mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-14 11:43:50 +01:00
1249 lines
54 KiB
JavaScript
1249 lines
54 KiB
JavaScript
//Netburner Player class
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function PlayerObject() {
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//Skills and stats
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this.hacking_skill = 1;
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//Fighting
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this.hp = 10;
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this.max_hp = 10;
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this.strength = 1; //Damage dealt
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this.defense = 1; //Damage received
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this.dexterity = 1; //Accuracy
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this.agility = 1; //Dodge %
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//Labor stats
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this.charisma = 1;
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//Intelligence, perhaps?
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//Hacking multipliers
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this.hacking_chance_mult = 1; //Increase through ascensions/augmentations
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this.hacking_speed_mult = 1; //Decrease through ascensions/augmentations
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this.hacking_money_mult = 1; //Increase through ascensions/augmentations. Can't go above 1
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this.hacking_grow_mult = 1;
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//Note: "Lifetime" refers to current ascension, "total" refers to the entire game history
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//Accumulative stats and skills
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this.total_hacking = 1;
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this.total_strength = 1;
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this.total_defense = 1;
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this.total_dexterity = 1;
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this.total_agility = 1;
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this.total_charisma = 1;
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this.lifetime_hacking = 1;
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this.lifetime_strength = 1;
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this.lifetime_defense = 1;
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this.lifetime_dexterity = 1;
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this.lifetime_agility = 1;
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this.lifetime_charisma = 1;
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//Experience and multipliers
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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//Money
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this.money = 1000;
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this.total_money = 0; //Total money ever earned in this "simulation"
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this.lifetime_money = 0; //Total money ever earned
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//IP Address of Starting (home) computer
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this.homeComputer = "";
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//Location information
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this.city = Locations.Sector12;
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this.location = "";
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//Company Information
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this.companyName = ""; //Name of Company, equivalent to an object from Locations
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this.companyPosition = ""; //CompanyPosition object
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//Servers
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this.currentServer = ""; //IP address of Server currently being accessed through terminal
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this.discoveredServers = []; //IP addresses of secret servers not in the network that you have discovered
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this.purchasedServers = [];
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this.hacknetNodes = [];
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this.totalHacknetNodeProduction = 0;
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//Factions
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this.factions = []; //Names of all factions player has joined
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//Augmentations
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this.queuedAugmentations = []; //Purchased but not installed, names only
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this.augmentations = []; //Names of all installed augmentations
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//Crime statistics (Total refers to this 'simulation'. Lifetime is forever)
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this.karma = 0;
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this.numTimesShoplifted = 0;
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this.numTimesShopliftedTotal = 0;
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this.numTimesShopliftedLifetime = 0;
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this.numPeopleMugged = 0;
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this.numPeopleMuggedTotal = 0;
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this.numPeopleMuggedLifetime = 0;
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this.numTimesDealtDrugs = 0;
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this.numTimesDealtDrugsTotal = 0;
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this.numTimesDealtDrugsLifetime = 0;
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this.numTimesTraffickArms = 0;
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this.numTimesTraffickArmsTotal = 0;
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this.numTimesTraffickArmsLifetime = 0;
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this.numPeopleKilled = 0;
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this.numPeopleKilledTotal = 0;
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this.numPeopleKilledLifetime = 0;
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this.numTimesGrandTheftAuto = 0;
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this.numTimesGrandTheftAutoTotal = 0;
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this.numTimesGrandTheftAutoLifetime = 0;
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this.numTimesKidnapped = 0;
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this.numTimesKidnappedTotal = 0;
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this.numTimesKidnappedLifetime = 0;
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this.numTimesHeist = 0;
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this.numTimesHeistTotal = 0;
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this.numTimesHeistLifetime = 0;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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//Flag to let the engine know the player is starting an action
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// Current actions: hack, analyze
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this.startAction = false;
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this.actionTime = 0;
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//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
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this.isWorking = false;
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this.workType = "";
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workMoneyLossRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.createProgramName = "";
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this.className = "";
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this.crimeType = "";
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this.timeWorked = 0; //in ms
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this.timeNeededToCompleteWork = 0;
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this.work_money_mult = 1;
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//Hacknet Node multipliers
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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//Stock Market
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this.hasWseAccount = false;
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this.hasTixApiAccess = false;
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//Used to store the last update time.
