission(bool, mission) {\r\n inMission = bool;\r\n if (bool) {\r\n currMission = mission;\r\n } else {\r\n currMission = null;\r\n }\r\n}\r\n\r\n//Keyboard shortcuts\r\n$(document).keydown(function(e) {\r\n if (inMission && currMission && currMission.selectedNode.length != 0) {\r\n switch (e.keyCode) {\r\n case 65: //a for Attack\r\n currMission.actionButtons[0].click();\r\n break;\r\n case 83: //s for Scan\r\n currMission.actionButtons[1].click();\r\n break;\r\n case 87: //w for Weaken\r\n currMission.actionButtons[2].click();\r\n break;\r\n case 70: //f for Fortify\r\n currMission.actionButtons[3].click();\r\n break;\r\n case 82: //r for Overflow\r\n currMission.actionButtons[4].click();\r\n break;\r\n case 68: //d for Detach connection\r\n currMission.actionButtons[5].click();\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n});\r\n\r\nlet NodeTypes = {\r\n Core: \"CPU Core Node\", //All actions available\r\n Firewall: \"Firewall Node\", //No actions available\r\n Database: \"Database Node\", //No actions available\r\n Spam: \"Spam Node\", //No actions Available\r\n Transfer: \"Transfer Node\", //Can Weaken, Scan, Fortify and Overflow\r\n Shield: \"Shield Node\" //Can Fortify\r\n}\r\n\r\nlet NodeActions = {\r\n Attack: \"Attacking\", //Damaged based on attack stat + hacking level + opp def\r\n Scan: \"Scanning\", //-Def for target, affected by attack and hacking level\r\n Weaken: \"Weakening\", //-Attack for target, affected by attack and hacking level\r\n Fortify: \"Fortifying\", //+Defense for Node, affected by hacking level\r\n Overflow: \"Overflowing\", //+Attack but -Defense for Node, affected by hacking level\r\n}\r\n\r\nfunction Node(type, stats) {\r\n this.type = type;\r\n this.atk = stats.atk ? stats.atk : 0;\r\n this.def = stats.def ? stats.def : 0;\r\n this.hp = stats.hp ? stats.hp : 0;\r\n this.maxhp = this.hp;\r\n this.plyrCtrl = false;\r\n this.enmyCtrl = false;\r\n this.pos = [0, 0]; //x, y\r\n this.el = null; //Holds the Node's DOM element\r\n this.action = null;\r\n this.targetedCount = 0; //Count of how many connections this node is the target of\r\n\r\n //Holds the JsPlumb Connection object for this Node,\r\n //where this Node is the Source (since each Node\r\n //can only have 1 outgoing Connection)\r\n this.conn = null;\r\n}\r\n\r\nNode.prototype.setPosition = function(x, y) {\r\n this.pos = [x, y];\r\n}\r\n\r\nNode.prototype.setControlledByPlayer = function() {\r\n this.plyrCtrl = true;\r\n this.enmyCtrl = false;\r\n if (this.el) {\r\n this.el.classList.remove(\"hack-mission-enemy-node\");\r\n this.el.classList.add(\"hack-mission-player-node\");\r\n }\r\n}\r\n\r\nNode.prototype.setControlledByEnemy = function() {\r\n this.plyrCtrl = false;\r\n this.enmyCtrl = true;\r\n if (this.el) {\r\n this.el.classList.remove(\"hack-mission-player-node\");\r\n this.el.classList.add(\"hack-mission-enemy-node\");\r\n }\r\n}\r\n\r\n//Sets this node to be the active node\r\nNode.prototype.select = function(actionButtons) {\r\n if (this.enmyCtrl) {return;}\r\n this.el.classList.add(\"hack-mission-player-node-active\");\r\n\r\n //Make all buttons inactive\r\n for (var i = 0; i < actionButtons.length; ++i) {\r\n actionButtons[i].classList.remove(\"a-link-button\");\r\n actionButtons[i].classList.add(\"a-link-button-inactive\");\r\n }\r\n\r\n switch(this.type) {\r\n case NodeTypes.Core:\r\n //All buttons active\r\n for (var i = 0; i < actionButtons.length; ++i) {\r\n actionButtons[i].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[i].classList.add(\"a-link-button\");\r\n }\r\n break;\r\n case NodeTypes.Transfer:\r\n actionButtons[1].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[1].classList.add(\"a-link-button\");\r\n actionButtons[2].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[2].classList.add(\"a-link-button\");\r\n actionButtons[3].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[3].classList.add(\"a-link-button\");\r\n actionButtons[4].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[4].classList.add(\"a-link-button\");\r\n actionButtons[5].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[5].classList.add(\"a-link-button\");\r\n break;\r\n case NodeTypes.Shield:\r\n case NodeTypes.Firewall:\r\n actionButtons[3].classList.remove(\"a-link-button-inactive\");\r\n actionButtons[3].classList.add(\"a-link-button\");\r\n break;\r\n default:\r\n break;\r\n }\r\n}\r\n\r\nNode.prototype.deselect = function(actionButtons) {\r\n this.el.classList.remove(\"hack-mission-player-node-active\");\r\n for (var i = 0; i < actionButtons.length; ++i) {\r\n actionButtons[i].classList.remove(\"a-link-button\");\r\n actionButtons[i].classList.add(\"a-link-button-inactive\");\r\n }\r\n}\r\n\r\n\r\nNode.prototype.untarget = function() {\r\n if (this.targetedCount === 0) {\r\n console.log(\"WARN: Node \" + this.el.id + \" is being 'untargeted' when it has no target count\");\r\n return;\r\n }\r\n --this.targetedCount;\r\n}\r\n\r\n//Hacking mission instance\r\n//Takes in the reputation of the Faction for which the mission is\r\n//being conducted\r\nfunction HackingMission(rep, fac) {\r\n this.faction = fac;\r\n\r\n this.started = false;\r\n this.time = 180000; //5 minutes to start, milliseconds\r\n\r\n this.playerCores = [];\r\n this.playerNodes = []; //Non-core nodes\r\n this.playerAtk = 0;\r\n this.playerDef = 0;\r\n\r\n this.enemyCores = [];\r\n this.enemyDatabases = [];\r\n this.enemyNodes = []; //Non-core nodes\r\n this.enemyAtk = 0;\r\n this.enemyDef = 0;\r\n\r\n this.miscNodes = [];\r\n\r\n this.selectedNode = []; //Which of the player's nodes are currently selected\r\n\r\n this.actionButtons = []; //DOM buttons for actions\r\n\r\n this.availablePositions = [];\r\n for (var r = 0; r < 8; ++r) {\r\n for (var c = 0; c < 8; ++c) {\r\n this.availablePositions.push([r, c]);\r\n }\r\n }\r\n\r\n this.map = [];\r\n for (var i = 0; i < 8; ++i) {\r\n this.map.push([null, null, null, null, null, null, null, null]);\r\n }\r\n\r\n this.jsplumbinstance = null;\r\n\r\n this.difficulty = rep / CONSTANTS.HackingMissionRepToDiffConversion + 1;\r\n console.log(\"difficulty: \" + this.difficulty);\r\n this.reward = 250 + (rep / CONSTANTS.HackingMissionRepToRewardConversion);\r\n}\r\n\r\nHackingMission.prototype.init = function() {\r\n //Create Header DOM\r\n this.createPageDom();\r\n\r\n //Create player starting nodes\r\n var home = Player.getHomeComputer()\r\n for (var i = 0; i < home.cpuCores; ++i) {\r\n var stats = {\r\n atk: (Player.hacking_skill / 7.5) + 30,\r\n def: (Player.hacking_skill / 20),\r\n hp: (Player.hacking_skill / 4),\r\n };\r\n this.playerCores.push(new Node(NodeTypes.Core, stats));\r\n this.playerCores[i].setControlledByPlayer();\r\n this.setNodePosition(this.playerCores[i], i, 0);\r\n this.removeAvailablePosition(i, 0);\r\n }\r\n\r\n //Randomly generate enemy nodes (CPU and Firewall) based on difficulty\r\n var numNodes = Math.min(8, Math.max(1, Math.round(this.difficulty / 4)));\r\n var numFirewalls = Math.min(20,\r\n getRandomInt(Math.round(this.difficulty/3), Math.round(this.difficulty/3) + 1));\r\n var numDatabases = Math.min(10, getRandomInt(1, Math.round(this.difficulty / 3) + 1));\r\n var totalNodes = numNodes + numFirewalls + numDatabases;\r\n var xlimit = 7 - Math.floor(totalNodes / 8);\r\n var randMult = addOffset(0.8 + (this.difficulty / 5), 10);\r\n for (var i = 0; i < numNodes; ++i) {\r\n var stats = {\r\n atk: randMult * getRandomInt(80, 86),\r\n def: randMult * getRandomInt(5, 10),\r\n hp: randMult * getRandomInt(210, 230)\r\n }\r\n this.enemyCores.push(new Node(NodeTypes.Core, stats));\r\n this.enemyCores[i].setControlledByEnemy();\r\n this.setNodeRandomPosition(this.enemyCores[i], xlimit);\r\n }\r\n for (var i = 0; i < numFirewalls; ++i) {\r\n var stats = {\r\n atk: 0,\r\n def: randMult * getRandomInt(10, 20),\r\n hp: randMult * getRandomInt(275, 300)\r\n }\r\n this.enemyNodes.push(new Node(NodeTypes.Firewall, stats));\r\n this.enemyNodes[i].setControlledByEnemy();\r\n this.setNodeRandomPosition(this.enemyNodes[i], xlimit);\r\n }\r\n for (var i = 0; i < numDatabases; ++i) {\r\n var stats = {\r\n atk: 0,\r\n def: randMult * getRandomInt(30, 55),\r\n hp: randMult * getRandomInt(210, 275)\r\n }\r\n var node = new Node(NodeTypes.Database, stats);\r\n node.setControlledByEnemy();\r\n this.setNodeRandomPosition(node, xlimit);\r\n this.enemyDatabases.push(node);\r\n }\r\n this.calculateDefenses();\r\n this.calculateAttacks();\r\n this.createMap();\r\n}\r\n\r\nHackingMission.prototype.createPageDom = function() {\r\n var container = document.getElementById(\"mission-container\");\r\n\r\n var favorMult = 1 + (this.faction.favor / 100);\r\n var gain = this.reward * Player.faction_rep_mult * favorMult;\r\n var headerText = document.createElement(\"p\");\r\n headerText.innerHTML = \"You are about to start a hacking mission! You will gain \" +\r\n formatNumber(gain, 3) + \" faction reputation with \" + this.faction.name +\r\n \" if you win. For more information \" +\r\n \"about how hacking missions work, click one of the guide links \" +\r\n \"below (one opens up an in-game guide and the other opens up \" +\r\n \"the guide from the wiki). Click the 'Start' button to begin.\";\r\n headerText.style.display = \"block\";\r\n headerText.classList.add(\"hack-mission-header-element\");\r\n headerText.style.width = \"80%\";\r\n\r\n var inGameGuideBtn = document.createElement(\"a\");\r\n inGameGuideBtn.innerText = \"How to Play\";\r\n inGameGuideBtn.classList.add(\"a-link-button\");\r\n inGameGuideBtn.style.display = \"inline-block\";\r\n inGameGuideBtn.classList.add(\"hack-mission-header-element\");\r\n inGameGuideBtn.addEventListener(\"click\", function() {\r\n dialogBoxCreate(CONSTANTS.HackingMissionHowToPlay);\r\n return false;\r\n });\r\n\r\n var wikiGuideBtn = document.createElement(\"a\");\r\n wikiGuideBtn.innerText = \"Wiki Guide\";\r\n wikiGuideBtn.classList.add(\"a-link-button\");\r\n wikiGuideBtn.style.display = \"inline-block\";\r\n wikiGuideBtn.classList.add(\"hack-mission-header-element\");\r\n wikiGuideBtn.target = \"_blank\";\r\n //TODO Add link to wiki page wikiGuideBtn.href =\r\n\r\n\r\n //Start button will get replaced with forfeit when game is started\r\n var startBtn = document.createElement(\"a\");\r\n startBtn.innerHTML = \"Start\";\r\n startBtn.setAttribute(\"id\", \"hack-mission-start-btn\");\r\n startBtn.classList.add(\"a-link-button\");\r\n startBtn.classList.add(\"hack-mission-header-element\");\r\n startBtn.style.display = \"inline-block\";\r\n startBtn.addEventListener(\"click\", ()=>{\r\n this.start();\r\n return false;\r\n });\r\n\r\n var forfeitMission = document.createElement(\"a\");\r\n forfeitMission.innerHTML = \"Forfeit Mission (Exit)\";\r\n forfeitMission.classList.add(\"a-link-button\");\r\n forfeitMission.classList.add(\"hack-mission-header-element\");\r\n forfeitMission.style.display = \"inline-block\";\r\n forfeitMission.addEventListener(\"click\", ()=> {\r\n this.finishMission(false);\r\n return false;\r\n });\r\n\r\n var timer = document.createElement(\"p\");\r\n timer.setAttribute(\"id\", \"hacking-mission-timer\");\r\n timer.style.display = \"inline-block\";\r\n timer.style.margin = \"6px\";\r\n\r\n //Create Action Buttons (Attack/Scan/Weaken/ etc...)\r\n var actionsContainer = document.createElement(\"span\");\r\n actionsContainer.style.display = \"block\";\r\n actionsContainer.classList.add(\"hack-mission-action-buttons-container\");\r\n for (var i = 0; i < 6; ++i) {\r\n this.actionButtons.push(document.createElement(\"a\"));\r\n this.actionButtons[i].style.display = \"inline-block\";\r\n this.actionButtons[i].classList.add(\"a-link-button-inactive\"); //Disabled at start\r\n this.actionButtons[i].classList.add(\"tooltip\"); //Disabled at start\r\n this.actionButtons[i].classList.add(\"hack-mission-header-element\");\r\n actionsContainer.appendChild(this.actionButtons[i]);\r\n }\r\n this.actionButtons[0].innerText = \"Attack(a)\";\r\n var atkTooltip = document.createElement(\"span\");\r\n atkTooltip.classList.add(\"tooltiptexthigh\");\r\n atkTooltip.innerText = \"Lowers the targeted node's HP. The effectiveness of this depends on \" +\r\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\r\n this.actionButtons[0].appendChild(atkTooltip);\r\n this.actionButtons[1].innerText = \"Scan(s)\";\r\n var scanTooltip = document.createElement(\"span\");\r\n scanTooltip.classList.add(\"tooltiptexthigh\");\r\n scanTooltip.innerText = \"Lowers the targeted node's defense. The effectiveness of this depends on \" +\r\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\r\n this.actionButtons[1].appendChild(scanTooltip);\r\n this.actionButtons[2].innerText = \"Weaken(w)\";\r\n var WeakenTooltip = document.createElement(\"span\");\r\n WeakenTooltip.classList.add(\"tooltiptexthigh\");\r\n WeakenTooltip.innerText = \"Lowers the targeted node's attack. The effectiveness of this depends on \" +\r\n \"this node's Attack level, your hacking level, and the opponent's defense level.\";\r\n this.actionButtons[2].appendChild(WeakenTooltip);\r\n this.actionButtons[3].innerText = \"Fortify(f)\";\r\n var fortifyTooltip = document.createElement(\"span\");\r\n fortifyTooltip.classList.add(\"tooltiptexthigh\");\r\n fortifyTooltip.innerText = \"Raises this node's Defense level. The effectiveness of this depends on \" +\r\n \"your hacking level\";\r\n this.actionButtons[3].appendChild(fortifyTooltip);\r\n this.actionButtons[4].innerText = \"Overflow(r)\";\r\n var overflowTooltip = document.createElement(\"span\");\r\n overflowTooltip.classList.add(\"tooltiptexthigh\");\r\n overflowTooltip.innerText = \"Raises this node's Attack level but lowers its Defense level. The effectiveness \" +\r\n \"of this depends on your hacking level.\";\r\n this.actionButtons[4].appendChild(overflowTooltip);\r\n this.actionButtons[5].innerText = \"Drop Connection(d)\";\r\n var dropconnTooltip = document.createElement(\"span\");\r\n dropconnTooltip.classList.add(\"tooltiptexthigh\");\r\n dropconnTooltip.innerText = \"Removes this Node's current connection to some target Node, if it has one. This can \" +\r\n \"also be done by simply clicking the white connection line.\";\r\n this.actionButtons[5].appendChild(dropconnTooltip);\r\n\r\n //Player/enemy defense displays will be in action container\r\n var playerStats = document.createElement(\"p\");\r\n var enemyStats = document.createElement(\"p\");\r\n playerStats.style.display = \"inline-block\";\r\n enemyStats.style.display = \"inline-block\";\r\n playerStats.style.color = \"#00ccff\";\r\n enemyStats.style.color = \"red\";\r\n playerStats.style.margin = \"4px\";\r\n enemyStats.style.margin = \"4px\";\r\n playerStats.setAttribute(\"id\", \"hacking-mission-player-stats\");\r\n enemyStats.setAttribute(\"id\", \"hacking-mission-enemy-stats\");\r\n actionsContainer.appendChild(playerStats);\r\n actionsContainer.appendChild(enemyStats);\r\n\r\n //Set Action Button event listeners\r\n this.actionButtons[0].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n if (this.selectedNode[0].type !== NodeTypes.Core) {return;}\r\n this.setActionButtonsActive(this.selectedNode[0].type);\r\n this.setActionButton(NodeActions.Attack, false); //Set attack button inactive\r\n this.selectedNode.forEach(function(node){\r\n node.action = NodeActions.Attack;\r\n });\r\n });\r\n\r\n this.actionButtons[1].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n var nodeType = this.selectedNode[0].type; //In a multiselect, every Node will have the same type\r\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}\r\n this.setActionButtonsActive(nodeType);\r\n this.setActionButton(NodeActions.Scan, false); //Set scan button inactive\r\n this.selectedNode.forEach(function(node){\r\n node.action = NodeActions.Scan;\r\n });\r\n });\r\n\r\n this.actionButtons[2].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n var nodeType = this.selectedNode[0].type; //In a multiselect, every Node will have the same type\r\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}\r\n this.setActionButtonsActive(nodeType);\r\n this.setActionButton(NodeActions.Weaken, false); //Set Weaken button inactive\r\n this.selectedNode.forEach(function(node){\r\n node.action = NodeActions.Weaken;\r\n });\r\n });\r\n\r\n this.actionButtons[3].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n this.setActionButtonsActive(this.selectedNode[0].type);\r\n this.setActionButton(NodeActions.Fortify, false); //Set Fortify button inactive\r\n this.selectedNode.forEach(function(node){\r\n node.action = NodeActions.Fortify;\r\n });\r\n });\r\n\r\n this.actionButtons[4].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n var nodeType = this.selectedNode[0].type;\r\n if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}\r\n this.setActionButtonsActive(nodeType);\r\n this.setActionButton(NodeActions.Overflow, false); //Set Overflow button inactive\r\n this.selectedNode.forEach(function(node){\r\n node.action = NodeActions.Overflow;\r\n });\r\n });\r\n\r\n this.actionButtons[5].addEventListener(\"click\", ()=>{\r\n if (!(this.selectedNode.length > 0)) {\r\n console.log(\"ERR: Pressing Action button without selected node\");\r\n return;\r\n }\r\n this.selectedNode.forEach(function(node){\r\n if (node.conn) {\r\n var endpoints = node.conn.endpoints;\r\n endpoints[0].detachFrom(endpoints[1]);\r\n }\r\n node.action = NodeActions.Fortify;\r\n });\r\n // if (this.selectedNode.conn) {\r\n // var endpoints = this.selectedNode.conn.endpoints;\r\n // endpoints[0].detachFrom(endpoints[1]);\r\n // }\r\n })\r\n\r\n var timeDisplay = document.createElement(\"p\");\r\n\r\n container.appendChild(headerText);\r\n container.appendChild(inGameGuideBtn);\r\n container.appendChild(wikiGuideBtn);\r\n container.appendChild(startBtn);\r\n container.appendChild(forfeitMission);\r\n container.appendChild(timer);\r\n container.appendChild(actionsContainer);\r\n container.appendChild(timeDisplay);\r\n}\r\n\r\nHackingMission.prototype.setActionButtonsInactive = function() {\r\n for (var i = 0; i < this.actionButtons.length; ++i) {\r\n this.actionButtons[i].classList.remove(\"a-link-button\");\r\n this.actionButtons[i].classList.add(\"a-link-button-inactive\");\r\n }\r\n}\r\n\r\nHackingMission.prototype.setActionButtonsActive = function(nodeType=null) {\r\n for (var i = 0; i < this.actionButtons.length; ++i) {\r\n this.actionButtons[i].classList.add(\"a-link-button\");\r\n this.actionButtons[i].classList.remove(\"a-link-button-inactive\");\r\n }\r\n\r\n //For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled\r\n //0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn\r\n if (nodeType) {\r\n switch (nodeType) {\r\n case NodeTypes.Firewall:\r\n case NodeTypes.Shield:\r\n this.actionButtons[0].classList.remove(\"a-link-button\");\r\n this.actionButtons[0].classList.add(\"a-link-button-inactive\");\r\n this.actionButtons[1].classList.remove(\"a-link-button\");\r\n this.actionButtons[1].classList.add(\"a-link-button-inactive\");\r\n this.actionButtons[2].classList.remove(\"a-link-button\");\r\n this.actionButtons[2].classList.add(\"a-link-button-inactive\");\r\n this.actionButtons[4].classList.remove(\"a-link-button\");\r\n this.actionButtons[4].classList.add(\"a-link-button-inactive\");\r\n this.actionButtons[5].classList.remove(\"a-link-button\");\r\n this.actionButtons[5].classList.add(\"a-link-button-inactive\");\r\n break;\r\n case NodeTypes.Transfer:\r\n this.actionButtons[0].classList.remove(\"a-link-button\");\r\n this.actionButtons[0].classList.add(\"a-link-button-inactive\");\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n}\r\n\r\n//True for active, false for inactive\r\nHackingMission.prototype.setActionButton = function(i, active=true) {\r\n if (isString(i)) {\r\n switch (i) {\r\n case NodeActions.Attack:\r\n i = 0;\r\n break;\r\n case NodeActions.Scan:\r\n i = 1;\r\n break;\r\n case NodeActions.Weaken:\r\n i = 2;\r\n break;\r\n case NodeActions.Fortify:\r\n i = 3;\r\n break;\r\n case NodeActions.Overflow:\r\n default:\r\n i = 4;\r\n break;\r\n }\r\n }\r\n if (active) {\r\n this.actionButtons[i].classList.remove(\"a-link-button-inactive\");\r\n this.actionButtons[i].classList.add(\"a-link-button\");\r\n } else {\r\n this.actionButtons[i].classList.remove(\"a-link-button\");\r\n this.actionButtons[i].classList.add(\"a-link-button-inactive\");\r\n }\r\n\r\n}\r\n\r\nHackingMission.prototype.calculateAttacks = function() {\r\n var total = 0;\r\n for (var i = 0; i < this.playerCores.length; ++i) {\r\n total += this.playerCores[i].atk;\r\n }\r\n for (var i = 0; i < this.playerNodes.length; ++i) {\r\n total += this.playerNodes[i].atk;\r\n }\r\n this.playerAtk = total;\r\n document.getElementById(\"hacking-mission-player-stats\").innerHTML =\r\n \"Player Attack: \" + formatNumber(this.playerAtk, 1) + \"
\" +\r\n \"Player Defense: \" + formatNumber(this.playerDef, 1);\r\n total = 0;\r\n for (var i = 0; i < this.enemyCores.length; ++i) {\r\n total += this.enemyCores[i].atk;\r\n }\r\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\r\n total += this.enemyDatabases[i].atk;\r\n }\r\n for (var i = 0; i < this.enemyNodes.length; ++i) {\r\n total += this.enemyNodes[i].atk;\r\n }\r\n this.enemyAtk = total;\r\n document.getElementById(\"hacking-mission-enemy-stats\").innerHTML =\r\n \"Enemy Attack: \" + formatNumber(this.enemyAtk, 1) + \"
\" +\r\n \"Enemy Defense: \" + formatNumber(this.enemyDef, 1);\r\n}\r\n\r\nHackingMission.prototype.calculateDefenses = function() {\r\n var total = 0;\r\n for (var i = 0; i < this.playerCores.length; ++i) {\r\n total += this.playerCores[i].def;\r\n }\r\n for (var i = 0; i < this.playerNodes.length; ++i) {\r\n total += this.playerNodes[i].def;\r\n }\r\n this.playerDef = total;\r\n document.getElementById(\"hacking-mission-player-stats\").innerHTML =\r\n \"Player Attack: \" + formatNumber(this.playerAtk, 1) + \"
\" +\r\n \"Player Defense: \" + formatNumber(this.playerDef, 1);\r\n total = 0;\r\n for (var i = 0; i < this.enemyCores.length; ++i) {\r\n total += this.enemyCores[i].def;\r\n }\r\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\r\n total += this.enemyDatabases[i].def;\r\n }\r\n for (var i = 0; i < this.enemyNodes.length; ++i) {\r\n total += this.enemyNodes[i].def;\r\n }\r\n this.enemyDef = total;\r\n document.getElementById(\"hacking-mission-enemy-stats\").innerHTML =\r\n \"Enemy Attack: \" + formatNumber(this.enemyAtk, 1) + \"
\" +\r\n \"Enemy Defense: \" + formatNumber(this.enemyDef, 1);\r\n}\r\n\r\nHackingMission.prototype.removeAvailablePosition = function(x, y) {\r\n for (var i = 0; i < this.availablePositions.length; ++i) {\r\n if (this.availablePositions[i][0] === x &&\r\n this.availablePositions[i][1] === y) {\r\n this.availablePositions.splice(i, 1);\r\n return;\r\n }\r\n }\r\n console.log(\"WARNING: removeAvailablePosition() did not remove \" + x + \", \" + y);\r\n}\r\n\r\nHackingMission.prototype.setNodePosition = function(nodeObj, x, y) {\r\n if (!(nodeObj instanceof Node)) {\r\n console.log(\"WARNING: Non-Node object passed into setNodePOsition\");\r\n return;\r\n }\r\n if (isNaN(x) || isNaN(y)) {\r\n console.log(\"ERR: Invalid values passed as x and y for setNodePosition\");\r\n console.log(x);\r\n console.log(y);\r\n return;\r\n }\r\n nodeObj.pos = [x, y];\r\n this.map[x][y] = nodeObj;\r\n}\r\n\r\nHackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) {\r\n var i = getRandomInt(0, this.availablePositions.length - 1);\r\n if (this.availablePositions[i][1] < xlimit) {\r\n //Recurse if not within limit\r\n return this.setNodeRandomPosition(nodeObj, xlimit);\r\n }\r\n var pos = this.availablePositions.splice(i, 1);\r\n pos = pos[0];\r\n this.setNodePosition(nodeObj, pos[0], pos[1]);\r\n}\r\n\r\nHackingMission.prototype.createMap = function() {\r\n //Use a grid\r\n var map = document.createElement(\"div\");\r\n map.classList.add(\"hack-mission-grid\");\r\n map.setAttribute(\"id\", \"hacking-mission-map\");\r\n document.getElementById(\"mission-container\").appendChild(map);\r\n\r\n //Create random Nodes for every space in the map that\r\n //hasn't been filled yet. The stats of each Node will be based on\r\n //the player/enemy attack\r\n var averageAttack = (this.playerAtk + this.enemyAtk) / 2;\r\n for (var x = 0; x < 8; ++x) {\r\n for (var y = 0; y < 8; ++y) {\r\n if (!(this.map[x][y] instanceof Node)) {\r\n var node, type = getRandomInt(0, 2);\r\n var randMult = addOffset(0.85 + (this.difficulty / 2), 15);\r\n switch (type) {\r\n case 0: //Spam\r\n var stats = {\r\n atk: 0,\r\n def: averageAttack * 1.1 + getRandomInt(15, 45),\r\n hp: randMult * getRandomInt(200, 225)\r\n }\r\n node = new Node(NodeTypes.Spam, stats);\r\n break;\r\n case 1: //Transfer\r\n var stats = {\r\n atk: 0,\r\n def: averageAttack * 1.1 + getRandomInt(15, 45),\r\n hp: randMult * getRandomInt(250, 275)\r\n }\r\n node = new Node(NodeTypes.Transfer, stats);\r\n break;\r\n case 2: //Shield\r\n default:\r\n var stats = {\r\n atk: 0,\r\n def: averageAttack * 1.1 + getRandomInt(30, 70),\r\n hp: randMult * getRandomInt(300, 320)\r\n }\r\n node = new Node(NodeTypes.Shield, stats);\r\n break;\r\n }\r\n this.setNodePosition(node, x, y);\r\n this.removeAvailablePosition(x, y);\r\n this.miscNodes.push(node);\r\n }\r\n }\r\n }\r\n\r\n //Create DOM elements in order\r\n for (var r = 0; r < 8; ++r) {\r\n for (var c = 0; c < 8; ++c) {\r\n this.createNodeDomElement(this.map[r][c]);\r\n }\r\n }\r\n\r\n //Configure all Player CPUS\r\n for (var i = 0; i < this.playerCores.length; ++i) {\r\n console.log(\"Configuring Player Node: \" + this.playerCores[i].el.id);\r\n this.configurePlayerNodeElement(this.playerCores[i].el);\r\n }\r\n}\r\n\r\nHackingMission.prototype.createNodeDomElement = function(nodeObj) {\r\n var nodeDiv = document.createElement(\"a\"), txtEl = document.createElement('p');\r\n nodeObj.el = nodeDiv;\r\n\r\n //Set the node element's id based on its coordinates\r\n var id = \"hacking-mission-node-\" + nodeObj.pos[0] + \"-\" + nodeObj.pos[1];\r\n nodeDiv.setAttribute(\"id\", id);\r\n txtEl.setAttribute(\"id\", id + \"-txt\");\r\n\r\n //Set node classes for owner\r\n nodeDiv.classList.add(\"hack-mission-node\");\r\n if (nodeObj.plyrCtrl) {\r\n nodeDiv.classList.add(\"hack-mission-player-node\");\r\n } else if (nodeObj.enmyCtrl) {\r\n nodeDiv.classList.add(\"hack-mission-enemy-node\");\r\n }\r\n\r\n //Set node classes based on type\r\n var txt;\r\n switch (nodeObj.type) {\r\n case NodeTypes.Core:\r\n txt = \"CPU Core
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-cpu-node\");\r\n break;\r\n case NodeTypes.Firewall:\r\n txt = \"Firewall
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-firewall-node\");\r\n break;\r\n case NodeTypes.Database:\r\n txt = \"Database
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-database-node\");\r\n break;\r\n case NodeTypes.Spam:\r\n txt = \"Spam
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-spam-node\");\r\n break;\r\n case NodeTypes.Transfer:\r\n txt = \"Transfer
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-transfer-node\");\r\n break;\r\n case NodeTypes.Shield:\r\n default:\r\n txt = \"Shield
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n nodeDiv.classList.add(\"hack-mission-shield-node\");\r\n break;\r\n }\r\n\r\n txt += \"
Atk: \" + formatNumber(nodeObj.atk, 1) +\r\n \"
Def: \" + formatNumber(nodeObj.def, 1);\r\n txtEl.innerHTML = txt;\r\n\r\n nodeDiv.appendChild(txtEl);\r\n document.getElementById(\"hacking-mission-map\").appendChild(nodeDiv);\r\n}\r\n\r\nHackingMission.prototype.updateNodeDomElement = function(nodeObj) {\r\n if (nodeObj.el == null) {\r\n console.log(\"ERR: Calling updateNodeDomElement on a Node without an element\");\r\n return;\r\n }\r\n\r\n var id = \"hacking-mission-node-\" + nodeObj.pos[0] + \"-\" + nodeObj.pos[1];\r\n var nodeDiv = document.getElementById(id), txtEl = document.getElementById(id + \"-txt\");\r\n\r\n //Set node classes based on type\r\n var txt;\r\n switch (nodeObj.type) {\r\n case NodeTypes.Core:\r\n txt = \"CPU Core
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n case NodeTypes.Firewall:\r\n txt = \"Firewall
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n case NodeTypes.Database:\r\n txt = \"Database
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n case NodeTypes.Spam:\r\n txt = \"Spam
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n case NodeTypes.Transfer:\r\n txt = \"Transfer
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n case NodeTypes.Shield:\r\n default:\r\n txt = \"Shield
\" + \"HP: \" +\r\n formatNumber(nodeObj.hp, 1);\r\n break;\r\n }\r\n\r\n txt += \"
Atk: \" + formatNumber(nodeObj.atk, 1) +\r\n \"
Def: \" + formatNumber(nodeObj.def, 1);\r\n if (nodeObj.action) {\r\n txt += \"
\" + nodeObj.action;\r\n }\r\n txtEl.innerHTML = txt;\r\n}\r\n\r\n//Gets a Node DOM element's corresponding Node object using its\r\n//element id. Function accepts either the DOM element object or the ID as\r\n//an argument\r\nHackingMission.prototype.getNodeFromElement = function(el) {\r\n var id;\r\n if (isString(el)) {\r\n id = el;\r\n } else {\r\n id = el.id;\r\n }\r\n id = id.replace(\"hacking-mission-node-\", \"\");\r\n var res = id.split('-');\r\n if (res.length != 2) {\r\n console.log(\"ERROR Parsing Hacking Mission Node Id. Could not find coordinates\");\r\n return null;\r\n }\r\n var x = res[0], y = res[1];\r\n if (isNaN(x) || isNaN(y) || x >= 8 || y >= 8 || x < 0 || y < 0) {\r\n console.log(\"ERROR: Unexpected values for x and y: \" + x + \", \" + y);\r\n return null;\r\n }\r\n return this.map[x][y];\r\n}\r\n\r\nfunction selectNode(hackMissionInst, el) {\r\n var nodeObj = hackMissionInst.getNodeFromElement(el);\r\n if (nodeObj == null) {console.log(\"Error getting Node object\");}\r\n if (!nodeObj.plyrCtrl) {return;}\r\n\r\n clearAllSelectedNodes(hackMissionInst);\r\n nodeObj.select(hackMissionInst.actionButtons);\r\n hackMissionInst.selectedNode.push(nodeObj);\r\n}\r\n\r\nfunction multiselectNode(hackMissionInst, el) {\r\n var nodeObj = hackMissionInst.getNodeFromElement(el);\r\n if (nodeObj == null) {console.log(\"ERROR: Getting Node Object in multiselectNode()\");}\r\n if (!nodeObj.plyrCtrl) {return;}\r\n\r\n clearAllSelectedNodes(hackMissionInst);\r\n var type = nodeObj.type;\r\n if (type === NodeTypes.Core) {\r\n hackMissionInst.playerCores.forEach(function(node) {\r\n node.select(hackMissionInst.actionButtons);\r\n hackMissionInst.selectedNode.push(node);\r\n });\r\n } else {\r\n hackMissionInst.playerNodes.forEach(function(node) {\r\n if (node.type === type) {\r\n node.select(hackMissionInst.actionButtons);\r\n hackMissionInst.selectedNode.push(node);\r\n }\r\n });\r\n }\r\n}\r\n\r\nfunction clearAllSelectedNodes(hackMissionInst) {\r\n if (hackMissionInst.selectedNode.length > 0) {\r\n hackMissionInst.selectedNode.forEach(function(node){\r\n node.deselect(hackMissionInst.actionButtons);\r\n });\r\n hackMissionInst.selectedNode.length = 0;\r\n }\r\n}\r\n\r\n//Configures a DOM element representing a player-owned node to\r\n//be selectable and actionable\r\n//Note: Does NOT change its css class. This is handled by Node.setControlledBy...\r\nHackingMission.prototype.configurePlayerNodeElement = function(el) {\r\n var nodeObj = this.getNodeFromElement(el);\r\n if (nodeObj == null) {console.log(\"Error getting Node object\");}\r\n\r\n //Add event listener\r\n var self = this;\r\n function selectNodeWrapper() {\r\n selectNode(self, el);\r\n }\r\n el.addEventListener(\"click\", selectNodeWrapper);\r\n\r\n function multiselectNodeWrapper() {\r\n multiselectNode(self, el);\r\n }\r\n el.addEventListener(\"dblclick\", multiselectNodeWrapper);\r\n\r\n\r\n if (el.firstChild) {\r\n el.firstChild.addEventListener(\"click\", selectNodeWrapper);\r\n }\r\n}\r\n\r\n//Configures a DOM element representing an enemy-node by removing\r\n//any event listeners\r\nHackingMission.prototype.configureEnemyNodeElement = function(el) {\r\n //Deselect node if it was the selected node\r\n var nodeObj = this.getNodeFromElement(el);\r\n for (var i = 0; i < this.selectedNode.length; ++i) {\r\n if (this.selectedNode[i] == nodeObj) {\r\n nodeObj.deselect(this.actionButtons);\r\n this.selectedNode.splice(i, 1);\r\n break;\r\n }\r\n }\r\n}\r\n\r\n//Returns bool indicating whether a node is reachable by player\r\n//by checking if any of the adjacent nodes are owned by the player\r\nHackingMission.prototype.nodeReachable = function(node) {\r\n var x = node.pos[0], y = node.pos[1];\r\n if (x > 0 && this.map[x-1][y].plyrCtrl) {return true;}\r\n if (x < 7 && this.map[x+1][y].plyrCtrl) {return true;}\r\n if (y > 0 && this.map[x][y-1].plyrCtrl) {return true;}\r\n if (y < 7 && this.map[x][y+1].plyrCtrl) {return true;}\r\n return false;\r\n}\r\n\r\nHackingMission.prototype.nodeReachableByEnemy = function(node) {\r\n if (node == null) {return false;}\r\n var x = node.pos[0], y = node.pos[1];\r\n if (x > 0 && this.map[x-1][y].enmyCtrl) {return true;}\r\n if (x < 7 && this.map[x+1][y].enmyCtrl) {return true;}\r\n if (y > 0 && this.map[x][y-1].enmyCtrl) {return true;}\r\n if (y < 7 && this.map[x][y+1].enmyCtrl) {return true;}\r\n return false;\r\n}\r\n\r\nHackingMission.prototype.start = function() {\r\n this.started = true;\r\n this.initJsPlumb();\r\n var startBtn = clearEventListeners(\"hack-mission-start-btn\");\r\n startBtn.classList.remove(\"a-link-button\");\r\n startBtn.classList.add(\"a-link-button-inactive\");\r\n}\r\n\r\nHackingMission.prototype.initJsPlumb = function() {\r\n var instance = jsPlumb.getInstance({\r\n DragOptions:{cursor:\"pointer\", zIndex:2000},\r\n PaintStyle: {\r\n gradient: { stops: [\r\n [ 0, \"#FFFFFF\" ],\r\n [ 1, \"#FFFFFF\" ]\r\n ] },\r\n stroke: \"#FFFFFF\",\r\n strokeWidth: 8\r\n },\r\n });\r\n\r\n this.jsplumbinstance = instance;\r\n\r\n //All player cores are sources\r\n for (var i = 0; i < this.playerCores.length; ++i) {\r\n instance.makeSource(this.playerCores[i].el, {\r\n deleteEndpointsOnEmpty:true,\r\n maxConnections:1,\r\n anchor:\"Continuous\",\r\n connector:\"Flowchart\"\r\n });\r\n }\r\n\r\n //Everything else is a target\r\n for (var i = 0; i < this.enemyCores.length; ++i) {\r\n instance.makeTarget(this.enemyCores[i].el, {\r\n maxConnections:-1,\r\n anchor:\"Continuous\",\r\n connector:\"Flowchart\"\r\n });\r\n }\r\n for (var i = 0; i < this.enemyDatabases.length; ++i) {\r\n instance.makeTarget(this.enemyDatabases[i].el, {\r\n maxConnections:-1,\r\n anchor:\"Continuous\",\r\n connector:[\"Flowchart\"]\r\n });\r\n }\r\n for (var i = 0; i < this.enemyNodes.length; ++i) {\r\n instance.makeTarget(this.enemyNodes[i].el, {\r\n maxConnections:-1,\r\n anchor:\"Continuous\",\r\n connector:\"Flowchart\"\r\n });\r\n }\r\n for (var i = 0; i < this.miscNodes.length; ++i) {\r\n instance.makeTarget(this.miscNodes[i].el, {\r\n maxConnections:-1,\r\n anchor:\"Continuous\",\r\n connector:\"Flowchart\"\r\n });\r\n }\r\n\r\n //Clicking a connection drops it\r\n instance.bind(\"click\", function(conn, originalEvent) {\r\n var endpoints = conn.endpoints;\r\n endpoints[0].detachFrom(endpoints[1]);\r\n });\r\n\r\n //Connection events\r\n instance.bind(\"connection\", (info)=>{\r\n var targetNode = this.getNodeFromElement(info.target);\r\n\r\n //Do not detach for enemy nodes\r\n var thisNode = this.getNodeFromElement(info.source);\r\n if (thisNode.enmyCtrl) {return;}\r\n\r\n //If the node is not reachable, drop the connection\r\n if (!this.nodeReachable(targetNode)) {\r\n info.sourceEndpoint.detachFrom(info.targetEndpoint);\r\n return;\r\n }\r\n\r\n var sourceNode = this.getNodeFromElement(info.source);\r\n sourceNode.conn = info.connection;\r\n var targetNode = this.getNodeFromElement(info.target);\r\n ++targetNode.targetedCount;\r\n });\r\n\r\n //Detach Connection events\r\n instance.bind(\"connectionDetached\", (info, originalEvent)=>{\r\n var sourceNode = this.getNodeFromElement(info.source);\r\n sourceNode.conn = null;\r\n var targetNode = this.getNodeFromElement(info.target);\r\n targetNode.untarget();\r\n });\r\n\r\n}\r\n\r\n//Drops all connections where the specified node is the source\r\nHackingMission.prototype.dropAllConnectionsFromNode = function(node) {\r\n var allConns = this.jsplumbinstance.getAllConnections();\r\n for (var i = allConns.length-1; i >= 0; --i) {\r\n if (allConns[i].source == node.el) {\r\n allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);\r\n }\r\n }\r\n}\r\n\r\n//Drops all connections where the specified node is the target\r\nHackingMission.prototype.dropAllConnectionsToNode = function(node) {\r\n var allConns = this.jsplumbinstance.getAllConnections();\r\n for (var i = allConns.length-1; i >= 0; --i) {\r\n if (allConns[i].target == node.el) {\r\n allConns[i].endpoints[0].detachFrom(allConns[i].endpoints[1]);\r\n }\r\n }\r\n node.beingTargeted = false;\r\n}\r\n\r\nvar storedCycles = 0;\r\nHackingMission.prototype.process = function(numCycles=1) {\r\n if (!this.started) {return;}\r\n storedCycles += numCycles;\r\n if (storedCycles < 2) {return;} //Only process every 3 cycles minimum\r\n\r\n var res = false;\r\n //Process actions of all player nodes\r\n this.playerCores.forEach((node)=>{\r\n res |= this.processNode(node, storedCycles);\r\n });\r\n\r\n this.playerNodes.forEach((node)=>{\r\n if (node.type === NodeTypes.Transfer ||\r\n node.type === NodeTypes.Shield ||\r\n node.type === NodeTypes.Firewall) {\r\n res |= this.processNode(node, storedCycles);\r\n }\r\n });\r\n\r\n //Process actions of all enemy nodes\r\n this.enemyCores.forEach((node)=>{\r\n this.enemyAISelectAction(node);\r\n res |= this.processNode(node, storedCycles);\r\n });\r\n\r\n this.enemyNodes.forEach((node)=>{\r\n if (node.type === NodeTypes.Transfer ||\r\n node.type === NodeTypes.Shield ||\r\n node.type === NodeTypes.Firewall) {\r\n this.enemyAISelectAction(node);\r\n res |= this.processNode(node, storedCycles);\r\n }\r\n });\r\n\r\n //The hp of enemy databases increases slowly\r\n this.enemyDatabases.forEach((node)=>{\r\n node.maxhp += (0.1 * storedCycles);\r\n node.hp += (0.1 * storedCycles);\r\n });\r\n\r\n if (res) {\r\n this.calculateAttacks();\r\n this.calculateDefenses();\r\n }\r\n\r\n //Win if all enemy databases are conquered\r\n if (this.enemyDatabases.length === 0) {\r\n this.finishMission(true);\r\n return;\r\n }\r\n\r\n //Lose if all your cores are gone\r\n if (this.playerCores.length === 0) {\r\n this.finishMission(false);\r\n return;\r\n }\r\n\r\n //Defense/hp of misc nodes increases slowly over time\r\n this.miscNodes.forEach((node)=>{\r\n node.def += (0.1 * storedCycles);\r\n node.maxhp += (0.05 * storedCycles);\r\n node.hp += (0.1 * storedCycles);\r\n if (node.hp > node.maxhp) {node.hp = node.maxhp;}\r\n this.updateNodeDomElement(node);\r\n });\r\n\r\n //Update timer and check if player lost\r\n this.time -= (storedCycles * Engine._idleSpeed);\r\n if (this.time <= 0) {\r\n this.finishMission(false);\r\n return;\r\n }\r\n this.updateTimer();\r\n\r\n storedCycles = 0;\r\n}\r\n\r\n//Returns a bool representing whether defenses need to be re-calculated\r\nHackingMission.prototype.processNode = function(nodeObj, numCycles=1) {\r\n if (nodeObj.action == null) {\r\n return;\r\n }\r\n\r\n var targetNode = null, def, atk;\r\n if (nodeObj.conn) {\r\n if (nodeObj.conn.target != null) {\r\n targetNode = this.getNodeFromElement(nodeObj.conn.target);\r\n } else {\r\n targetNode = this.getNodeFromElement(nodeObj.conn.targetId);\r\n }\r\n\r\n if (targetNode == null) {\r\n //Player is in the middle of dragging the connection,\r\n //so the target node is null. Do nothing here\r\n } else if (targetNode.plyrCtrl) {\r\n def = this.playerDef;\r\n atk = this.enemyAtk;\r\n } else if (targetNode.enmyCtrl) {\r\n def = this.enemyDef;\r\n atk = this.playerAtk;\r\n } else { //Misc Node\r\n def = targetNode.def;\r\n nodeObj.plyrCtrl ? atk = this.playerAtk : atk = this.enemyAtk;\r\n }\r\n }\r\n\r\n //Calculations are per second, so divide everything by 5\r\n var calcStats = false, plyr = nodeObj.plyrCtrl;\r\n var enmyHacking = this.difficulty * CONSTANTS.HackingMissionDifficultyToHacking;\r\n switch(nodeObj.action) {\r\n case NodeActions.Attack:\r\n if (targetNode == null) {break;}\r\n if (nodeObj.conn == null) {break;}\r\n var dmg = this.calculateAttackDamage(atk, def, plyr ? Player.hacking_skill : enmyHacking);\r\n targetNode.hp -= (dmg/5 * numCycles);\r\n break;\r\n case NodeActions.Scan:\r\n if (targetNode == null) {break;}\r\n if (nodeObj.conn == null) {break;}\r\n var eff = this.calculateScanEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);\r\n targetNode.def -= (eff/5 * numCycles);\r\n calcStats = true;\r\n break;\r\n case NodeActions.Weaken:\r\n if (targetNode == null) {break;}\r\n if (nodeObj.conn == null) {break;}\r\n var eff = this.calculateWeakenEffect(atk, def, plyr ? Player.hacking_skill : enmyHacking);\r\n targetNode.atk -= (eff/5 * numCycles);\r\n calcStats = true;\r\n break;\r\n case NodeActions.Fortify:\r\n var eff = this.calculateFortifyEffect(Player.hacking_skill);\r\n nodeObj.def += (eff/5 * numCycles);\r\n calcStats = true;\r\n break;\r\n case NodeActions.Overflow:\r\n var eff = this.calculateOverflowEffect(Player.hacking_skill);\r\n if (nodeObj.def < eff) {break;}\r\n nodeObj.def -= (eff/5 * numCycles);\r\n nodeObj.atk += (eff/5 * numCycles);\r\n calcStats = true;\r\n break;\r\n default:\r\n console.log(\"ERR: Invalid Node Action: \" + nodeObj.action);\r\n break;\r\n }\r\n\r\n //Stats can't go below 0\r\n if (nodeObj.atk < 0) {nodeObj.atk = 0;}\r\n if (nodeObj.def < 0) {nodeObj.def = 0;}\r\n if (targetNode && targetNode.atk < 0) {targetNode.atk = 0;}\r\n if (targetNode && targetNode.def < 0) {targetNode.def = 0;}\r\n\r\n //Conquering a node\r\n if (targetNode && targetNode.hp <= 0) {\r\n var conqueredByPlayer = nodeObj.plyrCtrl;\r\n targetNode.hp = targetNode.maxhp;\r\n targetNode.action = null;\r\n targetNode.conn = null;\r\n if (this.selectedNode == targetNode) {\r\n targetNode.deselect(this.actionButtons);\r\n }\r\n\r\n //The conquered node has its stats reduced\r\n targetNode.atk /= 2;\r\n targetNode.def /= 3.5;\r\n\r\n //Flag for whether the target node was a misc node\r\n var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;\r\n\r\n //Remove all connections from Node\r\n this.dropAllConnectionsToNode(targetNode);\r\n this.dropAllConnectionsFromNode(targetNode);\r\n\r\n //Changes the css class and turn the node into a JsPlumb Source/Target\r\n if (conqueredByPlayer) {\r\n targetNode.setControlledByPlayer();\r\n this.jsplumbinstance.unmakeTarget(targetNode.el);\r\n this.jsplumbinstance.makeSource(targetNode.el, {\r\n deleteEndpointsOnEmpty:true,\r\n maxConnections:1,\r\n anchor:\"Continuous\",\r\n connector:\"Flowchart\"\r\n });\r\n } else {\r\n targetNode.setControlledByEnemy();\r\n nodeObj.conn = null; //Clear connection\r\n this.jsplumbinstance.unmakeSource(targetNode.el);\r\n this.jsplumbinstance.makeTarget(targetNode.el, {\r\n maxConnections:-1,\r\n anchor:\"Continuous\",\r\n connector:[\"Flowchart\"]\r\n });\r\n }\r\n\r\n calcStats = true;\r\n\r\n //Helper function to swap nodes between the respective enemyNodes/playerNodes arrays\r\n function swapNodes(orig, dest, targetNode) {\r\n for (var i = 0; i < orig.length; ++i) {\r\n if (orig[i] == targetNode) {\r\n var node = orig.splice(i, 1);\r\n node = node[0];\r\n dest.push(node);\r\n break;\r\n }\r\n }\r\n }\r\n\r\n switch(targetNode.type) {\r\n case NodeTypes.Core:\r\n if (conqueredByPlayer) {\r\n swapNodes(this.enemyCores, this.playerCores, targetNode);\r\n this.configurePlayerNodeElement(targetNode.el);\r\n } else {\r\n swapNodes(this.playerCores, this.enemyCores, targetNode);\r\n this.configureEnemyNodeElement(targetNode.el);\r\n }\r\n break;\r\n case NodeTypes.Firewall:\r\n if (conqueredByPlayer) {\r\n swapNodes(this.enemyNodes, this.playerNodes, targetNode);\r\n } else {\r\n swapNodes(this.playerNodes, this.enemyNodes, targetNode);\r\n this.configureEnemyNodeElement(targetNode.el);\r\n }\r\n break;\r\n case NodeTypes.Database:\r\n if (conqueredByPlayer) {\r\n swapNodes(this.enemyDatabases, this.playerNodes, targetNode);\r\n } else {\r\n swapNodes(this.playerNodes, this.enemyDatabases, targetNode);\r\n }\r\n break;\r\n case NodeTypes.Spam:\r\n if (conqueredByPlayer) {\r\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\r\n //Conquering spam node increases time limit\r\n this.time += CONSTANTS.HackingMissionSpamTimeIncrease;\r\n } else {\r\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\r\n }\r\n\r\n break;\r\n case NodeTypes.Transfer:\r\n //Conquering a Transfer node increases the attack of all cores by some percentages\r\n if (conqueredByPlayer) {\r\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\r\n this.playerCores.forEach(function(node) {\r\n node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;\r\n });\r\n this.configurePlayerNodeElement(targetNode.el);\r\n } else {\r\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\r\n this.enemyCores.forEach(function(node) {\r\n node.atk *= CONSTANTS.HackingMissionTransferAttackIncrease;\r\n });\r\n this.configureEnemyNodeElement(targetNode.el);\r\n }\r\n break;\r\n case NodeTypes.Shield:\r\n if (conqueredByPlayer) {\r\n swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);\r\n this.configurePlayerNodeElement(targetNode.el);\r\n } else {\r\n swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);\r\n this.configureEnemyNodeElement(targetNode.el);\r\n }\r\n break;\r\n }\r\n\r\n //If a misc node was conquered, the defense for all misc nodes increases by some fixed amount\r\n if (isMiscNode) { //&& conqueredByPlayer) {\r\n this.miscNodes.forEach((node)=>{\r\n if (node.targetedCount === 0) {\r\n node.def *= CONSTANTS.HackingMissionMiscDefenseIncrease;\r\n }\r\n });\r\n }\r\n }\r\n\r\n //Update node DOMs\r\n this.updateNodeDomElement(nodeObj);\r\n if (targetNode) {this.updateNodeDomElement(targetNode);}\r\n return calcStats;\r\n}\r\n\r\n//Enemy \"AI\" for CPU Core and Transfer Nodes\r\nHackingMission.prototype.enemyAISelectAction = function(nodeObj) {\r\n if (nodeObj == null) {return;}\r\n switch(nodeObj.type) {\r\n case NodeTypes.Core:\r\n //Select a single RANDOM target from miscNodes and player's Nodes\r\n //If it is reachable, it will target it. If not, no target will\r\n //be selected for now, and the next time process() gets called this will repeat\r\n if (nodeObj.conn == null) {\r\n if (this.miscNodes.length === 0) {\r\n //Randomly pick a player node and attack it if its reachable\r\n var rand = getRandomInt(0, this.playerNodes.length-1);\r\n var node;\r\n if (this.playerNodes.length === 0) {\r\n node = null;\r\n } else {\r\n node = this.playerNodes[rand];\r\n }\r\n if (this.nodeReachableByEnemy(node)) {\r\n //Create connection\r\n nodeObj.conn = this.jsplumbinstance.connect({\r\n source:nodeObj.el,\r\n target:node.el\r\n });\r\n ++node.targetedCount;\r\n } else {\r\n //Randomly pick a player core and attack it if its reachable\r\n rand = getRandomInt(0, this.playerCores.length-1);\r\n if (this.playerCores.length === 0) {\r\n return; //No Misc Nodes, no player Nodes, no Player cores. Player lost\r\n } else {\r\n node = this.playerCores[rand];\r\n }\r\n\r\n if (this.nodeReachableByEnemy(node)) {\r\n //Create connection\r\n nodeObj.conn = this.jsplumbinstance.connect({\r\n source:nodeObj.el,\r\n target:node.el\r\n });\r\n ++node.targetedCount;\r\n }\r\n }\r\n } else {\r\n //Randomly pick a misc node and attack it if its reachable\r\n var rand = getRandomInt(0, this.miscNodes.length-1);\r\n var node = this.miscNodes[rand];\r\n if (this.nodeReachableByEnemy(node)) {\r\n nodeObj.conn = this.jsplumbinstance.connect({\r\n source:nodeObj.el,\r\n target:node.el,\r\n });\r\n ++node.targetedCount;\r\n }\r\n }\r\n\r\n //If no connection was made, set the Core to Fortify\r\n nodeObj.action = NodeActions.Fortify;\r\n } else {\r\n //If this node has a selected target\r\n var targetNode;\r\n if (nodeObj.conn.target) {\r\n targetNode = this.getNodeFromElement(nodeObj.conn.target);\r\n } else {\r\n targetNode = this.getNodeFromElement(nodeObj.conn.targetId);\r\n }\r\n if (targetNode == null) {\r\n console.log(\"Error getting Target node Object in enemyAISelectAction()\");\r\n }\r\n\r\n if (targetNode.def > this.enemyAtk + 15) {\r\n if (nodeObj.def < 50) {\r\n nodeObj.action = NodeActions.Fortify;\r\n } else {\r\n nodeObj.action = NodeActions.Overflow;\r\n }\r\n } else if (Math.abs(targetNode.def - this.enemyAtk) <= 15) {\r\n nodeObj.action = NodeActions.Scan;\r\n } else {\r\n nodeObj.action = NodeActions.Attack;\r\n }\r\n }\r\n break;\r\n case NodeTypes.Transfer:\r\n //Switch between fortifying and overflowing as necessary\r\n if (nodeObj.def < 125) {\r\n nodeObj.action = NodeActions.Fortify;\r\n } else {\r\n nodeObj.action = NodeActions.Overflow;\r\n }\r\n break;\r\n case NodeTypes.Firewall:\r\n case NodeTypes.Shield:\r\n nodeObj.action = NodeActions.Fortify;\r\n break;\r\n default:\r\n break;\r\n }\r\n}\r\n\r\nvar hackEffWeightSelf = 130; //Weight for Node actions on self\r\nvar hackEffWeightTarget = 25; //Weight for Node Actions against Target\r\nvar hackEffWeightAttack = 80; //Weight for Attack action\r\n\r\n//Returns damage per cycle based on stats\r\nHackingMission.prototype.calculateAttackDamage = function(atk, def, hacking = 0) {\r\n return Math.max(0.55 * (atk + (hacking / hackEffWeightAttack) - def), 1);\r\n}\r\n\r\nHackingMission.prototype.calculateScanEffect = function(atk, def, hacking=0) {\r\n return Math.max(0.6 * ((atk) + hacking / hackEffWeightTarget - (def * 0.95)), 2);\r\n}\r\n\r\nHackingMission.prototype.calculateWeakenEffect = function(atk, def, hacking=0) {\r\n return Math.max((atk) + hacking / hackEffWeightTarget - (def * 0.95), 2);\r\n}\r\n\r\nHackingMission.prototype.calculateFortifyEffect = function(hacking=0) {\r\n return 0.9 * hacking / hackEffWeightSelf;\r\n}\r\n\r\nHackingMission.prototype.calculateOverflowEffect = function(hacking=0) {\r\n return 0.95 * hacking / hackEffWeightSelf;\r\n}\r\n\r\n//Updates timer display\r\nHackingMission.prototype.updateTimer = function() {\r\n var timer = document.getElementById(\"hacking-mission-timer\");\r\n\r\n //Convert time remaining to a string of the form mm:ss\r\n var seconds = Math.round(this.time / 1000);\r\n var minutes = Math.trunc(seconds / 60);\r\n seconds %= 60;\r\n var str = (\"0\" + minutes).slice(-2) + \":\" + (\"0\" + seconds).slice(-2);\r\n timer.innerText = \"Time left: \" + str;\r\n}\r\n\r\n//The 'win' argument is a bool for whether or not the player won\r\nHackingMission.prototype.finishMission = function(win) {\r\n inMission = false;\r\n currMission = null;\r\n\r\n if (win) {\r\n var favorMult = 1 + (this.faction.favor / 100);\r\n console.log(\"Hacking mission base reward: \" + this.reward);\r\n console.log(\"favorMult: \" + favorMult);\r\n console.log(\"rep mult: \" + Player.faction_rep_mult);\r\n var gain = this.reward * Player.faction_rep_mult * favorMult;\r\n dialogBoxCreate(\"Mission won! You earned \" +\r\n formatNumber(gain, 3) + \" reputation with \" + this.faction.name);\r\n Player.gainIntelligenceExp(this.difficulty * CONSTANTS.IntelligenceHackingMissionBaseExpGain);\r\n this.faction.playerReputation += gain;\r\n } else {\r\n dialogBoxCreate(\"Mission lost/forfeited! You did not gain any faction reputation.\");\r\n }\r\n\r\n //Clear mission container\r\n var container = document.getElementById(\"mission-container\");\r\n while(container.firstChild) {\r\n container.removeChild(container.firstChild);\r\n }\r\n\r\n //Return to Faction page\r\n document.getElementById(\"mainmenu-container\").style.visibility = \"visible\";\r\n document.getElementById(\"character-overview-wrapper\").style.visibility = \"visible\";\r\n Engine.loadFactionContent();\r\n displayFactionContent(this.faction.name);\r\n}\r\n\r\nexport {HackingMission, inMission, setInMission, currMission};\r\n","import {Programs} from \"./CreateProgram.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {SpecialServerIps} from \"./SpecialServerIps.js\";\r\nimport {post} from \"./Terminal.js\";\r\n\r\nimport {isValidIPAddress} from \"../utils/IPAddress.js\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\n\r\n\r\n/* DarkWeb.js */\r\n//Posts a \"help\" message if connected to DarkWeb\r\nfunction checkIfConnectedToDarkweb() {\r\n if (SpecialServerIps.hasOwnProperty(\"Darkweb Server\")) {\r\n var darkwebIp = SpecialServerIps[\"Darkweb Server\"];\r\n if (!isValidIPAddress(darkwebIp)) {return;}\r\n if (darkwebIp == Player.getCurrentServer().ip) {\r\n post(\"You are now connected to the dark web. From the dark web you can purchase illegal items. \" +\r\n \"Use the 'buy -l' command to display a list of all the items you can buy. Use 'buy [item-name] \" +\r\n \"to purchase an item\");\r\n }\r\n }\r\n\r\n}\r\n\r\n//Handler for dark web commands. The terminal's executeCommand() function will pass\r\n//dark web-specific commands into this. It will pass in the raw split command array\r\n//rather than the command string\r\nfunction executeDarkwebTerminalCommand(commandArray) {\r\n if (commandArray.length == 0) {return;}\r\n switch (commandArray[0]) {\r\n case \"buy\":\r\n if (commandArray.length != 2) {\r\n post(\"Incorrect number of arguments. Usage: \");\r\n post(\"buy -l\");\r\n post(\"buy [item name]\");\r\n return;\r\n }\r\n var arg = commandArray[1];\r\n if (arg == \"-l\") {\r\n listAllDarkwebItems();\r\n } else {\r\n buyDarkwebItem(arg);\r\n }\r\n break;\r\n default:\r\n post(\"Command not found\");\r\n break;\r\n }\r\n}\r\n\r\nfunction listAllDarkwebItems() {\r\n for (var item in DarkWebItems) {\r\n\t\tif (DarkWebItems.hasOwnProperty(item)) {\r\n var item = DarkWebItems[item];\r\n //Convert string using toLocaleString\r\n var split = item.split(\" - \");\r\n if (split.length == 3 && split[1].charAt(0) == '$') {\r\n split[1] = split[1].slice(1);\r\n split[1] = split[1].replace(/,/g, '');\r\n var price = parseFloat(split[1]);\r\n if (isNaN(price)) {\r\n post(item);\r\n return;\r\n }\r\n price = formatNumber(price, 0);\r\n split[1] = \"$\" + price.toString();\r\n post(split.join(\" - \"));\r\n } else {\r\n post(item);\r\n }\r\n\t\t}\r\n\t}\r\n\r\n var priceString = split[1];\r\n //Check for errors\r\n if (priceString.length == 0 || priceString.charAt(0) != '$') {\r\n return -1;\r\n }\r\n //Remove dollar sign and commas\r\n priceString = priceString.slice(1);\r\n priceString = priceString.replace(/,/g, '');\r\n\r\n //Convert string to numeric\r\n var price = parseFloat(priceString);\r\n if (isNaN(price)) {return -1;}\r\n else {return price;}\r\n}\r\n\r\nfunction buyDarkwebItem(itemName) {\r\n if (itemName.toLowerCase() == Programs.BruteSSHProgram.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.BruteSSHProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.BruteSSHProgram);\r\n post(\"You have purchased the BruteSSH.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.FTPCrackProgram.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.FTPCrackProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.FTPCrackProgram);\r\n post(\"You have purchased the FTPCrack.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.RelaySMTPProgram.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.RelaySMTPProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.RelaySMTPProgram);\r\n post(\"You have purchased the relaySMTP.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.HTTPWormProgram.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.HTTPWormProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.HTTPWormProgram);\r\n post(\"You have purchased the HTTPWorm.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.SQLInjectProgram.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.SQLInjectProgram);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.SQLInjectProgram);\r\n post(\"You have purchased the SQLInject.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.DeepscanV1.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.DeepScanV1Program);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.DeepscanV1);\r\n post(\"You have purchased the DeepscanV1.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else if (itemName.toLowerCase() == Programs.DeepscanV2.toLowerCase()) {\r\n var price = parseDarkwebItemPrice(DarkWebItems.DeepScanV2Program);\r\n if (price > 0 && Player.money.gt(price)) {\r\n Player.loseMoney(price);\r\n Player.getHomeComputer().programs.push(Programs.DeepscanV2);\r\n post(\"You have purchased the DeepscanV2.exe program. The new program \" +\r\n \"can be found on your home computer.\");\r\n } else {\r\n post(\"Not enough money to purchase \" + itemName);\r\n }\r\n } else {\r\n post(\"Unrecognized item\");\r\n }\r\n}\r\n\r\nfunction parseDarkwebItemPrice(itemDesc) {\r\n var split = itemDesc.split(\" - \");\r\n if (split.length == 3) {\r\n var priceString = split[1];\r\n //Check for errors\r\n if (priceString.length == 0 || priceString.charAt(0) != '$') {\r\n return -1;\r\n }\r\n //Remove dollar sign and commas\r\n priceString = priceString.slice(1);\r\n priceString = priceString.replace(/,/g, '');\r\n\r\n //Convert string to numeric\r\n var price = parseFloat(priceString);\r\n if (isNaN(price)) {return -1;}\r\n else {return price;}\r\n } else {\r\n return -1;\r\n }\r\n}\r\n\r\nlet DarkWebItems = {\r\n BruteSSHProgram: \"BruteSSH.exe - $500,000 - Opens up SSH Ports\",\r\n FTPCrackProgram: \"FTPCrack.exe - $1,500,000 - Opens up FTP Ports\",\r\n RelaySMTPProgram: \"relaySMTP.exe - $5,000,000 - Opens up SMTP Ports\",\r\n HTTPWormProgram: \"HTTPWorm.exe - $30,000,000 - Opens up HTTP Ports\",\r\n SQLInjectProgram: \"SQLInject.exe - $250,000,000 - Opens up SQL Ports\",\r\n DeepScanV1Program: \"DeepscanV1.exe - $500,000 - Enables 'scan-analyze' with a depth up to 5\",\r\n DeepScanV2Program: \"DeepscanV2.exe - $25,000,000 - Enables 'scan-analyze' with a depth up to 10\",\r\n}\r\n\r\nexport {checkIfConnectedToDarkweb, executeDarkwebTerminalCommand,\r\n listAllDarkwebItems, buyDarkwebItem, parseDarkwebItemPrice,\r\n DarkWebItems};\r\n","/*\r\nacorn.js \r\nhttps://github.com/ternjs/acorn\r\n\r\nCopyright (C) 2012-2017 by various contributors (see AUTHORS)\r\n\r\nPermission is hereby granted, free of charge, to any person obtaining a copy\r\nof this software and associated documentation files (the \"Software\"), to deal\r\nin the Software without restriction, including without limitation the rights\r\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r\ncopies of the Software, and to permit persons to whom the Software is\r\nfurnished to do so, subject to the following conditions:\r\n\r\nThe above copyright notice and this permission notice shall be included in\r\nall copies or substantial portions of the Software.\r\n\r\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r\nTHE SOFTWARE.\r\n*/\r\n\r\n(function (global, factory) {\r\n typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :\r\n typeof define === 'function' && define.amd ? define(['exports'], factory) :\r\n (factory((global.acorn = global.acorn || {})));\r\n}(this, (function (exports) { 'use strict';\r\n\r\n// Reserved word lists for various dialects of the language\r\n\r\nvar reservedWords = {\r\n 3: \"abstract boolean byte char class double enum export extends final float goto implements import int interface long native package private protected public short static super synchronized throws transient volatile\",\r\n 5: \"class enum extends super const export import\",\r\n 6: \"enum\",\r\n strict: \"implements interface let package private protected public static yield\",\r\n strictBind: \"eval arguments\"\r\n}\r\n\r\n// And the keywords\r\n\r\nvar ecma5AndLessKeywords = \"break case catch continue debugger default do else finally for function if return switch throw try var while with null true false instanceof typeof void delete new in this\"\r\n\r\nvar keywords = {\r\n 5: ecma5AndLessKeywords,\r\n 6: ecma5AndLessKeywords + \" const class extends export import super\"\r\n}\r\n\r\n// ## Character categories\r\n\r\n// Big ugly regular expressions that match characters in the\r\n// whitespace, identifier, and identifier-start categories. These\r\n// are only applied when a character is found to actually have a\r\n// code point above 128.\r\n// Generated by `bin/generate-identifier-regex.js`.\r\n\r\nvar nonASCIIidentifierStartChars = \"\\xaa\\xb5\\xba\\xc0-\\xd6\\xd8-\\xf6\\xf8-\\u02c1\\u02c6-\\u02d1\\u02e0-\\u02e4\\u02ec\\u02ee\\u0370-\\u0374\\u0376\\u0377\\u037a-\\u037d\\u037f\\u0386\\u0388-\\u038a\\u038c\\u038e-\\u03a1\\u03a3-\\u03f5\\u03f7-\\u0481\\u048a-\\u052f\\u0531-\\u0556\\u0559\\u0561-\\u0587\\u05d0-\\u05ea\\u05f0-\\u05f2\\u0620-\\u064a\\u066e\\u066f\\u0671-\\u06d3\\u06d5\\u06e5\\u06e6\\u06ee\\u06ef\\u06fa-\\u06fc\\u06ff\\u0710\\u0712-\\u072f\\u074d-\\u07a5\\u07b1\\u07ca-\\u07ea\\u07f4\\u07f5\\u07fa\\u0800-\\u0815\\u081a\\u0824\\u0828\\u0840-\\u0858\\u08a0-\\u08b4\\u08b6-\\u08bd\\u0904-\\u0939\\u093d\\u0950\\u0958-\\u0961\\u0971-\\u0980\\u0985-\\u098c\\u098f\\u0990\\u0993-\\u09a8\\u09aa-\\u09b0\\u09b2\\u09b6-\\u09b9\\u09bd\\u09ce\\u09dc\\u09dd\\u09df-\\u09e1\\u09f0\\u09f1\\u0a05-\\u0a0a\\u0a0f\\u0a10\\u0a13-\\u0a28\\u0a2a-\\u0a30\\u0a32\\u0a33\\u0a35\\u0a36\\u0a38\\u0a39\\u0a59-\\u0a5c\\u0a5e\\u0a72-\\u0a74\\u0a85-\\u0a8d\\u0a8f-\\u0a91\\u0a93-\\u0aa8\\u0aaa-\\u0ab0\\u0ab2\\u0ab3\\u0ab5-\\u0ab9\\u0abd\\u0ad0\\u0ae0\\u0ae1\\u0af9\\u0b05-\\u0b0c\\u0b0f\\u0b10\\u0b13-\\u0b28\\u0b2a-\\u0b30\\u0b32\\u0b33\\u0b35-\\u0b39\\u0b3d\\u0b5c\\u0b5d\\u0b5f-\\u0b61\\u0b71\\u0b83\\u0b85-\\u0b8a\\u0b8e-\\u0b90\\u0b92-\\u0b95\\u0b99\\u0b9a\\u0b9c\\u0b9e\\u0b9f\\u0ba3\\u0ba4\\u0ba8-\\u0baa\\u0bae-\\u0bb9\\u0bd0\\u0c05-\\u0c0c\\u0c0e-\\u0c10\\u0c12-\\u0c28\\u0c2a-\\u0c39\\u0c3d\\u0c58-\\u0c5a\\u0c60\\u0c61\\u0c80\\u0c85-\\u0c8c\\u0c8e-\\u0c90\\u0c92-\\u0ca8\\u0caa-\\u0cb3\\u0cb5-\\u0cb9\\u0cbd\\u0cde\\u0ce0\\u0ce1\\u0cf1\\u0cf2\\u0d05-\\u0d0c\\u0d0e-\\u0d10\\u0d12-\\u0d3a\\u0d3d\\u0d4e\\u0d54-\\u0d56\\u0d5f-\\u0d61\\u0d7a-\\u0d7f\\u0d85-\\u0d96\\u0d9a-\\u0db1\\u0db3-\\u0dbb\\u0dbd\\u0dc0-\\u0dc6\\u0e01-\\u0e30\\u0e32\\u0e33\\u0e40-\\u0e46\\u0e81\\u0e82\\u0e84\\u0e87\\u0e88\\u0e8a\\u0e8d\\u0e94-\\u0e97\\u0e99-\\u0e9f\\u0ea1-\\u0ea3\\u0ea5\\u0ea7\\u0eaa\\u0eab\\u0ead-\\u0eb0\\u0eb2\\u0eb3\\u0ebd\\u0ec0-\\u0ec4\\u0ec6\\u0edc-\\u0edf\\u0f00\\u0f40-\\u0f47\\u0f49-\\u0f6c\\u0f88-\\u0f8c\\u1000-\\u102a\\u103f\\u1050-\\u1055\\u105a-\\u105d\\u1061\\u1065\\u1066\\u106e-\\u1070\\u1075-\\u1081\\u108e\\u10a0-\\u10c5\\u10c7\\u10cd\\u10d0-\\u10fa\\u10fc-\\u1248\\u124a-\\u124d\\u1250-\\u1256\\u1258\\u125a-\\u125d\\u1260-\\u1288\\u128a-\\u128d\\u1290-\\u12b0\\u12b2-\\u12b5\\u12b8-\\u12be\\u12c0\\u12c2-\\u12c5\\u12c8-\\u12d6\\u12d8-\\u1310\\u1312-\\u1315\\u1318-\\u135a\\u1380-\\u138f\\u13a0-\\u13f5\\u13f8-\\u13fd\\u1401-\\u166c\\u166f-\\u167f\\u1681-\\u169a\\u16a0-\\u16ea\\u16ee-\\u16f8\\u1700-\\u170c\\u170e-\\u1711\\u1720-\\u1731\\u1740-\\u1751\\u1760-\\u176c\\u176e-\\u1770\\u1780-\\u17b3\\u17d7\\u17dc\\u1820-\\u1877\\u1880-\\u18a8\\u18aa\\u18b0-\\u18f5\\u1900-\\u191e\\u1950-\\u196d\\u1970-\\u1974\\u1980-\\u19ab\\u19b0-\\u19c9\\u1a00-\\u1a16\\u1a20-\\u1a54\\u1aa7\\u1b05-\\u1b33\\u1b45-\\u1b4b\\u1b83-\\u1ba0\\u1bae\\u1baf\\u1bba-\\u1be5\\u1c00-\\u1c23\\u1c4d-\\u1c4f\\u1c5a-\\u1c7d\\u1c80-\\u1c88\\u1ce9-\\u1cec\\u1cee-\\u1cf1\\u1cf5\\u1cf6\\u1d00-\\u1dbf\\u1e00-\\u1f15\\u1f18-\\u1f1d\\u1f20-\\u1f45\\u1f48-\\u1f4d\\u1f50-\\u1f57\\u1f59\\u1f5b\\u1f5d\\u1f5f-\\u1f7d\\u1f80-\\u1fb4\\u1fb6-\\u1fbc\\u1fbe\\u1fc2-\\u1fc4\\u1fc6-\\u1fcc\\u1fd0-\\u1fd3\\u1fd6-\\u1fdb\\u1fe0-\\u1fec\\u1ff2-\\u1ff4\\u1ff6-\\u1ffc\\u2071\\u207f\\u2090-\\u209c\\u2102\\u2107\\u210a-\\u2113\\u2115\\u2118-\\u211d\\u2124\\u2126\\u2128\\u212a-\\u2139\\u213c-\\u213f\\u2145-\\u2149\\u214e\\u2160-\\u2188\\u2c00-\\u2c2e\\u2c30-\\u2c5e\\u2c60-\\u2ce4\\u2ceb-\\u2cee\\u2cf2\\u2cf3\\u2d00-\\u2d25\\u2d27\\u2d2d\\u2d30-\\u2d67\\u2d6f\\u2d80-\\u2d96\\u2da0-\\u2da6\\u2da8-\\u2dae\\u2db0-\\u2db6\\u2db8-\\u2dbe\\u2dc0-\\u2dc6\\u2dc8-\\u2dce\\u2dd0-\\u2dd6\\u2dd8-\\u2dde\\u3005-\\u3007\\u3021-\\u3029\\u3031-\\u3035\\u3038-\\u303c\\u3041-\\u3096\\u309b-\\u309f\\u30a1-\\u30fa\\u30fc-\\u30ff\\u3105-\\u312d\\u3131-\\u318e\\u31a0-\\u31ba\\u31f0-\\u31ff\\u3400-\\u4db5\\u4e00-\\u9fd5\\ua000-\\ua48c\\ua4d0-\\ua4fd\\ua500-\\ua60c\\ua610-\\ua61f\\ua62a\\ua62b\\ua640-\\ua66e\\ua67f-\\ua69d\\ua6a0-\\ua6ef\\ua717-\\ua71f\\ua722-\\ua788\\ua78b-\\ua7ae\\ua7b0-\\ua7b7\\ua7f7-\\ua801\\ua803-\\ua805\\ua807-\\ua80a\\ua80c-\\ua822\\ua840-\\ua873\\ua882-\\ua8b3\\ua8f2-\\ua8f7\\ua8fb\\ua8fd\\ua90a-\\ua925\\ua930-\\ua946\\ua960-\\ua97c\\ua984-\\ua9b2\\ua9cf\\ua9e0-\\ua9e4\\ua9e6-\\ua9ef\\ua9fa-\\ua9fe\\uaa00-\\uaa28\\uaa40-\\uaa42\\uaa44-\\uaa4b\\uaa60-\\uaa76\\uaa7a\\uaa7e-\\uaaaf\\uaab1\\uaab5\\uaab6\\uaab9-\\uaabd\\uaac0\\uaac2\\uaadb-\\uaadd\\uaae0-\\uaaea\\uaaf2-\\uaaf4\\uab01-\\uab06\\uab09-\\uab0e\\uab11-\\uab16\\uab20-\\uab26\\uab28-\\uab2e\\uab30-\\uab5a\\uab5c-\\uab65\\uab70-\\uabe2\\uac00-\\ud7a3\\ud7b0-\\ud7c6\\ud7cb-\\ud7fb\\uf900-\\ufa6d\\ufa70-\\ufad9\\ufb00-\\ufb06\\ufb13-\\ufb17\\ufb1d\\ufb1f-\\ufb28\\ufb2a-\\ufb36\\ufb38-\\ufb3c\\ufb3e\\ufb40\\ufb41\\ufb43\\ufb44\\ufb46-\\ufbb1\\ufbd3-\\ufd3d\\ufd50-\\ufd8f\\ufd92-\\ufdc7\\ufdf0-\\ufdfb\\ufe70-\\ufe74\\ufe76-\\ufefc\\uff21-\\uff3a\\uff41-\\uff5a\\uff66-\\uffbe\\uffc2-\\uffc7\\uffca-\\uffcf\\uffd2-\\uffd7\\uffda-\\uffdc\"\r\nvar nonASCIIidentifierChars = \"\\u200c\\u200d\\xb7\\u0300-\\u036f\\u0387\\u0483-\\u0487\\u0591-\\u05bd\\u05bf\\u05c1\\u05c2\\u05c4\\u05c5\\u05c7\\u0610-\\u061a\\u064b-\\u0669\\u0670\\u06d6-\\u06dc\\u06df-\\u06e4\\u06e7\\u06e8\\u06ea-\\u06ed\\u06f0-\\u06f9\\u0711\\u0730-\\u074a\\u07a6-\\u07b0\\u07c0-\\u07c9\\u07eb-\\u07f3\\u0816-\\u0819\\u081b-\\u0823\\u0825-\\u0827\\u0829-\\u082d\\u0859-\\u085b\\u08d4-\\u08e1\\u08e3-\\u0903\\u093a-\\u093c\\u093e-\\u094f\\u0951-\\u0957\\u0962\\u0963\\u0966-\\u096f\\u0981-\\u0983\\u09bc\\u09be-\\u09c4\\u09c7\\u09c8\\u09cb-\\u09cd\\u09d7\\u09e2\\u09e3\\u09e6-\\u09ef\\u0a01-\\u0a03\\u0a3c\\u0a3e-\\u0a42\\u0a47\\u0a48\\u0a4b-\\u0a4d\\u0a51\\u0a66-\\u0a71\\u0a75\\u0a81-\\u0a83\\u0abc\\u0abe-\\u0ac5\\u0ac7-\\u0ac9\\u0acb-\\u0acd\\u0ae2\\u0ae3\\u0ae6-\\u0aef\\u0b01-\\u0b03\\u0b3c\\u0b3e-\\u0b44\\u0b47\\u0b48\\u0b4b-\\u0b4d\\u0b56\\u0b57\\u0b62\\u0b63\\u0b66-\\u0b6f\\u0b82\\u0bbe-\\u0bc2\\u0bc6-\\u0bc8\\u0bca-\\u0bcd\\u0bd7\\u0be6-\\u0bef\\u0c00-\\u0c03\\u0c3e-\\u0c44\\u0c46-\\u0c48\\u0c4a-\\u0c4d\\u0c55\\u0c56\\u0c62\\u0c63\\u0c66-\\u0c6f\\u0c81-\\u0c83\\u0cbc\\u0cbe-\\u0cc4\\u0cc6-\\u0cc8\\u0cca-\\u0ccd\\u0cd5\\u0cd6\\u0ce2\\u0ce3\\u0ce6-\\u0cef\\u0d01-\\u0d03\\u0d3e-\\u0d44\\u0d46-\\u0d48\\u0d4a-\\u0d4d\\u0d57\\u0d62\\u0d63\\u0d66-\\u0d6f\\u0d82\\u0d83\\u0dca\\u0dcf-\\u0dd4\\u0dd6\\u0dd8-\\u0ddf\\u0de6-\\u0def\\u0df2\\u0df3\\u0e31\\u0e34-\\u0e3a\\u0e47-\\u0e4e\\u0e50-\\u0e59\\u0eb1\\u0eb4-\\u0eb9\\u0ebb\\u0ebc\\u0ec8-\\u0ecd\\u0ed0-\\u0ed9\\u0f18\\u0f19\\u0f20-\\u0f29\\u0f35\\u0f37\\u0f39\\u0f3e\\u0f3f\\u0f71-\\u0f84\\u0f86\\u0f87\\u0f8d-\\u0f97\\u0f99-\\u0fbc\\u0fc6\\u102b-\\u103e\\u1040-\\u1049\\u1056-\\u1059\\u105e-\\u1060\\u1062-\\u1064\\u1067-\\u106d\\u1071-\\u1074\\u1082-\\u108d\\u108f-\\u109d\\u135d-\\u135f\\u1369-\\u1371\\u1712-\\u1714\\u1732-\\u1734\\u1752\\u1753\\u1772\\u1773\\u17b4-\\u17d3\\u17dd\\u17e0-\\u17e9\\u180b-\\u180d\\u1810-\\u1819\\u18a9\\u1920-\\u192b\\u1930-\\u193b\\u1946-\\u194f\\u19d0-\\u19da\\u1a17-\\u1a1b\\u1a55-\\u1a5e\\u1a60-\\u1a7c\\u1a7f-\\u1a89\\u1a90-\\u1a99\\u1ab0-\\u1abd\\u1b00-\\u1b04\\u1b34-\\u1b44\\u1b50-\\u1b59\\u1b6b-\\u1b73\\u1b80-\\u1b82\\u1ba1-\\u1bad\\u1bb0-\\u1bb9\\u1be6-\\u1bf3\\u1c24-\\u1c37\\u1c40-\\u1c49\\u1c50-\\u1c59\\u1cd0-\\u1cd2\\u1cd4-\\u1ce8\\u1ced\\u1cf2-\\u1cf4\\u1cf8\\u1cf9\\u1dc0-\\u1df5\\u1dfb-\\u1dff\\u203f\\u2040\\u2054\\u20d0-\\u20dc\\u20e1\\u20e5-\\u20f0\\u2cef-\\u2cf1\\u2d7f\\u2de0-\\u2dff\\u302a-\\u302f\\u3099\\u309a\\ua620-\\ua629\\ua66f\\ua674-\\ua67d\\ua69e\\ua69f\\ua6f0\\ua6f1\\ua802\\ua806\\ua80b\\ua823-\\ua827\\ua880\\ua881\\ua8b4-\\ua8c5\\ua8d0-\\ua8d9\\ua8e0-\\ua8f1\\ua900-\\ua909\\ua926-\\ua92d\\ua947-\\ua953\\ua980-\\ua983\\ua9b3-\\ua9c0\\ua9d0-\\ua9d9\\ua9e5\\ua9f0-\\ua9f9\\uaa29-\\uaa36\\uaa43\\uaa4c\\uaa4d\\uaa50-\\uaa59\\uaa7b-\\uaa7d\\uaab0\\uaab2-\\uaab4\\uaab7\\uaab8\\uaabe\\uaabf\\uaac1\\uaaeb-\\uaaef\\uaaf5\\uaaf6\\uabe3-\\uabea\\uabec\\uabed\\uabf0-\\uabf9\\ufb1e\\ufe00-\\ufe0f\\ufe20-\\ufe2f\\ufe33\\ufe34\\ufe4d-\\ufe4f\\uff10-\\uff19\\uff3f\"\r\n\r\nvar nonASCIIidentifierStart = new RegExp(\"[\" + nonASCIIidentifierStartChars + \"]\")\r\nvar nonASCIIidentifier = new RegExp(\"[\" + nonASCIIidentifierStartChars + nonASCIIidentifierChars + \"]\")\r\n\r\nnonASCIIidentifierStartChars = nonASCIIidentifierChars = null\r\n\r\n// These are a run-length and offset encoded representation of the\r\n// >0xffff code points that are a valid part of identifiers. The\r\n// offset starts at 0x10000, and each pair of numbers represents an\r\n// offset to the next range, and then a size of the range. They were\r\n// generated by bin/generate-identifier-regex.js\r\n\r\n// eslint-disable-next-line comma-spacing\r\nvar astralIdentifierStartCodes = [0,11,2,25,2,18,2,1,2,14,3,13,35,122,70,52,268,28,4,48,48,31,17,26,6,37,11,29,3,35,5,7,2,4,43,157,19,35,5,35,5,39,9,51,157,310,10,21,11,7,153,5,3,0,2,43,2,1,4,0,3,22,11,22,10,30,66,18,2,1,11,21,11,25,71,55,7,1,65,0,16,3,2,2,2,26,45,28,4,28,36,7,2,27,28,53,11,21,11,18,14,17,111,72,56,50,14,50,785,52,76,44,33,24,27,35,42,34,4,0,13,47,15,3,22,0,2,0,36,17,2,24,85,6,2,0,2,3,2,14,2,9,8,46,39,7,3,1,3,21,2,6,2,1,2,4,4,0,19,0,13,4,159,52,19,3,54,47,21,1,2,0,185,46,42,3,37,47,21,0,60,42,86,25,391,63,32,0,449,56,264,8,2,36,18,0,50,29,881,921,103,110,18,195,2749,1070,4050,582,8634,568,8,30,114,29,19,47,17,3,32,20,6,18,881,68,12,0,67,12,65,0,32,6124,20,754,9486,1,3071,106,6,12,4,8,8,9,5991,84,2,70,2,1,3,0,3,1,3,3,2,11,2,0,2,6,2,64,2,3,3,7,2,6,2,27,2,3,2,4,2,0,4,6,2,339,3,24,2,24,2,30,2,24,2,30,2,24,2,30,2,24,2,30,2,24,2,7,4149,196,60,67,1213,3,2,26,2,1,2,0,3,0,2,9,2,3,2,0,2,0,7,0,5,0,2,0,2,0,2,2,2,1,2,0,3,0,2,0,2,0,2,0,2,0,2,1,2,0,3,3,2,6,2,3,2,3,2,0,2,9,2,16,6,2,2,4,2,16,4421,42710,42,4148,12,221,3,5761,10591,541]\r\n\r\n// eslint-disable-next-line comma-spacing\r\nvar astralIdentifierCodes = [509,0,227,0,150,4,294,9,1368,2,2,1,6,3,41,2,5,0,166,1,1306,2,54,14,32,9,16,3,46,10,54,9,7,2,37,13,2,9,52,0,13,2,49,13,10,2,4,9,83,11,7,0,161,11,6,9,7,3,57,0,2,6,3,1,3,2,10,0,11,1,3,6,4,4,193,17,10,9,87,19,13,9,214,6,3,8,28,1,83,16,16,9,82,12,9,9,84,14,5,9,423,9,838,7,2,7,17,9,57,21,2,13,19882,9,135,4,60,6,26,9,1016,45,17,3,19723,1,5319,4,4,5,9,7,3,6,31,3,149,2,1418,49,513,54,5,49,9,0,15,0,23,4,2,14,1361,6,2,16,3,6,2,1,2,4,2214,6,110,6,6,9,792487,239]\r\n\r\n// This has a complexity linear to the value of the code. The\r\n// assumption is that looking up astral identifier characters is\r\n// rare.\r\nfunction isInAstralSet(code, set) {\r\n var pos = 0x10000\r\n for (var i = 0; i < set.length; i += 2) {\r\n pos += set[i]\r\n if (pos > code) return false\r\n pos += set[i + 1]\r\n if (pos >= code) return true\r\n }\r\n}\r\n\r\n// Test whether a given character code starts an identifier.\r\n\r\nfunction isIdentifierStart(code, astral) {\r\n if (code < 65) return code === 36\r\n if (code < 91) return true\r\n if (code < 97) return code === 95\r\n if (code < 123) return true\r\n if (code <= 0xffff) return code >= 0xaa && nonASCIIidentifierStart.test(String.fromCharCode(code))\r\n if (astral === false) return false\r\n return isInAstralSet(code, astralIdentifierStartCodes)\r\n}\r\n\r\n// Test whether a given character is part of an identifier.\r\n\r\nfunction isIdentifierChar(code, astral) {\r\n if (code < 48) return code === 36\r\n if (code < 58) return true\r\n if (code < 65) return false\r\n if (code < 91) return true\r\n if (code < 97) return code === 95\r\n if (code < 123) return true\r\n if (code <= 0xffff) return code >= 0xaa && nonASCIIidentifier.test(String.fromCharCode(code))\r\n if (astral === false) return false\r\n return isInAstralSet(code, astralIdentifierStartCodes) || isInAstralSet(code, astralIdentifierCodes)\r\n}\r\n\r\n// ## Token types\r\n\r\n// The assignment of fine-grained, information-carrying type objects\r\n// allows the tokenizer to store the information it has about a\r\n// token in a way that is very cheap for the parser to look up.\r\n\r\n// All token type variables start with an underscore, to make them\r\n// easy to recognize.\r\n\r\n// The `beforeExpr` property is used to disambiguate between regular\r\n// expressions and divisions. It is set on all token types that can\r\n// be followed by an expression (thus, a slash after them would be a\r\n// regular expression).\r\n//\r\n// The `startsExpr` property is used to check if the token ends a\r\n// `yield` expression. It is set on all token types that either can\r\n// directly start an expression (like a quotation mark) or can\r\n// continue an expression (like the body of a string).\r\n//\r\n// `isLoop` marks a keyword as starting a loop, which is important\r\n// to know when parsing a label, in order to allow or disallow\r\n// continue jumps to that label.\r\n\r\nvar TokenType = function TokenType(label, conf) {\r\n if ( conf === void 0 ) conf = {};\r\n\r\n this.label = label\r\n this.keyword = conf.keyword\r\n this.beforeExpr = !!conf.beforeExpr\r\n this.startsExpr = !!conf.startsExpr\r\n this.isLoop = !!conf.isLoop\r\n this.isAssign = !!conf.isAssign\r\n this.prefix = !!conf.prefix\r\n this.postfix = !!conf.postfix\r\n this.binop = conf.binop || null\r\n this.updateContext = null\r\n};\r\n\r\nfunction binop(name, prec) {\r\n return new TokenType(name, {beforeExpr: true, binop: prec})\r\n}\r\nvar beforeExpr = {beforeExpr: true};\r\nvar startsExpr = {startsExpr: true};\r\n// Map keyword names to token types.\r\n\r\nvar keywordTypes = {}\r\n\r\n// Succinct definitions of keyword token types\r\nfunction kw(name, options) {\r\n if ( options === void 0 ) options = {};\r\n\r\n options.keyword = name\r\n return keywordTypes[name] = new TokenType(name, options)\r\n}\r\n\r\nvar tt = {\r\n num: new TokenType(\"num\", startsExpr),\r\n regexp: new TokenType(\"regexp\", startsExpr),\r\n string: new TokenType(\"string\", startsExpr),\r\n name: new TokenType(\"name\", startsExpr),\r\n eof: new TokenType(\"eof\"),\r\n\r\n // Punctuation token types.\r\n bracketL: new TokenType(\"[\", {beforeExpr: true, startsExpr: true}),\r\n bracketR: new TokenType(\"]\"),\r\n braceL: new TokenType(\"{\", {beforeExpr: true, startsExpr: true}),\r\n braceR: new TokenType(\"}\"),\r\n parenL: new TokenType(\"(\", {beforeExpr: true, startsExpr: true}),\r\n parenR: new TokenType(\")\"),\r\n comma: new TokenType(\",\", beforeExpr),\r\n semi: new TokenType(\";\", beforeExpr),\r\n colon: new TokenType(\":\", beforeExpr),\r\n dot: new TokenType(\".\"),\r\n question: new TokenType(\"?\", beforeExpr),\r\n arrow: new TokenType(\"=>\", beforeExpr),\r\n template: new TokenType(\"template\"),\r\n ellipsis: new TokenType(\"...\", beforeExpr),\r\n backQuote: new TokenType(\"`\", startsExpr),\r\n dollarBraceL: new TokenType(\"${\", {beforeExpr: true, startsExpr: true}),\r\n\r\n // Operators. These carry several kinds of properties to help the\r\n // parser use them properly (the presence of these properties is\r\n // what categorizes them as operators).\r\n //\r\n // `binop`, when present, specifies that this operator is a binary\r\n // operator, and will refer to its precedence.\r\n //\r\n // `prefix` and `postfix` mark the operator as a prefix or postfix\r\n // unary operator.\r\n //\r\n // `isAssign` marks all of `=`, `+=`, `-=` etcetera, which act as\r\n // binary operators with a very low precedence, that should result\r\n // in AssignmentExpression nodes.\r\n\r\n eq: new TokenType(\"=\", {beforeExpr: true, isAssign: true}),\r\n assign: new TokenType(\"_=\", {beforeExpr: true, isAssign: true}),\r\n incDec: new TokenType(\"++/--\", {prefix: true, postfix: true, startsExpr: true}),\r\n prefix: new TokenType(\"prefix\", {beforeExpr: true, prefix: true, startsExpr: true}),\r\n logicalOR: binop(\"||\", 1),\r\n logicalAND: binop(\"&&\", 2),\r\n bitwiseOR: binop(\"|\", 3),\r\n bitwiseXOR: binop(\"^\", 4),\r\n bitwiseAND: binop(\"&\", 5),\r\n equality: binop(\"==/!=\", 6),\r\n relational: binop(\"\", 7),\r\n bitShift: binop(\"<>\", 8),\r\n plusMin: new TokenType(\"+/-\", {beforeExpr: true, binop: 9, prefix: true, startsExpr: true}),\r\n modulo: binop(\"%\", 10),\r\n star: binop(\"*\", 10),\r\n slash: binop(\"/\", 10),\r\n starstar: new TokenType(\"**\", {beforeExpr: true}),\r\n\r\n // Keyword token types.\r\n _break: kw(\"break\"),\r\n _case: kw(\"case\", beforeExpr),\r\n _catch: kw(\"catch\"),\r\n _continue: kw(\"continue\"),\r\n _debugger: kw(\"debugger\"),\r\n _default: kw(\"default\", beforeExpr),\r\n _do: kw(\"do\", {isLoop: true, beforeExpr: true}),\r\n _else: kw(\"else\", beforeExpr),\r\n _finally: kw(\"finally\"),\r\n _for: kw(\"for\", {isLoop: true}),\r\n _function: kw(\"function\", startsExpr),\r\n _if: kw(\"if\"),\r\n _return: kw(\"return\", beforeExpr),\r\n _switch: kw(\"switch\"),\r\n _throw: kw(\"throw\", beforeExpr),\r\n _try: kw(\"try\"),\r\n _var: kw(\"var\"),\r\n _const: kw(\"const\"),\r\n _while: kw(\"while\", {isLoop: true}),\r\n _with: kw(\"with\"),\r\n _new: kw(\"new\", {beforeExpr: true, startsExpr: true}),\r\n _this: kw(\"this\", startsExpr),\r\n _super: kw(\"super\", startsExpr),\r\n _class: kw(\"class\"),\r\n _extends: kw(\"extends\", beforeExpr),\r\n _export: kw(\"export\"),\r\n _import: kw(\"import\"),\r\n _null: kw(\"null\", startsExpr),\r\n _true: kw(\"true\", startsExpr),\r\n _false: kw(\"false\", startsExpr),\r\n _in: kw(\"in\", {beforeExpr: true, binop: 7}),\r\n _instanceof: kw(\"instanceof\", {beforeExpr: true, binop: 7}),\r\n _typeof: kw(\"typeof\", {beforeExpr: true, prefix: true, startsExpr: true}),\r\n _void: kw(\"void\", {beforeExpr: true, prefix: true, startsExpr: true}),\r\n _delete: kw(\"delete\", {beforeExpr: true, prefix: true, startsExpr: true})\r\n}\r\n\r\n// Matches a whole line break (where CRLF is considered a single\r\n// line break). Used to count lines.\r\n\r\nvar lineBreak = /\\r\\n?|\\n|\\u2028|\\u2029/\r\nvar lineBreakG = new RegExp(lineBreak.source, \"g\")\r\n\r\nfunction isNewLine(code) {\r\n return code === 10 || code === 13 || code === 0x2028 || code === 0x2029\r\n}\r\n\r\nvar nonASCIIwhitespace = /[\\u1680\\u180e\\u2000-\\u200a\\u202f\\u205f\\u3000\\ufeff]/\r\n\r\nvar skipWhiteSpace = /(?:\\s|\\/\\/.*|\\/\\*[^]*?\\*\\/)*/g\r\n\r\nvar ref = Object.prototype;\r\nvar hasOwnProperty = ref.hasOwnProperty;\r\nvar toString = ref.toString;\r\n\r\n// Checks if an object has a property.\r\n\r\nfunction has(obj, propName) {\r\n return hasOwnProperty.call(obj, propName)\r\n}\r\n\r\nvar isArray = Array.isArray || (function (obj) { return (\r\n toString.call(obj) === \"[object Array]\"\r\n); })\r\n\r\n// These are used when `options.locations` is on, for the\r\n// `startLoc` and `endLoc` properties.\r\n\r\nvar Position = function Position(line, col) {\r\n this.line = line\r\n this.column = col\r\n};\r\n\r\nPosition.prototype.offset = function offset (n) {\r\n return new Position(this.line, this.column + n)\r\n};\r\n\r\nvar SourceLocation = function SourceLocation(p, start, end) {\r\n this.start = start\r\n this.end = end\r\n if (p.sourceFile !== null) this.source = p.sourceFile\r\n};\r\n\r\n// The `getLineInfo` function is mostly useful when the\r\n// `locations` option is off (for performance reasons) and you\r\n// want to find the line/column position for a given character\r\n// offset. `input` should be the code string that the offset refers\r\n// into.\r\n\r\nfunction getLineInfo(input, offset) {\r\n for (var line = 1, cur = 0;;) {\r\n lineBreakG.lastIndex = cur\r\n var match = lineBreakG.exec(input)\r\n if (match && match.index < offset) {\r\n ++line\r\n cur = match.index + match[0].length\r\n } else {\r\n return new Position(line, offset - cur)\r\n }\r\n }\r\n}\r\n\r\n// A second optional argument can be given to further configure\r\n// the parser process. These options are recognized:\r\n\r\nvar defaultOptions = {\r\n // `ecmaVersion` indicates the ECMAScript version to parse. Must\r\n // be either 3, 5, 6 (2015), 7 (2016), or 8 (2017). This influences support\r\n // for strict mode, the set of reserved words, and support for\r\n // new syntax features. The default is 7.\r\n ecmaVersion: 7,\r\n // `sourceType` indicates the mode the code should be parsed in.\r\n // Can be either `\"script\"` or `\"module\"`. This influences global\r\n // strict mode and parsing of `import` and `export` declarations.\r\n sourceType: \"script\",\r\n // `onInsertedSemicolon` can be a callback that will be called\r\n // when a semicolon is automatically inserted. It will be passed\r\n // th position of the comma as an offset, and if `locations` is\r\n // enabled, it is given the location as a `{line, column}` object\r\n // as second argument.\r\n onInsertedSemicolon: null,\r\n // `onTrailingComma` is similar to `onInsertedSemicolon`, but for\r\n // trailing commas.\r\n onTrailingComma: null,\r\n // By default, reserved words are only enforced if ecmaVersion >= 5.\r\n // Set `allowReserved` to a boolean value to explicitly turn this on\r\n // an off. When this option has the value \"never\", reserved words\r\n // and keywords can also not be used as property names.\r\n allowReserved: null,\r\n // When enabled, a return at the top level is not considered an\r\n // error.\r\n allowReturnOutsideFunction: false,\r\n // When enabled, import/export statements are not constrained to\r\n // appearing at the top of the program.\r\n allowImportExportEverywhere: false,\r\n // When enabled, hashbang directive in the beginning of file\r\n // is allowed and treated as a line comment.\r\n allowHashBang: false,\r\n // When `locations` is on, `loc` properties holding objects with\r\n // `start` and `end` properties in `{line, column}` form (with\r\n // line being 1-based and column 0-based) will be attached to the\r\n // nodes.\r\n locations: false,\r\n // A function can be passed as `onToken` option, which will\r\n // cause Acorn to call that function with object in the same\r\n // format as tokens returned from `tokenizer().getToken()`. Note\r\n // that you are not allowed to call the parser from the\r\n // callback—that will corrupt its internal state.\r\n onToken: null,\r\n // A function can be passed as `onComment` option, which will\r\n // cause Acorn to call that function with `(block, text, start,\r\n // end)` parameters whenever a comment is skipped. `block` is a\r\n // boolean indicating whether this is a block (`/* */`) comment,\r\n // `text` is the content of the comment, and `start` and `end` are\r\n // character offsets that denote the start and end of the comment.\r\n // When the `locations` option is on, two more parameters are\r\n // passed, the full `{line, column}` locations of the start and\r\n // end of the comments. Note that you are not allowed to call the\r\n // parser from the callback—that will corrupt its internal state.\r\n onComment: null,\r\n // Nodes have their start and end characters offsets recorded in\r\n // `start` and `end` properties (directly on the node, rather than\r\n // the `loc` object, which holds line/column data. To also add a\r\n // [semi-standardized][range] `range` property holding a `[start,\r\n // end]` array with the same numbers, set the `ranges` option to\r\n // `true`.\r\n //\r\n // [range]: https://bugzilla.mozilla.org/show_bug.cgi?id=745678\r\n ranges: false,\r\n // It is possible to parse multiple files into a single AST by\r\n // passing the tree produced by parsing the first file as\r\n // `program` option in subsequent parses. This will add the\r\n // toplevel forms of the parsed file to the `Program` (top) node\r\n // of an existing parse tree.\r\n program: null,\r\n // When `locations` is on, you can pass this to record the source\r\n // file in every node's `loc` object.\r\n sourceFile: null,\r\n // This value, if given, is stored in every node, whether\r\n // `locations` is on or off.\r\n directSourceFile: null,\r\n // When enabled, parenthesized expressions are represented by\r\n // (non-standard) ParenthesizedExpression nodes\r\n preserveParens: false,\r\n plugins: {}\r\n}\r\n\r\n// Interpret and default an options object\r\n\r\nfunction getOptions(opts) {\r\n var options = {}\r\n\r\n for (var opt in defaultOptions)\r\n options[opt] = opts && has(opts, opt) ? opts[opt] : defaultOptions[opt]\r\n\r\n if (options.ecmaVersion >= 2015)\r\n options.ecmaVersion -= 2009\r\n\r\n if (options.allowReserved == null)\r\n options.allowReserved = options.ecmaVersion < 5\r\n\r\n if (isArray(options.onToken)) {\r\n var tokens = options.onToken\r\n options.onToken = function (token) { return tokens.push(token); }\r\n }\r\n if (isArray(options.onComment))\r\n options.onComment = pushComment(options, options.onComment)\r\n\r\n return options\r\n}\r\n\r\nfunction pushComment(options, array) {\r\n return function(block, text, start, end, startLoc, endLoc) {\r\n var comment = {\r\n type: block ? \"Block\" : \"Line\",\r\n value: text,\r\n start: start,\r\n end: end\r\n }\r\n if (options.locations)\r\n comment.loc = new SourceLocation(this, startLoc, endLoc)\r\n if (options.ranges)\r\n comment.range = [start, end]\r\n array.push(comment)\r\n }\r\n}\r\n\r\n// Registered plugins\r\nvar plugins = {}\r\n\r\nfunction keywordRegexp(words) {\r\n return new RegExp(\"^(\" + words.replace(/ /g, \"|\") + \")$\")\r\n}\r\n\r\nvar Parser = function Parser(options, input, startPos) {\r\n this.options = options = getOptions(options)\r\n this.sourceFile = options.sourceFile\r\n this.keywords = keywordRegexp(keywords[options.ecmaVersion >= 6 ? 6 : 5])\r\n var reserved = \"\"\r\n if (!options.allowReserved) {\r\n for (var v = options.ecmaVersion;; v--)\r\n if (reserved = reservedWords[v]) break\r\n if (options.sourceType == \"module\") reserved += \" await\"\r\n }\r\n this.reservedWords = keywordRegexp(reserved)\r\n var reservedStrict = (reserved ? reserved + \" \" : \"\") + reservedWords.strict\r\n this.reservedWordsStrict = keywordRegexp(reservedStrict)\r\n this.reservedWordsStrictBind = keywordRegexp(reservedStrict + \" \" + reservedWords.strictBind)\r\n this.input = String(input)\r\n\r\n // Used to signal to callers of `readWord1` whether the word\r\n // contained any escape sequences. This is needed because words with\r\n // escape sequences must not be interpreted as keywords.\r\n this.containsEsc = false\r\n\r\n // Load plugins\r\n this.loadPlugins(options.plugins)\r\n\r\n // Set up token state\r\n\r\n // The current position of the tokenizer in the input.\r\n if (startPos) {\r\n this.pos = startPos\r\n this.lineStart = this.input.lastIndexOf(\"\\n\", startPos - 1) + 1\r\n this.curLine = this.input.slice(0, this.lineStart).split(lineBreak).length\r\n } else {\r\n this.pos = this.lineStart = 0\r\n this.curLine = 1\r\n }\r\n\r\n // Properties of the current token:\r\n // Its type\r\n this.type = tt.eof\r\n // For tokens that include more information than their type, the value\r\n this.value = null\r\n // Its start and end offset\r\n this.start = this.end = this.pos\r\n // And, if locations are used, the {line, column} object\r\n // corresponding to those offsets\r\n this.startLoc = this.endLoc = this.curPosition()\r\n\r\n // Position information for the previous token\r\n this.lastTokEndLoc = this.lastTokStartLoc = null\r\n this.lastTokStart = this.lastTokEnd = this.pos\r\n\r\n // The context stack is used to superficially track syntactic\r\n // context to predict whether a regular expression is allowed in a\r\n // given position.\r\n this.context = this.initialContext()\r\n this.exprAllowed = true\r\n\r\n // Figure out if it's a module code.\r\n this.inModule = options.sourceType === \"module\"\r\n this.strict = this.inModule || this.strictDirective(this.pos)\r\n\r\n // Used to signify the start of a potential arrow function\r\n this.potentialArrowAt = -1\r\n\r\n // Flags to track whether we are in a function, a generator, an async function.\r\n this.inFunction = this.inGenerator = this.inAsync = false\r\n // Positions to delayed-check that yield/await does not exist in default parameters.\r\n this.yieldPos = this.awaitPos = 0\r\n // Labels in scope.\r\n this.labels = []\r\n\r\n // If enabled, skip leading hashbang line.\r\n if (this.pos === 0 && options.allowHashBang && this.input.slice(0, 2) === \"#!\")\r\n this.skipLineComment(2)\r\n\r\n // Scope tracking for duplicate variable names (see scope.js)\r\n this.scopeStack = []\r\n this.enterFunctionScope()\r\n};\r\n\r\n// DEPRECATED Kept for backwards compatibility until 3.0 in case a plugin uses them\r\nParser.prototype.isKeyword = function isKeyword (word) { return this.keywords.test(word) };\r\nParser.prototype.isReservedWord = function isReservedWord (word) { return this.reservedWords.test(word) };\r\n\r\nParser.prototype.extend = function extend (name, f) {\r\n this[name] = f(this[name])\r\n};\r\n\r\nParser.prototype.loadPlugins = function loadPlugins (pluginConfigs) {\r\n var this$1 = this;\r\n\r\n for (var name in pluginConfigs) {\r\n var plugin = plugins[name]\r\n if (!plugin) throw new Error(\"Plugin '\" + name + \"' not found\")\r\n plugin(this$1, pluginConfigs[name])\r\n }\r\n};\r\n\r\nParser.prototype.parse = function parse () {\r\n var node = this.options.program || this.startNode()\r\n this.nextToken()\r\n return this.parseTopLevel(node)\r\n};\r\n\r\nvar pp = Parser.prototype\r\n\r\n// ## Parser utilities\r\n\r\nvar literal = /^(?:'((?:[^']|\\.)