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this.lastUpdate = 0;
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this.totalPlaytime = 0;
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this.playtimeSinceLastAug = 0;
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};
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PlayerObject.prototype.init = function() {
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/* Initialize Player's home computer */
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var t_homeComp = new Server();
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t_homeComp.init(createRandomIp(), "home", "Home PC", true, true, true, true, 8);
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this.homeComputer = t_homeComp.ip;
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this.currentServer = t_homeComp.ip;
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AddToAllServers(t_homeComp);
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this.getHomeComputer().programs.push(Programs.NukeProgram);
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}
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PlayerObject.prototype.getCurrentServer = function() {
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return AllServers[this.currentServer];
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}
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PlayerObject.prototype.getHomeComputer = function() {
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return AllServers[this.homeComputer];
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}
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//Calculates skill level based on experience. The same formula will be used for every skill
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// At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796 TODO REcalculate this
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// Gets to level 1000 hacking skill at (TODO Determine this)
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PlayerObject.prototype.calculateSkill = function(exp) {
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return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1);
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}
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PlayerObject.prototype.updateSkillLevels = function() {
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this.hacking_skill = Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult);
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this.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult);
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this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult);
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this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult);
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this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult);
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this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult);
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var ratio = this.hp / this.max_hp;
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this.max_hp = Math.floor(10 + this.defense / 10);
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Player.hp = Math.round(this.max_hp * ratio);
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}
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//Calculates the chance of hacking a server
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//The formula is:
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// (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty
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// ----------------------------------------------------------- * -----------------
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// (2 * hacking_chance_multiplier * hacking_skill) 100
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PlayerObject.prototype.calculateHackingChance = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (2 * this.hacking_chance_mult * this.hacking_skill);
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var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
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var chance = skillChance * difficultyMult;
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if (chance > 1) {return 1;}
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if (chance < 0) {return 0;}
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return chance;
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}
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//Calculate the time it takes to hack a server in seconds. Returns the time
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//The formula is:
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// (2.5 * requiredLevel * difficulty + 200)
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// ----------------------------------- * hacking_speed_multiplier
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// hacking_skill + 100
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PlayerObject.prototype.calculateHackingTime = function() {
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var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
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var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100);
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return 5 * skillFactor / this.hacking_speed_mult;
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}
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//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
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//The formula is:
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// (hacking_skill - (requiredLevel-1)) 100 - difficulty
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// --------------------------------------* ----------------------- * hacking_money_multiplier
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// hacking_skill 100
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PlayerObject.prototype.calculatePercentMoneyHacked = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 225;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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if (percentMoneyHacked < 0) {return 0;}
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if (percentMoneyHacked > 1) {return 1;}
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return percentMoneyHacked;
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}
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//Returns how much EXP the player gains on a successful hack
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//The formula is:
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// difficulty * requiredLevel * hacking_multiplier
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PlayerObject.prototype.calculateExpGain = function() {
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var s = this.getCurrentServer();
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if (s.baseDifficulty == null) {
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s.baseDifficulty = s.hackDifficulty;
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}
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return (s.baseDifficulty * this.hacking_exp_mult * 0.4 + 2);
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}
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//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
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//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the
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//required hacking skill and that the player has admin rights.
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PlayerObject.prototype.hack = function() {
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this.actionTime = this.calculateHackingTime();
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console.log("Hacking time: " + this.actionTime);
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this.startAction = true; //Set the startAction flag so the engine starts the hacking process
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}
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PlayerObject.prototype.analyze = function() {
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this.actionTime = 1;
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this.startAction = true;
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}
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PlayerObject.prototype.hasProgram = function(programName) {
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var home = Player.getHomeComputer();
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for (var i = 0; i < home.programs.length; ++i) {
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if (programName.toLowerCase() == home.programs[i].toLowerCase()) {return true;}
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}
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return false;
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}
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PlayerObject.prototype.gainMoney = function(money) {
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if (isNaN(money)) {
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console.log("ERR: NaN passed into Player.gainMoney()"); return;
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}
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this.money += money;
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this.total_money += money;
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this.lifetime_money += money;
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}
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PlayerObject.prototype.loseMoney = function(money) {