*)'|\"((?:[^\"]|\\.)*)\"|;)/\r\npp.strictDirective = function(start) {\r\n var this$1 = this;\r\n\r\n for (;;) {\r\n skipWhiteSpace.lastIndex = start\r\n start += skipWhiteSpace.exec(this$1.input)[0].length\r\n var match = literal.exec(this$1.input.slice(start))\r\n if (!match) return false\r\n if ((match[1] || match[2]) == \"use strict\") return true\r\n start += match[0].length\r\n }\r\n}\r\n\r\n// Predicate that tests whether the next token is of the given\r\n// type, and if yes, consumes it as a side effect.\r\n\r\npp.eat = function(type) {\r\n if (this.type === type) {\r\n this.next()\r\n return true\r\n } else {\r\n return false\r\n }\r\n}\r\n\r\n// Tests whether parsed token is a contextual keyword.\r\n\r\npp.isContextual = function(name) {\r\n return this.type === tt.name && this.value === name\r\n}\r\n\r\n// Consumes contextual keyword if possible.\r\n\r\npp.eatContextual = function(name) {\r\n return this.value === name && this.eat(tt.name)\r\n}\r\n\r\n// Asserts that following token is given contextual keyword.\r\n\r\npp.expectContextual = function(name) {\r\n if (!this.eatContextual(name)) this.unexpected()\r\n}\r\n\r\n// Test whether a semicolon can be inserted at the current position.\r\n\r\npp.canInsertSemicolon = function() {\r\n return this.type === tt.eof ||\r\n this.type === tt.braceR ||\r\n lineBreak.test(this.input.slice(this.lastTokEnd, this.start))\r\n}\r\n\r\npp.insertSemicolon = function() {\r\n if (this.canInsertSemicolon()) {\r\n if (this.options.onInsertedSemicolon)\r\n this.options.onInsertedSemicolon(this.lastTokEnd, this.lastTokEndLoc)\r\n return true\r\n }\r\n}\r\n\r\n// Consume a semicolon, or, failing that, see if we are allowed to\r\n// pretend that there is a semicolon at this position.\r\n\r\npp.semicolon = function() {\r\n if (!this.eat(tt.semi) && !this.insertSemicolon()) this.unexpected()\r\n}\r\n\r\npp.afterTrailingComma = function(tokType, notNext) {\r\n if (this.type == tokType) {\r\n if (this.options.onTrailingComma)\r\n this.options.onTrailingComma(this.lastTokStart, this.lastTokStartLoc)\r\n if (!notNext)\r\n this.next()\r\n return true\r\n }\r\n}\r\n\r\n// Expect a token of a given type. If found, consume it, otherwise,\r\n// raise an unexpected token error.\r\n\r\npp.expect = function(type) {\r\n this.eat(type) || this.unexpected()\r\n}\r\n\r\n// Raise an unexpected token error.\r\n\r\npp.unexpected = function(pos) {\r\n this.raise(pos != null ? pos : this.start, \"Unexpected token\")\r\n}\r\n\r\nvar DestructuringErrors = function DestructuringErrors() {\r\n this.shorthandAssign = this.trailingComma = this.parenthesizedAssign = this.parenthesizedBind = -1\r\n};\r\n\r\npp.checkPatternErrors = function(refDestructuringErrors, isAssign) {\r\n if (!refDestructuringErrors) return\r\n if (refDestructuringErrors.trailingComma > -1)\r\n this.raiseRecoverable(refDestructuringErrors.trailingComma, \"Comma is not permitted after the rest element\")\r\n var parens = isAssign ? refDestructuringErrors.parenthesizedAssign : refDestructuringErrors.parenthesizedBind\r\n if (parens > -1) this.raiseRecoverable(parens, \"Parenthesized pattern\")\r\n}\r\n\r\npp.checkExpressionErrors = function(refDestructuringErrors, andThrow) {\r\n var pos = refDestructuringErrors ? refDestructuringErrors.shorthandAssign : -1\r\n if (!andThrow) return pos >= 0\r\n if (pos > -1) this.raise(pos, \"Shorthand property assignments are valid only in destructuring patterns\")\r\n}\r\n\r\npp.checkYieldAwaitInDefaultParams = function() {\r\n if (this.yieldPos && (!this.awaitPos || this.yieldPos < this.awaitPos))\r\n this.raise(this.yieldPos, \"Yield expression cannot be a default value\")\r\n if (this.awaitPos)\r\n this.raise(this.awaitPos, \"Await expression cannot be a default value\")\r\n}\r\n\r\npp.isSimpleAssignTarget = function(expr) {\r\n if (expr.type === \"ParenthesizedExpression\")\r\n return this.isSimpleAssignTarget(expr.expression)\r\n return expr.type === \"Identifier\" || expr.type === \"MemberExpression\"\r\n}\r\n\r\nvar pp$1 = Parser.prototype\r\n\r\n// ### Statement parsing\r\n\r\n// Parse a program. Initializes the parser, reads any number of\r\n// statements, and wraps them in a Program node. Optionally takes a\r\n// `program` argument. If present, the statements will be appended\r\n// to its body instead of creating a new node.\r\n\r\npp$1.parseTopLevel = function(node) {\r\n var this$1 = this;\r\n\r\n var exports = {}\r\n if (!node.body) node.body = []\r\n while (this.type !== tt.eof) {\r\n var stmt = this$1.parseStatement(true, true, exports)\r\n node.body.push(stmt)\r\n }\r\n this.next()\r\n if (this.options.ecmaVersion >= 6) {\r\n node.sourceType = this.options.sourceType\r\n }\r\n return this.finishNode(node, \"Program\")\r\n}\r\n\r\nvar loopLabel = {kind: \"loop\"};\r\nvar switchLabel = {kind: \"switch\"};\r\npp$1.isLet = function() {\r\n if (this.type !== tt.name || this.options.ecmaVersion < 6 || this.value != \"let\") return false\r\n skipWhiteSpace.lastIndex = this.pos\r\n var skip = skipWhiteSpace.exec(this.input)\r\n var next = this.pos + skip[0].length, nextCh = this.input.charCodeAt(next)\r\n if (nextCh === 91 || nextCh == 123) return true // '{' and '['\r\n if (isIdentifierStart(nextCh, true)) {\r\n var pos = next + 1\r\n while (isIdentifierChar(this.input.charCodeAt(pos), true)) ++pos\r\n var ident = this.input.slice(next, pos)\r\n if (!this.isKeyword(ident)) return true\r\n }\r\n return false\r\n}\r\n\r\n// check 'async [no LineTerminator here] function'\r\n// - 'async /*foo*/ function' is OK.\r\n// - 'async /*\\n*/ function' is invalid.\r\npp$1.isAsyncFunction = function() {\r\n if (this.type !== tt.name || this.options.ecmaVersion < 8 || this.value != \"async\")\r\n return false\r\n\r\n skipWhiteSpace.lastIndex = this.pos\r\n var skip = skipWhiteSpace.exec(this.input)\r\n var next = this.pos + skip[0].length\r\n return !lineBreak.test(this.input.slice(this.pos, next)) &&\r\n this.input.slice(next, next + 8) === \"function\" &&\r\n (next + 8 == this.input.length || !isIdentifierChar(this.input.charAt(next + 8)))\r\n}\r\n\r\n// Parse a single statement.\r\n//\r\n// If expecting a statement and finding a slash operator, parse a\r\n// regular expression literal. This is to handle cases like\r\n// `if (foo) /blah/.exec(foo)`, where looking at the previous token\r\n// does not help.\r\n\r\npp$1.parseStatement = function(declaration, topLevel, exports) {\r\n var starttype = this.type, node = this.startNode(), kind\r\n\r\n if (this.isLet()) {\r\n starttype = tt._var\r\n kind = \"let\"\r\n }\r\n\r\n // Most types of statements are recognized by the keyword they\r\n // start with. Many are trivial to parse, some require a bit of\r\n // complexity.\r\n\r\n switch (starttype) {\r\n case tt._break: case tt._continue: return this.parseBreakContinueStatement(node, starttype.keyword)\r\n case tt._debugger: return this.parseDebuggerStatement(node)\r\n case tt._do: return this.parseDoStatement(node)\r\n case tt._for: return this.parseForStatement(node)\r\n case tt._function:\r\n if (!declaration && this.options.ecmaVersion >= 6) this.unexpected()\r\n return this.parseFunctionStatement(node, false)\r\n case tt._class:\r\n if (!declaration) this.unexpected()\r\n return this.parseClass(node, true)\r\n case tt._if: return this.parseIfStatement(node)\r\n case tt._return: return this.parseReturnStatement(node)\r\n case tt._switch: return this.parseSwitchStatement(node)\r\n case tt._throw: return this.parseThrowStatement(node)\r\n case tt._try: return this.parseTryStatement(node)\r\n case tt._const: case tt._var:\r\n kind = kind || this.value\r\n if (!declaration && kind != \"var\") this.unexpected()\r\n return this.parseVarStatement(node, kind)\r\n case tt._while: return this.parseWhileStatement(node)\r\n case tt._with: return this.parseWithStatement(node)\r\n case tt.braceL: return this.parseBlock()\r\n case tt.semi: return this.parseEmptyStatement(node)\r\n case tt._export:\r\n case tt._import:\r\n if (!this.options.allowImportExportEverywhere) {\r\n if (!topLevel)\r\n this.raise(this.start, \"'import' and 'export' may only appear at the top level\")\r\n if (!this.inModule)\r\n this.raise(this.start, \"'import' and 'export' may appear only with 'sourceType: module'\")\r\n }\r\n return starttype === tt._import ? this.parseImport(node) : this.parseExport(node, exports)\r\n\r\n // If the statement does not start with a statement keyword or a\r\n // brace, it's an ExpressionStatement or LabeledStatement. We\r\n // simply start parsing an expression, and afterwards, if the\r\n // next token is a colon and the expression was a simple\r\n // Identifier node, we switch to interpreting it as a label.\r\n default:\r\n if (this.isAsyncFunction() && declaration) {\r\n this.next()\r\n return this.parseFunctionStatement(node, true)\r\n }\r\n\r\n var maybeName = this.value, expr = this.parseExpression()\r\n if (starttype === tt.name && expr.type === \"Identifier\" && this.eat(tt.colon))\r\n return this.parseLabeledStatement(node, maybeName, expr)\r\n else return this.parseExpressionStatement(node, expr)\r\n }\r\n}\r\n\r\npp$1.parseBreakContinueStatement = function(node, keyword) {\r\n var this$1 = this;\r\n\r\n var isBreak = keyword == \"break\"\r\n this.next()\r\n if (this.eat(tt.semi) || this.insertSemicolon()) node.label = null\r\n else if (this.type !== tt.name) this.unexpected()\r\n else {\r\n node.label = this.parseIdent()\r\n this.semicolon()\r\n }\r\n\r\n // Verify that there is an actual destination to break or\r\n // continue to.\r\n var i = 0\r\n for (; i < this.labels.length; ++i) {\r\n var lab = this$1.labels[i]\r\n if (node.label == null || lab.name === node.label.name) {\r\n if (lab.kind != null && (isBreak || lab.kind === \"loop\")) break\r\n if (node.label && isBreak) break\r\n }\r\n }\r\n if (i === this.labels.length) this.raise(node.start, \"Unsyntactic \" + keyword)\r\n return this.finishNode(node, isBreak ? \"BreakStatement\" : \"ContinueStatement\")\r\n}\r\n\r\npp$1.parseDebuggerStatement = function(node) {\r\n this.next()\r\n this.semicolon()\r\n return this.finishNode(node, \"DebuggerStatement\")\r\n}\r\n\r\npp$1.parseDoStatement = function(node) {\r\n this.next()\r\n this.labels.push(loopLabel)\r\n node.body = this.parseStatement(false)\r\n this.labels.pop()\r\n this.expect(tt._while)\r\n node.test = this.parseParenExpression()\r\n if (this.options.ecmaVersion >= 6)\r\n this.eat(tt.semi)\r\n else\r\n this.semicolon()\r\n return this.finishNode(node, \"DoWhileStatement\")\r\n}\r\n\r\n// Disambiguating between a `for` and a `for`/`in` or `for`/`of`\r\n// loop is non-trivial. Basically, we have to parse the init `var`\r\n// statement or expression, disallowing the `in` operator (see\r\n// the second parameter to `parseExpression`), and then check\r\n// whether the next token is `in` or `of`. When there is no init\r\n// part (semicolon immediately after the opening parenthesis), it\r\n// is a regular `for` loop.\r\n\r\npp$1.parseForStatement = function(node) {\r\n this.next()\r\n this.labels.push(loopLabel)\r\n this.enterLexicalScope()\r\n this.expect(tt.parenL)\r\n if (this.type === tt.semi) return this.parseFor(node, null)\r\n var isLet = this.isLet()\r\n if (this.type === tt._var || this.type === tt._const || isLet) {\r\n var init$1 = this.startNode(), kind = isLet ? \"let\" : this.value\r\n this.next()\r\n this.parseVar(init$1, true, kind)\r\n this.finishNode(init$1, \"VariableDeclaration\")\r\n if ((this.type === tt._in || (this.options.ecmaVersion >= 6 && this.isContextual(\"of\"))) && init$1.declarations.length === 1 &&\r\n !(kind !== \"var\" && init$1.declarations[0].init))\r\n return this.parseForIn(node, init$1)\r\n return this.parseFor(node, init$1)\r\n }\r\n var refDestructuringErrors = new DestructuringErrors\r\n var init = this.parseExpression(true, refDestructuringErrors)\r\n if (this.type === tt._in || (this.options.ecmaVersion >= 6 && this.isContextual(\"of\"))) {\r\n this.toAssignable(init)\r\n this.checkLVal(init)\r\n this.checkPatternErrors(refDestructuringErrors, true)\r\n return this.parseForIn(node, init)\r\n } else {\r\n this.checkExpressionErrors(refDestructuringErrors, true)\r\n }\r\n return this.parseFor(node, init)\r\n}\r\n\r\npp$1.parseFunctionStatement = function(node, isAsync) {\r\n this.next()\r\n return this.parseFunction(node, true, false, isAsync)\r\n}\r\n\r\npp$1.isFunction = function() {\r\n return this.type === tt._function || this.isAsyncFunction()\r\n}\r\n\r\npp$1.parseIfStatement = function(node) {\r\n this.next()\r\n node.test = this.parseParenExpression()\r\n // allow function declarations in branches, but only in non-strict mode\r\n node.consequent = this.parseStatement(!this.strict && this.isFunction())\r\n node.alternate = this.eat(tt._else) ? this.parseStatement(!this.strict && this.isFunction()) : null\r\n return this.finishNode(node, \"IfStatement\")\r\n}\r\n\r\npp$1.parseReturnStatement = function(node) {\r\n if (!this.inFunction && !this.options.allowReturnOutsideFunction)\r\n this.raise(this.start, \"'return' outside of function\")\r\n this.next()\r\n\r\n // In `return` (and `break`/`continue`), the keywords with\r\n // optional arguments, we eagerly look for a semicolon or the\r\n // possibility to insert one.\r\n\r\n if (this.eat(tt.semi) || this.insertSemicolon()) node.argument = null\r\n else { node.argument = this.parseExpression(); this.semicolon() }\r\n return this.finishNode(node, \"ReturnStatement\")\r\n}\r\n\r\npp$1.parseSwitchStatement = function(node) {\r\n var this$1 = this;\r\n\r\n this.next()\r\n node.discriminant = this.parseParenExpression()\r\n node.cases = []\r\n this.expect(tt.braceL)\r\n this.labels.push(switchLabel)\r\n this.enterLexicalScope()\r\n\r\n // Statements under must be grouped (by label) in SwitchCase\r\n // nodes. `cur` is used to keep the node that we are currently\r\n // adding statements to.\r\n\r\n var cur\r\n for (var sawDefault = false; this.type != tt.braceR;) {\r\n if (this$1.type === tt._case || this$1.type === tt._default) {\r\n var isCase = this$1.type === tt._case\r\n if (cur) this$1.finishNode(cur, \"SwitchCase\")\r\n node.cases.push(cur = this$1.startNode())\r\n cur.consequent = []\r\n this$1.next()\r\n if (isCase) {\r\n cur.test = this$1.parseExpression()\r\n } else {\r\n if (sawDefault) this$1.raiseRecoverable(this$1.lastTokStart, \"Multiple default clauses\")\r\n sawDefault = true\r\n cur.test = null\r\n }\r\n this$1.expect(tt.colon)\r\n } else {\r\n if (!cur) this$1.unexpected()\r\n cur.consequent.push(this$1.parseStatement(true))\r\n }\r\n }\r\n this.exitLexicalScope()\r\n if (cur) this.finishNode(cur, \"SwitchCase\")\r\n this.next() // Closing brace\r\n this.labels.pop()\r\n return this.finishNode(node, \"SwitchStatement\")\r\n}\r\n\r\npp$1.parseThrowStatement = function(node) {\r\n this.next()\r\n if (lineBreak.test(this.input.slice(this.lastTokEnd, this.start)))\r\n this.raise(this.lastTokEnd, \"Illegal newline after throw\")\r\n node.argument = this.parseExpression()\r\n this.semicolon()\r\n return this.finishNode(node, \"ThrowStatement\")\r\n}\r\n\r\n// Reused empty array added for node fields that are always empty.\r\n\r\nvar empty = []\r\n\r\npp$1.parseTryStatement = function(node) {\r\n this.next()\r\n node.block = this.parseBlock()\r\n node.handler = null\r\n if (this.type === tt._catch) {\r\n var clause = this.startNode()\r\n this.next()\r\n this.expect(tt.parenL)\r\n clause.param = this.parseBindingAtom()\r\n this.enterLexicalScope()\r\n this.checkLVal(clause.param, \"let\")\r\n this.expect(tt.parenR)\r\n clause.body = this.parseBlock(false)\r\n this.exitLexicalScope()\r\n node.handler = this.finishNode(clause, \"CatchClause\")\r\n }\r\n node.finalizer = this.eat(tt._finally) ? this.parseBlock() : null\r\n if (!node.handler && !node.finalizer)\r\n this.raise(node.start, \"Missing catch or finally clause\")\r\n return this.finishNode(node, \"TryStatement\")\r\n}\r\n\r\npp$1.parseVarStatement = function(node, kind) {\r\n this.next()\r\n this.parseVar(node, false, kind)\r\n this.semicolon()\r\n return this.finishNode(node, \"VariableDeclaration\")\r\n}\r\n\r\npp$1.parseWhileStatement = function(node) {\r\n this.next()\r\n node.test = this.parseParenExpression()\r\n this.labels.push(loopLabel)\r\n node.body = this.parseStatement(false)\r\n this.labels.pop()\r\n return this.finishNode(node, \"WhileStatement\")\r\n}\r\n\r\npp$1.parseWithStatement = function(node) {\r\n if (this.strict) this.raise(this.start, \"'with' in strict mode\")\r\n this.next()\r\n node.object = this.parseParenExpression()\r\n node.body = this.parseStatement(false)\r\n return this.finishNode(node, \"WithStatement\")\r\n}\r\n\r\npp$1.parseEmptyStatement = function(node) {\r\n this.next()\r\n return this.finishNode(node, \"EmptyStatement\")\r\n}\r\n\r\npp$1.parseLabeledStatement = function(node, maybeName, expr) {\r\n var this$1 = this;\r\n\r\n for (var i = 0; i < this.labels.length; ++i)\r\n if (this$1.labels[i].name === maybeName) this$1.raise(expr.start, \"Label '\" + maybeName + \"' is already declared\")\r\n var kind = this.type.isLoop ? \"loop\" : this.type === tt._switch ? \"switch\" : null\r\n for (var i$1 = this.labels.length - 1; i$1 >= 0; i$1--) {\r\n var label = this$1.labels[i$1]\r\n if (label.statementStart == node.start) {\r\n label.statementStart = this$1.start\r\n label.kind = kind\r\n } else break\r\n }\r\n this.labels.push({name: maybeName, kind: kind, statementStart: this.start})\r\n node.body = this.parseStatement(true)\r\n if (node.body.type == \"ClassDeclaration\" ||\r\n node.body.type == \"VariableDeclaration\" && node.body.kind != \"var\" ||\r\n node.body.type == \"FunctionDeclaration\" && (this.strict || node.body.generator))\r\n this.raiseRecoverable(node.body.start, \"Invalid labeled declaration\")\r\n this.labels.pop()\r\n node.label = expr\r\n return this.finishNode(node, \"LabeledStatement\")\r\n}\r\n\r\npp$1.parseExpressionStatement = function(node, expr) {\r\n node.expression = expr\r\n this.semicolon()\r\n return this.finishNode(node, \"ExpressionStatement\")\r\n}\r\n\r\n// Parse a semicolon-enclosed block of statements, handling `\"use\r\n// strict\"` declarations when `allowStrict` is true (used for\r\n// function bodies).\r\n\r\npp$1.parseBlock = function(createNewLexicalScope) {\r\n var this$1 = this;\r\n if ( createNewLexicalScope === void 0 ) createNewLexicalScope = true;\r\n\r\n var node = this.startNode()\r\n node.body = []\r\n this.expect(tt.braceL)\r\n if (createNewLexicalScope) {\r\n this.enterLexicalScope()\r\n }\r\n while (!this.eat(tt.braceR)) {\r\n var stmt = this$1.parseStatement(true)\r\n node.body.push(stmt)\r\n }\r\n if (createNewLexicalScope) {\r\n this.exitLexicalScope()\r\n }\r\n return this.finishNode(node, \"BlockStatement\")\r\n}\r\n\r\n// Parse a regular `for` loop. The disambiguation code in\r\n// `parseStatement` will already have parsed the init statement or\r\n// expression.\r\n\r\npp$1.parseFor = function(node, init) {\r\n node.init = init\r\n this.expect(tt.semi)\r\n node.test = this.type === tt.semi ? null : this.parseExpression()\r\n this.expect(tt.semi)\r\n node.update = this.type === tt.parenR ? null : this.parseExpression()\r\n this.expect(tt.parenR)\r\n this.exitLexicalScope()\r\n node.body = this.parseStatement(false)\r\n this.labels.pop()\r\n return this.finishNode(node, \"ForStatement\")\r\n}\r\n\r\n// Parse a `for`/`in` and `for`/`of` loop, which are almost\r\n// same from parser's perspective.\r\n\r\npp$1.parseForIn = function(node, init) {\r\n var type = this.type === tt._in ? \"ForInStatement\" : \"ForOfStatement\"\r\n this.next()\r\n node.left = init\r\n node.right = this.parseExpression()\r\n this.expect(tt.parenR)\r\n this.exitLexicalScope()\r\n node.body = this.parseStatement(false)\r\n this.labels.pop()\r\n return this.finishNode(node, type)\r\n}\r\n\r\n// Parse a list of variable declarations.\r\n\r\npp$1.parseVar = function(node, isFor, kind) {\r\n var this$1 = this;\r\n\r\n node.declarations = []\r\n node.kind = kind\r\n for (;;) {\r\n var decl = this$1.startNode()\r\n this$1.parseVarId(decl, kind)\r\n if (this$1.eat(tt.eq)) {\r\n decl.init = this$1.parseMaybeAssign(isFor)\r\n } else if (kind === \"const\" && !(this$1.type === tt._in || (this$1.options.ecmaVersion >= 6 && this$1.isContextual(\"of\")))) {\r\n this$1.unexpected()\r\n } else if (decl.id.type != \"Identifier\" && !(isFor && (this$1.type === tt._in || this$1.isContextual(\"of\")))) {\r\n this$1.raise(this$1.lastTokEnd, \"Complex binding patterns require an initialization value\")\r\n } else {\r\n decl.init = null\r\n }\r\n node.declarations.push(this$1.finishNode(decl, \"VariableDeclarator\"))\r\n if (!this$1.eat(tt.comma)) break\r\n }\r\n return node\r\n}\r\n\r\npp$1.parseVarId = function(decl, kind) {\r\n decl.id = this.parseBindingAtom(kind)\r\n this.checkLVal(decl.id, kind, false)\r\n}\r\n\r\n// Parse a function declaration or literal (depending on the\r\n// `isStatement` parameter).\r\n\r\npp$1.parseFunction = function(node, isStatement, allowExpressionBody, isAsync) {\r\n this.initFunction(node)\r\n if (this.options.ecmaVersion >= 6 && !isAsync)\r\n node.generator = this.eat(tt.star)\r\n if (this.options.ecmaVersion >= 8)\r\n node.async = !!isAsync\r\n\r\n if (isStatement) {\r\n node.id = isStatement === \"nullableID\" && this.type != tt.name ? null : this.parseIdent()\r\n if (node.id) {\r\n this.checkLVal(node.id, \"var\")\r\n }\r\n }\r\n\r\n var oldInGen = this.inGenerator, oldInAsync = this.inAsync,\r\n oldYieldPos = this.yieldPos, oldAwaitPos = this.awaitPos, oldInFunc = this.inFunction\r\n this.inGenerator = node.generator\r\n this.inAsync = node.async\r\n this.yieldPos = 0\r\n this.awaitPos = 0\r\n this.inFunction = true\r\n this.enterFunctionScope()\r\n\r\n if (!isStatement)\r\n node.id = this.type == tt.name ? this.parseIdent() : null\r\n\r\n this.parseFunctionParams(node)\r\n this.parseFunctionBody(node, allowExpressionBody)\r\n\r\n this.inGenerator = oldInGen\r\n this.inAsync = oldInAsync\r\n this.yieldPos = oldYieldPos\r\n this.awaitPos = oldAwaitPos\r\n this.inFunction = oldInFunc\r\n return this.finishNode(node, isStatement ? \"FunctionDeclaration\" : \"FunctionExpression\")\r\n}\r\n\r\npp$1.parseFunctionParams = function(node) {\r\n this.expect(tt.parenL)\r\n node.params = this.parseBindingList(tt.parenR, false, this.options.ecmaVersion >= 8, true)\r\n this.checkYieldAwaitInDefaultParams()\r\n}\r\n\r\n// Parse a class declaration or literal (depending on the\r\n// `isStatement` parameter).\r\n\r\npp$1.parseClass = function(node, isStatement) {\r\n var this$1 = this;\r\n\r\n this.next()\r\n\r\n this.parseClassId(node, isStatement)\r\n this.parseClassSuper(node)\r\n var classBody = this.startNode()\r\n var hadConstructor = false\r\n classBody.body = []\r\n this.expect(tt.braceL)\r\n while (!this.eat(tt.braceR)) {\r\n if (this$1.eat(tt.semi)) continue\r\n var method = this$1.startNode()\r\n var isGenerator = this$1.eat(tt.star)\r\n var isAsync = false\r\n var isMaybeStatic = this$1.type === tt.name && this$1.value === \"static\"\r\n this$1.parsePropertyName(method)\r\n method.static = isMaybeStatic && this$1.type !== tt.parenL\r\n if (method.static) {\r\n if (isGenerator) this$1.unexpected()\r\n isGenerator = this$1.eat(tt.star)\r\n this$1.parsePropertyName(method)\r\n }\r\n if (this$1.options.ecmaVersion >= 8 && !isGenerator && !method.computed &&\r\n method.key.type === \"Identifier\" && method.key.name === \"async\" && this$1.type !== tt.parenL &&\r\n !this$1.canInsertSemicolon()) {\r\n isAsync = true\r\n this$1.parsePropertyName(method)\r\n }\r\n method.kind = \"method\"\r\n var isGetSet = false\r\n if (!method.computed) {\r\n var key = method.key;\r\n if (!isGenerator && !isAsync && key.type === \"Identifier\" && this$1.type !== tt.parenL && (key.name === \"get\" || key.name === \"set\")) {\r\n isGetSet = true\r\n method.kind = key.name\r\n key = this$1.parsePropertyName(method)\r\n }\r\n if (!method.static && (key.type === \"Identifier\" && key.name === \"constructor\" ||\r\n key.type === \"Literal\" && key.value === \"constructor\")) {\r\n if (hadConstructor) this$1.raise(key.start, \"Duplicate constructor in the same class\")\r\n if (isGetSet) this$1.raise(key.start, \"Constructor can't have get/set modifier\")\r\n if (isGenerator) this$1.raise(key.start, \"Constructor can't be a generator\")\r\n if (isAsync) this$1.raise(key.start, \"Constructor can't be an async method\")\r\n method.kind = \"constructor\"\r\n hadConstructor = true\r\n }\r\n }\r\n this$1.parseClassMethod(classBody, method, isGenerator, isAsync)\r\n if (isGetSet) {\r\n var paramCount = method.kind === \"get\" ? 0 : 1\r\n if (method.value.params.length !== paramCount) {\r\n var start = method.value.start\r\n if (method.kind === \"get\")\r\n this$1.raiseRecoverable(start, \"getter should have no params\")\r\n else\r\n this$1.raiseRecoverable(start, \"setter should have exactly one param\")\r\n } else {\r\n if (method.kind === \"set\" && method.value.params[0].type === \"RestElement\")\r\n this$1.raiseRecoverable(method.value.params[0].start, \"Setter cannot use rest params\")\r\n }\r\n }\r\n }\r\n node.body = this.finishNode(classBody, \"ClassBody\")\r\n return this.finishNode(node, isStatement ? \"ClassDeclaration\" : \"ClassExpression\")\r\n}\r\n\r\npp$1.parseClassMethod = function(classBody, method, isGenerator, isAsync) {\r\n method.value = this.parseMethod(isGenerator, isAsync)\r\n classBody.body.push(this.finishNode(method, \"MethodDefinition\"))\r\n}\r\n\r\npp$1.parseClassId = function(node, isStatement) {\r\n node.id = this.type === tt.name ? this.parseIdent() : isStatement === true ? this.unexpected() : null\r\n}\r\n\r\npp$1.parseClassSuper = function(node) {\r\n node.superClass = this.eat(tt._extends) ? this.parseExprSubscripts() : null\r\n}\r\n\r\n// Parses module export declaration.\r\n\r\npp$1.parseExport = function(node, exports) {\r\n var this$1 = this;\r\n\r\n this.next()\r\n // export * from '...'\r\n if (this.eat(tt.star)) {\r\n this.expectContextual(\"from\")\r\n node.source = this.type === tt.string ? this.parseExprAtom() : this.unexpected()\r\n this.semicolon()\r\n return this.finishNode(node, \"ExportAllDeclaration\")\r\n }\r\n if (this.eat(tt._default)) { // export default ...\r\n this.checkExport(exports, \"default\", this.lastTokStart)\r\n var isAsync\r\n if (this.type === tt._function || (isAsync = this.isAsyncFunction())) {\r\n var fNode = this.startNode()\r\n this.next()\r\n if (isAsync) this.next()\r\n node.declaration = this.parseFunction(fNode, \"nullableID\", false, isAsync)\r\n } else if (this.type === tt._class) {\r\n var cNode = this.startNode()\r\n node.declaration = this.parseClass(cNode, \"nullableID\")\r\n } else {\r\n node.declaration = this.parseMaybeAssign()\r\n this.semicolon()\r\n }\r\n return this.finishNode(node, \"ExportDefaultDeclaration\")\r\n }\r\n // export var|const|let|function|class ...\r\n if (this.shouldParseExportStatement()) {\r\n node.declaration = this.parseStatement(true)\r\n if (node.declaration.type === \"VariableDeclaration\")\r\n this.checkVariableExport(exports, node.declaration.declarations)\r\n else\r\n this.checkExport(exports, node.declaration.id.name, node.declaration.id.start)\r\n node.specifiers = []\r\n node.source = null\r\n } else { // export { x, y as z } [from '...']\r\n node.declaration = null\r\n node.specifiers = this.parseExportSpecifiers(exports)\r\n if (this.eatContextual(\"from\")) {\r\n node.source = this.type === tt.string ? this.parseExprAtom() : this.unexpected()\r\n } else {\r\n // check for keywords used as local names\r\n for (var i = 0; i < node.specifiers.length; i++) {\r\n if (this$1.keywords.test(node.specifiers[i].local.name) || this$1.reservedWords.test(node.specifiers[i].local.name)) {\r\n this$1.unexpected(node.specifiers[i].local.start)\r\n }\r\n }\r\n\r\n node.source = null\r\n }\r\n this.semicolon()\r\n }\r\n return this.finishNode(node, \"ExportNamedDeclaration\")\r\n}\r\n\r\npp$1.checkExport = function(exports, name, pos) {\r\n if (!exports) return\r\n if (has(exports, name))\r\n this.raiseRecoverable(pos, \"Duplicate export '\" + name + \"'\")\r\n exports[name] = true\r\n}\r\n\r\npp$1.checkPatternExport = function(exports, pat) {\r\n var this$1 = this;\r\n\r\n var type = pat.type\r\n if (type == \"Identifier\")\r\n this.checkExport(exports, pat.name, pat.start)\r\n else if (type == \"ObjectPattern\")\r\n for (var i = 0; i < pat.properties.length; ++i)\r\n this$1.checkPatternExport(exports, pat.properties[i].value)\r\n else if (type == \"ArrayPattern\")\r\n for (var i$1 = 0; i$1 < pat.elements.length; ++i$1) {\r\n var elt = pat.elements[i$1]\r\n if (elt) this$1.checkPatternExport(exports, elt)\r\n }\r\n else if (type == \"AssignmentPattern\")\r\n this.checkPatternExport(exports, pat.left)\r\n else if (type == \"ParenthesizedExpression\")\r\n this.checkPatternExport(exports, pat.expression)\r\n}\r\n\r\npp$1.checkVariableExport = function(exports, decls) {\r\n var this$1 = this;\r\n\r\n if (!exports) return\r\n for (var i = 0; i < decls.length; i++)\r\n this$1.checkPatternExport(exports, decls[i].id)\r\n}\r\n\r\npp$1.shouldParseExportStatement = function() {\r\n return this.type.keyword === \"var\" ||\r\n this.type.keyword === \"const\" ||\r\n this.type.keyword === \"class\" ||\r\n this.type.keyword === \"function\" ||\r\n this.isLet() ||\r\n this.isAsyncFunction()\r\n}\r\n\r\n// Parses a comma-separated list of module exports.\r\n\r\npp$1.parseExportSpecifiers = function(exports) {\r\n var this$1 = this;\r\n\r\n var nodes = [], first = true\r\n // export { x, y as z } [from '...']\r\n this.expect(tt.braceL)\r\n while (!this.eat(tt.braceR)) {\r\n if (!first) {\r\n this$1.expect(tt.comma)\r\n if (this$1.afterTrailingComma(tt.braceR)) break\r\n } else first = false\r\n\r\n var node = this$1.startNode()\r\n node.local = this$1.parseIdent(true)\r\n node.exported = this$1.eatContextual(\"as\") ? this$1.parseIdent(true) : node.local\r\n this$1.checkExport(exports, node.exported.name, node.exported.start)\r\n nodes.push(this$1.finishNode(node, \"ExportSpecifier\"))\r\n }\r\n return nodes\r\n}\r\n\r\n// Parses import declaration.\r\n\r\npp$1.parseImport = function(node) {\r\n this.next()\r\n // import '...'\r\n if (this.type === tt.string) {\r\n node.specifiers = empty\r\n node.source = this.parseExprAtom()\r\n } else {\r\n node.specifiers = this.parseImportSpecifiers()\r\n this.expectContextual(\"from\")\r\n node.source = this.type === tt.string ? this.parseExprAtom() : this.unexpected()\r\n }\r\n this.semicolon()\r\n return this.finishNode(node, \"ImportDeclaration\")\r\n}\r\n\r\n// Parses a comma-separated list of module imports.\r\n\r\npp$1.parseImportSpecifiers = function() {\r\n var this$1 = this;\r\n\r\n var nodes = [], first = true\r\n if (this.type === tt.name) {\r\n // import defaultObj, { x, y as z } from '...'\r\n var node = this.startNode()\r\n node.local = this.parseIdent()\r\n this.checkLVal(node.local, \"let\")\r\n nodes.push(this.finishNode(node, \"ImportDefaultSpecifier\"))\r\n if (!this.eat(tt.comma)) return nodes\r\n }\r\n if (this.type === tt.star) {\r\n var node$1 = this.startNode()\r\n this.next()\r\n this.expectContextual(\"as\")\r\n node$1.local = this.parseIdent()\r\n this.checkLVal(node$1.local, \"let\")\r\n nodes.push(this.finishNode(node$1, \"ImportNamespaceSpecifier\"))\r\n return nodes\r\n }\r\n this.expect(tt.braceL)\r\n while (!this.eat(tt.braceR)) {\r\n if (!first) {\r\n this$1.expect(tt.comma)\r\n if (this$1.afterTrailingComma(tt.braceR)) break\r\n } else first = false\r\n\r\n var node$2 = this$1.startNode()\r\n node$2.imported = this$1.parseIdent(true)\r\n if (this$1.eatContextual(\"as\")) {\r\n node$2.local = this$1.parseIdent()\r\n } else {\r\n node$2.local = node$2.imported\r\n if (this$1.isKeyword(node$2.local.name)) this$1.unexpected(node$2.local.start)\r\n if (this$1.reservedWordsStrict.test(node$2.local.name)) this$1.raiseRecoverable(node$2.local.start, \"The keyword '\" + node$2.local.name + \"' is reserved\")\r\n }\r\n this$1.checkLVal(node$2.local, \"let\")\r\n nodes.push(this$1.finishNode(node$2, \"ImportSpecifier\"))\r\n }\r\n return nodes\r\n}\r\n\r\nvar pp$2 = Parser.prototype\r\n\r\n// Convert existing expression atom to assignable pattern\r\n// if possible.\r\n\r\npp$2.toAssignable = function(node, isBinding) {\r\n var this$1 = this;\r\n\r\n if (this.options.ecmaVersion >= 6 && node) {\r\n switch (node.type) {\r\n case \"Identifier\":\r\n if (this.inAsync && node.name === \"await\")\r\n this.raise(node.start, \"Can not use 'await' as identifier inside an async function\")\r\n break\r\n\r\n case \"ObjectPattern\":\r\n case \"ArrayPattern\":\r\n break\r\n\r\n case \"ObjectExpression\":\r\n node.type = \"ObjectPattern\"\r\n for (var i = 0; i < node.properties.length; i++) {\r\n var prop = node.properties[i]\r\n if (prop.kind !== \"init\") this$1.raise(prop.key.start, \"Object pattern can't contain getter or setter\")\r\n this$1.toAssignable(prop.value, isBinding)\r\n }\r\n break\r\n\r\n case \"ArrayExpression\":\r\n node.type = \"ArrayPattern\"\r\n this.toAssignableList(node.elements, isBinding)\r\n break\r\n\r\n case \"AssignmentExpression\":\r\n if (node.operator === \"=\") {\r\n node.type = \"AssignmentPattern\"\r\n delete node.operator\r\n this.toAssignable(node.left, isBinding)\r\n // falls through to AssignmentPattern\r\n } else {\r\n this.raise(node.left.end, \"Only '=' operator can be used for specifying default value.\")\r\n break\r\n }\r\n\r\n case \"AssignmentPattern\":\r\n break\r\n\r\n case \"ParenthesizedExpression\":\r\n node.expression = this.toAssignable(node.expression, isBinding)\r\n break\r\n\r\n case \"MemberExpression\":\r\n if (!isBinding) break\r\n\r\n default:\r\n this.raise(node.start, \"Assigning to rvalue\")\r\n }\r\n }\r\n return node\r\n}\r\n\r\n// Convert list of expression atoms to binding list.\r\n\r\npp$2.toAssignableList = function(exprList, isBinding) {\r\n var this$1 = this;\r\n\r\n var end = exprList.length\r\n if (end) {\r\n var last = exprList[end - 1]\r\n if (last && last.type == \"RestElement\") {\r\n --end\r\n } else if (last && last.type == \"SpreadElement\") {\r\n last.type = \"RestElement\"\r\n var arg = last.argument\r\n this.toAssignable(arg, isBinding)\r\n if (arg.type !== \"Identifier\" && arg.type !== \"MemberExpression\" && arg.type !== \"ArrayPattern\")\r\n this.unexpected(arg.start)\r\n --end\r\n }\r\n\r\n if (isBinding && last && last.type === \"RestElement\" && last.argument.type !== \"Identifier\")\r\n this.unexpected(last.argument.start)\r\n }\r\n for (var i = 0; i < end; i++) {\r\n var elt = exprList[i]\r\n if (elt) this$1.toAssignable(elt, isBinding)\r\n }\r\n return exprList\r\n}\r\n\r\n// Parses spread element.\r\n\r\npp$2.parseSpread = function(refDestructuringErrors) {\r\n var node = this.startNode()\r\n this.next()\r\n node.argument = this.parseMaybeAssign(false, refDestructuringErrors)\r\n return this.finishNode(node, \"SpreadElement\")\r\n}\r\n\r\npp$2.parseRest = function(allowNonIdent) {\r\n var node = this.startNode()\r\n this.next()\r\n\r\n // RestElement inside of a function parameter must be an identifier\r\n if (allowNonIdent) node.argument = this.type === tt.name ? this.parseIdent() : this.unexpected()\r\n else node.argument = this.type === tt.name || this.type === tt.bracketL ? this.parseBindingAtom() : this.unexpected()\r\n\r\n return this.finishNode(node, \"RestElement\")\r\n}\r\n\r\n// Parses lvalue (assignable) atom.\r\n\r\npp$2.parseBindingAtom = function() {\r\n if (this.options.ecmaVersion < 6) return this.parseIdent()\r\n switch (this.type) {\r\n case tt.name:\r\n return this.parseIdent()\r\n\r\n case tt.bracketL:\r\n var node = this.startNode()\r\n this.next()\r\n node.elements = this.parseBindingList(tt.bracketR, true, true)\r\n return this.finishNode(node, \"ArrayPattern\")\r\n\r\n case tt.braceL:\r\n return this.parseObj(true)\r\n\r\n default:\r\n this.unexpected()\r\n }\r\n}\r\n\r\npp$2.parseBindingList = function(close, allowEmpty, allowTrailingComma, allowNonIdent) {\r\n var this$1 = this;\r\n\r\n var elts = [], first = true\r\n while (!this.eat(close)) {\r\n if (first) first = false\r\n else this$1.expect(tt.comma)\r\n if (allowEmpty && this$1.type === tt.comma) {\r\n elts.push(null)\r\n } else if (allowTrailingComma && this$1.afterTrailingComma(close)) {\r\n break\r\n } else if (this$1.type === tt.ellipsis) {\r\n var rest = this$1.parseRest(allowNonIdent)\r\n this$1.parseBindingListItem(rest)\r\n elts.push(rest)\r\n if (this$1.type === tt.comma) this$1.raise(this$1.start, \"Comma is not permitted after the rest element\")\r\n this$1.expect(close)\r\n break\r\n } else {\r\n var elem = this$1.parseMaybeDefault(this$1.start, this$1.startLoc)\r\n this$1.parseBindingListItem(elem)\r\n elts.push(elem)\r\n }\r\n }\r\n return elts\r\n}\r\n\r\npp$2.parseBindingListItem = function(param) {\r\n return param\r\n}\r\n\r\n// Parses assignment pattern around given atom if possible.\r\n\r\npp$2.parseMaybeDefault = function(startPos, startLoc, left) {\r\n left = left || this.parseBindingAtom()\r\n if (this.options.ecmaVersion < 6 || !this.eat(tt.eq)) return left\r\n var node = this.startNodeAt(startPos, startLoc)\r\n node.left = left\r\n node.right = this.parseMaybeAssign()\r\n return this.finishNode(node, \"AssignmentPattern\")\r\n}\r\n\r\n// Verify that a node is an lval — something that can be assigned\r\n// to.\r\n// bindingType can be either:\r\n// 'var' indicating that the lval creates a 'var' binding\r\n// 'let' indicating that the lval creates a lexical ('let' or 'const') binding\r\n// 'none' indicating that the binding should be checked for illegal identifiers, but not for duplicate references\r\n\r\npp$2.checkLVal = function(expr, bindingType, checkClashes) {\r\n var this$1 = this;\r\n\r\n switch (expr.type) {\r\n case \"Identifier\":\r\n if (this.strict && this.reservedWordsStrictBind.test(expr.name))\r\n this.raiseRecoverable(expr.start, (bindingType ? \"Binding \" : \"Assigning to \") + expr.name + \" in strict mode\")\r\n if (checkClashes) {\r\n if (has(checkClashes, expr.name))\r\n this.raiseRecoverable(expr.start, \"Argument name clash\")\r\n checkClashes[expr.name] = true\r\n }\r\n if (bindingType && bindingType !== \"none\") {\r\n if (\r\n bindingType === \"var\" && !this.canDeclareVarName(expr.name) ||\r\n bindingType !== \"var\" && !this.canDeclareLexicalName(expr.name)\r\n ) {\r\n this.raiseRecoverable(expr.start, (\"Identifier '\" + (expr.name) + \"' has already been declared\"))\r\n }\r\n if (bindingType === \"var\") {\r\n this.declareVarName(expr.name)\r\n } else {\r\n this.declareLexicalName(expr.name)\r\n }\r\n }\r\n break\r\n\r\n case \"MemberExpression\":\r\n if (bindingType) this.raiseRecoverable(expr.start, (bindingType ? \"Binding\" : \"Assigning to\") + \" member expression\")\r\n break\r\n\r\n case \"ObjectPattern\":\r\n for (var i = 0; i < expr.properties.length; i++)\r\n this$1.checkLVal(expr.properties[i].value, bindingType, checkClashes)\r\n break\r\n\r\n case \"ArrayPattern\":\r\n for (var i$1 = 0; i$1 < expr.elements.length; i$1++) {\r\n var elem = expr.elements[i$1]\r\n if (elem) this$1.checkLVal(elem, bindingType, checkClashes)\r\n }\r\n break\r\n\r\n case \"AssignmentPattern\":\r\n this.checkLVal(expr.left, bindingType, checkClashes)\r\n break\r\n\r\n case \"RestElement\":\r\n this.checkLVal(expr.argument, bindingType, checkClashes)\r\n break\r\n\r\n case \"ParenthesizedExpression\":\r\n this.checkLVal(expr.expression, bindingType, checkClashes)\r\n break\r\n\r\n default:\r\n this.raise(expr.start, (bindingType ? \"Binding\" : \"Assigning to\") + \" rvalue\")\r\n }\r\n}\r\n\r\n// A recursive descent parser operates by defining functions for all\r\n// syntactic elements, and recursively calling those, each function\r\n// advancing the input stream and returning an AST node. Precedence\r\n// of constructs (for example, the fact that `!x[1]` means `!(x[1])`\r\n// instead of `(!x)[1]` is handled by the fact that the parser\r\n// function that parses unary prefix operators is called first, and\r\n// in turn calls the function that parses `[]` subscripts — that\r\n// way, it'll receive the node for `x[1]` already parsed, and wraps\r\n// *that* in the unary operator node.\r\n//\r\n// Acorn uses an [operator precedence parser][opp] to handle binary\r\n// operator precedence, because it is much more compact than using\r\n// the technique outlined above, which uses different, nesting\r\n// functions to specify precedence, for all of the ten binary\r\n// precedence levels that JavaScript defines.\r\n//\r\n// [opp]: http://en.wikipedia.org/wiki/Operator-precedence_parser\r\n\r\nvar pp$3 = Parser.prototype\r\n\r\n// Check if property name clashes with already added.\r\n// Object/class getters and setters are not allowed to clash —\r\n// either with each other or with an init property — and in\r\n// strict mode, init properties are also not allowed to be repeated.\r\n\r\npp$3.checkPropClash = function(prop, propHash) {\r\n if (this.options.ecmaVersion >= 6 && (prop.computed || prop.method || prop.shorthand))\r\n return\r\n var key = prop.key;\r\n var name\r\n switch (key.type) {\r\n case \"Identifier\": name = key.name; break\r\n case \"Literal\": name = String(key.value); break\r\n default: return\r\n }\r\n var kind = prop.kind;\r\n if (this.options.ecmaVersion >= 6) {\r\n if (name === \"__proto__\" && kind === \"init\") {\r\n if (propHash.proto) this.raiseRecoverable(key.start, \"Redefinition of __proto__ property\")\r\n propHash.proto = true\r\n }\r\n return\r\n }\r\n name = \"$\" + name\r\n var other = propHash[name]\r\n if (other) {\r\n var redefinition\r\n if (kind === \"init\") {\r\n redefinition = this.strict && other.init || other.get || other.set\r\n } else {\r\n redefinition = other.init || other[kind]\r\n }\r\n if (redefinition)\r\n this.raiseRecoverable(key.start, \"Redefinition of property\")\r\n } else {\r\n other = propHash[name] = {\r\n init: false,\r\n get: false,\r\n set: false\r\n }\r\n }\r\n other[kind] = true\r\n}\r\n\r\n// ### Expression parsing\r\n\r\n// These nest, from the most general expression type at the top to\r\n// 'atomic', nondivisible expression types at the bottom. Most of\r\n// the functions will simply let the function(s) below them parse,\r\n// and, *if* the syntactic construct they handle is present, wrap\r\n// the AST node that the inner parser gave them in another node.\r\n\r\n// Parse a full expression. The optional arguments are used to\r\n// forbid the `in` operator (in for loops initalization expressions)\r\n// and provide reference for storing '=' operator inside shorthand\r\n// property assignment in contexts where both object expression\r\n// and object pattern might appear (so it's possible to raise\r\n// delayed syntax error at correct position).\r\n\r\npp$3.parseExpression = function(noIn, refDestructuringErrors) {\r\n var this$1 = this;\r\n\r\n var startPos = this.start, startLoc = this.startLoc\r\n var expr = this.parseMaybeAssign(noIn, refDestructuringErrors)\r\n if (this.type === tt.comma) {\r\n var node = this.startNodeAt(startPos, startLoc)\r\n node.expressions = [expr]\r\n while (this.eat(tt.comma)) node.expressions.push(this$1.parseMaybeAssign(noIn, refDestructuringErrors))\r\n return this.finishNode(node, \"SequenceExpression\")\r\n }\r\n return expr\r\n}\r\n\r\n// Parse an assignment expression. This includes applications of\r\n// operators like `+=`.\r\n\r\npp$3.parseMaybeAssign = function(noIn, refDestructuringErrors, afterLeftParse) {\r\n if (this.inGenerator && this.isContextual(\"yield\")) return this.parseYield()\r\n\r\n var ownDestructuringErrors = false, oldParenAssign = -1, oldTrailingComma = -1\r\n if (refDestructuringErrors) {\r\n oldParenAssign = refDestructuringErrors.parenthesizedAssign\r\n oldTrailingComma = refDestructuringErrors.trailingComma\r\n refDestructuringErrors.parenthesizedAssign = refDestructuringErrors.trailingComma = -1\r\n } else {\r\n refDestructuringErrors = new DestructuringErrors\r\n ownDestructuringErrors = true\r\n }\r\n\r\n var startPos = this.start, startLoc = this.startLoc\r\n if (this.type == tt.parenL || this.type == tt.name)\r\n this.potentialArrowAt = this.start\r\n var left = this.parseMaybeConditional(noIn, refDestructuringErrors)\r\n if (afterLeftParse) left = afterLeftParse.call(this, left, startPos, startLoc)\r\n if (this.type.isAssign) {\r\n this.checkPatternErrors(refDestructuringErrors, true)\r\n if (!ownDestructuringErrors) DestructuringErrors.call(refDestructuringErrors)\r\n var node = this.startNodeAt(startPos, startLoc)\r\n node.operator = this.value\r\n node.left = this.type === tt.eq ? this.toAssignable(left) : left\r\n refDestructuringErrors.shorthandAssign = -1 // reset because shorthand default was used correctly\r\n this.checkLVal(left)\r\n this.next()\r\n node.right = this.parseMaybeAssign(noIn)\r\n return this.finishNode(node, \"AssignmentExpression\")\r\n } else {\r\n if (ownDestructuringErrors) this.checkExpressionErrors(refDestructuringErrors, true)\r\n }\r\n if (oldParenAssign > -1) refDestructuringErrors.parenthesizedAssign = oldParenAssign\r\n if (oldTrailingComma > -1) refDestructuringErrors.trailingComma = oldTrailingComma\r\n return left\r\n}\r\n\r\n// Parse a ternary conditional (`?:`) operator.\r\n\r\npp$3.parseMaybeConditional = function(noIn, refDestructuringErrors) {\r\n var startPos = this.start, startLoc = this.startLoc\r\n var expr = this.parseExprOps(noIn, refDestructuringErrors)\r\n if (this.checkExpressionErrors(refDestructuringErrors)) return expr\r\n if (this.eat(tt.question)) {\r\n var node = this.startNodeAt(startPos, startLoc)\r\n node.test = expr\r\n node.consequent = this.parseMaybeAssign()\r\n this.expect(tt.colon)\r\n node.alternate = this.parseMaybeAssign(noIn)\r\n return this.finishNode(node, \"ConditionalExpression\")\r\n }\r\n return expr\r\n}\r\n\r\n// Start the precedence parser.\r\n\r\npp$3.parseExprOps = function(noIn, refDestructuringErrors) {\r\n var startPos = this.start, startLoc = this.startLoc\r\n var expr = this.parseMaybeUnary(refDestructuringErrors, false)\r\n if (this.checkExpressionErrors(refDestructuringErrors)) return expr\r\n return expr.start == startPos && expr.type === \"ArrowFunctionExpression\" ? expr : this.parseExprOp(expr, startPos, startLoc, -1, noIn)\r\n}\r\n\r\n// Parse binary operators with the operator precedence parsing\r\n// algorithm. `left` is the left-hand side of the operator.\r\n// `minPrec` provides context that allows the function to stop and\r\n// defer further parser to one of its callers when it encounters an\r\n// operator that has a lower precedence than the set it is parsing.\r\n\r\npp$3.parseExprOp = function(left, leftStartPos, leftStartLoc, minPrec, noIn) {\r\n var prec = this.type.binop\r\n if (prec != null && (!noIn || this.type !== tt._in)) {\r\n if (prec > minPrec) {\r\n var logical = this.type === tt.logicalOR || this.type === tt.logicalAND\r\n var op = this.value\r\n this.next()\r\n var startPos = this.start, startLoc = this.startLoc\r\n var right = this.parseExprOp(this.parseMaybeUnary(null, false), startPos, startLoc, prec, noIn)\r\n var node = this.buildBinary(leftStartPos, leftStartLoc, left, right, op, logical)\r\n return this.parseExprOp(node, leftStartPos, leftStartLoc, minPrec, noIn)\r\n }\r\n }\r\n return left\r\n}\r\n\r\npp$3.buildBinary = function(startPos, startLoc, left, right, op, logical) {\r\n var node = this.startNodeAt(startPos, startLoc)\r\n node.left = left\r\n node.operator = op\r\n node.right = right\r\n return this.finishNode(node, logical ? \"LogicalExpression\" : \"BinaryExpression\")\r\n}\r\n\r\n// Parse unary operators, both prefix and postfix.\r\n\r\npp$3.parseMaybeUnary = function(refDestructuringErrors, sawUnary) {\r\n var this$1 = this;\r\n\r\n var startPos = this.start, startLoc = this.startLoc, expr\r\n if (this.inAsync && this.isContextual(\"await\")) {\r\n expr = this.parseAwait(refDestructuringErrors)\r\n sawUnary = true\r\n } else if (this.type.prefix) {\r\n var node = this.startNode(), update = this.type === tt.incDec\r\n node.operator = this.value\r\n node.prefix = true\r\n this.next()\r\n node.argument = this.parseMaybeUnary(null, true)\r\n this.checkExpressionErrors(refDestructuringErrors, true)\r\n if (update) this.checkLVal(node.argument)\r\n else if (this.strict && node.operator === \"delete\" &&\r\n node.argument.type === \"Identifier\")\r\n this.raiseRecoverable(node.start, \"Deleting local variable in strict mode\")\r\n else sawUnary = true\r\n expr = this.finishNode(node, update ? \"UpdateExpression\" : \"UnaryExpression\")\r\n } else {\r\n expr = this.parseExprSubscripts(refDestructuringErrors)\r\n if (this.checkExpressionErrors(refDestructuringErrors)) return expr\r\n while (this.type.postfix && !this.canInsertSemicolon()) {\r\n var node$1 = this$1.startNodeAt(startPos, startLoc)\r\n node$1.operator = this$1.value\r\n node$1.prefix = false\r\n node$1.argument = expr\r\n this$1.checkLVal(expr)\r\n this$1.next()\r\n expr = this$1.finishNode(node$1, \"UpdateExpression\")\r\n }\r\n }\r\n\r\n if (!sawUnary && this.eat(tt.starstar))\r\n return this.buildBinary(startPos, startLoc, expr, this.parseMaybeUnary(null, false), \"**\", false)\r\n else\r\n return expr\r\n}\r\n\r\n// Parse call, dot, and `[]`-subscript expressions.\r\n\r\npp$3.parseExprSubscripts = function(refDestructuringErrors) {\r\n var startPos = this.start, startLoc = this.startLoc\r\n var expr = this.parseExprAtom(refDestructuringErrors)\r\n var skipArrowSubscripts = expr.type === \"ArrowFunctionExpression\" && this.input.slice(this.lastTokStart, this.lastTokEnd) !== \")\"\r\n if (this.checkExpressionErrors(refDestructuringErrors) || skipArrowSubscripts) return expr\r\n var result = this.parseSubscripts(expr, startPos, startLoc)\r\n if (refDestructuringErrors && result.type === \"MemberExpression\") {\r\n if (refDestructuringErrors.parenthesizedAssign >= result.start) refDestructuringErrors.parenthesizedAssign = -1\r\n if (refDestructuringErrors.parenthesizedBind >= result.start) refDestructuringErrors.parenthesizedBind = -1\r\n }\r\n return result\r\n}\r\n\r\npp$3.parseSubscripts = function(base, startPos, startLoc, noCalls) {\r\n var this$1 = this;\r\n\r\n var maybeAsyncArrow = this.options.ecmaVersion >= 8 && base.type === \"Identifier\" && base.name === \"async\" &&\r\n this.lastTokEnd == base.end && !this.canInsertSemicolon()\r\n for (var computed;;) {\r\n if ((computed = this$1.eat(tt.bracketL)) || this$1.eat(tt.dot)) {\r\n var node = this$1.startNodeAt(startPos, startLoc)\r\n node.object = base\r\n node.property = computed ? this$1.parseExpression() : this$1.parseIdent(true)\r\n node.computed = !!computed\r\n if (computed) this$1.expect(tt.bracketR)\r\n base = this$1.finishNode(node, \"MemberExpression\")\r\n } else if (!noCalls && this$1.eat(tt.parenL)) {\r\n var refDestructuringErrors = new DestructuringErrors, oldYieldPos = this$1.yieldPos, oldAwaitPos = this$1.awaitPos\r\n this$1.yieldPos = 0\r\n this$1.awaitPos = 0\r\n var exprList = this$1.parseExprList(tt.parenR, this$1.options.ecmaVersion >= 8, false, refDestructuringErrors)\r\n if (maybeAsyncArrow && !this$1.canInsertSemicolon() && this$1.eat(tt.arrow)) {\r\n this$1.checkPatternErrors(refDestructuringErrors, false)\r\n this$1.checkYieldAwaitInDefaultParams()\r\n this$1.yieldPos = oldYieldPos\r\n this$1.awaitPos = oldAwaitPos\r\n return this$1.parseArrowExpression(this$1.startNodeAt(startPos, startLoc), exprList, true)\r\n }\r\n this$1.checkExpressionErrors(refDestructuringErrors, true)\r\n this$1.yieldPos = oldYieldPos || this$1.yieldPos\r\n this$1.awaitPos = oldAwaitPos || this$1.awaitPos\r\n var node$1 = this$1.startNodeAt(startPos, startLoc)\r\n node$1.callee = base\r\n node$1.arguments = exprList\r\n base = this$1.finishNode(node$1, \"CallExpression\")\r\n } else if (this$1.type === tt.backQuote) {\r\n var node$2 = this$1.startNodeAt(startPos, startLoc)\r\n node$2.tag = base\r\n node$2.quasi = this$1.parseTemplate()\r\n base = this$1.finishNode(node$2, \"TaggedTemplateExpression\")\r\n } else {\r\n return base\r\n }\r\n }\r\n}\r\n\r\n// Parse an atomic expression — either a single token that is an\r\n// expression, an expression started by a keyword like `function` or\r\n// `new`, or an expression wrapped in punctuation like `()`, `[]`,\r\n// or `{}`.\r\n\r\npp$3.parseExprAtom = function(refDestructuringErrors) {\r\n var node, canBeArrow = this.potentialArrowAt == this.start\r\n switch (this.type) {\r\n case tt._super:\r\n if (!this.inFunction)\r\n this.raise(this.start, \"'super' outside of function or class\")\r\n\r\n case tt._this:\r\n var type = this.type === tt._this ? \"ThisExpression\" : \"Super\"\r\n node = this.startNode()\r\n this.next()\r\n return this.finishNode(node, type)\r\n\r\n case tt.name:\r\n var startPos = this.start, startLoc = this.startLoc\r\n var id = this.parseIdent(this.type !== tt.name)\r\n if (this.options.ecmaVersion >= 8 && id.name === \"async\" && !this.canInsertSemicolon() && this.eat(tt._function))\r\n return this.parseFunction(this.startNodeAt(startPos, startLoc), false, false, true)\r\n if (canBeArrow && !this.canInsertSemicolon()) {\r\n if (this.eat(tt.arrow))\r\n return this.parseArrowExpression(this.startNodeAt(startPos, startLoc), [id], false)\r\n if (this.options.ecmaVersion >= 8 && id.name === \"async\" && this.type === tt.name) {\r\n id = this.parseIdent()\r\n if (this.canInsertSemicolon() || !this.eat(tt.arrow))\r\n this.unexpected()\r\n return this.parseArrowExpression(this.startNodeAt(startPos, startLoc), [id], true)\r\n }\r\n }\r\n return id\r\n\r\n case tt.regexp:\r\n var value = this.value\r\n node = this.parseLiteral(value.value)\r\n node.regex = {pattern: value.pattern, flags: value.flags}\r\n return node\r\n\r\n case tt.num: case tt.string:\r\n return this.parseLiteral(this.value)\r\n\r\n case tt._null: case tt._true: case tt._false:\r\n node = this.startNode()\r\n node.value = this.type === tt._null ? null : this.type === tt._true\r\n node.raw = this.type.keyword\r\n this.next()\r\n return this.finishNode(node, \"Literal\")\r\n\r\n case tt.parenL:\r\n var start = this.start, expr = this.parseParenAndDistinguishExpression(canBeArrow)\r\n if (refDestructuringErrors) {\r\n if (refDestructuringErrors.parenthesizedAssign < 0 && !this.isSimpleAssignTarget(expr))\r\n refDestructuringErrors.parenthesizedAssign = start\r\n if (refDestructuringErrors.parenthesizedBind < 0)\r\n refDestructuringErrors.parenthesizedBind = start\r\n }\r\n return expr\r\n\r\n case tt.bracketL:\r\n node = this.startNode()\r\n this.next()\r\n node.elements = this.parseExprList(tt.bracketR, true, true, refDestructuringErrors)\r\n return this.finishNode(node, \"ArrayExpression\")\r\n\r\n case tt.braceL:\r\n return this.parseObj(false, refDestructuringErrors)\r\n\r\n case tt._function:\r\n node = this.startNode()\r\n this.next()\r\n return this.parseFunction(node, false)\r\n\r\n case tt._class:\r\n return this.parseClass(this.startNode(), false)\r\n\r\n case tt._new:\r\n return this.parseNew()\r\n\r\n case tt.backQuote:\r\n return this.parseTemplate()\r\n\r\n default:\r\n this.unexpected()\r\n }\r\n}\r\n\r\npp$3.parseLiteral = function(value) {\r\n var node = this.startNode()\r\n node.value = value\r\n node.raw = this.input.slice(this.start, this.end)\r\n this.next()\r\n return this.finishNode(node, \"Literal\")\r\n}\r\n\r\npp$3.parseParenExpression = function() {\r\n this.expect(tt.parenL)\r\n var val = this.parseExpression()\r\n this.expect(tt.parenR)\r\n return val\r\n}\r\n\r\npp$3.parseParenAndDistinguishExpression = function(canBeArrow) {\r\n var this$1 = this;\r\n\r\n var startPos = this.start, startLoc = this.startLoc, val, allowTrailingComma = this.options.ecmaVersion >= 8\r\n if (this.options.ecmaVersion >= 6) {\r\n this.next()\r\n\r\n var innerStartPos = this.start, innerStartLoc = this.startLoc\r\n var exprList = [], first = true, lastIsComma = false\r\n var refDestructuringErrors = new DestructuringErrors, oldYieldPos = this.yieldPos, oldAwaitPos = this.awaitPos, spreadStart, innerParenStart\r\n this.yieldPos = 0\r\n this.awaitPos = 0\r\n while (this.type !== tt.parenR) {\r\n first ? first = false : this$1.expect(tt.comma)\r\n if (allowTrailingComma && this$1.afterTrailingComma(tt.parenR, true)) {\r\n lastIsComma = true\r\n break\r\n } else if (this$1.type === tt.ellipsis) {\r\n spreadStart = this$1.start\r\n exprList.push(this$1.parseParenItem(this$1.parseRest()))\r\n if (this$1.type === tt.comma) this$1.raise(this$1.start, \"Comma is not permitted after the rest element\")\r\n break\r\n } else {\r\n if (this$1.type === tt.parenL && !innerParenStart) {\r\n innerParenStart = this$1.start\r\n }\r\n exprList.push(this$1.parseMaybeAssign(false, refDestructuringErrors, this$1.parseParenItem))\r\n }\r\n }\r\n var innerEndPos = this.start, innerEndLoc = this.startLoc\r\n this.expect(tt.parenR)\r\n\r\n if (canBeArrow && !this.canInsertSemicolon() && this.eat(tt.arrow)) {\r\n this.checkPatternErrors(refDestructuringErrors, false)\r\n this.checkYieldAwaitInDefaultParams()\r\n if (innerParenStart) this.unexpected(innerParenStart)\r\n this.yieldPos = oldYieldPos\r\n this.awaitPos = oldAwaitPos\r\n return this.parseParenArrowList(startPos, startLoc, exprList)\r\n }\r\n\r\n if (!exprList.length || lastIsComma) this.unexpected(this.lastTokStart)\r\n if (spreadStart) this.unexpected(spreadStart)\r\n this.checkExpressionErrors(refDestructuringErrors, true)\r\n this.yieldPos = oldYieldPos || this.yieldPos\r\n this.awaitPos = oldAwaitPos || this.awaitPos\r\n\r\n if (exprList.length > 1) {\r\n val = this.startNodeAt(innerStartPos, innerStartLoc)\r\n val.expressions = exprList\r\n this.finishNodeAt(val, \"SequenceExpression\", innerEndPos, innerEndLoc)\r\n } else {\r\n val = exprList[0]\r\n }\r\n } else {\r\n val = this.parseParenExpression()\r\n }\r\n\r\n if (this.options.preserveParens) {\r\n var par = this.startNodeAt(startPos, startLoc)\r\n par.expression = val\r\n return this.finishNode(par, \"ParenthesizedExpression\")\r\n } else {\r\n return val\r\n }\r\n}\r\n\r\npp$3.parseParenItem = function(item) {\r\n return item\r\n}\r\n\r\npp$3.parseParenArrowList = function(startPos, startLoc, exprList) {\r\n return this.parseArrowExpression(this.startNodeAt(startPos, startLoc), exprList)\r\n}\r\n\r\n// New's precedence is slightly tricky. It must allow its argument to\r\n// be a `[]` or dot subscript expression, but not a call — at least,\r\n// not without wrapping it in parentheses. Thus, it uses the noCalls\r\n// argument to parseSubscripts to prevent it from consuming the\r\n// argument list.\r\n\r\nvar empty$1 = []\r\n\r\npp$3.parseNew = function() {\r\n var node = this.startNode()\r\n var meta = this.parseIdent(true)\r\n if (this.options.ecmaVersion >= 6 && this.eat(tt.dot)) {\r\n node.meta = meta\r\n node.property = this.parseIdent(true)\r\n if (node.property.name !== \"target\")\r\n this.raiseRecoverable(node.property.start, \"The only valid meta property for new is new.target\")\r\n if (!this.inFunction)\r\n this.raiseRecoverable(node.start, \"new.target can only be used in functions\")\r\n return this.finishNode(node, \"MetaProperty\")\r\n }\r\n var startPos = this.start, startLoc = this.startLoc\r\n node.callee = this.parseSubscripts(this.parseExprAtom(), startPos, startLoc, true)\r\n if (this.eat(tt.parenL)) node.arguments = this.parseExprList(tt.parenR, this.options.ecmaVersion >= 8, false)\r\n else node.arguments = empty$1\r\n return this.finishNode(node, \"NewExpression\")\r\n}\r\n\r\n// Parse template expression.\r\n\r\npp$3.parseTemplateElement = function() {\r\n var elem = this.startNode()\r\n elem.value = {\r\n raw: this.input.slice(this.start, this.end).replace(/\\r\\n?/g, \"\\n\"),\r\n cooked: this.value\r\n }\r\n this.next()\r\n elem.tail = this.type === tt.backQuote\r\n return this.finishNode(elem, \"TemplateElement\")\r\n}\r\n\r\npp$3.parseTemplate = function() {\r\n var this$1 = this;\r\n\r\n var node = this.startNode()\r\n this.next()\r\n node.expressions = []\r\n var curElt = this.parseTemplateElement()\r\n node.quasis = [curElt]\r\n while (!curElt.tail) {\r\n this$1.expect(tt.dollarBraceL)\r\n node.expressions.push(this$1.parseExpression())\r\n this$1.expect(tt.braceR)\r\n node.quasis.push(curElt = this$1.parseTemplateElement())\r\n }\r\n this.next()\r\n return this.finishNode(node, \"TemplateLiteral\")\r\n}\r\n\r\n// Parse an object literal or binding pattern.\r\n\r\npp$3.parseObj = function(isPattern, refDestructuringErrors) {\r\n var this$1 = this;\r\n\r\n var node = this.startNode(), first = true, propHash = {}\r\n node.properties = []\r\n this.next()\r\n while (!this.eat(tt.braceR)) {\r\n if (!first) {\r\n this$1.expect(tt.comma)\r\n if (this$1.afterTrailingComma(tt.braceR)) break\r\n } else first = false\r\n\r\n var prop = this$1.startNode(), isGenerator, isAsync, startPos, startLoc\r\n if (this$1.options.ecmaVersion >= 6) {\r\n prop.method = false\r\n prop.shorthand = false\r\n if (isPattern || refDestructuringErrors) {\r\n startPos = this$1.start\r\n startLoc = this$1.startLoc\r\n }\r\n if (!isPattern)\r\n isGenerator = this$1.eat(tt.star)\r\n }\r\n this$1.parsePropertyName(prop)\r\n if (!isPattern && this$1.options.ecmaVersion >= 8 && !isGenerator && !prop.computed &&\r\n prop.key.type === \"Identifier\" && prop.key.name === \"async\" && this$1.type !== tt.parenL &&\r\n this$1.type !== tt.colon && !this$1.canInsertSemicolon()) {\r\n isAsync = true\r\n this$1.parsePropertyName(prop, refDestructuringErrors)\r\n } else {\r\n isAsync = false\r\n }\r\n this$1.parsePropertyValue(prop, isPattern, isGenerator, isAsync, startPos, startLoc, refDestructuringErrors)\r\n this$1.checkPropClash(prop, propHash)\r\n node.properties.push(this$1.finishNode(prop, \"Property\"))\r\n }\r\n return this.finishNode(node, isPattern ? \"ObjectPattern\" : \"ObjectExpression\")\r\n}\r\n\r\npp$3.parsePropertyValue = function(prop, isPattern, isGenerator, isAsync, startPos, startLoc, refDestructuringErrors) {\r\n if ((isGenerator || isAsync) && this.type === tt.colon)\r\n this.unexpected()\r\n\r\n if (this.eat(tt.colon)) {\r\n prop.value = isPattern ? this.parseMaybeDefault(this.start, this.startLoc) : this.parseMaybeAssign(false, refDestructuringErrors)\r\n prop.kind = \"init\"\r\n } else if (this.options.ecmaVersion >= 6 && this.type === tt.parenL) {\r\n if (isPattern) this.unexpected()\r\n prop.kind = \"init\"\r\n prop.method = true\r\n prop.value = this.parseMethod(isGenerator, isAsync)\r\n } else if (this.options.ecmaVersion >= 5 && !prop.computed && prop.key.type === \"Identifier\" &&\r\n (prop.key.name === \"get\" || prop.key.name === \"set\") &&\r\n (this.type != tt.comma && this.type != tt.braceR)) {\r\n if (isGenerator || isAsync || isPattern) this.unexpected()\r\n prop.kind = prop.key.name\r\n this.parsePropertyName(prop)\r\n prop.value = this.parseMethod(false)\r\n var paramCount = prop.kind === \"get\" ? 0 : 1\r\n if (prop.value.params.length !== paramCount) {\r\n var start = prop.value.start\r\n if (prop.kind === \"get\")\r\n this.raiseRecoverable(start, \"getter should have no params\")\r\n else\r\n this.raiseRecoverable(start, \"setter should have exactly one param\")\r\n } else {\r\n if (prop.kind === \"set\" && prop.value.params[0].type === \"RestElement\")\r\n this.raiseRecoverable(prop.value.params[0].start, \"Setter cannot use rest params\")\r\n }\r\n } else if (this.options.ecmaVersion >= 6 && !prop.computed && prop.key.type === \"Identifier\") {\r\n if (this.keywords.test(prop.key.name) ||\r\n (this.strict ? this.reservedWordsStrict : this.reservedWords).test(prop.key.name) ||\r\n (this.inGenerator && prop.key.name == \"yield\") ||\r\n (this.inAsync && prop.key.name == \"await\"))\r\n this.raiseRecoverable(prop.key.start, \"'\" + prop.key.name + \"' can not be used as shorthand property\")\r\n prop.kind = \"init\"\r\n if (isPattern) {\r\n prop.value = this.parseMaybeDefault(startPos, startLoc, prop.key)\r\n } else if (this.type === tt.eq && refDestructuringErrors) {\r\n if (refDestructuringErrors.shorthandAssign < 0)\r\n refDestructuringErrors.shorthandAssign = this.start\r\n prop.value = this.parseMaybeDefault(startPos, startLoc, prop.key)\r\n } else {\r\n prop.value = prop.key\r\n }\r\n prop.shorthand = true\r\n } else this.unexpected()\r\n}\r\n\r\npp$3.parsePropertyName = function(prop) {\r\n if (this.options.ecmaVersion >= 6) {\r\n if (this.eat(tt.bracketL)) {\r\n prop.computed = true\r\n prop.key = this.parseMaybeAssign()\r\n this.expect(tt.bracketR)\r\n return prop.key\r\n } else {\r\n prop.computed = false\r\n }\r\n }\r\n return prop.key = this.type === tt.num || this.type === tt.string ? this.parseExprAtom() : this.parseIdent(true)\r\n}\r\n\r\n// Initialize empty function node.\r\n\r\npp$3.initFunction = function(node) {\r\n node.id = null\r\n if (this.options.ecmaVersion >= 6) {\r\n node.generator = false\r\n node.expression = false\r\n }\r\n if (this.options.ecmaVersion >= 8)\r\n node.async = false\r\n}\r\n\r\n// Parse object or class method.\r\n\r\npp$3.parseMethod = function(isGenerator, isAsync) {\r\n var node = this.startNode(), oldInGen = this.inGenerator, oldInAsync = this.inAsync,\r\n oldYieldPos = this.yieldPos, oldAwaitPos = this.awaitPos, oldInFunc = this.inFunction\r\n\r\n this.initFunction(node)\r\n if (this.options.ecmaVersion >= 6)\r\n node.generator = isGenerator\r\n if (this.options.ecmaVersion >= 8)\r\n node.async = !!isAsync\r\n\r\n this.inGenerator = node.generator\r\n this.inAsync = node.async\r\n this.yieldPos = 0\r\n this.awaitPos = 0\r\n this.inFunction = true\r\n this.enterFunctionScope()\r\n\r\n this.expect(tt.parenL)\r\n node.params = this.parseBindingList(tt.parenR, false, this.options.ecmaVersion >= 8)\r\n this.checkYieldAwaitInDefaultParams()\r\n this.parseFunctionBody(node, false)\r\n\r\n this.inGenerator = oldInGen\r\n this.inAsync = oldInAsync\r\n this.yieldPos = oldYieldPos\r\n this.awaitPos = oldAwaitPos\r\n this.inFunction = oldInFunc\r\n return this.finishNode(node, \"FunctionExpression\")\r\n}\r\n\r\n// Parse arrow function expression with given parameters.\r\n\r\npp$3.parseArrowExpression = function(node, params, isAsync) {\r\n var oldInGen = this.inGenerator, oldInAsync = this.inAsync,\r\n oldYieldPos = this.yieldPos, oldAwaitPos = this.awaitPos, oldInFunc = this.inFunction\r\n\r\n this.enterFunctionScope()\r\n this.initFunction(node)\r\n if (this.options.ecmaVersion >= 8)\r\n node.async = !!isAsync\r\n\r\n this.inGenerator = false\r\n this.inAsync = node.async\r\n this.yieldPos = 0\r\n this.awaitPos = 0\r\n this.inFunction = true\r\n\r\n node.params = this.toAssignableList(params, true)\r\n this.parseFunctionBody(node, true)\r\n\r\n this.inGenerator = oldInGen\r\n this.inAsync = oldInAsync\r\n this.yieldPos = oldYieldPos\r\n this.awaitPos = oldAwaitPos\r\n this.inFunction = oldInFunc\r\n return this.finishNode(node, \"ArrowFunctionExpression\")\r\n}\r\n\r\n// Parse function body and check parameters.\r\n\r\npp$3.parseFunctionBody = function(node, isArrowFunction) {\r\n var isExpression = isArrowFunction && this.type !== tt.braceL\r\n var oldStrict = this.strict, useStrict = false\r\n\r\n if (isExpression) {\r\n node.body = this.parseMaybeAssign()\r\n node.expression = true\r\n this.checkParams(node, false)\r\n } else {\r\n var nonSimple = this.options.ecmaVersion >= 7 && !this.isSimpleParamList(node.params)\r\n if (!oldStrict || nonSimple) {\r\n useStrict = this.strictDirective(this.end)\r\n // If this is a strict mode function, verify that argument names\r\n // are not repeated, and it does not try to bind the words `eval`\r\n // or `arguments`.\r\n if (useStrict && nonSimple)\r\n this.raiseRecoverable(node.start, \"Illegal 'use strict' directive in function with non-simple parameter list\")\r\n }\r\n // Start a new scope with regard to labels and the `inFunction`\r\n // flag (restore them to their old value afterwards).\r\n var oldLabels = this.labels\r\n this.labels = []\r\n if (useStrict) this.strict = true\r\n\r\n // Add the params to varDeclaredNames to ensure that an error is thrown\r\n // if a let/const declaration in the function clashes with one of the params.\r\n this.checkParams(node, !oldStrict && !useStrict && !isArrowFunction && this.isSimpleParamList(node.params))\r\n node.body = this.parseBlock(false)\r\n node.expression = false\r\n this.labels = oldLabels\r\n }\r\n this.exitFunctionScope()\r\n\r\n if (this.strict && node.id) {\r\n // Ensure the function name isn't a forbidden identifier in strict mode, e.g. 'eval'\r\n this.checkLVal(node.id, \"none\")\r\n }\r\n this.strict = oldStrict\r\n}\r\n\r\npp$3.isSimpleParamList = function(params) {\r\n for (var i = 0; i < params.length; i++)\r\n if (params[i].type !== \"Identifier\") return false\r\n return true\r\n}\r\n\r\n// Checks function params for various disallowed patterns such as using \"eval\"\r\n// or \"arguments\" and duplicate parameters.\r\n\r\npp$3.checkParams = function(node, allowDuplicates) {\r\n var this$1 = this;\r\n\r\n var nameHash = {}\r\n for (var i = 0; i < node.params.length; i++) this$1.checkLVal(node.params[i], \"var\", allowDuplicates ? null : nameHash)\r\n}\r\n\r\n// Parses a comma-separated list of expressions, and returns them as\r\n// an array. `close` is the token type that ends the list, and\r\n// `allowEmpty` can be turned on to allow subsequent commas with\r\n// nothing in between them to be parsed as `null` (which is needed\r\n// for array literals).\r\n\r\npp$3.parseExprList = function(close, allowTrailingComma, allowEmpty, refDestructuringErrors) {\r\n var this$1 = this;\r\n\r\n var elts = [], first = true\r\n while (!this.eat(close)) {\r\n if (!first) {\r\n this$1.expect(tt.comma)\r\n if (allowTrailingComma && this$1.afterTrailingComma(close)) break\r\n } else first = false\r\n\r\n var elt\r\n if (allowEmpty && this$1.type === tt.comma)\r\n elt = null\r\n else if (this$1.type === tt.ellipsis) {\r\n elt = this$1.parseSpread(refDestructuringErrors)\r\n if (refDestructuringErrors && this$1.type === tt.comma && refDestructuringErrors.trailingComma < 0)\r\n refDestructuringErrors.trailingComma = this$1.start\r\n } else {\r\n elt = this$1.parseMaybeAssign(false, refDestructuringErrors)\r\n }\r\n elts.push(elt)\r\n }\r\n return elts\r\n}\r\n\r\n// Parse the next token as an identifier. If `liberal` is true (used\r\n// when parsing properties), it will also convert keywords into\r\n// identifiers.\r\n\r\npp$3.parseIdent = function(liberal) {\r\n var node = this.startNode()\r\n if (liberal && this.options.allowReserved == \"never\") liberal = false\r\n if (this.type === tt.name) {\r\n if (!liberal && (this.strict ? this.reservedWordsStrict : this.reservedWords).test(this.value) &&\r\n (this.options.ecmaVersion >= 6 ||\r\n this.input.slice(this.start, this.end).indexOf(\"\\\\\") == -1))\r\n this.raiseRecoverable(this.start, \"The keyword '\" + this.value + \"' is reserved\")\r\n if (this.inGenerator && this.value === \"yield\")\r\n this.raiseRecoverable(this.start, \"Can not use 'yield' as identifier inside a generator\")\r\n if (this.inAsync && this.value === \"await\")\r\n this.raiseRecoverable(this.start, \"Can not use 'await' as identifier inside an async function\")\r\n node.name = this.value\r\n } else if (liberal && this.type.keyword) {\r\n node.name = this.type.keyword\r\n } else {\r\n this.unexpected()\r\n }\r\n this.next()\r\n return this.finishNode(node, \"Identifier\")\r\n}\r\n\r\n// Parses yield expression inside generator.\r\n\r\npp$3.parseYield = function() {\r\n if (!this.yieldPos) this.yieldPos = this.start\r\n\r\n var node = this.startNode()\r\n this.next()\r\n if (this.type == tt.semi || this.canInsertSemicolon() || (this.type != tt.star && !this.type.startsExpr)) {\r\n node.delegate = false\r\n node.argument = null\r\n } else {\r\n node.delegate = this.eat(tt.star)\r\n node.argument = this.parseMaybeAssign()\r\n }\r\n return this.finishNode(node, \"YieldExpression\")\r\n}\r\n\r\npp$3.parseAwait = function() {\r\n if (!this.awaitPos) this.awaitPos = this.start\r\n\r\n var node = this.startNode()\r\n this.next()\r\n node.argument = this.parseMaybeUnary(null, true)\r\n return this.finishNode(node, \"AwaitExpression\")\r\n}\r\n\r\nvar pp$4 = Parser.prototype\r\n\r\n// This function is used to raise exceptions on parse errors. It\r\n// takes an offset integer (into the current `input`) to indicate\r\n// the location of the error, attaches the position to the end\r\n// of the error message, and then raises a `SyntaxError` with that\r\n// message.\r\n\r\npp$4.raise = function(pos, message) {\r\n var loc = getLineInfo(this.input, pos)\r\n message += \" (\" + loc.line + \":\" + loc.column + \")\"\r\n var err = new SyntaxError(message)\r\n err.pos = pos; err.loc = loc; err.raisedAt = this.pos\r\n throw err\r\n}\r\n\r\npp$4.raiseRecoverable = pp$4.raise\r\n\r\npp$4.curPosition = function() {\r\n if (this.options.locations) {\r\n return new Position(this.curLine, this.pos - this.lineStart)\r\n }\r\n}\r\n\r\nvar pp$5 = Parser.prototype\r\n\r\n// Object.assign polyfill\r\nvar assign = Object.assign || function(target) {\r\n var sources = [], len = arguments.length - 1;\r\n while ( len-- > 0 ) sources[ len ] = arguments[ len + 1 ];\r\n\r\n for (var i = 0; i < sources.length; i++) {\r\n var source = sources[i]\r\n for (var key in source) {\r\n if (has(source, key)) {\r\n target[key] = source[key]\r\n }\r\n }\r\n }\r\n return target\r\n}\r\n\r\n// The functions in this module keep track of declared variables in the current scope in order to detect duplicate variable names.\r\n\r\npp$5.enterFunctionScope = function() {\r\n // var: a hash of var-declared names in the current lexical scope\r\n // lexical: a hash of lexically-declared names in the current lexical scope\r\n // childVar: a hash of var-declared names in all child lexical scopes of the current lexical scope (within the current function scope)\r\n // parentLexical: a hash of lexically-declared names in all parent lexical scopes of the current lexical scope (within the current function scope)\r\n this.scopeStack.push({var: {}, lexical: {}, childVar: {}, parentLexical: {}})\r\n}\r\n\r\npp$5.exitFunctionScope = function() {\r\n this.scopeStack.pop()\r\n}\r\n\r\npp$5.enterLexicalScope = function() {\r\n var parentScope = this.scopeStack[this.scopeStack.length - 1]\r\n var childScope = {var: {}, lexical: {}, childVar: {}, parentLexical: {}}\r\n\r\n this.scopeStack.push(childScope)\r\n assign(childScope.parentLexical, parentScope.lexical, parentScope.parentLexical)\r\n}\r\n\r\npp$5.exitLexicalScope = function() {\r\n var childScope = this.scopeStack.pop()\r\n var parentScope = this.scopeStack[this.scopeStack.length - 1]\r\n\r\n assign(parentScope.childVar, childScope.var, childScope.childVar)\r\n}\r\n\r\n/**\r\n * A name can be declared with `var` if there are no variables with the same name declared with `let`/`const`\r\n * in the current lexical scope or any of the parent lexical scopes in this function.\r\n */\r\npp$5.canDeclareVarName = function(name) {\r\n var currentScope = this.scopeStack[this.scopeStack.length - 1]\r\n\r\n return !has(currentScope.lexical, name) && !has(currentScope.parentLexical, name)\r\n}\r\n\r\n/**\r\n * A name can be declared with `let`/`const` if there are no variables with the same name declared with `let`/`const`\r\n * in the current scope, and there are no variables with the same name declared with `var` in the current scope or in\r\n * any child lexical scopes in this function.\r\n */\r\npp$5.canDeclareLexicalName = function(name) {\r\n var currentScope = this.scopeStack[this.scopeStack.length - 1]\r\n\r\n return !has(currentScope.lexical, name) && !has(currentScope.var, name) && !has(currentScope.childVar, name)\r\n}\r\n\r\npp$5.declareVarName = function(name) {\r\n this.scopeStack[this.scopeStack.length - 1].var[name] = true\r\n}\r\n\r\npp$5.declareLexicalName = function(name) {\r\n this.scopeStack[this.scopeStack.length - 1].lexical[name] = true\r\n}\r\n\r\nvar Node = function Node(parser, pos, loc) {\r\n this.type = \"\"\r\n this.start = pos\r\n this.end = 0\r\n if (parser.options.locations)\r\n this.loc = new SourceLocation(parser, loc)\r\n if (parser.options.directSourceFile)\r\n this.sourceFile = parser.options.directSourceFile\r\n if (parser.options.ranges)\r\n this.range = [pos, 0]\r\n};\r\n\r\n// Start an AST node, attaching a start offset.\r\n\r\nvar pp$6 = Parser.prototype\r\n\r\npp$6.startNode = function() {\r\n return new Node(this, this.start, this.startLoc)\r\n}\r\n\r\npp$6.startNodeAt = function(pos, loc) {\r\n return new Node(this, pos, loc)\r\n}\r\n\r\n// Finish an AST node, adding `type` and `end` properties.\r\n\r\nfunction finishNodeAt(node, type, pos, loc) {\r\n node.type = type\r\n node.end = pos\r\n if (this.options.locations)\r\n node.loc.end = loc\r\n if (this.options.ranges)\r\n node.range[1] = pos\r\n return node\r\n}\r\n\r\npp$6.finishNode = function(node, type) {\r\n return finishNodeAt.call(this, node, type, this.lastTokEnd, this.lastTokEndLoc)\r\n}\r\n\r\n// Finish node at given position\r\n\r\npp$6.finishNodeAt = function(node, type, pos, loc) {\r\n return finishNodeAt.call(this, node, type, pos, loc)\r\n}\r\n\r\n// The algorithm used to determine whether a regexp can appear at a\r\n// given point in the program is loosely based on sweet.js' approach.\r\n// See https://github.com/mozilla/sweet.js/wiki/design\r\n\r\nvar TokContext = function TokContext(token, isExpr, preserveSpace, override, generator) {\r\n this.token = token\r\n this.isExpr = !!isExpr\r\n this.preserveSpace = !!preserveSpace\r\n this.override = override\r\n this.generator = !!generator\r\n};\r\n\r\nvar types = {\r\n b_stat: new TokContext(\"{\", false),\r\n b_expr: new TokContext(\"{\", true),\r\n b_tmpl: new TokContext(\"${\", true),\r\n p_stat: new TokContext(\"(\", false),\r\n p_expr: new TokContext(\"(\", true),\r\n q_tmpl: new TokContext(\"`\", true, true, function (p) { return p.readTmplToken(); }),\r\n f_expr: new TokContext(\"function\", true),\r\n f_expr_gen: new TokContext(\"function\", true, false, null, true),\r\n f_gen: new TokContext(\"function\", false, false, null, true)\r\n}\r\n\r\nvar pp$7 = Parser.prototype\r\n\r\npp$7.initialContext = function() {\r\n return [types.b_stat]\r\n}\r\n\r\npp$7.braceIsBlock = function(prevType) {\r\n if (prevType === tt.colon) {\r\n var parent = this.curContext()\r\n if (parent === types.b_stat || parent === types.b_expr)\r\n return !parent.isExpr\r\n }\r\n if (prevType === tt._return)\r\n return lineBreak.test(this.input.slice(this.lastTokEnd, this.start))\r\n if (prevType === tt._else || prevType === tt.semi || prevType === tt.eof || prevType === tt.parenR || prevType == tt.arrow)\r\n return true\r\n if (prevType == tt.braceL)\r\n return this.curContext() === types.b_stat\r\n return !this.exprAllowed\r\n}\r\n\r\npp$7.inGeneratorContext = function() {\r\n var this$1 = this;\r\n\r\n for (var i = this.context.length - 1; i >= 0; i--)\r\n if (this$1.context[i].generator) return true\r\n return false\r\n}\r\n\r\npp$7.updateContext = function(prevType) {\r\n var update, type = this.type\r\n if (type.keyword && prevType == tt.dot)\r\n this.exprAllowed = false\r\n else if (update = type.updateContext)\r\n update.call(this, prevType)\r\n else\r\n this.exprAllowed = type.beforeExpr\r\n}\r\n\r\n// Token-specific context update code\r\n\r\ntt.parenR.updateContext = tt.braceR.updateContext = function() {\r\n if (this.context.length == 1) {\r\n this.exprAllowed = true\r\n return\r\n }\r\n var out = this.context.pop(), cur\r\n if (out === types.b_stat && (cur = this.curContext()) && cur.token === \"function\") {\r\n this.context.pop()\r\n this.exprAllowed = false\r\n } else if (out === types.b_tmpl) {\r\n this.exprAllowed = true\r\n } else {\r\n this.exprAllowed = !out.isExpr\r\n }\r\n}\r\n\r\ntt.braceL.updateContext = function(prevType) {\r\n this.context.push(this.braceIsBlock(prevType) ? types.b_stat : types.b_expr)\r\n this.exprAllowed = true\r\n}\r\n\r\ntt.dollarBraceL.updateContext = function() {\r\n this.context.push(types.b_tmpl)\r\n this.exprAllowed = true\r\n}\r\n\r\ntt.parenL.updateContext = function(prevType) {\r\n var statementParens = prevType === tt._if || prevType === tt._for || prevType === tt._with || prevType === tt._while\r\n this.context.push(statementParens ? types.p_stat : types.p_expr)\r\n this.exprAllowed = true\r\n}\r\n\r\ntt.incDec.updateContext = function() {\r\n // tokExprAllowed stays unchanged\r\n}\r\n\r\ntt._function.updateContext = function(prevType) {\r\n if (prevType.beforeExpr && prevType !== tt.semi && prevType !== tt._else &&\r\n !((prevType === tt.colon || prevType === tt.braceL) && this.curContext() === types.b_stat))\r\n this.context.push(types.f_expr)\r\n this.exprAllowed = false\r\n}\r\n\r\ntt.backQuote.updateContext = function() {\r\n if (this.curContext() === types.q_tmpl)\r\n this.context.pop()\r\n else\r\n this.context.push(types.q_tmpl)\r\n this.exprAllowed = false\r\n}\r\n\r\ntt.star.updateContext = function(prevType) {\r\n if (prevType == tt._function) {\r\n if (this.curContext() === types.f_expr)\r\n this.context[this.context.length - 1] = types.f_expr_gen\r\n else\r\n this.context.push(types.f_gen)\r\n }\r\n this.exprAllowed = true\r\n}\r\n\r\ntt.name.updateContext = function(prevType) {\r\n var allowed = false\r\n if (this.options.ecmaVersion >= 6) {\r\n if (this.value == \"of\" && !this.exprAllowed ||\r\n this.value == \"yield\" && this.inGeneratorContext())\r\n allowed = true\r\n }\r\n this.exprAllowed = allowed\r\n}\r\n\r\n// Object type used to represent tokens. Note that normally, tokens\r\n// simply exist as properties on the parser object. This is only\r\n// used for the onToken callback and the external tokenizer.\r\n\r\nvar Token = function Token(p) {\r\n this.type = p.type\r\n this.value = p.value\r\n this.start = p.start\r\n this.end = p.end\r\n if (p.options.locations)\r\n this.loc = new SourceLocation(p, p.startLoc, p.endLoc)\r\n if (p.options.ranges)\r\n this.range = [p.start, p.end]\r\n};\r\n\r\n// ## Tokenizer\r\n\r\nvar pp$8 = Parser.prototype\r\n\r\n// Are we running under Rhino?\r\nvar isRhino = typeof Packages == \"object\" && Object.prototype.toString.call(Packages) == \"[object JavaPackage]\"\r\n\r\n// Move to the next token\r\n\r\npp$8.next = function() {\r\n if (this.options.onToken)\r\n this.options.onToken(new Token(this))\r\n\r\n this.lastTokEnd = this.end\r\n this.lastTokStart = this.start\r\n this.lastTokEndLoc = this.endLoc\r\n this.lastTokStartLoc = this.startLoc\r\n this.nextToken()\r\n}\r\n\r\npp$8.getToken = function() {\r\n this.next()\r\n return new Token(this)\r\n}\r\n\r\n// If we're in an ES6 environment, make parsers iterable\r\nif (typeof Symbol !== \"undefined\")\r\n pp$8[Symbol.iterator] = function() {\r\n var this$1 = this;\r\n\r\n return {\r\n next: function () {\r\n var token = this$1.getToken()\r\n return {\r\n done: token.type === tt.eof,\r\n value: token\r\n }\r\n }\r\n }\r\n }\r\n\r\n// Toggle strict mode. Re-reads the next number or string to please\r\n// pedantic tests (`\"use strict\"; 010;` should fail).\r\n\r\npp$8.curContext = function() {\r\n return this.context[this.context.length - 1]\r\n}\r\n\r\n// Read a single token, updating the parser object's token-related\r\n// properties.\r\n\r\npp$8.nextToken = function() {\r\n var curContext = this.curContext()\r\n if (!curContext || !curContext.preserveSpace) this.skipSpace()\r\n\r\n this.start = this.pos\r\n if (this.options.locations) this.startLoc = this.curPosition()\r\n if (this.pos >= this.input.length) return this.finishToken(tt.eof)\r\n\r\n if (curContext.override) return curContext.override(this)\r\n else this.readToken(this.fullCharCodeAtPos())\r\n}\r\n\r\npp$8.readToken = function(code) {\r\n // Identifier or keyword. '\\uXXXX' sequences are allowed in\r\n // identifiers, so '\\' also dispatches to that.\r\n if (isIdentifierStart(code, this.options.ecmaVersion >= 6) || code === 92 /* '\\' */)\r\n return this.readWord()\r\n\r\n return this.getTokenFromCode(code)\r\n}\r\n\r\npp$8.fullCharCodeAtPos = function() {\r\n var code = this.input.charCodeAt(this.pos)\r\n if (code <= 0xd7ff || code >= 0xe000) return code\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n return (code << 10) + next - 0x35fdc00\r\n}\r\n\r\npp$8.skipBlockComment = function() {\r\n var this$1 = this;\r\n\r\n var startLoc = this.options.onComment && this.curPosition()\r\n var start = this.pos, end = this.input.indexOf(\"*/\", this.pos += 2)\r\n if (end === -1) this.raise(this.pos - 2, \"Unterminated comment\")\r\n this.pos = end + 2\r\n if (this.options.locations) {\r\n lineBreakG.lastIndex = start\r\n var match\r\n while ((match = lineBreakG.exec(this.input)) && match.index < this.pos) {\r\n ++this$1.curLine\r\n this$1.lineStart = match.index + match[0].length\r\n }\r\n }\r\n if (this.options.onComment)\r\n this.options.onComment(true, this.input.slice(start + 2, end), start, this.pos,\r\n startLoc, this.curPosition())\r\n}\r\n\r\npp$8.skipLineComment = function(startSkip) {\r\n var this$1 = this;\r\n\r\n var start = this.pos\r\n var startLoc = this.options.onComment && this.curPosition()\r\n var ch = this.input.charCodeAt(this.pos += startSkip)\r\n while (this.pos < this.input.length && ch !== 10 && ch !== 13 && ch !== 8232 && ch !== 8233) {\r\n ++this$1.pos\r\n ch = this$1.input.charCodeAt(this$1.pos)\r\n }\r\n if (this.options.onComment)\r\n this.options.onComment(false, this.input.slice(start + startSkip, this.pos), start, this.pos,\r\n startLoc, this.curPosition())\r\n}\r\n\r\n// Called at the start of the parse and after every token. Skips\r\n// whitespace and comments, and.\r\n\r\npp$8.skipSpace = function() {\r\n var this$1 = this;\r\n\r\n loop: while (this.pos < this.input.length) {\r\n var ch = this$1.input.charCodeAt(this$1.pos)\r\n switch (ch) {\r\n case 32: case 160: // ' '\r\n ++this$1.pos\r\n break\r\n case 13:\r\n if (this$1.input.charCodeAt(this$1.pos + 1) === 10) {\r\n ++this$1.pos\r\n }\r\n case 10: case 8232: case 8233:\r\n ++this$1.pos\r\n if (this$1.options.locations) {\r\n ++this$1.curLine\r\n this$1.lineStart = this$1.pos\r\n }\r\n break\r\n case 47: // '/'\r\n switch (this$1.input.charCodeAt(this$1.pos + 1)) {\r\n case 42: // '*'\r\n this$1.skipBlockComment()\r\n break\r\n case 47:\r\n this$1.skipLineComment(2)\r\n break\r\n default:\r\n break loop\r\n }\r\n break\r\n default:\r\n if (ch > 8 && ch < 14 || ch >= 5760 && nonASCIIwhitespace.test(String.fromCharCode(ch))) {\r\n ++this$1.pos\r\n } else {\r\n break loop\r\n }\r\n }\r\n }\r\n}\r\n\r\n// Called at the end of every token. Sets `end`, `val`, and\r\n// maintains `context` and `exprAllowed`, and skips the space after\r\n// the token, so that the next one's `start` will point at the\r\n// right position.\r\n\r\npp$8.finishToken = function(type, val) {\r\n this.end = this.pos\r\n if (this.options.locations) this.endLoc = this.curPosition()\r\n var prevType = this.type\r\n this.type = type\r\n this.value = val\r\n\r\n this.updateContext(prevType)\r\n}\r\n\r\n// ### Token reading\r\n\r\n// This is the function that is called to fetch the next token. It\r\n// is somewhat obscure, because it works in character codes rather\r\n// than characters, and because operator parsing has been inlined\r\n// into it.\r\n//\r\n// All in the name of speed.\r\n//\r\npp$8.readToken_dot = function() {\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n if (next >= 48 && next <= 57) return this.readNumber(true)\r\n var next2 = this.input.charCodeAt(this.pos + 2)\r\n if (this.options.ecmaVersion >= 6 && next === 46 && next2 === 46) { // 46 = dot '.'