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if (isNaN(money)) {
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console.log("ERR: NaN passed into Player.loseMoney()"); return;
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}
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this.money -= money;
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}
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PlayerObject.prototype.gainHackingExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into Player.gainHackingExp()"); return;
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}
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this.hacking_exp += exp;
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}
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PlayerObject.prototype.gainStrengthExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into Player.gainStrengthExp()"); return;
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}
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this.strength_exp += exp;
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}
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PlayerObject.prototype.gainDefenseExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into player.gainDefenseExp()"); return;
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}
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this.defense_exp += exp;
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}
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PlayerObject.prototype.gainDexterityExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into Player.gainDexterityExp()"); return;
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}
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this.dexterity_exp += exp;
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}
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PlayerObject.prototype.gainAgilityExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into Player.gainAgilityExp()"); return;
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}
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this.agility_exp += exp;
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}
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PlayerObject.prototype.gainCharismaExp = function(exp) {
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if (isNaN(exp)) {
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console.log("ERR: NaN passed into Player.gainCharismaExp()"); return;
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}
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this.charisma_exp += exp;
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}
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/******* Working functions *******/
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PlayerObject.prototype.resetWorkStatus = function() {
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.timeWorked = 0;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.createProgramName = "";
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this.className = "";
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document.getElementById("work-in-progress-text").innerHTML = "";
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}
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PlayerObject.prototype.gainWorkExp = function() {
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this.gainHackingExp(this.workHackExpGained);
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this.gainStrengthExp(this.workStrExpGained);
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this.gainDefenseExp(this.workDefExpGained);
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this.gainDexterityExp(this.workDexExpGained);
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this.gainAgilityExp(this.workAgiExpGained);
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this.gainCharismaExp(this.workChaExpGained);
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}
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/* Working for Company */
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PlayerObject.prototype.finishWork = function(cancelled) {
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//Since the work was cancelled early, player only gains half of what they've earned so far
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if (cancelled) {
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this.workRepGained /= 2;
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}
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this.gainWorkExp();
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var company = Companies[this.companyName];
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company.playerReputation += (this.workRepGained);
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this.gainMoney(this.workMoneyGained);
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this.updateSkillLevels();
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var txt = "You earned a total of: <br>" +
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"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
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formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
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formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
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formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
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formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
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formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
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formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
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formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
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if (cancelled) {
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txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
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"Since you cancelled your work early, you only gained half of the reputation you earned. <br><br>" + txt;
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} else {
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txt = "You worked a full shift of 8 hours! <br><br> " +
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"You earned a total of: <br>" + txt;
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}
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dialogBoxCreate(txt);
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var mainMenu = document.getElementById("mainmenu-container");
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mainMenu.style.visibility = "visible";
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this.isWorking = false;
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Engine.loadTerminalContent();
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}
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PlayerObject.prototype.startWork = function() {
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this.resetWorkStatus();
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this.isWorking = true;
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this.workType = CONSTANTS.WorkTypeCompany;
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this.workHackExpGainRate = this.getWorkHackExpGain();
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this.workStrExpGainRate = this.getWorkStrExpGain();
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this.workDefExpGainRate = this.getWorkDefExpGain();
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this.workDexExpGainRate = this.getWorkDexExpGain();
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this.workAgiExpGainRate = this.getWorkAgiExpGain();
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this.workChaExpGainRate = this.getWorkChaExpGain();
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this.workRepGainRate = this.getWorkRepGain();
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this.workMoneyGainRate = this.getWorkMoneyGain();
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this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
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//Remove all old event listeners from Cancel button
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var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
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newCancelButton.innerHTML = "Cancel Work";
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newCancelButton.addEventListener("click", function() {
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Player.finishWork(true);
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return false;
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});
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//Display Work In Progress Screen
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Engine.loadWorkInProgressContent();
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}
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PlayerObject.prototype.work = function(numCycles) {
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this.workRepGainRate = this.getWorkRepGain();
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this.workHackExpGained += this.workHackExpGainRate * numCycles;
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this.workStrExpGained += this.workStrExpGainRate * numCycles;
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this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishWork(false);
|
|
return;
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
|
" at " + Player.companyName + "<br><br>" +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
|
"but you will only gain half of the reputation you've earned so far."