\r\n this.pos += 3\r\n return this.finishToken(tt.ellipsis)\r\n } else {\r\n ++this.pos\r\n return this.finishToken(tt.dot)\r\n }\r\n}\r\n\r\npp$8.readToken_slash = function() { // '/'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n if (this.exprAllowed) { ++this.pos; return this.readRegexp() }\r\n if (next === 61) return this.finishOp(tt.assign, 2)\r\n return this.finishOp(tt.slash, 1)\r\n}\r\n\r\npp$8.readToken_mult_modulo_exp = function(code) { // '%*'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n var size = 1\r\n var tokentype = code === 42 ? tt.star : tt.modulo\r\n\r\n // exponentiation operator ** and **=\r\n if (this.options.ecmaVersion >= 7 && next === 42) {\r\n ++size\r\n tokentype = tt.starstar\r\n next = this.input.charCodeAt(this.pos + 2)\r\n }\r\n\r\n if (next === 61) return this.finishOp(tt.assign, size + 1)\r\n return this.finishOp(tokentype, size)\r\n}\r\n\r\npp$8.readToken_pipe_amp = function(code) { // '|&'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n if (next === code) return this.finishOp(code === 124 ? tt.logicalOR : tt.logicalAND, 2)\r\n if (next === 61) return this.finishOp(tt.assign, 2)\r\n return this.finishOp(code === 124 ? tt.bitwiseOR : tt.bitwiseAND, 1)\r\n}\r\n\r\npp$8.readToken_caret = function() { // '^'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n if (next === 61) return this.finishOp(tt.assign, 2)\r\n return this.finishOp(tt.bitwiseXOR, 1)\r\n}\r\n\r\npp$8.readToken_plus_min = function(code) { // '+-'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n if (next === code) {\r\n if (next == 45 && this.input.charCodeAt(this.pos + 2) == 62 &&\r\n lineBreak.test(this.input.slice(this.lastTokEnd, this.pos))) {\r\n // A `-->` line comment\r\n this.skipLineComment(3)\r\n this.skipSpace()\r\n return this.nextToken()\r\n }\r\n return this.finishOp(tt.incDec, 2)\r\n }\r\n if (next === 61) return this.finishOp(tt.assign, 2)\r\n return this.finishOp(tt.plusMin, 1)\r\n}\r\n\r\npp$8.readToken_lt_gt = function(code) { // '<>'\r\n var next = this.input.charCodeAt(this.pos + 1)\r\n var size = 1\r\n if (next === code) {\r\n size = code === 62 && this.input.charCodeAt(this.pos + 2) === 62 ? 3 : 2\r\n if (this.input.charCodeAt(this.pos + size) === 61) return this.finishOp(tt.assign, size + 1)\r\n return this.finishOp(tt.bitShift, size)\r\n }\r\n if (next == 33 && code == 60 && this.input.charCodeAt(this.pos + 2) == 45 &&\r\n this.input.charCodeAt(this.pos + 3) == 45) {\r\n if (this.inModule) this.unexpected()\r\n // `0;)if(list[i]===listener||list[i].listener&&list[i].listener===listener){position=i;break}if(0>position)return this;1===list.length?(list.length=0,delete this._events[type]):list.splice(position,1),this._events.removeListener&&this.emit(\\\"removeListener\\\",type,listener)}return this},EventEmitter.prototype.removeAllListeners=function(type){var key,listeners;if(!this._events)return this;if(!this._events.removeListener)return 0===arguments.length?this._events={}:this._events[type]&&delete this._events[type],this;if(0===arguments.length){for(key in this._events)\\\"removeListener\\\"!==key&&this.removeAllListeners(key);return this.removeAllListeners(\\\"removeListener\\\"),this._events={},this\\n}if(listeners=this._events[type],isFunction(listeners))this.removeListener(type,listeners);else for(;listeners.length;)this.removeListener(type,listeners[listeners.length-1]);return delete 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assume(){processenforceall(),state.option.esversion||state.option.moz||(state.option.esversion=state.option.es3?3:state.option.esnext?6:5),state.inES5()&&combine(predefined,vars.ecmaIdentifiers[5]),state.inES6()&&combine(predefined,vars.ecmaIdentifiers[6]),state.option.module&&(state.option.strict===!0&&(state.option.strict=\\\"global\\\"),state.inES6()||warning(\\\"W134\\\",state.tokens.next,\\\"module\\\",6)),state.option.couch&&combine(predefined,vars.couch),state.option.qunit&&combine(predefined,vars.qunit),state.option.rhino&&combine(predefined,vars.rhino),state.option.shelljs&&(combine(predefined,vars.shelljs),combine(predefined,vars.node)),state.option.typed&&combine(predefined,vars.typed),state.option.phantom&&(combine(predefined,vars.phantom),state.option.strict===!0&&(state.option.strict=\\\"global\\\")),state.option.prototypejs&&combine(predefined,vars.prototypejs),state.option.node&&(combine(predefined,vars.node),combine(predefined,vars.typed),state.option.strict===!0&&(state.option.strict=\\\"global\\\")),state.option.devel&&combine(predefined,vars.devel),state.option.dojo&&combine(predefined,vars.dojo),state.option.browser&&(combine(predefined,vars.browser),combine(predefined,vars.typed)),state.option.browserify&&(combine(predefined,vars.browser),combine(predefined,vars.typed),combine(predefined,vars.browserify),state.option.strict===!0&&(state.option.strict=\\\"global\\\")),state.option.nonstandard&&combine(predefined,vars.nonstandard),state.option.jasmine&&combine(predefined,vars.jasmine),state.option.jquery&&combine(predefined,vars.jquery),state.option.mootools&&combine(predefined,vars.mootools),state.option.worker&&combine(predefined,vars.worker),state.option.wsh&&combine(predefined,vars.wsh),state.option.globalstrict&&state.option.strict!==!1&&(state.option.strict=\\\"global\\\"),state.option.yui&&combine(predefined,vars.yui),state.option.mocha&&combine(predefined,vars.mocha)}function quit(code,line,chr){var percentage=Math.floor(100*(line/state.lines.length)),message=messages.errors[code].desc;throw{name:\\\"JSHintError\\\",line:line,character:chr,message:message+\\\" (\\\"+percentage+\\\"% scanned).\\\",raw:message,code:code}}function removeIgnoredMessages(){var ignored=state.ignoredLines;_.isEmpty(ignored)||(JSHINT.errors=_.reject(JSHINT.errors,function(err){return ignored[err.line]}))}function warning(code,t,a,b,c,d){var ch,l,w,msg;if(/^W\\\\d{3}$/.test(code)){if(state.ignored[code])return;msg=messages.warnings[code]}else/E\\\\d{3}/.test(code)?msg=messages.errors[code]:/I\\\\d{3}/.test(code)&&(msg=messages.info[code]);return t=t||state.tokens.next||{},\\\"(end)\\\"===t.id&&(t=state.tokens.curr),l=t.line||0,ch=t.from||0,w={id:\\\"(error)\\\",raw:msg.desc,code:msg.code,evidence:state.lines[l-1]||\\\"\\\",line:l,character:ch,scope:JSHINT.scope,a:a,b:b,c:c,d:d},w.reason=supplant(msg.desc,w),JSHINT.errors.push(w),removeIgnoredMessages(),JSHINT.errors.length>=state.option.maxerr&&quit(\\\"E043\\\",l,ch),w}function warningAt(m,l,ch,a,b,c,d){return warning(m,{line:l,from:ch},a,b,c,d)}function error(m,t,a,b,c,d){warning(m,t,a,b,c,d)}function errorAt(m,l,ch,a,b,c,d){return error(m,{line:l,from:ch},a,b,c,d)}function addInternalSrc(elem,src){var i;return i={id:\\\"(internal)\\\",elem:elem,value:src},JSHINT.internals.push(i),i}function doOption(){var nt=state.tokens.next,body=nt.body.match(/(-\\\\s+)?[^\\\\s,:]+(?:\\\\s*:\\\\s*(-\\\\s+)?[^\\\\s,]+)?/g)||[],predef={};if(\\\"globals\\\"===nt.type){body.forEach(function(g,idx){g=g.split(\\\":\\\");var key=(g[0]||\\\"\\\").trim(),val=(g[1]||\\\"\\\").trim();if(\\\"-\\\"===key||!key.length){if(idx>0&&idx===body.length-1)return;return error(\\\"E002\\\",nt),void 0}\\\"-\\\"===key.charAt(0)?(key=key.slice(1),val=!1,JSHINT.blacklist[key]=key,delete predefined[key]):predef[key]=\\\"true\\\"===val}),combine(predefined,predef);for(var key in predef)_.has(predef,key)&&(declared[key]=nt)}\\\"exported\\\"===nt.type&&body.forEach(function(e,idx){if(!e.length){if(idx>0&&idx===body.length-1)return;return error(\\\"E002\\\",nt),void 0}state.funct[\\\"(scope)\\\"].addExported(e)}),\\\"members\\\"===nt.type&&(membersOnly=membersOnly||{},body.forEach(function(m){var ch1=m.charAt(0),ch2=m.charAt(m.length-1);ch1!==ch2||'\\\"'!==ch1&&\\\"'\\\"!==ch1||(m=m.substr(1,m.length-2).replace('\\\\\\\\\\\"','\\\"')),membersOnly[m]=!1}));var numvals=[\\\"maxstatements\\\",\\\"maxparams\\\",\\\"maxdepth\\\",\\\"maxcomplexity\\\",\\\"maxerr\\\",\\\"maxlen\\\",\\\"indent\\\"];(\\\"jshint\\\"===nt.type||\\\"jslint\\\"===nt.type)&&(body.forEach(function(g){g=g.split(\\\":\\\");var key=(g[0]||\\\"\\\").trim(),val=(g[1]||\\\"\\\").trim();if(checkOption(key,nt))if(numvals.indexOf(key)>=0)if(\\\"false\\\"!==val){if(val=+val,\\\"number\\\"!=typeof val||!isFinite(val)||0>=val||Math.floor(val)!==val)return error(\\\"E032\\\",nt,g[1].trim()),void 0;state.option[key]=val}else state.option[key]=\\\"indent\\\"===key?4:!1;else{if(\\\"validthis\\\"===key)return state.funct[\\\"(global)\\\"]?void error(\\\"E009\\\"):\\\"true\\\"!==val&&\\\"false\\\"!==val?void error(\\\"E002\\\",nt):(state.option.validthis=\\\"true\\\"===val,void 0);if(\\\"quotmark\\\"!==key)if(\\\"shadow\\\"!==key)if(\\\"unused\\\"!==key)if(\\\"latedef\\\"!==key)if(\\\"ignore\\\"!==key)if(\\\"strict\\\"!==key){\\\"module\\\"===key&&(hasParsedCode(state.funct)||error(\\\"E055\\\",state.tokens.next,\\\"module\\\"));var esversions={es3:3,es5:5,esnext:6};if(!_.has(esversions,key)){if(\\\"esversion\\\"===key){switch(val){case\\\"5\\\":state.inES5(!0)&&warning(\\\"I003\\\");case\\\"3\\\":case\\\"6\\\":state.option.moz=!1,state.option.esversion=+val;break;case\\\"2015\\\":state.option.moz=!1,state.option.esversion=6;break;default:error(\\\"E002\\\",nt)}return hasParsedCode(state.funct)||error(\\\"E055\\\",state.tokens.next,\\\"esversion\\\"),void 0}var match=/^([+-])(W\\\\d{3})$/g.exec(key);if(match)return state.ignored[match[2]]=\\\"-\\\"===match[1],void 0;var tn;return\\\"true\\\"===val||\\\"false\\\"===val?(\\\"jslint\\\"===nt.type?(tn=options.renamed[key]||key,state.option[tn]=\\\"true\\\"===val,void 0!==options.inverted[tn]&&(state.option[tn]=!state.option[tn])):state.option[key]=\\\"true\\\"===val,\\\"newcap\\\"===key&&(state.option[\\\"(explicitNewcap)\\\"]=!0),void 0):(error(\\\"E002\\\",nt),void 0)}switch(val){case\\\"true\\\":state.option.moz=!1,state.option.esversion=esversions[key];break;case\\\"false\\\":state.option.moz||(state.option.esversion=5);break;default:error(\\\"E002\\\",nt)}}else switch(val){case\\\"true\\\":state.option.strict=!0;break;case\\\"false\\\":state.option.strict=!1;break;case\\\"func\\\":case\\\"global\\\":case\\\"implied\\\":state.option.strict=val;break;default:error(\\\"E002\\\",nt)}else switch(val){case\\\"line\\\":state.ignoredLines[nt.line]=!0,removeIgnoredMessages();break;default:error(\\\"E002\\\",nt)}else switch(val){case\\\"true\\\":state.option.latedef=!0;break;case\\\"false\\\":state.option.latedef=!1;break;case\\\"nofunc\\\":state.option.latedef=\\\"nofunc\\\";break;default:error(\\\"E002\\\",nt)}else switch(val){case\\\"true\\\":state.option.unused=!0;break;case\\\"false\\\":state.option.unused=!1;break;case\\\"vars\\\":case\\\"strict\\\":state.option.unused=val;break;default:error(\\\"E002\\\",nt)}else switch(val){case\\\"true\\\":state.option.shadow=!0;break;case\\\"outer\\\":state.option.shadow=\\\"outer\\\";break;case\\\"false\\\":case\\\"inner\\\":state.option.shadow=\\\"inner\\\";break;default:error(\\\"E002\\\",nt)}else switch(val){case\\\"true\\\":case\\\"false\\\":state.option.quotmark=\\\"true\\\"===val;break;case\\\"double\\\":case\\\"single\\\":state.option.quotmark=val;break;default:error(\\\"E002\\\",nt)}}}),assume())}function peek(p){var t,i=p||0,j=lookahead.length;if(j>i)return lookahead[i];for(;i>=j;)t=lookahead[j],t||(t=lookahead[j]=lex.token()),j+=1;return t||\\\"(end)\\\"!==state.tokens.next.id?t:state.tokens.next}function peekIgnoreEOL(){var t,i=0;do t=peek(i++);while(\\\"(endline)\\\"===t.id);return t}function advance(id,t){switch(state.tokens.curr.id){case\\\"(number)\\\":\\\".\\\"===state.tokens.next.id&&warning(\\\"W005\\\",state.tokens.curr);break;case\\\"-\\\":(\\\"-\\\"===state.tokens.next.id||\\\"--\\\"===state.tokens.next.id)&&warning(\\\"W006\\\");break;case\\\"+\\\":(\\\"+\\\"===state.tokens.next.id||\\\"++\\\"===state.tokens.next.id)&&warning(\\\"W007\\\")}for(id&&state.tokens.next.id!==id&&(t?\\\"(end)\\\"===state.tokens.next.id?error(\\\"E019\\\",t,t.id):error(\\\"E020\\\",state.tokens.next,id,t.id,t.line,state.tokens.next.value):(\\\"(identifier)\\\"!==state.tokens.next.type||state.tokens.next.value!==id)&&warning(\\\"W116\\\",state.tokens.next,id,state.tokens.next.value)),state.tokens.prev=state.tokens.curr,state.tokens.curr=state.tokens.next;;){if(state.tokens.next=lookahead.shift()||lex.token(),state.tokens.next||quit(\\\"E041\\\",state.tokens.curr.line),\\\"(end)\\\"===state.tokens.next.id||\\\"(error)\\\"===state.tokens.next.id)return;if(state.tokens.next.check&&state.tokens.next.check(),state.tokens.next.isSpecial)\\\"falls through\\\"===state.tokens.next.type?state.tokens.curr.caseFallsThrough=!0:doOption();else if(\\\"(endline)\\\"!==state.tokens.next.id)break}}function isInfix(token){return token.infix||!token.identifier&&!token.template&&!!token.led}function isEndOfExpr(){var curr=state.tokens.curr,next=state.tokens.next;return\\\";\\\"===next.id||\\\"}\\\"===next.id||\\\":\\\"===next.id?!0:isInfix(next)===isInfix(curr)||\\\"yield\\\"===curr.id&&state.inMoz()?curr.line!==startLine(next):!1}function isBeginOfExpr(prev){return!prev.left&&\\\"unary\\\"!==prev.arity}function expression(rbp,initial){var left,isArray=!1,isObject=!1,isLetExpr=!1;state.nameStack.push(),initial||\\\"let\\\"!==state.tokens.next.value||\\\"(\\\"!==peek(0).value||(state.inMoz()||warning(\\\"W118\\\",state.tokens.next,\\\"let expressions\\\"),isLetExpr=!0,state.funct[\\\"(scope)\\\"].stack(),advance(\\\"let\\\"),advance(\\\"(\\\"),state.tokens.prev.fud(),advance(\\\")\\\")),\\\"(end)\\\"===state.tokens.next.id&&error(\\\"E006\\\",state.tokens.curr);var isDangerous=state.option.asi&&state.tokens.prev.line!==startLine(state.tokens.curr)&&_.contains([\\\"]\\\",\\\")\\\"],state.tokens.prev.id)&&_.contains([\\\"[\\\",\\\"(\\\"],state.tokens.curr.id);if(isDangerous&&warning(\\\"W014\\\",state.tokens.curr,state.tokens.curr.id),advance(),initial&&(state.funct[\\\"(verb)\\\"]=state.tokens.curr.value,state.tokens.curr.beginsStmt=!0),initial===!0&&state.tokens.curr.fud)left=state.tokens.curr.fud();else for(state.tokens.curr.nud?left=state.tokens.curr.nud():error(\\\"E030\\\",state.tokens.curr,state.tokens.curr.id);(state.tokens.next.lbp>rbp||\\\"(template)\\\"===state.tokens.next.type)&&!isEndOfExpr();)isArray=\\\"Array\\\"===state.tokens.curr.value,isObject=\\\"Object\\\"===state.tokens.curr.value,left&&(left.value||left.first&&left.first.value)&&(\\\"new\\\"!==left.value||left.first&&left.first.value&&\\\".\\\"===left.first.value)&&(isArray=!1,left.value!==state.tokens.curr.value&&(isObject=!1)),advance(),isArray&&\\\"(\\\"===state.tokens.curr.id&&\\\")\\\"===state.tokens.next.id&&warning(\\\"W009\\\",state.tokens.curr),isObject&&\\\"(\\\"===state.tokens.curr.id&&\\\")\\\"===state.tokens.next.id&&warning(\\\"W010\\\",state.tokens.curr),left&&state.tokens.curr.led?left=state.tokens.curr.led(left):error(\\\"E033\\\",state.tokens.curr,state.tokens.curr.id);return isLetExpr&&state.funct[\\\"(scope)\\\"].unstack(),state.nameStack.pop(),left}function startLine(token){return token.startLine||token.line}function nobreaknonadjacent(left,right){left=left||state.tokens.curr,right=right||state.tokens.next,state.option.laxbreak||left.line===startLine(right)||warning(\\\"W014\\\",right,right.value)}function nolinebreak(t){t=t||state.tokens.curr,t.line!==startLine(state.tokens.next)&&warning(\\\"E022\\\",t,t.value)}function nobreakcomma(left,right){left.line!==startLine(right)&&(state.option.laxcomma||(comma.first&&(warning(\\\"I001\\\"),comma.first=!1),warning(\\\"W014\\\",left,right.value)))}function comma(opts){if(opts=opts||{},opts.peek?nobreakcomma(state.tokens.prev,state.tokens.curr):(nobreakcomma(state.tokens.curr,state.tokens.next),advance(\\\",\\\")),state.tokens.next.identifier&&(!opts.property||!state.inES5()))switch(state.tokens.next.value){case\\\"break\\\":case\\\"case\\\":case\\\"catch\\\":case\\\"continue\\\":case\\\"default\\\":case\\\"do\\\":case\\\"else\\\":case\\\"finally\\\":case\\\"for\\\":case\\\"if\\\":case\\\"in\\\":case\\\"instanceof\\\":case\\\"return\\\":case\\\"switch\\\":case\\\"throw\\\":case\\\"try\\\":case\\\"var\\\":case\\\"let\\\":case\\\"while\\\":case\\\"with\\\":return error(\\\"E024\\\",state.tokens.next,state.tokens.next.value),!1}if(\\\"(punctuator)\\\"===state.tokens.next.type)switch(state.tokens.next.value){case\\\"}\\\":case\\\"]\\\":case\\\",\\\":if(opts.allowTrailing)return!0;case\\\")\\\":return error(\\\"E024\\\",state.tokens.next,state.tokens.next.value),!1}return!0}function symbol(s,p){var x=state.syntax[s];return x&&\\\"object\\\"==typeof x||(state.syntax[s]=x={id:s,lbp:p,value:s}),x}function delim(s){var x=symbol(s,0);return x.delim=!0,x}function stmt(s,f){var x=delim(s);return x.identifier=x.reserved=!0,x.fud=f,x}function blockstmt(s,f){var x=stmt(s,f);return x.block=!0,x}function reserveName(x){var c=x.id.charAt(0);return(c>=\\\"a\\\"&&\\\"z\\\">=c||c>=\\\"A\\\"&&\\\"Z\\\">=c)&&(x.identifier=x.reserved=!0),x}function prefix(s,f){var x=symbol(s,150);return reserveName(x),x.nud=\\\"function\\\"==typeof f?f:function(){return this.arity=\\\"unary\\\",this.right=expression(150),(\\\"++\\\"===this.id||\\\"--\\\"===this.id)&&(state.option.plusplus?warning(\\\"W016\\\",this,this.id):!this.right||this.right.identifier&&!isReserved(this.right)||\\\".\\\"===this.right.id||\\\"[\\\"===this.right.id||warning(\\\"W017\\\",this),this.right&&this.right.isMetaProperty?error(\\\"E031\\\",this):this.right&&this.right.identifier&&state.funct[\\\"(scope)\\\"].block.modify(this.right.value,this)),this},x}function type(s,f){var x=delim(s);return x.type=s,x.nud=f,x}function reserve(name,func){var x=type(name,func);return x.identifier=!0,x.reserved=!0,x}function FutureReservedWord(name,meta){var x=type(name,meta&&meta.nud||function(){return this});return meta=meta||{},meta.isFutureReservedWord=!0,x.value=name,x.identifier=!0,x.reserved=!0,x.meta=meta,x}function reservevar(s,v){return reserve(s,function(){return\\\"function\\\"==typeof v&&v(this),this})}function infix(s,f,p,w){var x=symbol(s,p);return reserveName(x),x.infix=!0,x.led=function(left){return w||nobreaknonadjacent(state.tokens.prev,state.tokens.curr),\\\"in\\\"!==s&&\\\"instanceof\\\"!==s||\\\"!\\\"!==left.id||warning(\\\"W018\\\",left,\\\"!\\\"),\\\"function\\\"==typeof f?f(left,this):(this.left=left,this.right=expression(p),this)},x}function application(s){var x=symbol(s,42);return x.led=function(left){return nobreaknonadjacent(state.tokens.prev,state.tokens.curr),this.left=left,this.right=doFunction({type:\\\"arrow\\\",loneArg:left}),this},x}function relation(s,f){var x=symbol(s,100);return x.led=function(left){nobreaknonadjacent(state.tokens.prev,state.tokens.curr),this.left=left;var right=this.right=expression(100);return isIdentifier(left,\\\"NaN\\\")||isIdentifier(right,\\\"NaN\\\")?warning(\\\"W019\\\",this):f&&f.apply(this,[left,right]),left&&right||quit(\\\"E041\\\",state.tokens.curr.line),\\\"!\\\"===left.id&&warning(\\\"W018\\\",left,\\\"!\\\"),\\\"!\\\"===right.id&&warning(\\\"W018\\\",right,\\\"!\\\"),this},x}function isPoorRelation(node){return node&&(\\\"(number)\\\"===node.type&&0===+node.value||\\\"(string)\\\"===node.type&&\\\"\\\"===node.value||\\\"null\\\"===node.type&&!state.option.eqnull||\\\"true\\\"===node.type||\\\"false\\\"===node.type||\\\"undefined\\\"===node.type)}function isTypoTypeof(left,right,state){var values;return state.option.notypeof?!1:left&&right?(values=state.inES6()?typeofValues.es6:typeofValues.es3,\\\"(identifier)\\\"===right.type&&\\\"typeof\\\"===right.value&&\\\"(string)\\\"===left.type?!_.contains(values,left.value):!1):!1}function isGlobalEval(left,state){var isGlobal=!1;return\\\"this\\\"===left.type&&null===state.funct[\\\"(context)\\\"]?isGlobal=!0:\\\"(identifier)\\\"===left.type&&(state.option.node&&\\\"global\\\"===left.value?isGlobal=!0:!state.option.browser||\\\"window\\\"!==left.value&&\\\"document\\\"!==left.value||(isGlobal=!0)),isGlobal}function findNativePrototype(left){function walkPrototype(obj){return\\\"object\\\"==typeof obj?\\\"prototype\\\"===obj.right?obj:walkPrototype(obj.left):void 0}function walkNative(obj){for(;!obj.identifier&&\\\"object\\\"==typeof obj.left;)obj=obj.left;return obj.identifier&&natives.indexOf(obj.value)>=0?obj.value:void 0}var natives=[\\\"Array\\\",\\\"ArrayBuffer\\\",\\\"Boolean\\\",\\\"Collator\\\",\\\"DataView\\\",\\\"Date\\\",\\\"DateTimeFormat\\\",\\\"Error\\\",\\\"EvalError\\\",\\\"Float32Array\\\",\\\"Float64Array\\\",\\\"Function\\\",\\\"Infinity\\\",\\\"Intl\\\",\\\"Int16Array\\\",\\\"Int32Array\\\",\\\"Int8Array\\\",\\\"Iterator\\\",\\\"Number\\\",\\\"NumberFormat\\\",\\\"Object\\\",\\\"RangeError\\\",\\\"ReferenceError\\\",\\\"RegExp\\\",\\\"StopIteration\\\",\\\"String\\\",\\\"SyntaxError\\\",\\\"TypeError\\\",\\\"Uint16Array\\\",\\\"Uint32Array\\\",\\\"Uint8Array\\\",\\\"Uint8ClampedArray\\\",\\\"URIError\\\"],prototype=walkPrototype(left);return prototype?walkNative(prototype):void 0}function checkLeftSideAssign(left,assignToken,options){var allowDestructuring=options&&options.allowDestructuring;if(assignToken=assignToken||left,state.option.freeze){var nativeObject=findNativePrototype(left);nativeObject&&warning(\\\"W121\\\",left,nativeObject)}return left.identifier&&!left.isMetaProperty&&state.funct[\\\"(scope)\\\"].block.reassign(left.value,left),\\\".\\\"===left.id?((!left.left||\\\"arguments\\\"===left.left.value&&!state.isStrict())&&warning(\\\"E031\\\",assignToken),state.nameStack.set(state.tokens.prev),!0):\\\"{\\\"===left.id||\\\"[\\\"===left.id?(allowDestructuring&&state.tokens.curr.left.destructAssign?state.tokens.curr.left.destructAssign.forEach(function(t){t.id&&state.funct[\\\"(scope)\\\"].block.modify(t.id,t.token)}):\\\"{\\\"!==left.id&&left.left?\\\"arguments\\\"!==left.left.value||state.isStrict()||warning(\\\"E031\\\",assignToken):warning(\\\"E031\\\",assignToken),\\\"[\\\"===left.id&&state.nameStack.set(left.right),!0):left.isMetaProperty?(error(\\\"E031\\\",assignToken),!0):left.identifier&&!isReserved(left)?(\\\"exception\\\"===state.funct[\\\"(scope)\\\"].labeltype(left.value)&&warning(\\\"W022\\\",left),state.nameStack.set(left),!0):(left===state.syntax[\\\"function\\\"]&&warning(\\\"W023\\\",state.tokens.curr),!1)}function assignop(s,f,p){var x=infix(s,\\\"function\\\"==typeof f?f:function(left,that){return that.left=left,left&&checkLeftSideAssign(left,that,{allowDestructuring:!0})?(that.right=expression(10),that):(error(\\\"E031\\\",that),void 0)},p);return x.exps=!0,x.assign=!0,x}function bitwise(s,f,p){var x=symbol(s,p);return reserveName(x),x.led=\\\"function\\\"==typeof f?f:function(left){return state.option.bitwise&&warning(\\\"W016\\\",this,this.id),this.left=left,this.right=expression(p),this},x}function bitwiseassignop(s){return assignop(s,function(left,that){return state.option.bitwise&&warning(\\\"W016\\\",that,that.id),left&&checkLeftSideAssign(left,that)?(that.right=expression(10),that):(error(\\\"E031\\\",that),void 0)},20)}function suffix(s){var x=symbol(s,150);return x.led=function(left){return state.option.plusplus?warning(\\\"W016\\\",this,this.id):left.identifier&&!isReserved(left)||\\\".\\\"===left.id||\\\"[\\\"===left.id||warning(\\\"W017\\\",this),left.isMetaProperty?error(\\\"E031\\\",this):left&&left.identifier&&state.funct[\\\"(scope)\\\"].block.modify(left.value,left),this.left=left,this},x}function optionalidentifier(fnparam,prop,preserve){if(state.tokens.next.identifier){preserve||advance();var curr=state.tokens.curr,val=state.tokens.curr.value;return isReserved(curr)?prop&&state.inES5()?val:fnparam&&\\\"undefined\\\"===val?val:(warning(\\\"W024\\\",state.tokens.curr,state.tokens.curr.id),val):val}}function identifier(fnparam,prop){var i=optionalidentifier(fnparam,prop,!1);if(i)return i;if(\\\"...\\\"===state.tokens.next.value){if(state.inES6(!0)||warning(\\\"W119\\\",state.tokens.next,\\\"spread/rest operator\\\",\\\"6\\\"),advance(),checkPunctuator(state.tokens.next,\\\"...\\\"))for(warning(\\\"E024\\\",state.tokens.next,\\\"...\\\");checkPunctuator(state.tokens.next,\\\"...\\\");)advance();return state.tokens.next.identifier?identifier(fnparam,prop):(warning(\\\"E024\\\",state.tokens.curr,\\\"...\\\"),void 0)}error(\\\"E030\\\",state.tokens.next,state.tokens.next.value),\\\";\\\"!==state.tokens.next.id&&advance()}function reachable(controlToken){var t,i=0;if(\\\";\\\"===state.tokens.next.id&&!controlToken.inBracelessBlock)for(;;){do t=peek(i),i+=1;while(\\\"(end)\\\"!==t.id&&\\\"(comment)\\\"===t.id);if(t.reach)return;if(\\\"(endline)\\\"!==t.id){if(\\\"function\\\"===t.id){state.option.latedef===!0&&warning(\\\"W026\\\",t);break}warning(\\\"W027\\\",t,t.value,controlToken.value);break}}}function parseFinalSemicolon(){if(\\\";\\\"!==state.tokens.next.id){if(state.tokens.next.isUnclosed)return advance();var sameLine=startLine(state.tokens.next)===state.tokens.curr.line&&\\\"(end)\\\"!==state.tokens.next.id,blockEnd=checkPunctuator(state.tokens.next,\\\"}\\\");sameLine&&!blockEnd?errorAt(\\\"E058\\\",state.tokens.curr.line,state.tokens.curr.character):state.option.asi||(blockEnd&&!state.option.lastsemic||!sameLine)&&warningAt(\\\"W033\\\",state.tokens.curr.line,state.tokens.curr.character)}else advance(\\\";\\\")}function statement(){var r,i=indent,t=state.tokens.next,hasOwnScope=!1;if(\\\";\\\"===t.id)return advance(\\\";\\\"),void 0;var res=isReserved(t);if(res&&t.meta&&t.meta.isFutureReservedWord&&\\\":\\\"===peek().id&&(warning(\\\"W024\\\",t,t.id),res=!1),t.identifier&&!res&&\\\":\\\"===peek().id&&(advance(),advance(\\\":\\\"),hasOwnScope=!0,state.funct[\\\"(scope)\\\"].stack(),state.funct[\\\"(scope)\\\"].block.addBreakLabel(t.value,{token:state.tokens.curr}),state.tokens.next.labelled||\\\"{\\\"===state.tokens.next.value||warning(\\\"W028\\\",state.tokens.next,t.value,state.tokens.next.value),state.tokens.next.label=t.value,t=state.tokens.next),\\\"{\\\"===t.id){var iscase=\\\"case\\\"===state.funct[\\\"(verb)\\\"]&&\\\":\\\"===state.tokens.curr.value;return block(!0,!0,!1,!1,iscase),void 0}return r=expression(0,!0),!r||r.identifier&&\\\"function\\\"===r.value||\\\"(punctuator)\\\"===r.type&&r.left&&r.left.identifier&&\\\"function\\\"===r.left.value||state.isStrict()||\\\"global\\\"!==state.option.strict||warning(\\\"E007\\\"),t.block||(state.option.expr||r&&r.exps?state.option.nonew&&r&&r.left&&\\\"(\\\"===r.id&&\\\"new\\\"===r.left.id&&warning(\\\"W031\\\",t):warning(\\\"W030\\\",state.tokens.curr),parseFinalSemicolon()),indent=i,hasOwnScope&&state.funct[\\\"(scope)\\\"].unstack(),r}function statements(){for(var p,a=[];!state.tokens.next.reach&&\\\"(end)\\\"!==state.tokens.next.id;)\\\";\\\"===state.tokens.next.id?(p=peek(),(!p||\\\"(\\\"!==p.id&&\\\"[\\\"!==p.id)&&warning(\\\"W032\\\"),advance(\\\";\\\")):a.push(statement());return a}function directives(){for(var i,p,pn;\\\"(string)\\\"===state.tokens.next.id;){if(p=peek(0),\\\"(endline)\\\"===p.id){i=1;do pn=peek(i++);while(\\\"(endline)\\\"===pn.id);if(\\\";\\\"===pn.id)p=pn;else{if(\\\"[\\\"===pn.value||\\\".\\\"===pn.value)break;state.option.asi&&\\\"(\\\"!==pn.value||warning(\\\"W033\\\",state.tokens.next)}}else{if(\\\".\\\"===p.id||\\\"[\\\"===p.id)break;\\\";\\\"!==p.id&&warning(\\\"W033\\\",p)}advance();var directive=state.tokens.curr.value;(state.directive[directive]||\\\"use strict\\\"===directive&&\\\"implied\\\"===state.option.strict)&&warning(\\\"W034\\\",state.tokens.curr,directive),state.directive[directive]=!0,\\\";\\\"===p.id&&advance(\\\";\\\")}state.isStrict()&&(state.option[\\\"(explicitNewcap)\\\"]||(state.option.newcap=!0),state.option.undef=!0)}function block(ordinary,stmt,isfunc,isfatarrow,iscase){var a,m,t,line,d,b=inblock,old_indent=indent;inblock=ordinary,t=state.tokens.next;var metrics=state.funct[\\\"(metrics)\\\"];if(metrics.nestedBlockDepth+=1,metrics.verifyMaxNestedBlockDepthPerFunction(),\\\"{\\\"===state.tokens.next.id){if(advance(\\\"{\\\"),state.funct[\\\"(scope)\\\"].stack(),line=state.tokens.curr.line,\\\"}\\\"!==state.tokens.next.id){for(indent+=state.option.indent;!ordinary&&state.tokens.next.from>indent;)indent+=state.option.indent;if(isfunc){m={};for(d in state.directive)_.has(state.directive,d)&&(m[d]=state.directive[d]);directives(),state.option.strict&&state.funct[\\\"(context)\\\"][\\\"(global)\\\"]&&(m[\\\"use strict\\\"]||state.isStrict()||warning(\\\"E007\\\"))}a=statements(),metrics.statementCount+=a.length,indent-=state.option.indent}advance(\\\"}\\\",t),isfunc&&(state.funct[\\\"(scope)\\\"].validateParams(),m&&(state.directive=m)),state.funct[\\\"(scope)\\\"].unstack(),indent=old_indent}else if(ordinary)state.funct[\\\"(noblockscopedvar)\\\"]=\\\"for\\\"!==state.tokens.next.id,state.funct[\\\"(scope)\\\"].stack(),(!stmt||state.option.curly)&&warning(\\\"W116\\\",state.tokens.next,\\\"{\\\",state.tokens.next.value),state.tokens.next.inBracelessBlock=!0,indent+=state.option.indent,a=[statement()],indent-=state.option.indent,state.funct[\\\"(scope)\\\"].unstack(),delete state.funct[\\\"(noblockscopedvar)\\\"];else if(isfunc){if(state.funct[\\\"(scope)\\\"].stack(),m={},!stmt||isfatarrow||state.inMoz()||error(\\\"W118\\\",state.tokens.curr,\\\"function closure expressions\\\"),!stmt)for(d in state.directive)_.has(state.directive,d)&&(m[d]=state.directive[d]);expression(10),state.option.strict&&state.funct[\\\"(context)\\\"][\\\"(global)\\\"]&&(m[\\\"use strict\\\"]||state.isStrict()||warning(\\\"E007\\\")),state.funct[\\\"(scope)\\\"].unstack()}else error(\\\"E021\\\",state.tokens.next,\\\"{\\\",state.tokens.next.value);switch(state.funct[\\\"(verb)\\\"]){case\\\"break\\\":case\\\"continue\\\":case\\\"return\\\":case\\\"throw\\\":if(iscase)break;default:state.funct[\\\"(verb)\\\"]=null}return inblock=b,!ordinary||!state.option.noempty||a&&0!==a.length||warning(\\\"W035\\\",state.tokens.prev),metrics.nestedBlockDepth-=1,a}function countMember(m){membersOnly&&\\\"boolean\\\"!=typeof membersOnly[m]&&warning(\\\"W036\\\",state.tokens.curr,m),\\\"number\\\"==typeof member[m]?member[m]+=1:member[m]=1}function comprehensiveArrayExpression(){var res={};res.exps=!0,state.funct[\\\"(comparray)\\\"].stack();var reversed=!1;return\\\"for\\\"!==state.tokens.next.value&&(reversed=!0,state.inMoz()||warning(\\\"W116\\\",state.tokens.next,\\\"for\\\",state.tokens.next.value),state.funct[\\\"(comparray)\\\"].setState(\\\"use\\\"),res.right=expression(10)),advance(\\\"for\\\"),\\\"each\\\"===state.tokens.next.value&&(advance(\\\"each\\\"),state.inMoz()||warning(\\\"W118\\\",state.tokens.curr,\\\"for each\\\")),advance(\\\"(\\\"),state.funct[\\\"(comparray)\\\"].setState(\\\"define\\\"),res.left=expression(130),_.contains([\\\"in\\\",\\\"of\\\"],state.tokens.next.value)?advance():error(\\\"E045\\\",state.tokens.curr),state.funct[\\\"(comparray)\\\"].setState(\\\"generate\\\"),expression(10),advance(\\\")\\\"),\\\"if\\\"===state.tokens.next.value&&(advance(\\\"if\\\"),advance(\\\"(\\\"),state.funct[\\\"(comparray)\\\"].setState(\\\"filter\\\"),res.filter=expression(10),advance(\\\")\\\")),reversed||(state.funct[\\\"(comparray)\\\"].setState(\\\"use\\\"),res.right=expression(10)),advance(\\\"]\\\"),state.funct[\\\"(comparray)\\\"].unstack(),res}function isMethod(){return state.funct[\\\"(statement)\\\"]&&\\\"class\\\"===state.funct[\\\"(statement)\\\"].type||state.funct[\\\"(context)\\\"]&&\\\"class\\\"===state.funct[\\\"(context)\\\"][\\\"(verb)\\\"]}function isPropertyName(token){return token.identifier||\\\"(string)\\\"===token.id||\\\"(number)\\\"===token.id}function propertyName(preserveOrToken){var id,preserve=!0;return\\\"object\\\"==typeof preserveOrToken?id=preserveOrToken:(preserve=preserveOrToken,id=optionalidentifier(!1,!0,preserve)),id?\\\"object\\\"==typeof id&&(\\\"(string)\\\"===id.id||\\\"(identifier)\\\"===id.id?id=id.value:\\\"(number)\\\"===id.id&&(id=\\\"\\\"+id.value)):\\\"(string)\\\"===state.tokens.next.id?(id=state.tokens.next.value,preserve||advance()):\\\"(number)\\\"===state.tokens.next.id&&(id=\\\"\\\"+state.tokens.next.value,preserve||advance()),\\\"hasOwnProperty\\\"===id&&warning(\\\"W001\\\"),id}function functionparams(options){function addParam(addParamArgs){state.funct[\\\"(scope)\\\"].addParam.apply(state.funct[\\\"(scope)\\\"],addParamArgs)}var next,ident,t,paramsIds=[],tokens=[],pastDefault=!1,pastRest=!1,arity=0,loneArg=options&&options.loneArg;if(loneArg&&loneArg.identifier===!0)return state.funct[\\\"(scope)\\\"].addParam(loneArg.value,loneArg),{arity:1,params:[loneArg.value]};if(next=state.tokens.next,options&&options.parsedOpening||advance(\\\"(\\\"),\\\")\\\"===state.tokens.next.id)return advance(\\\")\\\"),void 0;for(;;){arity++;var currentParams=[];if(_.contains([\\\"{\\\",\\\"[\\\"],state.tokens.next.id)){tokens=destructuringPattern();for(t in tokens)t=tokens[t],t.id&&(paramsIds.push(t.id),currentParams.push([t.id,t.token]))}else if(checkPunctuator(state.tokens.next,\\\"...\\\")&&(pastRest=!0),ident=identifier(!0))paramsIds.push(ident),currentParams.push([ident,state.tokens.curr]);else for(;!checkPunctuators(state.tokens.next,[\\\",\\\",\\\")\\\"]);)advance();if(pastDefault&&\\\"=\\\"!==state.tokens.next.id&&error(\\\"W138\\\",state.tokens.current),\\\"=\\\"===state.tokens.next.id&&(state.inES6()||warning(\\\"W119\\\",state.tokens.next,\\\"default parameters\\\",\\\"6\\\"),advance(\\\"=\\\"),pastDefault=!0,expression(10)),currentParams.forEach(addParam),\\\",\\\"!==state.tokens.next.id)return advance(\\\")\\\",next),{arity:arity,params:paramsIds};pastRest&&warning(\\\"W131\\\",state.tokens.next),comma()}}function functor(name,token,overwrites){var funct={\\\"(name)\\\":name,\\\"(breakage)\\\":0,\\\"(loopage)\\\":0,\\\"(tokens)\\\":{},\\\"(properties)\\\":{},\\\"(catch)\\\":!1,\\\"(global)\\\":!1,\\\"(line)\\\":null,\\\"(character)\\\":null,\\\"(metrics)\\\":null,\\\"(statement)\\\":null,\\\"(context)\\\":null,\\\"(scope)\\\":null,\\\"(comparray)\\\":null,\\\"(generator)\\\":null,\\\"(arrow)\\\":null,\\\"(params)\\\":null};return token&&_.extend(funct,{\\\"(line)\\\":token.line,\\\"(character)\\\":token.character,\\\"(metrics)\\\":createMetrics(token)}),_.extend(funct,overwrites),funct[\\\"(context)\\\"]&&(funct[\\\"(scope)\\\"]=funct[\\\"(context)\\\"][\\\"(scope)\\\"],funct[\\\"(comparray)\\\"]=funct[\\\"(context)\\\"][\\\"(comparray)\\\"]),funct}function isFunctor(token){return\\\"(scope)\\\"in token}function hasParsedCode(funct){return funct[\\\"(global)\\\"]&&!funct[\\\"(verb)\\\"]}function doTemplateLiteral(left){function end(){if(state.tokens.curr.template&&state.tokens.curr.tail&&state.tokens.curr.context===ctx)return!0;var complete=state.tokens.next.template&&state.tokens.next.tail&&state.tokens.next.context===ctx;return complete&&advance(),complete||state.tokens.next.isUnclosed}var ctx=this.context,noSubst=this.noSubst,depth=this.depth;if(!noSubst)for(;!end();)!state.tokens.next.template||state.tokens.next.depth>depth?expression(0):advance();return{id:\\\"(template)\\\",type:\\\"(template)\\\",tag:left}}function doFunction(options){var f,token,name,statement,classExprBinding,isGenerator,isArrow,ignoreLoopFunc,oldOption=state.option,oldIgnored=state.ignored;options&&(name=options.name,statement=options.statement,classExprBinding=options.classExprBinding,isGenerator=\\\"generator\\\"===options.type,isArrow=\\\"arrow\\\"===options.type,ignoreLoopFunc=options.ignoreLoopFunc),state.option=Object.create(state.option),state.ignored=Object.create(state.ignored),state.funct=functor(name||state.nameStack.infer(),state.tokens.next,{\\\"(statement)\\\":statement,\\\"(context)\\\":state.funct,\\\"(arrow)\\\":isArrow,\\\"(generator)\\\":isGenerator}),f=state.funct,token=state.tokens.curr,token.funct=state.funct,functions.push(state.funct),state.funct[\\\"(scope)\\\"].stack(\\\"functionouter\\\");var internallyAccessibleName=name||classExprBinding;internallyAccessibleName&&state.funct[\\\"(scope)\\\"].block.add(internallyAccessibleName,classExprBinding?\\\"class\\\":\\\"function\\\",state.tokens.curr,!1),state.funct[\\\"(scope)\\\"].stack(\\\"functionparams\\\");var paramsInfo=functionparams(options);return paramsInfo?(state.funct[\\\"(params)\\\"]=paramsInfo.params,state.funct[\\\"(metrics)\\\"].arity=paramsInfo.arity,state.funct[\\\"(metrics)\\\"].verifyMaxParametersPerFunction()):state.funct[\\\"(metrics)\\\"].arity=0,isArrow&&(state.inES6(!0)||warning(\\\"W119\\\",state.tokens.curr,\\\"arrow function syntax (=>)\\\",\\\"6\\\"),options.loneArg||advance(\\\"=>\\\")),block(!1,!0,!0,isArrow),!state.option.noyield&&isGenerator&&\\\"yielded\\\"!==state.funct[\\\"(generator)\\\"]&&warning(\\\"W124\\\",state.tokens.curr),state.funct[\\\"(metrics)\\\"].verifyMaxStatementsPerFunction(),state.funct[\\\"(metrics)\\\"].verifyMaxComplexityPerFunction(),state.funct[\\\"(unusedOption)\\\"]=state.option.unused,state.option=oldOption,state.ignored=oldIgnored,state.funct[\\\"(last)\\\"]=state.tokens.curr.line,state.funct[\\\"(lastcharacter)\\\"]=state.tokens.curr.character,state.funct[\\\"(scope)\\\"].unstack(),state.funct[\\\"(scope)\\\"].unstack(),state.funct=state.funct[\\\"(context)\\\"],ignoreLoopFunc||state.option.loopfunc||!state.funct[\\\"(loopage)\\\"]||f[\\\"(isCapturing)\\\"]&&warning(\\\"W083\\\",token),f}function createMetrics(functionStartToken){return{statementCount:0,nestedBlockDepth:-1,ComplexityCount:1,arity:0,verifyMaxStatementsPerFunction:function(){state.option.maxstatements&&this.statementCount>state.option.maxstatements&&warning(\\\"W071\\\",functionStartToken,this.statementCount)\\n},verifyMaxParametersPerFunction:function(){_.isNumber(state.option.maxparams)&&this.arity>state.option.maxparams&&warning(\\\"W072\\\",functionStartToken,this.arity)},verifyMaxNestedBlockDepthPerFunction:function(){state.option.maxdepth&&this.nestedBlockDepth>0&&this.nestedBlockDepth===state.option.maxdepth+1&&warning(\\\"W073\\\",null,this.nestedBlockDepth)},verifyMaxComplexityPerFunction:function(){var max=state.option.maxcomplexity,cc=this.ComplexityCount;max&&cc>max&&warning(\\\"W074\\\",functionStartToken,cc)}}}function increaseComplexityCount(){state.funct[\\\"(metrics)\\\"].ComplexityCount+=1}function checkCondAssignment(expr){var id,paren;switch(expr&&(id=expr.id,paren=expr.paren,\\\",\\\"===id&&(expr=expr.exprs[expr.exprs.length-1])&&(id=expr.id,paren=paren||expr.paren)),id){case\\\"=\\\":case\\\"+=\\\":case\\\"-=\\\":case\\\"*=\\\":case\\\"%=\\\":case\\\"&=\\\":case\\\"|=\\\":case\\\"^=\\\":case\\\"/=\\\":paren||state.option.boss||warning(\\\"W084\\\")}}function checkProperties(props){if(state.inES5())for(var name in props)props[name]&&props[name].setterToken&&!props[name].getterToken&&warning(\\\"W078\\\",props[name].setterToken)}function metaProperty(name,c){if(checkPunctuator(state.tokens.next,\\\".\\\")){var left=state.tokens.curr.id;advance(\\\".\\\");var id=identifier();return state.tokens.curr.isMetaProperty=!0,name!==id?error(\\\"E057\\\",state.tokens.prev,left,id):c(),state.tokens.curr}}function destructuringPattern(options){var isAssignment=options&&options.assignment;return state.inES6()||warning(\\\"W104\\\",state.tokens.curr,isAssignment?\\\"destructuring assignment\\\":\\\"destructuring binding\\\",\\\"6\\\"),destructuringPatternRecursive(options)}function destructuringPatternRecursive(options){var ids,identifiers=[],openingParsed=options&&options.openingParsed,isAssignment=options&&options.assignment,recursiveOptions=isAssignment?{assignment:isAssignment}:null,firstToken=openingParsed?state.tokens.curr:state.tokens.next,nextInnerDE=function(){var ident;if(checkPunctuators(state.tokens.next,[\\\"[\\\",\\\"{\\\"])){ids=destructuringPatternRecursive(recursiveOptions);for(var id in ids)id=ids[id],identifiers.push({id:id.id,token:id.token})}else if(checkPunctuator(state.tokens.next,\\\",\\\"))identifiers.push({id:null,token:state.tokens.curr});else{if(!checkPunctuator(state.tokens.next,\\\"(\\\")){var is_rest=checkPunctuator(state.tokens.next,\\\"...\\\");if(isAssignment){var identifierToken=is_rest?peek(0):state.tokens.next;identifierToken.identifier||warning(\\\"E030\\\",identifierToken,identifierToken.value);var assignTarget=expression(155);assignTarget&&(checkLeftSideAssign(assignTarget),assignTarget.identifier&&(ident=assignTarget.value))}else ident=identifier();return ident&&identifiers.push({id:ident,token:state.tokens.curr}),is_rest}advance(\\\"(\\\"),nextInnerDE(),advance(\\\")\\\")}return!1},assignmentProperty=function(){var id;checkPunctuator(state.tokens.next,\\\"[\\\")?(advance(\\\"[\\\"),expression(10),advance(\\\"]\\\"),advance(\\\":\\\"),nextInnerDE()):\\\"(string)\\\"===state.tokens.next.id||\\\"(number)\\\"===state.tokens.next.id?(advance(),advance(\\\":\\\"),nextInnerDE()):(id=identifier(),checkPunctuator(state.tokens.next,\\\":\\\")?(advance(\\\":\\\"),nextInnerDE()):id&&(isAssignment&&checkLeftSideAssign(state.tokens.curr),identifiers.push({id:id,token:state.tokens.curr})))};if(checkPunctuator(firstToken,\\\"[\\\")){openingParsed||advance(\\\"[\\\"),checkPunctuator(state.tokens.next,\\\"]\\\")&&warning(\\\"W137\\\",state.tokens.curr);for(var element_after_rest=!1;!checkPunctuator(state.tokens.next,\\\"]\\\");)nextInnerDE()&&!element_after_rest&&checkPunctuator(state.tokens.next,\\\",\\\")&&(warning(\\\"W130\\\",state.tokens.next),element_after_rest=!0),checkPunctuator(state.tokens.next,\\\"=\\\")&&(checkPunctuator(state.tokens.prev,\\\"...\\\")?advance(\\\"]\\\"):advance(\\\"=\\\"),\\\"undefined\\\"===state.tokens.next.id&&warning(\\\"W080\\\",state.tokens.prev,state.tokens.prev.value),expression(10)),checkPunctuator(state.tokens.next,\\\"]\\\")||advance(\\\",\\\");advance(\\\"]\\\")}else if(checkPunctuator(firstToken,\\\"{\\\")){for(openingParsed||advance(\\\"{\\\"),checkPunctuator(state.tokens.next,\\\"}\\\")&&warning(\\\"W137\\\",state.tokens.curr);!checkPunctuator(state.tokens.next,\\\"}\\\")&&(assignmentProperty(),checkPunctuator(state.tokens.next,\\\"=\\\")&&(advance(\\\"=\\\"),\\\"undefined\\\"===state.tokens.next.id&&warning(\\\"W080\\\",state.tokens.prev,state.tokens.prev.value),expression(10)),checkPunctuator(state.tokens.next,\\\"}\\\")||(advance(\\\",\\\"),!checkPunctuator(state.tokens.next,\\\"}\\\"))););advance(\\\"}\\\")}return identifiers}function destructuringPatternMatch(tokens,value){var first=value.first;first&&_.zip(tokens,Array.isArray(first)?first:[first]).forEach(function(val){var token=val[0],value=val[1];token&&value?token.first=value:token&&token.first&&!value&&warning(\\\"W080\\\",token.first,token.first.value)})}function blockVariableStatement(type,statement,context){var tokens,lone,value,letblock,prefix=context&&context.prefix,inexport=context&&context.inexport,isLet=\\\"let\\\"===type,isConst=\\\"const\\\"===type;for(state.inES6()||warning(\\\"W104\\\",state.tokens.curr,type,\\\"6\\\"),isLet&&\\\"(\\\"===state.tokens.next.value?(state.inMoz()||warning(\\\"W118\\\",state.tokens.next,\\\"let block\\\"),advance(\\\"(\\\"),state.funct[\\\"(scope)\\\"].stack(),letblock=!0):state.funct[\\\"(noblockscopedvar)\\\"]&&error(\\\"E048\\\",state.tokens.curr,isConst?\\\"Const\\\":\\\"Let\\\"),statement.first=[];;){var names=[];_.contains([\\\"{\\\",\\\"[\\\"],state.tokens.next.value)?(tokens=destructuringPattern(),lone=!1):(tokens=[{id:identifier(),token:state.tokens.curr}],lone=!0),!prefix&&isConst&&\\\"=\\\"!==state.tokens.next.id&&warning(\\\"E012\\\",state.tokens.curr,state.tokens.curr.value);for(var t in tokens)tokens.hasOwnProperty(t)&&(t=tokens[t],state.funct[\\\"(scope)\\\"].block.isGlobal()&&predefined[t.id]===!1&&warning(\\\"W079\\\",t.token,t.id),t.id&&!state.funct[\\\"(noblockscopedvar)\\\"]&&(state.funct[\\\"(scope)\\\"].addlabel(t.id,{type:type,token:t.token}),names.push(t.token),lone&&inexport&&state.funct[\\\"(scope)\\\"].setExported(t.token.value,t.token)));if(\\\"=\\\"===state.tokens.next.id&&(advance(\\\"=\\\"),prefix||\\\"undefined\\\"!==state.tokens.next.id||warning(\\\"W080\\\",state.tokens.prev,state.tokens.prev.value),!prefix&&\\\"=\\\"===peek(0).id&&state.tokens.next.identifier&&warning(\\\"W120\\\",state.tokens.next,state.tokens.next.value),value=expression(prefix?120:10),lone?tokens[0].first=value:destructuringPatternMatch(names,value)),statement.first=statement.first.concat(names),\\\",\\\"!==state.tokens.next.id)break;comma()}return letblock&&(advance(\\\")\\\"),block(!0,!0),statement.block=!0,state.funct[\\\"(scope)\\\"].unstack()),statement}function classdef(isStatement){return state.inES6()||warning(\\\"W104\\\",state.tokens.curr,\\\"class\\\",\\\"6\\\"),isStatement?(this.name=identifier(),state.funct[\\\"(scope)\\\"].addlabel(this.name,{type:\\\"class\\\",token:state.tokens.curr})):state.tokens.next.identifier&&\\\"extends\\\"!==state.tokens.next.value?(this.name=identifier(),this.namedExpr=!0):this.name=state.nameStack.infer(),classtail(this),this}function classtail(c){var wasInClassBody=state.inClassBody;\\\"extends\\\"===state.tokens.next.value&&(advance(\\\"extends\\\"),c.heritage=expression(10)),state.inClassBody=!0,advance(\\\"{\\\"),c.body=classbody(c),advance(\\\"}\\\"),state.inClassBody=wasInClassBody}function classbody(c){for(var name,isStatic,isGenerator,getset,computed,props=Object.create(null),staticProps=Object.create(null),i=0;\\\"}\\\"!==state.tokens.next.id;++i)if(name=state.tokens.next,isStatic=!1,isGenerator=!1,getset=null,\\\";\\\"!==name.id){if(\\\"*\\\"===name.id&&(isGenerator=!0,advance(\\\"*\\\"),name=state.tokens.next),\\\"[\\\"===name.id)name=computedPropertyName(),computed=!0;else{if(!isPropertyName(name)){warning(\\\"W052\\\",state.tokens.next,state.tokens.next.value||state.tokens.next.type),advance();continue}advance(),computed=!1,name.identifier&&\\\"static\\\"===name.value&&(checkPunctuator(state.tokens.next,\\\"*\\\")&&(isGenerator=!0,advance(\\\"*\\\")),(isPropertyName(state.tokens.next)||\\\"[\\\"===state.tokens.next.id)&&(computed=\\\"[\\\"===state.tokens.next.id,isStatic=!0,name=state.tokens.next,\\\"[\\\"===state.tokens.next.id?name=computedPropertyName():advance())),!name.identifier||\\\"get\\\"!==name.value&&\\\"set\\\"!==name.value||(isPropertyName(state.tokens.next)||\\\"[\\\"===state.tokens.next.id)&&(computed=\\\"[\\\"===state.tokens.next.id,getset=name,name=state.tokens.next,\\\"[\\\"===state.tokens.next.id?name=computedPropertyName():advance())}if(!checkPunctuator(state.tokens.next,\\\"(\\\")){for(error(\\\"E054\\\",state.tokens.next,state.tokens.next.value);\\\"}\\\"!==state.tokens.next.id&&!checkPunctuator(state.tokens.next,\\\"(\\\");)advance();\\\"(\\\"!==state.tokens.next.value&&doFunction({statement:c})}if(computed||(getset?saveAccessor(getset.value,isStatic?staticProps:props,name.value,name,!0,isStatic):(\\\"constructor\\\"===name.value?state.nameStack.set(c):state.nameStack.set(name),saveProperty(isStatic?staticProps:props,name.value,name,!0,isStatic))),getset&&\\\"constructor\\\"===name.value){var propDesc=\\\"get\\\"===getset.value?\\\"class getter method\\\":\\\"class setter method\\\";error(\\\"E049\\\",name,propDesc,\\\"constructor\\\")}else\\\"prototype\\\"===name.value&&error(\\\"E049\\\",name,\\\"class method\\\",\\\"prototype\\\");propertyName(name),doFunction({statement:c,type:isGenerator?\\\"generator\\\":null,classExprBinding:c.namedExpr?c.name:null})}else warning(\\\"W032\\\"),advance(\\\";\\\");checkProperties(props)}function saveProperty(props,name,tkn,isClass,isStatic){var msg=[\\\"key\\\",\\\"class method\\\",\\\"static class method\\\"];msg=msg[(isClass||!1)+(isStatic||!1)],tkn.identifier&&(name=tkn.value),props[name]&&\\\"__proto__\\\"!==name?warning(\\\"W075\\\",state.tokens.next,msg,name):props[name]=Object.create(null),props[name].basic=!0,props[name].basictkn=tkn}function saveAccessor(accessorType,props,name,tkn,isClass,isStatic){var flagName=\\\"get\\\"===accessorType?\\\"getterToken\\\":\\\"setterToken\\\",msg=\\\"\\\";isClass?(isStatic&&(msg+=\\\"static \\\"),msg+=accessorType+\\\"ter method\\\"):msg=\\\"key\\\",state.tokens.curr.accessorType=accessorType,state.nameStack.set(tkn),props[name]?(props[name].basic||props[name][flagName])&&\\\"__proto__\\\"!==name&&warning(\\\"W075\\\",state.tokens.next,msg,name):props[name]=Object.create(null),props[name][flagName]=tkn}function computedPropertyName(){advance(\\\"[\\\"),state.inES6()||warning(\\\"W119\\\",state.tokens.curr,\\\"computed property names\\\",\\\"6\\\");var value=expression(10);return advance(\\\"]\\\"),value}function checkPunctuators(token,values){return\\\"(punctuator)\\\"===token.type?_.contains(values,token.value):!1}function checkPunctuator(token,value){return\\\"(punctuator)\\\"===token.type&&token.value===value}function destructuringAssignOrJsonValue(){var block=lookupBlockType();block.notJson?(!state.inES6()&&block.isDestAssign&&warning(\\\"W104\\\",state.tokens.curr,\\\"destructuring assignment\\\",\\\"6\\\"),statements()):(state.option.laxbreak=!0,state.jsonMode=!0,jsonValue())}function jsonValue(){function jsonObject(){var o={},t=state.tokens.next;if(advance(\\\"{\\\"),\\\"}\\\"!==state.tokens.next.id)for(;;){if(\\\"(end)\\\"===state.tokens.next.id)error(\\\"E026\\\",state.tokens.next,t.line);else{if(\\\"}\\\"===state.tokens.next.id){warning(\\\"W094\\\",state.tokens.curr);break}\\\",\\\"===state.tokens.next.id?error(\\\"E028\\\",state.tokens.next):\\\"(string)\\\"!==state.tokens.next.id&&warning(\\\"W095\\\",state.tokens.next,state.tokens.next.value)}if(o[state.tokens.next.value]===!0?warning(\\\"W075\\\",state.tokens.next,\\\"key\\\",state.tokens.next.value):\\\"__proto__\\\"===state.tokens.next.value&&!state.option.proto||\\\"__iterator__\\\"===state.tokens.next.value&&!state.option.iterator?warning(\\\"W096\\\",state.tokens.next,state.tokens.next.value):o[state.tokens.next.value]=!0,advance(),advance(\\\":\\\"),jsonValue(),\\\",\\\"!==state.tokens.next.id)break;advance(\\\",\\\")}advance(\\\"}\\\")}function jsonArray(){var t=state.tokens.next;if(advance(\\\"[\\\"),\\\"]\\\"!==state.tokens.next.id)for(;;){if(\\\"(end)\\\"===state.tokens.next.id)error(\\\"E027\\\",state.tokens.next,t.line);else{if(\\\"]\\\"===state.tokens.next.id){warning(\\\"W094\\\",state.tokens.curr);break}\\\",\\\"===state.tokens.next.id&&error(\\\"E028\\\",state.tokens.next)}if(jsonValue(),\\\",\\\"!==state.tokens.next.id)break;advance(\\\",\\\")}advance(\\\"]\\\")}switch(state.tokens.next.id){case\\\"{\\\":jsonObject();break;case\\\"[\\\":jsonArray();break;case\\\"true\\\":case\\\"false\\\":case\\\"null\\\":case\\\"(number)\\\":case\\\"(string)\\\":advance();break;case\\\"-\\\":advance(\\\"-\\\"),advance(\\\"(number)\\\");break;default:error(\\\"E003\\\",state.tokens.next)}}var api,declared,functions,inblock,indent,lookahead,lex,member,membersOnly,predefined,stack,urls,bang={\\\"<\\\":!0,\\\"<=\\\":!0,\\\"==\\\":!0,\\\"===\\\":!0,\\\"!==\\\":!0,\\\"!=\\\":!0,\\\">\\\":!0,\\\">=\\\":!0,\\\"+\\\":!0,\\\"-\\\":!0,\\\"*\\\":!0,\\\"/\\\":!0,\\\"%\\\":!0},functionicity=[\\\"closure\\\",\\\"exception\\\",\\\"global\\\",\\\"label\\\",\\\"outer\\\",\\\"unused\\\",\\\"var\\\"],extraModules=[],emitter=new events.EventEmitter,typeofValues={};typeofValues.legacy=[\\\"xml\\\",\\\"unknown\\\"],typeofValues.es3=[\\\"undefined\\\",\\\"boolean\\\",\\\"number\\\",\\\"string\\\",\\\"function\\\",\\\"object\\\"],typeofValues.es3=typeofValues.es3.concat(typeofValues.legacy),typeofValues.es6=typeofValues.es3.concat(\\\"symbol\\\"),type(\\\"(number)\\\",function(){return this}),type(\\\"(string)\\\",function(){return this}),state.syntax[\\\"(identifier)\\\"]={type:\\\"(identifier)\\\",lbp:0,identifier:!0,nud:function(){var v=this.value;return\\\"=>\\\"===state.tokens.next.id?this:(state.funct[\\\"(comparray)\\\"].check(v)||state.funct[\\\"(scope)\\\"].block.use(v,state.tokens.curr),this)},led:function(){error(\\\"E033\\\",state.tokens.next,state.tokens.next.value)}};var baseTemplateSyntax={lbp:0,identifier:!1,template:!0};state.syntax[\\\"(template)\\\"]=_.extend({type:\\\"(template)\\\",nud:doTemplateLiteral,led:doTemplateLiteral,noSubst:!1},baseTemplateSyntax),state.syntax[\\\"(template middle)\\\"]=_.extend({type:\\\"(template middle)\\\",middle:!0,noSubst:!1},baseTemplateSyntax),state.syntax[\\\"(template tail)\\\"]=_.extend({type:\\\"(template tail)\\\",tail:!0,noSubst:!1},baseTemplateSyntax),state.syntax[\\\"(no subst template)\\\"]=_.extend({type:\\\"(template)\\\",nud:doTemplateLiteral,led:doTemplateLiteral,noSubst:!0,tail:!0},baseTemplateSyntax),type(\\\"(regexp)\\\",function(){return this}),delim(\\\"(endline)\\\"),delim(\\\"(begin)\\\"),delim(\\\"(end)\\\").reach=!0,delim(\\\"(error)\\\").reach=!0,delim(\\\"}\\\").reach=!0,delim(\\\")\\\"),delim(\\\"]\\\"),delim('\\\"').reach=!0,delim(\\\"'\\\").reach=!0,delim(\\\";\\\"),delim(\\\":\\\").reach=!0,delim(\\\"#\\\"),reserve(\\\"else\\\"),reserve(\\\"case\\\").reach=!0,reserve(\\\"catch\\\"),reserve(\\\"default\\\").reach=!0,reserve(\\\"finally\\\"),reservevar(\\\"arguments\\\",function(x){state.isStrict()&&state.funct[\\\"(global)\\\"]&&warning(\\\"E008\\\",x)}),reservevar(\\\"eval\\\"),reservevar(\\\"false\\\"),reservevar(\\\"Infinity\\\"),reservevar(\\\"null\\\"),reservevar(\\\"this\\\",function(x){state.isStrict()&&!isMethod()&&!state.option.validthis&&(state.funct[\\\"(statement)\\\"]&&state.funct[\\\"(name)\\\"].charAt(0)>\\\"Z\\\"||state.funct[\\\"(global)\\\"])&&warning(\\\"W040\\\",x)}),reservevar(\\\"true\\\"),reservevar(\\\"undefined\\\"),assignop(\\\"=\\\",\\\"assign\\\",20),assignop(\\\"+=\\\",\\\"assignadd\\\",20),assignop(\\\"-=\\\",\\\"assignsub\\\",20),assignop(\\\"*=\\\",\\\"assignmult\\\",20),assignop(\\\"/=\\\",\\\"assigndiv\\\",20).nud=function(){error(\\\"E014\\\")},assignop(\\\"%=\\\",\\\"assignmod\\\",20),bitwiseassignop(\\\"&=\\\"),bitwiseassignop(\\\"|=\\\"),bitwiseassignop(\\\"^=\\\"),bitwiseassignop(\\\"<<=\\\"),bitwiseassignop(\\\">>=\\\"),bitwiseassignop(\\\">>>=\\\"),infix(\\\",\\\",function(left,that){var expr;if(that.exprs=[left],state.option.nocomma&&warning(\\\"W127\\\"),!comma({peek:!0}))return that;for(;;){if(!(expr=expression(10)))break;if(that.exprs.push(expr),\\\",\\\"!==state.tokens.next.value||!comma())break}return that},10,!0),infix(\\\"?\\\",function(left,that){return increaseComplexityCount(),that.left=left,that.right=expression(10),advance(\\\":\\\"),that[\\\"else\\\"]=expression(10),that},30);var orPrecendence=40;infix(\\\"||\\\",function(left,that){return increaseComplexityCount(),that.left=left,that.right=expression(orPrecendence),that},orPrecendence),infix(\\\"&&\\\",\\\"and\\\",50),bitwise(\\\"|\\\",\\\"bitor\\\",70),bitwise(\\\"^\\\",\\\"bitxor\\\",80),bitwise(\\\"&\\\",\\\"bitand\\\",90),relation(\\\"==\\\",function(left,right){var eqnull=state.option.eqnull&&(\\\"null\\\"===(left&&left.value)||\\\"null\\\"===(right&&right.value));switch(!0){case!eqnull&&state.option.eqeqeq:this.from=this.character,warning(\\\"W116\\\",this,\\\"===\\\",\\\"==\\\");break;case isPoorRelation(left):warning(\\\"W041\\\",this,\\\"===\\\",left.value);break;case isPoorRelation(right):warning(\\\"W041\\\",this,\\\"===\\\",right.value);break;case isTypoTypeof(right,left,state):warning(\\\"W122\\\",this,right.value);break;case isTypoTypeof(left,right,state):warning(\\\"W122\\\",this,left.value)}return this}),relation(\\\"===\\\",function(left,right){return isTypoTypeof(right,left,state)?warning(\\\"W122\\\",this,right.value):isTypoTypeof(left,right,state)&&warning(\\\"W122\\\",this,left.value),this}),relation(\\\"!=\\\",function(left,right){var eqnull=state.option.eqnull&&(\\\"null\\\"===(left&&left.value)||\\\"null\\\"===(right&&right.value));return!eqnull&&state.option.eqeqeq?(this.from=this.character,warning(\\\"W116\\\",this,\\\"!==\\\",\\\"!=\\\")):isPoorRelation(left)?warning(\\\"W041\\\",this,\\\"!==\\\",left.value):isPoorRelation(right)?warning(\\\"W041\\\",this,\\\"!==\\\",right.value):isTypoTypeof(right,left,state)?warning(\\\"W122\\\",this,right.value):isTypoTypeof(left,right,state)&&warning(\\\"W122\\\",this,left.value),this}),relation(\\\"!==\\\",function(left,right){return isTypoTypeof(right,left,state)?warning(\\\"W122\\\",this,right.value):isTypoTypeof(left,right,state)&&warning(\\\"W122\\\",this,left.value),this}),relation(\\\"<\\\"),relation(\\\">\\\"),relation(\\\"<=\\\"),relation(\\\">=\\\"),bitwise(\\\"<<\\\",\\\"shiftleft\\\",120),bitwise(\\\">>\\\",\\\"shiftright\\\",120),bitwise(\\\">>>\\\",\\\"shiftrightunsigned\\\",120),infix(\\\"in\\\",\\\"in\\\",120),infix(\\\"instanceof\\\",\\\"instanceof\\\",120),infix(\\\"+\\\",function(left,that){var right;return that.left=left,that.right=right=expression(130),left&&right&&\\\"(string)\\\"===left.id&&\\\"(string)\\\"===right.id?(left.value+=right.value,left.character=right.character,!state.option.scripturl&®.javascriptURL.test(left.value)&&warning(\\\"W050\\\",left),left):that},130),prefix(\\\"+\\\",\\\"num\\\"),prefix(\\\"+++\\\",function(){return warning(\\\"W007\\\"),this.arity=\\\"unary\\\",this.right=expression(150),this}),infix(\\\"+++\\\",function(left){return warning(\\\"W007\\\"),this.left=left,this.right=expression(130),this},130),infix(\\\"-\\\",\\\"sub\\\",130),prefix(\\\"-\\\",\\\"neg\\\"),prefix(\\\"---\\\",function(){return warning(\\\"W006\\\"),this.arity=\\\"unary\\\",this.right=expression(150),this}),infix(\\\"---\\\",function(left){return warning(\\\"W006\\\"),this.left=left,this.right=expression(130),this},130),infix(\\\"*\\\",\\\"mult\\\",140),infix(\\\"/\\\",\\\"div\\\",140),infix(\\\"%\\\",\\\"mod\\\",140),suffix(\\\"++\\\"),prefix(\\\"++\\\",\\\"preinc\\\"),state.syntax[\\\"++\\\"].exps=!0,suffix(\\\"--\\\"),prefix(\\\"--\\\",\\\"predec\\\"),state.syntax[\\\"--\\\"].exps=!0,prefix(\\\"delete\\\",function(){var p=expression(10);return p?(\\\".\\\"!==p.id&&\\\"[\\\"!==p.id&&warning(\\\"W051\\\"),this.first=p,p.identifier&&!state.isStrict()&&(p.forgiveUndef=!0),this):this}).exps=!0,prefix(\\\"~\\\",function(){return state.option.bitwise&&warning(\\\"W016\\\",this,\\\"~\\\"),this.arity=\\\"unary\\\",this.right=expression(150),this}),prefix(\\\"...\\\",function(){return state.inES6(!0)||warning(\\\"W119\\\",this,\\\"spread/rest operator\\\",\\\"6\\\"),state.tokens.next.identifier||\\\"(string)\\\"===state.tokens.next.type||checkPunctuators(state.tokens.next,[\\\"[\\\",\\\"(\\\"])||error(\\\"E030\\\",state.tokens.next,state.tokens.next.value),expression(150),this}),prefix(\\\"!\\\",function(){return this.arity=\\\"unary\\\",this.right=expression(150),this.right||quit(\\\"E041\\\",this.line||0),bang[this.right.id]===!0&&warning(\\\"W018\\\",this,\\\"!\\\"),this}),prefix(\\\"typeof\\\",function(){var p=expression(150);return this.first=this.right=p,p||quit(\\\"E041\\\",this.line||0,this.character||0),p.identifier&&(p.forgiveUndef=!0),this}),prefix(\\\"new\\\",function(){var mp=metaProperty(\\\"target\\\",function(){state.inES6(!0)||warning(\\\"W119\\\",state.tokens.prev,\\\"new.target\\\",\\\"6\\\");for(var inFunction,c=state.funct;c&&(inFunction=!c[\\\"(global)\\\"],c[\\\"(arrow)\\\"]);)c=c[\\\"(context)\\\"];inFunction||warning(\\\"W136\\\",state.tokens.prev,\\\"new.target\\\")});if(mp)return mp;var i,c=expression(155);if(c&&\\\"function\\\"!==c.id)if(c.identifier)switch(c[\\\"new\\\"]=!0,c.value){case\\\"Number\\\":case\\\"String\\\":case\\\"Boolean\\\":case\\\"Math\\\":case\\\"JSON\\\":warning(\\\"W053\\\",state.tokens.prev,c.value);break;case\\\"Symbol\\\":state.inES6()&&warning(\\\"W053\\\",state.tokens.prev,c.value);break;case\\\"Function\\\":state.option.evil||warning(\\\"W054\\\");break;case\\\"Date\\\":case\\\"RegExp\\\":case\\\"this\\\":break;default:\\\"function\\\"!==c.id&&(i=c.value.substr(0,1),state.option.newcap&&(\\\"A\\\">i||i>\\\"Z\\\")&&!state.funct[\\\"(scope)\\\"].isPredefined(c.value)&&warning(\\\"W055\\\",state.tokens.curr))}else\\\".\\\"!==c.id&&\\\"[\\\"!==c.id&&\\\"(\\\"!==c.id&&warning(\\\"W056\\\",state.tokens.curr);else state.option.supernew||warning(\\\"W057\\\",this);return\\\"(\\\"===state.tokens.next.id||state.option.supernew||warning(\\\"W058\\\",state.tokens.curr,state.tokens.curr.value),this.first=this.right=c,this}),state.syntax[\\\"new\\\"].exps=!0,prefix(\\\"void\\\").exps=!0,infix(\\\".\\\",function(left,that){var m=identifier(!1,!0);return\\\"string\\\"==typeof m&&countMember(m),that.left=left,that.right=m,m&&\\\"hasOwnProperty\\\"===m&&\\\"=\\\"===state.tokens.next.value&&warning(\\\"W001\\\"),!left||\\\"arguments\\\"!==left.value||\\\"callee\\\"!==m&&\\\"caller\\\"!==m?state.option.evil||!left||\\\"document\\\"!==left.value||\\\"write\\\"!==m&&\\\"writeln\\\"!==m||warning(\\\"W060\\\",left):state.option.noarg?warning(\\\"W059\\\",left,m):state.isStrict()&&error(\\\"E008\\\"),state.option.evil||\\\"eval\\\"!==m&&\\\"execScript\\\"!==m||isGlobalEval(left,state)&&warning(\\\"W061\\\"),that},160,!0),infix(\\\"(\\\",function(left,that){state.option.immed&&left&&!left.immed&&\\\"function\\\"===left.id&&warning(\\\"W062\\\");var n=0,p=[];if(left&&\\\"(identifier)\\\"===left.type&&left.value.match(/^[A-Z]([A-Z0-9_$]*[a-z][A-Za-z0-9_$]*)?$/)&&-1===\\\"Array Number String Boolean Date Object Error Symbol\\\".indexOf(left.value)&&(\\\"Math\\\"===left.value?warning(\\\"W063\\\",left):state.option.newcap&&warning(\\\"W064\\\",left)),\\\")\\\"!==state.tokens.next.id)for(;p[p.length]=expression(10),n+=1,\\\",\\\"===state.tokens.next.id;)comma();return advance(\\\")\\\"),\\\"object\\\"==typeof left&&(state.inES5()||\\\"parseInt\\\"!==left.value||1!==n||warning(\\\"W065\\\",state.tokens.curr),state.option.evil||(\\\"eval\\\"===left.value||\\\"Function\\\"===left.value||\\\"execScript\\\"===left.value?(warning(\\\"W061\\\",left),p[0]&&\\\"(string)\\\"===[0].id&&addInternalSrc(left,p[0].value)):!p[0]||\\\"(string)\\\"!==p[0].id||\\\"setTimeout\\\"!==left.value&&\\\"setInterval\\\"!==left.value?!p[0]||\\\"(string)\\\"!==p[0].id||\\\".\\\"!==left.value||\\\"window\\\"!==left.left.value||\\\"setTimeout\\\"!==left.right&&\\\"setInterval\\\"!==left.right||(warning(\\\"W066\\\",left),addInternalSrc(left,p[0].value)):(warning(\\\"W066\\\",left),addInternalSrc(left,p[0].value))),left.identifier||\\\".\\\"===left.id||\\\"[\\\"===left.id||\\\"=>\\\"===left.id||\\\"(\\\"===left.id||\\\"&&\\\"===left.id||\\\"||\\\"===left.id||\\\"?\\\"===left.id||state.inES6()&&left[\\\"(name)\\\"]||warning(\\\"W067\\\",that)),that.left=left,that},155,!0).exps=!0,prefix(\\\"(\\\",function(){var pn1,ret,triggerFnExpr,first,last,pn=state.tokens.next,i=-1,parens=1,opening=state.tokens.curr,preceeding=state.tokens.prev,isNecessary=!state.option.singleGroups;do\\\"(\\\"===pn.value?parens+=1:\\\")\\\"===pn.value&&(parens-=1),i+=1,pn1=pn,pn=peek(i);while((0!==parens||\\\")\\\"!==pn1.value)&&\\\";\\\"!==pn.value&&\\\"(end)\\\"!==pn.type);if(\\\"function\\\"===state.tokens.next.id&&(triggerFnExpr=state.tokens.next.immed=!0),\\\"=>\\\"===pn.value)return doFunction({type:\\\"arrow\\\",parsedOpening:!0});var exprs=[];if(\\\")\\\"!==state.tokens.next.id)for(;exprs.push(expression(10)),\\\",\\\"===state.tokens.next.id;)state.option.nocomma&&warning(\\\"W127\\\"),comma();return advance(\\\")\\\",this),state.option.immed&&exprs[0]&&\\\"function\\\"===exprs[0].id&&\\\"(\\\"!==state.tokens.next.id&&\\\".\\\"!==state.tokens.next.id&&\\\"[\\\"!==state.tokens.next.id&&warning(\\\"W068\\\",this),exprs.length?(exprs.length>1?(ret=Object.create(state.syntax[\\\",\\\"]),ret.exprs=exprs,first=exprs[0],last=exprs[exprs.length-1],isNecessary||(isNecessary=preceeding.assign||preceeding.delim)):(ret=first=last=exprs[0],isNecessary||(isNecessary=opening.beginsStmt&&(\\\"{\\\"===ret.id||triggerFnExpr||isFunctor(ret))||triggerFnExpr&&(!isEndOfExpr()||\\\"}\\\"!==state.tokens.prev.id)||isFunctor(ret)&&!isEndOfExpr()||\\\"{\\\"===ret.id&&\\\"=>\\\"===preceeding.id||\\\"(number)\\\"===ret.type&&checkPunctuator(pn,\\\".\\\")&&/^\\\\d+$/.test(ret.value))),ret&&(!isNecessary&&(first.left||first.right||ret.exprs)&&(isNecessary=!isBeginOfExpr(preceeding)&&first.lbp<=preceeding.lbp||!isEndOfExpr()&&last.lbp\\\"),infix(\\\"[\\\",function(left,that){var s,e=expression(10);return e&&\\\"(string)\\\"===e.type&&(state.option.evil||\\\"eval\\\"!==e.value&&\\\"execScript\\\"!==e.value||isGlobalEval(left,state)&&warning(\\\"W061\\\"),countMember(e.value),!state.option.sub&®.identifier.test(e.value)&&(s=state.syntax[e.value],s&&isReserved(s)||warning(\\\"W069\\\",state.tokens.prev,e.value))),advance(\\\"]\\\",that),e&&\\\"hasOwnProperty\\\"===e.value&&\\\"=\\\"===state.tokens.next.value&&warning(\\\"W001\\\"),that.left=left,that.right=e,that},160,!0),prefix(\\\"[\\\",function(){var blocktype=lookupBlockType();if(blocktype.isCompArray)return state.option.esnext||state.inMoz()||warning(\\\"W118\\\",state.tokens.curr,\\\"array comprehension\\\"),comprehensiveArrayExpression();if(blocktype.isDestAssign)return this.destructAssign=destructuringPattern({openingParsed:!0,assignment:!0}),this;var b=state.tokens.curr.line!==startLine(state.tokens.next);for(this.first=[],b&&(indent+=state.option.indent,state.tokens.next.from===indent+state.option.indent&&(indent+=state.option.indent));\\\"(end)\\\"!==state.tokens.next.id;){for(;\\\",\\\"===state.tokens.next.id;){if(!state.option.elision){if(state.inES5()){warning(\\\"W128\\\");do advance(\\\",\\\");while(\\\",\\\"===state.tokens.next.id);continue}warning(\\\"W070\\\")}advance(\\\",\\\")}if(\\\"]\\\"===state.tokens.next.id)break;if(this.first.push(expression(10)),\\\",\\\"!==state.tokens.next.id)break;if(comma({allowTrailing:!0}),\\\"]\\\"===state.tokens.next.id&&!state.inES5()){warning(\\\"W070\\\",state.tokens.curr);break}}return b&&(indent-=state.option.indent),advance(\\\"]\\\",this),this}),function(x){x.nud=function(){var b,f,i,p,t,nextVal,isGeneratorMethod=!1,props=Object.create(null);b=state.tokens.curr.line!==startLine(state.tokens.next),b&&(indent+=state.option.indent,state.tokens.next.from===indent+state.option.indent&&(indent+=state.option.indent));var blocktype=lookupBlockType();if(blocktype.isDestAssign)return this.destructAssign=destructuringPattern({openingParsed:!0,assignment:!0}),this;for(;\\\"}\\\"!==state.tokens.next.id;){if(nextVal=state.tokens.next.value,!state.tokens.next.identifier||\\\",\\\"!==peekIgnoreEOL().id&&\\\"}\\\"!==peekIgnoreEOL().id)if(\\\":\\\"===peek().id||\\\"get\\\"!==nextVal&&\\\"set\\\"!==nextVal){if(\\\"*\\\"===state.tokens.next.value&&\\\"(punctuator)\\\"===state.tokens.next.type?(state.inES6()||warning(\\\"W104\\\",state.tokens.next,\\\"generator functions\\\",\\\"6\\\"),advance(\\\"*\\\"),isGeneratorMethod=!0):isGeneratorMethod=!1,\\\"[\\\"===state.tokens.next.id)i=computedPropertyName(),state.nameStack.set(i);else if(state.nameStack.set(state.tokens.next),i=propertyName(),saveProperty(props,i,state.tokens.next),\\\"string\\\"!=typeof i)break;\\\"(\\\"===state.tokens.next.value?(state.inES6()||warning(\\\"W104\\\",state.tokens.curr,\\\"concise methods\\\",\\\"6\\\"),doFunction({type:isGeneratorMethod?\\\"generator\\\":null})):(advance(\\\":\\\"),expression(10))}else advance(nextVal),state.inES5()||error(\\\"E034\\\"),i=propertyName(),i||state.inES6()||error(\\\"E035\\\"),i&&saveAccessor(nextVal,props,i,state.tokens.curr),t=state.tokens.next,f=doFunction(),p=f[\\\"(params)\\\"],\\\"get\\\"===nextVal&&i&&p?warning(\\\"W076\\\",t,p[0],i):\\\"set\\\"!==nextVal||!i||p&&1===p.length||warning(\\\"W077\\\",t,i);else state.inES6()||warning(\\\"W104\\\",state.tokens.next,\\\"object short notation\\\",\\\"6\\\"),i=propertyName(!0),saveProperty(props,i,state.tokens.next),expression(10);if(countMember(i),\\\",\\\"!==state.tokens.next.id)break;comma({allowTrailing:!0,property:!0}),\\\",\\\"===state.tokens.next.id?warning(\\\"W070\\\",state.tokens.curr):\\\"}\\\"!==state.tokens.next.id||state.inES5()||warning(\\\"W070\\\",state.tokens.curr)}return b&&(indent-=state.option.indent),advance(\\\"}\\\",this),checkProperties(props),this},x.fud=function(){error(\\\"E036\\\",state.tokens.curr)}}(delim(\\\"{\\\"));var conststatement=stmt(\\\"const\\\",function(context){return blockVariableStatement(\\\"const\\\",this,context)});conststatement.exps=!0;var letstatement=stmt(\\\"let\\\",function(context){return blockVariableStatement(\\\"let\\\",this,context)});letstatement.exps=!0;var varstatement=stmt(\\\"var\\\",function(context){var tokens,lone,value,prefix=context&&context.prefix,inexport=context&&context.inexport,implied=context&&context.implied,report=!(context&&context.ignore);for(this.first=[];;){var names=[];_.contains([\\\"{\\\",\\\"[\\\"],state.tokens.next.value)?(tokens=destructuringPattern(),lone=!1):(tokens=[{id:identifier(),token:state.tokens.curr}],lone=!0),prefix&&implied||!report||!state.option.varstmt||warning(\\\"W132\\\",this),this.first=this.first.concat(names);for(var t in tokens)tokens.hasOwnProperty(t)&&(t=tokens[t],!implied&&state.funct[\\\"(global)\\\"]&&(predefined[t.id]===!1?warning(\\\"W079\\\",t.token,t.id):state.option.futurehostile===!1&&(!state.inES5()&&vars.ecmaIdentifiers[5][t.id]===!1||!state.inES6()&&vars.ecmaIdentifiers[6][t.id]===!1)&&warning(\\\"W129\\\",t.token,t.id)),t.id&&(\\\"for\\\"===implied?(state.funct[\\\"(scope)\\\"].has(t.id)||report&&warning(\\\"W088\\\",t.token,t.id),state.funct[\\\"(scope)\\\"].block.use(t.id,t.token)):(state.funct[\\\"(scope)\\\"].addlabel(t.id,{type:\\\"var\\\",token:t.token}),lone&&inexport&&state.funct[\\\"(scope)\\\"].setExported(t.id,t.token)),names.push(t.token)));if(\\\"=\\\"===state.tokens.next.id&&(state.nameStack.set(state.tokens.curr),advance(\\\"=\\\"),prefix||!report||state.funct[\\\"(loopage)\\\"]||\\\"undefined\\\"!==state.tokens.next.id||warning(\\\"W080\\\",state.tokens.prev,state.tokens.prev.value),\\\"=\\\"===peek(0).id&&state.tokens.next.identifier&&(!prefix&&report&&!state.funct[\\\"(params)\\\"]||-1===state.funct[\\\"(params)\\\"].indexOf(state.tokens.next.value))&&warning(\\\"W120\\\",state.tokens.next,state.tokens.next.value),value=expression(prefix?120:10),lone?tokens[0].first=value:destructuringPatternMatch(names,value)),\\\",\\\"!==state.tokens.next.id)break;comma()}return this});varstatement.exps=!0,blockstmt(\\\"class\\\",function(){return classdef.call(this,!0)}),blockstmt(\\\"function\\\",function(context){var inexport=context&&context.inexport,generator=!1;\\\"*\\\"===state.tokens.next.value&&(advance(\\\"*\\\"),state.inES6({strict:!0})?generator=!0:warning(\\\"W119\\\",state.tokens.curr,\\\"function*\\\",\\\"6\\\")),inblock&&warning(\\\"W082\\\",state.tokens.curr);var i=optionalidentifier();return state.funct[\\\"(scope)\\\"].addlabel(i,{type:\\\"function\\\",token:state.tokens.curr}),void 0===i?warning(\\\"W025\\\"):inexport&&state.funct[\\\"(scope)\\\"].setExported(i,state.tokens.prev),doFunction({name:i,statement:this,type:generator?\\\"generator\\\":null,ignoreLoopFunc:inblock}),\\\"(\\\"===state.tokens.next.id&&state.tokens.next.line===state.tokens.curr.line&&error(\\\"E039\\\"),this}),prefix(\\\"function\\\",function(){var generator=!1;\\\"*\\\"===state.tokens.next.value&&(state.inES6()||warning(\\\"W119\\\",state.tokens.curr,\\\"function*\\\",\\\"6\\\"),advance(\\\"*\\\"),generator=!0);var i=optionalidentifier();return doFunction({name:i,type:generator?\\\"generator\\\":null}),this}),blockstmt(\\\"if\\\",function(){var t=state.tokens.next;increaseComplexityCount(),state.condition=!0,advance(\\\"(\\\");var expr=expression(0);checkCondAssignment(expr);var forinifcheck=null;state.option.forin&&state.forinifcheckneeded&&(state.forinifcheckneeded=!1,forinifcheck=state.forinifchecks[state.forinifchecks.length-1],forinifcheck.type=\\\"(punctuator)\\\"===expr.type&&\\\"!\\\"===expr.value?\\\"(negative)\\\":\\\"(positive)\\\"),advance(\\\")\\\",t),state.condition=!1;var s=block(!0,!0);return forinifcheck&&\\\"(negative)\\\"===forinifcheck.type&&s&&s[0]&&\\\"(identifier)\\\"===s[0].type&&\\\"continue\\\"===s[0].value&&(forinifcheck.type=\\\"(negative-with-continue)\\\"),\\\"else\\\"===state.tokens.next.id&&(advance(\\\"else\\\"),\\\"if\\\"===state.tokens.next.id||\\\"switch\\\"===state.tokens.next.id?statement():block(!0,!0)),this}),blockstmt(\\\"try\\\",function(){function doCatch(){if(advance(\\\"catch\\\"),advance(\\\"(\\\"),state.funct[\\\"(scope)\\\"].stack(\\\"catchparams\\\"),checkPunctuators(state.tokens.next,[\\\"[\\\",\\\"{\\\"])){var tokens=destructuringPattern();_.each(tokens,function(token){token.id&&state.funct[\\\"(scope)\\\"].addParam(token.id,token,\\\"exception\\\")})}else\\\"(identifier)\\\"!==state.tokens.next.type?warning(\\\"E030\\\",state.tokens.next,state.tokens.next.value):state.funct[\\\"(scope)\\\"].addParam(identifier(),state.tokens.curr,\\\"exception\\\");\\\"if\\\"===state.tokens.next.value&&(state.inMoz()||warning(\\\"W118\\\",state.tokens.curr,\\\"catch filter\\\"),advance(\\\"if\\\"),expression(0)),advance(\\\")\\\"),block(!1),state.funct[\\\"(scope)\\\"].unstack()}var b;for(block(!0);\\\"catch\\\"===state.tokens.next.id;)increaseComplexityCount(),b&&!state.inMoz()&&warning(\\\"W118\\\",state.tokens.next,\\\"multiple catch blocks\\\"),doCatch(),b=!0;return\\\"finally\\\"===state.tokens.next.id?(advance(\\\"finally\\\"),block(!0),void 0):(b||error(\\\"E021\\\",state.tokens.next,\\\"catch\\\",state.tokens.next.value),this)}),blockstmt(\\\"while\\\",function(){var t=state.tokens.next;return state.funct[\\\"(breakage)\\\"]+=1,state.funct[\\\"(loopage)\\\"]+=1,increaseComplexityCount(),advance(\\\"(\\\"),checkCondAssignment(expression(0)),advance(\\\")\\\",t),block(!0,!0),state.funct[\\\"(breakage)\\\"]-=1,state.funct[\\\"(loopage)\\\"]-=1,this}).labelled=!0,blockstmt(\\\"with\\\",function(){var t=state.tokens.next;return state.isStrict()?error(\\\"E010\\\",state.tokens.curr):state.option.withstmt||warning(\\\"W085\\\",state.tokens.curr),advance(\\\"(\\\"),expression(0),advance(\\\")\\\",t),block(!0,!0),this}),blockstmt(\\\"switch\\\",function(){var t=state.tokens.next,g=!1,noindent=!1;\\nfor(state.funct[\\\"(breakage)\\\"]+=1,advance(\\\"(\\\"),checkCondAssignment(expression(0)),advance(\\\")\\\",t),t=state.tokens.next,advance(\\\"{\\\"),state.tokens.next.from===indent&&(noindent=!0),noindent||(indent+=state.option.indent),this.cases=[];;)switch(state.tokens.next.id){case\\\"case\\\":switch(state.funct[\\\"(verb)\\\"]){case\\\"yield\\\":case\\\"break\\\":case\\\"case\\\":case\\\"continue\\\":case\\\"return\\\":case\\\"switch\\\":case\\\"throw\\\":break;default:state.tokens.curr.caseFallsThrough||warning(\\\"W086\\\",state.tokens.curr,\\\"case\\\")}advance(\\\"case\\\"),this.cases.push(expression(0)),increaseComplexityCount(),g=!0,advance(\\\":\\\"),state.funct[\\\"(verb)\\\"]=\\\"case\\\";break;case\\\"default\\\":switch(state.funct[\\\"(verb)\\\"]){case\\\"yield\\\":case\\\"break\\\":case\\\"continue\\\":case\\\"return\\\":case\\\"throw\\\":break;default:this.cases.length&&(state.tokens.curr.caseFallsThrough||warning(\\\"W086\\\",state.tokens.curr,\\\"default\\\"))}advance(\\\"default\\\"),g=!0,advance(\\\":\\\");break;case\\\"}\\\":return noindent||(indent-=state.option.indent),advance(\\\"}\\\",t),state.funct[\\\"(breakage)\\\"]-=1,state.funct[\\\"(verb)\\\"]=void 0,void 0;case\\\"(end)\\\":return error(\\\"E023\\\",state.tokens.next,\\\"}\\\"),void 0;default:if(indent+=state.option.indent,g)switch(state.tokens.curr.id){case\\\",\\\":return error(\\\"E040\\\"),void 0;case\\\":\\\":g=!1,statements();break;default:return error(\\\"E025\\\",state.tokens.curr),void 0}else{if(\\\":\\\"!==state.tokens.curr.id)return error(\\\"E021\\\",state.tokens.next,\\\"case\\\",state.tokens.next.value),void 0;advance(\\\":\\\"),error(\\\"E024\\\",state.tokens.curr,\\\":\\\"),statements()}indent-=state.option.indent}return this}).labelled=!0,stmt(\\\"debugger\\\",function(){return state.option.debug||warning(\\\"W087\\\",this),this}).exps=!0,function(){var x=stmt(\\\"do\\\",function(){state.funct[\\\"(breakage)\\\"]+=1,state.funct[\\\"(loopage)\\\"]+=1,increaseComplexityCount(),this.first=block(!0,!0),advance(\\\"while\\\");var t=state.tokens.next;return advance(\\\"(\\\"),checkCondAssignment(expression(0)),advance(\\\")\\\",t),state.funct[\\\"(breakage)\\\"]-=1,state.funct[\\\"(loopage)\\\"]-=1,this});x.labelled=!0,x.exps=!0}(),blockstmt(\\\"for\\\",function(){var s,t=state.tokens.next,letscope=!1,foreachtok=null;\\\"each\\\"===t.value&&(foreachtok=t,advance(\\\"each\\\"),state.inMoz()||warning(\\\"W118\\\",state.tokens.curr,\\\"for each\\\")),increaseComplexityCount(),advance(\\\"(\\\");var nextop,comma,initializer,i=0,inof=[\\\"in\\\",\\\"of\\\"],level=0;checkPunctuators(state.tokens.next,[\\\"{\\\",\\\"[\\\"])&&++level;do{if(nextop=peek(i),++i,checkPunctuators(nextop,[\\\"{\\\",\\\"[\\\"])?++level:checkPunctuators(nextop,[\\\"}\\\",\\\"]\\\"])&&--level,0>level)break;0===level&&(!comma&&checkPunctuator(nextop,\\\",\\\")?comma=nextop:!initializer&&checkPunctuator(nextop,\\\"=\\\")&&(initializer=nextop))}while(level>0||!_.contains(inof,nextop.value)&&\\\";\\\"!==nextop.value&&\\\"(end)\\\"!==nextop.type);if(_.contains(inof,nextop.value)){state.inES6()||\\\"of\\\"!==nextop.value||warning(\\\"W104\\\",nextop,\\\"for of\\\",\\\"6\\\");var ok=!(initializer||comma);if(initializer&&error(\\\"W133\\\",comma,nextop.value,\\\"initializer is forbidden\\\"),comma&&error(\\\"W133\\\",comma,nextop.value,\\\"more than one ForBinding\\\"),\\\"var\\\"===state.tokens.next.id?(advance(\\\"var\\\"),state.tokens.curr.fud({prefix:!0})):\\\"let\\\"===state.tokens.next.id||\\\"const\\\"===state.tokens.next.id?(advance(state.tokens.next.id),letscope=!0,state.funct[\\\"(scope)\\\"].stack(),state.tokens.curr.fud({prefix:!0})):Object.create(varstatement).fud({prefix:!0,implied:\\\"for\\\",ignore:!ok}),advance(nextop.value),expression(20),advance(\\\")\\\",t),\\\"in\\\"===nextop.value&&state.option.forin&&(state.forinifcheckneeded=!0,void 0===state.forinifchecks&&(state.forinifchecks=[]),state.forinifchecks.push({type:\\\"(none)\\\"})),state.funct[\\\"(breakage)\\\"]+=1,state.funct[\\\"(loopage)\\\"]+=1,s=block(!0,!0),\\\"in\\\"===nextop.value&&state.option.forin){if(state.forinifchecks&&state.forinifchecks.length>0){var check=state.forinifchecks.pop();(s&&s.length>0&&(\\\"object\\\"!=typeof s[0]||\\\"if\\\"!==s[0].value)||\\\"(positive)\\\"===check.type&&s.length>1||\\\"(negative)\\\"===check.type)&&warning(\\\"W089\\\",this)}state.forinifcheckneeded=!1}state.funct[\\\"(breakage)\\\"]-=1,state.funct[\\\"(loopage)\\\"]-=1}else{if(foreachtok&&error(\\\"E045\\\",foreachtok),\\\";\\\"!==state.tokens.next.id)if(\\\"var\\\"===state.tokens.next.id)advance(\\\"var\\\"),state.tokens.curr.fud();else if(\\\"let\\\"===state.tokens.next.id)advance(\\\"let\\\"),letscope=!0,state.funct[\\\"(scope)\\\"].stack(),state.tokens.curr.fud();else for(;expression(0,\\\"for\\\"),\\\",\\\"===state.tokens.next.id;)comma();if(nolinebreak(state.tokens.curr),advance(\\\";\\\"),state.funct[\\\"(loopage)\\\"]+=1,\\\";\\\"!==state.tokens.next.id&&checkCondAssignment(expression(0)),nolinebreak(state.tokens.curr),advance(\\\";\\\"),\\\";\\\"===state.tokens.next.id&&error(\\\"E021\\\",state.tokens.next,\\\")\\\",\\\";\\\"),\\\")\\\"!==state.tokens.next.id)for(;expression(0,\\\"for\\\"),\\\",\\\"===state.tokens.next.id;)comma();advance(\\\")\\\",t),state.funct[\\\"(breakage)\\\"]+=1,block(!0,!0),state.funct[\\\"(breakage)\\\"]-=1,state.funct[\\\"(loopage)\\\"]-=1}return letscope&&state.funct[\\\"(scope)\\\"].unstack(),this}).labelled=!0,stmt(\\\"break\\\",function(){var v=state.tokens.next.value;return state.option.asi||nolinebreak(this),\\\";\\\"===state.tokens.next.id||state.tokens.next.reach||state.tokens.curr.line!==startLine(state.tokens.next)?0===state.funct[\\\"(breakage)\\\"]&&warning(\\\"W052\\\",state.tokens.next,this.value):(state.funct[\\\"(scope)\\\"].funct.hasBreakLabel(v)||warning(\\\"W090\\\",state.tokens.next,v),this.first=state.tokens.next,advance()),reachable(this),this}).exps=!0,stmt(\\\"continue\\\",function(){var v=state.tokens.next.value;return 0===state.funct[\\\"(breakage)\\\"]&&warning(\\\"W052\\\",state.tokens.next,this.value),state.funct[\\\"(loopage)\\\"]||warning(\\\"W052\\\",state.tokens.next,this.value),state.option.asi||nolinebreak(this),\\\";\\\"===state.tokens.next.id||state.tokens.next.reach||state.tokens.curr.line===startLine(state.tokens.next)&&(state.funct[\\\"(scope)\\\"].funct.hasBreakLabel(v)||warning(\\\"W090\\\",state.tokens.next,v),this.first=state.tokens.next,advance()),reachable(this),this}).exps=!0,stmt(\\\"return\\\",function(){return this.line===startLine(state.tokens.next)?\\\";\\\"===state.tokens.next.id||state.tokens.next.reach||(this.first=expression(0),!this.first||\\\"(punctuator)\\\"!==this.first.type||\\\"=\\\"!==this.first.value||this.first.paren||state.option.boss||warningAt(\\\"W093\\\",this.first.line,this.first.character)):\\\"(punctuator)\\\"===state.tokens.next.type&&[\\\"[\\\",\\\"{\\\",\\\"+\\\",\\\"-\\\"].indexOf(state.tokens.next.value)>-1&&nolinebreak(this),reachable(this),this}).exps=!0,function(x){x.exps=!0,x.lbp=25}(prefix(\\\"yield\\\",function(){var prev=state.tokens.prev;state.inES6(!0)&&!state.funct[\\\"(generator)\\\"]?\\\"(catch)\\\"===state.funct[\\\"(name)\\\"]&&state.funct[\\\"(context)\\\"][\\\"(generator)\\\"]||error(\\\"E046\\\",state.tokens.curr,\\\"yield\\\"):state.inES6()||warning(\\\"W104\\\",state.tokens.curr,\\\"yield\\\",\\\"6\\\"),state.funct[\\\"(generator)\\\"]=\\\"yielded\\\";var delegatingYield=!1;return\\\"*\\\"===state.tokens.next.value&&(delegatingYield=!0,advance(\\\"*\\\")),this.line!==startLine(state.tokens.next)&&state.inMoz()?state.option.asi||nolinebreak(this):((delegatingYield||\\\";\\\"!==state.tokens.next.id&&!state.option.asi&&!state.tokens.next.reach&&state.tokens.next.nud)&&(nobreaknonadjacent(state.tokens.curr,state.tokens.next),this.first=expression(10),\\\"(punctuator)\\\"!==this.first.type||\\\"=\\\"!==this.first.value||this.first.paren||state.option.boss||warningAt(\\\"W093\\\",this.first.line,this.first.character)),state.inMoz()&&\\\")\\\"!==state.tokens.next.id&&(prev.lbp>30||!prev.assign&&!isEndOfExpr()||\\\"yield\\\"===prev.id)&&error(\\\"E050\\\",this)),this})),stmt(\\\"throw\\\",function(){return nolinebreak(this),this.first=expression(20),reachable(this),this}).exps=!0,stmt(\\\"import\\\",function(){if(state.inES6()||warning(\\\"W119\\\",state.tokens.curr,\\\"import\\\",\\\"6\\\"),\\\"(string)\\\"===state.tokens.next.type)return advance(\\\"(string)\\\"),this;if(state.tokens.next.identifier){if(this.name=identifier(),state.funct[\\\"(scope)\\\"].addlabel(this.name,{type:\\\"const\\\",token:state.tokens.curr}),\\\",\\\"!==state.tokens.next.value)return advance(\\\"from\\\"),advance(\\\"(string)\\\"),this;advance(\\\",\\\")}if(\\\"*\\\"===state.tokens.next.id)advance(\\\"*\\\"),advance(\\\"as\\\"),state.tokens.next.identifier&&(this.name=identifier(),state.funct[\\\"(scope)\\\"].addlabel(this.name,{type:\\\"const\\\",token:state.tokens.curr}));else for(advance(\\\"{\\\");;){if(\\\"}\\\"===state.tokens.next.value){advance(\\\"}\\\");break}var importName;if(\\\"default\\\"===state.tokens.next.type?(importName=\\\"default\\\",advance(\\\"default\\\")):importName=identifier(),\\\"as\\\"===state.tokens.next.value&&(advance(\\\"as\\\"),importName=identifier()),state.funct[\\\"(scope)\\\"].addlabel(importName,{type:\\\"const\\\",token:state.tokens.curr}),\\\",\\\"!==state.tokens.next.value){if(\\\"}\\\"===state.tokens.next.value){advance(\\\"}\\\");break}error(\\\"E024\\\",state.tokens.next,state.tokens.next.value);break}advance(\\\",\\\")}return advance(\\\"from\\\"),advance(\\\"(string)\\\"),this}).exps=!0,stmt(\\\"export\\\",function(){var token,identifier,ok=!0;if(state.inES6()||(warning(\\\"W119\\\",state.tokens.curr,\\\"export\\\",\\\"6\\\"),ok=!1),state.funct[\\\"(scope)\\\"].block.isGlobal()||(error(\\\"E053\\\",state.tokens.curr),ok=!1),\\\"*\\\"===state.tokens.next.value)return advance(\\\"*\\\"),advance(\\\"from\\\"),advance(\\\"(string)\\\"),this;if(\\\"default\\\"===state.tokens.next.type){state.nameStack.set(state.tokens.next),advance(\\\"default\\\");var exportType=state.tokens.next.id;return(\\\"function\\\"===exportType||\\\"class\\\"===exportType)&&(this.block=!0),token=peek(),expression(10),identifier=token.value,this.block&&(state.funct[\\\"(scope)\\\"].addlabel(identifier,{type:exportType,token:token}),state.funct[\\\"(scope)\\\"].setExported(identifier,token)),this}if(\\\"{\\\"===state.tokens.next.value){advance(\\\"{\\\");for(var exportedTokens=[];;){if(state.tokens.next.identifier||error(\\\"E030\\\",state.tokens.next,state.tokens.next.value),advance(),exportedTokens.push(state.tokens.curr),\\\"as\\\"===state.tokens.next.value&&(advance(\\\"as\\\"),state.tokens.next.identifier||error(\\\"E030\\\",state.tokens.next,state.tokens.next.value),advance()),\\\",\\\"!==state.tokens.next.value){if(\\\"}\\\"===state.tokens.next.value){advance(\\\"}\\\");break}error(\\\"E024\\\",state.tokens.next,state.tokens.next.value);break}advance(\\\",\\\")}return\\\"from\\\"===state.tokens.next.value?(advance(\\\"from\\\"),advance(\\\"(string)\\\")):ok&&exportedTokens.forEach(function(token){state.funct[\\\"(scope)\\\"].setExported(token.value,token)}),this}if(\\\"var\\\"===state.tokens.next.id)advance(\\\"var\\\"),state.tokens.curr.fud({inexport:!0});else if(\\\"let\\\"===state.tokens.next.id)advance(\\\"let\\\"),state.tokens.curr.fud({inexport:!0});else if(\\\"const\\\"===state.tokens.next.id)advance(\\\"const\\\"),state.tokens.curr.fud({inexport:!0});else if(\\\"function\\\"===state.tokens.next.id)this.block=!0,advance(\\\"function\\\"),state.syntax[\\\"function\\\"].fud({inexport:!0});else if(\\\"class\\\"===state.tokens.next.id){this.block=!0,advance(\\\"class\\\");var classNameToken=state.tokens.next;state.syntax[\\\"class\\\"].fud(),state.funct[\\\"(scope)\\\"].setExported(classNameToken.value,classNameToken)}else error(\\\"E024\\\",state.tokens.next,state.tokens.next.value);return this}).exps=!0,FutureReservedWord(\\\"abstract\\\"),FutureReservedWord(\\\"boolean\\\"),FutureReservedWord(\\\"byte\\\"),FutureReservedWord(\\\"char\\\"),FutureReservedWord(\\\"class\\\",{es5:!0,nud:classdef}),FutureReservedWord(\\\"double\\\"),FutureReservedWord(\\\"enum\\\",{es5:!0}),FutureReservedWord(\\\"export\\\",{es5:!0}),FutureReservedWord(\\\"extends\\\",{es5:!0}),FutureReservedWord(\\\"final\\\"),FutureReservedWord(\\\"float\\\"),FutureReservedWord(\\\"goto\\\"),FutureReservedWord(\\\"implements\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"import\\\",{es5:!0}),FutureReservedWord(\\\"int\\\"),FutureReservedWord(\\\"interface\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"long\\\"),FutureReservedWord(\\\"native\\\"),FutureReservedWord(\\\"package\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"private\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"protected\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"public\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"short\\\"),FutureReservedWord(\\\"static\\\",{es5:!0,strictOnly:!0}),FutureReservedWord(\\\"super\\\",{es5:!0}),FutureReservedWord(\\\"synchronized\\\"),FutureReservedWord(\\\"transient\\\"),FutureReservedWord(\\\"volatile\\\");var lookupBlockType=function(){var pn,pn1,prev,i=-1,bracketStack=0,ret={};checkPunctuators(state.tokens.curr,[\\\"[\\\",\\\"{\\\"])&&(bracketStack+=1);do{if(prev=-1===i?state.tokens.curr:pn,pn=-1===i?state.tokens.next:peek(i),pn1=peek(i+1),i+=1,checkPunctuators(pn,[\\\"[\\\",\\\"{\\\"])?bracketStack+=1:checkPunctuators(pn,[\\\"]\\\",\\\"}\\\"])&&(bracketStack-=1),1===bracketStack&&pn.identifier&&\\\"for\\\"===pn.value&&!checkPunctuator(prev,\\\".\\\")){ret.isCompArray=!0,ret.notJson=!0;break}if(0===bracketStack&&checkPunctuators(pn,[\\\"}\\\",\\\"]\\\"])){if(\\\"=\\\"===pn1.value){ret.isDestAssign=!0,ret.notJson=!0;break}if(\\\".\\\"===pn1.value){ret.notJson=!0;break}}checkPunctuator(pn,\\\";\\\")&&(ret.isBlock=!0,ret.notJson=!0)}while(bracketStack>0&&\\\"(end)\\\"!==pn.id);return ret},arrayComprehension=function(){function declare(v){var l=_current.variables.filter(function(elt){return elt.value===v?(elt.undef=!1,v):void 0}).length;return 0!==l}function use(v){var l=_current.variables.filter(function(elt){return elt.value!==v||elt.undef?void 0:(elt.unused===!0&&(elt.unused=!1),v)}).length;return 0===l}var _current,CompArray=function(){this.mode=\\\"use\\\",this.variables=[]},_carrays=[];return{stack:function(){_current=new CompArray,_carrays.push(_current)},unstack:function(){_current.variables.filter(function(v){v.unused&&warning(\\\"W098\\\",v.token,v.raw_text||v.value),v.undef&&state.funct[\\\"(scope)\\\"].block.use(v.value,v.token)}),_carrays.splice(-1,1),_current=_carrays[_carrays.length-1]},setState:function(s){_.contains([\\\"use\\\",\\\"define\\\",\\\"generate\\\",\\\"filter\\\"],s)&&(_current.mode=s)},check:function(v){return _current?_current&&\\\"use\\\"===_current.mode?(use(v)&&_current.variables.push({funct:state.funct,token:state.tokens.curr,value:v,undef:!0,unused:!1}),!0):_current&&\\\"define\\\"===_current.mode?(declare(v)||_current.variables.push({funct:state.funct,token:state.tokens.curr,value:v,undef:!1,unused:!0}),!0):_current&&\\\"generate\\\"===_current.mode?(state.funct[\\\"(scope)\\\"].block.use(v,state.tokens.curr),!0):_current&&\\\"filter\\\"===_current.mode?(use(v)&&state.funct[\\\"(scope)\\\"].block.use(v,state.tokens.curr),!0):!1:void 0}}},escapeRegex=function(str){return str.replace(/[-\\\\/\\\\\\\\^$*+?.()|[\\\\]{}]/g,\\\"\\\\\\\\$&\\\")},itself=function(s,o,g){function each(obj,cb){obj&&(Array.isArray(obj)||\\\"object\\\"!=typeof obj||(obj=Object.keys(obj)),obj.forEach(cb))}var i,k,x,reIgnoreStr,reIgnore,optionKeys,newOptionObj={},newIgnoredObj={};o=_.clone(o),state.reset(),o&&o.scope?JSHINT.scope=o.scope:(JSHINT.errors=[],JSHINT.undefs=[],JSHINT.internals=[],JSHINT.blacklist={},JSHINT.scope=\\\"(main)\\\"),predefined=Object.create(null),combine(predefined,vars.ecmaIdentifiers[3]),combine(predefined,vars.reservedVars),combine(predefined,g||{}),declared=Object.create(null);var exported=Object.create(null);if(o)for(each(o.predef||null,function(item){var slice,prop;\\\"-\\\"===item[0]?