|
|
|
|
}
|
|
|
|
PlayerObject.prototype.startWorkPartTime = function() {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCompanyPartTime;
|
|
|
|
this.workHackExpGainRate = this.getWorkHackExpGain();
|
|
this.workStrExpGainRate = this.getWorkStrExpGain();
|
|
this.workDefExpGainRate = this.getWorkDefExpGain();
|
|
this.workDexExpGainRate = this.getWorkDexExpGain();
|
|
this.workAgiExpGainRate = this.getWorkAgiExpGain();
|
|
this.workChaExpGainRate = this.getWorkChaExpGain();
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
this.workMoneyGainRate = this.getWorkMoneyGain();
|
|
|
|
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
|
|
|
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
newCancelButton.innerHTML = "Stop Working";
|
|
newCancelButton.addEventListener("click", function() {
|
|
Player.finishWorkPartTime();
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.workPartTime = function(numCycles) {
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishWorkPartTime();
|
|
return;
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
|
" at " + Player.companyName + "<br><br>" +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
|
|
"and there will be no penalty because this is a part-time job.";
|
|
|
|
}
|
|
|
|
PlayerObject.prototype.finishWorkPartTime = function() {
|
|
this.gainWorkExp();
|
|
|
|
var company = Companies[this.companyName];
|
|
company.playerReputation += (this.workRepGained);
|
|
|
|
this.gainMoney(this.workMoneyGained);
|
|
|
|
this.updateSkillLevels();
|
|
|
|
var txt = "You earned a total of: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
txt = "You worked for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br> " + txt;
|
|
dialogBoxCreate(txt);
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
this.isWorking = false;
|
|
Engine.loadTerminalContent();
|
|
}
|
|
|
|
/* Working for Faction */
|
|
PlayerObject.prototype.finishFactionWork = function(cancelled, faction) {
|
|
this.gainWorkExp();
|
|
|
|
var faction = Factions[this.currentWorkFactionName];
|
|
faction.playerReputation += (this.workRepGained);
|
|
|
|
this.gainMoney(this.workMoneyGained);
|
|
|
|
this.updateSkillLevels();
|
|
|
|
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
|
"You earned a total of: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
dialogBoxCreate(txt);
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
this.isWorking = false;
|
|
|
|
Engine.loadTerminalContent();
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionWork = function(faction) {
|
|
//Update reputation gain rate to account for faction favor
|
|
var favorMult = 1 + (faction.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
this.workRepGainRate *= favorMult;
|
|
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeFaction;
|
|
this.currentWorkFactionName = faction.name;
|
|
|
|
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
cancelButton.innerHTML = "Stop Faction Work";
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishFactionWork(true, faction);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionHackWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = .15 * this.hacking_exp_mult;
|
|
this.workRepGainRate = 0.9 * this.hacking_skill / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkHacking;
|
|
this.currentWorkFactionDescription = "carrying out hacking contracts";
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionFieldWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = .1 * this.hacking_exp_mult;
|
|
this.workStrExpGainRate = .1 * this.strength_exp_mult;
|
|
this.workDefExpGainRate = .1 * this.defense_exp_mult;
|
|
this.workDexExpGainRate = .1 * this.dexterity_exp_mult;
|
|
this.workAgiExpGainRate = .1 * this.agility_exp_mult;
|
|
this.workChaExpGainRate = .1 * this.charisma_exp_mult;
|
|
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkField;
|
|
this.currentWorkFactionDescription = "carrying out field missions"
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionSecurityWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = 0.05 * this.hacking_exp_mult;
|
|
this.workStrExpGainRate = 0.15 * this.strength_exp_mult;
|
|
this.workDefExpGainRate = 0.15 * this.defense_exp_mult;
|
|
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult;
|
|
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult;
|
|
this.workChaExpGainRate = 0.00 * this.charisma_exp_mult;
|
|
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
|
|
this.currentWorkFactionDescription = "performing security detail"
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.workForFaction = function(numCycles) {
|
|
var faction = Factions[this.currentWorkFactionName];
|
|
|
|
//Constantly update the rep gain rate
|
|
switch (this.factionWorkType) {
|
|
case CONSTANTS.FactionWorkHacking:
|
|
this.workRepGainRate = this.hacking_skill / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;
|
|
break;
|
|
case CONSTANTS.FactionWorkField:
|
|
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
|
break;
|
|
case CONSTANTS.FactionWorkSecurity:
|
|
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
//Update reputation gain rate to account for faction favor
|
|
var favorMult = 1 + (faction.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
this.workRepGainRate *= favorMult;
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer20Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishFactionWork(false, faction);
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently " + this.currentWorkFactionDescription + " for your faction " + faction.name + "." +
|
|
" You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this faction <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
|
|
"You will automatically finish after working for 20 hours. You can cancel earlier if you wish.<br>" +
|
|
"There is no penalty for cancelling earlier.";
|
|
}
|
|
|
|
|
|
//Money gained per game cycle
|
|
PlayerObject.prototype.getWorkMoneyGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.baseSalary * company.salaryMultiplier * this.work_money_mult;
|
|
}
|
|
|
|
//Hack exp gained per game cycle
|
|
PlayerObject.prototype.getWorkHackExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.hackingExpGain * company.expMultiplier * this.hacking_exp_mult;
|
|
}
|
|
|
|
//Str exp gained per game cycle
|
|
PlayerObject.prototype.getWorkStrExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.strengthExpGain * company.expMultiplier * this.strength_exp_mult;
|
|
}
|
|
|
|
//Def exp gained per game cycle
|
|
PlayerObject.prototype.getWorkDefExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.defenseExpGain * company.expMultiplier * this.defense_exp_mult;
|
|
}
|
|
|
|
//Dex exp gained per game cycle
|
|
PlayerObject.prototype.getWorkDexExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.dexterityExpGain * company.expMultiplier * this.dexterity_exp_mult;
|
|
}
|
|
|
|
//Agi exp gained per game cycle
|
|
PlayerObject.prototype.getWorkAgiExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.agilityExpGain * company.expMultiplier * this.agility_exp_mult;
|
|
}
|
|
|
|
//Charisma exp gained per game cycle
|
|
PlayerObject.prototype.getWorkChaExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.charismaExpGain * company.expMultiplier * this.charisma_exp_mult;
|
|
}
|
|
|
|
//Reputation gained per game cycle
|
|
PlayerObject.prototype.getWorkRepGain = function() {
|
|
var company = Companies[this.companyName];
|
|
var jobPerformance = this.companyPosition.calculateJobPerformance(this.hacking_skill, this.strength,
|
|
this.defense, this.dexterity,
|
|
this.agility, this.charisma);
|
|
//Update reputation gain rate to account for company favor
|
|
var favorMult = 1 + (company.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
return jobPerformance * this.company_rep_mult * favorMult;
|
|
}
|
|
|
|
PlayerObject.prototype.getFactionSecurityWorkRepGain = function() {
|
|
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel) / 5;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
PlayerObject.prototype.getFactionFieldWorkRepGain = function() {
|
|
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel +
|
|
this.charisma / CONSTANTS.MaxSkillLevel) / 6;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
/* Creating a Program */
|
|
PlayerObject.prototype.startCreateProgramWork = function(programName, time, reqLevel) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCreateProgram;
|
|
|
|
//Time needed to complete work affected by hacking skill (linearly based on
|
|
//ratio of (your skill - required level) to MAX skill)
|
|
var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking_skill - reqLevel)) / CONSTANTS.MaxSkillLevel;
|
|
if (timeMultiplier > 1) {timeMultiplier = 1;}
|
|
if (timeMultiplier < 0.01) {timeMultiplier = 0.01;}
|
|
|
|
this.timeNeededToCompleteWork = timeMultiplier * time;
|
|
//Check for incomplete program
|
|
for (var i = 0; i < Player.getHomeComputer().programs.length; ++i) {
|
|
var programFile = Player.getHomeComputer().programs[i];
|
|
if (programFile.startsWith(programName) && programFile.endsWith("%-INC")) {
|
|
var res = programFile.split("-");
|
|
if (res.length != 3) {break;}
|
|
var percComplete = Number(res[1].slice(0, -1));
|
|
if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {break;}
|
|
this.timeWorked = percComplete / 100 * this.timeNeededToCompleteWork;
|
|
Player.getHomeComputer().programs.splice(i, 1);
|
|
}
|
|
}
|
|
|
|
this.createProgramName = programName;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
cancelButton.innerHTML = "Cancel work on creating program";
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishCreateProgramWork(true, programName);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.createProgramWork = function(numCycles) {