(slice=item.slice(1),JSHINT.blacklist[slice]=slice,delete predefined[slice]):(prop=Object.getOwnPropertyDescriptor(o.predef,item),predefined[item]=prop?prop.value:!1)}),each(o.exported||null,function(item){exported[item]=!0}),delete o.predef,delete o.exported,optionKeys=Object.keys(o),x=0;optionKeys.length>x;x++)if(/^-W\\\\d{3}$/g.test(optionKeys[x]))newIgnoredObj[optionKeys[x].slice(1)]=!0;else{var optionKey=optionKeys[x];newOptionObj[optionKey]=o[optionKey],(\\\"esversion\\\"===optionKey&&5===o[optionKey]||\\\"es5\\\"===optionKey&&o[optionKey])&&warning(\\\"I003\\\"),\\\"newcap\\\"===optionKeys[x]&&o[optionKey]===!1&&(newOptionObj[\\\"(explicitNewcap)\\\"]=!0)}state.option=newOptionObj,state.ignored=newIgnoredObj,state.option.indent=state.option.indent||4,state.option.maxerr=state.option.maxerr||50,indent=1;var scopeManagerInst=scopeManager(state,predefined,exported,declared);if(scopeManagerInst.on(\\\"warning\\\",function(ev){warning.apply(null,[ev.code,ev.token].concat(ev.data))}),scopeManagerInst.on(\\\"error\\\",function(ev){error.apply(null,[ev.code,ev.token].concat(ev.data))}),state.funct=functor(\\\"(global)\\\",null,{\\\"(global)\\\":!0,\\\"(scope)\\\":scopeManagerInst,\\\"(comparray)\\\":arrayComprehension(),\\\"(metrics)\\\":createMetrics(state.tokens.next)}),functions=[state.funct],urls=[],stack=null,member={},membersOnly=null,inblock=!1,lookahead=[],!isString(s)&&!Array.isArray(s))return errorAt(\\\"E004\\\",0),!1;api={get isJSON(){return state.jsonMode},getOption:function(name){return state.option[name]||null},getCache:function(name){return state.cache[name]},setCache:function(name,value){state.cache[name]=value},warn:function(code,data){warningAt.apply(null,[code,data.line,data.char].concat(data.data))},on:function(names,listener){names.split(\\\" \\\").forEach(function(name){emitter.on(name,listener)}.bind(this))}},emitter.removeAllListeners(),(extraModules||[]).forEach(function(func){func(api)}),state.tokens.prev=state.tokens.curr=state.tokens.next=state.syntax[\\\"(begin)\\\"],o&&o.ignoreDelimiters&&(Array.isArray(o.ignoreDelimiters)||(o.ignoreDelimiters=[o.ignoreDelimiters]),o.ignoreDelimiters.forEach(function(delimiterPair){delimiterPair.start&&delimiterPair.end&&(reIgnoreStr=escapeRegex(delimiterPair.start)+\\\"[\\\\\\\\s\\\\\\\\S]*?\\\"+escapeRegex(delimiterPair.end),reIgnore=RegExp(reIgnoreStr,\\\"ig\\\"),s=s.replace(reIgnore,function(match){return match.replace(/./g,\\\" \\\")}))})),lex=new Lexer(s),lex.on(\\\"warning\\\",function(ev){warningAt.apply(null,[ev.code,ev.line,ev.character].concat(ev.data))}),lex.on(\\\"error\\\",function(ev){errorAt.apply(null,[ev.code,ev.line,ev.character].concat(ev.data))}),lex.on(\\\"fatal\\\",function(ev){quit(\\\"E041\\\",ev.line,ev.from)}),lex.on(\\\"Identifier\\\",function(ev){emitter.emit(\\\"Identifier\\\",ev)}),lex.on(\\\"String\\\",function(ev){emitter.emit(\\\"String\\\",ev)}),lex.on(\\\"Number\\\",function(ev){emitter.emit(\\\"Number\\\",ev)}),lex.start();for(var name in o)_.has(o,name)&&checkOption(name,state.tokens.curr);assume(),combine(predefined,g||{}),comma.first=!0;try{switch(advance(),state.tokens.next.id){case\\\"{\\\":case\\\"[\\\":destructuringAssignOrJsonValue();break;default:directives(),state.directive[\\\"use strict\\\"]&&\\\"global\\\"!==state.option.strict&&warning(\\\"W097\\\",state.tokens.prev),statements()}\\\"(end)\\\"!==state.tokens.next.id&&quit(\\\"E041\\\",state.tokens.curr.line),state.funct[\\\"(scope)\\\"].unstack()}catch(err){if(!err||\\\"JSHintError\\\"!==err.name)throw err;var nt=state.tokens.next||{};JSHINT.errors.push({scope:\\\"(main)\\\",raw:err.raw,code:err.code,reason:err.message,line:err.line||nt.line,character:err.character||nt.from},null)}if(\\\"(main)\\\"===JSHINT.scope)for(o=o||{},i=0;JSHINT.internals.length>i;i+=1)k=JSHINT.internals[i],o.scope=k.elem,itself(k.value,o,g);return 0===JSHINT.errors.length};return itself.addModule=function(func){extraModules.push(func)},itself.addModule(style.register),itself.data=function(){var fu,f,i,j,n,globals,data={functions:[],options:state.option};itself.errors.length&&(data.errors=itself.errors),state.jsonMode&&(data.json=!0);var impliedGlobals=state.funct[\\\"(scope)\\\"].getImpliedGlobals();for(impliedGlobals.length>0&&(data.implieds=impliedGlobals),urls.length>0&&(data.urls=urls),globals=state.funct[\\\"(scope)\\\"].getUsedOrDefinedGlobals(),globals.length>0&&(data.globals=globals),i=1;functions.length>i;i+=1){for(f=functions[i],fu={},j=0;functionicity.length>j;j+=1)fu[functionicity[j]]=[];for(j=0;functionicity.length>j;j+=1)0===fu[functionicity[j]].length&&delete fu[functionicity[j]];fu.name=f[\\\"(name)\\\"],fu.param=f[\\\"(params)\\\"],fu.line=f[\\\"(line)\\\"],fu.character=f[\\\"(character)\\\"],fu.last=f[\\\"(last)\\\"],fu.lastcharacter=f[\\\"(lastcharacter)\\\"],fu.metrics={complexity:f[\\\"(metrics)\\\"].ComplexityCount,parameters:f[\\\"(metrics)\\\"].arity,statements:f[\\\"(metrics)\\\"].statementCount},data.functions.push(fu)}var unuseds=state.funct[\\\"(scope)\\\"].getUnuseds();unuseds.length>0&&(data.unused=unuseds);for(n in member)if(\\\"number\\\"==typeof member[n]){data.member=member;break}return data},itself.jshint=itself,itself}();\\\"object\\\"==typeof exports&&exports&&(exports.JSHINT=JSHINT)},{\\\"../lodash\\\":\\\"/node_modules/jshint/lodash.js\\\",\\\"./lex.js\\\":\\\"/node_modules/jshint/src/lex.js\\\",\\\"./messages.js\\\":\\\"/node_modules/jshint/src/messages.js\\\",\\\"./options.js\\\":\\\"/node_modules/jshint/src/options.js\\\",\\\"./reg.js\\\":\\\"/node_modules/jshint/src/reg.js\\\",\\\"./scope-manager.js\\\":\\\"/node_modules/jshint/src/scope-manager.js\\\",\\\"./state.js\\\":\\\"/node_modules/jshint/src/state.js\\\",\\\"./style.js\\\":\\\"/node_modules/jshint/src/style.js\\\",\\\"./vars.js\\\":\\\"/node_modules/jshint/src/vars.js\\\",events:\\\"/node_modules/browserify/node_modules/events/events.js\\\"}],\\\"/node_modules/jshint/src/lex.js\\\":[function(_dereq_,module,exports){\\\"use strict\\\";function asyncTrigger(){var _checks=[];return{push:function(fn){_checks.push(fn)},check:function(){for(var check=0;_checks.length>check;++check)_checks[check]();_checks.splice(0,_checks.length)}}}function Lexer(source){var lines=source;\\\"string\\\"==typeof lines&&(lines=lines.replace(/\\\\r\\\\n/g,\\\"\\\\n\\\").replace(/\\\\r/g,\\\"\\\\n\\\").split(\\\"\\\\n\\\")),lines[0]&&\\\"#!\\\"===lines[0].substr(0,2)&&(-1!==lines[0].indexOf(\\\"node\\\")&&(state.option.node=!0),lines[0]=\\\"\\\"),this.emitter=new events.EventEmitter,this.source=source,this.setLines(lines),this.prereg=!0,this.line=0,this.char=1,this.from=1,this.input=\\\"\\\",this.inComment=!1,this.context=[],this.templateStarts=[];for(var i=0;state.option.indent>i;i+=1)state.tab+=\\\" \\\";this.ignoreLinterErrors=!1}var _=_dereq_(\\\"../lodash\\\"),events=_dereq_(\\\"events\\\"),reg=_dereq_(\\\"./reg.js\\\"),state=_dereq_(\\\"./state.js\\\").state,unicodeData=_dereq_(\\\"../data/ascii-identifier-data.js\\\"),asciiIdentifierStartTable=unicodeData.asciiIdentifierStartTable,asciiIdentifierPartTable=unicodeData.asciiIdentifierPartTable,Token={Identifier:1,Punctuator:2,NumericLiteral:3,StringLiteral:4,Comment:5,Keyword:6,NullLiteral:7,BooleanLiteral:8,RegExp:9,TemplateHead:10,TemplateMiddle:11,TemplateTail:12,NoSubstTemplate:13},Context={Block:1,Template:2};Lexer.prototype={_lines:[],inContext:function(ctxType){return this.context.length>0&&this.context[this.context.length-1].type===ctxType},pushContext:function(ctxType){this.context.push({type:ctxType})},popContext:function(){return this.context.pop()},isContext:function(context){return this.context.length>0&&this.context[this.context.length-1]===context},currentContext:function(){return this.context.length>0&&this.context[this.context.length-1]},getLines:function(){return this._lines=state.lines,this._lines},setLines:function(val){this._lines=val,state.lines=this._lines},peek:function(i){return this.input.charAt(i||0)},skip:function(i){i=i||1,this.char+=i,this.input=this.input.slice(i)},on:function(names,listener){names.split(\\\" \\\").forEach(function(name){this.emitter.on(name,listener)}.bind(this))},trigger:function(){this.emitter.emit.apply(this.emitter,Array.prototype.slice.call(arguments))},triggerAsync:function(type,args,checks,fn){checks.push(function(){fn()&&this.trigger(type,args)}.bind(this))},scanPunctuator:function(){var ch2,ch3,ch4,ch1=this.peek();switch(ch1){case\\\".\\\":if(/^[0-9]$/.test(this.peek(1)))return null;if(\\\".\\\"===this.peek(1)&&\\\".\\\"===this.peek(2))return{type:Token.Punctuator,value:\\\"...\\\"};case\\\"(\\\":case\\\")\\\":case\\\";\\\":case\\\",\\\":case\\\"[\\\":case\\\"]\\\":case\\\":\\\":case\\\"~\\\":case\\\"?\\\":return{type:Token.Punctuator,value:ch1};case\\\"{\\\":return this.pushContext(Context.Block),{type:Token.Punctuator,value:ch1};case\\\"}\\\":return this.inContext(Context.Block)&&this.popContext(),{type:Token.Punctuator,value:ch1};case\\\"#\\\":return{type:Token.Punctuator,value:ch1};case\\\"\\\":return null}return ch2=this.peek(1),ch3=this.peek(2),ch4=this.peek(3),\\\">\\\"===ch1&&\\\">\\\"===ch2&&\\\">\\\"===ch3&&\\\"=\\\"===ch4?{type:Token.Punctuator,value:\\\">>>=\\\"}:\\\"=\\\"===ch1&&\\\"=\\\"===ch2&&\\\"=\\\"===ch3?{type:Token.Punctuator,value:\\\"===\\\"}:\\\"!\\\"===ch1&&\\\"=\\\"===ch2&&\\\"=\\\"===ch3?{type:Token.Punctuator,value:\\\"!==\\\"}:\\\">\\\"===ch1&&\\\">\\\"===ch2&&\\\">\\\"===ch3?{type:Token.Punctuator,value:\\\">>>\\\"}:\\\"<\\\"===ch1&&\\\"<\\\"===ch2&&\\\"=\\\"===ch3?{type:Token.Punctuator,value:\\\"<<=\\\"}:\\\">\\\"===ch1&&\\\">\\\"===ch2&&\\\"=\\\"===ch3?{type:Token.Punctuator,value:\\\">>=\\\"}:\\\"=\\\"===ch1&&\\\">\\\"===ch2?{type:Token.Punctuator,value:ch1+ch2}:ch1===ch2&&\\\"+-<>&|\\\".indexOf(ch1)>=0?{type:Token.Punctuator,value:ch1+ch2}:\\\"<>=!+-*%&|^\\\".indexOf(ch1)>=0?\\\"=\\\"===ch2?{type:Token.Punctuator,value:ch1+ch2}:{type:Token.Punctuator,value:ch1}:\\\"/\\\"===ch1?\\\"=\\\"===ch2?{type:Token.Punctuator,value:\\\"/=\\\"}:{type:Token.Punctuator,value:\\\"/\\\"}:null},scanComments:function(){function commentToken(label,body,opt){var special=[\\\"jshint\\\",\\\"jslint\\\",\\\"members\\\",\\\"member\\\",\\\"globals\\\",\\\"global\\\",\\\"exported\\\"],isSpecial=!1,value=label+body,commentType=\\\"plain\\\";return opt=opt||{},opt.isMultiline&&(value+=\\\"*/\\\"),body=body.replace(/\\\\n/g,\\\" \\\"),\\\"/*\\\"===label&®.fallsThrough.test(body)&&(isSpecial=!0,commentType=\\\"falls through\\\"),special.forEach(function(str){if(!isSpecial&&(\\\"//\\\"!==label||\\\"jshint\\\"===str)&&(\\\" \\\"===body.charAt(str.length)&&body.substr(0,str.length)===str&&(isSpecial=!0,label+=str,body=body.substr(str.length)),isSpecial||\\\" \\\"!==body.charAt(0)||\\\" \\\"!==body.charAt(str.length+1)||body.substr(1,str.length)!==str||(isSpecial=!0,label=label+\\\" \\\"+str,body=body.substr(str.length+1)),isSpecial))switch(str){case\\\"member\\\":commentType=\\\"members\\\";break;case\\\"global\\\":commentType=\\\"globals\\\";break;default:var options=body.split(\\\":\\\").map(function(v){return v.replace(/^\\\\s+/,\\\"\\\").replace(/\\\\s+$/,\\\"\\\")});if(2===options.length)switch(options[0]){case\\\"ignore\\\":switch(options[1]){case\\\"start\\\":self.ignoringLinterErrors=!0,isSpecial=!1;break;case\\\"end\\\":self.ignoringLinterErrors=!1,isSpecial=!1}}commentType=str}}),{type:Token.Comment,commentType:commentType,value:value,body:body,isSpecial:isSpecial,isMultiline:opt.isMultiline||!1,isMalformed:opt.isMalformed||!1}}var ch1=this.peek(),ch2=this.peek(1),rest=this.input.substr(2),startLine=this.line,startChar=this.char,self=this;if(\\\"*\\\"===ch1&&\\\"/\\\"===ch2)return this.trigger(\\\"error\\\",{code:\\\"E018\\\",line:startLine,character:startChar}),this.skip(2),null;if(\\\"/\\\"!==ch1||\\\"*\\\"!==ch2&&\\\"/\\\"!==ch2)return null;if(\\\"/\\\"===ch2)return this.skip(this.input.length),commentToken(\\\"//\\\",rest);var body=\\\"\\\";if(\\\"*\\\"===ch2){for(this.inComment=!0,this.skip(2);\\\"*\\\"!==this.peek()||\\\"/\\\"!==this.peek(1);)if(\\\"\\\"===this.peek()){if(body+=\\\"\\\\n\\\",!this.nextLine())return this.trigger(\\\"error\\\",{code:\\\"E017\\\",line:startLine,character:startChar}),this.inComment=!1,commentToken(\\\"/*\\\",body,{isMultiline:!0,isMalformed:!0})}else body+=this.peek(),this.skip();return this.skip(2),this.inComment=!1,commentToken(\\\"/*\\\",body,{isMultiline:!0})}},scanKeyword:function(){var result=/^[a-zA-Z_$][a-zA-Z0-9_$]*/.exec(this.input),keywords=[\\\"if\\\",\\\"in\\\",\\\"do\\\",\\\"var\\\",\\\"for\\\",\\\"new\\\",\\\"try\\\",\\\"let\\\",\\\"this\\\",\\\"else\\\",\\\"case\\\",\\\"void\\\",\\\"with\\\",\\\"enum\\\",\\\"while\\\",\\\"break\\\",\\\"catch\\\",\\\"throw\\\",\\\"const\\\",\\\"yield\\\",\\\"class\\\",\\\"super\\\",\\\"return\\\",\\\"typeof\\\",\\\"delete\\\",\\\"switch\\\",\\\"export\\\",\\\"import\\\",\\\"default\\\",\\\"finally\\\",\\\"extends\\\",\\\"function\\\",\\\"continue\\\",\\\"debugger\\\",\\\"instanceof\\\"];return result&&keywords.indexOf(result[0])>=0?{type:Token.Keyword,value:result[0]}:null},scanIdentifier:function(){function isNonAsciiIdentifierStart(code){return code>256}function isNonAsciiIdentifierPart(code){return code>256}function isHexDigit(str){return/^[0-9a-fA-F]$/.test(str)}function removeEscapeSequences(id){return id.replace(/\\\\\\\\u([0-9a-fA-F]{4})/g,function(m0,codepoint){return String.fromCharCode(parseInt(codepoint,16))})}var type,char,id=\\\"\\\",index=0,readUnicodeEscapeSequence=function(){if(index+=1,\\\"u\\\"!==this.peek(index))return null;var code,ch1=this.peek(index+1),ch2=this.peek(index+2),ch3=this.peek(index+3),ch4=this.peek(index+4);return isHexDigit(ch1)&&isHexDigit(ch2)&&isHexDigit(ch3)&&isHexDigit(ch4)?(code=parseInt(ch1+ch2+ch3+ch4,16),asciiIdentifierPartTable[code]||isNonAsciiIdentifierPart(code)?(index+=5,\\\"\\\\\\\\u\\\"+ch1+ch2+ch3+ch4):null):null}.bind(this),getIdentifierStart=function(){var chr=this.peek(index),code=chr.charCodeAt(0);return 92===code?readUnicodeEscapeSequence():128>code?asciiIdentifierStartTable[code]?(index+=1,chr):null:isNonAsciiIdentifierStart(code)?(index+=1,chr):null}.bind(this),getIdentifierPart=function(){var chr=this.peek(index),code=chr.charCodeAt(0);return 92===code?readUnicodeEscapeSequence():128>code?asciiIdentifierPartTable[code]?(index+=1,chr):null:isNonAsciiIdentifierPart(code)?(index+=1,chr):null}.bind(this);if(char=getIdentifierStart(),null===char)return null;for(id=char;char=getIdentifierPart(),null!==char;)id+=char;switch(id){case\\\"true\\\":case\\\"false\\\":type=Token.BooleanLiteral;break;case\\\"null\\\":type=Token.NullLiteral;break;default:type=Token.Identifier}return{type:type,value:removeEscapeSequences(id),text:id,tokenLength:id.length}},scanNumericLiteral:function(){function isDecimalDigit(str){return/^[0-9]$/.test(str)}function isOctalDigit(str){return/^[0-7]$/.test(str)}function isBinaryDigit(str){return/^[01]$/.test(str)}function isHexDigit(str){return/^[0-9a-fA-F]$/.test(str)}function isIdentifierStart(ch){return\\\"$\\\"===ch||\\\"_\\\"===ch||\\\"\\\\\\\\\\\"===ch||ch>=\\\"a\\\"&&\\\"z\\\">=ch||ch>=\\\"A\\\"&&\\\"Z\\\">=ch}var bad,index=0,value=\\\"\\\",length=this.input.length,char=this.peek(index),isAllowedDigit=isDecimalDigit,base=10,isLegacy=!1;if(\\\".\\\"!==char&&!isDecimalDigit(char))return null;if(\\\".\\\"!==char){for(value=this.peek(index),index+=1,char=this.peek(index),\\\"0\\\"===value&&((\\\"x\\\"===char||\\\"X\\\"===char)&&(isAllowedDigit=isHexDigit,base=16,index+=1,value+=char),(\\\"o\\\"===char||\\\"O\\\"===char)&&(isAllowedDigit=isOctalDigit,base=8,state.inES6(!0)||this.trigger(\\\"warning\\\",{code:\\\"W119\\\",line:this.line,character:this.char,data:[\\\"Octal integer literal\\\",\\\"6\\\"]}),index+=1,value+=char),(\\\"b\\\"===char||\\\"B\\\"===char)&&(isAllowedDigit=isBinaryDigit,base=2,state.inES6(!0)||this.trigger(\\\"warning\\\",{code:\\\"W119\\\",line:this.line,character:this.char,data:[\\\"Binary integer literal\\\",\\\"6\\\"]}),index+=1,value+=char),isOctalDigit(char)&&(isAllowedDigit=isOctalDigit,base=8,isLegacy=!0,bad=!1,index+=1,value+=char),!isOctalDigit(char)&&isDecimalDigit(char)&&(index+=1,value+=char));length>index;){if(char=this.peek(index),isLegacy&&isDecimalDigit(char))bad=!0;else if(!isAllowedDigit(char))break;value+=char,index+=1}if(isAllowedDigit!==isDecimalDigit)return!isLegacy&&2>=value.length?{type:Token.NumericLiteral,value:value,isMalformed:!0}:length>index&&(char=this.peek(index),isIdentifierStart(char))?null:{type:Token.NumericLiteral,value:value,base:base,isLegacy:isLegacy,isMalformed:!1}}if(\\\".\\\"===char)for(value+=char,index+=1;length>index&&(char=this.peek(index),isDecimalDigit(char));)value+=char,index+=1;if(\\\"e\\\"===char||\\\"E\\\"===char){if(value+=char,index+=1,char=this.peek(index),(\\\"+\\\"===char||\\\"-\\\"===char)&&(value+=this.peek(index),index+=1),char=this.peek(index),!isDecimalDigit(char))return null;for(value+=char,index+=1;length>index&&(char=this.peek(index),isDecimalDigit(char));)value+=char,index+=1}return length>index&&(char=this.peek(index),isIdentifierStart(char))?null:{type:Token.NumericLiteral,value:value,base:base,isMalformed:!isFinite(value)}},scanEscapeSequence:function(checks){var allowNewLine=!1,jump=1;this.skip();var char=this.peek();switch(char){case\\\"'\\\":this.triggerAsync(\\\"warning\\\",{code:\\\"W114\\\",line:this.line,character:this.char,data:[\\\"\\\\\\\\'\\\"]},checks,function(){return state.jsonMode});break;case\\\"b\\\":char=\\\"\\\\\\\\b\\\";break;case\\\"f\\\":char=\\\"\\\\\\\\f\\\";break;case\\\"n\\\":char=\\\"\\\\\\\\n\\\";break;case\\\"r\\\":char=\\\"\\\\\\\\r\\\";break;case\\\"t\\\":char=\\\"\\\\\\\\t\\\";break;case\\\"0\\\":char=\\\"\\\\\\\\0\\\";var n=parseInt(this.peek(1),10);this.triggerAsync(\\\"warning\\\",{code:\\\"W115\\\",line:this.line,character:this.char},checks,function(){return n>=0&&7>=n&&state.isStrict()});break;case\\\"u\\\":var hexCode=this.input.substr(1,4),code=parseInt(hexCode,16);isNaN(code)&&this.trigger(\\\"warning\\\",{code:\\\"W052\\\",line:this.line,character:this.char,data:[\\\"u\\\"+hexCode]}),char=String.fromCharCode(code),jump=5;break;case\\\"v\\\":this.triggerAsync(\\\"warning\\\",{code:\\\"W114\\\",line:this.line,character:this.char,data:[\\\"\\\\\\\\v\\\"]},checks,function(){return state.jsonMode}),char=\\\"\\u000b\\\";break;case\\\"x\\\":var x=parseInt(this.input.substr(1,2),16);this.triggerAsync(\\\"warning\\\",{code:\\\"W114\\\",line:this.line,character:this.char,data:[\\\"\\\\\\\\x-\\\"]},checks,function(){return state.jsonMode}),char=String.fromCharCode(x),jump=3;break;case\\\"\\\\\\\\\\\":char=\\\"\\\\\\\\\\\\\\\\\\\";break;case'\\\"':char='\\\\\\\\\\\"';break;case\\\"/\\\":break;case\\\"\\\":allowNewLine=!0,char=\\\"\\\"}return{\\\"char\\\":char,jump:jump,allowNewLine:allowNewLine}},scanTemplateLiteral:function(checks){var tokenType,ch,value=\\\"\\\",startLine=this.line,startChar=this.char,depth=this.templateStarts.length;if(!state.inES6(!0))return null;if(\\\"`\\\"===this.peek())tokenType=Token.TemplateHead,this.templateStarts.push({line:this.line,\\\"char\\\":this.char}),depth=this.templateStarts.length,this.skip(1),this.pushContext(Context.Template);else{if(!this.inContext(Context.Template)||\\\"}\\\"!==this.peek())return null;tokenType=Token.TemplateMiddle}for(;\\\"`\\\"!==this.peek();){for(;\\\"\\\"===(ch=this.peek());)if(value+=\\\"\\\\n\\\",!this.nextLine()){var startPos=this.templateStarts.pop();return this.trigger(\\\"error\\\",{code:\\\"E052\\\",line:startPos.line,character:startPos.char}),{type:tokenType,value:value,startLine:startLine,startChar:startChar,isUnclosed:!0,depth:depth,context:this.popContext()}}if(\\\"$\\\"===ch&&\\\"{\\\"===this.peek(1))return value+=\\\"${\\\",this.skip(2),{type:tokenType,value:value,startLine:startLine,startChar:startChar,isUnclosed:!1,depth:depth,context:this.currentContext()};\\nif(\\\"\\\\\\\\\\\"===ch){var escape=this.scanEscapeSequence(checks);value+=escape.char,this.skip(escape.jump)}else\\\"`\\\"!==ch&&(value+=ch,this.skip(1))}return tokenType=tokenType===Token.TemplateHead?Token.NoSubstTemplate:Token.TemplateTail,this.skip(1),this.templateStarts.pop(),{type:tokenType,value:value,startLine:startLine,startChar:startChar,isUnclosed:!1,depth:depth,context:this.popContext()}},scanStringLiteral:function(checks){var quote=this.peek();if('\\\"'!==quote&&\\\"'\\\"!==quote)return null;this.triggerAsync(\\\"warning\\\",{code:\\\"W108\\\",line:this.line,character:this.char},checks,function(){return state.jsonMode&&'\\\"'!==quote});var value=\\\"\\\",startLine=this.line,startChar=this.char,allowNewLine=!1;for(this.skip();this.peek()!==quote;)if(\\\"\\\"===this.peek()){if(allowNewLine?(allowNewLine=!1,this.triggerAsync(\\\"warning\\\",{code:\\\"W043\\\",line:this.line,character:this.char},checks,function(){return!state.option.multistr}),this.triggerAsync(\\\"warning\\\",{code:\\\"W042\\\",line:this.line,character:this.char},checks,function(){return state.jsonMode&&state.option.multistr})):this.trigger(\\\"warning\\\",{code:\\\"W112\\\",line:this.line,character:this.char}),!this.nextLine())return this.trigger(\\\"error\\\",{code:\\\"E029\\\",line:startLine,character:startChar}),{type:Token.StringLiteral,value:value,startLine:startLine,startChar:startChar,isUnclosed:!0,quote:quote}}else{allowNewLine=!1;var char=this.peek(),jump=1;if(\\\" \\\">char&&this.trigger(\\\"warning\\\",{code:\\\"W113\\\",line:this.line,character:this.char,data:[\\\"\\\"]}),\\\"\\\\\\\\\\\"===char){var parsed=this.scanEscapeSequence(checks);char=parsed.char,jump=parsed.jump,allowNewLine=parsed.allowNewLine}value+=char,this.skip(jump)}return this.skip(),{type:Token.StringLiteral,value:value,startLine:startLine,startChar:startChar,isUnclosed:!1,quote:quote}},scanRegExp:function(){var terminated,index=0,length=this.input.length,char=this.peek(),value=char,body=\\\"\\\",flags=[],malformed=!1,isCharSet=!1,scanUnexpectedChars=function(){\\\" \\\">char&&(malformed=!0,this.trigger(\\\"warning\\\",{code:\\\"W048\\\",line:this.line,character:this.char})),\\\"<\\\"===char&&(malformed=!0,this.trigger(\\\"warning\\\",{code:\\\"W049\\\",line:this.line,character:this.char,data:[char]}))}.bind(this);if(!this.prereg||\\\"/\\\"!==char)return null;for(index+=1,terminated=!1;length>index;)if(char=this.peek(index),value+=char,body+=char,isCharSet)\\\"]\\\"===char&&(\\\"\\\\\\\\\\\"!==this.peek(index-1)||\\\"\\\\\\\\\\\"===this.peek(index-2))&&(isCharSet=!1),\\\"\\\\\\\\\\\"===char&&(index+=1,char=this.peek(index),body+=char,value+=char,scanUnexpectedChars()),index+=1;else{if(\\\"\\\\\\\\\\\"===char){if(index+=1,char=this.peek(index),body+=char,value+=char,scanUnexpectedChars(),\\\"/\\\"===char){index+=1;continue}if(\\\"[\\\"===char){index+=1;continue}}if(\\\"[\\\"!==char){if(\\\"/\\\"===char){body=body.substr(0,body.length-1),terminated=!0,index+=1;break}index+=1}else isCharSet=!0,index+=1}if(!terminated)return this.trigger(\\\"error\\\",{code:\\\"E015\\\",line:this.line,character:this.from}),void this.trigger(\\\"fatal\\\",{line:this.line,from:this.from});for(;length>index&&(char=this.peek(index),/[gim]/.test(char));)flags.push(char),value+=char,index+=1;try{RegExp(body,flags.join(\\\"\\\"))}catch(err){malformed=!0,this.trigger(\\\"error\\\",{code:\\\"E016\\\",line:this.line,character:this.char,data:[err.message]})}return{type:Token.RegExp,value:value,flags:flags,isMalformed:malformed}},scanNonBreakingSpaces:function(){return state.option.nonbsp?this.input.search(/(\\\\u00A0)/):-1},scanUnsafeChars:function(){return this.input.search(reg.unsafeChars)},next:function(checks){this.from=this.char;var start;if(/\\\\s/.test(this.peek()))for(start=this.char;/\\\\s/.test(this.peek());)this.from+=1,this.skip();var match=this.scanComments()||this.scanStringLiteral(checks)||this.scanTemplateLiteral(checks);return match?match:(match=this.scanRegExp()||this.scanPunctuator()||this.scanKeyword()||this.scanIdentifier()||this.scanNumericLiteral(),match?(this.skip(match.tokenLength||match.value.length),match):null)},nextLine:function(){var char;if(this.line>=this.getLines().length)return!1;this.input=this.getLines()[this.line],this.line+=1,this.char=1,this.from=1;var inputTrimmed=this.input.trim(),startsWith=function(){return _.some(arguments,function(prefix){return 0===inputTrimmed.indexOf(prefix)})},endsWith=function(){return _.some(arguments,function(suffix){return-1!==inputTrimmed.indexOf(suffix,inputTrimmed.length-suffix.length)})};if(this.ignoringLinterErrors===!0&&(startsWith(\\\"/*\\\",\\\"//\\\")||this.inComment&&endsWith(\\\"*/\\\")||(this.input=\\\"\\\")),char=this.scanNonBreakingSpaces(),char>=0&&this.trigger(\\\"warning\\\",{code:\\\"W125\\\",line:this.line,character:char+1}),this.input=this.input.replace(/\\\\t/g,state.tab),char=this.scanUnsafeChars(),char>=0&&this.trigger(\\\"warning\\\",{code:\\\"W100\\\",line:this.line,character:char}),!this.ignoringLinterErrors&&state.option.maxlen&&state.option.maxlen=0;--i){var scopeLabels=_scopeStack[i][\\\"(labels)\\\"];if(scopeLabels[labelName])return scopeLabels}}function usedSoFarInCurrentFunction(labelName){for(var i=_scopeStack.length-1;i>=0;i--){var current=_scopeStack[i];if(current[\\\"(usages)\\\"][labelName])return current[\\\"(usages)\\\"][labelName];if(current===_currentFunctBody)break}return!1}function _checkOuterShadow(labelName,token){if(\\\"outer\\\"===state.option.shadow)for(var isGlobal=\\\"global\\\"===_currentFunctBody[\\\"(type)\\\"],isNewFunction=\\\"functionparams\\\"===_current[\\\"(type)\\\"],outsideCurrentFunction=!isGlobal,i=0;_scopeStack.length>i;i++){var stackItem=_scopeStack[i];isNewFunction||_scopeStack[i+1]!==_currentFunctBody||(outsideCurrentFunction=!1),outsideCurrentFunction&&stackItem[\\\"(labels)\\\"][labelName]&&warning(\\\"W123\\\",token,labelName),stackItem[\\\"(breakLabels)\\\"][labelName]&&warning(\\\"W123\\\",token,labelName)}}function _latedefWarning(type,labelName,token){state.option.latedef&&(state.option.latedef===!0&&\\\"function\\\"===type||\\\"function\\\"!==type)&&warning(\\\"W003\\\",token,labelName)}var _current,_scopeStack=[];_newScope(\\\"global\\\"),_current[\\\"(predefined)\\\"]=predefined;var _currentFunctBody=_current,usedPredefinedAndGlobals=Object.create(null),impliedGlobals=Object.create(null),unuseds=[],emitter=new events.EventEmitter,_getUnusedOption=function(unused_opt){return void 0===unused_opt&&(unused_opt=state.option.unused),unused_opt===!0&&(unused_opt=\\\"last-param\\\"),unused_opt},_warnUnused=function(name,tkn,type,unused_opt){var line=tkn.line,chr=tkn.from,raw_name=tkn.raw_text||name;unused_opt=_getUnusedOption(unused_opt);var warnable_types={vars:[\\\"var\\\"],\\\"last-param\\\":[\\\"var\\\",\\\"param\\\"],strict:[\\\"var\\\",\\\"param\\\",\\\"last-param\\\"]};unused_opt&&warnable_types[unused_opt]&&-1!==warnable_types[unused_opt].indexOf(type)&&warning(\\\"W098\\\",{line:line,from:chr},raw_name),(unused_opt||\\\"var\\\"===type)&&unuseds.push({name:name,line:line,character:chr})},scopeManagerInst={on:function(names,listener){names.split(\\\" \\\").forEach(function(name){emitter.on(name,listener)})},isPredefined:function(labelName){return!this.has(labelName)&&_.has(_scopeStack[0][\\\"(predefined)\\\"],labelName)},stack:function(type){var previousScope=_current;_newScope(type),type||\\\"functionparams\\\"!==previousScope[\\\"(type)\\\"]||(_current[\\\"(isFuncBody)\\\"]=!0,_current[\\\"(context)\\\"]=_currentFunctBody,_currentFunctBody=_current)},unstack:function(){var i,j,subScope=_scopeStack.length>1?_scopeStack[_scopeStack.length-2]:null,isUnstackingFunctionBody=_current===_currentFunctBody,isUnstackingFunctionParams=\\\"functionparams\\\"===_current[\\\"(type)\\\"],isUnstackingFunctionOuter=\\\"functionouter\\\"===_current[\\\"(type)\\\"],currentUsages=_current[\\\"(usages)\\\"],currentLabels=_current[\\\"(labels)\\\"],usedLabelNameList=Object.keys(currentUsages);for(currentUsages.__proto__&&-1===usedLabelNameList.indexOf(\\\"__proto__\\\")&&usedLabelNameList.push(\\\"__proto__\\\"),i=0;usedLabelNameList.length>i;i++){var usedLabelName=usedLabelNameList[i],usage=currentUsages[usedLabelName],usedLabel=currentLabels[usedLabelName];if(usedLabel){var usedLabelType=usedLabel[\\\"(type)\\\"];if(usedLabel[\\\"(useOutsideOfScope)\\\"]&&!state.option.funcscope){var usedTokens=usage[\\\"(tokens)\\\"];if(usedTokens)for(j=0;usedTokens.length>j;j++)usedLabel[\\\"(function)\\\"]===usedTokens[j][\\\"(function)\\\"]&&error(\\\"W038\\\",usedTokens[j],usedLabelName)}if(_current[\\\"(labels)\\\"][usedLabelName][\\\"(unused)\\\"]=!1,\\\"const\\\"===usedLabelType&&usage[\\\"(modified)\\\"])for(j=0;usage[\\\"(modified)\\\"].length>j;j++)error(\\\"E013\\\",usage[\\\"(modified)\\\"][j],usedLabelName);if((\\\"function\\\"===usedLabelType||\\\"class\\\"===usedLabelType)&&usage[\\\"(reassigned)\\\"])for(j=0;usage[\\\"(reassigned)\\\"].length>j;j++)error(\\\"W021\\\",usage[\\\"(reassigned)\\\"][j],usedLabelName,usedLabelType)}else if(isUnstackingFunctionOuter&&(state.funct[\\\"(isCapturing)\\\"]=!0),subScope)if(subScope[\\\"(usages)\\\"][usedLabelName]){var subScopeUsage=subScope[\\\"(usages)\\\"][usedLabelName];subScopeUsage[\\\"(modified)\\\"]=subScopeUsage[\\\"(modified)\\\"].concat(usage[\\\"(modified)\\\"]),subScopeUsage[\\\"(tokens)\\\"]=subScopeUsage[\\\"(tokens)\\\"].concat(usage[\\\"(tokens)\\\"]),subScopeUsage[\\\"(reassigned)\\\"]=subScopeUsage[\\\"(reassigned)\\\"].concat(usage[\\\"(reassigned)\\\"]),subScopeUsage[\\\"(onlyUsedSubFunction)\\\"]=!1}else subScope[\\\"(usages)\\\"][usedLabelName]=usage,isUnstackingFunctionBody&&(subScope[\\\"(usages)\\\"][usedLabelName][\\\"(onlyUsedSubFunction)\\\"]=!0);else if(\\\"boolean\\\"==typeof _current[\\\"(predefined)\\\"][usedLabelName]){if(delete declared[usedLabelName],usedPredefinedAndGlobals[usedLabelName]=marker,_current[\\\"(predefined)\\\"][usedLabelName]===!1&&usage[\\\"(reassigned)\\\"])for(j=0;usage[\\\"(reassigned)\\\"].length>j;j++)warning(\\\"W020\\\",usage[\\\"(reassigned)\\\"][j])}else if(usage[\\\"(tokens)\\\"])for(j=0;usage[\\\"(tokens)\\\"].length>j;j++){var undefinedToken=usage[\\\"(tokens)\\\"][j];undefinedToken.forgiveUndef||(state.option.undef&&!undefinedToken.ignoreUndef&&warning(\\\"W117\\\",undefinedToken,usedLabelName),impliedGlobals[usedLabelName]?impliedGlobals[usedLabelName].line.push(undefinedToken.line):impliedGlobals[usedLabelName]={name:usedLabelName,line:[undefinedToken.line]})}}if(subScope||Object.keys(declared).forEach(function(labelNotUsed){_warnUnused(labelNotUsed,declared[labelNotUsed],\\\"var\\\")}),subScope&&!isUnstackingFunctionBody&&!isUnstackingFunctionParams&&!isUnstackingFunctionOuter){var labelNames=Object.keys(currentLabels);for(i=0;labelNames.length>i;i++){var defLabelName=labelNames[i];currentLabels[defLabelName][\\\"(blockscoped)\\\"]||\\\"exception\\\"===currentLabels[defLabelName][\\\"(type)\\\"]||this.funct.has(defLabelName,{excludeCurrent:!0})||(subScope[\\\"(labels)\\\"][defLabelName]=currentLabels[defLabelName],\\\"global\\\"!==_currentFunctBody[\\\"(type)\\\"]&&(subScope[\\\"(labels)\\\"][defLabelName][\\\"(useOutsideOfScope)\\\"]=!0),delete currentLabels[defLabelName])}}_checkForUnused(),_scopeStack.pop(),isUnstackingFunctionBody&&(_currentFunctBody=_scopeStack[_.findLastIndex(_scopeStack,function(scope){return scope[\\\"(isFuncBody)\\\"]||\\\"global\\\"===scope[\\\"(type)\\\"]})]),_current=subScope},addParam:function(labelName,token,type){if(type=type||\\\"param\\\",\\\"exception\\\"===type){var previouslyDefinedLabelType=this.funct.labeltype(labelName);previouslyDefinedLabelType&&\\\"exception\\\"!==previouslyDefinedLabelType&&(state.option.node||warning(\\\"W002\\\",state.tokens.next,labelName))}if(_.has(_current[\\\"(labels)\\\"],labelName)?_current[\\\"(labels)\\\"][labelName].duplicated=!0:(_checkOuterShadow(labelName,token,type),_current[\\\"(labels)\\\"][labelName]={\\\"(type)\\\":type,\\\"(token)\\\":token,\\\"(unused)\\\":!0},_current[\\\"(params)\\\"].push(labelName)),_.has(_current[\\\"(usages)\\\"],labelName)){var usage=_current[\\\"(usages)\\\"][labelName];usage[\\\"(onlyUsedSubFunction)\\\"]?_latedefWarning(type,labelName,token):warning(\\\"E056\\\",token,labelName,type)}},validateParams:function(){if(\\\"global\\\"!==_currentFunctBody[\\\"(type)\\\"]){var isStrict=state.isStrict(),currentFunctParamScope=_currentFunctBody[\\\"(parent)\\\"];currentFunctParamScope[\\\"(params)\\\"]&¤tFunctParamScope[\\\"(params)\\\"].forEach(function(labelName){var label=currentFunctParamScope[\\\"(labels)\\\"][labelName];label&&label.duplicated&&(isStrict?warning(\\\"E011\\\",label[\\\"(token)\\\"],labelName):state.option.shadow!==!0&&warning(\\\"W004\\\",label[\\\"(token)\\\"],labelName))})}},getUsedOrDefinedGlobals:function(){var list=Object.keys(usedPredefinedAndGlobals);return usedPredefinedAndGlobals.__proto__===marker&&-1===list.indexOf(\\\"__proto__\\\")&&list.push(\\\"__proto__\\\"),list},getImpliedGlobals:function(){var values=_.values(impliedGlobals),hasProto=!1;return impliedGlobals.__proto__&&(hasProto=values.some(function(value){return\\\"__proto__\\\"===value.name}),hasProto||values.push(impliedGlobals.__proto__)),values},getUnuseds:function(){return unuseds},has:function(labelName){return Boolean(_getLabel(labelName))},labeltype:function(labelName){var scopeLabels=_getLabel(labelName);return scopeLabels?scopeLabels[labelName][\\\"(type)\\\"]:null},addExported:function(labelName){var globalLabels=_scopeStack[0][\\\"(labels)\\\"];if(_.has(declared,labelName))delete declared[labelName];else if(_.has(globalLabels,labelName))globalLabels[labelName][\\\"(unused)\\\"]=!1;else{for(var i=1;_scopeStack.length>i;i++){var scope=_scopeStack[i];if(scope[\\\"(type)\\\"])break;if(_.has(scope[\\\"(labels)\\\"],labelName)&&!scope[\\\"(labels)\\\"][labelName][\\\"(blockscoped)\\\"])return scope[\\\"(labels)\\\"][labelName][\\\"(unused)\\\"]=!1,void 0}exported[labelName]=!0}},setExported:function(labelName,token){this.block.use(labelName,token)\\n},addlabel:function(labelName,opts){var type=opts.type,token=opts.token,isblockscoped=\\\"let\\\"===type||\\\"const\\\"===type||\\\"class\\\"===type,isexported=\\\"global\\\"===(isblockscoped?_current:_currentFunctBody)[\\\"(type)\\\"]&&_.has(exported,labelName);if(_checkOuterShadow(labelName,token,type),isblockscoped){var declaredInCurrentScope=_current[\\\"(labels)\\\"][labelName];if(declaredInCurrentScope||_current!==_currentFunctBody||\\\"global\\\"===_current[\\\"(type)\\\"]||(declaredInCurrentScope=!!_currentFunctBody[\\\"(parent)\\\"][\\\"(labels)\\\"][labelName]),!declaredInCurrentScope&&_current[\\\"(usages)\\\"][labelName]){var usage=_current[\\\"(usages)\\\"][labelName];usage[\\\"(onlyUsedSubFunction)\\\"]?_latedefWarning(type,labelName,token):warning(\\\"E056\\\",token,labelName,type)}declaredInCurrentScope?warning(\\\"E011\\\",token,labelName):\\\"outer\\\"===state.option.shadow&&scopeManagerInst.funct.has(labelName)&&warning(\\\"W004\\\",token,labelName),scopeManagerInst.block.add(labelName,type,token,!isexported)}else{var declaredInCurrentFunctionScope=scopeManagerInst.funct.has(labelName);!declaredInCurrentFunctionScope&&usedSoFarInCurrentFunction(labelName)&&_latedefWarning(type,labelName,token),scopeManagerInst.funct.has(labelName,{onlyBlockscoped:!0})?warning(\\\"E011\\\",token,labelName):state.option.shadow!==!0&&declaredInCurrentFunctionScope&&\\\"__proto__\\\"!==labelName&&\\\"global\\\"!==_currentFunctBody[\\\"(type)\\\"]&&warning(\\\"W004\\\",token,labelName),scopeManagerInst.funct.add(labelName,type,token,!isexported),\\\"global\\\"===_currentFunctBody[\\\"(type)\\\"]&&(usedPredefinedAndGlobals[labelName]=marker)}},funct:{labeltype:function(labelName,options){for(var onlyBlockscoped=options&&options.onlyBlockscoped,excludeParams=options&&options.excludeParams,currentScopeIndex=_scopeStack.length-(options&&options.excludeCurrent?2:1),i=currentScopeIndex;i>=0;i--){var current=_scopeStack[i];if(current[\\\"(labels)\\\"][labelName]&&(!onlyBlockscoped||current[\\\"(labels)\\\"][labelName][\\\"(blockscoped)\\\"]))return current[\\\"(labels)\\\"][labelName][\\\"(type)\\\"];var scopeCheck=excludeParams?_scopeStack[i-1]:current;if(scopeCheck&&\\\"functionparams\\\"===scopeCheck[\\\"(type)\\\"])return null}return null},hasBreakLabel:function(labelName){for(var i=_scopeStack.length-1;i>=0;i--){var current=_scopeStack[i];if(current[\\\"(breakLabels)\\\"][labelName])return!0;if(\\\"functionparams\\\"===current[\\\"(type)\\\"])return!1}return!1},has:function(labelName,options){return Boolean(this.labeltype(labelName,options))},add:function(labelName,type,tok,unused){_current[\\\"(labels)\\\"][labelName]={\\\"(type)\\\":type,\\\"(token)\\\":tok,\\\"(blockscoped)\\\":!1,\\\"(function)\\\":_currentFunctBody,\\\"(unused)\\\":unused}}},block:{isGlobal:function(){return\\\"global\\\"===_current[\\\"(type)\\\"]},use:function(labelName,token){var paramScope=_currentFunctBody[\\\"(parent)\\\"];paramScope&¶mScope[\\\"(labels)\\\"][labelName]&&\\\"param\\\"===paramScope[\\\"(labels)\\\"][labelName][\\\"(type)\\\"]&&(scopeManagerInst.funct.has(labelName,{excludeParams:!0,onlyBlockscoped:!0})||(paramScope[\\\"(labels)\\\"][labelName][\\\"(unused)\\\"]=!1)),token&&(state.ignored.W117||state.option.undef===!1)&&(token.ignoreUndef=!0),_setupUsages(labelName),token&&(token[\\\"(function)\\\"]=_currentFunctBody,_current[\\\"(usages)\\\"][labelName][\\\"(tokens)\\\"].push(token))},reassign:function(labelName,token){this.modify(labelName,token),_current[\\\"(usages)\\\"][labelName][\\\"(reassigned)\\\"].push(token)},modify:function(labelName,token){_setupUsages(labelName),_current[\\\"(usages)\\\"][labelName][\\\"(modified)\\\"].push(token)},add:function(labelName,type,tok,unused){_current[\\\"(labels)\\\"][labelName]={\\\"(type)\\\":type,\\\"(token)\\\":tok,\\\"(blockscoped)\\\":!0,\\\"(unused)\\\":unused}},addBreakLabel:function(labelName,opts){var token=opts.token;scopeManagerInst.funct.hasBreakLabel(labelName)?warning(\\\"E011\\\",token,labelName):\\\"outer\\\"===state.option.shadow&&(scopeManagerInst.funct.has(labelName)?warning(\\\"W004\\\",token,labelName):_checkOuterShadow(labelName,token)),_current[\\\"(breakLabels)\\\"][labelName]=token}}};return scopeManagerInst};module.exports=scopeManager},{\\\"../lodash\\\":\\\"/node_modules/jshint/lodash.js\\\",events:\\\"/node_modules/browserify/node_modules/events/events.js\\\"}],\\\"/node_modules/jshint/src/state.js\\\":[function(_dereq_,module,exports){\\\"use strict\\\";var NameStack=_dereq_(\\\"./name-stack.js\\\"),state={syntax:{},isStrict:function(){return this.directive[\\\"use strict\\\"]||this.inClassBody||this.option.module||\\\"implied\\\"===this.option.strict},inMoz:function(){return this.option.moz},inES6:function(){return this.option.moz||this.option.esversion>=6},inES5:function(strict){return strict?!(this.option.esversion&&5!==this.option.esversion||this.option.moz):!this.option.esversion||this.option.esversion>=5||this.option.moz},reset:function(){this.tokens={prev:null,next:null,curr:null},this.option={},this.funct=null,this.ignored={},this.directive={},this.jsonMode=!1,this.jsonWarnings=[],this.lines=[],this.tab=\\\"\\\",this.cache={},this.ignoredLines={},this.forinifcheckneeded=!1,this.nameStack=new NameStack,this.inClassBody=!1}};exports.state=state},{\\\"./name-stack.js\\\":\\\"/node_modules/jshint/src/name-stack.js\\\"}],\\\"/node_modules/jshint/src/style.js\\\":[function(_dereq_,module,exports){\\\"use strict\\\";exports.register=function(linter){linter.on(\\\"Identifier\\\",function(data){linter.getOption(\\\"proto\\\")||\\\"__proto__\\\"===data.name&&linter.warn(\\\"W103\\\",{line:data.line,\\\"char\\\":data.char,data:[data.name,\\\"6\\\"]})}),linter.on(\\\"Identifier\\\",function(data){linter.getOption(\\\"iterator\\\")||\\\"__iterator__\\\"===data.name&&linter.warn(\\\"W103\\\",{line:data.line,\\\"char\\\":data.char,data:[data.name]})}),linter.on(\\\"Identifier\\\",function(data){linter.getOption(\\\"camelcase\\\")&&data.name.replace(/^_+|_+$/g,\\\"\\\").indexOf(\\\"_\\\")>-1&&!data.name.match(/^[A-Z0-9_]*$/)&&linter.warn(\\\"W106\\\",{line:data.line,\\\"char\\\":data.from,data:[data.name]})}),linter.on(\\\"String\\\",function(data){var code,quotmark=linter.getOption(\\\"quotmark\\\");quotmark&&(\\\"single\\\"===quotmark&&\\\"'\\\"!==data.quote&&(code=\\\"W109\\\"),\\\"double\\\"===quotmark&&'\\\"'!==data.quote&&(code=\\\"W108\\\"),quotmark===!0&&(linter.getCache(\\\"quotmark\\\")||linter.setCache(\\\"quotmark\\\",data.quote),linter.getCache(\\\"quotmark\\\")!==data.quote&&(code=\\\"W110\\\")),code&&linter.warn(code,{line:data.line,\\\"char\\\":data.char}))}),linter.on(\\\"Number\\\",function(data){\\\".\\\"===data.value.charAt(0)&&linter.warn(\\\"W008\\\",{line:data.line,\\\"char\\\":data.char,data:[data.value]}),\\\".\\\"===data.value.substr(data.value.length-1)&&linter.warn(\\\"W047\\\",{line:data.line,\\\"char\\\":data.char,data:[data.value]}),/^00+/.test(data.value)&&linter.warn(\\\"W046\\\",{line:data.line,\\\"char\\\":data.char,data:[data.value]})}),linter.on(\\\"String\\\",function(data){var re=/^(?:javascript|jscript|ecmascript|vbscript|livescript)\\\\s*:/i;linter.getOption(\\\"scripturl\\\")||re.test(data.value)&&linter.warn(\\\"W107\\\",{line:data.line,\\\"char\\\":data.char})})}},{}],\\\"/node_modules/jshint/src/vars.js\\\":[function(_dereq_,module,exports){\\\"use strict\\\";exports.reservedVars={arguments:!1,NaN:!1},exports.ecmaIdentifiers={3:{Array:!1,Boolean:!1,Date:!1,decodeURI:!1,decodeURIComponent:!1,encodeURI:!1,encodeURIComponent:!1,Error:!1,eval:!1,EvalError:!1,Function:!1,hasOwnProperty:!1,isFinite:!1,isNaN:!1,Math:!1,Number:!1,Object:!1,parseInt:!1,parseFloat:!1,RangeError:!1,ReferenceError:!1,RegExp:!1,String:!1,SyntaxError:!1,TypeError:!1,URIError:!1},5:{JSON:!1},6:{Map:!1,Promise:!1,Proxy:!1,Reflect:!1,Set:!1,Symbol:!1,WeakMap:!1,WeakSet:!1}},exports.browser={Audio:!1,Blob:!1,addEventListener:!1,applicationCache:!1,atob:!1,blur:!1,btoa:!1,cancelAnimationFrame:!1,CanvasGradient:!1,CanvasPattern:!1,CanvasRenderingContext2D:!1,CSS:!1,clearInterval:!1,clearTimeout:!1,close:!1,closed:!1,Comment:!1,CustomEvent:!1,DOMParser:!1,defaultStatus:!1,Document:!1,document:!1,DocumentFragment:!1,Element:!1,ElementTimeControl:!1,Event:!1,event:!1,fetch:!1,FileReader:!1,FormData:!1,focus:!1,frames:!1,getComputedStyle:!1,HTMLElement:!1,HTMLAnchorElement:!1,HTMLBaseElement:!1,HTMLBlockquoteElement:!1,HTMLBodyElement:!1,HTMLBRElement:!1,HTMLButtonElement:!1,HTMLCanvasElement:!1,HTMLCollection:!1,HTMLDirectoryElement:!1,HTMLDivElement:!1,HTMLDListElement:!1,HTMLFieldSetElement:!1,HTMLFontElement:!1,HTMLFormElement:!1,HTMLFrameElement:!1,HTMLFrameSetElement:!1,HTMLHeadElement:!1,HTMLHeadingElement:!1,HTMLHRElement:!1,HTMLHtmlElement:!1,HTMLIFrameElement:!1,HTMLImageElement:!1,HTMLInputElement:!1,HTMLIsIndexElement:!1,HTMLLabelElement:!1,HTMLLayerElement:!1,HTMLLegendElement:!1,HTMLLIElement:!1,HTMLLinkElement:!1,HTMLMapElement:!1,HTMLMenuElement:!1,HTMLMetaElement:!1,HTMLModElement:!1,HTMLObjectElement:!1,HTMLOListElement:!1,HTMLOptGroupElement:!1,HTMLOptionElement:!1,HTMLParagraphElement:!1,HTMLParamElement:!1,HTMLPreElement:!1,HTMLQuoteElement:!1,HTMLScriptElement:!1,HTMLSelectElement:!1,HTMLStyleElement:!1,HTMLTableCaptionElement:!1,HTMLTableCellElement:!1,HTMLTableColElement:!1,HTMLTableElement:!1,HTMLTableRowElement:!1,HTMLTableSectionElement:!1,HTMLTemplateElement:!1,HTMLTextAreaElement:!1,HTMLTitleElement:!1,HTMLUListElement:!1,HTMLVideoElement:!1,history:!1,Image:!1,Intl:!1,length:!1,localStorage:!1,location:!1,matchMedia:!1,MessageChannel:!1,MessageEvent:!1,MessagePort:!1,MouseEvent:!1,moveBy:!1,moveTo:!1,MutationObserver:!1,name:!1,Node:!1,NodeFilter:!1,NodeList:!1,Notification:!1,navigator:!1,onbeforeunload:!0,onblur:!0,onerror:!0,onfocus:!0,onload:!0,onresize:!0,onunload:!0,open:!1,openDatabase:!1,opener:!1,Option:!1,parent:!1,performance:!1,print:!1,Range:!1,requestAnimationFrame:!1,removeEventListener:!1,resizeBy:!1,resizeTo:!1,screen:!1,scroll:!1,scrollBy:!1,scrollTo:!1,sessionStorage:!1,setInterval:!1,setTimeout:!1,SharedWorker:!1,status:!1,SVGAElement:!1,SVGAltGlyphDefElement:!1,SVGAltGlyphElement:!1,SVGAltGlyphItemElement:!1,SVGAngle:!1,SVGAnimateColorElement:!1,SVGAnimateElement:!1,SVGAnimateMotionElement:!1,SVGAnimateTransformElement:!1,SVGAnimatedAngle:!1,SVGAnimatedBoolean:!1,SVGAnimatedEnumeration:!1,SVGAnimatedInteger:!1,SVGAnimatedLength:!1,SVGAnimatedLengthList:!1,SVGAnimatedNumber:!1,SVGAnimatedNumberList:!1,SVGAnimatedPathData:!1,SVGAnimatedPoints:!1,SVGAnimatedPreserveAspectRatio:!1,SVGAnimatedRect:!1,SVGAnimatedString:!1,SVGAnimatedTransformList:!1,SVGAnimationElement:!1,SVGCSSRule:!1,SVGCircleElement:!1,SVGClipPathElement:!1,SVGColor:!1,SVGColorProfileElement:!1,SVGColorProfileRule:!1,SVGComponentTransferFunctionElement:!1,SVGCursorElement:!1,SVGDefsElement:!1,SVGDescElement:!1,SVGDocument:!1,SVGElement:!1,SVGElementInstance:!1,SVGElementInstanceList:!1,SVGEllipseElement:!1,SVGExternalResourcesRequired:!1,SVGFEBlendElement:!1,SVGFEColorMatrixElement:!1,SVGFEComponentTransferElement:!1,SVGFECompositeElement:!1,SVGFEConvolveMatrixElement:!1,SVGFEDiffuseLightingElement:!1,SVGFEDisplacementMapElement:!1,SVGFEDistantLightElement:!1,SVGFEFloodElement:!1,SVGFEFuncAElement:!1,SVGFEFuncBElement:!1,SVGFEFuncGElement:!1,SVGFEFuncRElement:!1,SVGFEGaussianBlurElement:!1,SVGFEImageElement:!1,SVGFEMergeElement:!1,SVGFEMergeNodeElement:!1,SVGFEMorphologyElement:!1,SVGFEOffsetElement:!1,SVGFEPointLightElement:!1,SVGFESpecularLightingElement:!1,SVGFESpotLightElement:!1,SVGFETileElement:!1,SVGFETurbulenceElement:!1,SVGFilterElement:!1,SVGFilterPrimitiveStandardAttributes:!1,SVGFitToViewBox:!1,SVGFontElement:!1,SVGFontFaceElement:!1,SVGFontFaceFormatElement:!1,SVGFontFaceNameElement:!1,SVGFontFaceSrcElement:!1,SVGFontFaceUriElement:!1,SVGForeignObjectElement:!1,SVGGElement:!1,SVGGlyphElement:!1,SVGGlyphRefElement:!1,SVGGradientElement:!1,SVGHKernElement:!1,SVGICCColor:!1,SVGImageElement:!1,SVGLangSpace:!1,SVGLength:!1,SVGLengthList:!1,SVGLineElement:!1,SVGLinearGradientElement:!1,SVGLocatable:!1,SVGMPathElement:!1,SVGMarkerElement:!1,SVGMaskElement:!1,SVGMatrix:!1,SVGMetadataElement:!1,SVGMissingGlyphElement:!1,SVGNumber:!1,SVGNumberList:!1,SVGPaint:!1,SVGPathElement:!1,SVGPathSeg:!1,SVGPathSegArcAbs:!1,SVGPathSegArcRel:!1,SVGPathSegClosePath:!1,SVGPathSegCurvetoCubicAbs:!1,SVGPathSegCurvetoCubicRel:!1,SVGPathSegCurvetoCubicSmoothAbs:!1,SVGPathSegCurvetoCubicSmoothRel:!1,SVGPathSegCurvetoQuadraticAbs:!1,SVGPathSegCurvetoQuadraticRel:!1,SVGPathSegCurvetoQuadraticSmoothAbs:!1,SVGPathSegCurvetoQuadraticSmoothRel:!1,SVGPathSegLinetoAbs:!1,SVGPathSegLinetoHorizontalAbs:!1,SVGPathSegLinetoHorizontalRel:!1,SVGPathSegLinetoRel:!1,SVGPathSegLinetoVerticalAbs:!1,SVGPathSegLinetoVerticalRel:!1,SVGPathSegList:!1,SVGPathSegMovetoAbs:!1,SVGPathSegMovetoRel:!1,SVGPatternElement:!1,SVGPoint:!1,SVGPointList:!1,SVGPolygonElement:!1,SVGPolylineElement:!1,SVGPreserveAspectRatio:!1,SVGRadialGradientElement:!1,SVGRect:!1,SVGRectElement:!1,SVGRenderingIntent:!1,SVGSVGElement:!1,SVGScriptElement:!1,SVGSetElement:!1,SVGStopElement:!1,SVGStringList:!1,SVGStylable:!1,SVGStyleElement:!1,SVGSwitchElement:!1,SVGSymbolElement:!1,SVGTRefElement:!1,SVGTSpanElement:!1,SVGTests:!1,SVGTextContentElement:!1,SVGTextElement:!1,SVGTextPathElement:!1,SVGTextPositioningElement:!1,SVGTitleElement:!1,SVGTransform:!1,SVGTransformList:!1,SVGTransformable:!1,SVGURIReference:!1,SVGUnitTypes:!1,SVGUseElement:!1,SVGVKernElement:!1,SVGViewElement:!1,SVGViewSpec:!1,SVGZoomAndPan:!1,Text:!1,TextDecoder:!1,TextEncoder:!1,TimeEvent:!1,top:!1,URL:!1,WebGLActiveInfo:!1,WebGLBuffer:!1,WebGLContextEvent:!1,WebGLFramebuffer:!1,WebGLProgram:!1,WebGLRenderbuffer:!1,WebGLRenderingContext:!1,WebGLShader:!1,WebGLShaderPrecisionFormat:!1,WebGLTexture:!1,WebGLUniformLocation:!1,WebSocket:!1,window:!1,Window:!1,Worker:!1,XDomainRequest:!1,XMLHttpRequest:!1,XMLSerializer:!1,XPathEvaluator:!1,XPathException:!1,XPathExpression:!1,XPathNamespace:!1,XPathNSResolver:!1,XPathResult:!1},exports.devel={alert:!1,confirm:!1,console:!1,Debug:!1,opera:!1,prompt:!1},exports.worker={importScripts:!0,postMessage:!0,self:!0,FileReaderSync:!0},exports.nonstandard={escape:!1,unescape:!1},exports.couch={require:!1,respond:!1,getRow:!1,emit:!1,send:!1,start:!1,sum:!1,log:!1,exports:!1,module:!1,provides:!1},exports.node={__filename:!1,__dirname:!1,GLOBAL:!1,global:!1,module:!1,acequire:!1,Buffer:!0,console:!0,exports:!0,process:!0,setTimeout:!0,clearTimeout:!0,setInterval:!0,clearInterval:!0,setImmediate:!0,clearImmediate:!0},exports.browserify={__filename:!1,__dirname:!1,global:!1,module:!1,acequire:!1,Buffer:!0,exports:!0,process:!0},exports.phantom={phantom:!0,acequire:!0,WebPage:!0,console:!0,exports:!0},exports.qunit={asyncTest:!1,deepEqual:!1,equal:!1,expect:!1,module:!1,notDeepEqual:!1,notEqual:!1,notPropEqual:!1,notStrictEqual:!1,ok:!1,propEqual:!1,QUnit:!1,raises:!1,start:!1,stop:!1,strictEqual:!1,test:!1,\\\"throws\\\":!1},exports.rhino={defineClass:!1,deserialize:!1,gc:!1,help:!1,importClass:!1,importPackage:!1,java:!1,load:!1,loadClass:!1,Packages:!1,print:!1,quit:!1,readFile:!1,readUrl:!1,runCommand:!1,seal:!1,serialize:!1,spawn:!1,sync:!1,toint32:!1,version:!1},exports.shelljs={target:!1,echo:!1,exit:!1,cd:!1,pwd:!1,ls:!1,find:!1,cp:!1,rm:!1,mv:!1,mkdir:!1,test:!1,cat:!1,sed:!1,grep:!1,which:!1,dirs:!1,pushd:!1,popd:!1,env:!1,exec:!1,chmod:!1,config:!1,error:!1,tempdir:!1},exports.typed={ArrayBuffer:!1,ArrayBufferView:!1,DataView:!1,Float32Array:!1,Float64Array:!1,Int16Array:!1,Int32Array:!1,Int8Array:!1,Uint16Array:!1,Uint32Array:!1,Uint8Array:!1,Uint8ClampedArray:!1},exports.wsh={ActiveXObject:!0,Enumerator:!0,GetObject:!0,ScriptEngine:!0,ScriptEngineBuildVersion:!0,ScriptEngineMajorVersion:!0,ScriptEngineMinorVersion:!0,VBArray:!0,WSH:!0,WScript:!0,XDomainRequest:!0},exports.dojo={dojo:!1,dijit:!1,dojox:!1,define:!1,require:!1},exports.jquery={$:!1,jQuery:!1},exports.mootools={$:!1,$$:!1,Asset:!1,Browser:!1,Chain:!1,Class:!1,Color:!1,Cookie:!1,Core:!1,Document:!1,DomReady:!1,DOMEvent:!1,DOMReady:!1,Drag:!1,Element:!1,Elements:!1,Event:!1,Events:!1,Fx:!1,Group:!1,Hash:!1,HtmlTable:!1,IFrame:!1,IframeShim:!1,InputValidator:!1,instanceOf:!1,Keyboard:!1,Locale:!1,Mask:!1,MooTools:!1,Native:!1,Options:!1,OverText:!1,Request:!1,Scroller:!1,Slick:!1,Slider:!1,Sortables:!1,Spinner:!1,Swiff:!1,Tips:!1,Type:!1,typeOf:!1,URI:!1,Window:!1},exports.prototypejs={$:!1,$$:!1,$A:!1,$F:!1,$H:!1,$R:!1,$break:!1,$continue:!1,$w:!1,Abstract:!1,Ajax:!1,Class:!1,Enumerable:!1,Element:!1,Event:!1,Field:!1,Form:!1,Hash:!1,Insertion:!1,ObjectRange:!1,PeriodicalExecuter:!1,Position:!1,Prototype:!1,Selector:!1,Template:!1,Toggle:!1,Try:!1,Autocompleter:!1,Builder:!1,Control:!1,Draggable:!1,Draggables:!1,Droppables:!1,Effect:!1,Sortable:!1,SortableObserver:!1,Sound:!1,Scriptaculous:!1},exports.yui={YUI:!1,Y:!1,YUI_config:!1},exports.mocha={mocha:!1,describe:!1,xdescribe:!1,it:!1,xit:!1,context:!1,xcontext:!1,before:!1,after:!1,beforeEach:!1,afterEach:!1,suite:!1,test:!1,setup:!1,teardown:!1,suiteSetup:!1,suiteTeardown:!1},exports.jasmine={jasmine:!1,describe:!1,xdescribe:!1,it:!1,xit:!1,beforeEach:!1,afterEach:!1,setFixtures:!1,loadFixtures:!1,spyOn:!1,expect:!1,runs:!1,waitsFor:!1,waits:!1,beforeAll:!1,afterAll:!1,fail:!1,fdescribe:!1,fit:!1,pending:!1}},{}]},{},[\\\"/node_modules/jshint/src/jshint.js\\\"])}),ace.define(\\\"ace/mode/javascript_worker\\\",[\\\"require\\\",\\\"exports\\\",\\\"module\\\",\\\"ace/lib/oop\\\",\\\"ace/worker/mirror\\\",\\\"ace/mode/javascript/jshint\\\"],function(acequire,exports,module){\\\"use strict\\\";function startRegex(arr){return RegExp(\\\"^(\\\"+arr.join(\\\"|\\\")+\\\")\\\")}var oop=acequire(\\\"../lib/oop\\\"),Mirror=acequire(\\\"../worker/mirror\\\").Mirror,lint=acequire(\\\"./javascript/jshint\\\").JSHINT,disabledWarningsRe=startRegex([\\\"Bad for in variable '(.+)'.\\\",'Missing \\\"use strict\\\"']),errorsRe=startRegex([\\\"Unexpected\\\",\\\"Expected \\\",\\\"Confusing (plus|minus)\\\",\\\"\\\\\\\\{a\\\\\\\\} unterminated regular expression\\\",\\\"Unclosed \\\",\\\"Unmatched \\\",\\\"Unbegun comment\\\",\\\"Bad invocation\\\",\\\"Missing space after\\\",\\\"Missing operator at\\\"]),infoRe=startRegex([\\\"Expected an assignment\\\",\\\"Bad escapement of EOL\\\",\\\"Unexpected comma\\\",\\\"Unexpected space\\\",\\\"Missing radix parameter.\\\",\\\"A leading decimal point can\\\",\\\"\\\\\\\\['{a}'\\\\\\\\] is better written in dot notation.\\\",\\\"'{a}' used out of scope\\\"]),JavaScriptWorker=exports.JavaScriptWorker=function(sender){Mirror.call(this,sender),this.setTimeout(500),this.setOptions()};oop.inherits(JavaScriptWorker,Mirror),function(){this.setOptions=function(options){this.options=options||{esnext:!0,moz:!0,devel:!0,browser:!0,node:!0,laxcomma:!0,laxbreak:!0,lastsemic:!0,onevar:!1,passfail:!1,maxerr:100,expr:!0,multistr:!0,globalstrict:!0},this.doc.getValue()&&this.deferredUpdate.schedule(100)},this.changeOptions=function(newOptions){oop.mixin(this.options,newOptions),this.doc.getValue()&&this.deferredUpdate.schedule(100)},this.isValidJS=function(str){try{eval(\\\"throw 0;\\\"+str)}catch(e){if(0===e)return!0}return!1},this.onUpdate=function(){var value=this.doc.getValue();if(value=value.replace(/^#!.*\\\\n/,\\\"\\\\n\\\"),!value)return this.sender.emit(\\\"annotate\\\",[]);var errors=[],maxErrorLevel=this.isValidJS(value)?\\\"warning\\\":\\\"error\\\";lint(value,this.options,this.options.globals);for(var results=lint.errors,errorAdded=!1,i=0;results.length>i;i++){var error=results[i];if(error){var raw=error.raw,type=\\\"warning\\\";if(\\\"Missing semicolon.\\\"==raw){var str=error.evidence.substr(error.character);str=str.charAt(str.search(/\\\\S/)),\\\"error\\\"==maxErrorLevel&&str&&/[\\\\w\\\\d{(['\\\"]/.test(str)?(error.reason='Missing \\\";\\\" before statement',type=\\\"error\\\"):type=\\\"info\\\"}else{if(disabledWarningsRe.test(raw))continue;infoRe.test(raw)?type=\\\"info\\\":errorsRe.test(raw)?(errorAdded=!0,type=maxErrorLevel):\\\"'{a}' is not defined.\\\"==raw?type=\\\"warning\\\":\\\"'{a}' is defined but never used.\\\"==raw&&(type=\\\"info\\\")}errors.push({row:error.line-1,column:error.character-1,text:error.reason,type:type,raw:raw})}}this.sender.emit(\\\"annotate\\\",errors)}}.call(JavaScriptWorker.prototype)}),ace.define(\\\"ace/lib/es5-shim\\\",[\\\"require\\\",\\\"exports\\\",\\\"module\\\"],function(){function Empty(){}function doesDefinePropertyWork(object){try{return Object.defineProperty(object,\\\"sentinel\\\",{}),\\\"sentinel\\\"in object}catch(exception){}}function toInteger(n){return n=+n,n!==n?n=0:0!==n&&n!==1/0&&n!==-(1/0)&&(n=(n>0||-1)*Math.floor(Math.abs(n))),n}Function.prototype.bind||(Function.prototype.bind=function(that){var target=this;if(\\\"function\\\"!=typeof target)throw new TypeError(\\\"Function.prototype.bind called on incompatible \\\"+target);var args=slice.call(arguments,1),bound=function(){if(this instanceof bound){var result=target.apply(this,args.concat(slice.call(arguments)));return Object(result)===result?result:this}return target.apply(that,args.concat(slice.call(arguments)))};return target.prototype&&(Empty.prototype=target.prototype,bound.prototype=new Empty,Empty.prototype=null),bound});var defineGetter,defineSetter,lookupGetter,lookupSetter,supportsAccessors,call=Function.prototype.call,prototypeOfArray=Array.prototype,prototypeOfObject=Object.prototype,slice=prototypeOfArray.slice,_toString=call.bind(prototypeOfObject.toString),owns=call.bind(prototypeOfObject.hasOwnProperty);if((supportsAccessors=owns(prototypeOfObject,\\\"__defineGetter__\\\"))&&(defineGetter=call.bind(prototypeOfObject.__defineGetter__),defineSetter=call.bind(prototypeOfObject.__defineSetter__),lookupGetter=call.bind(prototypeOfObject.__lookupGetter__),lookupSetter=call.bind(prototypeOfObject.__lookupSetter__)),2!=[1,2].splice(0).length)if(function(){function makeArray(l){var a=Array(l+2);return a[0]=a[1]=0,a}var lengthBefore,array=[];return array.splice.apply(array,makeArray(20)),array.splice.apply(array,makeArray(26)),lengthBefore=array.length,array.splice(5,0,\\\"XXX\\\"),lengthBefore+1==array.length,lengthBefore+1==array.length?!0:void 0}()){var array_splice=Array.prototype.splice;Array.prototype.splice=function(start,deleteCount){return arguments.length?array_splice.apply(this,[void 0===start?0:start,void 0===deleteCount?this.length-start:deleteCount].concat(slice.call(arguments,2))):[]}}else Array.prototype.splice=function(pos,removeCount){var length=this.length;pos>0?pos>length&&(pos=length):void 0==pos?pos=0:0>pos&&(pos=Math.max(length+pos,0)),length>pos+removeCount||(removeCount=length-pos);var removed=this.slice(pos,pos+removeCount),insert=slice.call(arguments,2),add=insert.length;if(pos===length)add&&this.push.apply(this,insert);else{var remove=Math.min(removeCount,length-pos),tailOldPos=pos+remove,tailNewPos=tailOldPos+add-remove,tailCount=length-tailOldPos,lengthAfterRemove=length-remove;if(tailOldPos>tailNewPos)for(var i=0;tailCount>i;++i)this[tailNewPos+i]=this[tailOldPos+i];else if(tailNewPos>tailOldPos)for(i=tailCount;i--;)this[tailNewPos+i]=this[tailOldPos+i];if(add&&pos===lengthAfterRemove)this.length=lengthAfterRemove,this.push.apply(this,insert);else for(this.length=lengthAfterRemove+add,i=0;add>i;++i)this[pos+i]=insert[i]}return removed};Array.isArray||(Array.isArray=function(obj){return\\\"[object Array]\\\"==_toString(obj)});var boxedString=Object(\\\"a\\\"),splitString=\\\"a\\\"!=boxedString[0]||!(0 in boxedString);if(Array.prototype.forEach||(Array.prototype.forEach=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,thisp=arguments[1],i=-1,length=self.length>>>0;if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError;for(;length>++i;)i in self&&fun.call(thisp,self[i],i,object)}),Array.prototype.map||(Array.prototype.map=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0,result=Array(length),thisp=arguments[1];if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");for(var i=0;length>i;i++)i in self&&(result[i]=fun.call(thisp,self[i],i,object));return result}),Array.prototype.filter||(Array.prototype.filter=function(fun){var value,object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0,result=[],thisp=arguments[1];if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");for(var i=0;length>i;i++)i in self&&(value=self[i],fun.call(thisp,value,i,object)&&result.push(value));return result}),Array.prototype.every||(Array.prototype.every=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0,thisp=arguments[1];if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");for(var i=0;length>i;i++)if(i in self&&!fun.call(thisp,self[i],i,object))return!1;return!0}),Array.prototype.some||(Array.prototype.some=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0,thisp=arguments[1];if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");for(var i=0;length>i;i++)if(i in self&&fun.call(thisp,self[i],i,object))return!0;return!1}),Array.prototype.reduce||(Array.prototype.reduce=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0;if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");if(!length&&1==arguments.length)throw new TypeError(\\\"reduce of empty array with no initial value\\\");var result,i=0;if(arguments.length>=2)result=arguments[1];else for(;;){if(i in self){result=self[i++];break}if(++i>=length)throw new TypeError(\\\"reduce of empty array with no initial value\\\")}for(;length>i;i++)i in self&&(result=fun.call(void 0,result,self[i],i,object));return result}),Array.prototype.reduceRight||(Array.prototype.reduceRight=function(fun){var object=toObject(this),self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):object,length=self.length>>>0;if(\\\"[object Function]\\\"!=_toString(fun))throw new TypeError(fun+\\\" is not a function\\\");if(!length&&1==arguments.length)throw new TypeError(\\\"reduceRight of empty array with no initial value\\\");var result,i=length-1;if(arguments.length>=2)result=arguments[1];else for(;;){if(i in self){result=self[i--];break}if(0>--i)throw new TypeError(\\\"reduceRight of empty array with no initial value\\\")}do i in this&&(result=fun.call(void 0,result,self[i],i,object));while(i--);return result}),Array.prototype.indexOf&&-1==[0,1].indexOf(1,2)||(Array.prototype.indexOf=function(sought){var self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):toObject(this),length=self.length>>>0;if(!length)return-1;var i=0;for(arguments.length>1&&(i=toInteger(arguments[1])),i=i>=0?i:Math.max(0,length+i);length>i;i++)if(i in self&&self[i]===sought)return i;return-1}),Array.prototype.lastIndexOf&&-1==[0,1].lastIndexOf(0,-3)||(Array.prototype.lastIndexOf=function(sought){var self=splitString&&\\\"[object String]\\\"==_toString(this)?this.split(\\\"\\\"):toObject(this),length=self.length>>>0;if(!length)return-1;var i=length-1;for(arguments.length>1&&(i=Math.min(i,toInteger(arguments[1]))),i=i>=0?i:length-Math.abs(i);i>=0;i--)if(i in self&&sought===self[i])return i;return-1}),Object.getPrototypeOf||(Object.getPrototypeOf=function(object){return object.__proto__||(object.constructor?object.constructor.prototype:prototypeOfObject)}),!Object.getOwnPropertyDescriptor){var ERR_NON_OBJECT=\\\"Object.getOwnPropertyDescriptor called on a non-object: \\\";Object.getOwnPropertyDescriptor=function(object,property){if(\\\"object\\\"!=typeof object&&\\\"function\\\"!=typeof object||null===object)throw new TypeError(ERR_NON_OBJECT+object);if(owns(object,property)){var descriptor,getter,setter;if(descriptor={enumerable:!0,configurable:!0},supportsAccessors){var prototype=object.__proto__;object.__proto__=prototypeOfObject;var getter=lookupGetter(object,property),setter=lookupSetter(object,property);if(object.__proto__=prototype,getter||setter)return getter&&(descriptor.get=getter),setter&&(descriptor.set=setter),descriptor}return descriptor.value=object[property],descriptor}}}if(Object.getOwnPropertyNames||(Object.getOwnPropertyNames=function(object){return Object.keys(object)}),!Object.create){var createEmpty;createEmpty=null===Object.prototype.__proto__?function(){return{__proto__:null}}:function(){var empty={};for(var i in empty)empty[i]=null;return empty.constructor=empty.hasOwnProperty=empty.propertyIsEnumerable=empty.isPrototypeOf=empty.toLocaleString=empty.toString=empty.valueOf=empty.__proto__=null,empty},Object.create=function(prototype,properties){var object;if(null===prototype)object=createEmpty();else{if(\\\"object\\\"!=typeof prototype)throw new TypeError(\\\"typeof prototype[\\\"+typeof prototype+\\\"] != 'object'\\\");var Type=function(){};Type.prototype=prototype,object=new Type,object.__proto__=prototype}return void 0!==properties&&Object.defineProperties(object,properties),object}}if(Object.defineProperty){var definePropertyWorksOnObject=doesDefinePropertyWork({}),definePropertyWorksOnDom=\\\"undefined\\\"==typeof document||doesDefinePropertyWork(document.createElement(\\\"div\\\"));if(!definePropertyWorksOnObject||!definePropertyWorksOnDom)var definePropertyFallback=Object.defineProperty}if(!Object.defineProperty||definePropertyFallback){var ERR_NON_OBJECT_DESCRIPTOR=\\\"Property description must be an object: \\\",ERR_NON_OBJECT_TARGET=\\\"Object.defineProperty called on non-object: \\\",ERR_ACCESSORS_NOT_SUPPORTED=\\\"getters & setters can not be defined on this javascript engine\\\";Object.defineProperty=function(object,property,descriptor){if(\\\"object\\\"!=typeof object&&\\\"function\\\"!=typeof object||null===object)throw new TypeError(ERR_NON_OBJECT_TARGET+object);if(\\\"object\\\"!=typeof descriptor&&\\\"function\\\"!=typeof descriptor||null===descriptor)throw new TypeError(ERR_NON_OBJECT_DESCRIPTOR+descriptor);if(definePropertyFallback)try{return definePropertyFallback.call(Object,object,property,descriptor)}catch(exception){}if(owns(descriptor,\\\"value\\\"))if(supportsAccessors&&(lookupGetter(object,property)||lookupSetter(object,property))){var prototype=object.__proto__;object.__proto__=prototypeOfObject,delete object[property],object[property]=descriptor.value,object.__proto__=prototype}else object[property]=descriptor.value;else{if(!supportsAccessors)throw new TypeError(ERR_ACCESSORS_NOT_SUPPORTED);owns(descriptor,\\\"get\\\")&&defineGetter(object,property,descriptor.get),owns(descriptor,\\\"set\\\")&&defineSetter(object,property,descriptor.set)}return object}}Object.defineProperties||(Object.defineProperties=function(object,properties){for(var property in properties)owns(properties,property)&&Object.defineProperty(object,property,properties[property]);return object}),Object.seal||(Object.seal=function(object){return object}),Object.freeze||(Object.freeze=function(object){return object});try{Object.freeze(function(){})}catch(exception){Object.freeze=function(freezeObject){return function(object){return\\\"function\\\"==typeof object?object:freezeObject(object)}}(Object.freeze)}if(Object.preventExtensions||(Object.preventExtensions=function(object){return object}),Object.isSealed||(Object.isSealed=function(){return!1}),Object.isFrozen||(Object.isFrozen=function(){return!1}),Object.isExtensible||(Object.isExtensible=function(object){if(Object(object)===object)throw new TypeError;for(var name=\\\"\\\";owns(object,name);)name+=\\\"?\\\";object[name]=!0;var returnValue=owns(object,name);return delete object[name],returnValue}),!Object.keys){var hasDontEnumBug=!0,dontEnums=[\\\"toString\\\",\\\"toLocaleString\\\",\\\"valueOf\\\",\\\"hasOwnProperty\\\",\\\"isPrototypeOf\\\",\\\"propertyIsEnumerable\\\",\\\"constructor\\\"],dontEnumsLength=dontEnums.length;for(var key in{toString:null})hasDontEnumBug=!1;Object.keys=function(object){if(\\\"object\\\"!=typeof object&&\\\"function\\\"!=typeof object||null===object)throw new TypeError(\\\"Object.keys called on a non-object\\\");var keys=[];for(var name in object)owns(object,name)&&keys.push(name);if(hasDontEnumBug)for(var i=0,ii=dontEnumsLength;ii>i;i++){var dontEnum=dontEnums[i];owns(object,dontEnum)&&keys.push(dontEnum)}return keys}}Date.now||(Date.now=function(){return(new Date).getTime()});var ws=\\\"\\t\\\\n\\u000b\\\\f\\\\r   ᠎              \\\\u2028\\\\u2029\\\";if(!String.prototype.trim||ws.trim()){ws=\\\"[\\\"+ws+\\\"]\\\";var trimBeginRegexp=RegExp(\\\"^\\\"+ws+ws+\\\"*\\\"),trimEndRegexp=RegExp(ws+ws+\\\"*$\\\");String.prototype.trim=function(){return(this+\\\"\\\").replace(trimBeginRegexp,\\\"\\\").replace(trimEndRegexp,\\\"\\\")}}var toObject=function(o){if(null==o)throw new TypeError(\\\"can't convert \\\"+o+\\\" to object\\\");return Object(o)}});\";","var rng = require('./lib/rng');\nvar bytesToUuid = require('./lib/bytesToUuid');\n\nfunction v4(options, buf, offset) {\n var i = buf && offset || 0;\n\n if (typeof(options) == 'string') {\n buf = options === 'binary' ? new Array(16) : null;\n options = null;\n }\n options = options || {};\n\n var rnds = options.random || (options.rng || rng)();\n\n // Per 4.4, set bits for version and `clock_seq_hi_and_reserved`\n rnds[6] = (rnds[6] & 0x0f) | 0x40;\n rnds[8] = (rnds[8] & 0x3f) | 0x80;\n\n // Copy bytes to buffer, if provided\n if (buf) {\n for (var ii = 0; ii < 16; ++ii) {\n buf[i + ii] = rnds[ii];\n }\n }\n\n return buf || bytesToUuid(rnds);\n}\n\nmodule.exports = v4;\n","import {Faction, joinFaction} from \"../src/Faction.js\";\r\nimport {Engine} from \"../src/engine.js\";\r\nimport {Player} from \"../src/Player.js\";\r\nimport {clearEventListeners} from \"./HelperFunctions.js\";\r\n\r\n/* Faction Invitation Pop-up box */\r\nfunction factionInvitationBoxClose() {\r\n var factionInvitationBox = document.getElementById(\"faction-invitation-box-container\");\r\n factionInvitationBox.style.display = \"none\";\r\n}\r\n\r\nfunction factionInvitationBoxOpen() {\r\n var factionInvitationBox = document.getElementById(\"faction-invitation-box-container\");\r\n factionInvitationBox.style.display = \"block\";\r\n}\r\n\r\nfunction factionInvitationSetText(txt) {\r\n var textBox = document.getElementById(\"faction-invitation-box-text\");\r\n textBox.innerHTML = txt;\r\n}\r\n\r\nfunction factionInvitationSetMessage(msg) {\r\n var msgBox = document.getElementById(\"faction-invitation-box-message\");\r\n msgBox.innerHTML = msg;\r\n}\r\n\r\n//ram argument is in GB\r\nfunction factionInvitationBoxCreate(faction) {\r\n factionInvitationSetText(\"You have received a faction invitation from \" + faction.name);\r\n faction.alreadyInvited = true;\r\n Player.factionInvitations.push(faction.name);\r\n\r\n if (Engine.currentPage === Engine.Page.Factions) {\r\n Engine.loadFactionsContent();\r\n }\r\n\r\n var newYesButton = clearEventListeners(\"faction-invitation-box-yes\");\r\n newYesButton.addEventListener(\"click\", function() {\r\n //Remove from invited factions\r\n var i = Player.factionInvitations.findIndex((facName)=>{return facName === faction.name});\r\n if (i === -1) {\r\n console.log(\"ERROR: Could not find faction in Player.factionInvitations\");\r\n } else {\r\n Player.factionInvitations.splice(i, 1);\r\n }\r\n joinFaction(faction);\r\n factionInvitationBoxClose();\r\n if (Engine.currentPage === Engine.Page.Factions) {\r\n Engine.loadFactionsContent();\r\n }\r\n return false;\r\n });\r\n\r\n var noButton = clearEventListeners(\"faction-invitation-box-no\");\r\n noButton.addEventListener(\"click\", function() {\r\n factionInvitationBoxClose();\r\n return false;\r\n });\r\n\r\n factionInvitationBoxOpen();\r\n}\r\n\r\nexport {factionInvitationBoxCreate};\r\n","import {BitNodeMultipliers} from \"../src/BitNode.js\";\r\nimport {CONSTANTS} from \"../src/Constants.js\";\r\nimport {Factions, Faction} from \"../src/Faction.js\";\r\nimport {Player} from \"../src/Player.js\";\r\nimport {dialogBoxCreate} from \"./DialogBox.js\";\r\nimport {clearEventListeners} from \"./HelperFunctions.js\";\r\nimport {formatNumber} from \"./StringHelperFunctions.js\";\r\n\r\n/* InfiltrationBox.js */\r\nfunction infiltrationBoxClose() {\r\n var box = document.getElementById(\"infiltration-box-container\");\r\n box.style.display = \"none\";\r\n}\r\n\r\nfunction infiltrationBoxOpen() {\r\n var box = document.getElementById(\"infiltration-box-container\");\r\n box.style.display = \"block\";\r\n}\r\n\r\nfunction infiltrationSetText(txt) {\r\n var textBox = document.getElementById(\"infiltration-box-text\");\r\n textBox.innerHTML = txt;\r\n}\r\n\r\n//ram argument is in GB\r\nfunction infiltrationBoxCreate(inst) {\r\n //Gain exp\r\n var expMultiplier = 2 * inst.clearanceLevel / inst.maxClearanceLevel;\r\n Player.gainHackingExp(inst.hackingExpGained * expMultiplier);\r\n Player.gainStrengthExp(inst.strExpGained * expMultiplier);\r\n Player.gainDefenseExp(inst.defExpGained * expMultiplier);\r\n Player.gainDexterityExp(inst.dexExpGained * expMultiplier);\r\n Player.gainAgilityExp(inst.agiExpGained * expMultiplier);\r\n Player.gainCharismaExp(inst.chaExpGained * expMultiplier);\r\n Player.gainIntelligenceExp(inst.intExpGained * expMultiplier);\r\n\r\n var totalValue = 0;\r\n for (var i = 0; i < inst.secretsStolen.length; ++i) {\r\n totalValue += inst.secretsStolen[i];\r\n }\r\n if (totalValue == 0) {\r\n dialogBoxCreate(\"You successfully escaped the facility but you did not steal \" +\r\n \"anything of worth when infiltrating.

\" +\r\n \"You gained:
\" +\r\n formatNumber(inst.hackingExpGained, 3) + \" hacking exp
\" +\r\n formatNumber(inst.strExpGained, 3) + \" str exp
\" +\r\n formatNumber(inst.defExpGained, 3) + \" def exp
\" +\r\n formatNumber(inst.dexExpGained, 3) + \" dex exp
\" +\r\n formatNumber(inst.agiExpGained, 3) + \" agi exp
\" +\r\n formatNumber(inst.chaExpGained, 3) + \" cha exp
\");\r\n return;\r\n }\r\n var facValue = totalValue * Player.faction_rep_mult *\r\n CONSTANTS.InfiltrationRepValue * BitNodeMultipliers.InfiltrationRep;\r\n var moneyValue = totalValue * CONSTANTS.InfiltrationMoneyValue * BitNodeMultipliers.InfiltrationMoney;\r\n infiltrationSetText(\"You can sell the classified documents and secrets \" +\r\n \"you stole from \" + inst.companyName + \" for $\" +\r\n formatNumber(moneyValue, 2) + \" on the black market or you can give it \" +\r\n \"to a faction to gain \" + formatNumber(facValue, 3) + \" reputation with \" +\r\n \"that faction.\");\r\n var selector = document.getElementById(\"infiltration-faction-select\");\r\n selector.innerHTML = \"\";\r\n for (var i = 0; i < Player.factions.length; ++i) {\r\n if (Player.factions[i] === \"Bladeburners\") {continue;}\r\n selector.innerHTML += \"\";\r\n }\r\n\r\n var sellButton = clearEventListeners(\"infiltration-box-sell\");\r\n setTimeout(function() {\r\n sellButton.addEventListener(\"click\", function() {\r\n Player.gainMoney(moneyValue);\r\n dialogBoxCreate(\"You sold the classified information you stole from \" + inst.companyName +\r\n \" for $\" + moneyValue + \" on the black market!

\" +\r\n \"You gained:
\" +\r\n formatNumber(inst.hackingExpGained, 3) + \" hacking exp
\" +\r\n formatNumber(inst.strExpGained, 3) + \" str exp
\" +\r\n formatNumber(inst.defExpGained, 3) + \" def exp
\" +\r\n formatNumber(inst.dexExpGained, 3) + \" dex exp
\" +\r\n formatNumber(inst.agiExpGained, 3) + \" agi exp
\" +\r\n formatNumber(inst.chaExpGained, 3) + \" cha exp
\");\r\n infiltrationBoxClose();\r\n return false;\r\n });\r\n }, 750);\r\n\r\n var factionButton = clearEventListeners(\"infiltration-box-faction\");\r\n setTimeout(function() {\r\n factionButton.addEventListener(\"click\", function() {\r\n var facName = selector.options[selector.selectedIndex].value;\r\n var faction = Factions[facName];\r\n if (faction == null) {\r\n dialogBoxCreate(\"Error finding faction. This is a bug please report to developer\");\r\n return false;\r\n }\r\n faction.playerReputation += facValue;\r\n dialogBoxCreate(\"You gave the classified information you stole from \" + inst.companyName +\r\n \" to \" + facName + \" and gained \" + formatNumber(facValue, 3) + \" reputation with the faction.

\" +\r\n \"You gained:
\" +\r\n formatNumber(inst.hackingExpGained, 3) + \" hacking exp
\" +\r\n formatNumber(inst.strExpGained, 3) + \" str exp
\" +\r\n formatNumber(inst.defExpGained, 3) + \" def exp
\" +\r\n formatNumber(inst.dexExpGained, 3) + \" dex exp
\" +\r\n formatNumber(inst.agiExpGained, 3) + \" agi exp
\" +\r\n formatNumber(inst.chaExpGained, 3) + \" cha exp
\");\r\n infiltrationBoxClose();\r\n return false;\r\n });\r\n }, 750);\r\n infiltrationBoxOpen();\r\n}\r\n\r\nexport {infiltrationBoxCreate};\r\n","import {BitNodeMultipliers} from \"./BitNode.js\";\r\nimport {CONSTANTS} from \"./Constants.js\";\r\nimport {Engine} from \"./engine.js\";\r\nimport {Player} from \"./Player.js\";\r\nimport {dialogBoxCreate} from \"../utils/DialogBox.js\";\r\nimport {clearEventListeners, getRandomInt} from \"../utils/HelperFunctions.js\";\r\nimport {infiltrationBoxCreate} from \"../utils/InfiltrationBox.js\";\r\nimport {formatNumber} from \"../utils/StringHelperFunctions.js\";\r\n\r\n/* Infiltration.js\r\n *\r\n * Kill\r\n * Knockout (nonlethal)\r\n * Stealth Knockout (nonlethal)\r\n * Assassinate\r\n *\r\n * Hack Security\r\n * Destroy Security\r\n * Sneak past Security\r\n *\r\n * Pick the locked door\r\n *\r\n * Bribe security\r\n *\r\n * Escape\r\n */\r\n\r\nlet InfiltrationScenarios = {\r\n Guards: \"You see an armed security guard patrolling the area.\",\r\n TechOnly: \"The area is equipped with a state-of-the-art security system: cameras, laser tripwires, and sentry turrets.\",\r\n TechOrLockedDoor: \"The area is equipped with a state-of-the-art security system. There is a locked door on the side of the \" +\r\n \"room that can be used to bypass security.\",\r\n Bots: \"You see a few security bots patrolling the area.\",\r\n}\r\n\r\nfunction InfiltrationInstance(companyName, startLevel, val, maxClearance, diff) {\r\n this.companyName = companyName;\r\n this.clearanceLevel = 0;\r\n this.maxClearanceLevel = maxClearance;\r\n this.securityLevel = startLevel;\r\n this.difficulty = diff; //Affects how much security level increases. Represents a percentage\r\n this.baseValue = val; //Base value of company secrets\r\n this.secretsStolen = []; //Numbers representing value of stolen secrets\r\n\r\n this.hackingExpGained = 0;\r\n this.strExpGained = 0;\r\n this.defExpGained = 0;\r\n this.dexExpGained = 0;\r\n this.agiExpGained = 0;\r\n this.chaExpGained = 0;\r\n this.intExpGained = 0;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainHackingExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.hackingExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainStrengthExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.strExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainDefenseExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.defExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainDexterityExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.dexExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainAgilityExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.agiExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainCharismaExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.chaExpGained += amt;\r\n}\r\n\r\nInfiltrationInstance.prototype.gainIntelligenceExp = function(amt) {\r\n if (isNaN(amt)) {return;}\r\n this.intExpGained += amt;\r\n}\r\n\r\nfunction beginInfiltration(companyName, startLevel, val, maxClearance, diff) {\r\n var inst = new InfiltrationInstance(companyName, startLevel, val, maxClearance, diff);\r\n clearInfiltrationStatusText();\r\n nextInfiltrationLevel(inst);\r\n}\r\n\r\nfunction endInfiltration(inst, success) {\r\n if (success) {infiltrationBoxCreate(inst);}\r\n\r\n clearEventListeners(\"infiltration-kill\");\r\n clearEventListeners(\"infiltration-knockout\");\r\n clearEventListeners(\"infiltration-stealthknockout\");\r\n clearEventListeners(\"infiltration-assassinate\");\r\n clearEventListeners(\"infiltration-hacksecurity\");\r\n clearEventListeners(\"infiltration-destroysecurity\");\r\n clearEventListeners(\"infiltration-sneak\");\r\n clearEventListeners(\"infiltration-pickdoor\");\r\n clearEventListeners(\"infiltration-bribe\");\r\n clearEventListeners(\"infiltration-escape\");\r\n\r\n Engine.loadWorldContent();\r\n}\r\n\r\nfunction nextInfiltrationLevel(inst) {\r\n ++inst.clearanceLevel;\r\n updateInfiltrationLevelText(inst);\r\n\r\n //Buttons\r\n var killButton = clearEventListeners(\"infiltration-kill\");\r\n var knockoutButton = clearEventListeners(\"infiltration-knockout\");\r\n var stealthKnockoutButton = clearEventListeners(\"infiltration-stealthknockout\");\r\n var assassinateButton = clearEventListeners(\"infiltration-assassinate\");\r\n var hackSecurityButton = clearEventListeners(\"infiltration-hacksecurity\");\r\n var destroySecurityButton = clearEventListeners(\"infiltration-destroysecurity\");\r\n var sneakButton = clearEventListeners(\"infiltration-sneak\");\r\n var pickdoorButton = clearEventListeners(\"infiltration-pickdoor\");\r\n var bribeButton = clearEventListeners(\"infiltration-bribe\");\r\n var escapeButton = clearEventListeners(\"infiltration-escape\");\r\n\r\n killButton.style.display = \"none\";\r\n knockoutButton.style.display = \"none\";\r\n stealthKnockoutButton.style.display = \"none\";\r\n assassinateButton.style.display = \"none\";\r\n hackSecurityButton.style.display = \"none\";\r\n destroySecurityButton.style.display = \"none\";\r\n sneakButton.style.display = \"none\";\r\n pickdoorButton.style.display = \"none\";\r\n bribeButton.style.display = \"none\";\r\n escapeButton.style.display = \"none\";\r\n\r\n var rand = getRandomInt(0, 5); //This needs to change if more scenarios are added\r\n var scenario = null;\r\n switch (rand) {\r\n case 1:\r\n scenario = InfiltrationScenarios.TechOnly;\r\n hackSecurityButton.style.display = \"block\";\r\n destroySecurityButton.style.display = \"block\";\r\n sneakButton.style.display = \"block\";\r\n escapeButton.style.display = \"block\";\r\n break;\r\n case 2:\r\n scenario = InfiltrationScenarios.TechOrLockedDoor;\r\n hackSecurityButton.style.display = \"block\";\r\n destroySecurityButton.style.display = \"block\";\r\n sneakButton.style.display = \"block\";\r\n pickdoorButton.style.display = \"block\";\r\n escapeButton.style.display = \"block\";\r\n break;\r\n case 3:\r\n scenario = InfiltrationScenarios.Bots;\r\n killButton.style.display = \"block\";\r\n killButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationKill(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY killed the security bots! Unfortunately you alerted the \" +\r\n \"rest of the facility's security. The facility's security \" +\r\n \"level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n Player.karma -= 1;\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n var dmgTaken = Math.max(1, Math.round(1.5 * inst.securityLevel / Player.defense));\r\n writeInfiltrationStatusText(\"You FAILED to kill the security bots. The bots fight back \" +\r\n \"and raise the alarm! You take \" + dmgTaken + \" damage and \" +\r\n \"the facility's security level increases by \" +\r\n formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n if (Player.takeDamage(dmgTaken)) {\r\n endInfiltration(inst, false);\r\n }\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n });\r\n assassinateButton.style.display = \"block\";\r\n assassinateButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationAssassinate(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY assassinated the security bots without being detected!\");\r\n Player.karma -= 1;\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to assassinate the security bots. The bots have not detected \" +\r\n \"you but are now more alert for an intruder. The facility's security level \" +\r\n \"has increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n });\r\n hackSecurityButton.style.display = \"block\";\r\n sneakButton.style.display = \"block\";\r\n escapeButton.style.display = \"block\";\r\n break;\r\n default: //0, 4-5\r\n scenario = InfiltrationScenarios.Guards;\r\n killButton.style.display = \"block\";\r\n killButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationKill(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY killed the security guard! Unfortunately you alerted the \" +\r\n \"rest of the facility's security. The facility's security \" +\r\n \"level has increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n Player.karma -= 3;\r\n ++Player.numPeopleKilled;\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));\r\n writeInfiltrationStatusText(\"You FAILED to kill the security guard. The guard fights back \" +\r\n \"and raises the alarm! You take \" + dmgTaken + \" damage and \" +\r\n \"the facility's security level has increased by \" +\r\n formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n if (Player.takeDamage(dmgTaken)) {\r\n endInfiltration(inst, false);\r\n }\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n });\r\n knockoutButton.style.display = \"block\";\r\n stealthKnockoutButton.style.display = \"block\";\r\n assassinateButton.style.display = \"block\";\r\n assassinateButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationAssassinate(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY assassinated the security guard without being detected!\");\r\n Player.karma -= 3;\r\n ++Player.numPeopleKilled;\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to assassinate the security guard. The guard has not detected \" +\r\n \"you but is now more alert for an intruder. The facility's security level \" +\r\n \"has increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n });\r\n sneakButton.style.display = \"block\";\r\n bribeButton.style.display = \"block\";\r\n escapeButton.style.display = \"block\";\r\n break;\r\n }\r\n\r\n knockoutButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationKnockout(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY knocked out the security guard! \" +\r\n \"Unfortunately you made a lot of noise and alerted other security.\");\r\n writeInfiltrationStatusText(\"The facility's security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));\r\n writeInfiltrationStatusText(\"You FAILED to knockout the security guard. The guard \" +\r\n \"raises the alarm and fights back! You take \" + dmgTaken + \" damage and \" +\r\n \"the facility's security level increases by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n if (Player.takeDamage(dmgTaken)) {\r\n endInfiltration(inst, false);\r\n }\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n stealthKnockoutButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationStealthKnockout(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY knocked out the security guard without making \" +\r\n \"any noise!\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n var dmgTaken = Math.max(1, Math.round(inst.securityLevel / Player.defense));\r\n writeInfiltrationStatusText(\"You FAILED to stealthily knockout the security guard. The guard \" +\r\n \"raises the alarm and fights back! You take \" + dmgTaken + \" damage and \" +\r\n \"the facility's security level increases by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n if (Player.takeDamage(dmgTaken)) {\r\n endInfiltration(inst, false);\r\n }\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n hackSecurityButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationHack(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY hacked and disabled the security system!\");\r\n writeInfiltrationStatusText(\"The facility's security level increased by \" + ((res[1]*100) - 100).toString() + \"%\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to hack the security system. The facility's \" +\r\n \"security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n destroySecurityButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationDestroySecurity(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY and violently destroy the security system!\");\r\n writeInfiltrationStatusText(\"The facility's security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to destroy the security system. The facility's \" +\r\n \"security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n sneakButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationSneak(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY sneak past the security undetected!\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED and were detected while trying to sneak past security! The facility's \" +\r\n \"security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n pickdoorButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationPickLockedDoor(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY pick the locked door!\");\r\n writeInfiltrationStatusText(\"The facility's security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to pick the locked door. The facility's security level \" +\r\n \"increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n bribeButton.addEventListener(\"click\", function() {\r\n var bribeAmt = CONSTANTS.InfiltrationBribeBaseAmount * inst.clearanceLevel;\r\n if (Player.money.lt(bribeAmt)) {\r\n writeInfiltrationStatusText(\"You do not have enough money to bribe the guard. \" +\r\n \"You need $\" + bribeAmt);\r\n return false;\r\n }\r\n var res = attemptInfiltrationBribe(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY bribed a guard to let you through \" +\r\n \"to the next clearance level for $\" + bribeAmt);\r\n Player.loseMoney(bribeAmt);\r\n endInfiltrationLevel(inst);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to bribe a guard! The guard is alerting \" +\r\n \"other security guards about your presence! The facility's \" +\r\n \"security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n escapeButton.addEventListener(\"click\", function() {\r\n var res = attemptInfiltrationEscape(inst);\r\n if (res[0]) {\r\n writeInfiltrationStatusText(\"You SUCCESSFULLY escape from the facility with the stolen classified \" +\r\n \"documents and company secrets!\");\r\n endInfiltration(inst, true);\r\n return false;\r\n } else {\r\n writeInfiltrationStatusText(\"You FAILED to escape from the facility. You took 1 damage. The facility's \" +\r\n \"security level increased by \" + formatNumber((res[1]*100)-100, 2).toString() + \"%\");\r\n if (Player.takeDamage(1)) {\r\n endInfiltration(inst, false);\r\n }\r\n }\r\n updateInfiltrationButtons(inst, scenario);\r\n updateInfiltrationLevelText(inst);\r\n return false;\r\n });\r\n\r\n updateInfiltrationButtons(inst, scenario);\r\n writeInfiltrationStatusText(\"\");\r\n writeInfiltrationStatusText(\"You are now on clearance level \" + inst.clearanceLevel + \".
\" +\r\n scenario);\r\n}\r\n\r\n\r\nfunction endInfiltrationLevel(inst) {\r\n //Check if you gained any secrets\r\n if (inst.clearanceLevel % 5 == 0) {\r\n var baseSecretValue = inst.baseValue * inst.clearanceLevel / 2;\r\n var secretValue = baseSecretValue * Player.faction_rep_mult *\r\n CONSTANTS.InfiltrationRepValue * BitNodeMultipliers.InfiltrationRep;\r\n var secretMoneyValue = baseSecretValue * CONSTANTS.InfiltrationMoneyValue *\r\n BitNodeMultipliers.InfiltrationMoney;\r\n inst.secretsStolen.push(baseSecretValue);\r\n dialogBoxCreate(\"You found and stole a set of classified documents from the company. \" +\r\n \"These classified secrets could probably be sold for money ($\" +\r\n formatNumber(secretMoneyValue, 2) + \"), or they \" +\r\n \"could be given to factions for reputation (\" + formatNumber(secretValue, 3) + \" rep)\");\r\n }\r\n\r\n //Increase security level based on difficulty\r\n inst.securityLevel *= (1 + (inst.difficulty / 100));\r\n writeInfiltrationStatusText(\"You move on to the facility's next clearance level. This \" +\r\n \"clearance level has \" + inst.difficulty + \"% higher security\");\r\n\r\n //If this is max level, force endInfiltration\r\n if (inst.clearanceLevel >= inst.maxClearanceLevel) {\r\n endInfiltration(inst, true);\r\n } else {\r\n nextInfiltrationLevel(inst);\r\n }\r\n}\r\n\r\nfunction writeInfiltrationStatusText(txt) {\r\n var statusTxt = document.getElementById(\"infiltration-status-text\");\r\n statusTxt.innerHTML += (txt + \"
\");\r\n statusTxt.parentElement.scrollTop = statusTxt.scrollHeight;\r\n}\r\n\r\nfunction clearInfiltrationStatusText() {\r\n document.getElementById(\"infiltration-status-text\").innerHTML = \"\";\r\n}\r\n\r\nfunction updateInfiltrationLevelText(inst) {\r\n var totalValue = 0;\r\n var totalMoneyValue = 0;\r\n for (var i = 0; i < inst.secretsStolen.length; ++i) {\r\n totalValue += (inst.secretsStolen[i] * Player.faction_rep_mult *\r\n CONSTANTS.InfiltrationRepValue * BitNodeMultipliers.InfiltrationRep);\r\n totalMoneyValue += inst.secretsStolen[i] * CONSTANTS.InfiltrationMoneyValue *\r\n BitNodeMultipliers.InfiltrationMoney;\r\n }\r\n\r\n var expMultiplier = 2 * inst.clearanceLevel / inst.maxClearanceLevel;\r\n document.getElementById(\"infiltration-level-text\").innerHTML =\r\n \"Facility name: \" + inst.companyName + \"
\" +\r\n \"Clearance Level: \" + inst.clearanceLevel + \"
\" +\r\n \"Security Level: \" + formatNumber(inst.securityLevel, 3) + \"

\" +\r\n \"Total reputation value of secrets stolen: \" + formatNumber(totalValue, 3) + \"
\" +\r\n \"Total monetary value of secrets stolen: $\" + formatNumber(totalMoneyValue, 2) + \"

\" +\r\n \"Hack exp gained: \" + formatNumber(inst.hackingExpGained * expMultiplier, 3) + \"
\" +\r\n \"Str exp gained: \" + formatNumber(inst.strExpGained * expMultiplier, 3) + \"
\" +\r\n \"Def exp gained: \" + formatNumber(inst.defExpGained * expMultiplier, 3) + \"
\" +\r\n \"Dex exp gained: \" + formatNumber(inst.dexExpGained * expMultiplier, 3) + \"
\" +\r\n \"Agi exp gained: \" + formatNumber(inst.agiExpGained * expMultiplier, 3) + \"
\" +\r\n \"Cha exp gained: \" + formatNumber(inst.chaExpGained * expMultiplier, 3);\r\n}\r\n\r\nfunction updateInfiltrationButtons(inst, scenario) {\r\n var killChance = getInfiltrationKillChance(inst);\r\n var knockoutChance = getInfiltrationKnockoutChance(inst);\r\n var stealthKnockoutChance = getInfiltrationStealthKnockoutChance(inst);\r\n var assassinateChance = getInfiltrationAssassinateChance(inst);\r\n var destroySecurityChance = getInfiltrationDestroySecurityChance(inst);\r\n var hackChance = getInfiltrationHackChance(inst);\r\n var sneakChance = getInfiltrationSneakChance(inst);\r\n var lockpickChance = getInfiltrationPickLockedDoorChance(inst);\r\n var bribeChance = getInfiltrationBribeChance(inst);\r\n var escapeChance = getInfiltrationEscapeChance(inst);\r\n\r\n document.getElementById(\"infiltration-escape\").innerHTML = \"Escape\" +\r\n \"\" +\r\n \"Attempt to escape the facility with the classified secrets and \" +\r\n \"documents you have stolen. You have a \" +\r\n formatNumber(escapeChance*100, 2) + \"% chance of success. If you fail, \" +\r\n \"the security level will increase by 5%.\";\r\n\r\n switch(scenario) {\r\n case InfiltrationScenarios.TechOrLockedDoor:\r\n document.getElementById(\"infiltration-pickdoor\").innerHTML = \"Lockpick\" +\r\n \"\" +\r\n \"Attempt to pick the locked door. You have a \" +\r\n formatNumber(lockpickChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increased by 1%. If you fail, the \" +\r\n \"security level will increase by 3%.\";\r\n case InfiltrationScenarios.TechOnly:\r\n document.getElementById(\"infiltration-hacksecurity\").innerHTML = \"Hack\" +\r\n \"\" +\r\n \"Attempt to hack and disable the security system. You have a \" +\r\n formatNumber(hackChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 3%. If you fail, \" +\r\n \"the security level will increase by 5%.\";\r\n\r\n document.getElementById(\"infiltration-destroysecurity\").innerHTML = \"Destroy security\" +\r\n \"\" +\r\n \"Attempt to violently destroy the security system. You have a \" +\r\n formatNumber(destroySecurityChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 5%. If you fail, the \" +\r\n \"security level will increase by 10%. \";\r\n\r\n document.getElementById(\"infiltration-sneak\").innerHTML = \"Sneak\" +\r\n \"\" +\r\n \"Attempt to sneak past the security system. You have a \" +\r\n formatNumber(sneakChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 8%. \";\r\n break;\r\n case InfiltrationScenarios.Bots:\r\n document.getElementById(\"infiltration-kill\").innerHTML = \"Destroy bots\" +\r\n \"\" +\r\n \"Attempt to destroy the security bots through combat. You have a \" +\r\n formatNumber(killChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 5%. If you fail, \" +\r\n \"the security level will increase by 10%. \";\r\n\r\n document.getElementById(\"infiltration-assassinate\").innerHTML = \"Assassinate bots\" +\r\n \"\" +\r\n \"Attempt to stealthily destroy the security bots through assassination. You have a \" +\r\n formatNumber(assassinateChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 10%. \";\r\n\r\n document.getElementById(\"infiltration-hacksecurity\").innerHTML = \"Hack bots\" +\r\n \"\" +\r\n \"Attempt to disable the security bots by hacking them. You have a \" +\r\n formatNumber(hackChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 3%. If you fail, \" +\r\n \"the security level will increase by 5%. \";\r\n\r\n document.getElementById(\"infiltration-sneak\").innerHTML = \"Sneak\" +\r\n \"\" +\r\n \"Attempt to sneak past the security bots. You have a \" +\r\n formatNumber(sneakChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 8%. \";\r\n break;\r\n\r\n case InfiltrationScenarios.Guards:\r\n default:\r\n document.getElementById(\"infiltration-kill\").innerHTML = \"Kill\" +\r\n \"\" +\r\n \"Attempt to kill the security guard. You have a \" +\r\n formatNumber(killChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 5%. If you fail, \" +\r\n \"the security level will decrease by 10%. \";\r\n\r\n document.getElementById(\"infiltration-knockout\").innerHTML = \"Knockout\" +\r\n \"\" +\r\n \"Attempt to knockout the security guard. You have a \" +\r\n formatNumber(knockoutChance*100, 2) + \"% chance of success. \" +\r\n \"If you succeed, the security level will increase by 3%. If you fail, the \" +\r\n \"security level will increase by 10%. \";\r\n\r\n document.getElementById(\"infiltration-stealthknockout\").innerHTML = \"Stealth Knockout\" +\r\n \"\" +\r\n \"Attempt to stealthily knockout the security guard. You have a \" +\r\n formatNumber(stealthKnockoutChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 10%. \";\r\n\r\n document.getElementById(\"infiltration-assassinate\").innerHTML = \"Assassinate\" +\r\n \"\" +\r\n \"Attempt to assassinate the security guard. You have a \" +\r\n formatNumber(assassinateChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 5%. \";\r\n\r\n document.getElementById(\"infiltration-sneak\").innerHTML = \"Sneak\" +\r\n \"\" +\r\n \"Attempt to sneak past the security guard. You have a \" +\r\n formatNumber(sneakChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 8%. \";\r\n\r\n document.getElementById(\"infiltration-bribe\").innerHTML = \"Bribe\" +\r\n \"\" +\r\n \"Attempt to bribe the security guard. You have a \" +\r\n formatNumber(bribeChance*100, 2) + \"% chance of success. \" +\r\n \"If you fail, the security level will increase by 15%. \";\r\n break;\r\n }\r\n}\r\n\r\nlet intWgt = CONSTANTS.IntelligenceInfiltrationWeight;\r\n\r\n//Kill\r\n//Success: 5%, Failure 10%, -Karma\r\nfunction attemptInfiltrationKill(inst) {\r\n var chance = getInfiltrationKillChance(inst);\r\n inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;\r\n inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;\r\n inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n inst.securityLevel *= 1.05;\r\n return [true, 1.05];\r\n } else {\r\n inst.securityLevel *= 1.1;\r\n return [false, 1.1];\r\n }\r\n}\r\n\r\nfunction getInfiltrationKillChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.strength +\r\n Player.dexterity +\r\n Player.agility) / (1.45 * lvl));\r\n}\r\n\r\n\r\n//Knockout\r\n//Success: 3%, Failure: 10%\r\nfunction attemptInfiltrationKnockout(inst) {\r\n var chance = getInfiltrationKnockoutChance(inst);\r\n inst.gainStrengthExp(inst.securityLevel / 80) * Player.strength_exp_mult;\r\n inst.gainDefenseExp(inst.securityLevel / 80) * Player.defense_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 80) * Player.dexterity_exp_mult;\r\n inst.gainAgilityExp(inst.securityLevel / 80) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n inst.securityLevel *= 1.03;\r\n return [true, 1.03];\r\n } else {\r\n inst.securityLevel *= 1.1;\r\n return [false, 1.1];\r\n }\r\n}\r\n\r\nfunction getInfiltrationKnockoutChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.strength +\r\n Player.dexterity +\r\n Player.agility) / (1.7 * lvl));\r\n}\r\n\r\n//Stealth knockout\r\n//Success: 0%, Failure: 10%\r\nfunction attemptInfiltrationStealthKnockout(inst) {\r\n var chance = getInfiltrationStealthKnockoutChance(inst);\r\n inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;\r\n inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n return [true, 1];\r\n } else {\r\n inst.securityLevel *= 1.1;\r\n return [false, 1.1];\r\n }\r\n}\r\n\r\nfunction getInfiltrationStealthKnockoutChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (0.55 * Player.strength +\r\n 2 * Player.dexterity +\r\n 2 * Player.agility +\r\n intWgt * Player.intelligence) / (3 * lvl));\r\n}\r\n\r\n//Assassination\r\n//Success: 0%, Failure: 5%, -Karma\r\nfunction attemptInfiltrationAssassinate(inst) {\r\n var chance = getInfiltrationAssassinateChance(inst);\r\n inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 65) * Player.dexterity_exp_mult;\r\n inst.gainAgilityExp(inst.securityLevel / 65) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n return [true, 1];\r\n } else {\r\n inst.securityLevel *= 1.05;\r\n return [false, 1.05];\r\n }\r\n}\r\n\r\nfunction getInfiltrationAssassinateChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.dexterity +\r\n 0.5 * Player.agility +\r\n intWgt * Player.intelligence) / (2 * lvl));\r\n}\r\n\r\n\r\n//Destroy security\r\n//Success: 5%, Failure: 10%\r\nfunction attemptInfiltrationDestroySecurity(inst) {\r\n var chance = getInfiltrationDestroySecurityChance(inst);\r\n inst.gainStrengthExp(inst.securityLevel / 85) * Player.strength_exp_mult;\r\n inst.gainDefenseExp(inst.securityLevel / 85) * Player.defense_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 85) * Player.dexterity_exp_mult;\r\n inst.gainAgilityExp(inst.securityLevel / 85) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n inst.securityLevel *= 1.05;\r\n return [true, 1.05];\r\n } else {\r\n inst.securityLevel *= 1.1;\r\n return [false, 1.1];\r\n }\r\n\r\n}\r\n\r\nfunction getInfiltrationDestroySecurityChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.strength +\r\n Player.dexterity +\r\n Player.agility) / (2 * lvl));\r\n}\r\n\r\n\r\n//Hack security\r\n//Success: 3%, Failure: 5%\r\nfunction attemptInfiltrationHack(inst) {\r\n var chance = getInfiltrationHackChance(inst);\r\n inst.gainHackingExp(inst.securityLevel / 40) * Player.hacking_exp_mult;\r\n inst.gainIntelligenceExp(inst.securityLevel / 690);\r\n if (Math.random() <= chance) {\r\n inst.securityLevel *= 1.03;\r\n return [true, 1.03];\r\n } else {\r\n inst.securityLevel *= 1.05;\r\n return [false, 1.05];\r\n }\r\n\r\n}\r\n\r\nfunction getInfiltrationHackChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.hacking_skill +\r\n (intWgt * Player.intelligence)) / lvl);\r\n}\r\n\r\n//Sneak past security\r\n//Success: 0%, Failure: 8%\r\nfunction attemptInfiltrationSneak(inst) {\r\n var chance = getInfiltrationSneakChance(inst);\r\n inst.gainAgilityExp(inst.securityLevel / 40) * Player.agility_exp_mult;\r\n if (Math.random() <= chance) {\r\n return [true, 1];\r\n } else {\r\n inst.securityLevel *= 1.08;\r\n return [false, 1.08];\r\n }\r\n}\r\n\r\nfunction getInfiltrationSneakChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.agility +\r\n 0.5 * Player.dexterity +\r\n intWgt * Player.intelligence) / (2 * lvl));\r\n}\r\n\r\n//Pick locked door\r\n//Success: 1%, Failure: 3%\r\nfunction attemptInfiltrationPickLockedDoor(inst) {\r\n var chance = getInfiltrationPickLockedDoorChance(inst);\r\n inst.gainDexterityExp(inst.securityLevel / 30) * Player.dexterity_exp_mult;\r\n if (Math.random() <= chance) {\r\n inst.securityLevel *= 1.01;\r\n return [true, 1.01];\r\n } else {\r\n inst.securityLevel *= 1.03;\r\n return [false, 1.03];\r\n }\r\n}\r\n\r\nfunction getInfiltrationPickLockedDoorChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.dexterity +\r\n intWgt * Player.intelligence) / lvl);\r\n}\r\n\r\n//Bribe\r\n//Success: 0%, Failure: 15%,\r\nfunction attemptInfiltrationBribe(inst) {\r\n var chance = getInfiltrationBribeChance(inst);\r\n inst.gainCharismaExp(inst.securityLevel / 10) * Player.charisma_exp_mult;\r\n if (Math.random() <= chance) {\r\n return [true, 1];\r\n } else {\r\n inst.securityLevel *= 1.15;\r\n return [false, 1.15];\r\n }\r\n}\r\n\r\nfunction getInfiltrationBribeChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (Player.charisma) / lvl);\r\n}\r\n\r\n//Escape\r\n//Failure: 5%\r\nfunction attemptInfiltrationEscape(inst) {\r\n var chance = getInfiltrationEscapeChance(inst);\r\n inst.gainAgilityExp(inst.securityLevel / 35) * Player.agility_exp_mult;\r\n inst.gainDexterityExp(inst.securityLevel / 35) * Player.dexterity_exp_mult;\r\n if (Math.random() <= chance) {\r\n return [true, 1];\r\n } else {\r\n inst.securityLevel *= 1.05;\r\n return [false, 1.05];\r\n }\r\n}\r\n\r\nfunction getInfiltrationEscapeChance(inst) {\r\n var lvl = inst.securityLevel;\r\n return Math.min(0.95,\r\n (2 * Player.agility +\r\n Player.dexterity +\r\n intWgt * Player.intelligence) / lvl);\r\n}\r\n\r\nexport {beginInfiltration};\r\n","/* FileSaver.js\n * A saveAs() FileSaver implementation.\n * 1.3.2\n * 2016-06-16 18:25:19\n *\n * By Eli Grey, http://eligrey.com\n * License: MIT\n * See https://github.com/eligrey/FileSaver.js/blob/master/LICENSE.md\n */\n\n/*global self */\n/*jslint bitwise: true, indent: 4, laxbreak: true, laxcomma: true, smarttabs: true, plusplus: true */\n\n/*! @source http://purl.eligrey.com/github/FileSaver.js/blob/master/FileSaver.js */\n\nvar saveAs = saveAs || (function(view) {\n\t\"use strict\";\n\t// IE <10 is explicitly unsupported\n\tif (typeof view === \"undefined\" || typeof navigator !== \"undefined\" && /MSIE [1-9]\\./.test(navigator.userAgent)) {\n\t\treturn;\n\t}\n\tvar\n\t\t doc = view.document\n\t\t // only get URL when necessary in case Blob.js hasn't overridden it yet\n\t\t, get_URL = function() {\n\t\t\treturn view.URL || view.webkitURL || view;\n\t\t}\n\t\t, save_link = doc.createElementNS(\"http://www.w3.org/1999/xhtml\", \"a\")\n\t\t, can_use_save_link = \"download\" in save_link\n\t\t, click = function(node) {\n\t\t\tvar event = new MouseEvent(\"click\");\n\t\t\tnode.dispatchEvent(event);\n\t\t}\n\t\t, is_safari = /constructor/i.test(view.HTMLElement) || view.safari\n\t\t, is_chrome_ios =/CriOS\\/[\\d]+/.test(navigator.userAgent)\n\t\t, throw_outside = function(ex) {\n\t\t\t(view.setImmediate || view.setTimeout)(function() {\n\t\t\t\tthrow ex;\n\t\t\t}, 0);\n\t\t}\n\t\t, force_saveable_type = \"application/octet-stream\"\n\t\t// the Blob API is fundamentally broken as there is no \"downloadfinished\" event to subscribe to\n\t\t, arbitrary_revoke_timeout = 1000 * 40 // in ms\n\t\t, revoke = function(file) {\n\t\t\tvar revoker = function() {\n\t\t\t\tif (typeof file === \"string\") { // file is an object URL\n\t\t\t\t\tget_URL().revokeObjectURL(file);\n\t\t\t\t} else { // file is a File\n\t\t\t\t\tfile.remove();\n\t\t\t\t}\n\t\t\t};\n\t\t\tsetTimeout(revoker, arbitrary_revoke_timeout);\n\t\t}\n\t\t, dispatch = function(filesaver, event_types, event) {\n\t\t\tevent_types = [].concat(event_types);\n\t\t\tvar i = event_types.length;\n\t\t\twhile (i--) {\n\t\t\t\tvar listener = filesaver[\"on\" + event_types[i]];\n\t\t\t\tif (typeof listener === \"function\") {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tlistener.call(filesaver, event || filesaver);\n\t\t\t\t\t} catch (ex) {\n\t\t\t\t\t\tthrow_outside(ex);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t, auto_bom = function(blob) {\n\t\t\t// prepend BOM for UTF-8 XML and text/* types (including HTML)\n\t\t\t// note: your browser will automatically convert UTF-16 U+FEFF to EF BB BF\n\t\t\tif (/^\\s*(?:text\\/\\S*|application\\/xml|\\S*\\/\\S*\\+xml)\\s*;.*charset\\s*=\\s*utf-8/i.test(blob.type)) {\n\t\t\t\treturn new Blob([String.fromCharCode(0xFEFF), blob], {type: blob.type});\n\t\t\t}\n\t\t\treturn blob;\n\t\t}\n\t\t, FileSaver = function(blob, name, no_auto_bom) {\n\t\t\tif (!no_auto_bom) {\n\t\t\t\tblob = auto_bom(blob);\n\t\t\t}\n\t\t\t// First try a.download, then web filesystem, then object URLs\n\t\t\tvar\n\t\t\t\t filesaver = this\n\t\t\t\t, type = blob.type\n\t\t\t\t, force = type === force_saveable_type\n\t\t\t\t, object_url\n\t\t\t\t, dispatch_all = function() {\n\t\t\t\t\tdispatch(filesaver, \"writestart progress write writeend\".split(\" \"));\n\t\t\t\t}\n\t\t\t\t// on any filesys errors revert to saving with object URLs\n\t\t\t\t, fs_error = function() {\n\t\t\t\t\tif ((is_chrome_ios || (force && is_safari)) && view.FileReader) {\n\t\t\t\t\t\t// Safari doesn't allow downloading of blob urls\n\t\t\t\t\t\tvar reader = new FileReader();\n\t\t\t\t\t\treader.onloadend = function() {\n\t\t\t\t\t\t\tvar url = is_chrome_ios ? reader.result : reader.result.replace(/^data:[^;]*;/, 'data:attachment/file;');\n\t\t\t\t\t\t\tvar popup = view.open(url, '_blank');\n\t\t\t\t\t\t\tif(!popup) view.location.href = url;\n\t\t\t\t\t\t\turl=undefined; // release reference before dispatching\n\t\t\t\t\t\t\tfilesaver.readyState = filesaver.DONE;\n\t\t\t\t\t\t\tdispatch_all();\n\t\t\t\t\t\t};\n\t\t\t\t\t\treader.readAsDataURL(blob);\n\t\t\t\t\t\tfilesaver.readyState = filesaver.INIT;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\t// don't create more object URLs than needed\n\t\t\t\t\tif (!object_url) {\n\t\t\t\t\t\tobject_url = get_URL().createObjectURL(blob);\n\t\t\t\t\t}\n\t\t\t\t\tif (force) {\n\t\t\t\t\t\tview.location.href = object_url;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvar opened = view.open(object_url, \"_blank\");\n\t\t\t\t\t\tif (!opened) {\n\t\t\t\t\t\t\t// Apple does not allow window.open, see https://developer.apple.com/library/safari/documentation/Tools/Conceptual/SafariExtensionGuide/WorkingwithWindowsandTabs/WorkingwithWindowsandTabs.html\n\t\t\t\t\t\t\tview.location.href = object_url;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tfilesaver.readyState = filesaver.DONE;\n\t\t\t\t\tdispatch_all();\n\t\t\t\t\trevoke(object_url);\n\t\t\t\t}\n\t\t\t;\n\t\t\tfilesaver.readyState = filesaver.INIT;\n\n\t\t\tif (can_use_save_link) {\n\t\t\t\tobject_url = get_URL().createObjectURL(blob);\n\t\t\t\tsetTimeout(function() {\n\t\t\t\t\tsave_link.href = object_url;\n\t\t\t\t\tsave_link.download = name;\n\t\t\t\t\tclick(save_link);\n\t\t\t\t\tdispatch_all();\n\t\t\t\t\trevoke(object_url);\n\t\t\t\t\tfilesaver.readyState = filesaver.DONE;\n\t\t\t\t});\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tfs_error();\n\t\t}\n\t\t, FS_proto = FileSaver.prototype\n\t\t, saveAs = function(blob, name, no_auto_bom) {\n\t\t\treturn new FileSaver(blob, name || blob.name || \"download\", no_auto_bom);\n\t\t}\n\t;\n\t// IE 10+ (native saveAs)\n\tif (typeof navigator !== \"undefined\" && navigator.msSaveOrOpenBlob) {\n\t\treturn function(blob, name, no_auto_bom) {\n\t\t\tname = name || blob.name || \"download\";\n\n\t\t\tif (!no_auto_bom) {\n\t\t\t\tblob = auto_bom(blob);\n\t\t\t}\n\t\t\treturn navigator.msSaveOrOpenBlob(blob, name);\n\t\t};\n\t}\n\n\tFS_proto.abort = function(){};\n\tFS_proto.readyState = FS_proto.INIT = 0;\n\tFS_proto.WRITING = 1;\n\tFS_proto.DONE = 2;\n\n\tFS_proto.error =\n\tFS_proto.onwritestart =\n\tFS_proto.onprogress =\n\tFS_proto.onwrite =\n\tFS_proto.onabort =\n\tFS_proto.onerror =\n\tFS_proto.onwriteend =\n\t\tnull;\n\n\treturn saveAs;\n}(\n\t typeof self !== \"undefined\" && self\n\t|| typeof window !== \"undefined\" && window\n\t|| this.content\n));\n// `self` is undefined in Firefox for Android content script context\n// while `this` is nsIContentFrameMessageManager\n// with an attribute `content` that corresponds to the window\n\nif (typeof module !== \"undefined\" && module.exports) {\n module.exports.saveAs = saveAs;\n} else if ((typeof define !== \"undefined\" && define !== null) && (define.amd !== null)) {\n define(\"FileSaver.js\", function() {\n return saveAs;\n });\n}\n","'use strict';\n\n/**\n * Representation a of zip file in js\n * @constructor\n */\nfunction JSZip() {\n // if this constructor is used without `new`, it adds `new` before itself:\n if(!(this instanceof JSZip)) {\n return new JSZip();\n }\n\n if(arguments.length) {\n throw new Error(\"The constructor with parameters has been removed in JSZip 3.0, please check the upgrade guide.\");\n }\n\n // object containing the files :\n // {\n // \"folder/\" : {...},\n // \"folder/data.txt\" : {...}\n // }\n this.files = {};\n\n this.comment = null;\n\n // Where we are in the hierarchy\n this.root = \"\";\n this.clone = function() {\n var newObj = new JSZip();\n for (var i in this) {\n if (typeof this[i] !== \"function\") {\n newObj[i] = this[i];\n }\n }\n return newObj;\n };\n}\nJSZip.prototype = require('./object');\nJSZip.prototype.loadAsync = require('./load');\nJSZip.support = require('./support');\nJSZip.defaults = require('./defaults');\n\n// TODO find a better way to handle this version,\n// a require('package.json').version doesn't work with webpack, see #327\nJSZip.version = \"3.1.5\";\n\nJSZip.loadAsync = function (content, options) {\n return new JSZip().loadAsync(content, options);\n};\n\nJSZip.external = require(\"./external\");\nmodule.exports = JSZip;\n","var config = require('../config');\nvar flag = require('./flag');\nvar getProperties = require('./getProperties');\nvar isProxyEnabled = require('./isProxyEnabled');\n\n/*!\n * Chai - proxify utility\n * Copyright(c) 2012-2014 Jake Luer \n * MIT Licensed\n */\n\n/**\n * ### .proxify(object)\n *\n * Return a proxy of given object that throws an error when a non-existent\n * property is read. By default, the root cause is assumed to be a misspelled\n * property, and thus an attempt is made to offer a reasonable suggestion from\n * the list of existing properties. However, if a nonChainableMethodName is\n * provided, then the root cause is instead a failure to invoke a non-chainable\n * method prior to reading the non-existent property.\n * \n * If proxies are unsupported or disabled via the user's Chai config, then\n * return object without modification.\n *\n * @param {Object} obj\n * @param {String} nonChainableMethodName\n * @namespace Utils\n * @name proxify\n */\n\nvar builtins = ['__flags', '__methods', '_obj', 'assert'];\n\nmodule.exports = function proxify(obj, nonChainableMethodName) {\n if (!isProxyEnabled()) return obj;\n\n return new Proxy(obj, {\n get: function proxyGetter(target, property) {\n // This check is here because we should not throw errors on Symbol properties\n // such as `Symbol.toStringTag`.\n // The values for which an error should be thrown can be configured using\n // the `config.proxyExcludedKeys` setting.\n if (typeof property === 'string' &&\n config.proxyExcludedKeys.indexOf(property) === -1 &&\n !Reflect.has(target, property)) {\n // Special message for invalid property access of non-chainable methods.\n if (nonChainableMethodName) {\n throw Error('Invalid Chai property: ' + nonChainableMethodName + '.' +\n property + '. See docs for proper usage of \"' +\n nonChainableMethodName + '\".');\n }\n\n var orderedProperties = getProperties(target).filter(function(property) {\n return !Object.prototype.hasOwnProperty(property) &&\n builtins.indexOf(property) === -1;\n }).sort(function(a, b) {\n return stringDistance(property, a) - stringDistance(property, b);\n });\n\n if (orderedProperties.length &&\n stringDistance(orderedProperties[0], property) < 4) {\n // If the property is reasonably close to an existing Chai property,\n // suggest that property to the user.\n throw Error('Invalid Chai property: ' + property +\n '. Did you mean \"' + orderedProperties[0] + '\"?');\n } else {\n throw Error('Invalid Chai property: ' + property);\n }\n }\n\n // Use this proxy getter as the starting point for removing implementation\n // frames from the stack trace of a failed assertion. For property\n // assertions, this prevents the proxy getter from showing up in the stack\n // trace since it's invoked before the property getter. For method and\n // chainable method assertions, this flag will end up getting changed to\n // the method wrapper, which is good since this frame will no longer be in\n // the stack once the method is invoked. Note that Chai builtin assertion\n // properties such as `__flags` are skipped since this is only meant to\n // capture the starting point of an assertion. This step is also skipped\n // if the `lockSsfi` flag is set, thus indicating that this assertion is\n // being called from within another assertion. In that case, the `ssfi`\n // flag is already set to the outer assertion's starting point.\n if (builtins.indexOf(property) === -1 && !flag(target, 'lockSsfi')) {\n flag(target, 'ssfi', proxyGetter);\n }\n\n return Reflect.get(target, property);\n }\n });\n};\n\n/**\n * # stringDistance(strA, strB)\n * Return the Levenshtein distance between two strings.\n * @param {string} strA\n * @param {string} strB\n * @return {number} the string distance between strA and strB\n * @api private\n */\n\nfunction stringDistance(strA, strB, memo) {\n if (!memo) {\n // `memo` is a two-dimensional array containing a cache of distances\n // memo[i][j] is the distance between strA.slice(0, i) and\n // strB.slice(0, j).\n memo = [];\n for (var i = 0; i <= strA.length; i++) {\n memo[i] = [];\n }\n }\n\n if (!memo[strA.length] || !memo[strA.length][strB.length]) {\n if (strA.length === 0 || strB.length === 0) {\n memo[strA.length][strB.length] = Math.max(strA.length, strB.length);\n } else {\n memo[strA.length][strB.length] = Math.min(\n stringDistance(strA.slice(0, -1), strB, memo) + 1,\n stringDistance(strA, strB.slice(0, -1), memo) + 1,\n stringDistance(strA.slice(0, -1), strB.slice(0, -1), memo) +\n (strA.slice(-1) === strB.slice(-1) ? 0 : 1)\n );\n }\n }\n\n return memo[strA.length][strB.length];\n}\n","var config = require('../config');\n\nvar fnLengthDesc = Object.getOwnPropertyDescriptor(function () {}, 'length');\n\n/*!\n * Chai - addLengthGuard utility\n * Copyright(c) 2012-2014 Jake Luer \n * MIT Licensed\n */\n\n/**\n * ### .addLengthGuard(fn, assertionName, isChainable)\n *\n * Define `length` as a getter on the given uninvoked method assertion. The\n * getter acts as a guard against chaining `length` directly off of an uninvoked\n * method assertion, which is a problem because it references `function`'s\n * built-in `length` property instead of Chai's `length` assertion. When the\n * getter catches the user making this mistake, it throws an error with a\n * helpful message.\n *\n * There are two ways in which this mistake can be made. The first way is by\n * chaining the `length` assertion directly off of an uninvoked chainable\n * method. In this case, Chai suggests that the user use `lengthOf` instead. The\n * second way is by chaining the `length` assertion directly off of an uninvoked\n * non-chainable method. Non-chainable methods must be invoked prior to\n * chaining. In this case, Chai suggests that the user consult the docs for the\n * given assertion.\n *\n * If the `length` property of functions is unconfigurable, then return `fn`\n * without modification.\n *\n * Note that in ES6, the function's `length` property is configurable, so once\n * support for legacy environments is dropped, Chai's `length` property can\n * replace the built-in function's `length` property, and this length guard will\n * no longer be necessary. In the mean time, maintaining consistency across all\n * environments is the priority.\n *\n * @param {Function} fn\n * @param {String} assertionName\n * @param {Boolean} isChainable\n * @namespace Utils\n * @name addLengthGuard\n */\n\nmodule.exports = function addLengthGuard (fn, assertionName, isChainable) {\n if (!fnLengthDesc.configurable) return fn;\n\n Object.defineProperty(fn, 'length', {\n get: function () {\n if (isChainable) {\n throw Error('Invalid Chai property: ' + assertionName + '.length. Due' +\n ' to a compatibility issue, \"length\" cannot directly follow \"' +\n assertionName + '\". Use \"' + assertionName + '.lengthOf\" instead.');\n }\n\n throw Error('Invalid Chai property: ' + assertionName + '.length. See' +\n ' docs for proper usage of \"' + assertionName + '\".');\n }\n });\n\n return fn;\n};\n","var config = require('../config');\n\n/*!\n * Chai - isProxyEnabled helper\n * Copyright(c) 2012-2014 Jake Luer \n * MIT Licensed\n */\n\n/**\n * ### .isProxyEnabled()\n *\n * Helper function to check if Chai's proxy protection feature is enabled. If\n * proxies are unsupported or disabled via the user's Chai config, then return\n * false. Otherwise, return true.\n *\n * @namespace Utils\n * @name isProxyEnabled\n */\n\nmodule.exports = function isProxyEnabled() {\n return config.useProxy && \n typeof Proxy !== 'undefined' &&\n typeof Reflect !== 'undefined';\n};\n","// This is (almost) directly from Node.js utils\n// https://github.com/joyent/node/blob/f8c335d0caf47f16d31413f89aa28eda3878e3aa/lib/util.js\n\nvar getName = require('get-func-name');\nvar getProperties = require('./getProperties');\nvar getEnumerableProperties = require('./getEnumerableProperties');\nvar config = require('../config');\n\nmodule.exports = inspect;\n\n/**\n * ### .inspect(obj, [showHidden], [depth], [colors])\n *\n * Echoes the value of a value. Tries to print the value out\n * in the best way possible given the different types.\n *\n * @param {Object} obj The object to print out.\n * @param {Boolean} showHidden Flag that shows hidden (not enumerable)\n * properties of objects. Default is false.\n * @param {Number} depth Depth in which to descend in object. Default is 2.\n * @param {Boolean} colors Flag to turn on ANSI escape codes to color the\n * output. Default is false (no coloring).\n * @namespace Utils\n * @name inspect\n */\nfunction inspect(obj, showHidden, depth, colors) {\n var ctx = {\n showHidden: showHidden,\n seen: [],\n stylize: function (str) { return str; }\n };\n return formatValue(ctx, obj, (typeof depth === 'undefined' ? 2 : depth));\n}\n\n// Returns true if object is a DOM element.\nvar isDOMElement = function (object) {\n if (typeof HTMLElement === 'object') {\n return object instanceof HTMLElement;\n } else {\n return object &&\n typeof object === 'object' &&\n 'nodeType' in object &&\n object.nodeType === 1 &&\n typeof object.nodeName === 'string';\n }\n};\n\nfunction formatValue(ctx, value, recurseTimes) {\n // Provide a hook for user-specified inspect functions.\n // Check that value is an object with an inspect function on it\n if (value && typeof value.inspect === 'function' &&\n // Filter out the util module, it's inspect function is special\n value.inspect !== exports.inspect &&\n // Also filter out any prototype objects using the circular check.\n !(value.constructor && value.constructor.prototype === value)) {\n var ret = value.inspect(recurseTimes, ctx);\n if (typeof ret !== 'string') {\n ret = formatValue(ctx, ret, recurseTimes);\n }\n return ret;\n }\n\n // Primitive types cannot have properties\n var primitive = formatPrimitive(ctx, value);\n if (primitive) {\n return primitive;\n }\n\n // If this is a DOM element, try to get the outer HTML.\n if (isDOMElement(value)) {\n if ('outerHTML' in value) {\n return value.outerHTML;\n // This value does not have an outerHTML attribute,\n // it could still be an XML element\n } else {\n // Attempt to serialize it\n try {\n if (document.xmlVersion) {\n var xmlSerializer = new XMLSerializer();\n return xmlSerializer.serializeToString(value);\n } else {\n // Firefox 11- do not support outerHTML\n // It does, however, support innerHTML\n // Use the following to render the element\n var ns = \"http://www.w3.org/1999/xhtml\";\n var container = document.createElementNS(ns, '_');\n\n container.appendChild(value.cloneNode(false));\n var html = container.innerHTML\n .replace('><', '>' + value.innerHTML + '<');\n container.innerHTML = '';\n return html;\n }\n } catch (err) {\n // This could be a non-native DOM implementation,\n // continue with the normal flow:\n // printing the element as if it is an object.\n }\n }\n }\n\n // Look up the keys of the object.\n var visibleKeys = getEnumerableProperties(value);\n var keys = ctx.showHidden ? getProperties(value) : visibleKeys;\n\n var name, nameSuffix;\n\n // Some type of object without properties can be shortcutted.\n // In IE, errors have a single `stack` property, or if they are vanilla `Error`,\n // a `stack` plus `description` property; ignore those for consistency.\n if (keys.length === 0 || (isError(value) && (\n (keys.length === 1 && keys[0] === 'stack') ||\n (keys.length === 2 && keys[0] === 'description' && keys[1] === 'stack')\n ))) {\n if (typeof value === 'function') {\n name = getName(value);\n nameSuffix = name ? ': ' + name : '';\n return ctx.stylize('[Function' + nameSuffix + ']', 'special');\n }\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n }\n if (isDate(value)) {\n return ctx.stylize(Date.prototype.toUTCString.call(value), 'date');\n }\n if (isError(value)) {\n return formatError(value);\n }\n }\n\n var base = ''\n , array = false\n , typedArray = false\n , braces = ['{', '}'];\n\n if (isTypedArray(value)) {\n typedArray = true;\n braces = ['[', ']'];\n }\n\n // Make Array say that they are Array\n if (isArray(value)) {\n array = true;\n braces = ['[', ']'];\n }\n\n // Make functions say that they are functions\n if (typeof value === 'function') {\n name = getName(value);\n nameSuffix = name ? ': ' + name : '';\n base = ' [Function' + nameSuffix + ']';\n }\n\n // Make RegExps say that they are RegExps\n if (isRegExp(value)) {\n base = ' ' + RegExp.prototype.toString.call(value);\n }\n\n // Make dates with properties first say the date\n if (isDate(value)) {\n base = ' ' + Date.prototype.toUTCString.call(value);\n }\n\n // Make error with message first say the error\n if (isError(value)) {\n return formatError(value);\n }\n\n if (keys.length === 0 && (!array || value.length == 0)) {\n return braces[0] + base + braces[1];\n }\n\n if (recurseTimes < 0) {\n if (isRegExp(value)) {\n return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');\n } else {\n return ctx.stylize('[Object]', 'special');\n }\n }\n\n ctx.seen.push(value);\n\n var output;\n if (array) {\n output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);\n } else if (typedArray) {\n return formatTypedArray(value);\n } else {\n output = keys.map(function(key) {\n return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);\n });\n }\n\n ctx.seen.pop();\n\n return reduceToSingleString(output, base, braces);\n}\n\n\nfunction formatPrimitive(ctx, value) {\n switch (typeof value) {\n case 'undefined':\n return ctx.stylize('undefined', 'undefined');\n\n case 'string':\n var simple = '\\'' + JSON.stringify(value).replace(/^\"|\"$/g, '')\n .replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"') + '\\'';\n return ctx.stylize(simple, 'string');\n\n case 'number':\n if (value === 0 && (1/value) === -Infinity) {\n return ctx.stylize('-0', 'number');\n }\n return ctx.stylize('' + value, 'number');\n\n case 'boolean':\n return ctx.stylize('' + value, 'boolean');\n\n case 'symbol':\n return ctx.stylize(value.toString(), 'symbol');\n }\n // For some reason typeof null is \"object\", so special case here.\n if (value === null) {\n return ctx.stylize('null', 'null');\n }\n}\n\n\nfunction formatError(value) {\n return '[' + Error.prototype.toString.call(value) + ']';\n}\n\n\nfunction formatArray(ctx, value, recurseTimes, visibleKeys, keys) {\n var output = [];\n for (var i = 0, l = value.length; i < l; ++i) {\n if (Object.prototype.hasOwnProperty.call(value, String(i))) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n String(i), true));\n } else {\n output.push('');\n }\n }\n\n keys.forEach(function(key) {\n if (!key.match(/^\\d+$/)) {\n output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,\n key, true));\n }\n });\n return output;\n}\n\nfunction formatTypedArray(value) {\n var str = '[ ';\n\n for (var i = 0; i < value.length; ++i) {\n if (str.length >= config.truncateThreshold - 7) {\n str += '...';\n break;\n }\n str += value[i] + ', ';\n }\n str += ' ]';\n\n // Removing trailing `, ` if the array was not truncated\n if (str.indexOf(', ]') !== -1) {\n str = str.replace(', ]', ' ]');\n }\n\n return str;\n}\n\nfunction formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {\n var name;\n var propDescriptor = Object.getOwnPropertyDescriptor(value, key);\n var str;\n\n if (propDescriptor) {\n if (propDescriptor.get) {\n if (propDescriptor.set) {\n str = ctx.stylize('[Getter/Setter]', 'special');\n } else {\n str = ctx.stylize('[Getter]', 'special');\n }\n } else {\n if (propDescriptor.set) {\n str = ctx.stylize('[Setter]', 'special');\n }\n }\n }\n if (visibleKeys.indexOf(key) < 0) {\n name = '[' + key + ']';\n }\n if (!str) {\n if (ctx.seen.indexOf(value[key]) < 0) {\n if (recurseTimes === null) {\n str = formatValue(ctx, value[key], null);\n } else {\n str = formatValue(ctx, value[key], recurseTimes - 1);\n }\n if (str.indexOf('\\n') > -1) {\n if (array) {\n str = str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n').substr(2);\n } else {\n str = '\\n' + str.split('\\n').map(function(line) {\n return ' ' + line;\n }).join('\\n');\n }\n }\n } else {\n str = ctx.stylize('[Circular]', 'special');\n }\n }\n if (typeof name === 'undefined') {\n if (array && key.match(/^\\d+$/)) {\n return str;\n }\n name = JSON.stringify('' + key);\n if (name.match(/^\"([a-zA-Z_][a-zA-Z_0-9]*)\"$/)) {\n name = name.substr(1, name.length - 2);\n name = ctx.stylize(name, 'name');\n } else {\n name = name.replace(/'/g, \"\\\\'\")\n .replace(/\\\\\"/g, '\"')\n .replace(/(^\"|\"$)/g, \"'\");\n name = ctx.stylize(name, 'string');\n }\n }\n\n return name + ': ' + str;\n}\n\n\nfunction reduceToSingleString(output, base, braces) {\n var numLinesEst = 0;\n var length = output.reduce(function(prev, cur) {\n numLinesEst++;\n if (cur.indexOf('\\n') >= 0) numLinesEst++;\n return prev + cur.length + 1;\n }, 0);\n\n if (length > 60) {\n return braces[0] +\n (base === '' ? '' : base + '\\n ') +\n ' ' +\n output.join(',\\n ') +\n ' ' +\n braces[1];\n }\n\n return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];\n}\n\nfunction isTypedArray(ar) {\n // Unfortunately there's no way to check if an object is a TypedArray\n // We have to check if it's one of these types\n return (typeof ar === 'object' && /\\w+Array]$/.test(objectToString(ar)));\n}\n\nfunction isArray(ar) {\n return Array.isArray(ar) ||\n (typeof ar === 'object' && objectToString(ar) === '[object Array]');\n}\n\nfunction isRegExp(re) {\n return typeof re === 'object' && objectToString(re) === '[object RegExp]';\n}\n\nfunction isDate(d) {\n return typeof d === 'object' && objectToString(d) === '[object Date]';\n}\n\nfunction isError(e) {\n return typeof e === 'object' && objectToString(e) === '[object Error]';\n}\n\nfunction objectToString(o) {\n return Object.prototype.toString.call(o);\n}\n","(function (global, factory) {\n\ttypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\n\ttypeof define === 'function' && define.amd ? define(factory) :\n\t(global.typeDetect = factory());\n}(this, (function () { 'use strict';\n\n/* !\n * type-detect\n * Copyright(c) 2013 jake luer \n * MIT Licensed\n */\nvar promiseExists = typeof Promise === 'function';\n\n/* eslint-disable no-undef */\nvar globalObject = typeof self === 'object' ? self : global; // eslint-disable-line id-blacklist\n\nvar symbolExists = typeof Symbol !== 'undefined';\nvar mapExists = typeof Map !== 'undefined';\nvar setExists = typeof Set !== 'undefined';\nvar weakMapExists = typeof WeakMap !== 'undefined';\nvar weakSetExists = typeof WeakSet !== 'undefined';\nvar dataViewExists = typeof DataView !== 'undefined';\nvar symbolIteratorExists = symbolExists && typeof Symbol.iterator !== 'undefined';\nvar symbolToStringTagExists = symbolExists && typeof Symbol.toStringTag !== 'undefined';\nvar setEntriesExists = setExists && typeof Set.prototype.entries === 'function';\nvar mapEntriesExists = mapExists && typeof Map.prototype.entries === 'function';\nvar setIteratorPrototype = setEntriesExists && Object.getPrototypeOf(new Set().entries());\nvar mapIteratorPrototype = mapEntriesExists && Object.getPrototypeOf(new Map().entries());\nvar arrayIteratorExists = symbolIteratorExists && typeof Array.prototype[Symbol.iterator] === 'function';\nvar arrayIteratorPrototype = arrayIteratorExists && Object.getPrototypeOf([][Symbol.iterator]());\nvar stringIteratorExists = symbolIteratorExists && typeof String.prototype[Symbol.iterator] === 'function';\nvar stringIteratorPrototype = stringIteratorExists && Object.getPrototypeOf(''[Symbol.iterator]());\nvar toStringLeftSliceLength = 8;\nvar toStringRightSliceLength = -1;\n/**\n * ### typeOf (obj)\n *\n * Uses `Object.prototype.toString` to determine the type of an object,\n * normalising behaviour across engine versions & well optimised.\n *\n * @param {Mixed} object\n * @return {String} object type\n * @api public\n */\nfunction typeDetect(obj) {\n /* ! Speed optimisation\n * Pre:\n * string literal x 3,039,035 ops/sec ±1.62% (78 runs sampled)\n * boolean literal x 1,424,138 ops/sec ±4.54% (75 runs sampled)\n * number literal x 1,653,153 ops/sec ±1.91% (82 runs sampled)\n * undefined x 9,978,660 ops/sec ±1.92% (75 runs sampled)\n * function x 2,556,769 ops/sec ±1.73% (77 runs sampled)\n * Post:\n * string literal x 38,564,796 ops/sec ±1.15% (79 runs sampled)\n * boolean literal x 31,148,940 ops/sec ±1.10% (79 runs sampled)\n * number literal x 32,679,330 ops/sec ±1.90% (78 runs sampled)\n * undefined x 32,363,368 ops/sec ±1.07% (82 runs sampled)\n * function x 31,296,870 ops/sec ±0.96% (83 runs sampled)\n */\n var typeofObj = typeof obj;\n if (typeofObj !== 'object') {\n return typeofObj;\n }\n\n /* ! Speed optimisation\n * Pre:\n * null x 28,645,765 ops/sec ±1.17% (82 runs sampled)\n * Post:\n * null x 36,428,962 ops/sec ±1.37% (84 runs sampled)\n */\n if (obj === null) {\n return 'null';\n }\n\n /* ! Spec Conformance\n * Test: `Object.prototype.toString.call(window)``\n * - Node === \"[object global]\"\n * - Chrome === \"[object global]\"\n * - Firefox === \"[object Window]\"\n * - PhantomJS === \"[object Window]\"\n * - Safari === \"[object Window]\"\n * - IE 11 === \"[object Window]\"\n * - IE Edge === \"[object Window]\"\n * Test: `Object.prototype.toString.call(this)``\n * - Chrome Worker === \"[object global]\"\n * - Firefox Worker === \"[object DedicatedWorkerGlobalScope]\"\n * - Safari Worker === \"[object DedicatedWorkerGlobalScope]\"\n * - IE 11 Worker === \"[object WorkerGlobalScope]\"\n * - IE Edge Worker === \"[object WorkerGlobalScope]\"\n */\n if (obj === globalObject) {\n return 'global';\n }\n\n /* ! Speed optimisation\n * Pre:\n * array literal x 2,888,352 ops/sec ±0.67% (82 runs sampled)\n * Post:\n * array literal x 22,479,650 ops/sec ±0.96% (81 runs sampled)\n */\n if (\n Array.isArray(obj) &&\n (symbolToStringTagExists === false || !(Symbol.toStringTag in obj))\n ) {\n return 'Array';\n }\n\n // Not caching existence of `window` and related properties due to potential\n // for `window` to be unset before tests in quasi-browser environments.\n if (typeof window === 'object' && window !== null) {\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/multipage/browsers.html#location)\n * WhatWG HTML$7.7.3 - The `Location` interface\n * Test: `Object.prototype.toString.call(window.location)``\n * - IE <=11 === \"[object Object]\"\n * - IE Edge <=13 === \"[object Object]\"\n */\n if (typeof window.location === 'object' && obj === window.location) {\n return 'Location';\n }\n\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/#document)\n * WhatWG HTML$3.1.1 - The `Document` object\n * Note: Most browsers currently adher to the W3C DOM Level 2 spec\n * (https://www.w3.org/TR/DOM-Level-2-HTML/html.html#ID-26809268)\n * which suggests that browsers should use HTMLTableCellElement for\n * both TD and TH elements. WhatWG separates these.\n * WhatWG HTML states:\n * > For historical reasons, Window objects must also have a\n * > writable, configurable, non-enumerable property named\n * > HTMLDocument whose value is the Document interface object.\n * Test: `Object.prototype.toString.call(document)``\n * - Chrome === \"[object HTMLDocument]\"\n * - Firefox === \"[object HTMLDocument]\"\n * - Safari === \"[object HTMLDocument]\"\n * - IE <=10 === \"[object Document]\"\n * - IE 11 === \"[object HTMLDocument]\"\n * - IE Edge <=13 === \"[object HTMLDocument]\"\n */\n if (typeof window.document === 'object' && obj === window.document) {\n return 'Document';\n }\n\n if (typeof window.navigator === 'object') {\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/multipage/webappapis.html#mimetypearray)\n * WhatWG HTML$8.6.1.5 - Plugins - Interface MimeTypeArray\n * Test: `Object.prototype.toString.call(navigator.mimeTypes)``\n * - IE <=10 === \"[object MSMimeTypesCollection]\"\n */\n if (typeof window.navigator.mimeTypes === 'object' &&\n obj === window.navigator.mimeTypes) {\n return 'MimeTypeArray';\n }\n\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/multipage/webappapis.html#pluginarray)\n * WhatWG HTML$8.6.1.5 - Plugins - Interface PluginArray\n * Test: `Object.prototype.toString.call(navigator.plugins)``\n * - IE <=10 === \"[object MSPluginsCollection]\"\n */\n if (typeof window.navigator.plugins === 'object' &&\n obj === window.navigator.plugins) {\n return 'PluginArray';\n }\n }\n\n if ((typeof window.HTMLElement === 'function' ||\n typeof window.HTMLElement === 'object') &&\n obj instanceof window.HTMLElement) {\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/multipage/webappapis.html#pluginarray)\n * WhatWG HTML$4.4.4 - The `blockquote` element - Interface `HTMLQuoteElement`\n * Test: `Object.prototype.toString.call(document.createElement('blockquote'))``\n * - IE <=10 === \"[object HTMLBlockElement]\"\n */\n if (obj.tagName === 'BLOCKQUOTE') {\n return 'HTMLQuoteElement';\n }\n\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/#htmltabledatacellelement)\n * WhatWG HTML$4.9.9 - The `td` element - Interface `HTMLTableDataCellElement`\n * Note: Most browsers currently adher to the W3C DOM Level 2 spec\n * (https://www.w3.org/TR/DOM-Level-2-HTML/html.html#ID-82915075)\n * which suggests that browsers should use HTMLTableCellElement for\n * both TD and TH elements. WhatWG separates these.\n * Test: Object.prototype.toString.call(document.createElement('td'))\n * - Chrome === \"[object HTMLTableCellElement]\"\n * - Firefox === \"[object HTMLTableCellElement]\"\n * - Safari === \"[object HTMLTableCellElement]\"\n */\n if (obj.tagName === 'TD') {\n return 'HTMLTableDataCellElement';\n }\n\n /* ! Spec Conformance\n * (https://html.spec.whatwg.org/#htmltableheadercellelement)\n * WhatWG HTML$4.9.9 - The `td` element - Interface `HTMLTableHeaderCellElement`\n * Note: Most browsers currently adher to the W3C DOM Level 2 spec\n * (https://www.w3.org/TR/DOM-Level-2-HTML/html.html#ID-82915075)\n * which suggests that browsers should use HTMLTableCellElement for\n * both TD and TH elements. WhatWG separates these.\n * Test: Object.prototype.toString.call(document.createElement('th'))\n * - Chrome === \"[object HTMLTableCellElement]\"\n * - Firefox === \"[object HTMLTableCellElement]\"\n * - Safari === \"[object HTMLTableCellElement]\"\n */\n if (obj.tagName === 'TH') {\n return 'HTMLTableHeaderCellElement';\n }\n }\n }\n\n /* ! Speed optimisation\n * Pre:\n * Float64Array x 625,644 ops/sec ±1.58% (80 runs sampled)\n * Float32Array x 1,279,852 ops/sec ±2.91% (77 runs sampled)\n * Uint32Array x 1,178,185 ops/sec ±1.95% (83 runs sampled)\n * Uint16Array x 1,008,380 ops/sec ±2.25% (80 runs sampled)\n * Uint8Array x 1,128,040 ops/sec ±2.11% (81 runs sampled)\n * Int32Array x 1,170,119 ops/sec ±2.88% (80 runs sampled)\n * Int16Array x 1,176,348 ops/sec ±5.79% (86 runs sampled)\n * Int8Array x 1,058,707 ops/sec ±4.94% (77 runs sampled)\n * Uint8ClampedArray x 1,110,633 ops/sec ±4.20% (80 runs sampled)\n * Post:\n * Float64Array x 7,105,671 ops/sec ±13.47% (64 runs sampled)\n * Float32Array x 5,887,912 ops/sec ±1.46% (82 runs sampled)\n * Uint32Array x 6,491,661 ops/sec ±1.76% (79 runs sampled)\n * Uint16Array x 6,559,795 ops/sec ±1.67% (82 runs sampled)\n * Uint8Array x 6,463,966 ops/sec ±1.43% (85 runs sampled)\n * Int32Array x 5,641,841 ops/sec ±3.49% (81 runs sampled)\n * Int16Array x 6,583,511 ops/sec ±1.98% (80 runs sampled)\n * Int8Array x 6,606,078 ops/sec ±1.74% (81 runs sampled)\n * Uint8ClampedArray x 6,602,224 ops/sec ±1.77% (83 runs sampled)\n */\n var stringTag = (symbolToStringTagExists && obj[Symbol.toStringTag]);\n if (typeof stringTag === 'string') {\n return stringTag;\n }\n\n var objPrototype = Object.getPrototypeOf(obj);\n /* ! Speed optimisation\n * Pre:\n * regex literal x 1,772,385 ops/sec ±1.85% (77 runs sampled)\n * regex constructor x 2,143,634 ops/sec ±2.46% (78 runs sampled)\n * Post:\n * regex literal x 3,928,009 ops/sec ±0.65% (78 runs sampled)\n * regex constructor x 3,931,108 ops/sec ±0.58% (84 runs sampled)\n */\n if (objPrototype === RegExp.prototype) {\n return 'RegExp';\n }\n\n /* ! Speed optimisation\n * Pre:\n * date x 2,130,074 ops/sec ±4.42% (68 runs sampled)\n * Post:\n * date x 3,953,779 ops/sec ±1.35% (77 runs sampled)\n */\n if (objPrototype === Date.prototype) {\n return 'Date';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-promise.prototype-@@tostringtag)\n * ES6$25.4.5.4 - Promise.prototype[@@toStringTag] should be \"Promise\":\n * Test: `Object.prototype.toString.call(Promise.resolve())``\n * - Chrome <=47 === \"[object Object]\"\n * - Edge <=20 === \"[object Object]\"\n * - Firefox 29-Latest === \"[object Promise]\"\n * - Safari 7.1-Latest === \"[object Promise]\"\n */\n if (promiseExists && objPrototype === Promise.prototype) {\n return 'Promise';\n }\n\n /* ! Speed optimisation\n * Pre:\n * set x 2,222,186 ops/sec ±1.31% (82 runs sampled)\n * Post:\n * set x 4,545,879 ops/sec ±1.13% (83 runs sampled)\n */\n if (setExists && objPrototype === Set.prototype) {\n return 'Set';\n }\n\n /* ! Speed optimisation\n * Pre:\n * map x 2,396,842 ops/sec ±1.59% (81 runs sampled)\n * Post:\n * map x 4,183,945 ops/sec ±6.59% (82 runs sampled)\n */\n if (mapExists && objPrototype === Map.prototype) {\n return 'Map';\n }\n\n /* ! Speed optimisation\n * Pre:\n * weakset x 1,323,220 ops/sec ±2.17% (76 runs sampled)\n * Post:\n * weakset x 4,237,510 ops/sec ±2.01% (77 runs sampled)\n */\n if (weakSetExists && objPrototype === WeakSet.prototype) {\n return 'WeakSet';\n }\n\n /* ! Speed optimisation\n * Pre:\n * weakmap x 1,500,260 ops/sec ±2.02% (78 runs sampled)\n * Post:\n * weakmap x 3,881,384 ops/sec ±1.45% (82 runs sampled)\n */\n if (weakMapExists && objPrototype === WeakMap.prototype) {\n return 'WeakMap';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-dataview.prototype-@@tostringtag)\n * ES6$24.2.4.21 - DataView.prototype[@@toStringTag] should be \"DataView\":\n * Test: `Object.prototype.toString.call(new DataView(new ArrayBuffer(1)))``\n * - Edge <=13 === \"[object Object]\"\n */\n if (dataViewExists && objPrototype === DataView.prototype) {\n return 'DataView';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-%mapiteratorprototype%-@@tostringtag)\n * ES6$23.1.5.2.2 - %MapIteratorPrototype%[@@toStringTag] should be \"Map Iterator\":\n * Test: `Object.prototype.toString.call(new Map().entries())``\n * - Edge <=13 === \"[object Object]\"\n */\n if (mapExists && objPrototype === mapIteratorPrototype) {\n return 'Map Iterator';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-%setiteratorprototype%-@@tostringtag)\n * ES6$23.2.5.2.2 - %SetIteratorPrototype%[@@toStringTag] should be \"Set Iterator\":\n * Test: `Object.prototype.toString.call(new Set().entries())``\n * - Edge <=13 === \"[object Object]\"\n */\n if (setExists && objPrototype === setIteratorPrototype) {\n return 'Set Iterator';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-%arrayiteratorprototype%-@@tostringtag)\n * ES6$22.1.5.2.2 - %ArrayIteratorPrototype%[@@toStringTag] should be \"Array Iterator\":\n * Test: `Object.prototype.toString.call([][Symbol.iterator]())``\n * - Edge <=13 === \"[object Object]\"\n */\n if (arrayIteratorExists && objPrototype === arrayIteratorPrototype) {\n return 'Array Iterator';\n }\n\n /* ! Spec Conformance\n * (http://www.ecma-international.org/ecma-262/6.0/index.html#sec-%stringiteratorprototype%-@@tostringtag)\n * ES6$21.1.5.2.2 - %StringIteratorPrototype%[@@toStringTag] should be \"String Iterator\":\n * Test: `Object.prototype.toString.call(''[Symbol.iterator]())``\n * - Edge <=13 === \"[object Object]\"\n */\n if (stringIteratorExists && objPrototype === stringIteratorPrototype) {\n return 'String Iterator';\n }\n\n /* ! Speed optimisation\n * Pre:\n * object from null x 2,424,320 ops/sec ±1.67% (76 runs sampled)\n * Post:\n * object from null x 5,838,000 ops/sec ±0.99% (84 runs sampled)\n */\n if (objPrototype === null) {\n return 'Object';\n }\n\n return Object\n .prototype\n .toString\n .call(obj)\n .slice(toStringLeftSliceLength, toStringRightSliceLength);\n}\n\nreturn typeDetect;\n\n})));\n","/**\n * Convert array of 16 byte values to UUID string format of the form:\n * XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX\n */\nvar byteToHex = [];\nfor (var i = 0; i < 256; ++i) {\n byteToHex[i] = (i + 0x100).toString(16).substr(1);\n}\n\nfunction bytesToUuid(buf, offset) {\n var i = offset || 0;\n var bth = byteToHex;\n return bth[buf[i++]] + bth[buf[i++]] +\n bth[buf[i++]] + bth[buf[i++]] + '-' +\n bth[buf[i++]] + bth[buf[i++]] + '-' +\n bth[buf[i++]] + bth[buf[i++]] + '-' +\n bth[buf[i++]] + bth[buf[i++]] + '-' +\n bth[buf[i++]] + bth[buf[i++]] +\n bth[buf[i++]] + bth[buf[i++]] +\n bth[buf[i++]] + bth[buf[i++]];\n}\n\nmodule.exports = bytesToUuid;\n","// Unique ID creation requires a high quality random # generator. In the\n// browser this is a little complicated due to unknown quality of Math.random()\n// and inconsistent support for the `crypto` API. We do the best we can via\n// feature-detection\n\n// getRandomValues needs to be invoked in a context where \"this\" is a Crypto implementation.\nvar getRandomValues = (typeof(crypto) != 'undefined' && crypto.getRandomValues.bind(crypto)) ||\n (typeof(msCrypto) != 'undefined' && msCrypto.getRandomValues.bind(msCrypto));\nif (getRandomValues) {\n // WHATWG crypto RNG - http://wiki.whatwg.org/wiki/Crypto\n var rnds8 = new Uint8Array(16); // eslint-disable-line no-undef\n\n module.exports = function whatwgRNG() {\n getRandomValues(rnds8);\n return rnds8;\n };\n} else {\n // Math.random()-based (RNG)\n //\n // If all else fails, use Math.random(). It's fast, but is of unspecified\n // quality.\n var rnds = new Array(16);\n\n module.exports = function mathRNG() {\n for (var i = 0, r; i < 16; i++) {\n if ((i & 0x03) === 0) r = Math.random() * 0x100000000;\n rnds[i] = r >>> ((i & 0x03) << 3) & 0xff;\n }\n\n return rnds;\n };\n}\n","// A utility function that adds a preamble to each Netscript JS\r\n// script. This preamble will set all the global functions and\r\n// variables appropriately for the module.\r\n//\r\n// One caveat is that we don't allow the variables in the preable\r\n// to change. Unlike in normal Javascript, this would not change\r\n// properties of self. It would instead just change the variable\r\n// within the given module -- not good! Users should not really\r\n// need to do this anyway.\r\n\r\nimport uuidv4 from \"uuid/v4\";\r\nimport {sprintf} from \"sprintf-js\";\r\n\r\nwindow.__NSJS__environments = {};\r\n\r\n// Returns the UUID for the env.\r\nexport function registerEnv(env) {\r\n const uuid = uuidv4();\r\n window.__NSJS__environments[uuid] = env;\r\n return uuid;\r\n}\r\n\r\nexport function unregisterEnv(uuid) {\r\n delete window.__NSJS__environments[uuid];\r\n}\r\n\r\nexport function makeEnvHeader(uuid) {\r\n if (!(uuid in window.__NSJS__environments)) throw new Error(\"uuid is not in the environment\" + uuid);\r\n\r\n const env = window.__NSJS__environments[uuid];\r\n var envLines = [];\r\n for (const prop in env) {\r\n envLines.push(\"const \", prop, \" = \", \"__NSJS_ENV[\\\"\", prop, \"\\\"];\\n\");\r\n }\r\n\r\n return sprintf(`\r\n 'use strict';\r\n const __NSJS_ENV = window.__NSJS__environments['%s'];\r\n // The global variable assignments (hack, weaken, etc.).\r\n %s\r\n `, uuid, envLines.join(\"\"));\r\n}","/* @preserve\n * The MIT License (MIT)\n * \n * Copyright (c) 2013-2017 Petka Antonov\n * \n * Permission is hereby granted, free of charge, to any person obtaining a copy\n * of this software and associated documentation files (the \"Software\"), to deal\n * in the Software without restriction, including without limitation the rights\n * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n * copies of the Software, and to permit persons to whom the Software is\n * furnished to do so, subject to the following conditions:\n * \n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n * \n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n * THE SOFTWARE.\n * \n */\n/**\n * bluebird build version 3.5.1\n * Features enabled: core, race, call_get, generators, map, nodeify, promisify, props, reduce, settle, some, using, timers, filter, any, each\n*/\n!function(e){if(\"object\"==typeof exports&&\"undefined\"!=typeof module)module.exports=e();else if(\"function\"==typeof define&&define.amd)define([],e);else{var f;\"undefined\"!=typeof window?f=window:\"undefined\"!=typeof global?f=global:\"undefined\"!=typeof self&&(f=self),f.Promise=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof _dereq_==\"function\"&&_dereq_;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error(\"Cannot find module '\"+o+\"'\");throw f.code=\"MODULE_NOT_FOUND\",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof _dereq_==\"function\"&&_dereq_;for(var o=0;o 0) {\n var fn = queue.shift();\n if (typeof fn !== \"function\") {\n fn._settlePromises();\n continue;\n }\n var receiver = queue.shift();\n var arg = queue.shift();\n fn.call(receiver, arg);\n }\n};\n\nAsync.prototype._drainQueues = function () {\n this._drainQueue(this._normalQueue);\n this._reset();\n this._haveDrainedQueues = true;\n this._drainQueue(this._lateQueue);\n};\n\nAsync.prototype._queueTick = function () {\n if (!this._isTickUsed) {\n this._isTickUsed = true;\n this._schedule(this.drainQueues);\n }\n};\n\nAsync.prototype._reset = function () {\n this._isTickUsed = false;\n};\n\nmodule.exports = Async;\nmodule.exports.firstLineError = firstLineError;\n\n},{\"./queue\":26,\"./schedule\":29,\"./util\":36}],3:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL, tryConvertToPromise, debug) {\nvar calledBind = false;\nvar rejectThis = function(_, e) {\n this._reject(e);\n};\n\nvar targetRejected = function(e, context) {\n context.promiseRejectionQueued = true;\n context.bindingPromise._then(rejectThis, rejectThis, null, this, e);\n};\n\nvar bindingResolved = function(thisArg, context) {\n if (((this._bitField & 50397184) === 0)) {\n this._resolveCallback(context.target);\n }\n};\n\nvar bindingRejected = function(e, context) {\n if (!context.promiseRejectionQueued) this._reject(e);\n};\n\nPromise.prototype.bind = function (thisArg) {\n if (!calledBind) {\n calledBind = true;\n Promise.prototype._propagateFrom = debug.propagateFromFunction();\n Promise.prototype._boundValue = debug.boundValueFunction();\n }\n var maybePromise = tryConvertToPromise(thisArg);\n var ret = new Promise(INTERNAL);\n ret._propagateFrom(this, 1);\n var target = this._target();\n ret._setBoundTo(maybePromise);\n if (maybePromise instanceof Promise) {\n var context = {\n promiseRejectionQueued: false,\n promise: ret,\n target: target,\n bindingPromise: maybePromise\n };\n target._then(INTERNAL, targetRejected, undefined, ret, context);\n maybePromise._then(\n bindingResolved, bindingRejected, undefined, ret, context);\n ret._setOnCancel(maybePromise);\n } else {\n ret._resolveCallback(target);\n }\n return ret;\n};\n\nPromise.prototype._setBoundTo = function (obj) {\n if (obj !== undefined) {\n this._bitField = this._bitField | 2097152;\n this._boundTo = obj;\n } else {\n this._bitField = this._bitField & (~2097152);\n }\n};\n\nPromise.prototype._isBound = function () {\n return (this._bitField & 2097152) === 2097152;\n};\n\nPromise.bind = function (thisArg, value) {\n return Promise.resolve(value).bind(thisArg);\n};\n};\n\n},{}],4:[function(_dereq_,module,exports){\n\"use strict\";\nvar old;\nif (typeof Promise !== \"undefined\") old = Promise;\nfunction noConflict() {\n try { if (Promise === bluebird) Promise = old; }\n catch (e) {}\n return bluebird;\n}\nvar bluebird = _dereq_(\"./promise\")();\nbluebird.noConflict = noConflict;\nmodule.exports = bluebird;\n\n},{\"./promise\":22}],5:[function(_dereq_,module,exports){\n\"use strict\";\nvar cr = Object.create;\nif (cr) {\n var callerCache = cr(null);\n var getterCache = cr(null);\n callerCache[\" size\"] = getterCache[\" size\"] = 0;\n}\n\nmodule.exports = function(Promise) {\nvar util = _dereq_(\"./util\");\nvar canEvaluate = util.canEvaluate;\nvar isIdentifier = util.isIdentifier;\n\nvar getMethodCaller;\nvar getGetter;\nif (!true) {\nvar makeMethodCaller = function (methodName) {\n return new Function(\"ensureMethod\", \" \\n\\\n return function(obj) { \\n\\\n 'use strict' \\n\\\n var len = this.length; \\n\\\n ensureMethod(obj, 'methodName'); \\n\\\n switch(len) { \\n\\\n case 1: return obj.methodName(this[0]); \\n\\\n case 2: return obj.methodName(this[0], this[1]); \\n\\\n case 3: return obj.methodName(this[0], this[1], this[2]); \\n\\\n case 0: return obj.methodName(); \\n\\\n default: \\n\\\n return obj.methodName.apply(obj, this); \\n\\\n } \\n\\\n }; \\n\\\n \".replace(/methodName/g, methodName))(ensureMethod);\n};\n\nvar makeGetter = function (propertyName) {\n return new Function(\"obj\", \" \\n\\\n 'use strict'; \\n\\\n return obj.propertyName; \\n\\\n \".replace(\"propertyName\", propertyName));\n};\n\nvar getCompiled = function(name, compiler, cache) {\n var ret = cache[name];\n if (typeof ret !== \"function\") {\n if (!isIdentifier(name)) {\n return null;\n }\n ret = compiler(name);\n cache[name] = ret;\n cache[\" size\"]++;\n if (cache[\" size\"] > 512) {\n var keys = Object.keys(cache);\n for (var i = 0; i < 256; ++i) delete cache[keys[i]];\n cache[\" size\"] = keys.length - 256;\n }\n }\n return ret;\n};\n\ngetMethodCaller = function(name) {\n return getCompiled(name, makeMethodCaller, callerCache);\n};\n\ngetGetter = function(name) {\n return getCompiled(name, makeGetter, getterCache);\n};\n}\n\nfunction ensureMethod(obj, methodName) {\n var fn;\n if (obj != null) fn = obj[methodName];\n if (typeof fn !== \"function\") {\n var message = \"Object \" + util.classString(obj) + \" has no method '\" +\n util.toString(methodName) + \"'\";\n throw new Promise.TypeError(message);\n }\n return fn;\n}\n\nfunction caller(obj) {\n var methodName = this.pop();\n var fn = ensureMethod(obj, methodName);\n return fn.apply(obj, this);\n}\nPromise.prototype.call = function (methodName) {\n var args = [].slice.call(arguments, 1);;\n if (!true) {\n if (canEvaluate) {\n var maybeCaller = getMethodCaller(methodName);\n if (maybeCaller !== null) {\n return this._then(\n maybeCaller, undefined, undefined, args, undefined);\n }\n }\n }\n args.push(methodName);\n return this._then(caller, undefined, undefined, args, undefined);\n};\n\nfunction namedGetter(obj) {\n return obj[this];\n}\nfunction indexedGetter(obj) {\n var index = +this;\n if (index < 0) index = Math.max(0, index + obj.length);\n return obj[index];\n}\nPromise.prototype.get = function (propertyName) {\n var isIndex = (typeof propertyName === \"number\");\n var getter;\n if (!isIndex) {\n if (canEvaluate) {\n var maybeGetter = getGetter(propertyName);\n getter = maybeGetter !== null ? maybeGetter : namedGetter;\n } else {\n getter = namedGetter;\n }\n } else {\n getter = indexedGetter;\n }\n return this._then(getter, undefined, undefined, propertyName, undefined);\n};\n};\n\n},{\"./util\":36}],6:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, PromiseArray, apiRejection, debug) {\nvar util = _dereq_(\"./util\");\nvar tryCatch = util.tryCatch;\nvar errorObj = util.errorObj;\nvar async = Promise._async;\n\nPromise.prototype[\"break\"] = Promise.prototype.cancel = function() {\n if (!debug.cancellation()) return this._warn(\"cancellation is disabled\");\n\n var promise = this;\n var child = promise;\n while (promise._isCancellable()) {\n if (!promise._cancelBy(child)) {\n if (child._isFollowing()) {\n child._followee().cancel();\n } else {\n child._cancelBranched();\n }\n break;\n }\n\n var parent = promise._cancellationParent;\n if (parent == null || !parent._isCancellable()) {\n if (promise._isFollowing()) {\n promise._followee().cancel();\n } else {\n promise._cancelBranched();\n }\n break;\n } else {\n if (promise._isFollowing()) promise._followee().cancel();\n promise._setWillBeCancelled();\n child = promise;\n promise = parent;\n }\n }\n};\n\nPromise.prototype._branchHasCancelled = function() {\n this._branchesRemainingToCancel--;\n};\n\nPromise.prototype._enoughBranchesHaveCancelled = function() {\n return this._branchesRemainingToCancel === undefined ||\n this._branchesRemainingToCancel <= 0;\n};\n\nPromise.prototype._cancelBy = function(canceller) {\n if (canceller === this) {\n this._branchesRemainingToCancel = 0;\n this._invokeOnCancel();\n return true;\n } else {\n this._branchHasCancelled();\n if (this._enoughBranchesHaveCancelled()) {\n this._invokeOnCancel();\n return true;\n }\n }\n return false;\n};\n\nPromise.prototype._cancelBranched = function() {\n if (this._enoughBranchesHaveCancelled()) {\n this._cancel();\n }\n};\n\nPromise.prototype._cancel = function() {\n if (!this._isCancellable()) return;\n this._setCancelled();\n async.invoke(this._cancelPromises, this, undefined);\n};\n\nPromise.prototype._cancelPromises = function() {\n if (this._length() > 0) this._settlePromises();\n};\n\nPromise.prototype._unsetOnCancel = function() {\n this._onCancelField = undefined;\n};\n\nPromise.prototype._isCancellable = function() {\n return this.isPending() && !this._isCancelled();\n};\n\nPromise.prototype.isCancellable = function() {\n return this.isPending() && !this.isCancelled();\n};\n\nPromise.prototype._doInvokeOnCancel = function(onCancelCallback, internalOnly) {\n if (util.isArray(onCancelCallback)) {\n for (var i = 0; i < onCancelCallback.length; ++i) {\n this._doInvokeOnCancel(onCancelCallback[i], internalOnly);\n }\n } else if (onCancelCallback !== undefined) {\n if (typeof onCancelCallback === \"function\") {\n if (!internalOnly) {\n var e = tryCatch(onCancelCallback).call(this._boundValue());\n if (e === errorObj) {\n this._attachExtraTrace(e.e);\n async.throwLater(e.e);\n }\n }\n } else {\n onCancelCallback._resultCancelled(this);\n }\n }\n};\n\nPromise.prototype._invokeOnCancel = function() {\n var onCancelCallback = this._onCancel();\n this._unsetOnCancel();\n async.invoke(this._doInvokeOnCancel, this, onCancelCallback);\n};\n\nPromise.prototype._invokeInternalOnCancel = function() {\n if (this._isCancellable()) {\n this._doInvokeOnCancel(this._onCancel(), true);\n this._unsetOnCancel();\n }\n};\n\nPromise.prototype._resultCancelled = function() {\n this.cancel();\n};\n\n};\n\n},{\"./util\":36}],7:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(NEXT_FILTER) {\nvar util = _dereq_(\"./util\");\nvar getKeys = _dereq_(\"./es5\").keys;\nvar tryCatch = util.tryCatch;\nvar errorObj = util.errorObj;\n\nfunction catchFilter(instances, cb, promise) {\n return function(e) {\n var boundTo = promise._boundValue();\n predicateLoop: for (var i = 0; i < instances.length; ++i) {\n var item = instances[i];\n\n if (item === Error ||\n (item != null && item.prototype instanceof Error)) {\n if (e instanceof item) {\n return tryCatch(cb).call(boundTo, e);\n }\n } else if (typeof item === \"function\") {\n var matchesPredicate = tryCatch(item).call(boundTo, e);\n if (matchesPredicate === errorObj) {\n return matchesPredicate;\n } else if (matchesPredicate) {\n return tryCatch(cb).call(boundTo, e);\n }\n } else if (util.isObject(e)) {\n var keys = getKeys(item);\n for (var j = 0; j < keys.length; ++j) {\n var key = keys[j];\n if (item[key] != e[key]) {\n continue predicateLoop;\n }\n }\n return tryCatch(cb).call(boundTo, e);\n }\n }\n return NEXT_FILTER;\n };\n}\n\nreturn catchFilter;\n};\n\n},{\"./es5\":13,\"./util\":36}],8:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise) {\nvar longStackTraces = false;\nvar contextStack = [];\n\nPromise.prototype._promiseCreated = function() {};\nPromise.prototype._pushContext = function() {};\nPromise.prototype._popContext = function() {return null;};\nPromise._peekContext = Promise.prototype._peekContext = function() {};\n\nfunction Context() {\n this._trace = new Context.CapturedTrace(peekContext());\n}\nContext.prototype._pushContext = function () {\n if (this._trace !== undefined) {\n this._trace._promiseCreated = null;\n contextStack.push(this._trace);\n }\n};\n\nContext.prototype._popContext = function () {\n if (this._trace !== undefined) {\n var trace = contextStack.pop();\n var ret = trace._promiseCreated;\n trace._promiseCreated = null;\n return ret;\n }\n return null;\n};\n\nfunction createContext() {\n if (longStackTraces) return new Context();\n}\n\nfunction peekContext() {\n var lastIndex = contextStack.length - 1;\n if (lastIndex >= 0) {\n return contextStack[lastIndex];\n }\n return undefined;\n}\nContext.CapturedTrace = null;\nContext.create = createContext;\nContext.deactivateLongStackTraces = function() {};\nContext.activateLongStackTraces = function() {\n var Promise_pushContext = Promise.prototype._pushContext;\n var Promise_popContext = Promise.prototype._popContext;\n var Promise_PeekContext = Promise._peekContext;\n var Promise_peekContext = Promise.prototype._peekContext;\n var Promise_promiseCreated = Promise.prototype._promiseCreated;\n Context.deactivateLongStackTraces = function() {\n Promise.prototype._pushContext = Promise_pushContext;\n Promise.prototype._popContext = Promise_popContext;\n Promise._peekContext = Promise_PeekContext;\n Promise.prototype._peekContext = Promise_peekContext;\n Promise.prototype._promiseCreated = Promise_promiseCreated;\n longStackTraces = false;\n };\n longStackTraces = true;\n Promise.prototype._pushContext = Context.prototype._pushContext;\n Promise.prototype._popContext = Context.prototype._popContext;\n Promise._peekContext = Promise.prototype._peekContext = peekContext;\n Promise.prototype._promiseCreated = function() {\n var ctx = this._peekContext();\n if (ctx && ctx._promiseCreated == null) ctx._promiseCreated = this;\n };\n};\nreturn Context;\n};\n\n},{}],9:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, Context) {\nvar getDomain = Promise._getDomain;\nvar async = Promise._async;\nvar Warning = _dereq_(\"./errors\").Warning;\nvar util = _dereq_(\"./util\");\nvar canAttachTrace = util.canAttachTrace;\nvar unhandledRejectionHandled;\nvar possiblyUnhandledRejection;\nvar bluebirdFramePattern =\n /[\\\\\\/]bluebird[\\\\\\/]js[\\\\\\/](release|debug|instrumented)/;\nvar nodeFramePattern = /\\((?:timers\\.js):\\d+:\\d+\\)/;\nvar parseLinePattern = /[\\/<\\(](.+?):(\\d+):(\\d+)\\)?\\s*$/;\nvar stackFramePattern = null;\nvar formatStack = null;\nvar indentStackFrames = false;\nvar printWarning;\nvar debugging = !!(util.env(\"BLUEBIRD_DEBUG\") != 0 &&\n (true ||\n util.env(\"BLUEBIRD_DEBUG\") ||\n util.env(\"NODE_ENV\") === \"development\"));\n\nvar warnings = !!(util.env(\"BLUEBIRD_WARNINGS\") != 0 &&\n (debugging || util.env(\"BLUEBIRD_WARNINGS\")));\n\nvar longStackTraces = !!(util.env(\"BLUEBIRD_LONG_STACK_TRACES\") != 0 &&\n (debugging || util.env(\"BLUEBIRD_LONG_STACK_TRACES\")));\n\nvar wForgottenReturn = util.env(\"BLUEBIRD_W_FORGOTTEN_RETURN\") != 0 &&\n (warnings || !!util.env(\"BLUEBIRD_W_FORGOTTEN_RETURN\"));\n\nPromise.prototype.suppressUnhandledRejections = function() {\n var target = this._target();\n target._bitField = ((target._bitField & (~1048576)) |\n 524288);\n};\n\nPromise.prototype._ensurePossibleRejectionHandled = function () {\n if ((this._bitField & 524288) !== 0) return;\n this._setRejectionIsUnhandled();\n var self = this;\n setTimeout(function() {\n self._notifyUnhandledRejection();\n }, 1);\n};\n\nPromise.prototype._notifyUnhandledRejectionIsHandled = function () {\n fireRejectionEvent(\"rejectionHandled\",\n unhandledRejectionHandled, undefined, this);\n};\n\nPromise.prototype._setReturnedNonUndefined = function() {\n this._bitField = this._bitField | 268435456;\n};\n\nPromise.prototype._returnedNonUndefined = function() {\n return (this._bitField & 268435456) !== 0;\n};\n\nPromise.prototype._notifyUnhandledRejection = function () {\n if (this._isRejectionUnhandled()) {\n var reason = this._settledValue();\n this._setUnhandledRejectionIsNotified();\n fireRejectionEvent(\"unhandledRejection\",\n possiblyUnhandledRejection, reason, this);\n }\n};\n\nPromise.prototype._setUnhandledRejectionIsNotified = function () {\n this._bitField = this._bitField | 262144;\n};\n\nPromise.prototype._unsetUnhandledRejectionIsNotified = function () {\n this._bitField = this._bitField & (~262144);\n};\n\nPromise.prototype._isUnhandledRejectionNotified = function () {\n return (this._bitField & 262144) > 0;\n};\n\nPromise.prototype._setRejectionIsUnhandled = function () {\n this._bitField = this._bitField | 1048576;\n};\n\nPromise.prototype._unsetRejectionIsUnhandled = function () {\n this._bitField = this._bitField & (~1048576);\n if (this._isUnhandledRejectionNotified()) {\n this._unsetUnhandledRejectionIsNotified();\n this._notifyUnhandledRejectionIsHandled();\n }\n};\n\nPromise.prototype._isRejectionUnhandled = function () {\n return (this._bitField & 1048576) > 0;\n};\n\nPromise.prototype._warn = function(message, shouldUseOwnTrace, promise) {\n return warn(message, shouldUseOwnTrace, promise || this);\n};\n\nPromise.onPossiblyUnhandledRejection = function (fn) {\n var domain = getDomain();\n possiblyUnhandledRejection =\n typeof fn === \"function\" ? (domain === null ?\n fn : util.domainBind(domain, fn))\n : undefined;\n};\n\nPromise.onUnhandledRejectionHandled = function (fn) {\n var domain = getDomain();\n unhandledRejectionHandled =\n typeof fn === \"function\" ? (domain === null ?\n fn : util.domainBind(domain, fn))\n : undefined;\n};\n\nvar disableLongStackTraces = function() {};\nPromise.longStackTraces = function () {\n if (async.haveItemsQueued() && !config.longStackTraces) {\n throw new Error(\"cannot enable long stack traces after promises have been created\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n if (!config.longStackTraces && longStackTracesIsSupported()) {\n var Promise_captureStackTrace = Promise.prototype._captureStackTrace;\n var Promise_attachExtraTrace = Promise.prototype._attachExtraTrace;\n config.longStackTraces = true;\n disableLongStackTraces = function() {\n if (async.haveItemsQueued() && !config.longStackTraces) {\n throw new Error(\"cannot enable long stack traces after promises have been created\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n Promise.prototype._captureStackTrace = Promise_captureStackTrace;\n Promise.prototype._attachExtraTrace = Promise_attachExtraTrace;\n Context.deactivateLongStackTraces();\n async.enableTrampoline();\n config.longStackTraces = false;\n };\n Promise.prototype._captureStackTrace = longStackTracesCaptureStackTrace;\n Promise.prototype._attachExtraTrace = longStackTracesAttachExtraTrace;\n Context.activateLongStackTraces();\n async.disableTrampolineIfNecessary();\n }\n};\n\nPromise.hasLongStackTraces = function () {\n return config.longStackTraces && longStackTracesIsSupported();\n};\n\nvar fireDomEvent = (function() {\n try {\n if (typeof CustomEvent === \"function\") {\n var event = new CustomEvent(\"CustomEvent\");\n util.global.dispatchEvent(event);\n return function(name, event) {\n var domEvent = new CustomEvent(name.toLowerCase(), {\n detail: event,\n cancelable: true\n });\n return !util.global.dispatchEvent(domEvent);\n };\n } else if (typeof Event === \"function\") {\n var event = new Event(\"CustomEvent\");\n util.global.dispatchEvent(event);\n return function(name, event) {\n var domEvent = new Event(name.toLowerCase(), {\n cancelable: true\n });\n domEvent.detail = event;\n return !util.global.dispatchEvent(domEvent);\n };\n } else {\n var event = document.createEvent(\"CustomEvent\");\n event.initCustomEvent(\"testingtheevent\", false, true, {});\n util.global.dispatchEvent(event);\n return function(name, event) {\n var domEvent = document.createEvent(\"CustomEvent\");\n domEvent.initCustomEvent(name.toLowerCase(), false, true,\n event);\n return !util.global.dispatchEvent(domEvent);\n };\n }\n } catch (e) {}\n return function() {\n return false;\n };\n})();\n\nvar fireGlobalEvent = (function() {\n if (util.isNode) {\n return function() {\n return process.emit.apply(process, arguments);\n };\n } else {\n if (!util.global) {\n return function() {\n return false;\n };\n }\n return function(name) {\n var methodName = \"on\" + name.toLowerCase();\n var method = util.global[methodName];\n if (!method) return false;\n method.apply(util.global, [].slice.call(arguments, 1));\n return true;\n };\n }\n})();\n\nfunction generatePromiseLifecycleEventObject(name, promise) {\n return {promise: promise};\n}\n\nvar eventToObjectGenerator = {\n promiseCreated: generatePromiseLifecycleEventObject,\n promiseFulfilled: generatePromiseLifecycleEventObject,\n promiseRejected: generatePromiseLifecycleEventObject,\n promiseResolved: generatePromiseLifecycleEventObject,\n promiseCancelled: generatePromiseLifecycleEventObject,\n promiseChained: function(name, promise, child) {\n return {promise: promise, child: child};\n },\n warning: function(name, warning) {\n return {warning: warning};\n },\n unhandledRejection: function (name, reason, promise) {\n return {reason: reason, promise: promise};\n },\n rejectionHandled: generatePromiseLifecycleEventObject\n};\n\nvar activeFireEvent = function (name) {\n var globalEventFired = false;\n try {\n globalEventFired = fireGlobalEvent.apply(null, arguments);\n } catch (e) {\n async.throwLater(e);\n globalEventFired = true;\n }\n\n var domEventFired = false;\n try {\n domEventFired = fireDomEvent(name,\n eventToObjectGenerator[name].apply(null, arguments));\n } catch (e) {\n async.throwLater(e);\n domEventFired = true;\n }\n\n return domEventFired || globalEventFired;\n};\n\nPromise.config = function(opts) {\n opts = Object(opts);\n if (\"longStackTraces\" in opts) {\n if (opts.longStackTraces) {\n Promise.longStackTraces();\n } else if (!opts.longStackTraces && Promise.hasLongStackTraces()) {\n disableLongStackTraces();\n }\n }\n if (\"warnings\" in opts) {\n var warningsOption = opts.warnings;\n config.warnings = !!warningsOption;\n wForgottenReturn = config.warnings;\n\n if (util.isObject(warningsOption)) {\n if (\"wForgottenReturn\" in warningsOption) {\n wForgottenReturn = !!warningsOption.wForgottenReturn;\n }\n }\n }\n if (\"cancellation\" in opts && opts.cancellation && !config.cancellation) {\n if (async.haveItemsQueued()) {\n throw new Error(\n \"cannot enable cancellation after promises are in use\");\n }\n Promise.prototype._clearCancellationData =\n cancellationClearCancellationData;\n Promise.prototype._propagateFrom = cancellationPropagateFrom;\n Promise.prototype._onCancel = cancellationOnCancel;\n Promise.prototype._setOnCancel = cancellationSetOnCancel;\n Promise.prototype._attachCancellationCallback =\n cancellationAttachCancellationCallback;\n Promise.prototype._execute = cancellationExecute;\n propagateFromFunction = cancellationPropagateFrom;\n config.cancellation = true;\n }\n if (\"monitoring\" in opts) {\n if (opts.monitoring && !config.monitoring) {\n config.monitoring = true;\n Promise.prototype._fireEvent = activeFireEvent;\n } else if (!opts.monitoring && config.monitoring) {\n config.monitoring = false;\n Promise.prototype._fireEvent = defaultFireEvent;\n }\n }\n return Promise;\n};\n\nfunction defaultFireEvent() { return false; }\n\nPromise.prototype._fireEvent = defaultFireEvent;\nPromise.prototype._execute = function(executor, resolve, reject) {\n try {\n executor(resolve, reject);\n } catch (e) {\n return e;\n }\n};\nPromise.prototype._onCancel = function () {};\nPromise.prototype._setOnCancel = function (handler) { ; };\nPromise.prototype._attachCancellationCallback = function(onCancel) {\n ;\n};\nPromise.prototype._captureStackTrace = function () {};\nPromise.prototype._attachExtraTrace = function () {};\nPromise.prototype._clearCancellationData = function() {};\nPromise.prototype._propagateFrom = function (parent, flags) {\n ;\n ;\n};\n\nfunction cancellationExecute(executor, resolve, reject) {\n var promise = this;\n try {\n executor(resolve, reject, function(onCancel) {\n if (typeof onCancel !== \"function\") {\n throw new TypeError(\"onCancel must be a function, got: \" +\n util.toString(onCancel));\n }\n promise._attachCancellationCallback(onCancel);\n });\n } catch (e) {\n return e;\n }\n}\n\nfunction cancellationAttachCancellationCallback(onCancel) {\n if (!this._isCancellable()) return this;\n\n var previousOnCancel = this._onCancel();\n if (previousOnCancel !== undefined) {\n if (util.isArray(previousOnCancel)) {\n previousOnCancel.push(onCancel);\n } else {\n this._setOnCancel([previousOnCancel, onCancel]);\n }\n } else {\n this._setOnCancel(onCancel);\n }\n}\n\nfunction cancellationOnCancel() {\n return this._onCancelField;\n}\n\nfunction cancellationSetOnCancel(onCancel) {\n this._onCancelField = onCancel;\n}\n\nfunction cancellationClearCancellationData() {\n this._cancellationParent = undefined;\n this._onCancelField = undefined;\n}\n\nfunction cancellationPropagateFrom(parent, flags) {\n if ((flags & 1) !== 0) {\n this._cancellationParent = parent;\n var branchesRemainingToCancel = parent._branchesRemainingToCancel;\n if (branchesRemainingToCancel === undefined) {\n branchesRemainingToCancel = 0;\n }\n parent._branchesRemainingToCancel = branchesRemainingToCancel + 1;\n }\n if ((flags & 2) !== 0 && parent._isBound()) {\n this._setBoundTo(parent._boundTo);\n }\n}\n\nfunction bindingPropagateFrom(parent, flags) {\n if ((flags & 2) !== 0 && parent._isBound()) {\n this._setBoundTo(parent._boundTo);\n }\n}\nvar propagateFromFunction = bindingPropagateFrom;\n\nfunction boundValueFunction() {\n var ret = this._boundTo;\n if (ret !== undefined) {\n if (ret instanceof Promise) {\n if (ret.isFulfilled()) {\n return ret.value();\n } else {\n return undefined;\n }\n }\n }\n return ret;\n}\n\nfunction longStackTracesCaptureStackTrace() {\n this._trace = new CapturedTrace(this._peekContext());\n}\n\nfunction longStackTracesAttachExtraTrace(error, ignoreSelf) {\n if (canAttachTrace(error)) {\n var trace = this._trace;\n if (trace !== undefined) {\n if (ignoreSelf) trace = trace._parent;\n }\n if (trace !== undefined) {\n trace.attachExtraTrace(error);\n } else if (!error.__stackCleaned__) {\n var parsed = parseStackAndMessage(error);\n util.notEnumerableProp(error, \"stack\",\n parsed.message + \"\\n\" + parsed.stack.join(\"\\n\"));\n util.notEnumerableProp(error, \"__stackCleaned__\", true);\n }\n }\n}\n\nfunction checkForgottenReturns(returnValue, promiseCreated, name, promise,\n parent) {\n if (returnValue === undefined && promiseCreated !== null &&\n wForgottenReturn) {\n if (parent !== undefined && parent._returnedNonUndefined()) return;\n if ((promise._bitField & 65535) === 0) return;\n\n if (name) name = name + \" \";\n var handlerLine = \"\";\n var creatorLine = \"\";\n if (promiseCreated._trace) {\n var traceLines = promiseCreated._trace.stack.split(\"\\n\");\n var stack = cleanStack(traceLines);\n for (var i = stack.length - 1; i >= 0; --i) {\n var line = stack[i];\n if (!nodeFramePattern.test(line)) {\n var lineMatches = line.match(parseLinePattern);\n if (lineMatches) {\n handlerLine = \"at \" + lineMatches[1] +\n \":\" + lineMatches[2] + \":\" + lineMatches[3] + \" \";\n }\n break;\n }\n }\n\n if (stack.length > 0) {\n var firstUserLine = stack[0];\n for (var i = 0; i < traceLines.length; ++i) {\n\n if (traceLines[i] === firstUserLine) {\n if (i > 0) {\n creatorLine = \"\\n\" + traceLines[i - 1];\n }\n break;\n }\n }\n\n }\n }\n var msg = \"a promise was created in a \" + name +\n \"handler \" + handlerLine + \"but was not returned from it, \" +\n \"see http://goo.gl/rRqMUw\" +\n creatorLine;\n promise._warn(msg, true, promiseCreated);\n }\n}\n\nfunction deprecated(name, replacement) {\n var message = name +\n \" is deprecated and will be removed in a future version.\";\n if (replacement) message += \" Use \" + replacement + \" instead.\";\n return warn(message);\n}\n\nfunction warn(message, shouldUseOwnTrace, promise) {\n if (!config.warnings) return;\n var warning = new Warning(message);\n var ctx;\n if (shouldUseOwnTrace) {\n promise._attachExtraTrace(warning);\n } else if (config.longStackTraces && (ctx = Promise._peekContext())) {\n ctx.attachExtraTrace(warning);\n } else {\n var parsed = parseStackAndMessage(warning);\n warning.stack = parsed.message + \"\\n\" + parsed.stack.join(\"\\n\");\n }\n\n if (!activeFireEvent(\"warning\", warning)) {\n formatAndLogError(warning, \"\", true);\n }\n}\n\nfunction reconstructStack(message, stacks) {\n for (var i = 0; i < stacks.length - 1; ++i) {\n stacks[i].push(\"From previous event:\");\n stacks[i] = stacks[i].join(\"\\n\");\n }\n if (i < stacks.length) {\n stacks[i] = stacks[i].join(\"\\n\");\n }\n return message + \"\\n\" + stacks.join(\"\\n\");\n}\n\nfunction removeDuplicateOrEmptyJumps(stacks) {\n for (var i = 0; i < stacks.length; ++i) {\n if (stacks[i].length === 0 ||\n ((i + 1 < stacks.length) && stacks[i][0] === stacks[i+1][0])) {\n stacks.splice(i, 1);\n i--;\n }\n }\n}\n\nfunction removeCommonRoots(stacks) {\n var current = stacks[0];\n for (var i = 1; i < stacks.length; ++i) {\n var prev = stacks[i];\n var currentLastIndex = current.length - 1;\n var currentLastLine = current[currentLastIndex];\n var commonRootMeetPoint = -1;\n\n for (var j = prev.length - 1; j >= 0; --j) {\n if (prev[j] === currentLastLine) {\n commonRootMeetPoint = j;\n break;\n }\n }\n\n for (var j = commonRootMeetPoint; j >= 0; --j) {\n var line = prev[j];\n if (current[currentLastIndex] === line) {\n current.pop();\n currentLastIndex--;\n } else {\n break;\n }\n }\n current = prev;\n }\n}\n\nfunction cleanStack(stack) {\n var ret = [];\n for (var i = 0; i < stack.length; ++i) {\n var line = stack[i];\n var isTraceLine = \" (No stack trace)\" === line ||\n stackFramePattern.test(line);\n var isInternalFrame = isTraceLine && shouldIgnore(line);\n if (isTraceLine && !isInternalFrame) {\n if (indentStackFrames && line.charAt(0) !== \" \") {\n line = \" \" + line;\n }\n ret.push(line);\n }\n }\n return ret;\n}\n\nfunction stackFramesAsArray(error) {\n var stack = error.stack.replace(/\\s+$/g, \"\").split(\"\\n\");\n for (var i = 0; i < stack.length; ++i) {\n var line = stack[i];\n if (\" (No stack trace)\" === line || stackFramePattern.test(line)) {\n break;\n }\n }\n if (i > 0 && error.name != \"SyntaxError\") {\n stack = stack.slice(i);\n }\n return stack;\n}\n\nfunction parseStackAndMessage(error) {\n var stack = error.stack;\n var message = error.toString();\n stack = typeof stack === \"string\" && stack.length > 0\n ? stackFramesAsArray(error) : [\" (No stack trace)\"];\n return {\n message: message,\n stack: error.name == \"SyntaxError\" ? stack : cleanStack(stack)\n };\n}\n\nfunction formatAndLogError(error, title, isSoft) {\n if (typeof console !== \"undefined\") {\n var message;\n if (util.isObject(error)) {\n var stack = error.stack;\n message = title + formatStack(stack, error);\n } else {\n message = title + String(error);\n }\n if (typeof printWarning === \"function\") {\n printWarning(message, isSoft);\n } else if (typeof console.log === \"function\" ||\n typeof console.log === \"object\") {\n console.log(message);\n }\n }\n}\n\nfunction fireRejectionEvent(name, localHandler, reason, promise) {\n var localEventFired = false;\n try {\n if (typeof localHandler === \"function\") {\n localEventFired = true;\n if (name === \"rejectionHandled\") {\n localHandler(promise);\n } else {\n localHandler(reason, promise);\n }\n }\n } catch (e) {\n async.throwLater(e);\n }\n\n if (name === \"unhandledRejection\") {\n if (!activeFireEvent(name, reason, promise) && !localEventFired) {\n formatAndLogError(reason, \"Unhandled rejection \");\n }\n } else {\n activeFireEvent(name, promise);\n }\n}\n\nfunction formatNonError(obj) {\n var str;\n if (typeof obj === \"function\") {\n str = \"[function \" +\n (obj.name || \"anonymous\") +\n \"]\";\n } else {\n str = obj && typeof obj.toString === \"function\"\n ? obj.toString() : util.toString(obj);\n var ruselessToString = /\\[object [a-zA-Z0-9$_]+\\]/;\n if (ruselessToString.test(str)) {\n try {\n var newStr = JSON.stringify(obj);\n str = newStr;\n }\n catch(e) {\n\n }\n }\n if (str.length === 0) {\n str = \"(empty array)\";\n }\n }\n return (\"(<\" + snip(str) + \">, no stack trace)\");\n}\n\nfunction snip(str) {\n var maxChars = 41;\n if (str.length < maxChars) {\n return str;\n }\n return str.substr(0, maxChars - 3) + \"...\";\n}\n\nfunction longStackTracesIsSupported() {\n return typeof captureStackTrace === \"function\";\n}\n\nvar shouldIgnore = function() { return false; };\nvar parseLineInfoRegex = /[\\/<\\(]([^:\\/]+):(\\d+):(?:\\d+)\\)?\\s*$/;\nfunction parseLineInfo(line) {\n var matches = line.match(parseLineInfoRegex);\n if (matches) {\n return {\n fileName: matches[1],\n line: parseInt(matches[2], 10)\n };\n }\n}\n\nfunction setBounds(firstLineError, lastLineError) {\n if (!longStackTracesIsSupported()) return;\n var firstStackLines = firstLineError.stack.split(\"\\n\");\n var lastStackLines = lastLineError.stack.split(\"\\n\");\n var firstIndex = -1;\n var lastIndex = -1;\n var firstFileName;\n var lastFileName;\n for (var i = 0; i < firstStackLines.length; ++i) {\n var result = parseLineInfo(firstStackLines[i]);\n if (result) {\n firstFileName = result.fileName;\n firstIndex = result.line;\n break;\n }\n }\n for (var i = 0; i < lastStackLines.length; ++i) {\n var result = parseLineInfo(lastStackLines[i]);\n if (result) {\n lastFileName = result.fileName;\n lastIndex = result.line;\n break;\n }\n }\n if (firstIndex < 0 || lastIndex < 0 || !firstFileName || !lastFileName ||\n firstFileName !== lastFileName || firstIndex >= lastIndex) {\n return;\n }\n\n shouldIgnore = function(line) {\n if (bluebirdFramePattern.test(line)) return true;\n var info = parseLineInfo(line);\n if (info) {\n if (info.fileName === firstFileName &&\n (firstIndex <= info.line && info.line <= lastIndex)) {\n return true;\n }\n }\n return false;\n };\n}\n\nfunction CapturedTrace(parent) {\n this._parent = parent;\n this._promisesCreated = 0;\n var length = this._length = 1 + (parent === undefined ? 0 : parent._length);\n captureStackTrace(this, CapturedTrace);\n if (length > 32) this.uncycle();\n}\nutil.inherits(CapturedTrace, Error);\nContext.CapturedTrace = CapturedTrace;\n\nCapturedTrace.prototype.uncycle = function() {\n var length = this._length;\n if (length < 2) return;\n var nodes = [];\n var stackToIndex = {};\n\n for (var i = 0, node = this; node !== undefined; ++i) {\n nodes.push(node);\n node = node._parent;\n }\n length = this._length = i;\n for (var i = length - 1; i >= 0; --i) {\n var stack = nodes[i].stack;\n if (stackToIndex[stack] === undefined) {\n stackToIndex[stack] = i;\n }\n }\n for (var i = 0; i < length; ++i) {\n var currentStack = nodes[i].stack;\n var index = stackToIndex[currentStack];\n if (index !== undefined && index !== i) {\n if (index > 0) {\n nodes[index - 1]._parent = undefined;\n nodes[index - 1]._length = 1;\n }\n nodes[i]._parent = undefined;\n nodes[i]._length = 1;\n var cycleEdgeNode = i > 0 ? nodes[i - 1] : this;\n\n if (index < length - 1) {\n cycleEdgeNode._parent = nodes[index + 1];\n cycleEdgeNode._parent.uncycle();\n cycleEdgeNode._length =\n cycleEdgeNode._parent._length + 1;\n } else {\n cycleEdgeNode._parent = undefined;\n cycleEdgeNode._length = 1;\n }\n var currentChildLength = cycleEdgeNode._length + 1;\n for (var j = i - 2; j >= 0; --j) {\n nodes[j]._length = currentChildLength;\n currentChildLength++;\n }\n return;\n }\n }\n};\n\nCapturedTrace.prototype.attachExtraTrace = function(error) {\n if (error.__stackCleaned__) return;\n this.uncycle();\n var parsed = parseStackAndMessage(error);\n var message = parsed.message;\n var stacks = [parsed.stack];\n\n var trace = this;\n while (trace !== undefined) {\n stacks.push(cleanStack(trace.stack.split(\"\\n\")));\n trace = trace._parent;\n }\n removeCommonRoots(stacks);\n removeDuplicateOrEmptyJumps(stacks);\n util.notEnumerableProp(error, \"stack\", reconstructStack(message, stacks));\n util.notEnumerableProp(error, \"__stackCleaned__\", true);\n};\n\nvar captureStackTrace = (function stackDetection() {\n var v8stackFramePattern = /^\\s*at\\s*/;\n var v8stackFormatter = function(stack, error) {\n if (typeof stack === \"string\") return stack;\n\n if (error.name !== undefined &&\n error.message !== undefined) {\n return error.toString();\n }\n return formatNonError(error);\n };\n\n if (typeof Error.stackTraceLimit === \"number\" &&\n typeof Error.captureStackTrace === \"function\") {\n Error.stackTraceLimit += 6;\n stackFramePattern = v8stackFramePattern;\n formatStack = v8stackFormatter;\n var captureStackTrace = Error.captureStackTrace;\n\n shouldIgnore = function(line) {\n return bluebirdFramePattern.test(line);\n };\n return function(receiver, ignoreUntil) {\n Error.stackTraceLimit += 6;\n captureStackTrace(receiver, ignoreUntil);\n Error.stackTraceLimit -= 6;\n };\n }\n var err = new Error();\n\n if (typeof err.stack === \"string\" &&\n err.stack.split(\"\\n\")[0].indexOf(\"stackDetection@\") >= 0) {\n stackFramePattern = /@/;\n formatStack = v8stackFormatter;\n indentStackFrames = true;\n return function captureStackTrace(o) {\n o.stack = new Error().stack;\n };\n }\n\n var hasStackAfterThrow;\n try { throw new Error(); }\n catch(e) {\n hasStackAfterThrow = (\"stack\" in e);\n }\n if (!(\"stack\" in err) && hasStackAfterThrow &&\n typeof Error.stackTraceLimit === \"number\") {\n stackFramePattern = v8stackFramePattern;\n formatStack = v8stackFormatter;\n return function captureStackTrace(o) {\n Error.stackTraceLimit += 6;\n try { throw new Error(); }\n catch(e) { o.stack = e.stack; }\n Error.stackTraceLimit -= 6;\n };\n }\n\n formatStack = function(stack, error) {\n if (typeof stack === \"string\") return stack;\n\n if ((typeof error === \"object\" ||\n typeof error === \"function\") &&\n error.name !== undefined &&\n error.message !== undefined) {\n return error.toString();\n }\n return formatNonError(error);\n };\n\n return null;\n\n})([]);\n\nif (typeof console !== \"undefined\" && typeof console.warn !== \"undefined\") {\n printWarning = function (message) {\n console.warn(message);\n };\n if (util.isNode && process.stderr.isTTY) {\n printWarning = function(message, isSoft) {\n var color = isSoft ? \"\\u001b[33m\" : \"\\u001b[31m\";\n console.warn(color + message + \"\\u001b[0m\\n\");\n };\n } else if (!util.isNode && typeof (new Error().stack) === \"string\") {\n printWarning = function(message, isSoft) {\n console.warn(\"%c\" + message,\n isSoft ? \"color: darkorange\" : \"color: red\");\n };\n }\n}\n\nvar config = {\n warnings: warnings,\n longStackTraces: false,\n cancellation: false,\n monitoring: false\n};\n\nif (longStackTraces) Promise.longStackTraces();\n\nreturn {\n longStackTraces: function() {\n return config.longStackTraces;\n },\n warnings: function() {\n return config.warnings;\n },\n cancellation: function() {\n return config.cancellation;\n },\n monitoring: function() {\n return config.monitoring;\n },\n propagateFromFunction: function() {\n return propagateFromFunction;\n },\n boundValueFunction: function() {\n return boundValueFunction;\n },\n checkForgottenReturns: checkForgottenReturns,\n setBounds: setBounds,\n warn: warn,\n deprecated: deprecated,\n CapturedTrace: CapturedTrace,\n fireDomEvent: fireDomEvent,\n fireGlobalEvent: fireGlobalEvent\n};\n};\n\n},{\"./errors\":12,\"./util\":36}],10:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise) {\nfunction returner() {\n return this.value;\n}\nfunction thrower() {\n throw this.reason;\n}\n\nPromise.prototype[\"return\"] =\nPromise.prototype.thenReturn = function (value) {\n if (value instanceof Promise) value.suppressUnhandledRejections();\n return this._then(\n returner, undefined, undefined, {value: value}, undefined);\n};\n\nPromise.prototype[\"throw\"] =\nPromise.prototype.thenThrow = function (reason) {\n return this._then(\n thrower, undefined, undefined, {reason: reason}, undefined);\n};\n\nPromise.prototype.catchThrow = function (reason) {\n if (arguments.length <= 1) {\n return this._then(\n undefined, thrower, undefined, {reason: reason}, undefined);\n } else {\n var _reason = arguments[1];\n var handler = function() {throw _reason;};\n return this.caught(reason, handler);\n }\n};\n\nPromise.prototype.catchReturn = function (value) {\n if (arguments.length <= 1) {\n if (value instanceof Promise) value.suppressUnhandledRejections();\n return this._then(\n undefined, returner, undefined, {value: value}, undefined);\n } else {\n var _value = arguments[1];\n if (_value instanceof Promise) _value.suppressUnhandledRejections();\n var handler = function() {return _value;};\n return this.caught(value, handler);\n }\n};\n};\n\n},{}],11:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL) {\nvar PromiseReduce = Promise.reduce;\nvar PromiseAll = Promise.all;\n\nfunction promiseAllThis() {\n return PromiseAll(this);\n}\n\nfunction PromiseMapSeries(promises, fn) {\n return PromiseReduce(promises, fn, INTERNAL, INTERNAL);\n}\n\nPromise.prototype.each = function (fn) {\n return PromiseReduce(this, fn, INTERNAL, 0)\n ._then(promiseAllThis, undefined, undefined, this, undefined);\n};\n\nPromise.prototype.mapSeries = function (fn) {\n return PromiseReduce(this, fn, INTERNAL, INTERNAL);\n};\n\nPromise.each = function (promises, fn) {\n return PromiseReduce(promises, fn, INTERNAL, 0)\n ._then(promiseAllThis, undefined, undefined, promises, undefined);\n};\n\nPromise.mapSeries = PromiseMapSeries;\n};\n\n\n},{}],12:[function(_dereq_,module,exports){\n\"use strict\";\nvar es5 = _dereq_(\"./es5\");\nvar Objectfreeze = es5.freeze;\nvar util = _dereq_(\"./util\");\nvar inherits = util.inherits;\nvar notEnumerableProp = util.notEnumerableProp;\n\nfunction subError(nameProperty, defaultMessage) {\n function SubError(message) {\n if (!(this instanceof SubError)) return new SubError(message);\n notEnumerableProp(this, \"message\",\n typeof message === \"string\" ? message : defaultMessage);\n notEnumerableProp(this, \"name\", nameProperty);\n if (Error.captureStackTrace) {\n Error.captureStackTrace(this, this.constructor);\n } else {\n Error.call(this);\n }\n }\n inherits(SubError, Error);\n return SubError;\n}\n\nvar _TypeError, _RangeError;\nvar Warning = subError(\"Warning\", \"warning\");\nvar CancellationError = subError(\"CancellationError\", \"cancellation error\");\nvar TimeoutError = subError(\"TimeoutError\", \"timeout error\");\nvar AggregateError = subError(\"AggregateError\", \"aggregate error\");\ntry {\n _TypeError = TypeError;\n _RangeError = RangeError;\n} catch(e) {\n _TypeError = subError(\"TypeError\", \"type error\");\n _RangeError = subError(\"RangeError\", \"range error\");\n}\n\nvar methods = (\"join pop push shift unshift slice filter forEach some \" +\n \"every map indexOf lastIndexOf reduce reduceRight sort reverse\").split(\" \");\n\nfor (var i = 0; i < methods.length; ++i) {\n if (typeof Array.prototype[methods[i]] === \"function\") {\n AggregateError.prototype[methods[i]] = Array.prototype[methods[i]];\n }\n}\n\nes5.defineProperty(AggregateError.prototype, \"length\", {\n value: 0,\n configurable: false,\n writable: true,\n enumerable: true\n});\nAggregateError.prototype[\"isOperational\"] = true;\nvar level = 0;\nAggregateError.prototype.toString = function() {\n var indent = Array(level * 4 + 1).join(\" \");\n var ret = \"\\n\" + indent + \"AggregateError of:\" + \"\\n\";\n level++;\n indent = Array(level * 4 + 1).join(\" \");\n for (var i = 0; i < this.length; ++i) {\n var str = this[i] === this ? \"[Circular AggregateError]\" : this[i] + \"\";\n var lines = str.split(\"\\n\");\n for (var j = 0; j < lines.length; ++j) {\n lines[j] = indent + lines[j];\n }\n str = lines.join(\"\\n\");\n ret += str + \"\\n\";\n }\n level--;\n return ret;\n};\n\nfunction OperationalError(message) {\n if (!(this instanceof OperationalError))\n return new OperationalError(message);\n notEnumerableProp(this, \"name\", \"OperationalError\");\n notEnumerableProp(this, \"message\", message);\n this.cause = message;\n this[\"isOperational\"] = true;\n\n if (message instanceof Error) {\n notEnumerableProp(this, \"message\", message.message);\n notEnumerableProp(this, \"stack\", message.stack);\n } else if (Error.captureStackTrace) {\n Error.captureStackTrace(this, this.constructor);\n }\n\n}\ninherits(OperationalError, Error);\n\nvar errorTypes = Error[\"__BluebirdErrorTypes__\"];\nif (!errorTypes) {\n errorTypes = Objectfreeze({\n CancellationError: CancellationError,\n TimeoutError: TimeoutError,\n OperationalError: OperationalError,\n RejectionError: OperationalError,\n AggregateError: AggregateError\n });\n es5.defineProperty(Error, \"__BluebirdErrorTypes__\", {\n value: errorTypes,\n writable: false,\n enumerable: false,\n configurable: false\n });\n}\n\nmodule.exports = {\n Error: Error,\n TypeError: _TypeError,\n RangeError: _RangeError,\n CancellationError: errorTypes.CancellationError,\n OperationalError: errorTypes.OperationalError,\n TimeoutError: errorTypes.TimeoutError,\n AggregateError: errorTypes.AggregateError,\n Warning: Warning\n};\n\n},{\"./es5\":13,\"./util\":36}],13:[function(_dereq_,module,exports){\nvar isES5 = (function(){\n \"use strict\";\n return this === undefined;\n})();\n\nif (isES5) {\n module.exports = {\n freeze: Object.freeze,\n defineProperty: Object.defineProperty,\n getDescriptor: Object.getOwnPropertyDescriptor,\n keys: Object.keys,\n names: Object.getOwnPropertyNames,\n getPrototypeOf: Object.getPrototypeOf,\n isArray: Array.isArray,\n isES5: isES5,\n propertyIsWritable: function(obj, prop) {\n var descriptor = Object.getOwnPropertyDescriptor(obj, prop);\n return !!(!descriptor || descriptor.writable || descriptor.set);\n }\n };\n} else {\n var has = {}.hasOwnProperty;\n var str = {}.toString;\n var proto = {}.constructor.prototype;\n\n var ObjectKeys = function (o) {\n var ret = [];\n for (var key in o) {\n if (has.call(o, key)) {\n ret.push(key);\n }\n }\n return ret;\n };\n\n var ObjectGetDescriptor = function(o, key) {\n return {value: o[key]};\n };\n\n var ObjectDefineProperty = function (o, key, desc) {\n o[key] = desc.value;\n return o;\n };\n\n var ObjectFreeze = function (obj) {\n return obj;\n };\n\n var ObjectGetPrototypeOf = function (obj) {\n try {\n return Object(obj).constructor.prototype;\n }\n catch (e) {\n return proto;\n }\n };\n\n var ArrayIsArray = function (obj) {\n try {\n return str.call(obj) === \"[object Array]\";\n }\n catch(e) {\n return false;\n }\n };\n\n module.exports = {\n isArray: ArrayIsArray,\n keys: ObjectKeys,\n names: ObjectKeys,\n defineProperty: ObjectDefineProperty,\n getDescriptor: ObjectGetDescriptor,\n freeze: ObjectFreeze,\n getPrototypeOf: ObjectGetPrototypeOf,\n isES5: isES5,\n propertyIsWritable: function() {\n return true;\n }\n };\n}\n\n},{}],14:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL) {\nvar PromiseMap = Promise.map;\n\nPromise.prototype.filter = function (fn, options) {\n return PromiseMap(this, fn, options, INTERNAL);\n};\n\nPromise.filter = function (promises, fn, options) {\n return PromiseMap(promises, fn, options, INTERNAL);\n};\n};\n\n},{}],15:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, tryConvertToPromise, NEXT_FILTER) {\nvar util = _dereq_(\"./util\");\nvar CancellationError = Promise.CancellationError;\nvar errorObj = util.errorObj;\nvar catchFilter = _dereq_(\"./catch_filter\")(NEXT_FILTER);\n\nfunction PassThroughHandlerContext(promise, type, handler) {\n this.promise = promise;\n this.type = type;\n this.handler = handler;\n this.called = false;\n this.cancelPromise = null;\n}\n\nPassThroughHandlerContext.prototype.isFinallyHandler = function() {\n return this.type === 0;\n};\n\nfunction FinallyHandlerCancelReaction(finallyHandler) {\n this.finallyHandler = finallyHandler;\n}\n\nFinallyHandlerCancelReaction.prototype._resultCancelled = function() {\n checkCancel(this.finallyHandler);\n};\n\nfunction checkCancel(ctx, reason) {\n if (ctx.cancelPromise != null) {\n if (arguments.length > 1) {\n ctx.cancelPromise._reject(reason);\n } else {\n ctx.cancelPromise._cancel();\n }\n ctx.cancelPromise = null;\n return true;\n }\n return false;\n}\n\nfunction succeed() {\n return finallyHandler.call(this, this.promise._target()._settledValue());\n}\nfunction fail(reason) {\n if (checkCancel(this, reason)) return;\n errorObj.e = reason;\n return errorObj;\n}\nfunction finallyHandler(reasonOrValue) {\n var promise = this.promise;\n var handler = this.handler;\n\n if (!this.called) {\n this.called = true;\n var ret = this.isFinallyHandler()\n ? handler.call(promise._boundValue())\n : handler.call(promise._boundValue(), reasonOrValue);\n if (ret === NEXT_FILTER) {\n return ret;\n } else if (ret !