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
var programName = this.createProgramName;
|
|
|
|
if (this.timeWorked >= this.timeNeededToCompleteWork) {
|
|
this.finishCreateProgramWork(false, programName);
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working on coding " + programName + ".<br><br> " +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"The program is " + (this.timeWorked / this.timeNeededToCompleteWork * 100).toFixed(2) + "% complete. <br>" +
|
|
"If you cancel, your work will be saved and you can come back to complete the program later.";
|
|
}
|
|
|
|
PlayerObject.prototype.finishCreateProgramWork = function(cancelled, programName) {
|
|
if (cancelled == false) {
|
|
dialogBoxCreate("You've finished creating " + programName + "!<br>" +
|
|
"The new program can be found on your home computer.");
|
|
|
|
Player.getHomeComputer().programs.push(programName);
|
|
} else {
|
|
var perc = Math.floor(this.timeWorked / this.timeNeededToCompleteWork * 100).toString();
|
|
var incompleteName = programName + "-" + perc + "%-INC";
|
|
Player.getHomeComputer().programs.push(incompleteName);
|
|
}
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
Player.isWorking = false;
|
|
|
|
Engine.loadTerminalContent();
|
|
}
|
|
|
|
/* Studying/Taking Classes */
|
|
PlayerObject.prototype.startClass = function(costMult, expMult, className) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeStudyClass;
|
|
|
|
this.className = className;
|
|
|
|
var gameCPS = 1000 / Engine._idleSpeed;
|
|
|
|
//Base exp gains per second
|
|
var baseStudyComputerScienceExp = 0.05;
|
|
var baseDataStructuresExp = 0.2;
|
|
var baseNetworksExp = 0.8;
|
|
var baseAlgorithmsExp = 2.0;
|
|
var baseManagementExp = 1.0;
|
|
var baseLeadershipExp = 2.0;
|
|
var baseGymExp = 1.0;
|
|
|
|
//Find cost and exp gain per game cycle
|
|
var cost = 0;
|
|
var hackExp = 0, strExp = 0, defExp = 0, dexExp = 0, agiExp = 0, chaExp = 0;
|
|
switch (className) {
|
|
case CONSTANTS.ClassStudyComputerScience:
|
|
hackExp = baseStudyComputerScienceExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassDataStructures:
|
|
cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS;
|
|
hackExp = baseDataStructuresExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassNetworks:
|
|
cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS;
|
|
hackExp = baseNetworksExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassAlgorithms:
|
|
cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS;
|
|
hackExp = baseAlgorithmsExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassManagement:
|
|
cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS;
|
|
chaExp = baseManagementExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassLeadership:
|
|
cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS;
|
|
chaExp = baseLeadershipExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymStrength:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
strExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymDefense:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
defExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymDexterity:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
dexExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymAgility:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
agiExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
default:
|
|
throw new Error("ERR: Invalid/unregocnized class name");
|
|
return;
|
|
}
|
|
|
|
this.workMoneyLossRate = cost;
|
|
this.workHackExpGainRate = hackExp * this.hacking_exp_mult;
|
|
this.workStrExpGainRate = strExp * this.strength_exp_mult;
|
|
this.workDefExpGainRate = defExp * this.defense_exp_mult;
|
|
this.workDexExpGainRate = dexExp * this.dexterity_exp_mult;
|
|
this.workAgiExpGainRate = agiExp * this.agility_exp_mult;
|
|
this.workChaExpGainRate = chaExp * this.charisma_exp_mult;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
if (className == CONSTANTS.ClassGymStrength ||
|
|
className == CONSTANTS.ClassGymDefense ||
|
|
className == CONSTANTS.ClassGymDexterity ||
|
|
className == CONSTANTS.ClassGymAgility) {
|
|
cancelButton.innerHTML = "Stop training at gym";
|
|
} else {
|
|
cancelButton.innerHTML = "Stop taking course";
|
|
}
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishClass();
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.takeClass = function(numCycles) {
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
var className = this.className;
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
this.workMoneyGained -= this.workMoneyLossRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"This has cost you: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
"You have gained: <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br>" +
|
|
"You may cancel at any time";
|
|
}
|
|
|
|
PlayerObject.prototype.finishClass = function() {
|
|
this.gainWorkExp();
|
|
|
|