== undefined) {\n promise._setReturnedNonUndefined();\n var maybePromise = tryConvertToPromise(ret, promise);\n if (maybePromise instanceof Promise) {\n if (this.cancelPromise != null) {\n if (maybePromise._isCancelled()) {\n var reason =\n new CancellationError(\"late cancellation observer\");\n promise._attachExtraTrace(reason);\n errorObj.e = reason;\n return errorObj;\n } else if (maybePromise.isPending()) {\n maybePromise._attachCancellationCallback(\n new FinallyHandlerCancelReaction(this));\n }\n }\n return maybePromise._then(\n succeed, fail, undefined, this, undefined);\n }\n }\n }\n\n if (promise.isRejected()) {\n checkCancel(this);\n errorObj.e = reasonOrValue;\n return errorObj;\n } else {\n checkCancel(this);\n return reasonOrValue;\n }\n}\n\nPromise.prototype._passThrough = function(handler, type, success, fail) {\n if (typeof handler !== \"function\") return this.then();\n return this._then(success,\n fail,\n undefined,\n new PassThroughHandlerContext(this, type, handler),\n undefined);\n};\n\nPromise.prototype.lastly =\nPromise.prototype[\"finally\"] = function (handler) {\n return this._passThrough(handler,\n 0,\n finallyHandler,\n finallyHandler);\n};\n\n\nPromise.prototype.tap = function (handler) {\n return this._passThrough(handler, 1, finallyHandler);\n};\n\nPromise.prototype.tapCatch = function (handlerOrPredicate) {\n var len = arguments.length;\n if(len === 1) {\n return this._passThrough(handlerOrPredicate,\n 1,\n undefined,\n finallyHandler);\n } else {\n var catchInstances = new Array(len - 1),\n j = 0, i;\n for (i = 0; i < len - 1; ++i) {\n var item = arguments[i];\n if (util.isObject(item)) {\n catchInstances[j++] = item;\n } else {\n return Promise.reject(new TypeError(\n \"tapCatch statement predicate: \"\n + \"expecting an object but got \" + util.classString(item)\n ));\n }\n }\n catchInstances.length = j;\n var handler = arguments[i];\n return this._passThrough(catchFilter(catchInstances, handler, this),\n 1,\n undefined,\n finallyHandler);\n }\n\n};\n\nreturn PassThroughHandlerContext;\n};\n\n},{\"./catch_filter\":7,\"./util\":36}],16:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise,\n apiRejection,\n INTERNAL,\n tryConvertToPromise,\n Proxyable,\n debug) {\nvar errors = _dereq_(\"./errors\");\nvar TypeError = errors.TypeError;\nvar util = _dereq_(\"./util\");\nvar errorObj = util.errorObj;\nvar tryCatch = util.tryCatch;\nvar yieldHandlers = [];\n\nfunction promiseFromYieldHandler(value, yieldHandlers, traceParent) {\n for (var i = 0; i < yieldHandlers.length; ++i) {\n traceParent._pushContext();\n var result = tryCatch(yieldHandlers[i])(value);\n traceParent._popContext();\n if (result === errorObj) {\n traceParent._pushContext();\n var ret = Promise.reject(errorObj.e);\n traceParent._popContext();\n return ret;\n }\n var maybePromise = tryConvertToPromise(result, traceParent);\n if (maybePromise instanceof Promise) return maybePromise;\n }\n return null;\n}\n\nfunction PromiseSpawn(generatorFunction, receiver, yieldHandler, stack) {\n if (debug.cancellation()) {\n var internal = new Promise(INTERNAL);\n var _finallyPromise = this._finallyPromise = new Promise(INTERNAL);\n this._promise = internal.lastly(function() {\n return _finallyPromise;\n });\n internal._captureStackTrace();\n internal._setOnCancel(this);\n } else {\n var promise = this._promise = new Promise(INTERNAL);\n promise._captureStackTrace();\n }\n this._stack = stack;\n this._generatorFunction = generatorFunction;\n this._receiver = receiver;\n this._generator = undefined;\n this._yieldHandlers = typeof yieldHandler === \"function\"\n ? [yieldHandler].concat(yieldHandlers)\n : yieldHandlers;\n this._yieldedPromise = null;\n this._cancellationPhase = false;\n}\nutil.inherits(PromiseSpawn, Proxyable);\n\nPromiseSpawn.prototype._isResolved = function() {\n return this._promise === null;\n};\n\nPromiseSpawn.prototype._cleanup = function() {\n this._promise = this._generator = null;\n if (debug.cancellation() && this._finallyPromise !== null) {\n this._finallyPromise._fulfill();\n this._finallyPromise = null;\n }\n};\n\nPromiseSpawn.prototype._promiseCancelled = function() {\n if (this._isResolved()) return;\n var implementsReturn = typeof this._generator[\"return\"] !== \"undefined\";\n\n var result;\n if (!implementsReturn) {\n var reason = new Promise.CancellationError(\n \"generator .return() sentinel\");\n Promise.coroutine.returnSentinel = reason;\n this._promise._attachExtraTrace(reason);\n this._promise._pushContext();\n result = tryCatch(this._generator[\"throw\"]).call(this._generator,\n reason);\n this._promise._popContext();\n } else {\n this._promise._pushContext();\n result = tryCatch(this._generator[\"return\"]).call(this._generator,\n undefined);\n this._promise._popContext();\n }\n this._cancellationPhase = true;\n this._yieldedPromise = null;\n this._continue(result);\n};\n\nPromiseSpawn.prototype._promiseFulfilled = function(value) {\n this._yieldedPromise = null;\n this._promise._pushContext();\n var result = tryCatch(this._generator.next).call(this._generator, value);\n this._promise._popContext();\n this._continue(result);\n};\n\nPromiseSpawn.prototype._promiseRejected = function(reason) {\n this._yieldedPromise = null;\n this._promise._attachExtraTrace(reason);\n this._promise._pushContext();\n var result = tryCatch(this._generator[\"throw\"])\n .call(this._generator, reason);\n this._promise._popContext();\n this._continue(result);\n};\n\nPromiseSpawn.prototype._resultCancelled = function() {\n if (this._yieldedPromise instanceof Promise) {\n var promise = this._yieldedPromise;\n this._yieldedPromise = null;\n promise.cancel();\n }\n};\n\nPromiseSpawn.prototype.promise = function () {\n return this._promise;\n};\n\nPromiseSpawn.prototype._run = function () {\n this._generator = this._generatorFunction.call(this._receiver);\n this._receiver =\n this._generatorFunction = undefined;\n this._promiseFulfilled(undefined);\n};\n\nPromiseSpawn.prototype._continue = function (result) {\n var promise = this._promise;\n if (result === errorObj) {\n this._cleanup();\n if (this._cancellationPhase) {\n return promise.cancel();\n } else {\n return promise._rejectCallback(result.e, false);\n }\n }\n\n var value = result.value;\n if (result.done === true) {\n this._cleanup();\n if (this._cancellationPhase) {\n return promise.cancel();\n } else {\n return promise._resolveCallback(value);\n }\n } else {\n var maybePromise = tryConvertToPromise(value, this._promise);\n if (!(maybePromise instanceof Promise)) {\n maybePromise =\n promiseFromYieldHandler(maybePromise,\n this._yieldHandlers,\n this._promise);\n if (maybePromise === null) {\n this._promiseRejected(\n new TypeError(\n \"A value %s was yielded that could not be treated as a promise\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\\u000a\".replace(\"%s\", String(value)) +\n \"From coroutine:\\u000a\" +\n this._stack.split(\"\\n\").slice(1, -7).join(\"\\n\")\n )\n );\n return;\n }\n }\n maybePromise = maybePromise._target();\n var bitField = maybePromise._bitField;\n ;\n if (((bitField & 50397184) === 0)) {\n this._yieldedPromise = maybePromise;\n maybePromise._proxy(this, null);\n } else if (((bitField & 33554432) !== 0)) {\n Promise._async.invoke(\n this._promiseFulfilled, this, maybePromise._value()\n );\n } else if (((bitField & 16777216) !== 0)) {\n Promise._async.invoke(\n this._promiseRejected, this, maybePromise._reason()\n );\n } else {\n this._promiseCancelled();\n }\n }\n};\n\nPromise.coroutine = function (generatorFunction, options) {\n if (typeof generatorFunction !== \"function\") {\n throw new TypeError(\"generatorFunction must be a function\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n var yieldHandler = Object(options).yieldHandler;\n var PromiseSpawn$ = PromiseSpawn;\n var stack = new Error().stack;\n return function () {\n var generator = generatorFunction.apply(this, arguments);\n var spawn = new PromiseSpawn$(undefined, undefined, yieldHandler,\n stack);\n var ret = spawn.promise();\n spawn._generator = generator;\n spawn._promiseFulfilled(undefined);\n return ret;\n };\n};\n\nPromise.coroutine.addYieldHandler = function(fn) {\n if (typeof fn !== \"function\") {\n throw new TypeError(\"expecting a function but got \" + util.classString(fn));\n }\n yieldHandlers.push(fn);\n};\n\nPromise.spawn = function (generatorFunction) {\n debug.deprecated(\"Promise.spawn()\", \"Promise.coroutine()\");\n if (typeof generatorFunction !== \"function\") {\n return apiRejection(\"generatorFunction must be a function\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n var spawn = new PromiseSpawn(generatorFunction, this);\n var ret = spawn.promise();\n spawn._run(Promise.spawn);\n return ret;\n};\n};\n\n},{\"./errors\":12,\"./util\":36}],17:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports =\nfunction(Promise, PromiseArray, tryConvertToPromise, INTERNAL, async,\n getDomain) {\nvar util = _dereq_(\"./util\");\nvar canEvaluate = util.canEvaluate;\nvar tryCatch = util.tryCatch;\nvar errorObj = util.errorObj;\nvar reject;\n\nif (!true) {\nif (canEvaluate) {\n var thenCallback = function(i) {\n return new Function(\"value\", \"holder\", \" \\n\\\n 'use strict'; \\n\\\n holder.pIndex = value; \\n\\\n holder.checkFulfillment(this); \\n\\\n \".replace(/Index/g, i));\n };\n\n var promiseSetter = function(i) {\n return new Function(\"promise\", \"holder\", \" \\n\\\n 'use strict'; \\n\\\n holder.pIndex = promise; \\n\\\n \".replace(/Index/g, i));\n };\n\n var generateHolderClass = function(total) {\n var props = new Array(total);\n for (var i = 0; i < props.length; ++i) {\n props[i] = \"this.p\" + (i+1);\n }\n var assignment = props.join(\" = \") + \" = null;\";\n var cancellationCode= \"var promise;\\n\" + props.map(function(prop) {\n return \" \\n\\\n promise = \" + prop + \"; \\n\\\n if (promise instanceof Promise) { \\n\\\n promise.cancel(); \\n\\\n } \\n\\\n \";\n }).join(\"\\n\");\n var passedArguments = props.join(\", \");\n var name = \"Holder$\" + total;\n\n\n var code = \"return function(tryCatch, errorObj, Promise, async) { \\n\\\n 'use strict'; \\n\\\n function [TheName](fn) { \\n\\\n [TheProperties] \\n\\\n this.fn = fn; \\n\\\n this.asyncNeeded = true; \\n\\\n this.now = 0; \\n\\\n } \\n\\\n \\n\\\n [TheName].prototype._callFunction = function(promise) { \\n\\\n promise._pushContext(); \\n\\\n var ret = tryCatch(this.fn)([ThePassedArguments]); \\n\\\n promise._popContext(); \\n\\\n if (ret === errorObj) { \\n\\\n promise._rejectCallback(ret.e, false); \\n\\\n } else { \\n\\\n promise._resolveCallback(ret); \\n\\\n } \\n\\\n }; \\n\\\n \\n\\\n [TheName].prototype.checkFulfillment = function(promise) { \\n\\\n var now = ++this.now; \\n\\\n if (now === [TheTotal]) { \\n\\\n if (this.asyncNeeded) { \\n\\\n async.invoke(this._callFunction, this, promise); \\n\\\n } else { \\n\\\n this._callFunction(promise); \\n\\\n } \\n\\\n \\n\\\n } \\n\\\n }; \\n\\\n \\n\\\n [TheName].prototype._resultCancelled = function() { \\n\\\n [CancellationCode] \\n\\\n }; \\n\\\n \\n\\\n return [TheName]; \\n\\\n }(tryCatch, errorObj, Promise, async); \\n\\\n \";\n\n code = code.replace(/\\[TheName\\]/g, name)\n .replace(/\\[TheTotal\\]/g, total)\n .replace(/\\[ThePassedArguments\\]/g, passedArguments)\n .replace(/\\[TheProperties\\]/g, assignment)\n .replace(/\\[CancellationCode\\]/g, cancellationCode);\n\n return new Function(\"tryCatch\", \"errorObj\", \"Promise\", \"async\", code)\n (tryCatch, errorObj, Promise, async);\n };\n\n var holderClasses = [];\n var thenCallbacks = [];\n var promiseSetters = [];\n\n for (var i = 0; i < 8; ++i) {\n holderClasses.push(generateHolderClass(i + 1));\n thenCallbacks.push(thenCallback(i + 1));\n promiseSetters.push(promiseSetter(i + 1));\n }\n\n reject = function (reason) {\n this._reject(reason);\n };\n}}\n\nPromise.join = function () {\n var last = arguments.length - 1;\n var fn;\n if (last > 0 && typeof arguments[last] === \"function\") {\n fn = arguments[last];\n if (!true) {\n if (last <= 8 && canEvaluate) {\n var ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n var HolderClass = holderClasses[last - 1];\n var holder = new HolderClass(fn);\n var callbacks = thenCallbacks;\n\n for (var i = 0; i < last; ++i) {\n var maybePromise = tryConvertToPromise(arguments[i], ret);\n if (maybePromise instanceof Promise) {\n maybePromise = maybePromise._target();\n var bitField = maybePromise._bitField;\n ;\n if (((bitField & 50397184) === 0)) {\n maybePromise._then(callbacks[i], reject,\n undefined, ret, holder);\n promiseSetters[i](maybePromise, holder);\n holder.asyncNeeded = false;\n } else if (((bitField & 33554432) !== 0)) {\n callbacks[i].call(ret,\n maybePromise._value(), holder);\n } else if (((bitField & 16777216) !== 0)) {\n ret._reject(maybePromise._reason());\n } else {\n ret._cancel();\n }\n } else {\n callbacks[i].call(ret, maybePromise, holder);\n }\n }\n\n if (!ret._isFateSealed()) {\n if (holder.asyncNeeded) {\n var domain = getDomain();\n if (domain !== null) {\n holder.fn = util.domainBind(domain, holder.fn);\n }\n }\n ret._setAsyncGuaranteed();\n ret._setOnCancel(holder);\n }\n return ret;\n }\n }\n }\n var args = [].slice.call(arguments);;\n if (fn) args.pop();\n var ret = new PromiseArray(args).promise();\n return fn !== undefined ? ret.spread(fn) : ret;\n};\n\n};\n\n},{\"./util\":36}],18:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise,\n PromiseArray,\n apiRejection,\n tryConvertToPromise,\n INTERNAL,\n debug) {\nvar getDomain = Promise._getDomain;\nvar util = _dereq_(\"./util\");\nvar tryCatch = util.tryCatch;\nvar errorObj = util.errorObj;\nvar async = Promise._async;\n\nfunction MappingPromiseArray(promises, fn, limit, _filter) {\n this.constructor$(promises);\n this._promise._captureStackTrace();\n var domain = getDomain();\n this._callback = domain === null ? fn : util.domainBind(domain, fn);\n this._preservedValues = _filter === INTERNAL\n ? new Array(this.length())\n : null;\n this._limit = limit;\n this._inFlight = 0;\n this._queue = [];\n async.invoke(this._asyncInit, this, undefined);\n}\nutil.inherits(MappingPromiseArray, PromiseArray);\n\nMappingPromiseArray.prototype._asyncInit = function() {\n this._init$(undefined, -2);\n};\n\nMappingPromiseArray.prototype._init = function () {};\n\nMappingPromiseArray.prototype._promiseFulfilled = function (value, index) {\n var values = this._values;\n var length = this.length();\n var preservedValues = this._preservedValues;\n var limit = this._limit;\n\n if (index < 0) {\n index = (index * -1) - 1;\n values[index] = value;\n if (limit >= 1) {\n this._inFlight--;\n this._drainQueue();\n if (this._isResolved()) return true;\n }\n } else {\n if (limit >= 1 && this._inFlight >= limit) {\n values[index] = value;\n this._queue.push(index);\n return false;\n }\n if (preservedValues !== null) preservedValues[index] = value;\n\n var promise = this._promise;\n var callback = this._callback;\n var receiver = promise._boundValue();\n promise._pushContext();\n var ret = tryCatch(callback).call(receiver, value, index, length);\n var promiseCreated = promise._popContext();\n debug.checkForgottenReturns(\n ret,\n promiseCreated,\n preservedValues !== null ? \"Promise.filter\" : \"Promise.map\",\n promise\n );\n if (ret === errorObj) {\n this._reject(ret.e);\n return true;\n }\n\n var maybePromise = tryConvertToPromise(ret, this._promise);\n if (maybePromise instanceof Promise) {\n maybePromise = maybePromise._target();\n var bitField = maybePromise._bitField;\n ;\n if (((bitField & 50397184) === 0)) {\n if (limit >= 1) this._inFlight++;\n values[index] = maybePromise;\n maybePromise._proxy(this, (index + 1) * -1);\n return false;\n } else if (((bitField & 33554432) !== 0)) {\n ret = maybePromise._value();\n } else if (((bitField & 16777216) !== 0)) {\n this._reject(maybePromise._reason());\n return true;\n } else {\n this._cancel();\n return true;\n }\n }\n values[index] = ret;\n }\n var totalResolved = ++this._totalResolved;\n if (totalResolved >= length) {\n if (preservedValues !== null) {\n this._filter(values, preservedValues);\n } else {\n this._resolve(values);\n }\n return true;\n }\n return false;\n};\n\nMappingPromiseArray.prototype._drainQueue = function () {\n var queue = this._queue;\n var limit = this._limit;\n var values = this._values;\n while (queue.length > 0 && this._inFlight < limit) {\n if (this._isResolved()) return;\n var index = queue.pop();\n this._promiseFulfilled(values[index], index);\n }\n};\n\nMappingPromiseArray.prototype._filter = function (booleans, values) {\n var len = values.length;\n var ret = new Array(len);\n var j = 0;\n for (var i = 0; i < len; ++i) {\n if (booleans[i]) ret[j++] = values[i];\n }\n ret.length = j;\n this._resolve(ret);\n};\n\nMappingPromiseArray.prototype.preservedValues = function () {\n return this._preservedValues;\n};\n\nfunction map(promises, fn, options, _filter) {\n if (typeof fn !== \"function\") {\n return apiRejection(\"expecting a function but got \" + util.classString(fn));\n }\n\n var limit = 0;\n if (options !== undefined) {\n if (typeof options === \"object\" && options !== null) {\n if (typeof options.concurrency !== \"number\") {\n return Promise.reject(\n new TypeError(\"'concurrency' must be a number but it is \" +\n util.classString(options.concurrency)));\n }\n limit = options.concurrency;\n } else {\n return Promise.reject(new TypeError(\n \"options argument must be an object but it is \" +\n util.classString(options)));\n }\n }\n limit = typeof limit === \"number\" &&\n isFinite(limit) && limit >= 1 ? limit : 0;\n return new MappingPromiseArray(promises, fn, limit, _filter).promise();\n}\n\nPromise.prototype.map = function (fn, options) {\n return map(this, fn, options, null);\n};\n\nPromise.map = function (promises, fn, options, _filter) {\n return map(promises, fn, options, _filter);\n};\n\n\n};\n\n},{\"./util\":36}],19:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports =\nfunction(Promise, INTERNAL, tryConvertToPromise, apiRejection, debug) {\nvar util = _dereq_(\"./util\");\nvar tryCatch = util.tryCatch;\n\nPromise.method = function (fn) {\n if (typeof fn !== \"function\") {\n throw new Promise.TypeError(\"expecting a function but got \" + util.classString(fn));\n }\n return function () {\n var ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n ret._pushContext();\n var value = tryCatch(fn).apply(this, arguments);\n var promiseCreated = ret._popContext();\n debug.checkForgottenReturns(\n value, promiseCreated, \"Promise.method\", ret);\n ret._resolveFromSyncValue(value);\n return ret;\n };\n};\n\nPromise.attempt = Promise[\"try\"] = function (fn) {\n if (typeof fn !== \"function\") {\n return apiRejection(\"expecting a function but got \" + util.classString(fn));\n }\n var ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n ret._pushContext();\n var value;\n if (arguments.length > 1) {\n debug.deprecated(\"calling Promise.try with more than 1 argument\");\n var arg = arguments[1];\n var ctx = arguments[2];\n value = util.isArray(arg) ? tryCatch(fn).apply(ctx, arg)\n : tryCatch(fn).call(ctx, arg);\n } else {\n value = tryCatch(fn)();\n }\n var promiseCreated = ret._popContext();\n debug.checkForgottenReturns(\n value, promiseCreated, \"Promise.try\", ret);\n ret._resolveFromSyncValue(value);\n return ret;\n};\n\nPromise.prototype._resolveFromSyncValue = function (value) {\n if (value === util.errorObj) {\n this._rejectCallback(value.e, false);\n } else {\n this._resolveCallback(value, true);\n }\n};\n};\n\n},{\"./util\":36}],20:[function(_dereq_,module,exports){\n\"use strict\";\nvar util = _dereq_(\"./util\");\nvar maybeWrapAsError = util.maybeWrapAsError;\nvar errors = _dereq_(\"./errors\");\nvar OperationalError = errors.OperationalError;\nvar es5 = _dereq_(\"./es5\");\n\nfunction isUntypedError(obj) {\n return obj instanceof Error &&\n es5.getPrototypeOf(obj) === Error.prototype;\n}\n\nvar rErrorKey = /^(?:name|message|stack|cause)$/;\nfunction wrapAsOperationalError(obj) {\n var ret;\n if (isUntypedError(obj)) {\n ret = new OperationalError(obj);\n ret.name = obj.name;\n ret.message = obj.message;\n ret.stack = obj.stack;\n var keys = es5.keys(obj);\n for (var i = 0; i < keys.length; ++i) {\n var key = keys[i];\n if (!rErrorKey.test(key)) {\n ret[key] = obj[key];\n }\n }\n return ret;\n }\n util.markAsOriginatingFromRejection(obj);\n return obj;\n}\n\nfunction nodebackForPromise(promise, multiArgs) {\n return function(err, value) {\n if (promise === null) return;\n if (err) {\n var wrapped = wrapAsOperationalError(maybeWrapAsError(err));\n promise._attachExtraTrace(wrapped);\n promise._reject(wrapped);\n } else if (!multiArgs) {\n promise._fulfill(value);\n } else {\n var args = [].slice.call(arguments, 1);;\n promise._fulfill(args);\n }\n promise = null;\n };\n}\n\nmodule.exports = nodebackForPromise;\n\n},{\"./errors\":12,\"./es5\":13,\"./util\":36}],21:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise) {\nvar util = _dereq_(\"./util\");\nvar async = Promise._async;\nvar tryCatch = util.tryCatch;\nvar errorObj = util.errorObj;\n\nfunction spreadAdapter(val, nodeback) {\n var promise = this;\n if (!util.isArray(val)) return successAdapter.call(promise, val, nodeback);\n var ret =\n tryCatch(nodeback).apply(promise._boundValue(), [null].concat(val));\n if (ret === errorObj) {\n async.throwLater(ret.e);\n }\n}\n\nfunction successAdapter(val, nodeback) {\n var promise = this;\n var receiver = promise._boundValue();\n var ret = val === undefined\n ? tryCatch(nodeback).call(receiver, null)\n : tryCatch(nodeback).call(receiver, null, val);\n if (ret === errorObj) {\n async.throwLater(ret.e);\n }\n}\nfunction errorAdapter(reason, nodeback) {\n var promise = this;\n if (!reason) {\n var newReason = new Error(reason + \"\");\n newReason.cause = reason;\n reason = newReason;\n }\n var ret = tryCatch(nodeback).call(promise._boundValue(), reason);\n if (ret === errorObj) {\n async.throwLater(ret.e);\n }\n}\n\nPromise.prototype.asCallback = Promise.prototype.nodeify = function (nodeback,\n options) {\n if (typeof nodeback == \"function\") {\n var adapter = successAdapter;\n if (options !== undefined && Object(options).spread) {\n adapter = spreadAdapter;\n }\n this._then(\n adapter,\n errorAdapter,\n undefined,\n this,\n nodeback\n );\n }\n return this;\n};\n};\n\n},{\"./util\":36}],22:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function() {\nvar makeSelfResolutionError = function () {\n return new TypeError(\"circular promise resolution chain\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n};\nvar reflectHandler = function() {\n return new Promise.PromiseInspection(this._target());\n};\nvar apiRejection = function(msg) {\n return Promise.reject(new TypeError(msg));\n};\nfunction Proxyable() {}\nvar UNDEFINED_BINDING = {};\nvar util = _dereq_(\"./util\");\n\nvar getDomain;\nif (util.isNode) {\n getDomain = function() {\n var ret = process.domain;\n if (ret === undefined) ret = null;\n return ret;\n };\n} else {\n getDomain = function() {\n return null;\n };\n}\nutil.notEnumerableProp(Promise, \"_getDomain\", getDomain);\n\nvar es5 = _dereq_(\"./es5\");\nvar Async = _dereq_(\"./async\");\nvar async = new Async();\nes5.defineProperty(Promise, \"_async\", {value: async});\nvar errors = _dereq_(\"./errors\");\nvar TypeError = Promise.TypeError = errors.TypeError;\nPromise.RangeError = errors.RangeError;\nvar CancellationError = Promise.CancellationError = errors.CancellationError;\nPromise.TimeoutError = errors.TimeoutError;\nPromise.OperationalError = errors.OperationalError;\nPromise.RejectionError = errors.OperationalError;\nPromise.AggregateError = errors.AggregateError;\nvar INTERNAL = function(){};\nvar APPLY = {};\nvar NEXT_FILTER = {};\nvar tryConvertToPromise = _dereq_(\"./thenables\")(Promise, INTERNAL);\nvar PromiseArray =\n _dereq_(\"./promise_array\")(Promise, INTERNAL,\n tryConvertToPromise, apiRejection, Proxyable);\nvar Context = _dereq_(\"./context\")(Promise);\n /*jshint unused:false*/\nvar createContext = Context.create;\nvar debug = _dereq_(\"./debuggability\")(Promise, Context);\nvar CapturedTrace = debug.CapturedTrace;\nvar PassThroughHandlerContext =\n _dereq_(\"./finally\")(Promise, tryConvertToPromise, NEXT_FILTER);\nvar catchFilter = _dereq_(\"./catch_filter\")(NEXT_FILTER);\nvar nodebackForPromise = _dereq_(\"./nodeback\");\nvar errorObj = util.errorObj;\nvar tryCatch = util.tryCatch;\nfunction check(self, executor) {\n if (self == null || self.constructor !== Promise) {\n throw new TypeError(\"the promise constructor cannot be invoked directly\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n if (typeof executor !== \"function\") {\n throw new TypeError(\"expecting a function but got \" + util.classString(executor));\n }\n\n}\n\nfunction Promise(executor) {\n if (executor !== INTERNAL) {\n check(this, executor);\n }\n this._bitField = 0;\n this._fulfillmentHandler0 = undefined;\n this._rejectionHandler0 = undefined;\n this._promise0 = undefined;\n this._receiver0 = undefined;\n this._resolveFromExecutor(executor);\n this._promiseCreated();\n this._fireEvent(\"promiseCreated\", this);\n}\n\nPromise.prototype.toString = function () {\n return \"[object Promise]\";\n};\n\nPromise.prototype.caught = Promise.prototype[\"catch\"] = function (fn) {\n var len = arguments.length;\n if (len > 1) {\n var catchInstances = new Array(len - 1),\n j = 0, i;\n for (i = 0; i < len - 1; ++i) {\n var item = arguments[i];\n if (util.isObject(item)) {\n catchInstances[j++] = item;\n } else {\n return apiRejection(\"Catch statement predicate: \" +\n \"expecting an object but got \" + util.classString(item));\n }\n }\n catchInstances.length = j;\n fn = arguments[i];\n return this.then(undefined, catchFilter(catchInstances, fn, this));\n }\n return this.then(undefined, fn);\n};\n\nPromise.prototype.reflect = function () {\n return this._then(reflectHandler,\n reflectHandler, undefined, this, undefined);\n};\n\nPromise.prototype.then = function (didFulfill, didReject) {\n if (debug.warnings() && arguments.length > 0 &&\n typeof didFulfill !== \"function\" &&\n typeof didReject !== \"function\") {\n var msg = \".then() only accepts functions but was passed: \" +\n util.classString(didFulfill);\n if (arguments.length > 1) {\n msg += \", \" + util.classString(didReject);\n }\n this._warn(msg);\n }\n return this._then(didFulfill, didReject, undefined, undefined, undefined);\n};\n\nPromise.prototype.done = function (didFulfill, didReject) {\n var promise =\n this._then(didFulfill, didReject, undefined, undefined, undefined);\n promise._setIsFinal();\n};\n\nPromise.prototype.spread = function (fn) {\n if (typeof fn !== \"function\") {\n return apiRejection(\"expecting a function but got \" + util.classString(fn));\n }\n return this.all()._then(fn, undefined, undefined, APPLY, undefined);\n};\n\nPromise.prototype.toJSON = function () {\n var ret = {\n isFulfilled: false,\n isRejected: false,\n fulfillmentValue: undefined,\n rejectionReason: undefined\n };\n if (this.isFulfilled()) {\n ret.fulfillmentValue = this.value();\n ret.isFulfilled = true;\n } else if (this.isRejected()) {\n ret.rejectionReason = this.reason();\n ret.isRejected = true;\n }\n return ret;\n};\n\nPromise.prototype.all = function () {\n if (arguments.length > 0) {\n this._warn(\".all() was passed arguments but it does not take any\");\n }\n return new PromiseArray(this).promise();\n};\n\nPromise.prototype.error = function (fn) {\n return this.caught(util.originatesFromRejection, fn);\n};\n\nPromise.getNewLibraryCopy = module.exports;\n\nPromise.is = function (val) {\n return val instanceof Promise;\n};\n\nPromise.fromNode = Promise.fromCallback = function(fn) {\n var ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n var multiArgs = arguments.length > 1 ? !!Object(arguments[1]).multiArgs\n : false;\n var result = tryCatch(fn)(nodebackForPromise(ret, multiArgs));\n if (result === errorObj) {\n ret._rejectCallback(result.e, true);\n }\n if (!ret._isFateSealed()) ret._setAsyncGuaranteed();\n return ret;\n};\n\nPromise.all = function (promises) {\n return new PromiseArray(promises).promise();\n};\n\nPromise.cast = function (obj) {\n var ret = tryConvertToPromise(obj);\n if (!(ret instanceof Promise)) {\n ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n ret._setFulfilled();\n ret._rejectionHandler0 = obj;\n }\n return ret;\n};\n\nPromise.resolve = Promise.fulfilled = Promise.cast;\n\nPromise.reject = Promise.rejected = function (reason) {\n var ret = new Promise(INTERNAL);\n ret._captureStackTrace();\n ret._rejectCallback(reason, true);\n return ret;\n};\n\nPromise.setScheduler = function(fn) {\n if (typeof fn !== \"function\") {\n throw new TypeError(\"expecting a function but got \" + util.classString(fn));\n }\n return async.setScheduler(fn);\n};\n\nPromise.prototype._then = function (\n didFulfill,\n didReject,\n _, receiver,\n internalData\n) {\n var haveInternalData = internalData !== undefined;\n var promise = haveInternalData ? internalData : new Promise(INTERNAL);\n var target = this._target();\n var bitField = target._bitField;\n\n if (!haveInternalData) {\n promise._propagateFrom(this, 3);\n promise._captureStackTrace();\n if (receiver === undefined &&\n ((this._bitField & 2097152) !== 0)) {\n if (!((bitField & 50397184) === 0)) {\n receiver = this._boundValue();\n } else {\n receiver = target === this ? undefined : this._boundTo;\n }\n }\n this._fireEvent(\"promiseChained\", this, promise);\n }\n\n var domain = getDomain();\n if (!((bitField & 50397184) === 0)) {\n var handler, value, settler = target._settlePromiseCtx;\n if (((bitField & 33554432) !== 0)) {\n value = target._rejectionHandler0;\n handler = didFulfill;\n } else if (((bitField & 16777216) !== 0)) {\n value = target._fulfillmentHandler0;\n handler = didReject;\n target._unsetRejectionIsUnhandled();\n } else {\n settler = target._settlePromiseLateCancellationObserver;\n value = new CancellationError(\"late cancellation observer\");\n target._attachExtraTrace(value);\n handler = didReject;\n }\n\n async.invoke(settler, target, {\n handler: domain === null ? handler\n : (typeof handler === \"function\" &&\n util.domainBind(domain, handler)),\n promise: promise,\n receiver: receiver,\n value: value\n });\n } else {\n target._addCallbacks(didFulfill, didReject, promise, receiver, domain);\n }\n\n return promise;\n};\n\nPromise.prototype._length = function () {\n return this._bitField & 65535;\n};\n\nPromise.prototype._isFateSealed = function () {\n return (this._bitField & 117506048) !== 0;\n};\n\nPromise.prototype._isFollowing = function () {\n return (this._bitField & 67108864) === 67108864;\n};\n\nPromise.prototype._setLength = function (len) {\n this._bitField = (this._bitField & -65536) |\n (len & 65535);\n};\n\nPromise.prototype._setFulfilled = function () {\n this._bitField = this._bitField | 33554432;\n this._fireEvent(\"promiseFulfilled\", this);\n};\n\nPromise.prototype._setRejected = function () {\n this._bitField = this._bitField | 16777216;\n this._fireEvent(\"promiseRejected\", this);\n};\n\nPromise.prototype._setFollowing = function () {\n this._bitField = this._bitField | 67108864;\n this._fireEvent(\"promiseResolved\", this);\n};\n\nPromise.prototype._setIsFinal = function () {\n this._bitField = this._bitField | 4194304;\n};\n\nPromise.prototype._isFinal = function () {\n return (this._bitField & 4194304) > 0;\n};\n\nPromise.prototype._unsetCancelled = function() {\n this._bitField = this._bitField & (~65536);\n};\n\nPromise.prototype._setCancelled = function() {\n this._bitField = this._bitField | 65536;\n this._fireEvent(\"promiseCancelled\", this);\n};\n\nPromise.prototype._setWillBeCancelled = function() {\n this._bitField = this._bitField | 8388608;\n};\n\nPromise.prototype._setAsyncGuaranteed = function() {\n if (async.hasCustomScheduler()) return;\n this._bitField = this._bitField | 134217728;\n};\n\nPromise.prototype._receiverAt = function (index) {\n var ret = index === 0 ? this._receiver0 : this[\n index * 4 - 4 + 3];\n if (ret === UNDEFINED_BINDING) {\n return undefined;\n } else if (ret === undefined && this._isBound()) {\n return this._boundValue();\n }\n return ret;\n};\n\nPromise.prototype._promiseAt = function (index) {\n return this[\n index * 4 - 4 + 2];\n};\n\nPromise.prototype._fulfillmentHandlerAt = function (index) {\n return this[\n index * 4 - 4 + 0];\n};\n\nPromise.prototype._rejectionHandlerAt = function (index) {\n return this[\n index * 4 - 4 + 1];\n};\n\nPromise.prototype._boundValue = function() {};\n\nPromise.prototype._migrateCallback0 = function (follower) {\n var bitField = follower._bitField;\n var fulfill = follower._fulfillmentHandler0;\n var reject = follower._rejectionHandler0;\n var promise = follower._promise0;\n var receiver = follower._receiverAt(0);\n if (receiver === undefined) receiver = UNDEFINED_BINDING;\n this._addCallbacks(fulfill, reject, promise, receiver, null);\n};\n\nPromise.prototype._migrateCallbackAt = function (follower, index) {\n var fulfill = follower._fulfillmentHandlerAt(index);\n var reject = follower._rejectionHandlerAt(index);\n var promise = follower._promiseAt(index);\n var receiver = follower._receiverAt(index);\n if (receiver === undefined) receiver = UNDEFINED_BINDING;\n this._addCallbacks(fulfill, reject, promise, receiver, null);\n};\n\nPromise.prototype._addCallbacks = function (\n fulfill,\n reject,\n promise,\n receiver,\n domain\n) {\n var index = this._length();\n\n if (index >= 65535 - 4) {\n index = 0;\n this._setLength(0);\n }\n\n if (index === 0) {\n this._promise0 = promise;\n this._receiver0 = receiver;\n if (typeof fulfill === \"function\") {\n this._fulfillmentHandler0 =\n domain === null ? fulfill : util.domainBind(domain, fulfill);\n }\n if (typeof reject === \"function\") {\n this._rejectionHandler0 =\n domain === null ? reject : util.domainBind(domain, reject);\n }\n } else {\n var base = index * 4 - 4;\n this[base + 2] = promise;\n this[base + 3] = receiver;\n if (typeof fulfill === \"function\") {\n this[base + 0] =\n domain === null ? fulfill : util.domainBind(domain, fulfill);\n }\n if (typeof reject === \"function\") {\n this[base + 1] =\n domain === null ? reject : util.domainBind(domain, reject);\n }\n }\n this._setLength(index + 1);\n return index;\n};\n\nPromise.prototype._proxy = function (proxyable, arg) {\n this._addCallbacks(undefined, undefined, arg, proxyable, null);\n};\n\nPromise.prototype._resolveCallback = function(value, shouldBind) {\n if (((this._bitField & 117506048) !== 0)) return;\n if (value === this)\n return this._rejectCallback(makeSelfResolutionError(), false);\n var maybePromise = tryConvertToPromise(value, this);\n if (!(maybePromise instanceof Promise)) return this._fulfill(value);\n\n if (shouldBind) this._propagateFrom(maybePromise, 2);\n\n var promise = maybePromise._target();\n\n if (promise === this) {\n this._reject(makeSelfResolutionError());\n return;\n }\n\n var bitField = promise._bitField;\n if (((bitField & 50397184) === 0)) {\n var len = this._length();\n if (len > 0) promise._migrateCallback0(this);\n for (var i = 1; i < len; ++i) {\n promise._migrateCallbackAt(this, i);\n }\n this._setFollowing();\n this._setLength(0);\n this._setFollowee(promise);\n } else if (((bitField & 33554432) !== 0)) {\n this._fulfill(promise._value());\n } else if (((bitField & 16777216) !== 0)) {\n this._reject(promise._reason());\n } else {\n var reason = new CancellationError(\"late cancellation observer\");\n promise._attachExtraTrace(reason);\n this._reject(reason);\n }\n};\n\nPromise.prototype._rejectCallback =\nfunction(reason, synchronous, ignoreNonErrorWarnings) {\n var trace = util.ensureErrorObject(reason);\n var hasStack = trace === reason;\n if (!hasStack && !ignoreNonErrorWarnings && debug.warnings()) {\n var message = \"a promise was rejected with a non-error: \" +\n util.classString(reason);\n this._warn(message, true);\n }\n this._attachExtraTrace(trace, synchronous ? hasStack : false);\n this._reject(reason);\n};\n\nPromise.prototype._resolveFromExecutor = function (executor) {\n if (executor === INTERNAL) return;\n var promise = this;\n this._captureStackTrace();\n this._pushContext();\n var synchronous = true;\n var r = this._execute(executor, function(value) {\n promise._resolveCallback(value);\n }, function (reason) {\n promise._rejectCallback(reason, synchronous);\n });\n synchronous = false;\n this._popContext();\n\n if (r !== undefined) {\n promise._rejectCallback(r, true);\n }\n};\n\nPromise.prototype._settlePromiseFromHandler = function (\n handler, receiver, value, promise\n) {\n var bitField = promise._bitField;\n if (((bitField & 65536) !== 0)) return;\n promise._pushContext();\n var x;\n if (receiver === APPLY) {\n if (!value || typeof value.length !== \"number\") {\n x = errorObj;\n x.e = new TypeError(\"cannot .spread() a non-array: \" +\n util.classString(value));\n } else {\n x = tryCatch(handler).apply(this._boundValue(), value);\n }\n } else {\n x = tryCatch(handler).call(receiver, value);\n }\n var promiseCreated = promise._popContext();\n bitField = promise._bitField;\n if (((bitField & 65536) !== 0)) return;\n\n if (x === NEXT_FILTER) {\n promise._reject(value);\n } else if (x === errorObj) {\n promise._rejectCallback(x.e, false);\n } else {\n debug.checkForgottenReturns(x, promiseCreated, \"\", promise, this);\n promise._resolveCallback(x);\n }\n};\n\nPromise.prototype._target = function() {\n var ret = this;\n while (ret._isFollowing()) ret = ret._followee();\n return ret;\n};\n\nPromise.prototype._followee = function() {\n return this._rejectionHandler0;\n};\n\nPromise.prototype._setFollowee = function(promise) {\n this._rejectionHandler0 = promise;\n};\n\nPromise.prototype._settlePromise = function(promise, handler, receiver, value) {\n var isPromise = promise instanceof Promise;\n var bitField = this._bitField;\n var asyncGuaranteed = ((bitField & 134217728) !== 0);\n if (((bitField & 65536) !== 0)) {\n if (isPromise) promise._invokeInternalOnCancel();\n\n if (receiver instanceof PassThroughHandlerContext &&\n receiver.isFinallyHandler()) {\n receiver.cancelPromise = promise;\n if (tryCatch(handler).call(receiver, value) === errorObj) {\n promise._reject(errorObj.e);\n }\n } else if (handler === reflectHandler) {\n promise._fulfill(reflectHandler.call(receiver));\n } else if (receiver instanceof Proxyable) {\n receiver._promiseCancelled(promise);\n } else if (isPromise || promise instanceof PromiseArray) {\n promise._cancel();\n } else {\n receiver.cancel();\n }\n } else if (typeof handler === \"function\") {\n if (!isPromise) {\n handler.call(receiver, value, promise);\n } else {\n if (asyncGuaranteed) promise._setAsyncGuaranteed();\n this._settlePromiseFromHandler(handler, receiver, value, promise);\n }\n } else if (receiver instanceof Proxyable) {\n if (!receiver._isResolved()) {\n if (((bitField & 33554432) !== 0)) {\n receiver._promiseFulfilled(value, promise);\n } else {\n receiver._promiseRejected(value, promise);\n }\n }\n } else if (isPromise) {\n if (asyncGuaranteed) promise._setAsyncGuaranteed();\n if (((bitField & 33554432) !== 0)) {\n promise._fulfill(value);\n } else {\n promise._reject(value);\n }\n }\n};\n\nPromise.prototype._settlePromiseLateCancellationObserver = function(ctx) {\n var handler = ctx.handler;\n var promise = ctx.promise;\n var receiver = ctx.receiver;\n var value = ctx.value;\n if (typeof handler === \"function\") {\n if (!(promise instanceof Promise)) {\n handler.call(receiver, value, promise);\n } else {\n this._settlePromiseFromHandler(handler, receiver, value, promise);\n }\n } else if (promise instanceof Promise) {\n promise._reject(value);\n }\n};\n\nPromise.prototype._settlePromiseCtx = function(ctx) {\n this._settlePromise(ctx.promise, ctx.handler, ctx.receiver, ctx.value);\n};\n\nPromise.prototype._settlePromise0 = function(handler, value, bitField) {\n var promise = this._promise0;\n var receiver = this._receiverAt(0);\n this._promise0 = undefined;\n this._receiver0 = undefined;\n this._settlePromise(promise, handler, receiver, value);\n};\n\nPromise.prototype._clearCallbackDataAtIndex = function(index) {\n var base = index * 4 - 4;\n this[base + 2] =\n this[base + 3] =\n this[base + 0] =\n this[base + 1] = undefined;\n};\n\nPromise.prototype._fulfill = function (value) {\n var bitField = this._bitField;\n if (((bitField & 117506048) >>> 16)) return;\n if (value === this) {\n var err = makeSelfResolutionError();\n this._attachExtraTrace(err);\n return this._reject(err);\n }\n this._setFulfilled();\n this._rejectionHandler0 = value;\n\n if ((bitField & 65535) > 0) {\n if (((bitField & 134217728) !== 0)) {\n this._settlePromises();\n } else {\n async.settlePromises(this);\n }\n }\n};\n\nPromise.prototype._reject = function (reason) {\n var bitField = this._bitField;\n if (((bitField & 117506048) >>> 16)) return;\n this._setRejected();\n this._fulfillmentHandler0 = reason;\n\n if (this._isFinal()) {\n return async.fatalError(reason, util.isNode);\n }\n\n if ((bitField & 65535) > 0) {\n async.settlePromises(this);\n } else {\n this._ensurePossibleRejectionHandled();\n }\n};\n\nPromise.prototype._fulfillPromises = function (len, value) {\n for (var i = 1; i < len; i++) {\n var handler = this._fulfillmentHandlerAt(i);\n var promise = this._promiseAt(i);\n var receiver = this._receiverAt(i);\n this._clearCallbackDataAtIndex(i);\n this._settlePromise(promise, handler, receiver, value);\n }\n};\n\nPromise.prototype._rejectPromises = function (len, reason) {\n for (var i = 1; i < len; i++) {\n var handler = this._rejectionHandlerAt(i);\n var promise = this._promiseAt(i);\n var receiver = this._receiverAt(i);\n this._clearCallbackDataAtIndex(i);\n this._settlePromise(promise, handler, receiver, reason);\n }\n};\n\nPromise.prototype._settlePromises = function () {\n var bitField = this._bitField;\n var len = (bitField & 65535);\n\n if (len > 0) {\n if (((bitField & 16842752) !== 0)) {\n var reason = this._fulfillmentHandler0;\n this._settlePromise0(this._rejectionHandler0, reason, bitField);\n this._rejectPromises(len, reason);\n } else {\n var value = this._rejectionHandler0;\n this._settlePromise0(this._fulfillmentHandler0, value, bitField);\n this._fulfillPromises(len, value);\n }\n this._setLength(0);\n }\n this._clearCancellationData();\n};\n\nPromise.prototype._settledValue = function() {\n var bitField = this._bitField;\n if (((bitField & 33554432) !== 0)) {\n return this._rejectionHandler0;\n } else if (((bitField & 16777216) !== 0)) {\n return this._fulfillmentHandler0;\n }\n};\n\nfunction deferResolve(v) {this.promise._resolveCallback(v);}\nfunction deferReject(v) {this.promise._rejectCallback(v, false);}\n\nPromise.defer = Promise.pending = function() {\n debug.deprecated(\"Promise.defer\", \"new Promise\");\n var promise = new Promise(INTERNAL);\n return {\n promise: promise,\n resolve: deferResolve,\n reject: deferReject\n };\n};\n\nutil.notEnumerableProp(Promise,\n \"_makeSelfResolutionError\",\n makeSelfResolutionError);\n\n_dereq_(\"./method\")(Promise, INTERNAL, tryConvertToPromise, apiRejection,\n debug);\n_dereq_(\"./bind\")(Promise, INTERNAL, tryConvertToPromise, debug);\n_dereq_(\"./cancel\")(Promise, PromiseArray, apiRejection, debug);\n_dereq_(\"./direct_resolve\")(Promise);\n_dereq_(\"./synchronous_inspection\")(Promise);\n_dereq_(\"./join\")(\n Promise, PromiseArray, tryConvertToPromise, INTERNAL, async, getDomain);\nPromise.Promise = Promise;\nPromise.version = \"3.5.1\";\n_dereq_('./map.js')(Promise, PromiseArray, apiRejection, tryConvertToPromise, INTERNAL, debug);\n_dereq_('./call_get.js')(Promise);\n_dereq_('./using.js')(Promise, apiRejection, tryConvertToPromise, createContext, INTERNAL, debug);\n_dereq_('./timers.js')(Promise, INTERNAL, debug);\n_dereq_('./generators.js')(Promise, apiRejection, INTERNAL, tryConvertToPromise, Proxyable, debug);\n_dereq_('./nodeify.js')(Promise);\n_dereq_('./promisify.js')(Promise, INTERNAL);\n_dereq_('./props.js')(Promise, PromiseArray, tryConvertToPromise, apiRejection);\n_dereq_('./race.js')(Promise, INTERNAL, tryConvertToPromise, apiRejection);\n_dereq_('./reduce.js')(Promise, PromiseArray, apiRejection, tryConvertToPromise, INTERNAL, debug);\n_dereq_('./settle.js')(Promise, PromiseArray, debug);\n_dereq_('./some.js')(Promise, PromiseArray, apiRejection);\n_dereq_('./filter.js')(Promise, INTERNAL);\n_dereq_('./each.js')(Promise, INTERNAL);\n_dereq_('./any.js')(Promise);\n \n util.toFastProperties(Promise); \n util.toFastProperties(Promise.prototype); \n function fillTypes(value) { \n var p = new Promise(INTERNAL); \n p._fulfillmentHandler0 = value; \n p._rejectionHandler0 = value; \n p._promise0 = value; \n p._receiver0 = value; \n } \n // Complete slack tracking, opt out of field-type tracking and \n // stabilize map \n fillTypes({a: 1}); \n fillTypes({b: 2}); \n fillTypes({c: 3}); \n fillTypes(1); \n fillTypes(function(){}); \n fillTypes(undefined); \n fillTypes(false); \n fillTypes(new Promise(INTERNAL)); \n debug.setBounds(Async.firstLineError, util.lastLineError); \n return Promise; \n\n};\n\n},{\"./any.js\":1,\"./async\":2,\"./bind\":3,\"./call_get.js\":5,\"./cancel\":6,\"./catch_filter\":7,\"./context\":8,\"./debuggability\":9,\"./direct_resolve\":10,\"./each.js\":11,\"./errors\":12,\"./es5\":13,\"./filter.js\":14,\"./finally\":15,\"./generators.js\":16,\"./join\":17,\"./map.js\":18,\"./method\":19,\"./nodeback\":20,\"./nodeify.js\":21,\"./promise_array\":23,\"./promisify.js\":24,\"./props.js\":25,\"./race.js\":27,\"./reduce.js\":28,\"./settle.js\":30,\"./some.js\":31,\"./synchronous_inspection\":32,\"./thenables\":33,\"./timers.js\":34,\"./using.js\":35,\"./util\":36}],23:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL, tryConvertToPromise,\n apiRejection, Proxyable) {\nvar util = _dereq_(\"./util\");\nvar isArray = util.isArray;\n\nfunction toResolutionValue(val) {\n switch(val) {\n case -2: return [];\n case -3: return {};\n case -6: return new Map();\n }\n}\n\nfunction PromiseArray(values) {\n var promise = this._promise = new Promise(INTERNAL);\n if (values instanceof Promise) {\n promise._propagateFrom(values, 3);\n }\n promise._setOnCancel(this);\n this._values = values;\n this._length = 0;\n this._totalResolved = 0;\n this._init(undefined, -2);\n}\nutil.inherits(PromiseArray, Proxyable);\n\nPromiseArray.prototype.length = function () {\n return this._length;\n};\n\nPromiseArray.prototype.promise = function () {\n return this._promise;\n};\n\nPromiseArray.prototype._init = function init(_, resolveValueIfEmpty) {\n var values = tryConvertToPromise(this._values, this._promise);\n if (values instanceof Promise) {\n values = values._target();\n var bitField = values._bitField;\n ;\n this._values = values;\n\n if (((bitField & 50397184) === 0)) {\n this._promise._setAsyncGuaranteed();\n return values._then(\n init,\n this._reject,\n undefined,\n this,\n resolveValueIfEmpty\n );\n } else if (((bitField & 33554432) !== 0)) {\n values = values._value();\n } else if (((bitField & 16777216) !== 0)) {\n return this._reject(values._reason());\n } else {\n return this._cancel();\n }\n }\n values = util.asArray(values);\n if (values === null) {\n var err = apiRejection(\n \"expecting an array or an iterable object but got \" + util.classString(values)).reason();\n this._promise._rejectCallback(err, false);\n return;\n }\n\n if (values.length === 0) {\n if (resolveValueIfEmpty === -5) {\n this._resolveEmptyArray();\n }\n else {\n this._resolve(toResolutionValue(resolveValueIfEmpty));\n }\n return;\n }\n this._iterate(values);\n};\n\nPromiseArray.prototype._iterate = function(values) {\n var len = this.getActualLength(values.length);\n this._length = len;\n this._values = this.shouldCopyValues() ? new Array(len) : this._values;\n var result = this._promise;\n var isResolved = false;\n var bitField = null;\n for (var i = 0; i < len; ++i) {\n var maybePromise = tryConvertToPromise(values[i], result);\n\n if (maybePromise instanceof Promise) {\n maybePromise = maybePromise._target();\n bitField = maybePromise._bitField;\n } else {\n bitField = null;\n }\n\n if (isResolved) {\n if (bitField !== null) {\n maybePromise.suppressUnhandledRejections();\n }\n } else if (bitField !== null) {\n if (((bitField & 50397184) === 0)) {\n maybePromise._proxy(this, i);\n this._values[i] = maybePromise;\n } else if (((bitField & 33554432) !== 0)) {\n isResolved = this._promiseFulfilled(maybePromise._value(), i);\n } else if (((bitField & 16777216) !== 0)) {\n isResolved = this._promiseRejected(maybePromise._reason(), i);\n } else {\n isResolved = this._promiseCancelled(i);\n }\n } else {\n isResolved = this._promiseFulfilled(maybePromise, i);\n }\n }\n if (!isResolved) result._setAsyncGuaranteed();\n};\n\nPromiseArray.prototype._isResolved = function () {\n return this._values === null;\n};\n\nPromiseArray.prototype._resolve = function (value) {\n this._values = null;\n this._promise._fulfill(value);\n};\n\nPromiseArray.prototype._cancel = function() {\n if (this._isResolved() || !this._promise._isCancellable()) return;\n this._values = null;\n this._promise._cancel();\n};\n\nPromiseArray.prototype._reject = function (reason) {\n this._values = null;\n this._promise._rejectCallback(reason, false);\n};\n\nPromiseArray.prototype._promiseFulfilled = function (value, index) {\n this._values[index] = value;\n var totalResolved = ++this._totalResolved;\n if (totalResolved >= this._length) {\n this._resolve(this._values);\n return true;\n }\n return false;\n};\n\nPromiseArray.prototype._promiseCancelled = function() {\n this._cancel();\n return true;\n};\n\nPromiseArray.prototype._promiseRejected = function (reason) {\n this._totalResolved++;\n this._reject(reason);\n return true;\n};\n\nPromiseArray.prototype._resultCancelled = function() {\n if (this._isResolved()) return;\n var values = this._values;\n this._cancel();\n if (values instanceof Promise) {\n values.cancel();\n } else {\n for (var i = 0; i < values.length; ++i) {\n if (values[i] instanceof Promise) {\n values[i].cancel();\n }\n }\n }\n};\n\nPromiseArray.prototype.shouldCopyValues = function () {\n return true;\n};\n\nPromiseArray.prototype.getActualLength = function (len) {\n return len;\n};\n\nreturn PromiseArray;\n};\n\n},{\"./util\":36}],24:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL) {\nvar THIS = {};\nvar util = _dereq_(\"./util\");\nvar nodebackForPromise = _dereq_(\"./nodeback\");\nvar withAppended = util.withAppended;\nvar maybeWrapAsError = util.maybeWrapAsError;\nvar canEvaluate = util.canEvaluate;\nvar TypeError = _dereq_(\"./errors\").TypeError;\nvar defaultSuffix = \"Async\";\nvar defaultPromisified = {__isPromisified__: true};\nvar noCopyProps = [\n \"arity\", \"length\",\n \"name\",\n \"arguments\",\n \"caller\",\n \"callee\",\n \"prototype\",\n \"__isPromisified__\"\n];\nvar noCopyPropsPattern = new RegExp(\"^(?:\" + noCopyProps.join(\"|\") + \")$\");\n\nvar defaultFilter = function(name) {\n return util.isIdentifier(name) &&\n name.charAt(0) !== \"_\" &&\n name !== \"constructor\";\n};\n\nfunction propsFilter(key) {\n return !noCopyPropsPattern.test(key);\n}\n\nfunction isPromisified(fn) {\n try {\n return fn.__isPromisified__ === true;\n }\n catch (e) {\n return false;\n }\n}\n\nfunction hasPromisified(obj, key, suffix) {\n var val = util.getDataPropertyOrDefault(obj, key + suffix,\n defaultPromisified);\n return val ? isPromisified(val) : false;\n}\nfunction checkValid(ret, suffix, suffixRegexp) {\n for (var i = 0; i < ret.length; i += 2) {\n var key = ret[i];\n if (suffixRegexp.test(key)) {\n var keyWithoutAsyncSuffix = key.replace(suffixRegexp, \"\");\n for (var j = 0; j < ret.length; j += 2) {\n if (ret[j] === keyWithoutAsyncSuffix) {\n throw new TypeError(\"Cannot promisify an API that has normal methods with '%s'-suffix\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\"\n .replace(\"%s\", suffix));\n }\n }\n }\n }\n}\n\nfunction promisifiableMethods(obj, suffix, suffixRegexp, filter) {\n var keys = util.inheritedDataKeys(obj);\n var ret = [];\n for (var i = 0; i < keys.length; ++i) {\n var key = keys[i];\n var value = obj[key];\n var passesDefaultFilter = filter === defaultFilter\n ? true : defaultFilter(key, value, obj);\n if (typeof value === \"function\" &&\n !isPromisified(value) &&\n !hasPromisified(obj, key, suffix) &&\n filter(key, value, obj, passesDefaultFilter)) {\n ret.push(key, value);\n }\n }\n checkValid(ret, suffix, suffixRegexp);\n return ret;\n}\n\nvar escapeIdentRegex = function(str) {\n return str.replace(/([$])/, \"\\\\$\");\n};\n\nvar makeNodePromisifiedEval;\nif (!true) {\nvar switchCaseArgumentOrder = function(likelyArgumentCount) {\n var ret = [likelyArgumentCount];\n var min = Math.max(0, likelyArgumentCount - 1 - 3);\n for(var i = likelyArgumentCount - 1; i >= min; --i) {\n ret.push(i);\n }\n for(var i = likelyArgumentCount + 1; i <= 3; ++i) {\n ret.push(i);\n }\n return ret;\n};\n\nvar argumentSequence = function(argumentCount) {\n return util.filledRange(argumentCount, \"_arg\", \"\");\n};\n\nvar parameterDeclaration = function(parameterCount) {\n return util.filledRange(\n Math.max(parameterCount, 3), \"_arg\", \"\");\n};\n\nvar parameterCount = function(fn) {\n if (typeof fn.length === \"number\") {\n return Math.max(Math.min(fn.length, 1023 + 1), 0);\n }\n return 0;\n};\n\nmakeNodePromisifiedEval =\nfunction(callback, receiver, originalName, fn, _, multiArgs) {\n var newParameterCount = Math.max(0, parameterCount(fn) - 1);\n var argumentOrder = switchCaseArgumentOrder(newParameterCount);\n var shouldProxyThis = typeof callback === \"string\" || receiver === THIS;\n\n function generateCallForArgumentCount(count) {\n var args = argumentSequence(count).join(\", \");\n var comma = count > 0 ? \", \" : \"\";\n var ret;\n if (shouldProxyThis) {\n ret = \"ret = callback.call(this, {{args}}, nodeback); break;\\n\";\n } else {\n ret = receiver === undefined\n ? \"ret = callback({{args}}, nodeback); break;\\n\"\n : \"ret = callback.call(receiver, {{args}}, nodeback); break;\\n\";\n }\n return ret.replace(\"{{args}}\", args).replace(\", \", comma);\n }\n\n function generateArgumentSwitchCase() {\n var ret = \"\";\n for (var i = 0; i < argumentOrder.length; ++i) {\n ret += \"case \" + argumentOrder[i] +\":\" +\n generateCallForArgumentCount(argumentOrder[i]);\n }\n\n ret += \" \\n\\\n default: \\n\\\n var args = new Array(len + 1); \\n\\\n var i = 0; \\n\\\n for (var i = 0; i < len; ++i) { \\n\\\n args[i] = arguments[i]; \\n\\\n } \\n\\\n args[i] = nodeback; \\n\\\n [CodeForCall] \\n\\\n break; \\n\\\n \".replace(\"[CodeForCall]\", (shouldProxyThis\n ? \"ret = callback.apply(this, args);\\n\"\n : \"ret = callback.apply(receiver, args);\\n\"));\n return ret;\n }\n\n var getFunctionCode = typeof callback === \"string\"\n ? (\"this != null ? this['\"+callback+\"'] : fn\")\n : \"fn\";\n var body = \"'use strict'; \\n\\\n var ret = function (Parameters) { \\n\\\n 'use strict'; \\n\\\n var len = arguments.length; \\n\\\n var promise = new Promise(INTERNAL); \\n\\\n promise._captureStackTrace(); \\n\\\n var nodeback = nodebackForPromise(promise, \" + multiArgs + \"); \\n\\\n var ret; \\n\\\n var callback = tryCatch([GetFunctionCode]); \\n\\\n switch(len) { \\n\\\n [CodeForSwitchCase] \\n\\\n } \\n\\\n if (ret === errorObj) { \\n\\\n promise._rejectCallback(maybeWrapAsError(ret.e), true, true);\\n\\\n } \\n\\\n if (!promise._isFateSealed()) promise._setAsyncGuaranteed(); \\n\\\n return promise; \\n\\\n }; \\n\\\n notEnumerableProp(ret, '__isPromisified__', true); \\n\\\n return ret; \\n\\\n \".replace(\"[CodeForSwitchCase]\", generateArgumentSwitchCase())\n .replace(\"[GetFunctionCode]\", getFunctionCode);\n body = body.replace(\"Parameters\", parameterDeclaration(newParameterCount));\n return new Function(\"Promise\",\n \"fn\",\n \"receiver\",\n \"withAppended\",\n \"maybeWrapAsError\",\n \"nodebackForPromise\",\n \"tryCatch\",\n \"errorObj\",\n \"notEnumerableProp\",\n \"INTERNAL\",\n body)(\n Promise,\n fn,\n receiver,\n withAppended,\n maybeWrapAsError,\n nodebackForPromise,\n util.tryCatch,\n util.errorObj,\n util.notEnumerableProp,\n INTERNAL);\n};\n}\n\nfunction makeNodePromisifiedClosure(callback, receiver, _, fn, __, multiArgs) {\n var defaultThis = (function() {return this;})();\n var method = callback;\n if (typeof method === \"string\") {\n callback = fn;\n }\n function promisified() {\n var _receiver = receiver;\n if (receiver === THIS) _receiver = this;\n var promise = new Promise(INTERNAL);\n promise._captureStackTrace();\n var cb = typeof method === \"string\" && this !== defaultThis\n ? this[method] : callback;\n var fn = nodebackForPromise(promise, multiArgs);\n try {\n cb.apply(_receiver, withAppended(arguments, fn));\n } catch(e) {\n promise._rejectCallback(maybeWrapAsError(e), true, true);\n }\n if (!promise._isFateSealed()) promise._setAsyncGuaranteed();\n return promise;\n }\n util.notEnumerableProp(promisified, \"__isPromisified__\", true);\n return promisified;\n}\n\nvar makeNodePromisified = canEvaluate\n ? makeNodePromisifiedEval\n : makeNodePromisifiedClosure;\n\nfunction promisifyAll(obj, suffix, filter, promisifier, multiArgs) {\n var suffixRegexp = new RegExp(escapeIdentRegex(suffix) + \"$\");\n var methods =\n promisifiableMethods(obj, suffix, suffixRegexp, filter);\n\n for (var i = 0, len = methods.length; i < len; i+= 2) {\n var key = methods[i];\n var fn = methods[i+1];\n var promisifiedKey = key + suffix;\n if (promisifier === makeNodePromisified) {\n obj[promisifiedKey] =\n makeNodePromisified(key, THIS, key, fn, suffix, multiArgs);\n } else {\n var promisified = promisifier(fn, function() {\n return makeNodePromisified(key, THIS, key,\n fn, suffix, multiArgs);\n });\n util.notEnumerableProp(promisified, \"__isPromisified__\", true);\n obj[promisifiedKey] = promisified;\n }\n }\n util.toFastProperties(obj);\n return obj;\n}\n\nfunction promisify(callback, receiver, multiArgs) {\n return makeNodePromisified(callback, receiver, undefined,\n callback, null, multiArgs);\n}\n\nPromise.promisify = function (fn, options) {\n if (typeof fn !== \"function\") {\n throw new TypeError(\"expecting a function but got \" + util.classString(fn));\n }\n if (isPromisified(fn)) {\n return fn;\n }\n options = Object(options);\n var receiver = options.context === undefined ? THIS : options.context;\n var multiArgs = !!options.multiArgs;\n var ret = promisify(fn, receiver, multiArgs);\n util.copyDescriptors(fn, ret, propsFilter);\n return ret;\n};\n\nPromise.promisifyAll = function (target, options) {\n if (typeof target !== \"function\" && typeof target !== \"object\") {\n throw new TypeError(\"the target of promisifyAll must be an object or a function\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n options = Object(options);\n var multiArgs = !!options.multiArgs;\n var suffix = options.suffix;\n if (typeof suffix !== \"string\") suffix = defaultSuffix;\n var filter = options.filter;\n if (typeof filter !== \"function\") filter = defaultFilter;\n var promisifier = options.promisifier;\n if (typeof promisifier !== \"function\") promisifier = makeNodePromisified;\n\n if (!util.isIdentifier(suffix)) {\n throw new RangeError(\"suffix must be a valid identifier\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n\n var keys = util.inheritedDataKeys(target);\n for (var i = 0; i < keys.length; ++i) {\n var value = target[keys[i]];\n if (keys[i] !== \"constructor\" &&\n util.isClass(value)) {\n promisifyAll(value.prototype, suffix, filter, promisifier,\n multiArgs);\n promisifyAll(value, suffix, filter, promisifier, multiArgs);\n }\n }\n\n return promisifyAll(target, suffix, filter, promisifier, multiArgs);\n};\n};\n\n\n},{\"./errors\":12,\"./nodeback\":20,\"./util\":36}],25:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(\n Promise, PromiseArray, tryConvertToPromise, apiRejection) {\nvar util = _dereq_(\"./util\");\nvar isObject = util.isObject;\nvar es5 = _dereq_(\"./es5\");\nvar Es6Map;\nif (typeof Map === \"function\") Es6Map = Map;\n\nvar mapToEntries = (function() {\n var index = 0;\n var size = 0;\n\n function extractEntry(value, key) {\n this[index] = value;\n this[index + size] = key;\n index++;\n }\n\n return function mapToEntries(map) {\n size = map.size;\n index = 0;\n var ret = new Array(map.size * 2);\n map.forEach(extractEntry, ret);\n return ret;\n };\n})();\n\nvar entriesToMap = function(entries) {\n var ret = new Es6Map();\n var length = entries.length / 2 | 0;\n for (var i = 0; i < length; ++i) {\n var key = entries[length + i];\n var value = entries[i];\n ret.set(key, value);\n }\n return ret;\n};\n\nfunction PropertiesPromiseArray(obj) {\n var isMap = false;\n var entries;\n if (Es6Map !== undefined && obj instanceof Es6Map) {\n entries = mapToEntries(obj);\n isMap = true;\n } else {\n var keys = es5.keys(obj);\n var len = keys.length;\n entries = new Array(len * 2);\n for (var i = 0; i < len; ++i) {\n var key = keys[i];\n entries[i] = obj[key];\n entries[i + len] = key;\n }\n }\n this.constructor$(entries);\n this._isMap = isMap;\n this._init$(undefined, isMap ? -6 : -3);\n}\nutil.inherits(PropertiesPromiseArray, PromiseArray);\n\nPropertiesPromiseArray.prototype._init = function () {};\n\nPropertiesPromiseArray.prototype._promiseFulfilled = function (value, index) {\n this._values[index] = value;\n var totalResolved = ++this._totalResolved;\n if (totalResolved >= this._length) {\n var val;\n if (this._isMap) {\n val = entriesToMap(this._values);\n } else {\n val = {};\n var keyOffset = this.length();\n for (var i = 0, len = this.length(); i < len; ++i) {\n val[this._values[i + keyOffset]] = this._values[i];\n }\n }\n this._resolve(val);\n return true;\n }\n return false;\n};\n\nPropertiesPromiseArray.prototype.shouldCopyValues = function () {\n return false;\n};\n\nPropertiesPromiseArray.prototype.getActualLength = function (len) {\n return len >> 1;\n};\n\nfunction props(promises) {\n var ret;\n var castValue = tryConvertToPromise(promises);\n\n if (!isObject(castValue)) {\n return apiRejection(\"cannot await properties of a non-object\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n } else if (castValue instanceof Promise) {\n ret = castValue._then(\n Promise.props, undefined, undefined, undefined, undefined);\n } else {\n ret = new PropertiesPromiseArray(castValue).promise();\n }\n\n if (castValue instanceof Promise) {\n ret._propagateFrom(castValue, 2);\n }\n return ret;\n}\n\nPromise.prototype.props = function () {\n return props(this);\n};\n\nPromise.props = function (promises) {\n return props(promises);\n};\n};\n\n},{\"./es5\":13,\"./util\":36}],26:[function(_dereq_,module,exports){\n\"use strict\";\nfunction arrayMove(src, srcIndex, dst, dstIndex, len) {\n for (var j = 0; j < len; ++j) {\n dst[j + dstIndex] = src[j + srcIndex];\n src[j + srcIndex] = void 0;\n }\n}\n\nfunction Queue(capacity) {\n this._capacity = capacity;\n this._length = 0;\n this._front = 0;\n}\n\nQueue.prototype._willBeOverCapacity = function (size) {\n return this._capacity < size;\n};\n\nQueue.prototype._pushOne = function (arg) {\n var length = this.length();\n this._checkCapacity(length + 1);\n var i = (this._front + length) & (this._capacity - 1);\n this[i] = arg;\n this._length = length + 1;\n};\n\nQueue.prototype.push = function (fn, receiver, arg) {\n var length = this.length() + 3;\n if (this._willBeOverCapacity(length)) {\n this._pushOne(fn);\n this._pushOne(receiver);\n this._pushOne(arg);\n return;\n }\n var j = this._front + length - 3;\n this._checkCapacity(length);\n var wrapMask = this._capacity - 1;\n this[(j + 0) & wrapMask] = fn;\n this[(j + 1) & wrapMask] = receiver;\n this[(j + 2) & wrapMask] = arg;\n this._length = length;\n};\n\nQueue.prototype.shift = function () {\n var front = this._front,\n ret = this[front];\n\n this[front] = undefined;\n this._front = (front + 1) & (this._capacity - 1);\n this._length--;\n return ret;\n};\n\nQueue.prototype.length = function () {\n return this._length;\n};\n\nQueue.prototype._checkCapacity = function (size) {\n if (this._capacity < size) {\n this._resizeTo(this._capacity << 1);\n }\n};\n\nQueue.prototype._resizeTo = function (capacity) {\n var oldCapacity = this._capacity;\n this._capacity = capacity;\n var front = this._front;\n var length = this._length;\n var moveItemsCount = (front + length) & (oldCapacity - 1);\n arrayMove(this, 0, this, oldCapacity, moveItemsCount);\n};\n\nmodule.exports = Queue;\n\n},{}],27:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(\n Promise, INTERNAL, tryConvertToPromise, apiRejection) {\nvar util = _dereq_(\"./util\");\n\nvar raceLater = function (promise) {\n return promise.then(function(array) {\n return race(array, promise);\n });\n};\n\nfunction race(promises, parent) {\n var maybePromise = tryConvertToPromise(promises);\n\n if (maybePromise instanceof Promise) {\n return raceLater(maybePromise);\n } else {\n promises = util.asArray(promises);\n if (promises === null)\n return apiRejection(\"expecting an array or an iterable object but got \" + util.classString(promises));\n }\n\n var ret = new Promise(INTERNAL);\n if (parent !== undefined) {\n ret._propagateFrom(parent, 3);\n }\n var fulfill = ret._fulfill;\n var reject = ret._reject;\n for (var i = 0, len = promises.length; i < len; ++i) {\n var val = promises[i];\n\n if (val === undefined && !(i in promises)) {\n continue;\n }\n\n Promise.cast(val)._then(fulfill, reject, undefined, ret, null);\n }\n return ret;\n}\n\nPromise.race = function (promises) {\n return race(promises, undefined);\n};\n\nPromise.prototype.race = function () {\n return race(this, undefined);\n};\n\n};\n\n},{\"./util\":36}],28:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise,\n PromiseArray,\n apiRejection,\n tryConvertToPromise,\n INTERNAL,\n debug) {\nvar getDomain = Promise._getDomain;\nvar util = _dereq_(\"./util\");\nvar tryCatch = util.tryCatch;\n\nfunction ReductionPromiseArray(promises, fn, initialValue, _each) {\n this.constructor$(promises);\n var domain = getDomain();\n this._fn = domain === null ? fn : util.domainBind(domain, fn);\n if (initialValue !== undefined) {\n initialValue = Promise.resolve(initialValue);\n initialValue._attachCancellationCallback(this);\n }\n this._initialValue = initialValue;\n this._currentCancellable = null;\n if(_each === INTERNAL) {\n this._eachValues = Array(this._length);\n } else if (_each === 0) {\n this._eachValues = null;\n } else {\n this._eachValues = undefined;\n }\n this._promise._captureStackTrace();\n this._init$(undefined, -5);\n}\nutil.inherits(ReductionPromiseArray, PromiseArray);\n\nReductionPromiseArray.prototype._gotAccum = function(accum) {\n if (this._eachValues !== undefined && \n this._eachValues !== null && \n accum !== INTERNAL) {\n this._eachValues.push(accum);\n }\n};\n\nReductionPromiseArray.prototype._eachComplete = function(value) {\n if (this._eachValues !== null) {\n this._eachValues.push(value);\n }\n return this._eachValues;\n};\n\nReductionPromiseArray.prototype._init = function() {};\n\nReductionPromiseArray.prototype._resolveEmptyArray = function() {\n this._resolve(this._eachValues !== undefined ? this._eachValues\n : this._initialValue);\n};\n\nReductionPromiseArray.prototype.shouldCopyValues = function () {\n return false;\n};\n\nReductionPromiseArray.prototype._resolve = function(value) {\n this._promise._resolveCallback(value);\n this._values = null;\n};\n\nReductionPromiseArray.prototype._resultCancelled = function(sender) {\n if (sender === this._initialValue) return this._cancel();\n if (this._isResolved()) return;\n this._resultCancelled$();\n if (this._currentCancellable instanceof Promise) {\n this._currentCancellable.cancel();\n }\n if (this._initialValue instanceof Promise) {\n this._initialValue.cancel();\n }\n};\n\nReductionPromiseArray.prototype._iterate = function (values) {\n this._values = values;\n var value;\n var i;\n var length = values.length;\n if (this._initialValue !== undefined) {\n value = this._initialValue;\n i = 0;\n } else {\n value = Promise.resolve(values[0]);\n i = 1;\n }\n\n this._currentCancellable = value;\n\n if (!value.isRejected()) {\n for (; i < length; ++i) {\n var ctx = {\n accum: null,\n value: values[i],\n index: i,\n length: length,\n array: this\n };\n value = value._then(gotAccum, undefined, undefined, ctx, undefined);\n }\n }\n\n if (this._eachValues !== undefined) {\n value = value\n ._then(this._eachComplete, undefined, undefined, this, undefined);\n }\n value._then(completed, completed, undefined, value, this);\n};\n\nPromise.prototype.reduce = function (fn, initialValue) {\n return reduce(this, fn, initialValue, null);\n};\n\nPromise.reduce = function (promises, fn, initialValue, _each) {\n return reduce(promises, fn, initialValue, _each);\n};\n\nfunction completed(valueOrReason, array) {\n if (this.isFulfilled()) {\n array._resolve(valueOrReason);\n } else {\n array._reject(valueOrReason);\n }\n}\n\nfunction reduce(promises, fn, initialValue, _each) {\n if (typeof fn !== \"function\") {\n return apiRejection(\"expecting a function but got \" + util.classString(fn));\n }\n var array = new ReductionPromiseArray(promises, fn, initialValue, _each);\n return array.promise();\n}\n\nfunction gotAccum(accum) {\n this.accum = accum;\n this.array._gotAccum(accum);\n var value = tryConvertToPromise(this.value, this.array._promise);\n if (value instanceof Promise) {\n this.array._currentCancellable = value;\n return value._then(gotValue, undefined, undefined, this, undefined);\n } else {\n return gotValue.call(this, value);\n }\n}\n\nfunction gotValue(value) {\n var array = this.array;\n var promise = array._promise;\n var fn = tryCatch(array._fn);\n promise._pushContext();\n var ret;\n if (array._eachValues !== undefined) {\n ret = fn.call(promise._boundValue(), value, this.index, this.length);\n } else {\n ret = fn.call(promise._boundValue(),\n this.accum, value, this.index, this.length);\n }\n if (ret instanceof Promise) {\n array._currentCancellable = ret;\n }\n var promiseCreated = promise._popContext();\n debug.checkForgottenReturns(\n ret,\n promiseCreated,\n array._eachValues !== undefined ? \"Promise.each\" : \"Promise.reduce\",\n promise\n );\n return ret;\n}\n};\n\n},{\"./util\":36}],29:[function(_dereq_,module,exports){\n\"use strict\";\nvar util = _dereq_(\"./util\");\nvar schedule;\nvar noAsyncScheduler = function() {\n throw new Error(\"No async scheduler available\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n};\nvar NativePromise = util.getNativePromise();\nif (util.isNode && typeof MutationObserver === \"undefined\") {\n var GlobalSetImmediate = global.setImmediate;\n var ProcessNextTick = process.nextTick;\n schedule = util.isRecentNode\n ? function(fn) { GlobalSetImmediate.call(global, fn); }\n : function(fn) { ProcessNextTick.call(process, fn); };\n} else if (typeof NativePromise === \"function\" &&\n typeof NativePromise.resolve === \"function\") {\n var nativePromise = NativePromise.resolve();\n schedule = function(fn) {\n nativePromise.then(fn);\n };\n} else if ((typeof MutationObserver !== \"undefined\") &&\n !(typeof window !== \"undefined\" &&\n window.navigator &&\n (window.navigator.standalone || window.cordova))) {\n schedule = (function() {\n var div = document.createElement(\"div\");\n var opts = {attributes: true};\n var toggleScheduled = false;\n var div2 = document.createElement(\"div\");\n var o2 = new MutationObserver(function() {\n div.classList.toggle(\"foo\");\n toggleScheduled = false;\n });\n o2.observe(div2, opts);\n\n var scheduleToggle = function() {\n if (toggleScheduled) return;\n toggleScheduled = true;\n div2.classList.toggle(\"foo\");\n };\n\n return function schedule(fn) {\n var o = new MutationObserver(function() {\n o.disconnect();\n fn();\n });\n o.observe(div, opts);\n scheduleToggle();\n };\n })();\n} else if (typeof setImmediate !== \"undefined\") {\n schedule = function (fn) {\n setImmediate(fn);\n };\n} else if (typeof setTimeout !== \"undefined\") {\n schedule = function (fn) {\n setTimeout(fn, 0);\n };\n} else {\n schedule = noAsyncScheduler;\n}\nmodule.exports = schedule;\n\n},{\"./util\":36}],30:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports =\n function(Promise, PromiseArray, debug) {\nvar PromiseInspection = Promise.PromiseInspection;\nvar util = _dereq_(\"./util\");\n\nfunction SettledPromiseArray(values) {\n this.constructor$(values);\n}\nutil.inherits(SettledPromiseArray, PromiseArray);\n\nSettledPromiseArray.prototype._promiseResolved = function (index, inspection) {\n this._values[index] = inspection;\n var totalResolved = ++this._totalResolved;\n if (totalResolved >= this._length) {\n this._resolve(this._values);\n return true;\n }\n return false;\n};\n\nSettledPromiseArray.prototype._promiseFulfilled = function (value, index) {\n var ret = new PromiseInspection();\n ret._bitField = 33554432;\n ret._settledValueField = value;\n return this._promiseResolved(index, ret);\n};\nSettledPromiseArray.prototype._promiseRejected = function (reason, index) {\n var ret = new PromiseInspection();\n ret._bitField = 16777216;\n ret._settledValueField = reason;\n return this._promiseResolved(index, ret);\n};\n\nPromise.settle = function (promises) {\n debug.deprecated(\".settle()\", \".reflect()\");\n return new SettledPromiseArray(promises).promise();\n};\n\nPromise.prototype.settle = function () {\n return Promise.settle(this);\n};\n};\n\n},{\"./util\":36}],31:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports =\nfunction(Promise, PromiseArray, apiRejection) {\nvar util = _dereq_(\"./util\");\nvar RangeError = _dereq_(\"./errors\").RangeError;\nvar AggregateError = _dereq_(\"./errors\").AggregateError;\nvar isArray = util.isArray;\nvar CANCELLATION = {};\n\n\nfunction SomePromiseArray(values) {\n this.constructor$(values);\n this._howMany = 0;\n this._unwrap = false;\n this._initialized = false;\n}\nutil.inherits(SomePromiseArray, PromiseArray);\n\nSomePromiseArray.prototype._init = function () {\n if (!this._initialized) {\n return;\n }\n if (this._howMany === 0) {\n this._resolve([]);\n return;\n }\n this._init$(undefined, -5);\n var isArrayResolved = isArray(this._values);\n if (!this._isResolved() &&\n isArrayResolved &&\n this._howMany > this._canPossiblyFulfill()) {\n this._reject(this._getRangeError(this.length()));\n }\n};\n\nSomePromiseArray.prototype.init = function () {\n this._initialized = true;\n this._init();\n};\n\nSomePromiseArray.prototype.setUnwrap = function () {\n this._unwrap = true;\n};\n\nSomePromiseArray.prototype.howMany = function () {\n return this._howMany;\n};\n\nSomePromiseArray.prototype.setHowMany = function (count) {\n this._howMany = count;\n};\n\nSomePromiseArray.prototype._promiseFulfilled = function (value) {\n this._addFulfilled(value);\n if (this._fulfilled() === this.howMany()) {\n this._values.length = this.howMany();\n if (this.howMany() === 1 && this._unwrap) {\n this._resolve(this._values[0]);\n } else {\n this._resolve(this._values);\n }\n return true;\n }\n return false;\n\n};\nSomePromiseArray.prototype._promiseRejected = function (reason) {\n this._addRejected(reason);\n return this._checkOutcome();\n};\n\nSomePromiseArray.prototype._promiseCancelled = function () {\n if (this._values instanceof Promise || this._values == null) {\n return this._cancel();\n }\n this._addRejected(CANCELLATION);\n return this._checkOutcome();\n};\n\nSomePromiseArray.prototype._checkOutcome = function() {\n if (this.howMany() > this._canPossiblyFulfill()) {\n var e = new AggregateError();\n for (var i = this.length(); i < this._values.length; ++i) {\n if (this._values[i] !== CANCELLATION) {\n e.push(this._values[i]);\n }\n }\n if (e.length > 0) {\n this._reject(e);\n } else {\n this._cancel();\n }\n return true;\n }\n return false;\n};\n\nSomePromiseArray.prototype._fulfilled = function () {\n return this._totalResolved;\n};\n\nSomePromiseArray.prototype._rejected = function () {\n return this._values.length - this.length();\n};\n\nSomePromiseArray.prototype._addRejected = function (reason) {\n this._values.push(reason);\n};\n\nSomePromiseArray.prototype._addFulfilled = function (value) {\n this._values[this._totalResolved++] = value;\n};\n\nSomePromiseArray.prototype._canPossiblyFulfill = function () {\n return this.length() - this._rejected();\n};\n\nSomePromiseArray.prototype._getRangeError = function (count) {\n var message = \"Input array must contain at least \" +\n this._howMany + \" items but contains only \" + count + \" items\";\n return new RangeError(message);\n};\n\nSomePromiseArray.prototype._resolveEmptyArray = function () {\n this._reject(this._getRangeError(0));\n};\n\nfunction some(promises, howMany) {\n if ((howMany | 0) !== howMany || howMany < 0) {\n return apiRejection(\"expecting a positive integer\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n var ret = new SomePromiseArray(promises);\n var promise = ret.promise();\n ret.setHowMany(howMany);\n ret.init();\n return promise;\n}\n\nPromise.some = function (promises, howMany) {\n return some(promises, howMany);\n};\n\nPromise.prototype.some = function (howMany) {\n return some(this, howMany);\n};\n\nPromise._SomePromiseArray = SomePromiseArray;\n};\n\n},{\"./errors\":12,\"./util\":36}],32:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise) {\nfunction PromiseInspection(promise) {\n if (promise !== undefined) {\n promise = promise._target();\n this._bitField = promise._bitField;\n this._settledValueField = promise._isFateSealed()\n ? promise._settledValue() : undefined;\n }\n else {\n this._bitField = 0;\n this._settledValueField = undefined;\n }\n}\n\nPromiseInspection.prototype._settledValue = function() {\n return this._settledValueField;\n};\n\nvar value = PromiseInspection.prototype.value = function () {\n if (!this.isFulfilled()) {\n throw new TypeError(\"cannot get fulfillment value of a non-fulfilled promise\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n return this._settledValue();\n};\n\nvar reason = PromiseInspection.prototype.error =\nPromiseInspection.prototype.reason = function () {\n if (!this.isRejected()) {\n throw new TypeError(\"cannot get rejection reason of a non-rejected promise\\u000a\\u000a See http://goo.gl/MqrFmX\\u000a\");\n }\n return this._settledValue();\n};\n\nvar isFulfilled = PromiseInspection.prototype.isFulfilled = function() {\n return (this._bitField & 33554432) !== 0;\n};\n\nvar isRejected = PromiseInspection.prototype.isRejected = function () {\n return (this._bitField & 16777216) !== 0;\n};\n\nvar isPending = PromiseInspection.prototype.isPending = function () {\n return (this._bitField & 50397184) === 0;\n};\n\nvar isResolved = PromiseInspection.prototype.isResolved = function () {\n return (this._bitField & 50331648) !== 0;\n};\n\nPromiseInspection.prototype.isCancelled = function() {\n return (this._bitField & 8454144) !== 0;\n};\n\nPromise.prototype.__isCancelled = function() {\n return (this._bitField & 65536) === 65536;\n};\n\nPromise.prototype._isCancelled = function() {\n return this._target().__isCancelled();\n};\n\nPromise.prototype.isCancelled = function() {\n return (this._target()._bitField & 8454144) !== 0;\n};\n\nPromise.prototype.isPending = function() {\n return isPending.call(this._target());\n};\n\nPromise.prototype.isRejected = function() {\n return isRejected.call(this._target());\n};\n\nPromise.prototype.isFulfilled = function() {\n return isFulfilled.call(this._target());\n};\n\nPromise.prototype.isResolved = function() {\n return isResolved.call(this._target());\n};\n\nPromise.prototype.value = function() {\n return value.call(this._target());\n};\n\nPromise.prototype.reason = function() {\n var target = this._target();\n target._unsetRejectionIsUnhandled();\n return reason.call(target);\n};\n\nPromise.prototype._value = function() {\n return this._settledValue();\n};\n\nPromise.prototype._reason = function() {\n this._unsetRejectionIsUnhandled();\n return this._settledValue();\n};\n\nPromise.PromiseInspection = PromiseInspection;\n};\n\n},{}],33:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL) {\nvar util = _dereq_(\"./util\");\nvar errorObj = util.errorObj;\nvar isObject = util.isObject;\n\nfunction tryConvertToPromise(obj, context) {\n if (isObject(obj)) {\n if (obj instanceof Promise) return obj;\n var then = getThen(obj);\n if (then === errorObj) {\n if (context) context._pushContext();\n var ret = Promise.reject(then.e);\n if (context) context._popContext();\n return ret;\n } else if (typeof then === \"function\") {\n if (isAnyBluebirdPromise(obj)) {\n var ret = new Promise(INTERNAL);\n obj._then(\n ret._fulfill,\n ret._reject,\n undefined,\n ret,\n null\n );\n return ret;\n }\n return doThenable(obj, then, context);\n }\n }\n return obj;\n}\n\nfunction doGetThen(obj) {\n return obj.then;\n}\n\nfunction getThen(obj) {\n try {\n return doGetThen(obj);\n } catch (e) {\n errorObj.e = e;\n return errorObj;\n }\n}\n\nvar hasProp = {}.hasOwnProperty;\nfunction isAnyBluebirdPromise(obj) {\n try {\n return hasProp.call(obj, \"_promise0\");\n } catch (e) {\n return false;\n }\n}\n\nfunction doThenable(x, then, context) {\n var promise = new Promise(INTERNAL);\n var ret = promise;\n if (context) context._pushContext();\n promise._captureStackTrace();\n if (context) context._popContext();\n var synchronous = true;\n var result = util.tryCatch(then).call(x, resolve, reject);\n synchronous = false;\n\n if (promise && result === errorObj) {\n promise._rejectCallback(result.e, true, true);\n promise = null;\n }\n\n function resolve(value) {\n if (!promise) return;\n promise._resolveCallback(value);\n promise = null;\n }\n\n function reject(reason) {\n if (!promise) return;\n promise._rejectCallback(reason, synchronous, true);\n promise = null;\n }\n return ret;\n}\n\nreturn tryConvertToPromise;\n};\n\n},{\"./util\":36}],34:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function(Promise, INTERNAL, debug) {\nvar util = _dereq_(\"./util\");\nvar TimeoutError = Promise.TimeoutError;\n\nfunction HandleWrapper(handle) {\n this.handle = handle;\n}\n\nHandleWrapper.prototype._resultCancelled = function() {\n clearTimeout(this.handle);\n};\n\nvar afterValue = function(value) { return delay(+this).thenReturn(value); };\nvar delay = Promise.delay = function (ms, value) {\n var ret;\n var handle;\n if (value !== undefined) {\n ret = Promise.resolve(value)\n ._then(afterValue, null, null, ms, undefined);\n if (debug.cancellation() && value instanceof Promise) {\n ret._setOnCancel(value);\n }\n } else {\n ret = new Promise(INTERNAL);\n handle = setTimeout(function() { ret._fulfill(); }, +ms);\n if (debug.cancellation()) {\n ret._setOnCancel(new HandleWrapper(handle));\n }\n ret._captureStackTrace();\n }\n ret._setAsyncGuaranteed();\n return ret;\n};\n\nPromise.prototype.delay = function (ms) {\n return delay(ms, this);\n};\n\nvar afterTimeout = function (promise, message, parent) {\n var err;\n if (typeof message !== \"string\") {\n if (message instanceof Error) {\n err = message;\n } else {\n err = new TimeoutError(\"operation timed out\");\n }\n } else {\n err = new TimeoutError(message);\n }\n util.markAsOriginatingFromRejection(err);\n promise._attachExtraTrace(err);\n promise._reject(err);\n\n if (parent != null) {\n parent.cancel();\n }\n};\n\nfunction successClear(value) {\n clearTimeout(this.handle);\n return value;\n}\n\nfunction failureClear(reason) {\n clearTimeout(this.handle);\n throw reason;\n}\n\nPromise.prototype.timeout = function (ms, message) {\n ms = +ms;\n var ret, parent;\n\n var handleWrapper = new HandleWrapper(setTimeout(function timeoutTimeout() {\n if (ret.isPending()) {\n afterTimeout(ret, message, parent);\n }\n }, ms));\n\n if (debug.cancellation()) {\n parent = this.then();\n ret = parent._then(successClear, failureClear,\n undefined, handleWrapper, undefined);\n ret._setOnCancel(handleWrapper);\n } else {\n ret = this._then(successClear, failureClear,\n undefined, handleWrapper, undefined);\n }\n\n return ret;\n};\n\n};\n\n},{\"./util\":36}],35:[function(_dereq_,module,exports){\n\"use strict\";\nmodule.exports = function (Promise, apiRejection, tryConvertToPromise,\n createContext, INTERNAL, debug) {\n var util = _dereq_(\"./util\");\n var TypeError = _dereq_(\"./errors\").TypeError;\n var inherits = _dereq_(\"./util\").inherits;\n var errorObj = util.errorObj;\n var tryCatch = util.tryCatch;\n var NULL = {};\n\n function thrower(e) {\n setTimeout(function(){throw e;}, 0);\n }\n\n function castPreservingDisposable(thenable) {\n var maybePromise = tryConvertToPromise(thenable);\n if (maybePromise !== thenable &&\n typeof thenable._isDisposable === \"function\" &&\n typeof thenable._getDisposer === \"function\" &&\n thenable._isDisposable()) {\n maybePromise._setDisposable(thenable._getDisposer());\n }\n return maybePromise;\n }\n function dispose(resources, inspection) {\n var i = 0;\n var len = resources.length;\n var ret = new Promise(INTERNAL);\n function iterator() {\n if (i >= len) return ret._fulfill();\n var maybePromise = castPreservingDisposable(resources[i++]);\n if (maybePromise instanceof Promise &&\n maybePromise._isDisposable()) {\n try {\n maybePromise = tryConvertToPromise(\n maybePromise._getDisposer().tryDispose(inspection),\n resources.promise);\n } catch (e) {\n return thrower(e);\n }\n if (maybePromise instanceof Promise) {\n return maybePromise._then(iterator, thrower,\n null, null, null);\n }\n }\n iterator();\n }\n iterator();\n return ret;\n }\n\n function Disposer(data, promise, context) {\n this._data = data;\n this._promise = promise;\n this._context = context;\n }\n\n Disposer.prototype.data = function () {\n return this._data;\n };\n\n Disposer.prototype.promise = function () {\n return this._promise;\n };\n\n Disposer.prototype.resource = function () {\n if (this.promise().isFulfilled()) {\n return this.promise().value();\n }\n return NULL;\n };\n\n Disposer.prototype.tryDispose = function(inspection) {\n var resource = this.resource();\n var context = this._context;\n if (context !== undefined) context._pushContext();\n var ret = resource !== NULL\n ? this.doDispose(resource, inspection) : null;\n if (context !== undefined) context._popContext();\n this._promise._unsetDisposable();\n this._data = null;\n return ret;\n };\n\n Disposer.isDisposer = function (d) {\n return (d != null &&\n typeof d.resource === \"function\" &&\n typeof d.tryDispose === \"function\");\n };\n\n function FunctionDisposer(fn, promise, context) {\n this.constructor$(fn, promise, context);\n }\n inherits(FunctionDisposer, Disposer);\n\n FunctionDisposer.prototype.doDispose = function (resource, inspection) {\n var fn = this.data();\n return fn.call(resource, resource, inspection);\n };\n\n function maybeUnwrapDisposer(value) {\n if (Disposer.isDisposer(value)) {\n this.resources[this.index]._setDisposable(value);\n return value.promise();\n }\n return value;\n }\n\n function ResourceList(length) {\n this.length = length;\n this.promise = null;\n this[length-1] = null;\n }\n\n ResourceList.prototype._resultCancelled = function() {\n var len = this.length;\n for (var i = 0; i < len; ++i) {\n var item = this[i];\n if (item instanceof Promise) {\n item.cancel();\n }\n }\n };\n\n Promise.using = function () {\n var len = arguments.length;\n if (len < 2) return apiRejection(\n \"you must pass at least 2 arguments to Promise.using\");\n var fn = arguments[len - 1];\n if (typeof fn !== \"function\") {\n return apiRejection(\"expecting a function but got \" + util.classString(fn));\n }\n var input;\n var spreadArgs = true;\n if (len === 2 && Array.isArray(arguments[0])) {\n input = arguments[0];\n len = input.length;\n spreadArgs = false;\n } else {\n input = arguments;\n len--;\n }\n var resources = new ResourceList(len);\n for (var i = 0; i < len; ++i) {\n var resource = input[i];\n if (Disposer.isDisposer(resource)) {\n var disposer = resource;\n resource = resource.promise();\n resource._setDisposable(disposer);\n } else {\n var maybePromise = tryConvertToPromise(resource);\n if (maybePromise instanceof Promise) {\n resource =\n maybePromise._then(maybeUnwrapDisposer, null, null, {\n resources: resources,\n index: i\n }, undefined);\n }\n }\n resources[i] = resource;\n }\n\n var reflectedResources = new Array(resources.length);\n for (var i = 0; i < reflectedResources.length; ++i) {\n reflectedResources[i] = Promise.resolve(resources[i]).reflect();\n }\n\n var resultPromise = Promise.all(reflectedResources)\n .then(function(inspections) {\n for (var i = 0; i < inspections.length; ++i) {\n var inspection = inspections[i];\n if (inspection.isRejected()) {\n errorObj.e = inspection.error();\n return errorObj;\n } else if (!inspection.isFulfilled()) {\n resultPromise.cancel();\n return;\n }\n inspections[i] = inspection.value();\n }\n promise._pushContext();\n\n fn = tryCatch(fn);\n var ret = spreadArgs\n ? fn.apply(undefined, inspections) : fn(inspections);\n var promiseCreated = promise._popContext();\n debug.checkForgottenReturns(\n ret, promiseCreated, \"Promise.using\", promise);\n return ret;\n });\n\n var promise = resultPromise.lastly(function() {\n var inspection = new Promise.PromiseInspection(resultPromise);\n return dispose(resources, inspection);\n });\n resources.promise = promise;\n promise._setOnCancel(resources);\n return promise;\n };\n\n Promise.prototype._setDisposable = function (disposer) {\n this._bitField = this._bitField | 131072;\n this._disposer = disposer;\n };\n\n Promise.prototype._isDisposable = function () {\n return (this._bitField & 131072) > 0;\n };\n\n Promise.prototype._getDisposer = function () {\n return this._disposer;\n };\n\n Promise.prototype._unsetDisposable = function () {\n this._bitField = this._bitField & (~131072);\n this._disposer = undefined;\n };\n\n Promise.prototype.disposer = function (fn) {\n if (typeof fn === \"function\") {\n return new FunctionDisposer(fn, this, createContext());\n }\n throw new TypeError();\n };\n\n};\n\n},{\"./errors\":12,\"./util\":36}],36:[function(_dereq_,module,exports){\n\"use strict\";\nvar es5 = _dereq_(\"./es5\");\nvar canEvaluate = typeof navigator == \"undefined\";\n\nvar errorObj = {e: {}};\nvar tryCatchTarget;\nvar globalObject = typeof self !== \"undefined\" ? self :\n typeof window !== \"undefined\" ? window :\n typeof global !== \"undefined\" ? global :\n this !== undefined ? this : null;\n\nfunction tryCatcher() {\n try {\n var target = tryCatchTarget;\n tryCatchTarget = null;\n return target.apply(this, arguments);\n } catch (e) {\n errorObj.e = e;\n return errorObj;\n }\n}\nfunction tryCatch(fn) {\n tryCatchTarget = fn;\n return tryCatcher;\n}\n\nvar inherits = function(Child, Parent) {\n var hasProp = {}.hasOwnProperty;\n\n function T() {\n this.constructor = Child;\n this.constructor$ = Parent;\n for (var propertyName in Parent.prototype) {\n if (hasProp.call(Parent.prototype, propertyName) &&\n propertyName.charAt(propertyName.length-1) !== \"$\"\n ) {\n this[propertyName + \"$\"] = Parent.prototype[propertyName];\n }\n }\n }\n T.prototype = Parent.prototype;\n Child.prototype = new T();\n return Child.prototype;\n};\n\n\nfunction isPrimitive(val) {\n return val == null || val === true || val === false ||\n typeof val === \"string\" || typeof val === \"number\";\n\n}\n\nfunction isObject(value) {\n return typeof value === \"function\" ||\n typeof value === \"object\" && value !== null;\n}\n\nfunction maybeWrapAsError(maybeError) {\n if (!isPrimitive(maybeError)) return maybeError;\n\n return new Error(safeToString(maybeError));\n}\n\nfunction withAppended(target, appendee) {\n var len = target.length;\n var ret = new Array(len + 1);\n var i;\n for (i = 0; i < len; ++i) {\n ret[i] = target[i];\n }\n ret[i] = appendee;\n return ret;\n}\n\nfunction getDataPropertyOrDefault(obj, key, defaultValue) {\n if (es5.isES5) {\n var desc = Object.getOwnPropertyDescriptor(obj, key);\n\n if (desc != null) {\n return desc.get == null && desc.set == null\n ? desc.value\n : defaultValue;\n }\n } else {\n return {}.hasOwnProperty.call(obj, key) ? obj[key] : undefined;\n }\n}\n\nfunction notEnumerableProp(obj, name, value) {\n if (isPrimitive(obj)) return obj;\n var descriptor = {\n value: value,\n configurable: true,\n enumerable: false,\n writable: true\n };\n es5.defineProperty(obj, name, descriptor);\n return obj;\n}\n\nfunction thrower(r) {\n throw r;\n}\n\nvar inheritedDataKeys = (function() {\n var excludedPrototypes = [\n Array.prototype,\n Object.prototype,\n Function.prototype\n ];\n\n var isExcludedProto = function(val) {\n for (var i = 0; i < excludedPrototypes.length; ++i) {\n if (excludedPrototypes[i] === val) {\n return true;\n }\n }\n return false;\n };\n\n if (es5.isES5) {\n var getKeys = Object.getOwnPropertyNames;\n return function(obj) {\n var ret = [];\n var visitedKeys = Object.create(null);\n while (obj != null && !isExcludedProto(obj)) {\n var keys;\n try {\n keys = getKeys(obj);\n } catch (e) {\n return ret;\n }\n for (var i = 0; i < keys.length; ++i) {\n var key = keys[i];\n if (visitedKeys[key]) continue;\n visitedKeys[key] = true;\n var desc = Object.getOwnPropertyDescriptor(obj, key);\n if (desc != null && desc.get == null && desc.set == null) {\n ret.push(key);\n }\n }\n obj = es5.getPrototypeOf(obj);\n }\n return ret;\n };\n } else {\n var hasProp = {}.hasOwnProperty;\n return function(obj) {\n if (isExcludedProto(obj)) return [];\n var ret = [];\n\n /*jshint forin:false */\n enumeration: for (var key in obj) {\n if (hasProp.call(obj, key)) {\n ret.push(key);\n } else {\n for (var i = 0; i < excludedPrototypes.length; ++i) {\n if (hasProp.call(excludedPrototypes[i], key)) {\n continue enumeration;\n }\n }\n ret.push(key);\n }\n }\n return ret;\n };\n }\n\n})();\n\nvar thisAssignmentPattern = /this\\s*\\.\\s*\\S+\\s*=/;\nfunction isClass(fn) {\n try {\n if (typeof fn === \"function\") {\n var keys = es5.names(fn.prototype);\n\n var hasMethods = es5.isES5 && keys.length > 1;\n var hasMethodsOtherThanConstructor = keys.length > 0 &&\n !(keys.length === 1 && keys[0] === \"constructor\");\n var hasThisAssignmentAndStaticMethods =\n thisAssignmentPattern.test(fn + \"\") && es5.names(fn).length > 0;\n\n if (hasMethods || hasMethodsOtherThanConstructor ||\n hasThisAssignmentAndStaticMethods) {\n return true;\n }\n }\n return false;\n } catch (e) {\n return false;\n }\n}\n\nfunction toFastProperties(obj) {\n /*jshint -W027,-W055,-W031*/\n function FakeConstructor() {}\n FakeConstructor.prototype = obj;\n var l = 8;\n while (l--) new FakeConstructor();\n return obj;\n eval(obj);\n}\n\nvar rident = /^[a-z$_][a-z$_0-9]*$/i;\nfunction isIdentifier(str) {\n return rident.test(str);\n}\n\nfunction filledRange(count, prefix, suffix) {\n var ret = new Array(count);\n for(var i = 0; i < count; ++i) {\n ret[i] = prefix + i + suffix;\n }\n return ret;\n}\n\nfunction safeToString(obj) {\n try {\n return obj + \"\";\n } catch (e) {\n return \"[no string representation]\";\n }\n}\n\nfunction isError(obj) {\n return obj instanceof Error ||\n (obj !== null &&\n typeof obj === \"object\" &&\n typeof obj.message === \"string\" &&\n typeof obj.name === \"string\");\n}\n\nfunction markAsOriginatingFromRejection(e) {\n try {\n notEnumerableProp(e, \"isOperational\", true);\n }\n catch(ignore) {}\n}\n\nfunction originatesFromRejection(e) {\n if (e == null) return false;\n return ((e instanceof Error[\"__BluebirdErrorTypes__\"].OperationalError) ||\n e[\"isOperational\"] === true);\n}\n\nfunction canAttachTrace(obj) {\n return isError(obj) && es5.propertyIsWritable(obj, \"stack\");\n}\n\nvar ensureErrorObject = (function() {\n if (!(\"stack\" in new Error())) {\n return function(value) {\n if (canAttachTrace(value)) return value;\n try {throw new Error(safeToString(value));}\n catch(err) {return err;}\n };\n } else {\n return function(value) {\n if (canAttachTrace(value)) return value;\n return new Error(safeToString(value));\n };\n }\n})();\n\nfunction classString(obj) {\n return {}.toString.call(obj);\n}\n\nfunction copyDescriptors(from, to, filter) {\n var keys = es5.names(from);\n for (var i = 0; i < keys.length; ++i) {\n var key = keys[i];\n if (filter(key)) {\n try {\n es5.defineProperty(to, key, es5.getDescriptor(from, key));\n } catch (ignore) {}\n }\n }\n}\n\nvar asArray = function(v) {\n if (es5.isArray(v)) {\n return v;\n }\n return null;\n};\n\nif (typeof Symbol !== \"undefined\" && Symbol.iterator) {\n var ArrayFrom = typeof Array.from === \"function\" ? function(v) {\n return Array.from(v);\n } : function(v) {\n var ret = [];\n var it = v[Symbol.iterator]();\n var itResult;\n while (!((itResult = it.next()).done)) {\n ret.push(itResult.value);\n }\n return ret;\n };\n\n asArray = function(v) {\n if (es5.isArray(v)) {\n return v;\n } else if (v != null && typeof v[Symbol.iterator] === \"function\") {\n return ArrayFrom(v);\n }\n return null;\n };\n}\n\nvar isNode = typeof process !== \"undefined\" &&\n classString(process).toLowerCase() === \"[object process]\";\n\nvar hasEnvVariables = typeof process !== \"undefined\" &&\n typeof process.env !== \"undefined\";\n\nfunction env(key) {\n return hasEnvVariables ? process.env[key] : undefined;\n}\n\nfunction getNativePromise() {\n if (typeof Promise === \"function\") {\n try {\n var promise = new Promise(function(){});\n if ({}.toString.call(promise) === \"[object Promise]\") {\n return Promise;\n }\n } catch (e) {}\n }\n}\n\nfunction domainBind(self, cb) {\n return self.bind(cb);\n}\n\nvar ret = {\n isClass: isClass,\n isIdentifier: isIdentifier,\n inheritedDataKeys: inheritedDataKeys,\n getDataPropertyOrDefault: getDataPropertyOrDefault,\n thrower: thrower,\n isArray: es5.isArray,\n asArray: asArray,\n notEnumerableProp: notEnumerableProp,\n isPrimitive: isPrimitive,\n isObject: isObject,\n isError: isError,\n canEvaluate: canEvaluate,\n errorObj: errorObj,\n tryCatch: tryCatch,\n inherits: inherits,\n withAppended: withAppended,\n maybeWrapAsError: maybeWrapAsError,\n toFastProperties: toFastProperties,\n filledRange: filledRange,\n toString: safeToString,\n canAttachTrace: canAttachTrace,\n ensureErrorObject: ensureErrorObject,\n originatesFromRejection: originatesFromRejection,\n markAsOriginatingFromRejection: markAsOriginatingFromRejection,\n classString: classString,\n copyDescriptors: copyDescriptors,\n hasDevTools: typeof chrome !== \"undefined\" && chrome &&\n typeof chrome.loadTimes === \"function\",\n isNode: isNode,\n hasEnvVariables: hasEnvVariables,\n env: env,\n global: globalObject,\n getNativePromise: getNativePromise,\n domainBind: domainBind\n};\nret.isRecentNode = ret.isNode && (function() {\n var version = process.versions.node.split(\".\").map(Number);\n return (version[0] === 0 && version[1] > 10) || (version[0] > 0);\n})();\n\nif (ret.isNode) ret.toFastProperties(process);\n\ntry {throw new Error(); } catch (e) {ret.lastLineError = e;}\nmodule.exports = ret;\n\n},{\"./es5\":13}]},{},[4])(4)\n}); ;if (typeof window !== 'undefined' && window !== null) { window.P = window.Promise; } else if (typeof self !== 'undefined' && self !== null) { self.P = self.Promise; }","/* globals __webpack_amd_options__ */\r\nmodule.exports = __webpack_amd_options__;\r\n","'use strict';\nvar readerFor = require('./reader/readerFor');\nvar utils = require('./utils');\nvar CompressedObject = require('./compressedObject');\nvar crc32fn = require('./crc32');\nvar utf8 = require('./utf8');\nvar compressions = require('./compressions');\nvar support = require('./support');\n\nvar MADE_BY_DOS = 0x00;\nvar MADE_BY_UNIX = 0x03;\n\n/**\n * Find a compression registered in JSZip.\n * @param {string} compressionMethod the method magic to find.\n * @return {Object|null} the JSZip compression object, null if none found.\n */\nvar findCompression = function(compressionMethod) {\n for (var method in compressions) {\n if (!compressions.hasOwnProperty(method)) {\n continue;\n }\n if (compressions[method].magic === compressionMethod) {\n return compressions[method];\n }\n }\n return null;\n};\n\n// class ZipEntry {{{\n/**\n * An entry in the zip file.\n * @constructor\n * @param {Object} options Options of the current file.\n * @param {Object} loadOptions Options for loading the stream.\n */\nfunction ZipEntry(options, loadOptions) {\n this.options = options;\n this.loadOptions = loadOptions;\n}\nZipEntry.prototype = {\n /**\n * say if the file is encrypted.\n * @return {boolean} true if the file is encrypted, false otherwise.\n */\n isEncrypted: function() {\n // bit 1 is set\n return (this.bitFlag & 0x0001) === 0x0001;\n },\n /**\n * say if the file has utf-8 filename/comment.\n * @return {boolean} true if the filename/comment is in utf-8, false otherwise.\n */\n useUTF8: function() {\n // bit 11 is set\n return (this.bitFlag & 0x0800) === 0x0800;\n },\n /**\n * Read the local part of a zip file and add the info in this object.\n * @param {DataReader} reader the reader to use.\n */\n readLocalPart: function(reader) {\n var compression, localExtraFieldsLength;\n\n // we already know everything from the central dir !\n // If the central dir data are false, we are doomed.\n // On the bright side, the local part is scary : zip64, data descriptors, both, etc.\n // The less data we get here, the more reliable this should be.\n // Let's skip the whole header and dash to the data !\n reader.skip(22);\n // in some zip created on windows, the filename stored in the central dir contains \\ instead of /.\n // Strangely, the filename here is OK.\n // I would love to treat these zip files as corrupted (see http://www.info-zip.org/FAQ.html#backslashes\n // or APPNOTE#4.4.17.1, \"All slashes MUST be forward slashes '/'\") but there are a lot of bad zip generators...\n // Search \"unzip mismatching \"local\" filename continuing with \"central\" filename version\" on\n // the internet.\n //\n // I think I see the logic here : the central directory is used to display\n // content and the local directory is used to extract the files. Mixing / and \\\n // may be used to display \\ to windows users and use / when extracting the files.\n // Unfortunately, this lead also to some issues : http://seclists.org/fulldisclosure/2009/Sep/394\n this.fileNameLength = reader.readInt(2);\n localExtraFieldsLength = reader.readInt(2); // can't be sure this will be the same as the central dir\n // the fileName is stored as binary data, the handleUTF8 method will take care of the encoding.\n this.fileName = reader.readData(this.fileNameLength);\n reader.skip(localExtraFieldsLength);\n\n if (this.compressedSize === -1 || this.uncompressedSize === -1) {\n throw new Error(\"Bug or corrupted zip : didn't get enough informations from the central directory \" + \"(compressedSize === -1 || uncompressedSize === -1)\");\n }\n\n compression = findCompression(this.compressionMethod);\n if (compression === null) { // no compression found\n throw new Error(\"Corrupted zip : compression \" + utils.pretty(this.compressionMethod) + \" unknown (inner file : \" + utils.transformTo(\"string\", this.fileName) + \")\");\n }\n this.decompressed = new CompressedObject(this.compressedSize, this.uncompressedSize, this.crc32, compression, reader.readData(this.compressedSize));\n },\n\n /**\n * Read the central part of a zip file and add the info in this object.\n * @param {DataReader} reader the reader to use.\n */\n readCentralPart: function(reader) {\n this.versionMadeBy = reader.readInt(2);\n reader.skip(2);\n // this.versionNeeded = reader.readInt(2);\n this.bitFlag = reader.readInt(2);\n this.compressionMethod = reader.readString(2);\n this.date = reader.readDate();\n this.crc32 = reader.readInt(4);\n this.compressedSize = reader.readInt(4);\n this.uncompressedSize = reader.readInt(4);\n var fileNameLength = reader.readInt(2);\n this.extraFieldsLength = reader.readInt(2);\n this.fileCommentLength = reader.readInt(2);\n this.diskNumberStart = reader.readInt(2);\n this.internalFileAttributes = reader.readInt(2);\n this.externalFileAttributes = reader.readInt(4);\n this.localHeaderOffset = reader.readInt(4);\n\n if (this.isEncrypted()) {\n throw new Error(\"Encrypted zip are not supported\");\n }\n\n // will be read in the local part, see the comments there\n reader.skip(fileNameLength);\n this.readExtraFields(reader);\n this.parseZIP64ExtraField(reader);\n this.fileComment = reader.readData(this.fileCommentLength);\n },\n\n /**\n * Parse the external file attributes and get the unix/dos permissions.\n */\n processAttributes: function () {\n this.unixPermissions = null;\n this.dosPermissions = null;\n var madeBy = this.versionMadeBy >> 8;\n\n // Check if we have the DOS directory flag set.\n // We look for it in the DOS and UNIX permissions\n // but some unknown platform could set it as a compatibility flag.\n this.dir = this.externalFileAttributes & 0x0010 ? true : false;\n\n if(madeBy === MADE_BY_DOS) {\n // first 6 bits (0 to 5)\n this.dosPermissions = this.externalFileAttributes & 0x3F;\n }\n\n if(madeBy === MADE_BY_UNIX) {\n this.unixPermissions = (this.externalFileAttributes >> 16) & 0xFFFF;\n // the octal permissions are in (this.unixPermissions & 0x01FF).toString(8);\n }\n\n // fail safe : if the name ends with a / it probably means a folder\n if (!this.dir && this.fileNameStr.slice(-1) === '/') {\n this.dir = true;\n }\n },\n\n /**\n * Parse the ZIP64 extra field and merge the info in the current ZipEntry.\n * @param {DataReader} reader the reader to use.\n */\n parseZIP64ExtraField: function(reader) {\n\n if (!this.extraFields[0x0001]) {\n return;\n }\n\n // should be something, preparing the extra reader\n var extraReader = readerFor(this.extraFields[0x0001].value);\n\n // I really hope that these 64bits integer can fit in 32 bits integer, because js\n // won't let us have more.\n if (this.uncompressedSize === utils.MAX_VALUE_32BITS) {\n this.uncompressedSize = extraReader.readInt(8);\n }\n if (this.compressedSize === utils.MAX_VALUE_32BITS) {\n this.compressedSize = extraReader.readInt(8);\n }\n if (this.localHeaderOffset === utils.MAX_VALUE_32BITS) {\n this.localHeaderOffset = extraReader.readInt(8);\n }\n if (this.diskNumberStart === utils.MAX_VALUE_32BITS) {\n this.diskNumberStart = extraReader.readInt(4);\n }\n },\n /**\n * Read the central part of a zip file and add the info in this object.\n * @param {DataReader} reader the reader to use.\n */\n readExtraFields: function(reader) {\n var end = reader.index + this.extraFieldsLength,\n extraFieldId,\n extraFieldLength,\n extraFieldValue;\n\n if (!this.extraFields) {\n this.extraFields = {};\n }\n\n while (reader.index < end) {\n extraFieldId = reader.readInt(2);\n extraFieldLength = reader.readInt(2);\n extraFieldValue = reader.readData(extraFieldLength);\n\n this.extraFields[extraFieldId] = {\n id: extraFieldId,\n length: extraFieldLength,\n value: extraFieldValue\n };\n }\n },\n /**\n * Apply an UTF8 transformation if needed.\n */\n handleUTF8: function() {\n var decodeParamType = support.uint8array ? \"uint8array\" : \"array\";\n if (this.useUTF8()) {\n this.fileNameStr = utf8.utf8decode(this.fileName);\n this.fileCommentStr = utf8.utf8decode(this.fileComment);\n } else {\n var upath = this.findExtraFieldUnicodePath();\n if (upath !== null) {\n this.fileNameStr = upath;\n } else {\n // ASCII text or unsupported code page\n var fileNameByteArray = utils.transformTo(decodeParamType, this.fileName);\n this.fileNameStr = this.loadOptions.decodeFileName(fileNameByteArray);\n }\n\n var ucomment = this.findExtraFieldUnicodeComment();\n if (ucomment !== null) {\n this.fileCommentStr = ucomment;\n } else {\n // ASCII text or unsupported code page\n var commentByteArray = utils.transformTo(decodeParamType, this.fileComment);\n this.fileCommentStr = this.loadOptions.decodeFileName(commentByteArray);\n }\n }\n },\n\n /**\n * Find the unicode path declared in the extra field, if any.\n * @return {String} the unicode path, null otherwise.\n */\n findExtraFieldUnicodePath: function() {\n var upathField = this.extraFields[0x7075];\n if (upathField) {\n var extraReader = readerFor(upathField.value);\n\n // wrong version\n if (extraReader.readInt(1) !== 1) {\n return null;\n }\n\n // the crc of the filename changed, this field is out of date.\n if (crc32fn(this.fileName) !== extraReader.readInt(4)) {\n return null;\n }\n\n return utf8.utf8decode(extraReader.readData(upathField.length - 5));\n }\n return null;\n },\n\n /**\n * Find the unicode comment declared in the extra field, if any.\n * @return {String} the unicode comment, null otherwise.\n */\n findExtraFieldUnicodeComment: function() {\n var ucommentField = this.extraFields[0x6375];\n if (ucommentField) {\n var extraReader = readerFor(ucommentField.value);\n\n // wrong version\n if (extraReader.readInt(1) !== 1) {\n return null;\n }\n\n // the crc of the comment changed, this field is out of date.\n if (crc32fn(this.fileComment) !== extraReader.readInt(4)) {\n return null;\n }\n\n return utf8.utf8decode(extraReader.readData(ucommentField.length - 5));\n }\n return null;\n }\n};\nmodule.exports = ZipEntry;\n","'use strict';\nvar Uint8ArrayReader = require('./Uint8ArrayReader');\nvar utils = require('../utils');\n\nfunction NodeBufferReader(data) {\n Uint8ArrayReader.call(this, data);\n}\nutils.inherits(NodeBufferReader, Uint8ArrayReader);\n\n/**\n * @see DataReader.readData\n */\nNodeBufferReader.prototype.readData = function(size) {\n this.checkOffset(size);\n var result = this.data.slice(this.zero + this.index, this.zero + this.index + size);\n this.index += size;\n return result;\n};\nmodule.exports = NodeBufferReader;\n","'use strict';\nvar DataReader = require('./DataReader');\nvar utils = require('../utils');\n\nfunction StringReader(data) {\n DataReader.call(this, data);\n}\nutils.inherits(StringReader, DataReader);\n/**\n * @see DataReader.byteAt\n */\nStringReader.prototype.byteAt = function(i) {\n return this.data.charCodeAt(this.zero + i);\n};\n/**\n * @see DataReader.lastIndexOfSignature\n */\nStringReader.prototype.lastIndexOfSignature = function(sig) {\n return this.data.lastIndexOf(sig) - this.zero;\n};\n/**\n * @see DataReader.readAndCheckSignature\n */\nStringReader.prototype.readAndCheckSignature = function (sig) {\n var data = this.readData(4);\n return sig === data;\n};\n/**\n * @see DataReader.readData\n */\nStringReader.prototype.readData = function(size) {\n this.checkOffset(size);\n // this will work because the constructor applied the \"& 0xff\" mask.\n var result = this.data.slice(this.zero + this.index, this.zero + this.index + size);\n this.index += size;\n return result;\n};\nmodule.exports = StringReader;\n","'use strict';\nvar readerFor = require('./reader/readerFor');\nvar utils = require('./utils');\nvar sig = require('./signature');\nvar ZipEntry = require('./zipEntry');\nvar utf8 = require('./utf8');\nvar support = require('./support');\n// class ZipEntries {{{\n/**\n * All the entries in the zip file.\n * @constructor\n * @param {Object} loadOptions Options for loading the stream.\n */\nfunction ZipEntries(loadOptions) {\n this.files = [];\n this.loadOptions = loadOptions;\n}\nZipEntries.prototype = {\n /**\n * Check that the reader is on the specified signature.\n * @param {string} expectedSignature the expected signature.\n * @throws {Error} if it is an other signature.\n */\n checkSignature: function(expectedSignature) {\n if (!this.reader.readAndCheckSignature(expectedSignature)) {\n this.reader.index -= 4;\n var signature = this.reader.readString(4);\n throw new Error(\"Corrupted zip or bug: unexpected signature \" + \"(\" + utils.pretty(signature) + \", expected \" + utils.pretty(expectedSignature) + \")\");\n }\n },\n /**\n * Check if the given signature is at the given index.\n * @param {number} askedIndex the index to check.\n * @param {string} expectedSignature the signature to expect.\n * @return {boolean} true if the signature is here, false otherwise.\n */\n isSignature: function(askedIndex, expectedSignature) {\n var currentIndex = this.reader.index;\n this.reader.setIndex(askedIndex);\n var signature = this.reader.readString(4);\n var result = signature === expectedSignature;\n this.reader.setIndex(currentIndex);\n return result;\n },\n /**\n * Read the end of the central directory.\n */\n readBlockEndOfCentral: function() {\n this.diskNumber = this.reader.readInt(2);\n this.diskWithCentralDirStart = this.reader.readInt(2);\n this.centralDirRecordsOnThisDisk = this.reader.readInt(2);\n this.centralDirRecords = this.reader.readInt(2);\n this.centralDirSize = this.reader.readInt(4);\n this.centralDirOffset = this.reader.readInt(4);\n\n this.zipCommentLength = this.reader.readInt(2);\n // warning : the encoding depends of the system locale\n // On a linux machine with LANG=en_US.utf8, this field is utf8 encoded.\n // On a windows machine, this field is encoded with the localized windows code page.\n var zipComment = this.reader.readData(this.zipCommentLength);\n var decodeParamType = support.uint8array ? \"uint8array\" : \"array\";\n // To get consistent behavior with the generation part, we will assume that\n // this is utf8 encoded unless specified otherwise.\n var decodeContent = utils.transformTo(decodeParamType, zipComment);\n this.zipComment = this.loadOptions.decodeFileName(decodeContent);\n },\n /**\n * Read the end of the Zip 64 central directory.\n * Not merged with the method readEndOfCentral :\n * The end of central can coexist with its Zip64 brother,\n * I don't want to read the wrong number of bytes !\n */\n readBlockZip64EndOfCentral: function() {\n this.zip64EndOfCentralSize = this.reader.readInt(8);\n this.reader.skip(4);\n // this.versionMadeBy = this.reader.readString(2);\n // this.versionNeeded = this.reader.readInt(2);\n this.diskNumber = this.reader.readInt(4);\n this.diskWithCentralDirStart = this.reader.readInt(4);\n this.centralDirRecordsOnThisDisk = this.reader.readInt(8);\n this.centralDirRecords = this.reader.readInt(8);\n this.centralDirSize = this.reader.readInt(8);\n this.centralDirOffset = this.reader.readInt(8);\n\n this.zip64ExtensibleData = {};\n var extraDataSize = this.zip64EndOfCentralSize - 44,\n index = 0,\n extraFieldId,\n extraFieldLength,\n extraFieldValue;\n while (index < extraDataSize) {\n extraFieldId = this.reader.readInt(2);\n extraFieldLength = this.reader.readInt(4);\n extraFieldValue = this.reader.readData(extraFieldLength);\n this.zip64ExtensibleData[extraFieldId] = {\n id: extraFieldId,\n length: extraFieldLength,\n value: extraFieldValue\n };\n }\n },\n /**\n * Read the end of the Zip 64 central directory locator.\n */\n readBlockZip64EndOfCentralLocator: function() {\n this.diskWithZip64CentralDirStart = this.reader.readInt(4);\n this.relativeOffsetEndOfZip64CentralDir = this.reader.readInt(8);\n this.disksCount = this.reader.readInt(4);\n if (this.disksCount > 1) {\n throw new Error(\"Multi-volumes zip are not supported\");\n }\n },\n /**\n * Read the local files, based on the offset read in the central part.\n */\n readLocalFiles: function() {\n var i, file;\n for (i = 0; i < this.files.length; i++) {\n file = this.files[i];\n this.reader.setIndex(file.localHeaderOffset);\n this.checkSignature(sig.LOCAL_FILE_HEADER);\n file.readLocalPart(this.reader);\n file.handleUTF8();\n file.processAttributes();\n }\n },\n /**\n * Read the central directory.\n */\n readCentralDir: function() {\n var file;\n\n this.reader.setIndex(this.centralDirOffset);\n while (this.reader.readAndCheckSignature(sig.CENTRAL_FILE_HEADER)) {\n file = new ZipEntry({\n zip64: this.zip64\n }, this.loadOptions);\n file.readCentralPart(this.reader);\n this.files.push(file);\n }\n\n if (this.centralDirRecords !== this.files.length) {\n if (this.centralDirRecords !== 0 && this.files.length === 0) {\n // We expected some records but couldn't find ANY.\n // This is really suspicious, as if something went wrong.\n throw new Error(\"Corrupted zip or bug: expected \" + this.centralDirRecords + \" records in central dir, got \" + this.files.length);\n } else {\n // We found some records but not all.\n // Something is wrong but we got something for the user: no error here.\n // console.warn(\"expected\", this.centralDirRecords, \"records in central dir, got\", this.files.length);\n }\n }\n },\n /**\n * Read the end of central directory.\n */\n readEndOfCentral: function() {\n var offset = this.reader.lastIndexOfSignature(sig.CENTRAL_DIRECTORY_END);\n if (offset < 0) {\n // Check if the content is a truncated zip or complete garbage.\n // A \"LOCAL_FILE_HEADER\" is not required at the beginning (auto\n // extractible zip for example) but it can give a good hint.\n // If an ajax request was used without responseType, we will also\n // get unreadable data.\n var isGarbage = !this.isSignature(0, sig.LOCAL_FILE_HEADER);\n\n if (isGarbage) {\n throw new Error(\"Can't find end of central directory : is this a zip file ? \" +\n \"If it is, see https://stuk.github.io/jszip/documentation/howto/read_zip.html\");\n } else {\n throw new Error(\"Corrupted zip: can't find end of central directory\");\n }\n\n }\n this.reader.setIndex(offset);\n var endOfCentralDirOffset = offset;\n this.checkSignature(sig.CENTRAL_DIRECTORY_END);\n this.readBlockEndOfCentral();\n\n\n /* extract from the zip spec :\n 4) If one of the fields in the end of central directory\n record is too small to hold required data, the field\n should be set to -1 (0xFFFF or 0xFFFFFFFF) and the\n ZIP64 format record should be created.\n 5) The end of central directory record and the\n Zip64 end of central directory locator record must\n reside on the same disk when splitting or spanning\n an archive.\n */\n if (this.diskNumber === utils.MAX_VALUE_16BITS || this.diskWithCentralDirStart === utils.MAX_VALUE_16BITS || this.centralDirRecordsOnThisDisk === utils.MAX_VALUE_16BITS || this.centralDirRecords === utils.MAX_VALUE_16BITS || this.centralDirSize === utils.MAX_VALUE_32BITS || this.centralDirOffset === utils.MAX_VALUE_32BITS) {\n this.zip64 = true;\n\n /*\n Warning : the zip64 extension is supported, but ONLY if the 64bits integer read from\n the zip file can fit into a 32bits integer. This cannot be solved : JavaScript represents\n all numbers as 64-bit double precision IEEE 754 floating point numbers.\n So, we have 53bits for integers and bitwise operations treat everything as 32bits.\n see https://developer.mozilla.org/en-US/docs/JavaScript/Reference/Operators/Bitwise_Operators\n and http://www.ecma-international.org/publications/files/ECMA-ST/ECMA-262.pdf section 8.5\n */\n\n // should look for a zip64 EOCD locator\n offset = this.reader.lastIndexOfSignature(sig.ZIP64_CENTRAL_DIRECTORY_LOCATOR);\n if (offset < 0) {\n throw new Error(\"Corrupted zip: can't find the ZIP64 end of central directory locator\");\n }\n this.reader.setIndex(offset);\n this.checkSignature(sig.ZIP64_CENTRAL_DIRECTORY_LOCATOR);\n this.readBlockZip64EndOfCentralLocator();\n\n // now the zip64 EOCD record\n if (!this.isSignature(this.relativeOffsetEndOfZip64CentralDir, sig.ZIP64_CENTRAL_DIRECTORY_END)) {\n // console.warn(\"ZIP64 end of central directory not where expected.\");\n this.relativeOffsetEndOfZip64CentralDir = this.reader.lastIndexOfSignature(sig.ZIP64_CENTRAL_DIRECTORY_END);\n if (this.relativeOffsetEndOfZip64CentralDir < 0) {\n throw new Error(\"Corrupted zip: can't find the ZIP64 end of central directory\");\n }\n }\n this.reader.setIndex(this.relativeOffsetEndOfZip64CentralDir);\n this.checkSignature(sig.ZIP64_CENTRAL_DIRECTORY_END);\n this.readBlockZip64EndOfCentral();\n }\n\n var expectedEndOfCentralDirOffset = this.centralDirOffset + this.centralDirSize;\n if (this.zip64) {\n expectedEndOfCentralDirOffset += 20; // end of central dir 64 locator\n expectedEndOfCentralDirOffset += 12 /* should not include the leading 12 bytes */ + this.zip64EndOfCentralSize;\n }\n\n var extraBytes = endOfCentralDirOffset - expectedEndOfCentralDirOffset;\n\n if (extraBytes > 0) {\n // console.warn(extraBytes, \"extra bytes at beginning or within zipfile\");\n if (this.isSignature(endOfCentralDirOffset, sig.CENTRAL_FILE_HEADER)) {\n // The offsets seem wrong, but we have something at the specified offset.\n // So… we keep it.\n } else {\n // the offset is wrong, update the \"zero\" of the reader\n // this happens if data has been prepended (crx files for example)\n this.reader.zero = extraBytes;\n }\n } else if (extraBytes < 0) {\n throw new Error(\"Corrupted zip: missing \" + Math.abs(extraBytes) + \" bytes.\");\n }\n },\n prepareReader: function(data) {\n this.reader = readerFor(data);\n },\n /**\n * Read a zip file and create ZipEntries.\n * @param {String|ArrayBuffer|Uint8Array|Buffer} data the binary string representing a zip file.\n */\n load: function(data) {\n this.prepareReader(data);\n this.readEndOfCentral();\n this.readCentralDir();\n this.readLocalFiles();\n }\n};\n// }}} end of ZipEntries\nmodule.exports = ZipEntries;\n","'use strict';\nvar utils = require('./utils');\nvar external = require(\"./external\");\nvar utf8 = require('./utf8');\nvar utils = require('./utils');\nvar ZipEntries = require('./zipEntries');\nvar Crc32Probe = require('./stream/Crc32Probe');\nvar nodejsUtils = require(\"./nodejsUtils\");\n\n/**\n * Check the CRC32 of an entry.\n * @param {ZipEntry} zipEntry the zip entry to check.\n * @return {Promise} the result.\n */\nfunction checkEntryCRC32(zipEntry) {\n return new external.Promise(function (resolve, reject) {\n var worker = zipEntry.decompressed.getContentWorker().pipe(new Crc32Probe());\n worker.on(\"error\", function (e) {\n reject(e);\n })\n .on(\"end\", function () {\n if (worker.streamInfo.crc32 !== zipEntry.decompressed.crc32) {\n reject(new Error(\"Corrupted zip : CRC32 mismatch\"));\n } else {\n resolve();\n }\n })\n .resume();\n });\n}\n\nmodule.exports = function(data, options) {\n var zip = this;\n options = utils.extend(options || {}, {\n base64: false,\n checkCRC32: false,\n optimizedBinaryString: false,\n createFolders: false,\n decodeFileName: utf8.utf8decode\n });\n\n if (nodejsUtils.isNode && nodejsUtils.isStream(data)) {\n return external.Promise.reject(new Error(\"JSZip can't accept a stream when loading a zip file.\"));\n }\n\n return utils.prepareContent(\"the loaded zip file\", data, true, options.optimizedBinaryString, options.base64)\n .then(function(data) {\n var zipEntries = new ZipEntries(options);\n zipEntries.load(data);\n return zipEntries;\n }).then(function checkCRC32(zipEntries) {\n var promises = [external.Promise.resolve(zipEntries)];\n var files = zipEntries.files;\n if (options.checkCRC32) {\n for (var i = 0; i < files.length; i++) {\n promises.push(checkEntryCRC32(files[i]));\n }\n }\n return external.Promise.all(promises);\n }).then(function addFiles(results) {\n var zipEntries = results.shift();\n var files = zipEntries.files;\n for (var i = 0; i < files.length; i++) {\n var input = files[i];\n zip.file(input.fileNameStr, input.decompressed, {\n binary: true,\n optimizedBinaryString: true,\n date: input.date,\n dir: input.dir,\n comment : input.fileCommentStr.length ? input.fileCommentStr : null,\n unixPermissions : input.unixPermissions,\n dosPermissions : input.dosPermissions,\n createFolders: options.createFolders\n });\n }\n if (zipEntries.zipComment.length) {\n zip.comment = zipEntries.zipComment;\n }\n\n return zip;\n });\n};\n","\"use strict\";\n\nvar utils = require('../utils');\nvar GenericWorker = require('../stream/GenericWorker');\n\n/**\n * A worker that use a nodejs stream as source.\n * @constructor\n * @param {String} filename the name of the file entry for this stream.\n * @param {Readable} stream the nodejs stream.\n */\nfunction NodejsStreamInputAdapter(filename, stream) {\n GenericWorker.call(this, \"Nodejs stream input adapter for \" + filename);\n this._upstreamEnded = false;\n this._bindStream(stream);\n}\n\nutils.inherits(NodejsStreamInputAdapter, GenericWorker);\n\n/**\n * Prepare the stream and bind the callbacks on it.\n * Do this ASAP on node 0.10 ! A lazy binding doesn't always work.\n * @param {Stream} stream the nodejs stream to use.\n */\nNodejsStreamInputAdapter.prototype._bindStream = function (stream) {\n var self = this;\n this._stream = stream;\n stream.pause();\n stream\n .on(\"data\", function (chunk) {\n self.push({\n data: chunk,\n meta : {\n percent : 0\n }\n });\n })\n .on(\"error\", function (e) {\n if(self.isPaused) {\n this.generatedError = e;\n } else {\n self.error(e);\n }\n })\n .on(\"end\", function () {\n if(self.isPaused) {\n self._upstreamEnded = true;\n } else {\n self.end();\n }\n });\n};\nNodejsStreamInputAdapter.prototype.pause = function () {\n if(!GenericWorker.prototype.pause.call(this)) {\n return false;\n }\n this._stream.pause();\n return true;\n};\nNodejsStreamInputAdapter.prototype.resume = function () {\n if(!GenericWorker.prototype.resume.call(this)) {\n return false;\n }\n\n if(this._upstreamEnded) {\n this.end();\n } else {\n this._stream.resume();\n }\n\n return true;\n};\n\nmodule.exports = NodejsStreamInputAdapter;\n","'use strict';\n\nvar utils = require('../utils');\nvar GenericWorker = require('../stream/GenericWorker');\nvar utf8 = require('../utf8');\nvar crc32 = require('../crc32');\nvar signature = require('../signature');\n\n/**\n * Transform an integer into a string in hexadecimal.\n * @private\n * @param {number} dec the number to convert.\n * @param {number} bytes the number of bytes to generate.\n * @returns {string} the result.\n */\nvar decToHex = function(dec, bytes) {\n var hex = \"\", i;\n for (i = 0; i < bytes; i++) {\n hex += String.fromCharCode(dec & 0xff);\n dec = dec >>> 8;\n }\n return hex;\n};\n\n/**\n * Generate the UNIX part of the external file attributes.\n * @param {Object} unixPermissions the unix permissions or null.\n * @param {Boolean} isDir true if the entry is a directory, false otherwise.\n * @return {Number} a 32 bit integer.\n *\n * adapted from http://unix.stackexchange.com/questions/14705/the-zip-formats-external-file-attribute :\n *\n * TTTTsstrwxrwxrwx0000000000ADVSHR\n * ^^^^____________________________ file type, see zipinfo.c (UNX_*)\n * ^^^_________________________ setuid, setgid, sticky\n * ^^^^^^^^^________________ permissions\n * ^^^^^^^^^^______ not used ?\n * ^^^^^^ DOS attribute bits : Archive, Directory, Volume label, System file, Hidden, Read only\n */\nvar generateUnixExternalFileAttr = function (unixPermissions, isDir) {\n\n var result = unixPermissions;\n if (!unixPermissions) {\n // I can't use octal values in strict mode, hence the hexa.\n // 040775 => 0x41fd\n // 0100664 => 0x81b4\n result = isDir ? 0x41fd : 0x81b4;\n }\n return (result & 0xFFFF) << 16;\n};\n\n/**\n * Generate the DOS part of the external file attributes.\n * @param {Object} dosPermissions the dos permissions or null.\n * @param {Boolean} isDir true if the entry is a directory, false otherwise.\n * @return {Number} a 32 bit integer.\n *\n * Bit 0 Read-Only\n * Bit 1 Hidden\n * Bit 2 System\n * Bit 3 Volume Label\n * Bit 4 Directory\n * Bit 5 Archive\n */\nvar generateDosExternalFileAttr = function (dosPermissions, isDir) {\n\n // the dir flag is already set for compatibility\n return (dosPermissions || 0) & 0x3F;\n};\n\n/**\n * Generate the various parts used in the construction of the final zip file.\n * @param {Object} streamInfo the hash with informations about the compressed file.\n * @param {Boolean} streamedContent is the content streamed ?\n * @param {Boolean} streamingEnded is the stream finished ?\n * @param {number} offset the current offset from the start of the zip file.\n * @param {String} platform let's pretend we are this platform (change platform dependents fields)\n * @param {Function} encodeFileName the function to encode the file name / comment.\n * @return {Object} the zip parts.\n */\nvar generateZipParts = function(streamInfo, streamedContent, streamingEnded, offset, platform, encodeFileName) {\n var file = streamInfo['file'],\n compression = streamInfo['compression'],\n useCustomEncoding = encodeFileName !== utf8.utf8encode,\n encodedFileName = utils.transformTo(\"string\", encodeFileName(file.name)),\n utfEncodedFileName = utils.transformTo(\"string\", utf8.utf8encode(file.name)),\n comment = file.comment,\n encodedComment = utils.transformTo(\"string\", encodeFileName(comment)),\n utfEncodedComment = utils.transformTo(\"string\", utf8.utf8encode(comment)),\n useUTF8ForFileName = utfEncodedFileName.length !== file.name.length,\n useUTF8ForComment = utfEncodedComment.length !== comment.length,\n dosTime,\n dosDate,\n extraFields = \"\",\n unicodePathExtraField = \"\",\n unicodeCommentExtraField = \"\",\n dir = file.dir,\n date = file.date;\n\n\n var dataInfo = {\n crc32 : 0,\n compressedSize : 0,\n uncompressedSize : 0\n };\n\n // if the content is streamed, the sizes/crc32 are only available AFTER\n // the end of the stream.\n if (!streamedContent || streamingEnded) {\n dataInfo.crc32 = streamInfo['crc32'];\n dataInfo.compressedSize = streamInfo['compressedSize'];\n dataInfo.uncompressedSize = streamInfo['uncompressedSize'];\n }\n\n var bitflag = 0;\n if (streamedContent) {\n // Bit 3: the sizes/crc32 are set to zero in the local header.\n // The correct values are put in the data descriptor immediately\n // following the compressed data.\n bitflag |= 0x0008;\n }\n if (!useCustomEncoding && (useUTF8ForFileName || useUTF8ForComment)) {\n // Bit 11: Language encoding flag (EFS).\n bitflag |= 0x0800;\n }\n\n\n var extFileAttr = 0;\n var versionMadeBy = 0;\n if (dir) {\n // dos or unix, we set the dos dir flag\n extFileAttr |= 0x00010;\n }\n if(platform === \"UNIX\") {\n versionMadeBy = 0x031E; // UNIX, version 3.0\n extFileAttr |= generateUnixExternalFileAttr(file.unixPermissions, dir);\n } else { // DOS or other, fallback to DOS\n versionMadeBy = 0x0014; // DOS, version 2.0\n extFileAttr |= generateDosExternalFileAttr(file.dosPermissions, dir);\n }\n\n // date\n // @see http://www.delorie.com/djgpp/doc/rbinter/it/52/13.html\n // @see http://www.delorie.com/djgpp/doc/rbinter/it/65/16.html\n // @see http://www.delorie.com/djgpp/doc/rbinter/it/66/16.html\n\n dosTime = date.getUTCHours();\n dosTime = dosTime << 6;\n dosTime = dosTime | date.getUTCMinutes();\n dosTime = dosTime << 5;\n dosTime = dosTime | date.getUTCSeconds() / 2;\n\n dosDate = date.getUTCFullYear() - 1980;\n dosDate = dosDate << 4;\n dosDate = dosDate | (date.getUTCMonth() + 1);\n dosDate = dosDate << 5;\n dosDate = dosDate | date.getUTCDate();\n\n if (useUTF8ForFileName) {\n // set the unicode path extra field. unzip needs at least one extra\n // field to correctly handle unicode path, so using the path is as good\n // as any other information. This could improve the situation with\n // other archive managers too.\n // This field is usually used without the utf8 flag, with a non\n // unicode path in the header (winrar, winzip). This helps (a bit)\n // with the messy Windows' default compressed folders feature but\n // breaks on p7zip which doesn't seek the unicode path extra field.\n // So for now, UTF-8 everywhere !\n unicodePathExtraField =\n // Version\n decToHex(1, 1) +\n // NameCRC32\n decToHex(crc32(encodedFileName), 4) +\n // UnicodeName\n utfEncodedFileName;\n\n extraFields +=\n // Info-ZIP Unicode Path Extra Field\n \"\\x75\\x70\" +\n // size\n decToHex(unicodePathExtraField.length, 2) +\n // content\n unicodePathExtraField;\n }\n\n if(useUTF8ForComment) {\n\n unicodeCommentExtraField =\n // Version\n decToHex(1, 1) +\n // CommentCRC32\n decToHex(crc32(encodedComment), 4) +\n // UnicodeName\n utfEncodedComment;\n\n extraFields +=\n // Info-ZIP Unicode Path Extra Field\n \"\\x75\\x63\" +\n // size\n decToHex(unicodeCommentExtraField.length, 2) +\n // content\n unicodeCommentExtraField;\n }\n\n var header = \"\";\n\n // version needed to extract\n header += \"\\x0A\\x00\";\n // general purpose bit flag\n header += decToHex(bitflag, 2);\n // compression method\n header += compression.magic;\n // last mod file time\n header += decToHex(dosTime, 2);\n // last mod file date\n header += decToHex(dosDate, 2);\n // crc-32\n header += decToHex(dataInfo.crc32, 4);\n // compressed size\n header += decToHex(dataInfo.compressedSize, 4);\n // uncompressed size\n header += decToHex(dataInfo.uncompressedSize, 4);\n // file name length\n header += decToHex(encodedFileName.length, 2);\n // extra field length\n header += decToHex(extraFields.length, 2);\n\n\n var fileRecord = signature.LOCAL_FILE_HEADER + header + encodedFileName + extraFields;\n\n var dirRecord = signature.CENTRAL_FILE_HEADER +\n // version made by (00: DOS)\n decToHex(versionMadeBy, 2) +\n // file header (common to file and central directory)\n header +\n // file comment length\n decToHex(encodedComment.length, 2) +\n // disk number start\n \"\\x00\\x00\" +\n // internal file attributes TODO\n \"\\x00\\x00\" +\n // external file attributes\n decToHex(extFileAttr, 4) +\n // relative offset of local header\n decToHex(offset, 4) +\n // file name\n encodedFileName +\n // extra field\n extraFields +\n // file comment\n encodedComment;\n\n return {\n fileRecord: fileRecord,\n dirRecord: dirRecord\n };\n};\n\n/**\n * Generate the EOCD record.\n * @param {Number} entriesCount the number of entries in the zip file.\n * @param {Number} centralDirLength the length (in bytes) of the central dir.\n * @param {Number} localDirLength the length (in bytes) of the local dir.\n * @param {String} comment the zip file comment as a binary string.\n * @param {Function} encodeFileName the function to encode the comment.\n * @return {String} the EOCD record.\n */\nvar generateCentralDirectoryEnd = function (entriesCount, centralDirLength, localDirLength, comment, encodeFileName) {\n var dirEnd = \"\";\n var encodedComment = utils.transformTo(\"string\", encodeFileName(comment));\n\n // end of central dir signature\n dirEnd = signature.CENTRAL_DIRECTORY_END +\n // number of this disk\n \"\\x00\\x00\" +\n // number of the disk with the start of the central directory\n \"\\x00\\x00\" +\n // total number of entries in the central directory on this disk\n decToHex(entriesCount, 2) +\n // total number of entries in the central directory\n decToHex(entriesCount, 2) +\n // size of the central directory 4 bytes\n decToHex(centralDirLength, 4) +\n // offset of start of central directory with respect to the starting disk number\n decToHex(localDirLength, 4) +\n // .ZIP file comment length\n decToHex(encodedComment.length, 2) +\n // .ZIP file comment\n encodedComment;\n\n return dirEnd;\n};\n\n/**\n * Generate data descriptors for a file entry.\n * @param {Object} streamInfo the hash generated by a worker, containing informations\n * on the file entry.\n * @return {String} the data descriptors.\n */\nvar generateDataDescriptors = function (streamInfo) {\n var descriptor = \"\";\n descriptor = signature.DATA_DESCRIPTOR +\n // crc-32 4 bytes\n decToHex(streamInfo['crc32'], 4) +\n // compressed size 4 bytes\n decToHex(streamInfo['compressedSize'], 4) +\n // uncompressed size 4 bytes\n decToHex(streamInfo['uncompressedSize'], 4);\n\n return descriptor;\n};\n\n\n/**\n * A worker to concatenate other workers to create a zip file.\n * @param {Boolean} streamFiles `true` to stream the content of the files,\n * `false` to accumulate it.\n * @param {String} comment the comment to use.\n * @param {String} platform the platform to use, \"UNIX\" or \"DOS\".\n * @param {Function} encodeFileName the function to encode file names and comments.\n */\nfunction ZipFileWorker(streamFiles, comment, platform, encodeFileName) {\n GenericWorker.call(this, \"ZipFileWorker\");\n // The number of bytes written so far. This doesn't count accumulated chunks.\n this.bytesWritten = 0;\n // The comment of the zip file\n this.zipComment = comment;\n // The platform \"generating\" the zip file.\n this.zipPlatform = platform;\n // the function to encode file names and comments.\n this.encodeFileName = encodeFileName;\n // Should we stream the content of the files ?\n this.streamFiles = streamFiles;\n // If `streamFiles` is false, we will need to accumulate the content of the\n // files to calculate sizes / crc32 (and write them *before* the content).\n // This boolean indicates if we are accumulating chunks (it will change a lot\n // during the lifetime of this worker).\n this.accumulate = false;\n // The buffer receiving chunks when accumulating content.\n this.contentBuffer = [];\n // The list of generated directory records.\n this.dirRecords = [];\n // The offset (in bytes) from the beginning of the zip file for the current source.\n this.currentSourceOffset = 0;\n // The total number of entries in this zip file.\n this.entriesCount = 0;\n // the name of the file currently being added, null when handling the end of the zip file.\n // Used for the emited metadata.\n this.currentFile = null;\n\n\n\n this._sources = [];\n}\nutils.inherits(ZipFileWorker, GenericWorker);\n\n/**\n * @see GenericWorker.push\n */\nZipFileWorker.prototype.push = function (chunk) {\n\n var currentFilePercent = chunk.meta.percent || 0;\n var entriesCount = this.entriesCount;\n var remainingFiles = this._sources.length;\n\n if(this.accumulate) {\n this.contentBuffer.push(chunk);\n } else {\n this.bytesWritten += chunk.data.length;\n\n GenericWorker.prototype.push.call(this, {\n data : chunk.data,\n meta : {\n currentFile : this.currentFile,\n percent : entriesCount ? (currentFilePercent + 100 * (entriesCount - remainingFiles - 1)) / entriesCount : 100\n }\n });\n }\n};\n\n/**\n * The worker started a new source (an other worker).\n * @param {Object} streamInfo the streamInfo object from the new source.\n */\nZipFileWorker.prototype.openedSource = function (streamInfo) {\n this.currentSourceOffset = this.bytesWritten;\n this.currentFile = streamInfo['file'].name;\n\n var streamedContent = this.streamFiles && !streamInfo['file'].dir;\n\n // don't stream folders (because they don't have any content)\n if(streamedContent) {\n var record = generateZipParts(streamInfo, streamedContent, false, this.currentSourceOffset, this.zipPlatform, this.encodeFileName);\n this.push({\n data : record.fileRecord,\n meta : {percent:0}\n });\n } else {\n // we need to wait for the whole file before pushing anything\n this.accumulate = true;\n }\n};\n\n/**\n * The worker finished a source (an other worker).\n * @param {Object} streamInfo the streamInfo object from the finished source.\n */\nZipFileWorker.prototype.closedSource = function (streamInfo) {\n this.accumulate = false;\n var streamedContent = this.streamFiles && !streamInfo['file'].dir;\n var record = generateZipParts(streamInfo, streamedContent, true, this.currentSourceOffset, this.zipPlatform, this.encodeFileName);\n\n this.dirRecords.push(record.dirRecord);\n if(streamedContent) {\n // after the streamed file, we put data descriptors\n this.push({\n data : generateDataDescriptors(streamInfo),\n meta : {percent:100}\n });\n } else {\n // the content wasn't streamed, we need to push everything now\n // first the file record, then the content\n this.push({\n data : record.fileRecord,\n meta : {percent:0}\n });\n while(this.contentBuffer.length) {\n this.push(this.contentBuffer.shift());\n }\n }\n this.currentFile = null;\n};\n\n/**\n * @see GenericWorker.flush\n */\nZipFileWorker.prototype.flush = function () {\n\n var localDirLength = this.bytesWritten;\n for(var i = 0; i < this.dirRecords.length; i++) {\n this.push({\n data : this.dirRecords[i],\n meta : {percent:100}\n });\n }\n var centralDirLength = this.bytesWritten - localDirLength;\n\n var dirEnd = generateCentralDirectoryEnd(this.dirRecords.length, centralDirLength, localDirLength, this.zipComment, this.encodeFileName);\n\n this.push({\n data : dirEnd,\n meta : {percent:100}\n });\n};\n\n/**\n * Prepare the next source to be read.\n */\nZipFileWorker.prototype.prepareNextSource = function () {\n this.previous = this._sources.shift();\n this.openedSource(this.previous.streamInfo);\n if (this.isPaused) {\n this.previous.pause();\n } else {\n this.previous.resume();\n }\n};\n\n/**\n * @see GenericWorker.registerPrevious\n */\nZipFileWorker.prototype.registerPrevious = function (previous) {\n this._sources.push(previous);\n var self = this;\n\n previous.on('data', function (chunk) {\n self.processChunk(chunk);\n });\n previous.on('end', function () {\n self.closedSource(self.previous.streamInfo);\n if(self._sources.length) {\n self.prepareNextSource();\n } else {\n self.end();\n }\n });\n previous.on('error', function (e) {\n self.error(e);\n });\n return this;\n};\n\n/**\n * @see GenericWorker.resume\n */\nZipFileWorker.prototype.resume = function () {\n if(!GenericWorker.prototype.resume.call(this)) {\n return false;\n }\n\n if (!this.previous && this._sources.length) {\n this.prepareNextSource();\n return true;\n }\n if (!this.previous && !this._sources.length && !this.generatedError) {\n this.end();\n return true;\n }\n};\n\n/**\n * @see GenericWorker.error\n */\nZipFileWorker.prototype.error = function (e) {\n var sources = this._sources;\n if(!GenericWorker.prototype.error.call(this, e)) {\n return false;\n }\n for(var i = 0; i < sources.length; i++) {\n try {\n sources[i].error(e);\n } catch(e) {\n // the `error` exploded, nothing to do\n }\n }\n return true;\n};\n\n/**\n * @see GenericWorker.lock\n */\nZipFileWorker.prototype.lock = function () {\n GenericWorker.prototype.lock.call(this);\n var sources = this._sources;\n for(var i = 0; i < sources.length; i++) {\n sources[i].lock();\n }\n};\n\nmodule.exports = ZipFileWorker;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nfunction GZheader() {\n /* true if compressed data believed to be text */\n this.text = 0;\n /* modification time */\n this.time = 0;\n /* extra flags (not used when writing a gzip file) */\n this.xflags = 0;\n /* operating system */\n this.os = 0;\n /* pointer to extra field or Z_NULL if none */\n this.extra = null;\n /* extra field length (valid if extra != Z_NULL) */\n this.extra_len = 0; // Actually, we don't need it in JS,\n // but leave for few code modifications\n\n //\n // Setup limits is not necessary because in js we should not preallocate memory\n // for inflate use constant limit in 65536 bytes\n //\n\n /* space at extra (only when reading header) */\n // this.extra_max = 0;\n /* pointer to zero-terminated file name or Z_NULL */\n this.name = '';\n /* space at name (only when reading header) */\n // this.name_max = 0;\n /* pointer to zero-terminated comment or Z_NULL */\n this.comment = '';\n /* space at comment (only when reading header) */\n // this.comm_max = 0;\n /* true if there was or will be a header crc */\n this.hcrc = 0;\n /* true when done reading gzip header (not used when writing a gzip file) */\n this.done = false;\n}\n\nmodule.exports = GZheader;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nvar utils = require('../utils/common');\n\nvar MAXBITS = 15;\nvar ENOUGH_LENS = 852;\nvar ENOUGH_DISTS = 592;\n//var ENOUGH = (ENOUGH_LENS+ENOUGH_DISTS);\n\nvar CODES = 0;\nvar LENS = 1;\nvar DISTS = 2;\n\nvar lbase = [ /* Length codes 257..285 base */\n 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31,\n 35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0\n];\n\nvar lext = [ /* Length codes 257..285 extra */\n 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18,\n 19, 19, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 16, 72, 78\n];\n\nvar dbase = [ /* Distance codes 0..29 base */\n 1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193,\n 257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145,\n 8193, 12289, 16385, 24577, 0, 0\n];\n\nvar dext = [ /* Distance codes 0..29 extra */\n 16, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22,\n 23, 23, 24, 24, 25, 25, 26, 26, 27, 27,\n 28, 28, 29, 29, 64, 64\n];\n\nmodule.exports = function inflate_table(type, lens, lens_index, codes, table, table_index, work, opts)\n{\n var bits = opts.bits;\n //here = opts.here; /* table entry for duplication */\n\n var len = 0; /* a code's length in bits */\n var sym = 0; /* index of code symbols */\n var min = 0, max = 0; /* minimum and maximum code lengths */\n var root = 0; /* number of index bits for root table */\n var curr = 0; /* number of index bits for current table */\n var drop = 0; /* code bits to drop for sub-table */\n var left = 0; /* number of prefix codes available */\n var used = 0; /* code entries in table used */\n var huff = 0; /* Huffman code */\n var incr; /* for incrementing code, index */\n var fill; /* index for replicating entries */\n var low; /* low bits for current root entry */\n var mask; /* mask for low root bits */\n var next; /* next available space in table */\n var base = null; /* base value table to use */\n var base_index = 0;\n// var shoextra; /* extra bits table to use */\n var end; /* use base and extra for symbol > end */\n var count = new utils.Buf16(MAXBITS + 1); //[MAXBITS+1]; /* number of codes of each length */\n var offs = new utils.Buf16(MAXBITS + 1); //[MAXBITS+1]; /* offsets in table for each length */\n var extra = null;\n var extra_index = 0;\n\n var here_bits, here_op, here_val;\n\n /*\n Process a set of code lengths to create a canonical Huffman code. The\n code lengths are lens[0..codes-1]. Each length corresponds to the\n symbols 0..codes-1. The Huffman code is generated by first sorting the\n symbols by length from short to long, and retaining the symbol order\n for codes with equal lengths. Then the code starts with all zero bits\n for the first code of the shortest length, and the codes are integer\n increments for the same length, and zeros are appended as the length\n increases. For the deflate format, these bits are stored backwards\n from their more natural integer increment ordering, and so when the\n decoding tables are built in the large loop below, the integer codes\n are incremented backwards.\n\n This routine assumes, but does not check, that all of the entries in\n lens[] are in the range 0..MAXBITS. The caller must assure this.\n 1..MAXBITS is interpreted as that code length. zero means that that\n symbol does not occur in this code.\n\n The codes are sorted by computing a count of codes for each length,\n creating from that a table of starting indices for each length in the\n sorted table, and then entering the symbols in order in the sorted\n table. The sorted table is work[], with that space being provided by\n the caller.\n\n The length counts are used for other purposes as well, i.e. finding\n the minimum and maximum length codes, determining if there are any\n codes at all, checking for a valid set of lengths, and looking ahead\n at length counts to determine sub-table sizes when building the\n decoding tables.\n */\n\n /* accumulate lengths for codes (assumes lens[] all in 0..MAXBITS) */\n for (len = 0; len <= MAXBITS; len++) {\n count[len] = 0;\n }\n for (sym = 0; sym < codes; sym++) {\n count[lens[lens_index + sym]]++;\n }\n\n /* bound code lengths, force root to be within code lengths */\n root = bits;\n for (max = MAXBITS; max >= 1; max--) {\n if (count[max] !== 0) { break; }\n }\n if (root > max) {\n root = max;\n }\n if (max === 0) { /* no symbols to code at all */\n //table.op[opts.table_index] = 64; //here.op = (var char)64; /* invalid code marker */\n //table.bits[opts.table_index] = 1; //here.bits = (var char)1;\n //table.val[opts.table_index++] = 0; //here.val = (var short)0;\n table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n\n //table.op[opts.table_index] = 64;\n //table.bits[opts.table_index] = 1;\n //table.val[opts.table_index++] = 0;\n table[table_index++] = (1 << 24) | (64 << 16) | 0;\n\n opts.bits = 1;\n return 0; /* no symbols, but wait for decoding to report error */\n }\n for (min = 1; min < max; min++) {\n if (count[min] !== 0) { break; }\n }\n if (root < min) {\n root = min;\n }\n\n /* check for an over-subscribed or incomplete set of lengths */\n left = 1;\n for (len = 1; len <= MAXBITS; len++) {\n left <<= 1;\n left -= count[len];\n if (left < 0) {\n return -1;\n } /* over-subscribed */\n }\n if (left > 0 && (type === CODES || max !== 1)) {\n return -1; /* incomplete set */\n }\n\n /* generate offsets into symbol table for each length for sorting */\n offs[1] = 0;\n for (len = 1; len < MAXBITS; len++) {\n offs[len + 1] = offs[len] + count[len];\n }\n\n /* sort symbols by length, by symbol order within each length */\n for (sym = 0; sym < codes; sym++) {\n if (lens[lens_index + sym] !== 0) {\n work[offs[lens[lens_index + sym]]++] = sym;\n }\n }\n\n /*\n Create and fill in decoding tables. In this loop, the table being\n filled is at next and has curr index bits. The code being used is huff\n with length len. That code is converted to an index by dropping drop\n bits off of the bottom. For codes where len is less than drop + curr,\n those top drop + curr - len bits are incremented through all values to\n fill the table with replicated entries.\n\n root is the number of index bits for the root table. When len exceeds\n root, sub-tables are created pointed to by the root entry with an index\n of the low root bits of huff. This is saved in low to check for when a\n new sub-table should be started. drop is zero when the root table is\n being filled, and drop is root when sub-tables are being filled.\n\n When a new sub-table is needed, it is necessary to look ahead in the\n code lengths to determine what size sub-table is needed. The length\n counts are used for this, and so count[] is decremented as codes are\n entered in the tables.\n\n used keeps track of how many table entries have been allocated from the\n provided *table space. It is checked for LENS and DIST tables against\n the constants ENOUGH_LENS and ENOUGH_DISTS to guard against changes in\n the initial root table size constants. See the comments in inftrees.h\n for more information.\n\n sym increments through all symbols, and the loop terminates when\n all codes of length max, i.e. all codes, have been processed. This\n routine permits incomplete codes, so another loop after this one fills\n in the rest of the decoding tables with invalid code markers.\n */\n\n /* set up for code type */\n // poor man optimization - use if-else instead of switch,\n // to avoid deopts in old v8\n if (type === CODES) {\n base = extra = work; /* dummy value--not used */\n end = 19;\n\n } else if (type === LENS) {\n base = lbase;\n base_index -= 257;\n extra = lext;\n extra_index -= 257;\n end = 256;\n\n } else { /* DISTS */\n base = dbase;\n extra = dext;\n end = -1;\n }\n\n /* initialize opts for loop */\n huff = 0; /* starting code */\n sym = 0; /* starting code symbol */\n len = min; /* starting code length */\n next = table_index; /* current table to fill in */\n curr = root; /* current table index bits */\n drop = 0; /* current bits to drop from code for index */\n low = -1; /* trigger new sub-table when len > root */\n used = 1 << root; /* use root table entries */\n mask = used - 1; /* mask for comparing low */\n\n /* check available table space */\n if ((type === LENS && used > ENOUGH_LENS) ||\n (type === DISTS && used > ENOUGH_DISTS)) {\n return 1;\n }\n\n /* process all codes and make table entries */\n for (;;) {\n /* create table entry */\n here_bits = len - drop;\n if (work[sym] < end) {\n here_op = 0;\n here_val = work[sym];\n }\n else if (work[sym] > end) {\n here_op = extra[extra_index + work[sym]];\n here_val = base[base_index + work[sym]];\n }\n else {\n here_op = 32 + 64; /* end of block */\n here_val = 0;\n }\n\n /* replicate for those indices with low len bits equal to huff */\n incr = 1 << (len - drop);\n fill = 1 << curr;\n min = fill; /* save offset to next table */\n do {\n fill -= incr;\n table[next + (huff >> drop) + fill] = (here_bits << 24) | (here_op << 16) | here_val |0;\n } while (fill !== 0);\n\n /* backwards increment the len-bit code huff */\n incr = 1 << (len - 1);\n while (huff & incr) {\n incr >>= 1;\n }\n if (incr !== 0) {\n huff &= incr - 1;\n huff += incr;\n } else {\n huff = 0;\n }\n\n /* go to next symbol, update count, len */\n sym++;\n if (--count[len] === 0) {\n if (len === max) { break; }\n len = lens[lens_index + work[sym]];\n }\n\n /* create new sub-table if needed */\n if (len > root && (huff & mask) !== low) {\n /* if first time, transition to sub-tables */\n if (drop === 0) {\n drop = root;\n }\n\n /* increment past last table */\n next += min; /* here min is 1 << curr */\n\n /* determine length of next table */\n curr = len - drop;\n left = 1 << curr;\n while (curr + drop < max) {\n left -= count[curr + drop];\n if (left <= 0) { break; }\n curr++;\n left <<= 1;\n }\n\n /* check for enough space */\n used += 1 << curr;\n if ((type === LENS && used > ENOUGH_LENS) ||\n (type === DISTS && used > ENOUGH_DISTS)) {\n return 1;\n }\n\n /* point entry in root table to sub-table */\n low = huff & mask;\n /*table.op[low] = curr;\n table.bits[low] = root;\n table.val[low] = next - opts.table_index;*/\n table[low] = (root << 24) | (curr << 16) | (next - table_index) |0;\n }\n }\n\n /* fill in remaining table entry if code is incomplete (guaranteed to have\n at most one remaining entry, since if the code is incomplete, the\n maximum code length that was allowed to get this far is one bit) */\n if (huff !== 0) {\n //table.op[next + huff] = 64; /* invalid code marker */\n //table.bits[next + huff] = len - drop;\n //table.val[next + huff] = 0;\n table[next + huff] = ((len - drop) << 24) | (64 << 16) |0;\n }\n\n /* set return parameters */\n //opts.table_index += used;\n opts.bits = root;\n return 0;\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\n// See state defs from inflate.js\nvar BAD = 30; /* got a data error -- remain here until reset */\nvar TYPE = 12; /* i: waiting for type bits, including last-flag bit */\n\n/*\n Decode literal, length, and distance codes and write out the resulting\n literal and match bytes until either not enough input or output is\n available, an end-of-block is encountered, or a data error is encountered.\n When large enough input and output buffers are supplied to inflate(), for\n example, a 16K input buffer and a 64K output buffer, more than 95% of the\n inflate execution time is spent in this routine.\n\n Entry assumptions:\n\n state.mode === LEN\n strm.avail_in >= 6\n strm.avail_out >= 258\n start >= strm.avail_out\n state.bits < 8\n\n On return, state.mode is one of:\n\n LEN -- ran out of enough output space or enough available input\n TYPE -- reached end of block code, inflate() to interpret next block\n BAD -- error in block data\n\n Notes:\n\n - The maximum input bits used by a length/distance pair is 15 bits for the\n length code, 5 bits for the length extra, 15 bits for the distance code,\n and 13 bits for the distance extra. This totals 48 bits, or six bytes.\n Therefore if strm.avail_in >= 6, then there is enough input to avoid\n checking for available input while decoding.\n\n - The maximum bytes that a single length/distance pair can output is 258\n bytes, which is the maximum length that can be coded. inflate_fast()\n requires strm.avail_out >= 258 for each loop to avoid checking for\n output space.\n */\nmodule.exports = function inflate_fast(strm, start) {\n var state;\n var _in; /* local strm.input */\n var last; /* have enough input while in < last */\n var _out; /* local strm.output */\n var beg; /* inflate()'s initial strm.output */\n var end; /* while out < end, enough space available */\n//#ifdef INFLATE_STRICT\n var dmax; /* maximum distance from zlib header */\n//#endif\n var wsize; /* window size or zero if not using window */\n var whave; /* valid bytes in the window */\n var wnext; /* window write index */\n // Use `s_window` instead `window`, avoid conflict with instrumentation tools\n var s_window; /* allocated sliding window, if wsize != 0 */\n var hold; /* local strm.hold */\n var bits; /* local strm.bits */\n var lcode; /* local strm.lencode */\n var dcode; /* local strm.distcode */\n var lmask; /* mask for first level of length codes */\n var dmask; /* mask for first level of distance codes */\n var here; /* retrieved table entry */\n var op; /* code bits, operation, extra bits, or */\n /* window position, window bytes to copy */\n var len; /* match length, unused bytes */\n var dist; /* match distance */\n var from; /* where to copy match from */\n var from_source;\n\n\n var input, output; // JS specific, because we have no pointers\n\n /* copy state to local variables */\n state = strm.state;\n //here = state.here;\n _in = strm.next_in;\n input = strm.input;\n last = _in + (strm.avail_in - 5);\n _out = strm.next_out;\n output = strm.output;\n beg = _out - (start - strm.avail_out);\n end = _out + (strm.avail_out - 257);\n//#ifdef INFLATE_STRICT\n dmax = state.dmax;\n//#endif\n wsize = state.wsize;\n whave = state.whave;\n wnext = state.wnext;\n s_window = state.window;\n hold = state.hold;\n bits = state.bits;\n lcode = state.lencode;\n dcode = state.distcode;\n lmask = (1 << state.lenbits) - 1;\n dmask = (1 << state.distbits) - 1;\n\n\n /* decode literals and length/distances until end-of-block or not enough\n input data or output space */\n\n top:\n do {\n if (bits < 15) {\n hold += input[_in++] << bits;\n bits += 8;\n hold += input[_in++] << bits;\n bits += 8;\n }\n\n here = lcode[hold & lmask];\n\n dolen:\n for (;;) { // Goto emulation\n op = here >>> 24/*here.bits*/;\n hold >>>= op;\n bits -= op;\n op = (here >>> 16) & 0xff/*here.op*/;\n if (op === 0) { /* literal */\n //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n // \"inflate: literal '%c'\\n\" :\n // \"inflate: literal 0x%02x\\n\", here.val));\n output[_out++] = here & 0xffff/*here.val*/;\n }\n else if (op & 16) { /* length base */\n len = here & 0xffff/*here.val*/;\n op &= 15; /* number of extra bits */\n if (op) {\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n }\n len += hold & ((1 << op) - 1);\n hold >>>= op;\n bits -= op;\n }\n //Tracevv((stderr, \"inflate: length %u\\n\", len));\n if (bits < 15) {\n hold += input[_in++] << bits;\n bits += 8;\n hold += input[_in++] << bits;\n bits += 8;\n }\n here = dcode[hold & dmask];\n\n dodist:\n for (;;) { // goto emulation\n op = here >>> 24/*here.bits*/;\n hold >>>= op;\n bits -= op;\n op = (here >>> 16) & 0xff/*here.op*/;\n\n if (op & 16) { /* distance base */\n dist = here & 0xffff/*here.val*/;\n op &= 15; /* number of extra bits */\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n if (bits < op) {\n hold += input[_in++] << bits;\n bits += 8;\n }\n }\n dist += hold & ((1 << op) - 1);\n//#ifdef INFLATE_STRICT\n if (dist > dmax) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break top;\n }\n//#endif\n hold >>>= op;\n bits -= op;\n //Tracevv((stderr, \"inflate: distance %u\\n\", dist));\n op = _out - beg; /* max distance in output */\n if (dist > op) { /* see if copy from window */\n op = dist - op; /* distance back in window */\n if (op > whave) {\n if (state.sane) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break top;\n }\n\n// (!) This block is disabled in zlib defaults,\n// don't enable it for binary compatibility\n//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n// if (len <= op - whave) {\n// do {\n// output[_out++] = 0;\n// } while (--len);\n// continue top;\n// }\n// len -= op - whave;\n// do {\n// output[_out++] = 0;\n// } while (--op > whave);\n// if (op === 0) {\n// from = _out - dist;\n// do {\n// output[_out++] = output[from++];\n// } while (--len);\n// continue top;\n// }\n//#endif\n }\n from = 0; // window index\n from_source = s_window;\n if (wnext === 0) { /* very common case */\n from += wsize - op;\n if (op < len) { /* some from window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n else if (wnext < op) { /* wrap around window */\n from += wsize + wnext - op;\n op -= wnext;\n if (op < len) { /* some from end of window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = 0;\n if (wnext < len) { /* some from start of window */\n op = wnext;\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n }\n else { /* contiguous in window */\n from += wnext - op;\n if (op < len) { /* some from window */\n len -= op;\n do {\n output[_out++] = s_window[from++];\n } while (--op);\n from = _out - dist; /* rest from output */\n from_source = output;\n }\n }\n while (len > 2) {\n output[_out++] = from_source[from++];\n output[_out++] = from_source[from++];\n output[_out++] = from_source[from++];\n len -= 3;\n }\n if (len) {\n output[_out++] = from_source[from++];\n if (len > 1) {\n output[_out++] = from_source[from++];\n }\n }\n }\n else {\n from = _out - dist; /* copy direct from output */\n do { /* minimum length is three */\n output[_out++] = output[from++];\n output[_out++] = output[from++];\n output[_out++] = output[from++];\n len -= 3;\n } while (len > 2);\n if (len) {\n output[_out++] = output[from++];\n if (len > 1) {\n output[_out++] = output[from++];\n }\n }\n }\n }\n else if ((op & 64) === 0) { /* 2nd level distance code */\n here = dcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n continue dodist;\n }\n else {\n strm.msg = 'invalid distance code';\n state.mode = BAD;\n break top;\n }\n\n break; // need to emulate goto via \"continue\"\n }\n }\n else if ((op & 64) === 0) { /* 2nd level length code */\n here = lcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];\n continue dolen;\n }\n else if (op & 32) { /* end-of-block */\n //Tracevv((stderr, \"inflate: end of block\\n\"));\n state.mode = TYPE;\n break top;\n }\n else {\n strm.msg = 'invalid literal/length code';\n state.mode = BAD;\n break top;\n }\n\n break; // need to emulate goto via \"continue\"\n }\n } while (_in < last && _out < end);\n\n /* return unused bytes (on entry, bits < 8, so in won't go too far back) */\n len = bits >> 3;\n _in -= len;\n bits -= len << 3;\n hold &= (1 << bits) - 1;\n\n /* update state and return */\n strm.next_in = _in;\n strm.next_out = _out;\n strm.avail_in = (_in < last ? 5 + (last - _in) : 5 - (_in - last));\n strm.avail_out = (_out < end ? 257 + (end - _out) : 257 - (_out - end));\n state.hold = hold;\n state.bits = bits;\n return;\n};\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nvar utils = require('../utils/common');\nvar adler32 = require('./adler32');\nvar crc32 = require('./crc32');\nvar inflate_fast = require('./inffast');\nvar inflate_table = require('./inftrees');\n\nvar CODES = 0;\nvar LENS = 1;\nvar DISTS = 2;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n/* Allowed flush values; see deflate() and inflate() below for details */\n//var Z_NO_FLUSH = 0;\n//var Z_PARTIAL_FLUSH = 1;\n//var Z_SYNC_FLUSH = 2;\n//var Z_FULL_FLUSH = 3;\nvar Z_FINISH = 4;\nvar Z_BLOCK = 5;\nvar Z_TREES = 6;\n\n\n/* Return codes for the compression/decompression functions. Negative values\n * are errors, positive values are used for special but normal events.\n */\nvar Z_OK = 0;\nvar Z_STREAM_END = 1;\nvar Z_NEED_DICT = 2;\n//var Z_ERRNO = -1;\nvar Z_STREAM_ERROR = -2;\nvar Z_DATA_ERROR = -3;\nvar Z_MEM_ERROR = -4;\nvar Z_BUF_ERROR = -5;\n//var Z_VERSION_ERROR = -6;\n\n/* The deflate compression method */\nvar Z_DEFLATED = 8;\n\n\n/* STATES ====================================================================*/\n/* ===========================================================================*/\n\n\nvar HEAD = 1; /* i: waiting for magic header */\nvar FLAGS = 2; /* i: waiting for method and flags (gzip) */\nvar TIME = 3; /* i: waiting for modification time (gzip) */\nvar OS = 4; /* i: waiting for extra flags and operating system (gzip) */\nvar EXLEN = 5; /* i: waiting for extra length (gzip) */\nvar EXTRA = 6; /* i: waiting for extra bytes (gzip) */\nvar NAME = 7; /* i: waiting for end of file name (gzip) */\nvar COMMENT = 8; /* i: waiting for end of comment (gzip) */\nvar HCRC = 9; /* i: waiting for header crc (gzip) */\nvar DICTID = 10; /* i: waiting for dictionary check value */\nvar DICT = 11; /* waiting for inflateSetDictionary() call */\nvar TYPE = 12; /* i: waiting for type bits, including last-flag bit */\nvar TYPEDO = 13; /* i: same, but skip check to exit inflate on new block */\nvar STORED = 14; /* i: waiting for stored size (length and complement) */\nvar COPY_ = 15; /* i/o: same as COPY below, but only first time in */\nvar COPY = 16; /* i/o: waiting for input or output to copy stored block */\nvar TABLE = 17; /* i: waiting for dynamic block table lengths */\nvar LENLENS = 18; /* i: waiting for code length code lengths */\nvar CODELENS = 19; /* i: waiting for length/lit and distance code lengths */\nvar LEN_ = 20; /* i: same as LEN below, but only first time in */\nvar LEN = 21; /* i: waiting for length/lit/eob code */\nvar LENEXT = 22; /* i: waiting for length extra bits */\nvar DIST = 23; /* i: waiting for distance code */\nvar DISTEXT = 24; /* i: waiting for distance extra bits */\nvar MATCH = 25; /* o: waiting for output space to copy string */\nvar LIT = 26; /* o: waiting for output space to write literal */\nvar CHECK = 27; /* i: waiting for 32-bit check value */\nvar LENGTH = 28; /* i: waiting for 32-bit length (gzip) */\nvar DONE = 29; /* finished check, done -- remain here until reset */\nvar BAD = 30; /* got a data error -- remain here until reset */\nvar MEM = 31; /* got an inflate() memory error -- remain here until reset */\nvar SYNC = 32; /* looking for synchronization bytes to restart inflate() */\n\n/* ===========================================================================*/\n\n\n\nvar ENOUGH_LENS = 852;\nvar ENOUGH_DISTS = 592;\n//var ENOUGH = (ENOUGH_LENS+ENOUGH_DISTS);\n\nvar MAX_WBITS = 15;\n/* 32K LZ77 window */\nvar DEF_WBITS = MAX_WBITS;\n\n\nfunction zswap32(q) {\n return (((q >>> 24) & 0xff) +\n ((q >>> 8) & 0xff00) +\n ((q & 0xff00) << 8) +\n ((q & 0xff) << 24));\n}\n\n\nfunction InflateState() {\n this.mode = 0; /* current inflate mode */\n this.last = false; /* true if processing last block */\n this.wrap = 0; /* bit 0 true for zlib, bit 1 true for gzip */\n this.havedict = false; /* true if dictionary provided */\n this.flags = 0; /* gzip header method and flags (0 if zlib) */\n this.dmax = 0; /* zlib header max distance (INFLATE_STRICT) */\n this.check = 0; /* protected copy of check value */\n this.total = 0; /* protected copy of output count */\n // TODO: may be {}\n this.head = null; /* where to save gzip header information */\n\n /* sliding window */\n this.wbits = 0; /* log base 2 of requested window size */\n this.wsize = 0; /* window size or zero if not using window */\n this.whave = 0; /* valid bytes in the window */\n this.wnext = 0; /* window write index */\n this.window = null; /* allocated sliding window, if needed */\n\n /* bit accumulator */\n this.hold = 0; /* input bit accumulator */\n this.bits = 0; /* number of bits in \"in\" */\n\n /* for string and stored block copying */\n this.length = 0; /* literal or length of data to copy */\n this.offset = 0; /* distance back to copy string from */\n\n /* for table and code decoding */\n this.extra = 0; /* extra bits needed */\n\n /* fixed and dynamic code tables */\n this.lencode = null; /* starting table for length/literal codes */\n this.distcode = null; /* starting table for distance codes */\n this.lenbits = 0; /* index bits for lencode */\n this.distbits = 0; /* index bits for distcode */\n\n /* dynamic table building */\n this.ncode = 0; /* number of code length code lengths */\n this.nlen = 0; /* number of length code lengths */\n this.ndist = 0; /* number of distance code lengths */\n this.have = 0; /* number of code lengths in lens[] */\n this.next = null; /* next available space in codes[] */\n\n this.lens = new utils.Buf16(320); /* temporary storage for code lengths */\n this.work = new utils.Buf16(288); /* work area for code table building */\n\n /*\n because we don't have pointers in js, we use lencode and distcode directly\n as buffers so we don't need codes\n */\n //this.codes = new utils.Buf32(ENOUGH); /* space for code tables */\n this.lendyn = null; /* dynamic table for length/literal codes (JS specific) */\n this.distdyn = null; /* dynamic table for distance codes (JS specific) */\n this.sane = 0; /* if false, allow invalid distance too far */\n this.back = 0; /* bits back of last unprocessed length/lit */\n this.was = 0; /* initial length of match */\n}\n\nfunction inflateResetKeep(strm) {\n var state;\n\n if (!strm || !strm.state) { return Z_STREAM_ERROR; }\n state = strm.state;\n strm.total_in = strm.total_out = state.total = 0;\n strm.msg = ''; /*Z_NULL*/\n if (state.wrap) { /* to support ill-conceived Java test suite */\n strm.adler = state.wrap & 1;\n }\n state.mode = HEAD;\n state.last = 0;\n state.havedict = 0;\n state.dmax = 32768;\n state.head = null/*Z_NULL*/;\n state.hold = 0;\n state.bits = 0;\n //state.lencode = state.distcode = state.next = state.codes;\n state.lencode = state.lendyn = new utils.Buf32(ENOUGH_LENS);\n state.distcode = state.distdyn = new utils.Buf32(ENOUGH_DISTS);\n\n state.sane = 1;\n state.back = -1;\n //Tracev((stderr, \"inflate: reset\\n\"));\n return Z_OK;\n}\n\nfunction inflateReset(strm) {\n var state;\n\n if (!strm || !strm.state) { return Z_STREAM_ERROR; }\n state = strm.state;\n state.wsize = 0;\n state.whave = 0;\n state.wnext = 0;\n return inflateResetKeep(strm);\n\n}\n\nfunction inflateReset2(strm, windowBits) {\n var wrap;\n var state;\n\n /* get the state */\n if (!strm || !strm.state) { return Z_STREAM_ERROR; }\n state = strm.state;\n\n /* extract wrap request from windowBits parameter */\n if (windowBits < 0) {\n wrap = 0;\n windowBits = -windowBits;\n }\n else {\n wrap = (windowBits >> 4) + 1;\n if (windowBits < 48) {\n windowBits &= 15;\n }\n }\n\n /* set number of window bits, free window if different */\n if (windowBits && (windowBits < 8 || windowBits > 15)) {\n return Z_STREAM_ERROR;\n }\n if (state.window !== null && state.wbits !== windowBits) {\n state.window = null;\n }\n\n /* update state and reset the rest of it */\n state.wrap = wrap;\n state.wbits = windowBits;\n return inflateReset(strm);\n}\n\nfunction inflateInit2(strm, windowBits) {\n var ret;\n var state;\n\n if (!strm) { return Z_STREAM_ERROR; }\n //strm.msg = Z_NULL; /* in case we return an error */\n\n state = new InflateState();\n\n //if (state === Z_NULL) return Z_MEM_ERROR;\n //Tracev((stderr, \"inflate: allocated\\n\"));\n strm.state = state;\n state.window = null/*Z_NULL*/;\n ret = inflateReset2(strm, windowBits);\n if (ret !== Z_OK) {\n strm.state = null/*Z_NULL*/;\n }\n return ret;\n}\n\nfunction inflateInit(strm) {\n return inflateInit2(strm, DEF_WBITS);\n}\n\n\n/*\n Return state with length and distance decoding tables and index sizes set to\n fixed code decoding. Normally this returns fixed tables from inffixed.h.\n If BUILDFIXED is defined, then instead this routine builds the tables the\n first time it's called, and returns those tables the first time and\n thereafter. This reduces the size of the code by about 2K bytes, in\n exchange for a little execution time. However, BUILDFIXED should not be\n used for threaded applications, since the rewriting of the tables and virgin\n may not be thread-safe.\n */\nvar virgin = true;\n\nvar lenfix, distfix; // We have no pointers in JS, so keep tables separate\n\nfunction fixedtables(state) {\n /* build fixed huffman tables if first call (may not be thread safe) */\n if (virgin) {\n var sym;\n\n lenfix = new utils.Buf32(512);\n distfix = new utils.Buf32(32);\n\n /* literal/length table */\n sym = 0;\n while (sym < 144) { state.lens[sym++] = 8; }\n while (sym < 256) { state.lens[sym++] = 9; }\n while (sym < 280) { state.lens[sym++] = 7; }\n while (sym < 288) { state.lens[sym++] = 8; }\n\n inflate_table(LENS, state.lens, 0, 288, lenfix, 0, state.work, { bits: 9 });\n\n /* distance table */\n sym = 0;\n while (sym < 32) { state.lens[sym++] = 5; }\n\n inflate_table(DISTS, state.lens, 0, 32, distfix, 0, state.work, { bits: 5 });\n\n /* do this just once */\n virgin = false;\n }\n\n state.lencode = lenfix;\n state.lenbits = 9;\n state.distcode = distfix;\n state.distbits = 5;\n}\n\n\n/*\n Update the window with the last wsize (normally 32K) bytes written before\n returning. If window does not exist yet, create it. This is only called\n when a window is already in use, or when output has been written during this\n inflate call, but the end of the deflate stream has not been reached yet.\n It is also called to create a window for dictionary data when a dictionary\n is loaded.\n\n Providing output buffers larger than 32K to inflate() should provide a speed\n advantage, since only the last 32K of output is copied to the sliding window\n upon return from inflate(), and since all distances after the first 32K of\n output will fall in the output data, making match copies simpler and faster.\n The advantage may be dependent on the size of the processor's data caches.\n */\nfunction updatewindow(strm, src, end, copy) {\n var dist;\n var state = strm.state;\n\n /* if it hasn't been done already, allocate space for the window */\n if (state.window === null) {\n state.wsize = 1 << state.wbits;\n state.wnext = 0;\n state.whave = 0;\n\n state.window = new utils.Buf8(state.wsize);\n }\n\n /* copy state->wsize or less output bytes into the circular window */\n if (copy >= state.wsize) {\n utils.arraySet(state.window, src, end - state.wsize, state.wsize, 0);\n state.wnext = 0;\n state.whave = state.wsize;\n }\n else {\n dist = state.wsize - state.wnext;\n if (dist > copy) {\n dist = copy;\n }\n //zmemcpy(state->window + state->wnext, end - copy, dist);\n utils.arraySet(state.window, src, end - copy, dist, state.wnext);\n copy -= dist;\n if (copy) {\n //zmemcpy(state->window, end - copy, copy);\n utils.arraySet(state.window, src, end - copy, copy, 0);\n state.wnext = copy;\n state.whave = state.wsize;\n }\n else {\n state.wnext += dist;\n if (state.wnext === state.wsize) { state.wnext = 0; }\n if (state.whave < state.wsize) { state.whave += dist; }\n }\n }\n return 0;\n}\n\nfunction inflate(strm, flush) {\n var state;\n var input, output; // input/output buffers\n var next; /* next input INDEX */\n var put; /* next output INDEX */\n var have, left; /* available input and output */\n var hold; /* bit buffer */\n var bits; /* bits in bit buffer */\n var _in, _out; /* save starting available input and output */\n var copy; /* number of stored or match bytes to copy */\n var from; /* where to copy match bytes from */\n var from_source;\n var here = 0; /* current decoding table entry */\n var here_bits, here_op, here_val; // paked \"here\" denormalized (JS specific)\n //var last; /* parent table entry */\n var last_bits, last_op, last_val; // paked \"last\" denormalized (JS specific)\n var len; /* length to copy for repeats, bits to drop */\n var ret; /* return code */\n var hbuf = new utils.Buf8(4); /* buffer for gzip header crc calculation */\n var opts;\n\n var n; // temporary var for NEED_BITS\n\n var order = /* permutation of code lengths */\n [ 16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15 ];\n\n\n if (!strm || !strm.state || !strm.output ||\n (!strm.input && strm.avail_in !== 0)) {\n return Z_STREAM_ERROR;\n }\n\n state = strm.state;\n if (state.mode === TYPE) { state.mode = TYPEDO; } /* skip check */\n\n\n //--- LOAD() ---\n put = strm.next_out;\n output = strm.output;\n left = strm.avail_out;\n next = strm.next_in;\n input = strm.input;\n have = strm.avail_in;\n hold = state.hold;\n bits = state.bits;\n //---\n\n _in = have;\n _out = left;\n ret = Z_OK;\n\n inf_leave: // goto emulation\n for (;;) {\n switch (state.mode) {\n case HEAD:\n if (state.wrap === 0) {\n state.mode = TYPEDO;\n break;\n }\n //=== NEEDBITS(16);\n while (bits < 16) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if ((state.wrap & 2) && hold === 0x8b1f) { /* gzip header */\n state.check = 0/*crc32(0L, Z_NULL, 0)*/;\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = FLAGS;\n break;\n }\n state.flags = 0; /* expect zlib header */\n if (state.head) {\n state.head.done = false;\n }\n if (!(state.wrap & 1) || /* check if zlib header allowed */\n (((hold & 0xff)/*BITS(8)*/ << 8) + (hold >> 8)) % 31) {\n strm.msg = 'incorrect header check';\n state.mode = BAD;\n break;\n }\n if ((hold & 0x0f)/*BITS(4)*/ !== Z_DEFLATED) {\n strm.msg = 'unknown compression method';\n state.mode = BAD;\n break;\n }\n //--- DROPBITS(4) ---//\n hold >>>= 4;\n bits -= 4;\n //---//\n len = (hold & 0x0f)/*BITS(4)*/ + 8;\n if (state.wbits === 0) {\n state.wbits = len;\n }\n else if (len > state.wbits) {\n strm.msg = 'invalid window size';\n state.mode = BAD;\n break;\n }\n state.dmax = 1 << len;\n //Tracev((stderr, \"inflate: zlib header ok\\n\"));\n strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;\n state.mode = hold & 0x200 ? DICTID : TYPE;\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n break;\n case FLAGS:\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.flags = hold;\n if ((state.flags & 0xff) !== Z_DEFLATED) {\n strm.msg = 'unknown compression method';\n state.mode = BAD;\n break;\n }\n if (state.flags & 0xe000) {\n strm.msg = 'unknown header flags set';\n state.mode = BAD;\n break;\n }\n if (state.head) {\n state.head.text = ((hold >> 8) & 1);\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = TIME;\n /* falls through */\n case TIME:\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (state.head) {\n state.head.time = hold;\n }\n if (state.flags & 0x0200) {\n //=== CRC4(state.check, hold)\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n hbuf[2] = (hold >>> 16) & 0xff;\n hbuf[3] = (hold >>> 24) & 0xff;\n state.check = crc32(state.check, hbuf, 4, 0);\n //===\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = OS;\n /* falls through */\n case OS:\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (state.head) {\n state.head.xflags = (hold & 0xff);\n state.head.os = (hold >> 8);\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = EXLEN;\n /* falls through */\n case EXLEN:\n if (state.flags & 0x0400) {\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.length = hold;\n if (state.head) {\n state.head.extra_len = hold;\n }\n if (state.flags & 0x0200) {\n //=== CRC2(state.check, hold);\n hbuf[0] = hold & 0xff;\n hbuf[1] = (hold >>> 8) & 0xff;\n state.check = crc32(state.check, hbuf, 2, 0);\n //===//\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n }\n else if (state.head) {\n state.head.extra = null/*Z_NULL*/;\n }\n state.mode = EXTRA;\n /* falls through */\n case EXTRA:\n if (state.flags & 0x0400) {\n copy = state.length;\n if (copy > have) { copy = have; }\n if (copy) {\n if (state.head) {\n len = state.head.extra_len - state.length;\n if (!state.head.extra) {\n // Use untyped array for more convenient processing later\n state.head.extra = new Array(state.head.extra_len);\n }\n utils.arraySet(\n state.head.extra,\n input,\n next,\n // extra field is limited to 65536 bytes\n // - no need for additional size check\n copy,\n /*len + copy > state.head.extra_max - len ? state.head.extra_max : copy,*/\n len\n );\n //zmemcpy(state.head.extra + len, next,\n // len + copy > state.head.extra_max ?\n // state.head.extra_max - len : copy);\n }\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n state.length -= copy;\n }\n if (state.length) { break inf_leave; }\n }\n state.length = 0;\n state.mode = NAME;\n /* falls through */\n case NAME:\n if (state.flags & 0x0800) {\n if (have === 0) { break inf_leave; }\n copy = 0;\n do {\n // TODO: 2 or 1 bytes?\n len = input[next + copy++];\n /* use constant limit because in js we should not preallocate memory */\n if (state.head && len &&\n (state.length < 65536 /*state.head.name_max*/)) {\n state.head.name += String.fromCharCode(len);\n }\n } while (len && copy < have);\n\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n if (len) { break inf_leave; }\n }\n else if (state.head) {\n state.head.name = null;\n }\n state.length = 0;\n state.mode = COMMENT;\n /* falls through */\n case COMMENT:\n if (state.flags & 0x1000) {\n if (have === 0) { break inf_leave; }\n copy = 0;\n do {\n len = input[next + copy++];\n /* use constant limit because in js we should not preallocate memory */\n if (state.head && len &&\n (state.length < 65536 /*state.head.comm_max*/)) {\n state.head.comment += String.fromCharCode(len);\n }\n } while (len && copy < have);\n if (state.flags & 0x0200) {\n state.check = crc32(state.check, input, copy, next);\n }\n have -= copy;\n next += copy;\n if (len) { break inf_leave; }\n }\n else if (state.head) {\n state.head.comment = null;\n }\n state.mode = HCRC;\n /* falls through */\n case HCRC:\n if (state.flags & 0x0200) {\n //=== NEEDBITS(16); */\n while (bits < 16) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (hold !== (state.check & 0xffff)) {\n strm.msg = 'header crc mismatch';\n state.mode = BAD;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n }\n if (state.head) {\n state.head.hcrc = ((state.flags >> 9) & 1);\n state.head.done = true;\n }\n strm.adler = state.check = 0;\n state.mode = TYPE;\n break;\n case DICTID:\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n strm.adler = state.check = zswap32(hold);\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = DICT;\n /* falls through */\n case DICT:\n if (state.havedict === 0) {\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n return Z_NEED_DICT;\n }\n strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;\n state.mode = TYPE;\n /* falls through */\n case TYPE:\n if (flush === Z_BLOCK || flush === Z_TREES) { break inf_leave; }\n /* falls through */\n case TYPEDO:\n if (state.last) {\n //--- BYTEBITS() ---//\n hold >>>= bits & 7;\n bits -= bits & 7;\n //---//\n state.mode = CHECK;\n break;\n }\n //=== NEEDBITS(3); */\n while (bits < 3) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.last = (hold & 0x01)/*BITS(1)*/;\n //--- DROPBITS(1) ---//\n hold >>>= 1;\n bits -= 1;\n //---//\n\n switch ((hold & 0x03)/*BITS(2)*/) {\n case 0: /* stored block */\n //Tracev((stderr, \"inflate: stored block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = STORED;\n break;\n case 1: /* fixed block */\n fixedtables(state);\n //Tracev((stderr, \"inflate: fixed codes block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = LEN_; /* decode codes */\n if (flush === Z_TREES) {\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n break inf_leave;\n }\n break;\n case 2: /* dynamic block */\n //Tracev((stderr, \"inflate: dynamic codes block%s\\n\",\n // state.last ? \" (last)\" : \"\"));\n state.mode = TABLE;\n break;\n case 3:\n strm.msg = 'invalid block type';\n state.mode = BAD;\n }\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n break;\n case STORED:\n //--- BYTEBITS() ---// /* go to byte boundary */\n hold >>>= bits & 7;\n bits -= bits & 7;\n //---//\n //=== NEEDBITS(32); */\n while (bits < 32) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if ((hold & 0xffff) !== ((hold >>> 16) ^ 0xffff)) {\n strm.msg = 'invalid stored block lengths';\n state.mode = BAD;\n break;\n }\n state.length = hold & 0xffff;\n //Tracev((stderr, \"inflate: stored length %u\\n\",\n // state.length));\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n state.mode = COPY_;\n if (flush === Z_TREES) { break inf_leave; }\n /* falls through */\n case COPY_:\n state.mode = COPY;\n /* falls through */\n case COPY:\n copy = state.length;\n if (copy) {\n if (copy > have) { copy = have; }\n if (copy > left) { copy = left; }\n if (copy === 0) { break inf_leave; }\n //--- zmemcpy(put, next, copy); ---\n utils.arraySet(output, input, next, copy, put);\n //---//\n have -= copy;\n next += copy;\n left -= copy;\n put += copy;\n state.length -= copy;\n break;\n }\n //Tracev((stderr, \"inflate: stored end\\n\"));\n state.mode = TYPE;\n break;\n case TABLE:\n //=== NEEDBITS(14); */\n while (bits < 14) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.nlen = (hold & 0x1f)/*BITS(5)*/ + 257;\n //--- DROPBITS(5) ---//\n hold >>>= 5;\n bits -= 5;\n //---//\n state.ndist = (hold & 0x1f)/*BITS(5)*/ + 1;\n //--- DROPBITS(5) ---//\n hold >>>= 5;\n bits -= 5;\n //---//\n state.ncode = (hold & 0x0f)/*BITS(4)*/ + 4;\n //--- DROPBITS(4) ---//\n hold >>>= 4;\n bits -= 4;\n //---//\n//#ifndef PKZIP_BUG_WORKAROUND\n if (state.nlen > 286 || state.ndist > 30) {\n strm.msg = 'too many length or distance symbols';\n state.mode = BAD;\n break;\n }\n//#endif\n //Tracev((stderr, \"inflate: table sizes ok\\n\"));\n state.have = 0;\n state.mode = LENLENS;\n /* falls through */\n case LENLENS:\n while (state.have < state.ncode) {\n //=== NEEDBITS(3);\n while (bits < 3) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.lens[order[state.have++]] = (hold & 0x07);//BITS(3);\n //--- DROPBITS(3) ---//\n hold >>>= 3;\n bits -= 3;\n //---//\n }\n while (state.have < 19) {\n state.lens[order[state.have++]] = 0;\n }\n // We have separate tables & no pointers. 2 commented lines below not needed.\n //state.next = state.codes;\n //state.lencode = state.next;\n // Switch to use dynamic table\n state.lencode = state.lendyn;\n state.lenbits = 7;\n\n opts = { bits: state.lenbits };\n ret = inflate_table(CODES, state.lens, 0, 19, state.lencode, 0, state.work, opts);\n state.lenbits = opts.bits;\n\n if (ret) {\n strm.msg = 'invalid code lengths set';\n state.mode = BAD;\n break;\n }\n //Tracev((stderr, \"inflate: code lengths ok\\n\"));\n state.have = 0;\n state.mode = CODELENS;\n /* falls through */\n case CODELENS:\n while (state.have < state.nlen + state.ndist) {\n for (;;) {\n here = state.lencode[hold & ((1 << state.lenbits) - 1)];/*BITS(state.lenbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((here_bits) <= bits) { break; }\n //--- PULLBYTE() ---//\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if (here_val < 16) {\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.lens[state.have++] = here_val;\n }\n else {\n if (here_val === 16) {\n //=== NEEDBITS(here.bits + 2);\n n = here_bits + 2;\n while (bits < n) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n if (state.have === 0) {\n strm.msg = 'invalid bit length repeat';\n state.mode = BAD;\n break;\n }\n len = state.lens[state.have - 1];\n copy = 3 + (hold & 0x03);//BITS(2);\n //--- DROPBITS(2) ---//\n hold >>>= 2;\n bits -= 2;\n //---//\n }\n else if (here_val === 17) {\n //=== NEEDBITS(here.bits + 3);\n n = here_bits + 3;\n while (bits < n) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n len = 0;\n copy = 3 + (hold & 0x07);//BITS(3);\n //--- DROPBITS(3) ---//\n hold >>>= 3;\n bits -= 3;\n //---//\n }\n else {\n //=== NEEDBITS(here.bits + 7);\n n = here_bits + 7;\n while (bits < n) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n len = 0;\n copy = 11 + (hold & 0x7f);//BITS(7);\n //--- DROPBITS(7) ---//\n hold >>>= 7;\n bits -= 7;\n //---//\n }\n if (state.have + copy > state.nlen + state.ndist) {\n strm.msg = 'invalid bit length repeat';\n state.mode = BAD;\n break;\n }\n while (copy--) {\n state.lens[state.have++] = len;\n }\n }\n }\n\n /* handle error breaks in while */\n if (state.mode === BAD) { break; }\n\n /* check for end-of-block code (better have one) */\n if (state.lens[256] === 0) {\n strm.msg = 'invalid code -- missing end-of-block';\n state.mode = BAD;\n break;\n }\n\n /* build code tables -- note: do not change the lenbits or distbits\n values here (9 and 6) without reading the comments in inftrees.h\n concerning the ENOUGH constants, which depend on those values */\n state.lenbits = 9;\n\n opts = { bits: state.lenbits };\n ret = inflate_table(LENS, state.lens, 0, state.nlen, state.lencode, 0, state.work, opts);\n // We have separate tables & no pointers. 2 commented lines below not needed.\n // state.next_index = opts.table_index;\n state.lenbits = opts.bits;\n // state.lencode = state.next;\n\n if (ret) {\n strm.msg = 'invalid literal/lengths set';\n state.mode = BAD;\n break;\n }\n\n state.distbits = 6;\n //state.distcode.copy(state.codes);\n // Switch to use dynamic table\n state.distcode = state.distdyn;\n opts = { bits: state.distbits };\n ret = inflate_table(DISTS, state.lens, state.nlen, state.ndist, state.distcode, 0, state.work, opts);\n // We have separate tables & no pointers. 2 commented lines below not needed.\n // state.next_index = opts.table_index;\n state.distbits = opts.bits;\n // state.distcode = state.next;\n\n if (ret) {\n strm.msg = 'invalid distances set';\n state.mode = BAD;\n break;\n }\n //Tracev((stderr, 'inflate: codes ok\\n'));\n state.mode = LEN_;\n if (flush === Z_TREES) { break inf_leave; }\n /* falls through */\n case LEN_:\n state.mode = LEN;\n /* falls through */\n case LEN:\n if (have >= 6 && left >= 258) {\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n inflate_fast(strm, _out);\n //--- LOAD() ---\n put = strm.next_out;\n output = strm.output;\n left = strm.avail_out;\n next = strm.next_in;\n input = strm.input;\n have = strm.avail_in;\n hold = state.hold;\n bits = state.bits;\n //---\n\n if (state.mode === TYPE) {\n state.back = -1;\n }\n break;\n }\n state.back = 0;\n for (;;) {\n here = state.lencode[hold & ((1 << state.lenbits) - 1)]; /*BITS(state.lenbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if (here_bits <= bits) { break; }\n //--- PULLBYTE() ---//\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if (here_op && (here_op & 0xf0) === 0) {\n last_bits = here_bits;\n last_op = here_op;\n last_val = here_val;\n for (;;) {\n here = state.lencode[last_val +\n ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((last_bits + here_bits) <= bits) { break; }\n //--- PULLBYTE() ---//\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n //--- DROPBITS(last.bits) ---//\n hold >>>= last_bits;\n bits -= last_bits;\n //---//\n state.back += last_bits;\n }\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.back += here_bits;\n state.length = here_val;\n if (here_op === 0) {\n //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?\n // \"inflate: literal '%c'\\n\" :\n // \"inflate: literal 0x%02x\\n\", here.val));\n state.mode = LIT;\n break;\n }\n if (here_op & 32) {\n //Tracevv((stderr, \"inflate: end of block\\n\"));\n state.back = -1;\n state.mode = TYPE;\n break;\n }\n if (here_op & 64) {\n strm.msg = 'invalid literal/length code';\n state.mode = BAD;\n break;\n }\n state.extra = here_op & 15;\n state.mode = LENEXT;\n /* falls through */\n case LENEXT:\n if (state.extra) {\n //=== NEEDBITS(state.extra);\n n = state.extra;\n while (bits < n) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.length += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;\n //--- DROPBITS(state.extra) ---//\n hold >>>= state.extra;\n bits -= state.extra;\n //---//\n state.back += state.extra;\n }\n //Tracevv((stderr, \"inflate: length %u\\n\", state.length));\n state.was = state.length;\n state.mode = DIST;\n /* falls through */\n case DIST:\n for (;;) {\n here = state.distcode[hold & ((1 << state.distbits) - 1)];/*BITS(state.distbits)*/\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((here_bits) <= bits) { break; }\n //--- PULLBYTE() ---//\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n if ((here_op & 0xf0) === 0) {\n last_bits = here_bits;\n last_op = here_op;\n last_val = here_val;\n for (;;) {\n here = state.distcode[last_val +\n ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];\n here_bits = here >>> 24;\n here_op = (here >>> 16) & 0xff;\n here_val = here & 0xffff;\n\n if ((last_bits + here_bits) <= bits) { break; }\n //--- PULLBYTE() ---//\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n //---//\n }\n //--- DROPBITS(last.bits) ---//\n hold >>>= last_bits;\n bits -= last_bits;\n //---//\n state.back += last_bits;\n }\n //--- DROPBITS(here.bits) ---//\n hold >>>= here_bits;\n bits -= here_bits;\n //---//\n state.back += here_bits;\n if (here_op & 64) {\n strm.msg = 'invalid distance code';\n state.mode = BAD;\n break;\n }\n state.offset = here_val;\n state.extra = (here_op) & 15;\n state.mode = DISTEXT;\n /* falls through */\n case DISTEXT:\n if (state.extra) {\n //=== NEEDBITS(state.extra);\n n = state.extra;\n while (bits < n) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n state.offset += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;\n //--- DROPBITS(state.extra) ---//\n hold >>>= state.extra;\n bits -= state.extra;\n //---//\n state.back += state.extra;\n }\n//#ifdef INFLATE_STRICT\n if (state.offset > state.dmax) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break;\n }\n//#endif\n //Tracevv((stderr, \"inflate: distance %u\\n\", state.offset));\n state.mode = MATCH;\n /* falls through */\n case MATCH:\n if (left === 0) { break inf_leave; }\n copy = _out - left;\n if (state.offset > copy) { /* copy from window */\n copy = state.offset - copy;\n if (copy > state.whave) {\n if (state.sane) {\n strm.msg = 'invalid distance too far back';\n state.mode = BAD;\n break;\n }\n// (!) This block is disabled in zlib defaults,\n// don't enable it for binary compatibility\n//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR\n// Trace((stderr, \"inflate.c too far\\n\"));\n// copy -= state.whave;\n// if (copy > state.length) { copy = state.length; }\n// if (copy > left) { copy = left; }\n// left -= copy;\n// state.length -= copy;\n// do {\n// output[put++] = 0;\n// } while (--copy);\n// if (state.length === 0) { state.mode = LEN; }\n// break;\n//#endif\n }\n if (copy > state.wnext) {\n copy -= state.wnext;\n from = state.wsize - copy;\n }\n else {\n from = state.wnext - copy;\n }\n if (copy > state.length) { copy = state.length; }\n from_source = state.window;\n }\n else { /* copy from output */\n from_source = output;\n from = put - state.offset;\n copy = state.length;\n }\n if (copy > left) { copy = left; }\n left -= copy;\n state.length -= copy;\n do {\n output[put++] = from_source[from++];\n } while (--copy);\n if (state.length === 0) { state.mode = LEN; }\n break;\n case LIT:\n if (left === 0) { break inf_leave; }\n output[put++] = state.length;\n left--;\n state.mode = LEN;\n break;\n case CHECK:\n if (state.wrap) {\n //=== NEEDBITS(32);\n while (bits < 32) {\n if (have === 0) { break inf_leave; }\n have--;\n // Use '|' instead of '+' to make sure that result is signed\n hold |= input[next++] << bits;\n bits += 8;\n }\n //===//\n _out -= left;\n strm.total_out += _out;\n state.total += _out;\n if (_out) {\n strm.adler = state.check =\n /*UPDATE(state.check, put - _out, _out);*/\n (state.flags ? crc32(state.check, output, _out, put - _out) : adler32(state.check, output, _out, put - _out));\n\n }\n _out = left;\n // NB: crc32 stored as signed 32-bit int, zswap32 returns signed too\n if ((state.flags ? hold : zswap32(hold)) !== state.check) {\n strm.msg = 'incorrect data check';\n state.mode = BAD;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n //Tracev((stderr, \"inflate: check matches trailer\\n\"));\n }\n state.mode = LENGTH;\n /* falls through */\n case LENGTH:\n if (state.wrap && state.flags) {\n //=== NEEDBITS(32);\n while (bits < 32) {\n if (have === 0) { break inf_leave; }\n have--;\n hold += input[next++] << bits;\n bits += 8;\n }\n //===//\n if (hold !== (state.total & 0xffffffff)) {\n strm.msg = 'incorrect length check';\n state.mode = BAD;\n break;\n }\n //=== INITBITS();\n hold = 0;\n bits = 0;\n //===//\n //Tracev((stderr, \"inflate: length matches trailer\\n\"));\n }\n state.mode = DONE;\n /* falls through */\n case DONE:\n ret = Z_STREAM_END;\n break inf_leave;\n case BAD:\n ret = Z_DATA_ERROR;\n break inf_leave;\n case MEM:\n return Z_MEM_ERROR;\n case SYNC:\n /* falls through */\n default:\n return Z_STREAM_ERROR;\n }\n }\n\n // inf_leave <- here is real place for \"goto inf_leave\", emulated via \"break inf_leave\"\n\n /*\n Return from inflate(), updating the total counts and the check value.\n If there was no progress during the inflate() call, return a buffer\n error. Call updatewindow() to create and/or update the window state.\n Note: a memory error from inflate() is non-recoverable.\n */\n\n //--- RESTORE() ---\n strm.next_out = put;\n strm.avail_out = left;\n strm.next_in = next;\n strm.avail_in = have;\n state.hold = hold;\n state.bits = bits;\n //---\n\n if (state.wsize || (_out !== strm.avail_out && state.mode < BAD &&\n (state.mode < CHECK || flush !== Z_FINISH))) {\n if (updatewindow(strm, strm.output, strm.next_out, _out - strm.avail_out)) {\n state.mode = MEM;\n return Z_MEM_ERROR;\n }\n }\n _in -= strm.avail_in;\n _out -= strm.avail_out;\n strm.total_in += _in;\n strm.total_out += _out;\n state.total += _out;\n if (state.wrap && _out) {\n strm.adler = state.check = /*UPDATE(state.check, strm.next_out - _out, _out);*/\n (state.flags ? crc32(state.check, output, _out, strm.next_out - _out) : adler32(state.check, output, _out, strm.next_out - _out));\n }\n strm.data_type = state.bits + (state.last ? 64 : 0) +\n (state.mode === TYPE ? 128 : 0) +\n (state.mode === LEN_ || state.mode === COPY_ ? 256 : 0);\n if (((_in === 0 && _out === 0) || flush === Z_FINISH) && ret === Z_OK) {\n ret = Z_BUF_ERROR;\n }\n return ret;\n}\n\nfunction inflateEnd(strm) {\n\n if (!strm || !strm.state /*|| strm->zfree == (free_func)0*/) {\n return Z_STREAM_ERROR;\n }\n\n var state = strm.state;\n if (state.window) {\n state.window = null;\n }\n strm.state = null;\n return Z_OK;\n}\n\nfunction inflateGetHeader(strm, head) {\n var state;\n\n /* check state */\n if (!strm || !strm.state) { return Z_STREAM_ERROR; }\n state = strm.state;\n if ((state.wrap & 2) === 0) { return Z_STREAM_ERROR; }\n\n /* save header structure */\n state.head = head;\n head.done = false;\n return Z_OK;\n}\n\nfunction inflateSetDictionary(strm, dictionary) {\n var dictLength = dictionary.length;\n\n var state;\n var dictid;\n var ret;\n\n /* check state */\n if (!strm /* == Z_NULL */ || !strm.state /* == Z_NULL */) { return Z_STREAM_ERROR; }\n state = strm.state;\n\n if (state.wrap !== 0 && state.mode !== DICT) {\n return Z_STREAM_ERROR;\n }\n\n /* check for correct dictionary identifier */\n if (state.mode === DICT) {\n dictid = 1; /* adler32(0, null, 0)*/\n /* dictid = adler32(dictid, dictionary, dictLength); */\n dictid = adler32(dictid, dictionary, dictLength, 0);\n if (dictid !== state.check) {\n return Z_DATA_ERROR;\n }\n }\n /* copy dictionary to window using updatewindow(), which will amend the\n existing dictionary if appropriate */\n ret = updatewindow(strm, dictionary, dictLength, dictLength);\n if (ret) {\n state.mode = MEM;\n return Z_MEM_ERROR;\n }\n state.havedict = 1;\n // Tracev((stderr, \"inflate: dictionary set\\n\"));\n return Z_OK;\n}\n\nexports.inflateReset = inflateReset;\nexports.inflateReset2 = inflateReset2;\nexports.inflateResetKeep = inflateResetKeep;\nexports.inflateInit = inflateInit;\nexports.inflateInit2 = inflateInit2;\nexports.inflate = inflate;\nexports.inflateEnd = inflateEnd;\nexports.inflateGetHeader = inflateGetHeader;\nexports.inflateSetDictionary = inflateSetDictionary;\nexports.inflateInfo = 'pako inflate (from Nodeca project)';\n\n/* Not implemented\nexports.inflateCopy = inflateCopy;\nexports.inflateGetDictionary = inflateGetDictionary;\nexports.inflateMark = inflateMark;\nexports.inflatePrime = inflatePrime;\nexports.inflateSync = inflateSync;\nexports.inflateSyncPoint = inflateSyncPoint;\nexports.inflateUndermine = inflateUndermine;\n*/\n","'use strict';\n\n\nvar zlib_inflate = require('./zlib/inflate');\nvar utils = require('./utils/common');\nvar strings = require('./utils/strings');\nvar c = require('./zlib/constants');\nvar msg = require('./zlib/messages');\nvar ZStream = require('./zlib/zstream');\nvar GZheader = require('./zlib/gzheader');\n\nvar toString = Object.prototype.toString;\n\n/**\n * class Inflate\n *\n * Generic JS-style wrapper for zlib calls. If you don't need\n * streaming behaviour - use more simple functions: [[inflate]]\n * and [[inflateRaw]].\n **/\n\n/* internal\n * inflate.chunks -> Array\n *\n * Chunks of output data, if [[Inflate#onData]] not overridden.\n **/\n\n/**\n * Inflate.result -> Uint8Array|Array|String\n *\n * Uncompressed result, generated by default [[Inflate#onData]]\n * and [[Inflate#onEnd]] handlers. Filled after you push last chunk\n * (call [[Inflate#push]] with `Z_FINISH` / `true` param) or if you\n * push a chunk with explicit flush (call [[Inflate#push]] with\n * `Z_SYNC_FLUSH` param).\n **/\n\n/**\n * Inflate.err -> Number\n *\n * Error code after inflate finished. 0 (Z_OK) on success.\n * Should be checked if broken data possible.\n **/\n\n/**\n * Inflate.msg -> String\n *\n * Error message, if [[Inflate.err]] != 0\n **/\n\n\n/**\n * new Inflate(options)\n * - options (Object): zlib inflate options.\n *\n * Creates new inflator instance with specified params. Throws exception\n * on bad params. Supported options:\n *\n * - `windowBits`\n * - `dictionary`\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Additional options, for internal needs:\n *\n * - `chunkSize` - size of generated data chunks (16K by default)\n * - `raw` (Boolean) - do raw inflate\n * - `to` (String) - if equal to 'string', then result will be converted\n * from utf8 to utf16 (javascript) string. When string output requested,\n * chunk length can differ from `chunkSize`, depending on content.\n *\n * By default, when no options set, autodetect deflate/gzip data format via\n * wrapper header.\n *\n * ##### Example:\n *\n * ```javascript\n * var pako = require('pako')\n * , chunk1 = Uint8Array([1,2,3,4,5,6,7,8,9])\n * , chunk2 = Uint8Array([10,11,12,13,14,15,16,17,18,19]);\n *\n * var inflate = new pako.Inflate({ level: 3});\n *\n * inflate.push(chunk1, false);\n * inflate.push(chunk2, true); // true -> last chunk\n *\n * if (inflate.err) { throw new Error(inflate.err); }\n *\n * console.log(inflate.result);\n * ```\n **/\nfunction Inflate(options) {\n if (!(this instanceof Inflate)) return new Inflate(options);\n\n this.options = utils.assign({\n chunkSize: 16384,\n windowBits: 0,\n to: ''\n }, options || {});\n\n var opt = this.options;\n\n // Force window size for `raw` data, if not set directly,\n // because we have no header for autodetect.\n if (opt.raw && (opt.windowBits >= 0) && (opt.windowBits < 16)) {\n opt.windowBits = -opt.windowBits;\n if (opt.windowBits === 0) { opt.windowBits = -15; }\n }\n\n // If `windowBits` not defined (and mode not raw) - set autodetect flag for gzip/deflate\n if ((opt.windowBits >= 0) && (opt.windowBits < 16) &&\n !(options && options.windowBits)) {\n opt.windowBits += 32;\n }\n\n // Gzip header has no info about windows size, we can do autodetect only\n // for deflate. So, if window size not set, force it to max when gzip possible\n if ((opt.windowBits > 15) && (opt.windowBits < 48)) {\n // bit 3 (16) -> gzipped data\n // bit 4 (32) -> autodetect gzip/deflate\n if ((opt.windowBits & 15) === 0) {\n opt.windowBits |= 15;\n }\n }\n\n this.err = 0; // error code, if happens (0 = Z_OK)\n this.msg = ''; // error message\n this.ended = false; // used to avoid multiple onEnd() calls\n this.chunks = []; // chunks of compressed data\n\n this.strm = new ZStream();\n this.strm.avail_out = 0;\n\n var status = zlib_inflate.inflateInit2(\n this.strm,\n opt.windowBits\n );\n\n if (status !== c.Z_OK) {\n throw new Error(msg[status]);\n }\n\n this.header = new GZheader();\n\n zlib_inflate.inflateGetHeader(this.strm, this.header);\n}\n\n/**\n * Inflate#push(data[, mode]) -> Boolean\n * - data (Uint8Array|Array|ArrayBuffer|String): input data\n * - mode (Number|Boolean): 0..6 for corresponding Z_NO_FLUSH..Z_TREE modes.\n * See constants. Skipped or `false` means Z_NO_FLUSH, `true` means Z_FINISH.\n *\n * Sends input data to inflate pipe, generating [[Inflate#onData]] calls with\n * new output chunks. Returns `true` on success. The last data block must have\n * mode Z_FINISH (or `true`). That will flush internal pending buffers and call\n * [[Inflate#onEnd]]. For interim explicit flushes (without ending the stream) you\n * can use mode Z_SYNC_FLUSH, keeping the decompression context.\n *\n * On fail call [[Inflate#onEnd]] with error code and return false.\n *\n * We strongly recommend to use `Uint8Array` on input for best speed (output\n * format is detected automatically). Also, don't skip last param and always\n * use the same type in your code (boolean or number). That will improve JS speed.\n *\n * For regular `Array`-s make sure all elements are [0..255].\n *\n * ##### Example\n *\n * ```javascript\n * push(chunk, false); // push one of data chunks\n * ...\n * push(chunk, true); // push last chunk\n * ```\n **/\nInflate.prototype.push = function (data, mode) {\n var strm = this.strm;\n var chunkSize = this.options.chunkSize;\n var dictionary = this.options.dictionary;\n var status, _mode;\n var next_out_utf8, tail, utf8str;\n var dict;\n\n // Flag to properly process Z_BUF_ERROR on testing inflate call\n // when we check that all output data was flushed.\n var allowBufError = false;\n\n if (this.ended) { return false; }\n _mode = (mode === ~~mode) ? mode : ((mode === true) ? c.Z_FINISH : c.Z_NO_FLUSH);\n\n // Convert data if needed\n if (typeof data === 'string') {\n // Only binary strings can be decompressed on practice\n strm.input = strings.binstring2buf(data);\n } else if (toString.call(data) === '[object ArrayBuffer]') {\n strm.input = new Uint8Array(data);\n } else {\n strm.input = data;\n }\n\n strm.next_in = 0;\n strm.avail_in = strm.input.length;\n\n do {\n if (strm.avail_out === 0) {\n strm.output = new utils.Buf8(chunkSize);\n strm.next_out = 0;\n strm.avail_out = chunkSize;\n }\n\n status = zlib_inflate.inflate(strm, c.Z_NO_FLUSH); /* no bad return value */\n\n if (status === c.Z_NEED_DICT && dictionary) {\n // Convert data if needed\n if (typeof dictionary === 'string') {\n dict = strings.string2buf(dictionary);\n } else if (toString.call(dictionary) === '[object ArrayBuffer]') {\n dict = new Uint8Array(dictionary);\n } else {\n dict = dictionary;\n }\n\n status = zlib_inflate.inflateSetDictionary(this.strm, dict);\n\n }\n\n if (status === c.Z_BUF_ERROR && allowBufError === true) {\n status = c.Z_OK;\n allowBufError = false;\n }\n\n if (status !== c.Z_STREAM_END && status !== c.Z_OK) {\n this.onEnd(status);\n this.ended = true;\n return false;\n }\n\n if (strm.next_out) {\n if (strm.avail_out === 0 || status === c.Z_STREAM_END || (strm.avail_in === 0 && (_mode === c.Z_FINISH || _mode === c.Z_SYNC_FLUSH))) {\n\n if (this.options.to === 'string') {\n\n next_out_utf8 = strings.utf8border(strm.output, strm.next_out);\n\n tail = strm.next_out - next_out_utf8;\n utf8str = strings.buf2string(strm.output, next_out_utf8);\n\n // move tail\n strm.next_out = tail;\n strm.avail_out = chunkSize - tail;\n if (tail) { utils.arraySet(strm.output, strm.output, next_out_utf8, tail, 0); }\n\n this.onData(utf8str);\n\n } else {\n this.onData(utils.shrinkBuf(strm.output, strm.next_out));\n }\n }\n }\n\n // When no more input data, we should check that internal inflate buffers\n // are flushed. The only way to do it when avail_out = 0 - run one more\n // inflate pass. But if output data not exists, inflate return Z_BUF_ERROR.\n // Here we set flag to process this error properly.\n //\n // NOTE. Deflate does not return error in this case and does not needs such\n // logic.\n if (strm.avail_in === 0 && strm.avail_out === 0) {\n allowBufError = true;\n }\n\n } while ((strm.avail_in > 0 || strm.avail_out === 0) && status !== c.Z_STREAM_END);\n\n if (status === c.Z_STREAM_END) {\n _mode = c.Z_FINISH;\n }\n\n // Finalize on the last chunk.\n if (_mode === c.Z_FINISH) {\n status = zlib_inflate.inflateEnd(this.strm);\n this.onEnd(status);\n this.ended = true;\n return status === c.Z_OK;\n }\n\n // callback interim results if Z_SYNC_FLUSH.\n if (_mode === c.Z_SYNC_FLUSH) {\n this.onEnd(c.Z_OK);\n strm.avail_out = 0;\n return true;\n }\n\n return true;\n};\n\n\n/**\n * Inflate#onData(chunk) -> Void\n * - chunk (Uint8Array|Array|String): output data. Type of array depends\n * on js engine support. When string output requested, each chunk\n * will be string.\n *\n * By default, stores data blocks in `chunks[]` property and glue\n * those in `onEnd`. Override this handler, if you need another behaviour.\n **/\nInflate.prototype.onData = function (chunk) {\n this.chunks.push(chunk);\n};\n\n\n/**\n * Inflate#onEnd(status) -> Void\n * - status (Number): inflate status. 0 (Z_OK) on success,\n * other if not.\n *\n * Called either after you tell inflate that the input stream is\n * complete (Z_FINISH) or should be flushed (Z_SYNC_FLUSH)\n * or if an error happened. By default - join collected chunks,\n * free memory and fill `results` / `err` properties.\n **/\nInflate.prototype.onEnd = function (status) {\n // On success - join\n if (status === c.Z_OK) {\n if (this.options.to === 'string') {\n // Glue & convert here, until we teach pako to send\n // utf8 aligned strings to onData\n this.result = this.chunks.join('');\n } else {\n this.result = utils.flattenChunks(this.chunks);\n }\n }\n this.chunks = [];\n this.err = status;\n this.msg = this.strm.msg;\n};\n\n\n/**\n * inflate(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * Decompress `data` with inflate/ungzip and `options`. Autodetect\n * format via wrapper header by default. That's why we don't provide\n * separate `ungzip` method.\n *\n * Supported options are:\n *\n * - windowBits\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information.\n *\n * Sugar (options):\n *\n * - `raw` (Boolean) - say that we work with raw stream, if you don't wish to specify\n * negative windowBits implicitly.\n * - `to` (String) - if equal to 'string', then result will be converted\n * from utf8 to utf16 (javascript) string. When string output requested,\n * chunk length can differ from `chunkSize`, depending on content.\n *\n *\n * ##### Example:\n *\n * ```javascript\n * var pako = require('pako')\n * , input = pako.deflate([1,2,3,4,5,6,7,8,9])\n * , output;\n *\n * try {\n * output = pako.inflate(input);\n * } catch (err)\n * console.log(err);\n * }\n * ```\n **/\nfunction inflate(input, options) {\n var inflator = new Inflate(options);\n\n inflator.push(input, true);\n\n // That will never happens, if you don't cheat with options :)\n if (inflator.err) { throw inflator.msg || msg[inflator.err]; }\n\n return inflator.result;\n}\n\n\n/**\n * inflateRaw(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * The same as [[inflate]], but creates raw data, without wrapper\n * (header and adler32 crc).\n **/\nfunction inflateRaw(input, options) {\n options = options || {};\n options.raw = true;\n return inflate(input, options);\n}\n\n\n/**\n * ungzip(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to decompress.\n * - options (Object): zlib inflate options.\n *\n * Just shortcut to [[inflate]], because it autodetects format\n * by header.content. Done for convenience.\n **/\n\n\nexports.Inflate = Inflate;\nexports.inflate = inflate;\nexports.inflateRaw = inflateRaw;\nexports.ungzip = inflate;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nvar utils = require('../utils/common');\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n//var Z_FILTERED = 1;\n//var Z_HUFFMAN_ONLY = 2;\n//var Z_RLE = 3;\nvar Z_FIXED = 4;\n//var Z_DEFAULT_STRATEGY = 0;\n\n/* Possible values of the data_type field (though see inflate()) */\nvar Z_BINARY = 0;\nvar Z_TEXT = 1;\n//var Z_ASCII = 1; // = Z_TEXT\nvar Z_UNKNOWN = 2;\n\n/*============================================================================*/\n\n\nfunction zero(buf) { var len = buf.length; while (--len >= 0) { buf[len] = 0; } }\n\n// From zutil.h\n\nvar STORED_BLOCK = 0;\nvar STATIC_TREES = 1;\nvar DYN_TREES = 2;\n/* The three kinds of block type */\n\nvar MIN_MATCH = 3;\nvar MAX_MATCH = 258;\n/* The minimum and maximum match lengths */\n\n// From deflate.h\n/* ===========================================================================\n * Internal compression state.\n */\n\nvar LENGTH_CODES = 29;\n/* number of length codes, not counting the special END_BLOCK code */\n\nvar LITERALS = 256;\n/* number of literal bytes 0..255 */\n\nvar L_CODES = LITERALS + 1 + LENGTH_CODES;\n/* number of Literal or Length codes, including the END_BLOCK code */\n\nvar D_CODES = 30;\n/* number of distance codes */\n\nvar BL_CODES = 19;\n/* number of codes used to transfer the bit lengths */\n\nvar HEAP_SIZE = 2 * L_CODES + 1;\n/* maximum heap size */\n\nvar MAX_BITS = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nvar Buf_size = 16;\n/* size of bit buffer in bi_buf */\n\n\n/* ===========================================================================\n * Constants\n */\n\nvar MAX_BL_BITS = 7;\n/* Bit length codes must not exceed MAX_BL_BITS bits */\n\nvar END_BLOCK = 256;\n/* end of block literal code */\n\nvar REP_3_6 = 16;\n/* repeat previous bit length 3-6 times (2 bits of repeat count) */\n\nvar REPZ_3_10 = 17;\n/* repeat a zero length 3-10 times (3 bits of repeat count) */\n\nvar REPZ_11_138 = 18;\n/* repeat a zero length 11-138 times (7 bits of repeat count) */\n\n/* eslint-disable comma-spacing,array-bracket-spacing */\nvar extra_lbits = /* extra bits for each length code */\n [0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0];\n\nvar extra_dbits = /* extra bits for each distance code */\n [0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13];\n\nvar extra_blbits = /* extra bits for each bit length code */\n [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,3,7];\n\nvar bl_order =\n [16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15];\n/* eslint-enable comma-spacing,array-bracket-spacing */\n\n/* The lengths of the bit length codes are sent in order of decreasing\n * probability, to avoid transmitting the lengths for unused bit length codes.\n */\n\n/* ===========================================================================\n * Local data. These are initialized only once.\n */\n\n// We pre-fill arrays with 0 to avoid uninitialized gaps\n\nvar DIST_CODE_LEN = 512; /* see definition of array dist_code below */\n\n// !!!! Use flat array instead of structure, Freq = i*2, Len = i*2+1\nvar static_ltree = new Array((L_CODES + 2) * 2);\nzero(static_ltree);\n/* The static literal tree. Since the bit lengths are imposed, there is no\n * need for the L_CODES extra codes used during heap construction. However\n * The codes 286 and 287 are needed to build a canonical tree (see _tr_init\n * below).\n */\n\nvar static_dtree = new Array(D_CODES * 2);\nzero(static_dtree);\n/* The static distance tree. (Actually a trivial tree since all codes use\n * 5 bits.)\n */\n\nvar _dist_code = new Array(DIST_CODE_LEN);\nzero(_dist_code);\n/* Distance codes. The first 256 values correspond to the distances\n * 3 .. 258, the last 256 values correspond to the top 8 bits of\n * the 15 bit distances.\n */\n\nvar _length_code = new Array(MAX_MATCH - MIN_MATCH + 1);\nzero(_length_code);\n/* length code for each normalized match length (0 == MIN_MATCH) */\n\nvar base_length = new Array(LENGTH_CODES);\nzero(base_length);\n/* First normalized length for each code (0 = MIN_MATCH) */\n\nvar base_dist = new Array(D_CODES);\nzero(base_dist);\n/* First normalized distance for each code (0 = distance of 1) */\n\n\nfunction StaticTreeDesc(static_tree, extra_bits, extra_base, elems, max_length) {\n\n this.static_tree = static_tree; /* static tree or NULL */\n this.extra_bits = extra_bits; /* extra bits for each code or NULL */\n this.extra_base = extra_base; /* base index for extra_bits */\n this.elems = elems; /* max number of elements in the tree */\n this.max_length = max_length; /* max bit length for the codes */\n\n // show if `static_tree` has data or dummy - needed for monomorphic objects\n this.has_stree = static_tree && static_tree.length;\n}\n\n\nvar static_l_desc;\nvar static_d_desc;\nvar static_bl_desc;\n\n\nfunction TreeDesc(dyn_tree, stat_desc) {\n this.dyn_tree = dyn_tree; /* the dynamic tree */\n this.max_code = 0; /* largest code with non zero frequency */\n this.stat_desc = stat_desc; /* the corresponding static tree */\n}\n\n\n\nfunction d_code(dist) {\n return dist < 256 ? _dist_code[dist] : _dist_code[256 + (dist >>> 7)];\n}\n\n\n/* ===========================================================================\n * Output a short LSB first on the stream.\n * IN assertion: there is enough room in pendingBuf.\n */\nfunction put_short(s, w) {\n// put_byte(s, (uch)((w) & 0xff));\n// put_byte(s, (uch)((ush)(w) >> 8));\n s.pending_buf[s.pending++] = (w) & 0xff;\n s.pending_buf[s.pending++] = (w >>> 8) & 0xff;\n}\n\n\n/* ===========================================================================\n * Send a value on a given number of bits.\n * IN assertion: length <= 16 and value fits in length bits.\n */\nfunction send_bits(s, value, length) {\n if (s.bi_valid > (Buf_size - length)) {\n s.bi_buf |= (value << s.bi_valid) & 0xffff;\n put_short(s, s.bi_buf);\n s.bi_buf = value >> (Buf_size - s.bi_valid);\n s.bi_valid += length - Buf_size;\n } else {\n s.bi_buf |= (value << s.bi_valid) & 0xffff;\n s.bi_valid += length;\n }\n}\n\n\nfunction send_code(s, c, tree) {\n send_bits(s, tree[c * 2]/*.Code*/, tree[c * 2 + 1]/*.Len*/);\n}\n\n\n/* ===========================================================================\n * Reverse the first len bits of a code, using straightforward code (a faster\n * method would use a table)\n * IN assertion: 1 <= len <= 15\n */\nfunction bi_reverse(code, len) {\n var res = 0;\n do {\n res |= code & 1;\n code >>>= 1;\n res <<= 1;\n } while (--len > 0);\n return res >>> 1;\n}\n\n\n/* ===========================================================================\n * Flush the bit buffer, keeping at most 7 bits in it.\n */\nfunction bi_flush(s) {\n if (s.bi_valid === 16) {\n put_short(s, s.bi_buf);\n s.bi_buf = 0;\n s.bi_valid = 0;\n\n } else if (s.bi_valid >= 8) {\n s.pending_buf[s.pending++] = s.bi_buf & 0xff;\n s.bi_buf >>= 8;\n s.bi_valid -= 8;\n }\n}\n\n\n/* ===========================================================================\n * Compute the optimal bit lengths for a tree and update the total bit length\n * for the current block.\n * IN assertion: the fields freq and dad are set, heap[heap_max] and\n * above are the tree nodes sorted by increasing frequency.\n * OUT assertions: the field len is set to the optimal bit length, the\n * array bl_count contains the frequencies for each bit length.\n * The length opt_len is updated; static_len is also updated if stree is\n * not null.\n */\nfunction gen_bitlen(s, desc)\n// deflate_state *s;\n// tree_desc *desc; /* the tree descriptor */\n{\n var tree = desc.dyn_tree;\n var max_code = desc.max_code;\n var stree = desc.stat_desc.static_tree;\n var has_stree = desc.stat_desc.has_stree;\n var extra = desc.stat_desc.extra_bits;\n var base = desc.stat_desc.extra_base;\n var max_length = desc.stat_desc.max_length;\n var h; /* heap index */\n var n, m; /* iterate over the tree elements */\n var bits; /* bit length */\n var xbits; /* extra bits */\n var f; /* frequency */\n var overflow = 0; /* number of elements with bit length too large */\n\n for (bits = 0; bits <= MAX_BITS; bits++) {\n s.bl_count[bits] = 0;\n }\n\n /* In a first pass, compute the optimal bit lengths (which may\n * overflow in the case of the bit length tree).\n */\n tree[s.heap[s.heap_max] * 2 + 1]/*.Len*/ = 0; /* root of the heap */\n\n for (h = s.heap_max + 1; h < HEAP_SIZE; h++) {\n n = s.heap[h];\n bits = tree[tree[n * 2 + 1]/*.Dad*/ * 2 + 1]/*.Len*/ + 1;\n if (bits > max_length) {\n bits = max_length;\n overflow++;\n }\n tree[n * 2 + 1]/*.Len*/ = bits;\n /* We overwrite tree[n].Dad which is no longer needed */\n\n if (n > max_code) { continue; } /* not a leaf node */\n\n s.bl_count[bits]++;\n xbits = 0;\n if (n >= base) {\n xbits = extra[n - base];\n }\n f = tree[n * 2]/*.Freq*/;\n s.opt_len += f * (bits + xbits);\n if (has_stree) {\n s.static_len += f * (stree[n * 2 + 1]/*.Len*/ + xbits);\n }\n }\n if (overflow === 0) { return; }\n\n // Trace((stderr,\"\\nbit length overflow\\n\"));\n /* This happens for example on obj2 and pic of the Calgary corpus */\n\n /* Find the first bit length which could increase: */\n do {\n bits = max_length - 1;\n while (s.bl_count[bits] === 0) { bits--; }\n s.bl_count[bits]--; /* move one leaf down the tree */\n s.bl_count[bits + 1] += 2; /* move one overflow item as its brother */\n s.bl_count[max_length]--;\n /* The brother of the overflow item also moves one step up,\n * but this does not affect bl_count[max_length]\n */\n overflow -= 2;\n } while (overflow > 0);\n\n /* Now recompute all bit lengths, scanning in increasing frequency.\n * h is still equal to HEAP_SIZE. (It is simpler to reconstruct all\n * lengths instead of fixing only the wrong ones. This idea is taken\n * from 'ar' written by Haruhiko Okumura.)\n */\n for (bits = max_length; bits !== 0; bits--) {\n n = s.bl_count[bits];\n while (n !== 0) {\n m = s.heap[--h];\n if (m > max_code) { continue; }\n if (tree[m * 2 + 1]/*.Len*/ !== bits) {\n // Trace((stderr,\"code %d bits %d->%d\\n\", m, tree[m].Len, bits));\n s.opt_len += (bits - tree[m * 2 + 1]/*.Len*/) * tree[m * 2]/*.Freq*/;\n tree[m * 2 + 1]/*.Len*/ = bits;\n }\n n--;\n }\n }\n}\n\n\n/* ===========================================================================\n * Generate the codes for a given tree and bit counts (which need not be\n * optimal).\n * IN assertion: the array bl_count contains the bit length statistics for\n * the given tree and the field len is set for all tree elements.\n * OUT assertion: the field code is set for all tree elements of non\n * zero code length.\n */\nfunction gen_codes(tree, max_code, bl_count)\n// ct_data *tree; /* the tree to decorate */\n// int max_code; /* largest code with non zero frequency */\n// ushf *bl_count; /* number of codes at each bit length */\n{\n var next_code = new Array(MAX_BITS + 1); /* next code value for each bit length */\n var code = 0; /* running code value */\n var bits; /* bit index */\n var n; /* code index */\n\n /* The distribution counts are first used to generate the code values\n * without bit reversal.\n */\n for (bits = 1; bits <= MAX_BITS; bits++) {\n next_code[bits] = code = (code + bl_count[bits - 1]) << 1;\n }\n /* Check that the bit counts in bl_count are consistent. The last code\n * must be all ones.\n */\n //Assert (code + bl_count[MAX_BITS]-1 == (1< length code (0..28) */\n length = 0;\n for (code = 0; code < LENGTH_CODES - 1; code++) {\n base_length[code] = length;\n for (n = 0; n < (1 << extra_lbits[code]); n++) {\n _length_code[length++] = code;\n }\n }\n //Assert (length == 256, \"tr_static_init: length != 256\");\n /* Note that the length 255 (match length 258) can be represented\n * in two different ways: code 284 + 5 bits or code 285, so we\n * overwrite length_code[255] to use the best encoding:\n */\n _length_code[length - 1] = code;\n\n /* Initialize the mapping dist (0..32K) -> dist code (0..29) */\n dist = 0;\n for (code = 0; code < 16; code++) {\n base_dist[code] = dist;\n for (n = 0; n < (1 << extra_dbits[code]); n++) {\n _dist_code[dist++] = code;\n }\n }\n //Assert (dist == 256, \"tr_static_init: dist != 256\");\n dist >>= 7; /* from now on, all distances are divided by 128 */\n for (; code < D_CODES; code++) {\n base_dist[code] = dist << 7;\n for (n = 0; n < (1 << (extra_dbits[code] - 7)); n++) {\n _dist_code[256 + dist++] = code;\n }\n }\n //Assert (dist == 256, \"tr_static_init: 256+dist != 512\");\n\n /* Construct the codes of the static literal tree */\n for (bits = 0; bits <= MAX_BITS; bits++) {\n bl_count[bits] = 0;\n }\n\n n = 0;\n while (n <= 143) {\n static_ltree[n * 2 + 1]/*.Len*/ = 8;\n n++;\n bl_count[8]++;\n }\n while (n <= 255) {\n static_ltree[n * 2 + 1]/*.Len*/ = 9;\n n++;\n bl_count[9]++;\n }\n while (n <= 279) {\n static_ltree[n * 2 + 1]/*.Len*/ = 7;\n n++;\n bl_count[7]++;\n }\n while (n <= 287) {\n static_ltree[n * 2 + 1]/*.Len*/ = 8;\n n++;\n bl_count[8]++;\n }\n /* Codes 286 and 287 do not exist, but we must include them in the\n * tree construction to get a canonical Huffman tree (longest code\n * all ones)\n */\n gen_codes(static_ltree, L_CODES + 1, bl_count);\n\n /* The static distance tree is trivial: */\n for (n = 0; n < D_CODES; n++) {\n static_dtree[n * 2 + 1]/*.Len*/ = 5;\n static_dtree[n * 2]/*.Code*/ = bi_reverse(n, 5);\n }\n\n // Now data ready and we can init static trees\n static_l_desc = new StaticTreeDesc(static_ltree, extra_lbits, LITERALS + 1, L_CODES, MAX_BITS);\n static_d_desc = new StaticTreeDesc(static_dtree, extra_dbits, 0, D_CODES, MAX_BITS);\n static_bl_desc = new StaticTreeDesc(new Array(0), extra_blbits, 0, BL_CODES, MAX_BL_BITS);\n\n //static_init_done = true;\n}\n\n\n/* ===========================================================================\n * Initialize a new block.\n */\nfunction init_block(s) {\n var n; /* iterates over tree elements */\n\n /* Initialize the trees. */\n for (n = 0; n < L_CODES; n++) { s.dyn_ltree[n * 2]/*.Freq*/ = 0; }\n for (n = 0; n < D_CODES; n++) { s.dyn_dtree[n * 2]/*.Freq*/ = 0; }\n for (n = 0; n < BL_CODES; n++) { s.bl_tree[n * 2]/*.Freq*/ = 0; }\n\n s.dyn_ltree[END_BLOCK * 2]/*.Freq*/ = 1;\n s.opt_len = s.static_len = 0;\n s.last_lit = s.matches = 0;\n}\n\n\n/* ===========================================================================\n * Flush the bit buffer and align the output on a byte boundary\n */\nfunction bi_windup(s)\n{\n if (s.bi_valid > 8) {\n put_short(s, s.bi_buf);\n } else if (s.bi_valid > 0) {\n //put_byte(s, (Byte)s->bi_buf);\n s.pending_buf[s.pending++] = s.bi_buf;\n }\n s.bi_buf = 0;\n s.bi_valid = 0;\n}\n\n/* ===========================================================================\n * Copy a stored block, storing first the length and its\n * one's complement if requested.\n */\nfunction copy_block(s, buf, len, header)\n//DeflateState *s;\n//charf *buf; /* the input data */\n//unsigned len; /* its length */\n//int header; /* true if block header must be written */\n{\n bi_windup(s); /* align on byte boundary */\n\n if (header) {\n put_short(s, len);\n put_short(s, ~len);\n }\n// while (len--) {\n// put_byte(s, *buf++);\n// }\n utils.arraySet(s.pending_buf, s.window, buf, len, s.pending);\n s.pending += len;\n}\n\n/* ===========================================================================\n * Compares to subtrees, using the tree depth as tie breaker when\n * the subtrees have equal frequency. This minimizes the worst case length.\n */\nfunction smaller(tree, n, m, depth) {\n var _n2 = n * 2;\n var _m2 = m * 2;\n return (tree[_n2]/*.Freq*/ < tree[_m2]/*.Freq*/ ||\n (tree[_n2]/*.Freq*/ === tree[_m2]/*.Freq*/ && depth[n] <= depth[m]));\n}\n\n/* ===========================================================================\n * Restore the heap property by moving down the tree starting at node k,\n * exchanging a node with the smallest of its two sons if necessary, stopping\n * when the heap property is re-established (each father smaller than its\n * two sons).\n */\nfunction pqdownheap(s, tree, k)\n// deflate_state *s;\n// ct_data *tree; /* the tree to restore */\n// int k; /* node to move down */\n{\n var v = s.heap[k];\n var j = k << 1; /* left son of k */\n while (j <= s.heap_len) {\n /* Set j to the smallest of the two sons: */\n if (j < s.heap_len &&\n smaller(tree, s.heap[j + 1], s.heap[j], s.depth)) {\n j++;\n }\n /* Exit if v is smaller than both sons */\n if (smaller(tree, v, s.heap[j], s.depth)) { break; }\n\n /* Exchange v with the smallest son */\n s.heap[k] = s.heap[j];\n k = j;\n\n /* And continue down the tree, setting j to the left son of k */\n j <<= 1;\n }\n s.heap[k] = v;\n}\n\n\n// inlined manually\n// var SMALLEST = 1;\n\n/* ===========================================================================\n * Send the block data compressed using the given Huffman trees\n */\nfunction compress_block(s, ltree, dtree)\n// deflate_state *s;\n// const ct_data *ltree; /* literal tree */\n// const ct_data *dtree; /* distance tree */\n{\n var dist; /* distance of matched string */\n var lc; /* match length or unmatched char (if dist == 0) */\n var lx = 0; /* running index in l_buf */\n var code; /* the code to send */\n var extra; /* number of extra bits to send */\n\n if (s.last_lit !== 0) {\n do {\n dist = (s.pending_buf[s.d_buf + lx * 2] << 8) | (s.pending_buf[s.d_buf + lx * 2 + 1]);\n lc = s.pending_buf[s.l_buf + lx];\n lx++;\n\n if (dist === 0) {\n send_code(s, lc, ltree); /* send a literal byte */\n //Tracecv(isgraph(lc), (stderr,\" '%c' \", lc));\n } else {\n /* Here, lc is the match length - MIN_MATCH */\n code = _length_code[lc];\n send_code(s, code + LITERALS + 1, ltree); /* send the length code */\n extra = extra_lbits[code];\n if (extra !== 0) {\n lc -= base_length[code];\n send_bits(s, lc, extra); /* send the extra length bits */\n }\n dist--; /* dist is now the match distance - 1 */\n code = d_code(dist);\n //Assert (code < D_CODES, \"bad d_code\");\n\n send_code(s, code, dtree); /* send the distance code */\n extra = extra_dbits[code];\n if (extra !== 0) {\n dist -= base_dist[code];\n send_bits(s, dist, extra); /* send the extra distance bits */\n }\n } /* literal or match pair ? */\n\n /* Check that the overlay between pending_buf and d_buf+l_buf is ok: */\n //Assert((uInt)(s->pending) < s->lit_bufsize + 2*lx,\n // \"pendingBuf overflow\");\n\n } while (lx < s.last_lit);\n }\n\n send_code(s, END_BLOCK, ltree);\n}\n\n\n/* ===========================================================================\n * Construct one Huffman tree and assigns the code bit strings and lengths.\n * Update the total bit length for the current block.\n * IN assertion: the field freq is set for all tree elements.\n * OUT assertions: the fields len and code are set to the optimal bit length\n * and corresponding code. The length opt_len is updated; static_len is\n * also updated if stree is not null. The field max_code is set.\n */\nfunction build_tree(s, desc)\n// deflate_state *s;\n// tree_desc *desc; /* the tree descriptor */\n{\n var tree = desc.dyn_tree;\n var stree = desc.stat_desc.static_tree;\n var has_stree = desc.stat_desc.has_stree;\n var elems = desc.stat_desc.elems;\n var n, m; /* iterate over heap elements */\n var max_code = -1; /* largest code with non zero frequency */\n var node; /* new node being created */\n\n /* Construct the initial heap, with least frequent element in\n * heap[SMALLEST]. The sons of heap[n] are heap[2*n] and heap[2*n+1].\n * heap[0] is not used.\n */\n s.heap_len = 0;\n s.heap_max = HEAP_SIZE;\n\n for (n = 0; n < elems; n++) {\n if (tree[n * 2]/*.Freq*/ !== 0) {\n s.heap[++s.heap_len] = max_code = n;\n s.depth[n] = 0;\n\n } else {\n tree[n * 2 + 1]/*.Len*/ = 0;\n }\n }\n\n /* The pkzip format requires that at least one distance code exists,\n * and that at least one bit should be sent even if there is only one\n * possible code. So to avoid special checks later on we force at least\n * two codes of non zero frequency.\n */\n while (s.heap_len < 2) {\n node = s.heap[++s.heap_len] = (max_code < 2 ? ++max_code : 0);\n tree[node * 2]/*.Freq*/ = 1;\n s.depth[node] = 0;\n s.opt_len--;\n\n if (has_stree) {\n s.static_len -= stree[node * 2 + 1]/*.Len*/;\n }\n /* node is 0 or 1 so it does not have extra bits */\n }\n desc.max_code = max_code;\n\n /* The elements heap[heap_len/2+1 .. heap_len] are leaves of the tree,\n * establish sub-heaps of increasing lengths:\n */\n for (n = (s.heap_len >> 1/*int /2*/); n >= 1; n--) { pqdownheap(s, tree, n); }\n\n /* Construct the Huffman tree by repeatedly combining the least two\n * frequent nodes.\n */\n node = elems; /* next internal node of the tree */\n do {\n //pqremove(s, tree, n); /* n = node of least frequency */\n /*** pqremove ***/\n n = s.heap[1/*SMALLEST*/];\n s.heap[1/*SMALLEST*/] = s.heap[s.heap_len--];\n pqdownheap(s, tree, 1/*SMALLEST*/);\n /***/\n\n m = s.heap[1/*SMALLEST*/]; /* m = node of next least frequency */\n\n s.heap[--s.heap_max] = n; /* keep the nodes sorted by frequency */\n s.heap[--s.heap_max] = m;\n\n /* Create a new node father of n and m */\n tree[node * 2]/*.Freq*/ = tree[n * 2]/*.Freq*/ + tree[m * 2]/*.Freq*/;\n s.depth[node] = (s.depth[n] >= s.depth[m] ? s.depth[n] : s.depth[m]) + 1;\n tree[n * 2 + 1]/*.Dad*/ = tree[m * 2 + 1]/*.Dad*/ = node;\n\n /* and insert the new node in the heap */\n s.heap[1/*SMALLEST*/] = node++;\n pqdownheap(s, tree, 1/*SMALLEST*/);\n\n } while (s.heap_len >= 2);\n\n s.heap[--s.heap_max] = s.heap[1/*SMALLEST*/];\n\n /* At this point, the fields freq and dad are set. We can now\n * generate the bit lengths.\n */\n gen_bitlen(s, desc);\n\n /* The field len is now set, we can generate the bit codes */\n gen_codes(tree, max_code, s.bl_count);\n}\n\n\n/* ===========================================================================\n * Scan a literal or distance tree to determine the frequencies of the codes\n * in the bit length tree.\n */\nfunction scan_tree(s, tree, max_code)\n// deflate_state *s;\n// ct_data *tree; /* the tree to be scanned */\n// int max_code; /* and its largest code of non zero frequency */\n{\n var n; /* iterates over all tree elements */\n var prevlen = -1; /* last emitted length */\n var curlen; /* length of current code */\n\n var nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */\n\n var count = 0; /* repeat count of the current code */\n var max_count = 7; /* max repeat count */\n var min_count = 4; /* min repeat count */\n\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n }\n tree[(max_code + 1) * 2 + 1]/*.Len*/ = 0xffff; /* guard */\n\n for (n = 0; n <= max_code; n++) {\n curlen = nextlen;\n nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;\n\n if (++count < max_count && curlen === nextlen) {\n continue;\n\n } else if (count < min_count) {\n s.bl_tree[curlen * 2]/*.Freq*/ += count;\n\n } else if (curlen !== 0) {\n\n if (curlen !== prevlen) { s.bl_tree[curlen * 2]/*.Freq*/++; }\n s.bl_tree[REP_3_6 * 2]/*.Freq*/++;\n\n } else if (count <= 10) {\n s.bl_tree[REPZ_3_10 * 2]/*.Freq*/++;\n\n } else {\n s.bl_tree[REPZ_11_138 * 2]/*.Freq*/++;\n }\n\n count = 0;\n prevlen = curlen;\n\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n\n } else if (curlen === nextlen) {\n max_count = 6;\n min_count = 3;\n\n } else {\n max_count = 7;\n min_count = 4;\n }\n }\n}\n\n\n/* ===========================================================================\n * Send a literal or distance tree in compressed form, using the codes in\n * bl_tree.\n */\nfunction send_tree(s, tree, max_code)\n// deflate_state *s;\n// ct_data *tree; /* the tree to be scanned */\n// int max_code; /* and its largest code of non zero frequency */\n{\n var n; /* iterates over all tree elements */\n var prevlen = -1; /* last emitted length */\n var curlen; /* length of current code */\n\n var nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */\n\n var count = 0; /* repeat count of the current code */\n var max_count = 7; /* max repeat count */\n var min_count = 4; /* min repeat count */\n\n /* tree[max_code+1].Len = -1; */ /* guard already set */\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n }\n\n for (n = 0; n <= max_code; n++) {\n curlen = nextlen;\n nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;\n\n if (++count < max_count && curlen === nextlen) {\n continue;\n\n } else if (count < min_count) {\n do { send_code(s, curlen, s.bl_tree); } while (--count !== 0);\n\n } else if (curlen !== 0) {\n if (curlen !== prevlen) {\n send_code(s, curlen, s.bl_tree);\n count--;\n }\n //Assert(count >= 3 && count <= 6, \" 3_6?\");\n send_code(s, REP_3_6, s.bl_tree);\n send_bits(s, count - 3, 2);\n\n } else if (count <= 10) {\n send_code(s, REPZ_3_10, s.bl_tree);\n send_bits(s, count - 3, 3);\n\n } else {\n send_code(s, REPZ_11_138, s.bl_tree);\n send_bits(s, count - 11, 7);\n }\n\n count = 0;\n prevlen = curlen;\n if (nextlen === 0) {\n max_count = 138;\n min_count = 3;\n\n } else if (curlen === nextlen) {\n max_count = 6;\n min_count = 3;\n\n } else {\n max_count = 7;\n min_count = 4;\n }\n }\n}\n\n\n/* ===========================================================================\n * Construct the Huffman tree for the bit lengths and return the index in\n * bl_order of the last bit length code to send.\n */\nfunction build_bl_tree(s) {\n var max_blindex; /* index of last bit length code of non zero freq */\n\n /* Determine the bit length frequencies for literal and distance trees */\n scan_tree(s, s.dyn_ltree, s.l_desc.max_code);\n scan_tree(s, s.dyn_dtree, s.d_desc.max_code);\n\n /* Build the bit length tree: */\n build_tree(s, s.bl_desc);\n /* opt_len now includes the length of the tree representations, except\n * the lengths of the bit lengths codes and the 5+5+4 bits for the counts.\n */\n\n /* Determine the number of bit length codes to send. The pkzip format\n * requires that at least 4 bit length codes be sent. (appnote.txt says\n * 3 but the actual value used is 4.)\n */\n for (max_blindex = BL_CODES - 1; max_blindex >= 3; max_blindex--) {\n if (s.bl_tree[bl_order[max_blindex] * 2 + 1]/*.Len*/ !== 0) {\n break;\n }\n }\n /* Update opt_len to include the bit length tree and counts */\n s.opt_len += 3 * (max_blindex + 1) + 5 + 5 + 4;\n //Tracev((stderr, \"\\ndyn trees: dyn %ld, stat %ld\",\n // s->opt_len, s->static_len));\n\n return max_blindex;\n}\n\n\n/* ===========================================================================\n * Send the header for a block using dynamic Huffman trees: the counts, the\n * lengths of the bit length codes, the literal tree and the distance tree.\n * IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.\n */\nfunction send_all_trees(s, lcodes, dcodes, blcodes)\n// deflate_state *s;\n// int lcodes, dcodes, blcodes; /* number of codes for each tree */\n{\n var rank; /* index in bl_order */\n\n //Assert (lcodes >= 257 && dcodes >= 1 && blcodes >= 4, \"not enough codes\");\n //Assert (lcodes <= L_CODES && dcodes <= D_CODES && blcodes <= BL_CODES,\n // \"too many codes\");\n //Tracev((stderr, \"\\nbl counts: \"));\n send_bits(s, lcodes - 257, 5); /* not +255 as stated in appnote.txt */\n send_bits(s, dcodes - 1, 5);\n send_bits(s, blcodes - 4, 4); /* not -3 as stated in appnote.txt */\n for (rank = 0; rank < blcodes; rank++) {\n //Tracev((stderr, \"\\nbl code %2d \", bl_order[rank]));\n send_bits(s, s.bl_tree[bl_order[rank] * 2 + 1]/*.Len*/, 3);\n }\n //Tracev((stderr, \"\\nbl tree: sent %ld\", s->bits_sent));\n\n send_tree(s, s.dyn_ltree, lcodes - 1); /* literal tree */\n //Tracev((stderr, \"\\nlit tree: sent %ld\", s->bits_sent));\n\n send_tree(s, s.dyn_dtree, dcodes - 1); /* distance tree */\n //Tracev((stderr, \"\\ndist tree: sent %ld\", s->bits_sent));\n}\n\n\n/* ===========================================================================\n * Check if the data type is TEXT or BINARY, using the following algorithm:\n * - TEXT if the two conditions below are satisfied:\n * a) There are no non-portable control characters belonging to the\n * \"black list\" (0..6, 14..25, 28..31).\n * b) There is at least one printable character belonging to the\n * \"white list\" (9 {TAB}, 10 {LF}, 13 {CR}, 32..255).\n * - BINARY otherwise.\n * - The following partially-portable control characters form a\n * \"gray list\" that is ignored in this detection algorithm:\n * (7 {BEL}, 8 {BS}, 11 {VT}, 12 {FF}, 26 {SUB}, 27 {ESC}).\n * IN assertion: the fields Freq of dyn_ltree are set.\n */\nfunction detect_data_type(s) {\n /* black_mask is the bit mask of black-listed bytes\n * set bits 0..6, 14..25, and 28..31\n * 0xf3ffc07f = binary 11110011111111111100000001111111\n */\n var black_mask = 0xf3ffc07f;\n var n;\n\n /* Check for non-textual (\"black-listed\") bytes. */\n for (n = 0; n <= 31; n++, black_mask >>>= 1) {\n if ((black_mask & 1) && (s.dyn_ltree[n * 2]/*.Freq*/ !== 0)) {\n return Z_BINARY;\n }\n }\n\n /* Check for textual (\"white-listed\") bytes. */\n if (s.dyn_ltree[9 * 2]/*.Freq*/ !== 0 || s.dyn_ltree[10 * 2]/*.Freq*/ !== 0 ||\n s.dyn_ltree[13 * 2]/*.Freq*/ !== 0) {\n return Z_TEXT;\n }\n for (n = 32; n < LITERALS; n++) {\n if (s.dyn_ltree[n * 2]/*.Freq*/ !== 0) {\n return Z_TEXT;\n }\n }\n\n /* There are no \"black-listed\" or \"white-listed\" bytes:\n * this stream either is empty or has tolerated (\"gray-listed\") bytes only.\n */\n return Z_BINARY;\n}\n\n\nvar static_init_done = false;\n\n/* ===========================================================================\n * Initialize the tree data structures for a new zlib stream.\n */\nfunction _tr_init(s)\n{\n\n if (!static_init_done) {\n tr_static_init();\n static_init_done = true;\n }\n\n s.l_desc = new TreeDesc(s.dyn_ltree, static_l_desc);\n s.d_desc = new TreeDesc(s.dyn_dtree, static_d_desc);\n s.bl_desc = new TreeDesc(s.bl_tree, static_bl_desc);\n\n s.bi_buf = 0;\n s.bi_valid = 0;\n\n /* Initialize the first block of the first file: */\n init_block(s);\n}\n\n\n/* ===========================================================================\n * Send a stored block\n */\nfunction _tr_stored_block(s, buf, stored_len, last)\n//DeflateState *s;\n//charf *buf; /* input block */\n//ulg stored_len; /* length of input block */\n//int last; /* one if this is the last block for a file */\n{\n send_bits(s, (STORED_BLOCK << 1) + (last ? 1 : 0), 3); /* send block type */\n copy_block(s, buf, stored_len, true); /* with header */\n}\n\n\n/* ===========================================================================\n * Send one empty static block to give enough lookahead for inflate.\n * This takes 10 bits, of which 7 may remain in the bit buffer.\n */\nfunction _tr_align(s) {\n send_bits(s, STATIC_TREES << 1, 3);\n send_code(s, END_BLOCK, static_ltree);\n bi_flush(s);\n}\n\n\n/* ===========================================================================\n * Determine the best encoding for the current block: dynamic trees, static\n * trees or store, and output the encoded block to the zip file.\n */\nfunction _tr_flush_block(s, buf, stored_len, last)\n//DeflateState *s;\n//charf *buf; /* input block, or NULL if too old */\n//ulg stored_len; /* length of input block */\n//int last; /* one if this is the last block for a file */\n{\n var opt_lenb, static_lenb; /* opt_len and static_len in bytes */\n var max_blindex = 0; /* index of last bit length code of non zero freq */\n\n /* Build the Huffman trees unless a stored block is forced */\n if (s.level > 0) {\n\n /* Check if the file is binary or text */\n if (s.strm.data_type === Z_UNKNOWN) {\n s.strm.data_type = detect_data_type(s);\n }\n\n /* Construct the literal and distance trees */\n build_tree(s, s.l_desc);\n // Tracev((stderr, \"\\nlit data: dyn %ld, stat %ld\", s->opt_len,\n // s->static_len));\n\n build_tree(s, s.d_desc);\n // Tracev((stderr, \"\\ndist data: dyn %ld, stat %ld\", s->opt_len,\n // s->static_len));\n /* At this point, opt_len and static_len are the total bit lengths of\n * the compressed block data, excluding the tree representations.\n */\n\n /* Build the bit length tree for the above two trees, and get the index\n * in bl_order of the last bit length code to send.\n */\n max_blindex = build_bl_tree(s);\n\n /* Determine the best encoding. Compute the block lengths in bytes. */\n opt_lenb = (s.opt_len + 3 + 7) >>> 3;\n static_lenb = (s.static_len + 3 + 7) >>> 3;\n\n // Tracev((stderr, \"\\nopt %lu(%lu) stat %lu(%lu) stored %lu lit %u \",\n // opt_lenb, s->opt_len, static_lenb, s->static_len, stored_len,\n // s->last_lit));\n\n if (static_lenb <= opt_lenb) { opt_lenb = static_lenb; }\n\n } else {\n // Assert(buf != (char*)0, \"lost buf\");\n opt_lenb = static_lenb = stored_len + 5; /* force a stored block */\n }\n\n if ((stored_len + 4 <= opt_lenb) && (buf !== -1)) {\n /* 4: two words for the lengths */\n\n /* The test buf != NULL is only necessary if LIT_BUFSIZE > WSIZE.\n * Otherwise we can't have processed more than WSIZE input bytes since\n * the last block flush, because compression would have been\n * successful. If LIT_BUFSIZE <= WSIZE, it is never too late to\n * transform a block into a stored block.\n */\n _tr_stored_block(s, buf, stored_len, last);\n\n } else if (s.strategy === Z_FIXED || static_lenb === opt_lenb) {\n\n send_bits(s, (STATIC_TREES << 1) + (last ? 1 : 0), 3);\n compress_block(s, static_ltree, static_dtree);\n\n } else {\n send_bits(s, (DYN_TREES << 1) + (last ? 1 : 0), 3);\n send_all_trees(s, s.l_desc.max_code + 1, s.d_desc.max_code + 1, max_blindex + 1);\n compress_block(s, s.dyn_ltree, s.dyn_dtree);\n }\n // Assert (s->compressed_len == s->bits_sent, \"bad compressed size\");\n /* The above check is made mod 2^32, for files larger than 512 MB\n * and uLong implemented on 32 bits.\n */\n init_block(s);\n\n if (last) {\n bi_windup(s);\n }\n // Tracev((stderr,\"\\ncomprlen %lu(%lu) \", s->compressed_len>>3,\n // s->compressed_len-7*last));\n}\n\n/* ===========================================================================\n * Save the match info and tally the frequency counts. Return true if\n * the current block must be flushed.\n */\nfunction _tr_tally(s, dist, lc)\n// deflate_state *s;\n// unsigned dist; /* distance of matched string */\n// unsigned lc; /* match length-MIN_MATCH or unmatched char (if dist==0) */\n{\n //var out_length, in_length, dcode;\n\n s.pending_buf[s.d_buf + s.last_lit * 2] = (dist >>> 8) & 0xff;\n s.pending_buf[s.d_buf + s.last_lit * 2 + 1] = dist & 0xff;\n\n s.pending_buf[s.l_buf + s.last_lit] = lc & 0xff;\n s.last_lit++;\n\n if (dist === 0) {\n /* lc is the unmatched char */\n s.dyn_ltree[lc * 2]/*.Freq*/++;\n } else {\n s.matches++;\n /* Here, lc is the match length - MIN_MATCH */\n dist--; /* dist = match distance - 1 */\n //Assert((ush)dist < (ush)MAX_DIST(s) &&\n // (ush)lc <= (ush)(MAX_MATCH-MIN_MATCH) &&\n // (ush)d_code(dist) < (ush)D_CODES, \"_tr_tally: bad match\");\n\n s.dyn_ltree[(_length_code[lc] + LITERALS + 1) * 2]/*.Freq*/++;\n s.dyn_dtree[d_code(dist) * 2]/*.Freq*/++;\n }\n\n// (!) This block is disabled in zlib defaults,\n// don't enable it for binary compatibility\n\n//#ifdef TRUNCATE_BLOCK\n// /* Try to guess if it is profitable to stop the current block here */\n// if ((s.last_lit & 0x1fff) === 0 && s.level > 2) {\n// /* Compute an upper bound for the compressed length */\n// out_length = s.last_lit*8;\n// in_length = s.strstart - s.block_start;\n//\n// for (dcode = 0; dcode < D_CODES; dcode++) {\n// out_length += s.dyn_dtree[dcode*2]/*.Freq*/ * (5 + extra_dbits[dcode]);\n// }\n// out_length >>>= 3;\n// //Tracev((stderr,\"\\nlast_lit %u, in %ld, out ~%ld(%ld%%) \",\n// // s->last_lit, in_length, out_length,\n// // 100L - out_length*100L/in_length));\n// if (s.matches < (s.last_lit>>1)/*int /2*/ && out_length < (in_length>>1)/*int /2*/) {\n// return true;\n// }\n// }\n//#endif\n\n return (s.last_lit === s.lit_bufsize - 1);\n /* We avoid equality with lit_bufsize because of wraparound at 64K\n * on 16 bit machines and because stored blocks are restricted to\n * 64K-1 bytes.\n */\n}\n\nexports._tr_init = _tr_init;\nexports._tr_stored_block = _tr_stored_block;\nexports._tr_flush_block = _tr_flush_block;\nexports._tr_tally = _tr_tally;\nexports._tr_align = _tr_align;\n","'use strict';\n\n// (C) 1995-2013 Jean-loup Gailly and Mark Adler\n// (C) 2014-2017 Vitaly Puzrin and Andrey Tupitsin\n//\n// This software is provided 'as-is', without any express or implied\n// warranty. In no event will the authors be held liable for any damages\n// arising from the use of this software.\n//\n// Permission is granted to anyone to use this software for any purpose,\n// including commercial applications, and to alter it and redistribute it\n// freely, subject to the following restrictions:\n//\n// 1. The origin of this software must not be misrepresented; you must not\n// claim that you wrote the original software. If you use this software\n// in a product, an acknowledgment in the product documentation would be\n// appreciated but is not required.\n// 2. Altered source versions must be plainly marked as such, and must not be\n// misrepresented as being the original software.\n// 3. This notice may not be removed or altered from any source distribution.\n\nvar utils = require('../utils/common');\nvar trees = require('./trees');\nvar adler32 = require('./adler32');\nvar crc32 = require('./crc32');\nvar msg = require('./messages');\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\n\n/* Allowed flush values; see deflate() and inflate() below for details */\nvar Z_NO_FLUSH = 0;\nvar Z_PARTIAL_FLUSH = 1;\n//var Z_SYNC_FLUSH = 2;\nvar Z_FULL_FLUSH = 3;\nvar Z_FINISH = 4;\nvar Z_BLOCK = 5;\n//var Z_TREES = 6;\n\n\n/* Return codes for the compression/decompression functions. Negative values\n * are errors, positive values are used for special but normal events.\n */\nvar Z_OK = 0;\nvar Z_STREAM_END = 1;\n//var Z_NEED_DICT = 2;\n//var Z_ERRNO = -1;\nvar Z_STREAM_ERROR = -2;\nvar Z_DATA_ERROR = -3;\n//var Z_MEM_ERROR = -4;\nvar Z_BUF_ERROR = -5;\n//var Z_VERSION_ERROR = -6;\n\n\n/* compression levels */\n//var Z_NO_COMPRESSION = 0;\n//var Z_BEST_SPEED = 1;\n//var Z_BEST_COMPRESSION = 9;\nvar Z_DEFAULT_COMPRESSION = -1;\n\n\nvar Z_FILTERED = 1;\nvar Z_HUFFMAN_ONLY = 2;\nvar Z_RLE = 3;\nvar Z_FIXED = 4;\nvar Z_DEFAULT_STRATEGY = 0;\n\n/* Possible values of the data_type field (though see inflate()) */\n//var Z_BINARY = 0;\n//var Z_TEXT = 1;\n//var Z_ASCII = 1; // = Z_TEXT\nvar Z_UNKNOWN = 2;\n\n\n/* The deflate compression method */\nvar Z_DEFLATED = 8;\n\n/*============================================================================*/\n\n\nvar MAX_MEM_LEVEL = 9;\n/* Maximum value for memLevel in deflateInit2 */\nvar MAX_WBITS = 15;\n/* 32K LZ77 window */\nvar DEF_MEM_LEVEL = 8;\n\n\nvar LENGTH_CODES = 29;\n/* number of length codes, not counting the special END_BLOCK code */\nvar LITERALS = 256;\n/* number of literal bytes 0..255 */\nvar L_CODES = LITERALS + 1 + LENGTH_CODES;\n/* number of Literal or Length codes, including the END_BLOCK code */\nvar D_CODES = 30;\n/* number of distance codes */\nvar BL_CODES = 19;\n/* number of codes used to transfer the bit lengths */\nvar HEAP_SIZE = 2 * L_CODES + 1;\n/* maximum heap size */\nvar MAX_BITS = 15;\n/* All codes must not exceed MAX_BITS bits */\n\nvar MIN_MATCH = 3;\nvar MAX_MATCH = 258;\nvar MIN_LOOKAHEAD = (MAX_MATCH + MIN_MATCH + 1);\n\nvar PRESET_DICT = 0x20;\n\nvar INIT_STATE = 42;\nvar EXTRA_STATE = 69;\nvar NAME_STATE = 73;\nvar COMMENT_STATE = 91;\nvar HCRC_STATE = 103;\nvar BUSY_STATE = 113;\nvar FINISH_STATE = 666;\n\nvar BS_NEED_MORE = 1; /* block not completed, need more input or more output */\nvar BS_BLOCK_DONE = 2; /* block flush performed */\nvar BS_FINISH_STARTED = 3; /* finish started, need only more output at next deflate */\nvar BS_FINISH_DONE = 4; /* finish done, accept no more input or output */\n\nvar OS_CODE = 0x03; // Unix :) . Don't detect, use this default.\n\nfunction err(strm, errorCode) {\n strm.msg = msg[errorCode];\n return errorCode;\n}\n\nfunction rank(f) {\n return ((f) << 1) - ((f) > 4 ? 9 : 0);\n}\n\nfunction zero(buf) { var len = buf.length; while (--len >= 0) { buf[len] = 0; } }\n\n\n/* =========================================================================\n * Flush as much pending output as possible. All deflate() output goes\n * through this function so some applications may wish to modify it\n * to avoid allocating a large strm->output buffer and copying into it.\n * (See also read_buf()).\n */\nfunction flush_pending(strm) {\n var s = strm.state;\n\n //_tr_flush_bits(s);\n var len = s.pending;\n if (len > strm.avail_out) {\n len = strm.avail_out;\n }\n if (len === 0) { return; }\n\n utils.arraySet(strm.output, s.pending_buf, s.pending_out, len, strm.next_out);\n strm.next_out += len;\n s.pending_out += len;\n strm.total_out += len;\n strm.avail_out -= len;\n s.pending -= len;\n if (s.pending === 0) {\n s.pending_out = 0;\n }\n}\n\n\nfunction flush_block_only(s, last) {\n trees._tr_flush_block(s, (s.block_start >= 0 ? s.block_start : -1), s.strstart - s.block_start, last);\n s.block_start = s.strstart;\n flush_pending(s.strm);\n}\n\n\nfunction put_byte(s, b) {\n s.pending_buf[s.pending++] = b;\n}\n\n\n/* =========================================================================\n * Put a short in the pending buffer. The 16-bit value is put in MSB order.\n * IN assertion: the stream state is correct and there is enough room in\n * pending_buf.\n */\nfunction putShortMSB(s, b) {\n// put_byte(s, (Byte)(b >> 8));\n// put_byte(s, (Byte)(b & 0xff));\n s.pending_buf[s.pending++] = (b >>> 8) & 0xff;\n s.pending_buf[s.pending++] = b & 0xff;\n}\n\n\n/* ===========================================================================\n * Read a new buffer from the current input stream, update the adler32\n * and total number of bytes read. All deflate() input goes through\n * this function so some applications may wish to modify it to avoid\n * allocating a large strm->input buffer and copying from it.\n * (See also flush_pending()).\n */\nfunction read_buf(strm, buf, start, size) {\n var len = strm.avail_in;\n\n if (len > size) { len = size; }\n if (len === 0) { return 0; }\n\n strm.avail_in -= len;\n\n // zmemcpy(buf, strm->next_in, len);\n utils.arraySet(buf, strm.input, strm.next_in, len, start);\n if (strm.state.wrap === 1) {\n strm.adler = adler32(strm.adler, buf, len, start);\n }\n\n else if (strm.state.wrap === 2) {\n strm.adler = crc32(strm.adler, buf, len, start);\n }\n\n strm.next_in += len;\n strm.total_in += len;\n\n return len;\n}\n\n\n/* ===========================================================================\n * Set match_start to the longest match starting at the given string and\n * return its length. Matches shorter or equal to prev_length are discarded,\n * in which case the result is equal to prev_length and match_start is\n * garbage.\n * IN assertions: cur_match is the head of the hash chain for the current\n * string (strstart) and its distance is <= MAX_DIST, and prev_length >= 1\n * OUT assertion: the match length is not greater than s->lookahead.\n */\nfunction longest_match(s, cur_match) {\n var chain_length = s.max_chain_length; /* max hash chain length */\n var scan = s.strstart; /* current string */\n var match; /* matched string */\n var len; /* length of current match */\n var best_len = s.prev_length; /* best match length so far */\n var nice_match = s.nice_match; /* stop if match long enough */\n var limit = (s.strstart > (s.w_size - MIN_LOOKAHEAD)) ?\n s.strstart - (s.w_size - MIN_LOOKAHEAD) : 0/*NIL*/;\n\n var _win = s.window; // shortcut\n\n var wmask = s.w_mask;\n var prev = s.prev;\n\n /* Stop when cur_match becomes <= limit. To simplify the code,\n * we prevent matches with the string of window index 0.\n */\n\n var strend = s.strstart + MAX_MATCH;\n var scan_end1 = _win[scan + best_len - 1];\n var scan_end = _win[scan + best_len];\n\n /* The code is optimized for HASH_BITS >= 8 and MAX_MATCH-2 multiple of 16.\n * It is easy to get rid of this optimization if necessary.\n */\n // Assert(s->hash_bits >= 8 && MAX_MATCH == 258, \"Code too clever\");\n\n /* Do not waste too much time if we already have a good match: */\n if (s.prev_length >= s.good_match) {\n chain_length >>= 2;\n }\n /* Do not look for matches beyond the end of the input. This is necessary\n * to make deflate deterministic.\n */\n if (nice_match > s.lookahead) { nice_match = s.lookahead; }\n\n // Assert((ulg)s->strstart <= s->window_size-MIN_LOOKAHEAD, \"need lookahead\");\n\n do {\n // Assert(cur_match < s->strstart, \"no future\");\n match = cur_match;\n\n /* Skip to next match if the match length cannot increase\n * or if the match length is less than 2. Note that the checks below\n * for insufficient lookahead only occur occasionally for performance\n * reasons. Therefore uninitialized memory will be accessed, and\n * conditional jumps will be made that depend on those values.\n * However the length of the match is limited to the lookahead, so\n * the output of deflate is not affected by the uninitialized values.\n */\n\n if (_win[match + best_len] !== scan_end ||\n _win[match + best_len - 1] !== scan_end1 ||\n _win[match] !== _win[scan] ||\n _win[++match] !== _win[scan + 1]) {\n continue;\n }\n\n /* The check at best_len-1 can be removed because it will be made\n * again later. (This heuristic is not always a win.)\n * It is not necessary to compare scan[2] and match[2] since they\n * are always equal when the other bytes match, given that\n * the hash keys are equal and that HASH_BITS >= 8.\n */\n scan += 2;\n match++;\n // Assert(*scan == *match, \"match[2]?\");\n\n /* We check for insufficient lookahead only every 8th comparison;\n * the 256th check will be made at strstart+258.\n */\n do {\n /*jshint noempty:false*/\n } while (_win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&\n scan < strend);\n\n // Assert(scan <= s->window+(unsigned)(s->window_size-1), \"wild scan\");\n\n len = MAX_MATCH - (strend - scan);\n scan = strend - MAX_MATCH;\n\n if (len > best_len) {\n s.match_start = cur_match;\n best_len = len;\n if (len >= nice_match) {\n break;\n }\n scan_end1 = _win[scan + best_len - 1];\n scan_end = _win[scan + best_len];\n }\n } while ((cur_match = prev[cur_match & wmask]) > limit && --chain_length !== 0);\n\n if (best_len <= s.lookahead) {\n return best_len;\n }\n return s.lookahead;\n}\n\n\n/* ===========================================================================\n * Fill the window when the lookahead becomes insufficient.\n * Updates strstart and lookahead.\n *\n * IN assertion: lookahead < MIN_LOOKAHEAD\n * OUT assertions: strstart <= window_size-MIN_LOOKAHEAD\n * At least one byte has been read, or avail_in == 0; reads are\n * performed for at least two bytes (required for the zip translate_eol\n * option -- not supported here).\n */\nfunction fill_window(s) {\n var _w_size = s.w_size;\n var p, n, m, more, str;\n\n //Assert(s->lookahead < MIN_LOOKAHEAD, \"already enough lookahead\");\n\n do {\n more = s.window_size - s.lookahead - s.strstart;\n\n // JS ints have 32 bit, block below not needed\n /* Deal with !@#$% 64K limit: */\n //if (sizeof(int) <= 2) {\n // if (more == 0 && s->strstart == 0 && s->lookahead == 0) {\n // more = wsize;\n //\n // } else if (more == (unsigned)(-1)) {\n // /* Very unlikely, but possible on 16 bit machine if\n // * strstart == 0 && lookahead == 1 (input done a byte at time)\n // */\n // more--;\n // }\n //}\n\n\n /* If the window is almost full and there is insufficient lookahead,\n * move the upper half to the lower one to make room in the upper half.\n */\n if (s.strstart >= _w_size + (_w_size - MIN_LOOKAHEAD)) {\n\n utils.arraySet(s.window, s.window, _w_size, _w_size, 0);\n s.match_start -= _w_size;\n s.strstart -= _w_size;\n /* we now have strstart >= MAX_DIST */\n s.block_start -= _w_size;\n\n /* Slide the hash table (could be avoided with 32 bit values\n at the expense of memory usage). We slide even when level == 0\n to keep the hash table consistent if we switch back to level > 0\n later. (Using level 0 permanently is not an optimal usage of\n zlib, so we don't care about this pathological case.)\n */\n\n n = s.hash_size;\n p = n;\n do {\n m = s.head[--p];\n s.head[p] = (m >= _w_size ? m - _w_size : 0);\n } while (--n);\n\n n = _w_size;\n p = n;\n do {\n m = s.prev[--p];\n s.prev[p] = (m >= _w_size ? m - _w_size : 0);\n /* If n is not on any hash chain, prev[n] is garbage but\n * its value will never be used.\n */\n } while (--n);\n\n more += _w_size;\n }\n if (s.strm.avail_in === 0) {\n break;\n }\n\n /* If there was no sliding:\n * strstart <= WSIZE+MAX_DIST-1 && lookahead <= MIN_LOOKAHEAD - 1 &&\n * more == window_size - lookahead - strstart\n * => more >= window_size - (MIN_LOOKAHEAD-1 + WSIZE + MAX_DIST-1)\n * => more >= window_size - 2*WSIZE + 2\n * In the BIG_MEM or MMAP case (not yet supported),\n * window_size == input_size + MIN_LOOKAHEAD &&\n * strstart + s->lookahead <= input_size => more >= MIN_LOOKAHEAD.\n * Otherwise, window_size == 2*WSIZE so more >= 2.\n * If there was sliding, more >= WSIZE. So in all cases, more >= 2.\n */\n //Assert(more >= 2, \"more < 2\");\n n = read_buf(s.strm, s.window, s.strstart + s.lookahead, more);\n s.lookahead += n;\n\n /* Initialize the hash value now that we have some input: */\n if (s.lookahead + s.insert >= MIN_MATCH) {\n str = s.strstart - s.insert;\n s.ins_h = s.window[str];\n\n /* UPDATE_HASH(s, s->ins_h, s->window[str + 1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + 1]) & s.hash_mask;\n//#if MIN_MATCH != 3\n// Call update_hash() MIN_MATCH-3 more times\n//#endif\n while (s.insert) {\n /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + MIN_MATCH - 1]) & s.hash_mask;\n\n s.prev[str & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = str;\n str++;\n s.insert--;\n if (s.lookahead + s.insert < MIN_MATCH) {\n break;\n }\n }\n }\n /* If the whole input has less than MIN_MATCH bytes, ins_h is garbage,\n * but this is not important since only literal bytes will be emitted.\n */\n\n } while (s.lookahead < MIN_LOOKAHEAD && s.strm.avail_in !== 0);\n\n /* If the WIN_INIT bytes after the end of the current data have never been\n * written, then zero those bytes in order to avoid memory check reports of\n * the use of uninitialized (or uninitialised as Julian writes) bytes by\n * the longest match routines. Update the high water mark for the next\n * time through here. WIN_INIT is set to MAX_MATCH since the longest match\n * routines allow scanning to strstart + MAX_MATCH, ignoring lookahead.\n */\n// if (s.high_water < s.window_size) {\n// var curr = s.strstart + s.lookahead;\n// var init = 0;\n//\n// if (s.high_water < curr) {\n// /* Previous high water mark below current data -- zero WIN_INIT\n// * bytes or up to end of window, whichever is less.\n// */\n// init = s.window_size - curr;\n// if (init > WIN_INIT)\n// init = WIN_INIT;\n// zmemzero(s->window + curr, (unsigned)init);\n// s->high_water = curr + init;\n// }\n// else if (s->high_water < (ulg)curr + WIN_INIT) {\n// /* High water mark at or above current data, but below current data\n// * plus WIN_INIT -- zero out to current data plus WIN_INIT, or up\n// * to end of window, whichever is less.\n// */\n// init = (ulg)curr + WIN_INIT - s->high_water;\n// if (init > s->window_size - s->high_water)\n// init = s->window_size - s->high_water;\n// zmemzero(s->window + s->high_water, (unsigned)init);\n// s->high_water += init;\n// }\n// }\n//\n// Assert((ulg)s->strstart <= s->window_size - MIN_LOOKAHEAD,\n// \"not enough room for search\");\n}\n\n/* ===========================================================================\n * Copy without compression as much as possible from the input stream, return\n * the current block state.\n * This function does not insert new strings in the dictionary since\n * uncompressible data is probably not useful. This function is used\n * only for the level=0 compression option.\n * NOTE: this function should be optimized to avoid extra copying from\n * window to pending_buf.\n */\nfunction deflate_stored(s, flush) {\n /* Stored blocks are limited to 0xffff bytes, pending_buf is limited\n * to pending_buf_size, and each stored block has a 5 byte header:\n */\n var max_block_size = 0xffff;\n\n if (max_block_size > s.pending_buf_size - 5) {\n max_block_size = s.pending_buf_size - 5;\n }\n\n /* Copy as much as possible from input to output: */\n for (;;) {\n /* Fill the window as much as possible: */\n if (s.lookahead <= 1) {\n\n //Assert(s->strstart < s->w_size+MAX_DIST(s) ||\n // s->block_start >= (long)s->w_size, \"slide too late\");\n// if (!(s.strstart < s.w_size + (s.w_size - MIN_LOOKAHEAD) ||\n// s.block_start >= s.w_size)) {\n// throw new Error(\"slide too late\");\n// }\n\n fill_window(s);\n if (s.lookahead === 0 && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n\n if (s.lookahead === 0) {\n break;\n }\n /* flush the current block */\n }\n //Assert(s->block_start >= 0L, \"block gone\");\n// if (s.block_start < 0) throw new Error(\"block gone\");\n\n s.strstart += s.lookahead;\n s.lookahead = 0;\n\n /* Emit a stored block if pending_buf will be full: */\n var max_start = s.block_start + max_block_size;\n\n if (s.strstart === 0 || s.strstart >= max_start) {\n /* strstart == 0 is possible when wraparound on 16-bit machine */\n s.lookahead = s.strstart - max_start;\n s.strstart = max_start;\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n\n\n }\n /* Flush if we may have to slide, otherwise block_start may become\n * negative and the data will be gone:\n */\n if (s.strstart - s.block_start >= (s.w_size - MIN_LOOKAHEAD)) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n\n s.insert = 0;\n\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n\n if (s.strstart > s.block_start) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n return BS_NEED_MORE;\n}\n\n/* ===========================================================================\n * Compress as much as possible from the input stream, return the current\n * block state.\n * This function does not perform lazy evaluation of matches and inserts\n * new strings in the dictionary only for unmatched strings or for short\n * matches. It is used only for the fast compression options.\n */\nfunction deflate_fast(s, flush) {\n var hash_head; /* head of the hash chain */\n var bflush; /* set if current block must be flushed */\n\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the next match, plus MIN_MATCH bytes to insert the\n * string following the next match.\n */\n if (s.lookahead < MIN_LOOKAHEAD) {\n fill_window(s);\n if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) {\n break; /* flush the current block */\n }\n }\n\n /* Insert the string window[strstart .. strstart+2] in the\n * dictionary, and set hash_head to the head of the hash chain:\n */\n hash_head = 0/*NIL*/;\n if (s.lookahead >= MIN_MATCH) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n\n /* Find the longest match, discarding those <= prev_length.\n * At this point we have always match_length < MIN_MATCH\n */\n if (hash_head !== 0/*NIL*/ && ((s.strstart - hash_head) <= (s.w_size - MIN_LOOKAHEAD))) {\n /* To simplify the code, we prevent matches with the string\n * of window index 0 (in particular we have to avoid a match\n * of the string with itself at the start of the input file).\n */\n s.match_length = longest_match(s, hash_head);\n /* longest_match() sets match_start */\n }\n if (s.match_length >= MIN_MATCH) {\n // check_match(s, s.strstart, s.match_start, s.match_length); // for debug only\n\n /*** _tr_tally_dist(s, s.strstart - s.match_start,\n s.match_length - MIN_MATCH, bflush); ***/\n bflush = trees._tr_tally(s, s.strstart - s.match_start, s.match_length - MIN_MATCH);\n\n s.lookahead -= s.match_length;\n\n /* Insert new strings in the hash table only if the match length\n * is not too large. This saves time but degrades compression.\n */\n if (s.match_length <= s.max_lazy_match/*max_insert_length*/ && s.lookahead >= MIN_MATCH) {\n s.match_length--; /* string at strstart already in table */\n do {\n s.strstart++;\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n /* strstart never exceeds WSIZE-MAX_MATCH, so there are\n * always MIN_MATCH bytes ahead.\n */\n } while (--s.match_length !== 0);\n s.strstart++;\n } else\n {\n s.strstart += s.match_length;\n s.match_length = 0;\n s.ins_h = s.window[s.strstart];\n /* UPDATE_HASH(s, s.ins_h, s.window[s.strstart+1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + 1]) & s.hash_mask;\n\n//#if MIN_MATCH != 3\n// Call UPDATE_HASH() MIN_MATCH-3 more times\n//#endif\n /* If lookahead < MIN_MATCH, ins_h is garbage, but it does not\n * matter since it will be recomputed at next deflate call.\n */\n }\n } else {\n /* No match, output a literal byte */\n //Tracevv((stderr,\"%c\", s.window[s.strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = trees._tr_tally(s, 0, s.window[s.strstart]);\n\n s.lookahead--;\n s.strstart++;\n }\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = ((s.strstart < (MIN_MATCH - 1)) ? s.strstart : MIN_MATCH - 1);\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* ===========================================================================\n * Same as above, but achieves better compression. We use a lazy\n * evaluation for matches: a match is finally adopted only if there is\n * no better match at the next window position.\n */\nfunction deflate_slow(s, flush) {\n var hash_head; /* head of hash chain */\n var bflush; /* set if current block must be flushed */\n\n var max_insert;\n\n /* Process the input block. */\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the next match, plus MIN_MATCH bytes to insert the\n * string following the next match.\n */\n if (s.lookahead < MIN_LOOKAHEAD) {\n fill_window(s);\n if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) { break; } /* flush the current block */\n }\n\n /* Insert the string window[strstart .. strstart+2] in the\n * dictionary, and set hash_head to the head of the hash chain:\n */\n hash_head = 0/*NIL*/;\n if (s.lookahead >= MIN_MATCH) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n\n /* Find the longest match, discarding those <= prev_length.\n */\n s.prev_length = s.match_length;\n s.prev_match = s.match_start;\n s.match_length = MIN_MATCH - 1;\n\n if (hash_head !== 0/*NIL*/ && s.prev_length < s.max_lazy_match &&\n s.strstart - hash_head <= (s.w_size - MIN_LOOKAHEAD)/*MAX_DIST(s)*/) {\n /* To simplify the code, we prevent matches with the string\n * of window index 0 (in particular we have to avoid a match\n * of the string with itself at the start of the input file).\n */\n s.match_length = longest_match(s, hash_head);\n /* longest_match() sets match_start */\n\n if (s.match_length <= 5 &&\n (s.strategy === Z_FILTERED || (s.match_length === MIN_MATCH && s.strstart - s.match_start > 4096/*TOO_FAR*/))) {\n\n /* If prev_match is also MIN_MATCH, match_start is garbage\n * but we will ignore the current match anyway.\n */\n s.match_length = MIN_MATCH - 1;\n }\n }\n /* If there was a match at the previous step and the current\n * match is not better, output the previous match:\n */\n if (s.prev_length >= MIN_MATCH && s.match_length <= s.prev_length) {\n max_insert = s.strstart + s.lookahead - MIN_MATCH;\n /* Do not insert strings in hash table beyond this. */\n\n //check_match(s, s.strstart-1, s.prev_match, s.prev_length);\n\n /***_tr_tally_dist(s, s.strstart - 1 - s.prev_match,\n s.prev_length - MIN_MATCH, bflush);***/\n bflush = trees._tr_tally(s, s.strstart - 1 - s.prev_match, s.prev_length - MIN_MATCH);\n /* Insert in hash table all strings up to the end of the match.\n * strstart-1 and strstart are already inserted. If there is not\n * enough lookahead, the last two strings are not inserted in\n * the hash table.\n */\n s.lookahead -= s.prev_length - 1;\n s.prev_length -= 2;\n do {\n if (++s.strstart <= max_insert) {\n /*** INSERT_STRING(s, s.strstart, hash_head); ***/\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;\n hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];\n s.head[s.ins_h] = s.strstart;\n /***/\n }\n } while (--s.prev_length !== 0);\n s.match_available = 0;\n s.match_length = MIN_MATCH - 1;\n s.strstart++;\n\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n } else if (s.match_available) {\n /* If there was no match at the previous position, output a\n * single literal. If there was a match but the current match\n * is longer, truncate the previous match to a single literal.\n */\n //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n bflush = trees._tr_tally(s, 0, s.window[s.strstart - 1]);\n\n if (bflush) {\n /*** FLUSH_BLOCK_ONLY(s, 0) ***/\n flush_block_only(s, false);\n /***/\n }\n s.strstart++;\n s.lookahead--;\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n } else {\n /* There is no previous match to compare with, wait for\n * the next step to decide.\n */\n s.match_available = 1;\n s.strstart++;\n s.lookahead--;\n }\n }\n //Assert (flush != Z_NO_FLUSH, \"no flush?\");\n if (s.match_available) {\n //Tracevv((stderr,\"%c\", s->window[s->strstart-1]));\n /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/\n bflush = trees._tr_tally(s, 0, s.window[s.strstart - 1]);\n\n s.match_available = 0;\n }\n s.insert = s.strstart < MIN_MATCH - 1 ? s.strstart : MIN_MATCH - 1;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n\n return BS_BLOCK_DONE;\n}\n\n\n/* ===========================================================================\n * For Z_RLE, simply look for runs of bytes, generate matches only of distance\n * one. Do not maintain a hash table. (It will be regenerated if this run of\n * deflate switches away from Z_RLE.)\n */\nfunction deflate_rle(s, flush) {\n var bflush; /* set if current block must be flushed */\n var prev; /* byte at distance one to match */\n var scan, strend; /* scan goes up to strend for length of run */\n\n var _win = s.window;\n\n for (;;) {\n /* Make sure that we always have enough lookahead, except\n * at the end of the input file. We need MAX_MATCH bytes\n * for the longest run, plus one for the unrolled loop.\n */\n if (s.lookahead <= MAX_MATCH) {\n fill_window(s);\n if (s.lookahead <= MAX_MATCH && flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n if (s.lookahead === 0) { break; } /* flush the current block */\n }\n\n /* See how many times the previous byte repeats */\n s.match_length = 0;\n if (s.lookahead >= MIN_MATCH && s.strstart > 0) {\n scan = s.strstart - 1;\n prev = _win[scan];\n if (prev === _win[++scan] && prev === _win[++scan] && prev === _win[++scan]) {\n strend = s.strstart + MAX_MATCH;\n do {\n /*jshint noempty:false*/\n } while (prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n prev === _win[++scan] && prev === _win[++scan] &&\n scan < strend);\n s.match_length = MAX_MATCH - (strend - scan);\n if (s.match_length > s.lookahead) {\n s.match_length = s.lookahead;\n }\n }\n //Assert(scan <= s->window+(uInt)(s->window_size-1), \"wild scan\");\n }\n\n /* Emit match if have run of MIN_MATCH or longer, else emit literal */\n if (s.match_length >= MIN_MATCH) {\n //check_match(s, s.strstart, s.strstart - 1, s.match_length);\n\n /*** _tr_tally_dist(s, 1, s.match_length - MIN_MATCH, bflush); ***/\n bflush = trees._tr_tally(s, 1, s.match_length - MIN_MATCH);\n\n s.lookahead -= s.match_length;\n s.strstart += s.match_length;\n s.match_length = 0;\n } else {\n /* No match, output a literal byte */\n //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = trees._tr_tally(s, 0, s.window[s.strstart]);\n\n s.lookahead--;\n s.strstart++;\n }\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = 0;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* ===========================================================================\n * For Z_HUFFMAN_ONLY, do not look for matches. Do not maintain a hash table.\n * (It will be regenerated if this run of deflate switches away from Huffman.)\n */\nfunction deflate_huff(s, flush) {\n var bflush; /* set if current block must be flushed */\n\n for (;;) {\n /* Make sure that we have a literal to write. */\n if (s.lookahead === 0) {\n fill_window(s);\n if (s.lookahead === 0) {\n if (flush === Z_NO_FLUSH) {\n return BS_NEED_MORE;\n }\n break; /* flush the current block */\n }\n }\n\n /* Output a literal byte */\n s.match_length = 0;\n //Tracevv((stderr,\"%c\", s->window[s->strstart]));\n /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/\n bflush = trees._tr_tally(s, 0, s.window[s.strstart]);\n s.lookahead--;\n s.strstart++;\n if (bflush) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n }\n s.insert = 0;\n if (flush === Z_FINISH) {\n /*** FLUSH_BLOCK(s, 1); ***/\n flush_block_only(s, true);\n if (s.strm.avail_out === 0) {\n return BS_FINISH_STARTED;\n }\n /***/\n return BS_FINISH_DONE;\n }\n if (s.last_lit) {\n /*** FLUSH_BLOCK(s, 0); ***/\n flush_block_only(s, false);\n if (s.strm.avail_out === 0) {\n return BS_NEED_MORE;\n }\n /***/\n }\n return BS_BLOCK_DONE;\n}\n\n/* Values for max_lazy_match, good_match and max_chain_length, depending on\n * the desired pack level (0..9). The values given below have been tuned to\n * exclude worst case performance for pathological files. Better values may be\n * found for specific files.\n */\nfunction Config(good_length, max_lazy, nice_length, max_chain, func) {\n this.good_length = good_length;\n this.max_lazy = max_lazy;\n this.nice_length = nice_length;\n this.max_chain = max_chain;\n this.func = func;\n}\n\nvar configuration_table;\n\nconfiguration_table = [\n /* good lazy nice chain */\n new Config(0, 0, 0, 0, deflate_stored), /* 0 store only */\n new Config(4, 4, 8, 4, deflate_fast), /* 1 max speed, no lazy matches */\n new Config(4, 5, 16, 8, deflate_fast), /* 2 */\n new Config(4, 6, 32, 32, deflate_fast), /* 3 */\n\n new Config(4, 4, 16, 16, deflate_slow), /* 4 lazy matches */\n new Config(8, 16, 32, 32, deflate_slow), /* 5 */\n new Config(8, 16, 128, 128, deflate_slow), /* 6 */\n new Config(8, 32, 128, 256, deflate_slow), /* 7 */\n new Config(32, 128, 258, 1024, deflate_slow), /* 8 */\n new Config(32, 258, 258, 4096, deflate_slow) /* 9 max compression */\n];\n\n\n/* ===========================================================================\n * Initialize the \"longest match\" routines for a new zlib stream\n */\nfunction lm_init(s) {\n s.window_size = 2 * s.w_size;\n\n /*** CLEAR_HASH(s); ***/\n zero(s.head); // Fill with NIL (= 0);\n\n /* Set the default configuration parameters:\n */\n s.max_lazy_match = configuration_table[s.level].max_lazy;\n s.good_match = configuration_table[s.level].good_length;\n s.nice_match = configuration_table[s.level].nice_length;\n s.max_chain_length = configuration_table[s.level].max_chain;\n\n s.strstart = 0;\n s.block_start = 0;\n s.lookahead = 0;\n s.insert = 0;\n s.match_length = s.prev_length = MIN_MATCH - 1;\n s.match_available = 0;\n s.ins_h = 0;\n}\n\n\nfunction DeflateState() {\n this.strm = null; /* pointer back to this zlib stream */\n this.status = 0; /* as the name implies */\n this.pending_buf = null; /* output still pending */\n this.pending_buf_size = 0; /* size of pending_buf */\n this.pending_out = 0; /* next pending byte to output to the stream */\n this.pending = 0; /* nb of bytes in the pending buffer */\n this.wrap = 0; /* bit 0 true for zlib, bit 1 true for gzip */\n this.gzhead = null; /* gzip header information to write */\n this.gzindex = 0; /* where in extra, name, or comment */\n this.method = Z_DEFLATED; /* can only be DEFLATED */\n this.last_flush = -1; /* value of flush param for previous deflate call */\n\n this.w_size = 0; /* LZ77 window size (32K by default) */\n this.w_bits = 0; /* log2(w_size) (8..16) */\n this.w_mask = 0; /* w_size - 1 */\n\n this.window = null;\n /* Sliding window. Input bytes are read into the second half of the window,\n * and move to the first half later to keep a dictionary of at least wSize\n * bytes. With this organization, matches are limited to a distance of\n * wSize-MAX_MATCH bytes, but this ensures that IO is always\n * performed with a length multiple of the block size.\n */\n\n this.window_size = 0;\n /* Actual size of window: 2*wSize, except when the user input buffer\n * is directly used as sliding window.\n */\n\n this.prev = null;\n /* Link to older string with same hash index. To limit the size of this\n * array to 64K, this link is maintained only for the last 32K strings.\n * An index in this array is thus a window index modulo 32K.\n */\n\n this.head = null; /* Heads of the hash chains or NIL. */\n\n this.ins_h = 0; /* hash index of string to be inserted */\n this.hash_size = 0; /* number of elements in hash table */\n this.hash_bits = 0; /* log2(hash_size) */\n this.hash_mask = 0; /* hash_size-1 */\n\n this.hash_shift = 0;\n /* Number of bits by which ins_h must be shifted at each input\n * step. It must be such that after MIN_MATCH steps, the oldest\n * byte no longer takes part in the hash key, that is:\n * hash_shift * MIN_MATCH >= hash_bits\n */\n\n this.block_start = 0;\n /* Window position at the beginning of the current output block. Gets\n * negative when the window is moved backwards.\n */\n\n this.match_length = 0; /* length of best match */\n this.prev_match = 0; /* previous match */\n this.match_available = 0; /* set if previous match exists */\n this.strstart = 0; /* start of string to insert */\n this.match_start = 0; /* start of matching string */\n this.lookahead = 0; /* number of valid bytes ahead in window */\n\n this.prev_length = 0;\n /* Length of the best match at previous step. Matches not greater than this\n * are discarded. This is used in the lazy match evaluation.\n */\n\n this.max_chain_length = 0;\n /* To speed up deflation, hash chains are never searched beyond this\n * length. A higher limit improves compression ratio but degrades the\n * speed.\n */\n\n this.max_lazy_match = 0;\n /* Attempt to find a better match only when the current match is strictly\n * smaller than this value. This mechanism is used only for compression\n * levels >= 4.\n */\n // That's alias to max_lazy_match, don't use directly\n //this.max_insert_length = 0;\n /* Insert new strings in the hash table only if the match length is not\n * greater than this length. This saves time but degrades compression.\n * max_insert_length is used only for compression levels <= 3.\n */\n\n this.level = 0; /* compression level (1..9) */\n this.strategy = 0; /* favor or force Huffman coding*/\n\n this.good_match = 0;\n /* Use a faster search when the previous match is longer than this */\n\n this.nice_match = 0; /* Stop searching when current match exceeds this */\n\n /* used by trees.c: */\n\n /* Didn't use ct_data typedef below to suppress compiler warning */\n\n // struct ct_data_s dyn_ltree[HEAP_SIZE]; /* literal and length tree */\n // struct ct_data_s dyn_dtree[2*D_CODES+1]; /* distance tree */\n // struct ct_data_s bl_tree[2*BL_CODES+1]; /* Huffman tree for bit lengths */\n\n // Use flat array of DOUBLE size, with interleaved fata,\n // because JS does not support effective\n this.dyn_ltree = new utils.Buf16(HEAP_SIZE * 2);\n this.dyn_dtree = new utils.Buf16((2 * D_CODES + 1) * 2);\n this.bl_tree = new utils.Buf16((2 * BL_CODES + 1) * 2);\n zero(this.dyn_ltree);\n zero(this.dyn_dtree);\n zero(this.bl_tree);\n\n this.l_desc = null; /* desc. for literal tree */\n this.d_desc = null; /* desc. for distance tree */\n this.bl_desc = null; /* desc. for bit length tree */\n\n //ush bl_count[MAX_BITS+1];\n this.bl_count = new utils.Buf16(MAX_BITS + 1);\n /* number of codes at each bit length for an optimal tree */\n\n //int heap[2*L_CODES+1]; /* heap used to build the Huffman trees */\n this.heap = new utils.Buf16(2 * L_CODES + 1); /* heap used to build the Huffman trees */\n zero(this.heap);\n\n this.heap_len = 0; /* number of elements in the heap */\n this.heap_max = 0; /* element of largest frequency */\n /* The sons of heap[n] are heap[2*n] and heap[2*n+1]. heap[0] is not used.\n * The same heap array is used to build all trees.\n */\n\n this.depth = new utils.Buf16(2 * L_CODES + 1); //uch depth[2*L_CODES+1];\n zero(this.depth);\n /* Depth of each subtree used as tie breaker for trees of equal frequency\n */\n\n this.l_buf = 0; /* buffer index for literals or lengths */\n\n this.lit_bufsize = 0;\n /* Size of match buffer for literals/lengths. There are 4 reasons for\n * limiting lit_bufsize to 64K:\n * - frequencies can be kept in 16 bit counters\n * - if compression is not successful for the first block, all input\n * data is still in the window so we can still emit a stored block even\n * when input comes from standard input. (This can also be done for\n * all blocks if lit_bufsize is not greater than 32K.)\n * - if compression is not successful for a file smaller than 64K, we can\n * even emit a stored file instead of a stored block (saving 5 bytes).\n * This is applicable only for zip (not gzip or zlib).\n * - creating new Huffman trees less frequently may not provide fast\n * adaptation to changes in the input data statistics. (Take for\n * example a binary file with poorly compressible code followed by\n * a highly compressible string table.) Smaller buffer sizes give\n * fast adaptation but have of course the overhead of transmitting\n * trees more frequently.\n * - I can't count above 4\n */\n\n this.last_lit = 0; /* running index in l_buf */\n\n this.d_buf = 0;\n /* Buffer index for distances. To simplify the code, d_buf and l_buf have\n * the same number of elements. To use different lengths, an extra flag\n * array would be necessary.\n */\n\n this.opt_len = 0; /* bit length of current block with optimal trees */\n this.static_len = 0; /* bit length of current block with static trees */\n this.matches = 0; /* number of string matches in current block */\n this.insert = 0; /* bytes at end of window left to insert */\n\n\n this.bi_buf = 0;\n /* Output buffer. bits are inserted starting at the bottom (least\n * significant bits).\n */\n this.bi_valid = 0;\n /* Number of valid bits in bi_buf. All bits above the last valid bit\n * are always zero.\n */\n\n // Used for window memory init. We safely ignore it for JS. That makes\n // sense only for pointers and memory check tools.\n //this.high_water = 0;\n /* High water mark offset in window for initialized bytes -- bytes above\n * this are set to zero in order to avoid memory check warnings when\n * longest match routines access bytes past the input. This is then\n * updated to the new high water mark.\n */\n}\n\n\nfunction deflateResetKeep(strm) {\n var s;\n\n if (!strm || !strm.state) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n strm.total_in = strm.total_out = 0;\n strm.data_type = Z_UNKNOWN;\n\n s = strm.state;\n s.pending = 0;\n s.pending_out = 0;\n\n if (s.wrap < 0) {\n s.wrap = -s.wrap;\n /* was made negative by deflate(..., Z_FINISH); */\n }\n s.status = (s.wrap ? INIT_STATE : BUSY_STATE);\n strm.adler = (s.wrap === 2) ?\n 0 // crc32(0, Z_NULL, 0)\n :\n 1; // adler32(0, Z_NULL, 0)\n s.last_flush = Z_NO_FLUSH;\n trees._tr_init(s);\n return Z_OK;\n}\n\n\nfunction deflateReset(strm) {\n var ret = deflateResetKeep(strm);\n if (ret === Z_OK) {\n lm_init(strm.state);\n }\n return ret;\n}\n\n\nfunction deflateSetHeader(strm, head) {\n if (!strm || !strm.state) { return Z_STREAM_ERROR; }\n if (strm.state.wrap !== 2) { return Z_STREAM_ERROR; }\n strm.state.gzhead = head;\n return Z_OK;\n}\n\n\nfunction deflateInit2(strm, level, method, windowBits, memLevel, strategy) {\n if (!strm) { // === Z_NULL\n return Z_STREAM_ERROR;\n }\n var wrap = 1;\n\n if (level === Z_DEFAULT_COMPRESSION) {\n level = 6;\n }\n\n if (windowBits < 0) { /* suppress zlib wrapper */\n wrap = 0;\n windowBits = -windowBits;\n }\n\n else if (windowBits > 15) {\n wrap = 2; /* write gzip wrapper instead */\n windowBits -= 16;\n }\n\n\n if (memLevel < 1 || memLevel > MAX_MEM_LEVEL || method !== Z_DEFLATED ||\n windowBits < 8 || windowBits > 15 || level < 0 || level > 9 ||\n strategy < 0 || strategy > Z_FIXED) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n\n if (windowBits === 8) {\n windowBits = 9;\n }\n /* until 256-byte window bug fixed */\n\n var s = new DeflateState();\n\n strm.state = s;\n s.strm = strm;\n\n s.wrap = wrap;\n s.gzhead = null;\n s.w_bits = windowBits;\n s.w_size = 1 << s.w_bits;\n s.w_mask = s.w_size - 1;\n\n s.hash_bits = memLevel + 7;\n s.hash_size = 1 << s.hash_bits;\n s.hash_mask = s.hash_size - 1;\n s.hash_shift = ~~((s.hash_bits + MIN_MATCH - 1) / MIN_MATCH);\n\n s.window = new utils.Buf8(s.w_size * 2);\n s.head = new utils.Buf16(s.hash_size);\n s.prev = new utils.Buf16(s.w_size);\n\n // Don't need mem init magic for JS.\n //s.high_water = 0; /* nothing written to s->window yet */\n\n s.lit_bufsize = 1 << (memLevel + 6); /* 16K elements by default */\n\n s.pending_buf_size = s.lit_bufsize * 4;\n\n //overlay = (ushf *) ZALLOC(strm, s->lit_bufsize, sizeof(ush)+2);\n //s->pending_buf = (uchf *) overlay;\n s.pending_buf = new utils.Buf8(s.pending_buf_size);\n\n // It is offset from `s.pending_buf` (size is `s.lit_bufsize * 2`)\n //s->d_buf = overlay + s->lit_bufsize/sizeof(ush);\n s.d_buf = 1 * s.lit_bufsize;\n\n //s->l_buf = s->pending_buf + (1+sizeof(ush))*s->lit_bufsize;\n s.l_buf = (1 + 2) * s.lit_bufsize;\n\n s.level = level;\n s.strategy = strategy;\n s.method = method;\n\n return deflateReset(strm);\n}\n\nfunction deflateInit(strm, level) {\n return deflateInit2(strm, level, Z_DEFLATED, MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY);\n}\n\n\nfunction deflate(strm, flush) {\n var old_flush, s;\n var beg, val; // for gzip header write only\n\n if (!strm || !strm.state ||\n flush > Z_BLOCK || flush < 0) {\n return strm ? err(strm, Z_STREAM_ERROR) : Z_STREAM_ERROR;\n }\n\n s = strm.state;\n\n if (!strm.output ||\n (!strm.input && strm.avail_in !== 0) ||\n (s.status === FINISH_STATE && flush !== Z_FINISH)) {\n return err(strm, (strm.avail_out === 0) ? Z_BUF_ERROR : Z_STREAM_ERROR);\n }\n\n s.strm = strm; /* just in case */\n old_flush = s.last_flush;\n s.last_flush = flush;\n\n /* Write the header */\n if (s.status === INIT_STATE) {\n\n if (s.wrap === 2) { // GZIP header\n strm.adler = 0; //crc32(0L, Z_NULL, 0);\n put_byte(s, 31);\n put_byte(s, 139);\n put_byte(s, 8);\n if (!s.gzhead) { // s->gzhead == Z_NULL\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, 0);\n put_byte(s, s.level === 9 ? 2 :\n (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n 4 : 0));\n put_byte(s, OS_CODE);\n s.status = BUSY_STATE;\n }\n else {\n put_byte(s, (s.gzhead.text ? 1 : 0) +\n (s.gzhead.hcrc ? 2 : 0) +\n (!s.gzhead.extra ? 0 : 4) +\n (!s.gzhead.name ? 0 : 8) +\n (!s.gzhead.comment ? 0 : 16)\n );\n put_byte(s, s.gzhead.time & 0xff);\n put_byte(s, (s.gzhead.time >> 8) & 0xff);\n put_byte(s, (s.gzhead.time >> 16) & 0xff);\n put_byte(s, (s.gzhead.time >> 24) & 0xff);\n put_byte(s, s.level === 9 ? 2 :\n (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?\n 4 : 0));\n put_byte(s, s.gzhead.os & 0xff);\n if (s.gzhead.extra && s.gzhead.extra.length) {\n put_byte(s, s.gzhead.extra.length & 0xff);\n put_byte(s, (s.gzhead.extra.length >> 8) & 0xff);\n }\n if (s.gzhead.hcrc) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending, 0);\n }\n s.gzindex = 0;\n s.status = EXTRA_STATE;\n }\n }\n else // DEFLATE header\n {\n var header = (Z_DEFLATED + ((s.w_bits - 8) << 4)) << 8;\n var level_flags = -1;\n\n if (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2) {\n level_flags = 0;\n } else if (s.level < 6) {\n level_flags = 1;\n } else if (s.level === 6) {\n level_flags = 2;\n } else {\n level_flags = 3;\n }\n header |= (level_flags << 6);\n if (s.strstart !== 0) { header |= PRESET_DICT; }\n header += 31 - (header % 31);\n\n s.status = BUSY_STATE;\n putShortMSB(s, header);\n\n /* Save the adler32 of the preset dictionary: */\n if (s.strstart !== 0) {\n putShortMSB(s, strm.adler >>> 16);\n putShortMSB(s, strm.adler & 0xffff);\n }\n strm.adler = 1; // adler32(0L, Z_NULL, 0);\n }\n }\n\n//#ifdef GZIP\n if (s.status === EXTRA_STATE) {\n if (s.gzhead.extra/* != Z_NULL*/) {\n beg = s.pending; /* start of bytes to update crc */\n\n while (s.gzindex < (s.gzhead.extra.length & 0xffff)) {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n break;\n }\n }\n put_byte(s, s.gzhead.extra[s.gzindex] & 0xff);\n s.gzindex++;\n }\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (s.gzindex === s.gzhead.extra.length) {\n s.gzindex = 0;\n s.status = NAME_STATE;\n }\n }\n else {\n s.status = NAME_STATE;\n }\n }\n if (s.status === NAME_STATE) {\n if (s.gzhead.name/* != Z_NULL*/) {\n beg = s.pending; /* start of bytes to update crc */\n //int val;\n\n do {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n val = 1;\n break;\n }\n }\n // JS specific: little magic to add zero terminator to end of string\n if (s.gzindex < s.gzhead.name.length) {\n val = s.gzhead.name.charCodeAt(s.gzindex++) & 0xff;\n } else {\n val = 0;\n }\n put_byte(s, val);\n } while (val !== 0);\n\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (val === 0) {\n s.gzindex = 0;\n s.status = COMMENT_STATE;\n }\n }\n else {\n s.status = COMMENT_STATE;\n }\n }\n if (s.status === COMMENT_STATE) {\n if (s.gzhead.comment/* != Z_NULL*/) {\n beg = s.pending; /* start of bytes to update crc */\n //int val;\n\n do {\n if (s.pending === s.pending_buf_size) {\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n flush_pending(strm);\n beg = s.pending;\n if (s.pending === s.pending_buf_size) {\n val = 1;\n break;\n }\n }\n // JS specific: little magic to add zero terminator to end of string\n if (s.gzindex < s.gzhead.comment.length) {\n val = s.gzhead.comment.charCodeAt(s.gzindex++) & 0xff;\n } else {\n val = 0;\n }\n put_byte(s, val);\n } while (val !== 0);\n\n if (s.gzhead.hcrc && s.pending > beg) {\n strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);\n }\n if (val === 0) {\n s.status = HCRC_STATE;\n }\n }\n else {\n s.status = HCRC_STATE;\n }\n }\n if (s.status === HCRC_STATE) {\n if (s.gzhead.hcrc) {\n if (s.pending + 2 > s.pending_buf_size) {\n flush_pending(strm);\n }\n if (s.pending + 2 <= s.pending_buf_size) {\n put_byte(s, strm.adler & 0xff);\n put_byte(s, (strm.adler >> 8) & 0xff);\n strm.adler = 0; //crc32(0L, Z_NULL, 0);\n s.status = BUSY_STATE;\n }\n }\n else {\n s.status = BUSY_STATE;\n }\n }\n//#endif\n\n /* Flush as much pending output as possible */\n if (s.pending !== 0) {\n flush_pending(strm);\n if (strm.avail_out === 0) {\n /* Since avail_out is 0, deflate will be called again with\n * more output space, but possibly with both pending and\n * avail_in equal to zero. There won't be anything to do,\n * but this is not an error situation so make sure we\n * return OK instead of BUF_ERROR at next call of deflate:\n */\n s.last_flush = -1;\n return Z_OK;\n }\n\n /* Make sure there is something to do and avoid duplicate consecutive\n * flushes. For repeated and useless calls with Z_FINISH, we keep\n * returning Z_STREAM_END instead of Z_BUF_ERROR.\n */\n } else if (strm.avail_in === 0 && rank(flush) <= rank(old_flush) &&\n flush !== Z_FINISH) {\n return err(strm, Z_BUF_ERROR);\n }\n\n /* User must not provide more input after the first FINISH: */\n if (s.status === FINISH_STATE && strm.avail_in !== 0) {\n return err(strm, Z_BUF_ERROR);\n }\n\n /* Start a new block or continue the current one.\n */\n if (strm.avail_in !== 0 || s.lookahead !== 0 ||\n (flush !== Z_NO_FLUSH && s.status !== FINISH_STATE)) {\n var bstate = (s.strategy === Z_HUFFMAN_ONLY) ? deflate_huff(s, flush) :\n (s.strategy === Z_RLE ? deflate_rle(s, flush) :\n configuration_table[s.level].func(s, flush));\n\n if (bstate === BS_FINISH_STARTED || bstate === BS_FINISH_DONE) {\n s.status = FINISH_STATE;\n }\n if (bstate === BS_NEED_MORE || bstate === BS_FINISH_STARTED) {\n if (strm.avail_out === 0) {\n s.last_flush = -1;\n /* avoid BUF_ERROR next call, see above */\n }\n return Z_OK;\n /* If flush != Z_NO_FLUSH && avail_out == 0, the next call\n * of deflate should use the same flush parameter to make sure\n * that the flush is complete. So we don't have to output an\n * empty block here, this will be done at next call. This also\n * ensures that for a very small output buffer, we emit at most\n * one empty block.\n */\n }\n if (bstate === BS_BLOCK_DONE) {\n if (flush === Z_PARTIAL_FLUSH) {\n trees._tr_align(s);\n }\n else if (flush !== Z_BLOCK) { /* FULL_FLUSH or SYNC_FLUSH */\n\n trees._tr_stored_block(s, 0, 0, false);\n /* For a full flush, this empty block will be recognized\n * as a special marker by inflate_sync().\n */\n if (flush === Z_FULL_FLUSH) {\n /*** CLEAR_HASH(s); ***/ /* forget history */\n zero(s.head); // Fill with NIL (= 0);\n\n if (s.lookahead === 0) {\n s.strstart = 0;\n s.block_start = 0;\n s.insert = 0;\n }\n }\n }\n flush_pending(strm);\n if (strm.avail_out === 0) {\n s.last_flush = -1; /* avoid BUF_ERROR at next call, see above */\n return Z_OK;\n }\n }\n }\n //Assert(strm->avail_out > 0, \"bug2\");\n //if (strm.avail_out <= 0) { throw new Error(\"bug2\");}\n\n if (flush !== Z_FINISH) { return Z_OK; }\n if (s.wrap <= 0) { return Z_STREAM_END; }\n\n /* Write the trailer */\n if (s.wrap === 2) {\n put_byte(s, strm.adler & 0xff);\n put_byte(s, (strm.adler >> 8) & 0xff);\n put_byte(s, (strm.adler >> 16) & 0xff);\n put_byte(s, (strm.adler >> 24) & 0xff);\n put_byte(s, strm.total_in & 0xff);\n put_byte(s, (strm.total_in >> 8) & 0xff);\n put_byte(s, (strm.total_in >> 16) & 0xff);\n put_byte(s, (strm.total_in >> 24) & 0xff);\n }\n else\n {\n putShortMSB(s, strm.adler >>> 16);\n putShortMSB(s, strm.adler & 0xffff);\n }\n\n flush_pending(strm);\n /* If avail_out is zero, the application will call deflate again\n * to flush the rest.\n */\n if (s.wrap > 0) { s.wrap = -s.wrap; }\n /* write the trailer only once! */\n return s.pending !== 0 ? Z_OK : Z_STREAM_END;\n}\n\nfunction deflateEnd(strm) {\n var status;\n\n if (!strm/*== Z_NULL*/ || !strm.state/*== Z_NULL*/) {\n return Z_STREAM_ERROR;\n }\n\n status = strm.state.status;\n if (status !== INIT_STATE &&\n status !== EXTRA_STATE &&\n status !== NAME_STATE &&\n status !== COMMENT_STATE &&\n status !== HCRC_STATE &&\n status !== BUSY_STATE &&\n status !== FINISH_STATE\n ) {\n return err(strm, Z_STREAM_ERROR);\n }\n\n strm.state = null;\n\n return status === BUSY_STATE ? err(strm, Z_DATA_ERROR) : Z_OK;\n}\n\n\n/* =========================================================================\n * Initializes the compression dictionary from the given byte\n * sequence without producing any compressed output.\n */\nfunction deflateSetDictionary(strm, dictionary) {\n var dictLength = dictionary.length;\n\n var s;\n var str, n;\n var wrap;\n var avail;\n var next;\n var input;\n var tmpDict;\n\n if (!strm/*== Z_NULL*/ || !strm.state/*== Z_NULL*/) {\n return Z_STREAM_ERROR;\n }\n\n s = strm.state;\n wrap = s.wrap;\n\n if (wrap === 2 || (wrap === 1 && s.status !== INIT_STATE) || s.lookahead) {\n return Z_STREAM_ERROR;\n }\n\n /* when using zlib wrappers, compute Adler-32 for provided dictionary */\n if (wrap === 1) {\n /* adler32(strm->adler, dictionary, dictLength); */\n strm.adler = adler32(strm.adler, dictionary, dictLength, 0);\n }\n\n s.wrap = 0; /* avoid computing Adler-32 in read_buf */\n\n /* if dictionary would fill window, just replace the history */\n if (dictLength >= s.w_size) {\n if (wrap === 0) { /* already empty otherwise */\n /*** CLEAR_HASH(s); ***/\n zero(s.head); // Fill with NIL (= 0);\n s.strstart = 0;\n s.block_start = 0;\n s.insert = 0;\n }\n /* use the tail */\n // dictionary = dictionary.slice(dictLength - s.w_size);\n tmpDict = new utils.Buf8(s.w_size);\n utils.arraySet(tmpDict, dictionary, dictLength - s.w_size, s.w_size, 0);\n dictionary = tmpDict;\n dictLength = s.w_size;\n }\n /* insert dictionary into window and hash */\n avail = strm.avail_in;\n next = strm.next_in;\n input = strm.input;\n strm.avail_in = dictLength;\n strm.next_in = 0;\n strm.input = dictionary;\n fill_window(s);\n while (s.lookahead >= MIN_MATCH) {\n str = s.strstart;\n n = s.lookahead - (MIN_MATCH - 1);\n do {\n /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */\n s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + MIN_MATCH - 1]) & s.hash_mask;\n\n s.prev[str & s.w_mask] = s.head[s.ins_h];\n\n s.head[s.ins_h] = str;\n str++;\n } while (--n);\n s.strstart = str;\n s.lookahead = MIN_MATCH - 1;\n fill_window(s);\n }\n s.strstart += s.lookahead;\n s.block_start = s.strstart;\n s.insert = s.lookahead;\n s.lookahead = 0;\n s.match_length = s.prev_length = MIN_MATCH - 1;\n s.match_available = 0;\n strm.next_in = next;\n strm.input = input;\n strm.avail_in = avail;\n s.wrap = wrap;\n return Z_OK;\n}\n\n\nexports.deflateInit = deflateInit;\nexports.deflateInit2 = deflateInit2;\nexports.deflateReset = deflateReset;\nexports.deflateResetKeep = deflateResetKeep;\nexports.deflateSetHeader = deflateSetHeader;\nexports.deflate = deflate;\nexports.deflateEnd = deflateEnd;\nexports.deflateSetDictionary = deflateSetDictionary;\nexports.deflateInfo = 'pako deflate (from Nodeca project)';\n\n/* Not implemented\nexports.deflateBound = deflateBound;\nexports.deflateCopy = deflateCopy;\nexports.deflateParams = deflateParams;\nexports.deflatePending = deflatePending;\nexports.deflatePrime = deflatePrime;\nexports.deflateTune = deflateTune;\n*/\n","'use strict';\n\n\nvar zlib_deflate = require('./zlib/deflate');\nvar utils = require('./utils/common');\nvar strings = require('./utils/strings');\nvar msg = require('./zlib/messages');\nvar ZStream = require('./zlib/zstream');\n\nvar toString = Object.prototype.toString;\n\n/* Public constants ==========================================================*/\n/* ===========================================================================*/\n\nvar Z_NO_FLUSH = 0;\nvar Z_FINISH = 4;\n\nvar Z_OK = 0;\nvar Z_STREAM_END = 1;\nvar Z_SYNC_FLUSH = 2;\n\nvar Z_DEFAULT_COMPRESSION = -1;\n\nvar Z_DEFAULT_STRATEGY = 0;\n\nvar Z_DEFLATED = 8;\n\n/* ===========================================================================*/\n\n\n/**\n * class Deflate\n *\n * Generic JS-style wrapper for zlib calls. If you don't need\n * streaming behaviour - use more simple functions: [[deflate]],\n * [[deflateRaw]] and [[gzip]].\n **/\n\n/* internal\n * Deflate.chunks -> Array\n *\n * Chunks of output data, if [[Deflate#onData]] not overridden.\n **/\n\n/**\n * Deflate.result -> Uint8Array|Array\n *\n * Compressed result, generated by default [[Deflate#onData]]\n * and [[Deflate#onEnd]] handlers. Filled after you push last chunk\n * (call [[Deflate#push]] with `Z_FINISH` / `true` param) or if you\n * push a chunk with explicit flush (call [[Deflate#push]] with\n * `Z_SYNC_FLUSH` param).\n **/\n\n/**\n * Deflate.err -> Number\n *\n * Error code after deflate finished. 0 (Z_OK) on success.\n * You will not need it in real life, because deflate errors\n * are possible only on wrong options or bad `onData` / `onEnd`\n * custom handlers.\n **/\n\n/**\n * Deflate.msg -> String\n *\n * Error message, if [[Deflate.err]] != 0\n **/\n\n\n/**\n * new Deflate(options)\n * - options (Object): zlib deflate options.\n *\n * Creates new deflator instance with specified params. Throws exception\n * on bad params. Supported options:\n *\n * - `level`\n * - `windowBits`\n * - `memLevel`\n * - `strategy`\n * - `dictionary`\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Additional options, for internal needs:\n *\n * - `chunkSize` - size of generated data chunks (16K by default)\n * - `raw` (Boolean) - do raw deflate\n * - `gzip` (Boolean) - create gzip wrapper\n * - `to` (String) - if equal to 'string', then result will be \"binary string\"\n * (each char code [0..255])\n * - `header` (Object) - custom header for gzip\n * - `text` (Boolean) - true if compressed data believed to be text\n * - `time` (Number) - modification time, unix timestamp\n * - `os` (Number) - operation system code\n * - `extra` (Array) - array of bytes with extra data (max 65536)\n * - `name` (String) - file name (binary string)\n * - `comment` (String) - comment (binary string)\n * - `hcrc` (Boolean) - true if header crc should be added\n *\n * ##### Example:\n *\n * ```javascript\n * var pako = require('pako')\n * , chunk1 = Uint8Array([1,2,3,4,5,6,7,8,9])\n * , chunk2 = Uint8Array([10,11,12,13,14,15,16,17,18,19]);\n *\n * var deflate = new pako.Deflate({ level: 3});\n *\n * deflate.push(chunk1, false);\n * deflate.push(chunk2, true); // true -> last chunk\n *\n * if (deflate.err) { throw new Error(deflate.err); }\n *\n * console.log(deflate.result);\n * ```\n **/\nfunction Deflate(options) {\n if (!(this instanceof Deflate)) return new Deflate(options);\n\n this.options = utils.assign({\n level: Z_DEFAULT_COMPRESSION,\n method: Z_DEFLATED,\n chunkSize: 16384,\n windowBits: 15,\n memLevel: 8,\n strategy: Z_DEFAULT_STRATEGY,\n to: ''\n }, options || {});\n\n var opt = this.options;\n\n if (opt.raw && (opt.windowBits > 0)) {\n opt.windowBits = -opt.windowBits;\n }\n\n else if (opt.gzip && (opt.windowBits > 0) && (opt.windowBits < 16)) {\n opt.windowBits += 16;\n }\n\n this.err = 0; // error code, if happens (0 = Z_OK)\n this.msg = ''; // error message\n this.ended = false; // used to avoid multiple onEnd() calls\n this.chunks = []; // chunks of compressed data\n\n this.strm = new ZStream();\n this.strm.avail_out = 0;\n\n var status = zlib_deflate.deflateInit2(\n this.strm,\n opt.level,\n opt.method,\n opt.windowBits,\n opt.memLevel,\n opt.strategy\n );\n\n if (status !== Z_OK) {\n throw new Error(msg[status]);\n }\n\n if (opt.header) {\n zlib_deflate.deflateSetHeader(this.strm, opt.header);\n }\n\n if (opt.dictionary) {\n var dict;\n // Convert data if needed\n if (typeof opt.dictionary === 'string') {\n // If we need to compress text, change encoding to utf8.\n dict = strings.string2buf(opt.dictionary);\n } else if (toString.call(opt.dictionary) === '[object ArrayBuffer]') {\n dict = new Uint8Array(opt.dictionary);\n } else {\n dict = opt.dictionary;\n }\n\n status = zlib_deflate.deflateSetDictionary(this.strm, dict);\n\n if (status !== Z_OK) {\n throw new Error(msg[status]);\n }\n\n this._dict_set = true;\n }\n}\n\n/**\n * Deflate#push(data[, mode]) -> Boolean\n * - data (Uint8Array|Array|ArrayBuffer|String): input data. Strings will be\n * converted to utf8 byte sequence.\n * - mode (Number|Boolean): 0..6 for corresponding Z_NO_FLUSH..Z_TREE modes.\n * See constants. Skipped or `false` means Z_NO_FLUSH, `true` means Z_FINISH.\n *\n * Sends input data to deflate pipe, generating [[Deflate#onData]] calls with\n * new compressed chunks. Returns `true` on success. The last data block must have\n * mode Z_FINISH (or `true`). That will flush internal pending buffers and call\n * [[Deflate#onEnd]]. For interim explicit flushes (without ending the stream) you\n * can use mode Z_SYNC_FLUSH, keeping the compression context.\n *\n * On fail call [[Deflate#onEnd]] with error code and return false.\n *\n * We strongly recommend to use `Uint8Array` on input for best speed (output\n * array format is detected automatically). Also, don't skip last param and always\n * use the same type in your code (boolean or number). That will improve JS speed.\n *\n * For regular `Array`-s make sure all elements are [0..255].\n *\n * ##### Example\n *\n * ```javascript\n * push(chunk, false); // push one of data chunks\n * ...\n * push(chunk, true); // push last chunk\n * ```\n **/\nDeflate.prototype.push = function (data, mode) {\n var strm = this.strm;\n var chunkSize = this.options.chunkSize;\n var status, _mode;\n\n if (this.ended) { return false; }\n\n _mode = (mode === ~~mode) ? mode : ((mode === true) ? Z_FINISH : Z_NO_FLUSH);\n\n // Convert data if needed\n if (typeof data === 'string') {\n // If we need to compress text, change encoding to utf8.\n strm.input = strings.string2buf(data);\n } else if (toString.call(data) === '[object ArrayBuffer]') {\n strm.input = new Uint8Array(data);\n } else {\n strm.input = data;\n }\n\n strm.next_in = 0;\n strm.avail_in = strm.input.length;\n\n do {\n if (strm.avail_out === 0) {\n strm.output = new utils.Buf8(chunkSize);\n strm.next_out = 0;\n strm.avail_out = chunkSize;\n }\n status = zlib_deflate.deflate(strm, _mode); /* no bad return value */\n\n if (status !== Z_STREAM_END && status !== Z_OK) {\n this.onEnd(status);\n this.ended = true;\n return false;\n }\n if (strm.avail_out === 0 || (strm.avail_in === 0 && (_mode === Z_FINISH || _mode === Z_SYNC_FLUSH))) {\n if (this.options.to === 'string') {\n this.onData(strings.buf2binstring(utils.shrinkBuf(strm.output, strm.next_out)));\n } else {\n this.onData(utils.shrinkBuf(strm.output, strm.next_out));\n }\n }\n } while ((strm.avail_in > 0 || strm.avail_out === 0) && status !== Z_STREAM_END);\n\n // Finalize on the last chunk.\n if (_mode === Z_FINISH) {\n status = zlib_deflate.deflateEnd(this.strm);\n this.onEnd(status);\n this.ended = true;\n return status === Z_OK;\n }\n\n // callback interim results if Z_SYNC_FLUSH.\n if (_mode === Z_SYNC_FLUSH) {\n this.onEnd(Z_OK);\n strm.avail_out = 0;\n return true;\n }\n\n return true;\n};\n\n\n/**\n * Deflate#onData(chunk) -> Void\n * - chunk (Uint8Array|Array|String): output data. Type of array depends\n * on js engine support. When string output requested, each chunk\n * will be string.\n *\n * By default, stores data blocks in `chunks[]` property and glue\n * those in `onEnd`. Override this handler, if you need another behaviour.\n **/\nDeflate.prototype.onData = function (chunk) {\n this.chunks.push(chunk);\n};\n\n\n/**\n * Deflate#onEnd(status) -> Void\n * - status (Number): deflate status. 0 (Z_OK) on success,\n * other if not.\n *\n * Called once after you tell deflate that the input stream is\n * complete (Z_FINISH) or should be flushed (Z_SYNC_FLUSH)\n * or if an error happened. By default - join collected chunks,\n * free memory and fill `results` / `err` properties.\n **/\nDeflate.prototype.onEnd = function (status) {\n // On success - join\n if (status === Z_OK) {\n if (this.options.to === 'string') {\n this.result = this.chunks.join('');\n } else {\n this.result = utils.flattenChunks(this.chunks);\n }\n }\n this.chunks = [];\n this.err = status;\n this.msg = this.strm.msg;\n};\n\n\n/**\n * deflate(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * Compress `data` with deflate algorithm and `options`.\n *\n * Supported options are:\n *\n * - level\n * - windowBits\n * - memLevel\n * - strategy\n * - dictionary\n *\n * [http://zlib.net/manual.html#Advanced](http://zlib.net/manual.html#Advanced)\n * for more information on these.\n *\n * Sugar (options):\n *\n * - `raw` (Boolean) - say that we work with raw stream, if you don't wish to specify\n * negative windowBits implicitly.\n * - `to` (String) - if equal to 'string', then result will be \"binary string\"\n * (each char code [0..255])\n *\n * ##### Example:\n *\n * ```javascript\n * var pako = require('pako')\n * , data = Uint8Array([1,2,3,4,5,6,7,8,9]);\n *\n * console.log(pako.deflate(data));\n * ```\n **/\nfunction deflate(input, options) {\n var deflator = new Deflate(options);\n\n deflator.push(input, true);\n\n // That will never happens, if you don't cheat with options :)\n if (deflator.err) { throw deflator.msg || msg[deflator.err]; }\n\n return deflator.result;\n}\n\n\n/**\n * deflateRaw(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * The same as [[deflate]], but creates raw data, without wrapper\n * (header and adler32 crc).\n **/\nfunction deflateRaw(input, options) {\n options = options || {};\n options.raw = true;\n return deflate(input, options);\n}\n\n\n/**\n * gzip(data[, options]) -> Uint8Array|Array|String\n * - data (Uint8Array|Array|String): input data to compress.\n * - options (Object): zlib deflate options.\n *\n * The same as [[deflate]], but create gzip wrapper instead of\n * deflate one.\n **/\nfunction gzip(input, options) {\n options = options || {};\n options.gzip = true;\n return deflate(input, options);\n}\n\n\nexports.Deflate = Deflate;\nexports.deflate = deflate;\nexports.deflateRaw = deflateRaw;\nexports.gzip = gzip;\n","// Top level file is just a mixin of submodules & constants\n'use strict';\n\nvar assign = require('./lib/utils/common').assign;\n\nvar deflate = require('./lib/deflate');\nvar inflate = require('./lib/inflate');\nvar constants = require('./lib/zlib/constants');\n\nvar pako = {};\n\nassign(pako, deflate, inflate, constants);\n\nmodule.exports = pako;\n","'use strict';\nvar USE_TYPEDARRAY = (typeof Uint8Array !== 'undefined') && (typeof Uint16Array !== 'undefined') && (typeof Uint32Array !== 'undefined');\n\nvar pako = require(\"pako\");\nvar utils = require(\"./utils\");\nvar GenericWorker = require(\"./stream/GenericWorker\");\n\nvar ARRAY_TYPE = USE_TYPEDARRAY ? \"uint8array\" : \"array\";\n\nexports.magic = \"\\x08\\x00\";\n\n/**\n * Create a worker that uses pako to inflate/deflate.\n * @constructor\n * @param {String} action the name of the pako function to call : either \"Deflate\" or \"Inflate\".\n * @param {Object} options the options to use when (de)compressing.\n */\nfunction FlateWorker(action, options) {\n GenericWorker.call(this, \"FlateWorker/\" + action);\n\n this._pako = null;\n this._pakoAction = action;\n this._pakoOptions = options;\n // the `meta` object from the last chunk received\n // this allow this worker to pass around metadata\n this.meta = {};\n}\n\nutils.inherits(FlateWorker, GenericWorker);\n\n/**\n * @see GenericWorker.processChunk\n */\nFlateWorker.prototype.processChunk = function (chunk) {\n this.meta = chunk.meta;\n if (this._pako === null) {\n this._createPako();\n }\n this._pako.push(utils.transformTo(ARRAY_TYPE, chunk.data), false);\n};\n\n/**\n * @see GenericWorker.flush\n */\nFlateWorker.prototype.flush = function () {\n GenericWorker.prototype.flush.call(this);\n if (this._pako === null) {\n this._createPako();\n }\n this._pako.push([], true);\n};\n/**\n * @see GenericWorker.cleanUp\n */\nFlateWorker.prototype.cleanUp = function () {\n GenericWorker.prototype.cleanUp.call(this);\n this._pako = null;\n};\n\n/**\n * Create the _pako object.\n * TODO: lazy-loading this object isn't the best solution but it's the\n * quickest. The best solution is to lazy-load the worker list. See also the\n * issue #446.\n */\nFlateWorker.prototype._createPako = function () {\n this._pako = new pako[this._pakoAction]({\n raw: true,\n level: this._pakoOptions.level || -1 // default compression\n });\n var self = this;\n this._pako.onData = function(data) {\n self.push({\n data : data,\n meta : self.meta\n });\n };\n};\n\nexports.compressWorker = function (compressionOptions) {\n return new FlateWorker(\"Deflate\", compressionOptions);\n};\nexports.uncompressWorker = function () {\n return new FlateWorker(\"Inflate\", {});\n};\n","'use strict';\n\nvar compressions = require('../compressions');\nvar ZipFileWorker = require('./ZipFileWorker');\n\n/**\n * Find the compression to use.\n * @param {String} fileCompression the compression defined at the file level, if any.\n * @param {String} zipCompression the compression defined at the load() level.\n * @return {Object} the compression object to use.\n */\nvar getCompression = function (fileCompression, zipCompression) {\n\n var compressionName = fileCompression || zipCompression;\n var compression = compressions[compressionName];\n if (!compression) {\n throw new Error(compressionName + \" is not a valid compression method !\");\n }\n return compression;\n};\n\n/**\n * Create a worker to generate a zip file.\n * @param {JSZip} zip the JSZip instance at the right root level.\n * @param {Object} options to generate the zip file.\n * @param {String} comment the comment to use.\n */\nexports.generateWorker = function (zip, options, comment) {\n\n var zipFileWorker = new ZipFileWorker(options.streamFiles, comment, options.platform, options.encodeFileName);\n var entriesCount = 0;\n try {\n\n zip.forEach(function (relativePath, file) {\n entriesCount++;\n var compression = getCompression(file.options.compression, options.compression);\n var compressionOptions = file.options.compressionOptions || options.compressionOptions || {};\n var dir = file.dir, date = file.date;\n\n file._compressWorker(compression, compressionOptions)\n .withStreamInfo(\"file\", {\n name : relativePath,\n dir : dir,\n date : date,\n comment : file.comment || \"\",\n unixPermissions : file.unixPermissions,\n dosPermissions : file.dosPermissions\n })\n .pipe(zipFileWorker);\n });\n zipFileWorker.entriesCount = entriesCount;\n } catch (e) {\n zipFileWorker.error(e);\n }\n\n return zipFileWorker;\n};\n","'use strict';\n\nvar StreamHelper = require('./stream/StreamHelper');\nvar DataWorker = require('./stream/DataWorker');\nvar utf8 = require('./utf8');\nvar CompressedObject = require('./compressedObject');\nvar GenericWorker = require('./stream/GenericWorker');\n\n/**\n * A simple object representing a file in the zip file.\n * @constructor\n * @param {string} name the name of the file\n * @param {String|ArrayBuffer|Uint8Array|Buffer} data the data\n * @param {Object} options the options of the file\n */\nvar ZipObject = function(name, data, options) {\n this.name = name;\n this.dir = options.dir;\n this.date = options.date;\n this.comment = options.comment;\n this.unixPermissions = options.unixPermissions;\n this.dosPermissions = options.dosPermissions;\n\n this._data = data;\n this._dataBinary = options.binary;\n // keep only the compression\n this.options = {\n compression : options.compression,\n compressionOptions : options.compressionOptions\n };\n};\n\nZipObject.prototype = {\n /**\n * Create an internal stream for the content of this object.\n * @param {String} type the type of each chunk.\n * @return StreamHelper the stream.\n */\n internalStream: function (type) {\n var result = null, outputType = \"string\";\n try {\n if (!type) {\n throw new Error(\"No output type specified.\");\n }\n outputType = type.toLowerCase();\n var askUnicodeString = outputType === \"string\" || outputType === \"text\";\n if (outputType === \"binarystring\" || outputType === \"text\") {\n outputType = \"string\";\n }\n result = this._decompressWorker();\n\n var isUnicodeString = !this._dataBinary;\n\n if (isUnicodeString && !askUnicodeString) {\n result = result.pipe(new utf8.Utf8EncodeWorker());\n }\n if (!isUnicodeString && askUnicodeString) {\n result = result.pipe(new utf8.Utf8DecodeWorker());\n }\n } catch (e) {\n result = new GenericWorker(\"error\");\n result.error(e);\n }\n\n return new StreamHelper(result, outputType, \"\");\n },\n\n /**\n * Prepare the content in the asked type.\n * @param {String} type the type of the result.\n * @param {Function} onUpdate a function to call on each internal update.\n * @return Promise the promise of the result.\n */\n async: function (type, onUpdate) {\n return this.internalStream(type).accumulate(onUpdate);\n },\n\n /**\n * Prepare the content as a nodejs stream.\n * @param {String} type the type of each chunk.\n * @param {Function} onUpdate a function to call on each internal update.\n * @return Stream the stream.\n */\n nodeStream: function (type, onUpdate) {\n return this.internalStream(type || \"nodebuffer\").toNodejsStream(onUpdate);\n },\n\n /**\n * Return a worker for the compressed content.\n * @private\n * @param {Object} compression the compression object to use.\n * @param {Object} compressionOptions the options to use when compressing.\n * @return Worker the worker.\n */\n _compressWorker: function (compression, compressionOptions) {\n if (\n this._data instanceof CompressedObject &&\n this._data.compression.magic === compression.magic\n ) {\n return this._data.getCompressedWorker();\n } else {\n var result = this._decompressWorker();\n if(!this._dataBinary) {\n result = result.pipe(new utf8.Utf8EncodeWorker());\n }\n return CompressedObject.createWorkerFrom(result, compression, compressionOptions);\n }\n },\n /**\n * Return a worker for the decompressed content.\n * @private\n * @return Worker the worker.\n */\n _decompressWorker : function () {\n if (this._data instanceof CompressedObject) {\n return this._data.getContentWorker();\n } else if (this._data instanceof GenericWorker) {\n return this._data;\n } else {\n return new DataWorker(this._data);\n }\n }\n};\n\nvar removedMethods = [\"asText\", \"asBinary\", \"asNodeBuffer\", \"asUint8Array\", \"asArrayBuffer\"];\nvar removedFn = function () {\n throw new Error(\"This method has been removed in JSZip 3.0, please check the upgrade guide.\");\n};\n\nfor(var i = 0; i < removedMethods.length; i++) {\n ZipObject.prototype[removedMethods[i]] = removedFn;\n}\nmodule.exports = ZipObject;\n","'use strict';\n\nvar Readable = require('readable-stream').Readable;\n\nvar utils = require('../utils');\nutils.inherits(NodejsStreamOutputAdapter, Readable);\n\n/**\n* A nodejs stream using a worker as source.\n* @see the SourceWrapper in http://nodejs.org/api/stream.html\n* @constructor\n* @param {StreamHelper} helper the helper wrapping the worker\n* @param {Object} options the nodejs stream options\n* @param {Function} updateCb the update callback.\n*/\nfunction NodejsStreamOutputAdapter(helper, options, updateCb) {\n Readable.call(this, options);\n this._helper = helper;\n\n var self = this;\n helper.on(\"data\", function (data, meta) {\n if (!self.push(data)) {\n self._helper.pause();\n }\n if(updateCb) {\n updateCb(meta);\n }\n })\n .on(\"error\", function(e) {\n self.emit('error', e);\n })\n .on(\"end\", function () {\n self.push(null);\n });\n}\n\n\nNodejsStreamOutputAdapter.prototype._read = function() {\n this._helper.resume();\n};\n\nmodule.exports = NodejsStreamOutputAdapter;\n","'use strict';\n\nvar GenericWorker = require('./GenericWorker');\nvar utils = require('../utils');\n\n/**\n * A worker which convert chunks to a specified type.\n * @constructor\n * @param {String} destType the destination type.\n */\nfunction ConvertWorker(destType) {\n GenericWorker.call(this, \"ConvertWorker to \" + destType);\n this.destType = destType;\n}\nutils.inherits(ConvertWorker, GenericWorker);\n\n/**\n * @see GenericWorker.processChunk\n */\nConvertWorker.prototype.processChunk = function (chunk) {\n this.push({\n data : utils.transformTo(this.destType, chunk.data),\n meta : chunk.meta\n });\n};\nmodule.exports = ConvertWorker;\n","'use strict';\nvar Mutation = global.MutationObserver || global.WebKitMutationObserver;\n\nvar scheduleDrain;\n\n{\n if (Mutation) {\n var called = 0;\n var observer = new Mutation(nextTick);\n var element = global.document.createTextNode('');\n observer.observe(element, {\n characterData: true\n });\n scheduleDrain = function () {\n element.data = (called = ++called % 2);\n };\n } else if (!global.setImmediate && typeof global.MessageChannel !== 'undefined') {\n var channel = new global.MessageChannel();\n channel.port1.onmessage = nextTick;\n scheduleDrain = function () {\n channel.port2.postMessage(0);\n };\n } else if ('document' in global && 'onreadystatechange' in global.document.createElement('script')) {\n scheduleDrain = function () {\n\n // Create a