if (this.workMoneyGained > 0) {
|
|
throw new Error("ERR: Somehow gained money while taking class");
|
|
}
|
|
this.loseMoney(this.workMoneyGained * -1);
|
|
|
|
this.updateSkillLevels();
|
|
var txt = "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ", <br>" +
|
|
"you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ". <br><br>" +
|
|
"You earned a total of: <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
|
|
dialogBoxCreate(txt);
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
this.isWorking = false;
|
|
|
|
Engine.loadLocationContent();
|
|
}
|
|
|
|
//The EXP and $ gains are hardcoded. Time is in ms
|
|
PlayerObject.prototype.startCrime = function(hackExp, strExp, defExp, dexExp, agiExp, chaExp, money, time) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCrime;
|
|
|
|
this.workHackExpGained = hackExp * this.hacking_exp_mult;
|
|
this.workStrExpGained = strExp * this.strength_exp_mult;
|
|
this.workDefExpGained = defExp * this.defense_exp_mult;
|
|
this.workDexExpGained = dexExp * this.dexterity_exp_mult;
|
|
this.workAgiExpGained = agiExp * this.agility_exp_mult;
|
|
this.workChaExpGained = chaExp * this.charisma_exp_mult;
|
|
this.workMoneyGained = money * this.crime_money_mult;
|
|
|
|
this.timeNeededToCompleteWork = time;
|
|
|
|
//Remove all old event listeners from Cancel button
|
|
var newCancelButton = clearEventListeners("work-in-progress-cancel-button")
|
|
newCancelButton.innerHTML = "Cancel crime"
|
|
newCancelButton.addEventListener("click", function() {
|
|
Player.finishCrime(true);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.commitCrime = function (numCycles) {
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
if (this.timeWorked >= this.timeNeededToCompleteWork) {Player.finishCrime(false); return;}
|
|
|
|
var percent = Math.round(Player.timeWorked / Player.timeNeededToCompleteWork * 100);
|
|
var numBars = Math.round(percent / 5);
|
|
if (numBars < 0) {numBars = 0;}
|
|
if (numBars > 20) {numBars = 20;}
|
|
var progressBar = "[" + Array(numBars+1).join("|") + Array(20 - numBars + 1).join(" ") + "]";
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are attempting to " + Player.crimeType + ".<br>" +
|
|
"Time remaining: " + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked) + "<br>" +
|
|
progressBar.replace( / /g, " " );
|
|
}
|
|
|
|
PlayerObject.prototype.finishCrime = function(cancelled) {
|
|
//Determine crime success/failure
|
|
if (!cancelled) {
|
|
var statusText = ""; //TODO, unique message for each crime when you succeed
|
|
if (determineCrimeSuccess(this.crimeType, this.workMoneyGained)) {
|
|
//Handle Karma and crime statistics
|
|
switch(this.crimeType) {
|
|
case CONSTANTS.CrimeShoplift:
|
|
this.karma -= 0.1;
|
|
++this.numTimesShoplifted;
|
|
break;
|
|
case CONSTANTS.CrimeMug:
|
|
this.karma -= 0.25;
|
|
++this.numPeopleMugged;
|
|
break;
|
|
case CONSTANTS.CrimeDrugs:
|
|
++this.numTimesDealtDrugs;
|
|
this.karma -= 0.5;
|
|
break;
|
|
case CONSTANTS.CrimeTraffickArms:
|
|
++this.numTimesTraffickArms;
|
|
this.karma -= 1;
|
|
break;
|
|
case CONSTANTS.CrimeHomicide:
|
|
++this.numPeopleKilled;
|
|
this.karma -= 3;
|
|
break;
|
|
case CONSTANTS.CrimeGrandTheftAuto:
|
|
++this.numTimesGrandTheftAuto;
|
|
this.karma -= 5;
|
|
break;
|
|
case CONSTANTS.CrimeKidnap:
|
|
++this.numTimesKidnapped;
|
|
this.karma -= 6;
|
|
break;
|
|
case CONSTANTS.CrimeAssassination:
|
|
++this.numPeopleKilled;
|
|
this.karma -= 10;
|
|
break;
|
|
case CONSTANTS.CrimeHeist:
|
|
++this.numTimesHeist;
|
|
this.karma -= 15;
|
|
break;
|
|
default:
|
|
dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
|
|
return;
|
|
}
|
|
|
|
//On a crime success, gain 2x exp
|
|
this.workHackExpGained *= 2;
|
|
this.workStrExpGained *= 2;
|
|
this.workDefExpGained *= 2;
|
|
this.workDexExpGained *= 2;
|
|
this.workAgiExpGained *= 2;
|
|
this.workChaExpGained *= 2;
|
|
|
|
dialogBoxCreate("Crime successful! <br><br>" +
|
|
"You gained:<br>"+
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking experience <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength experience<br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense experience<br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity experience<br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility experience<br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma experience");
|
|
} else {
|
|
dialogBoxCreate("Crime failed! <br><br>" +
|
|
"You gained:<br>"+
|
|
formatNumber(this.workHackExpGained, 4) + " hacking experience <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength experience<br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense experience<br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity experience<br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility experience<br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma experience");
|
|
}
|
|
|
|
this.gainWorkExp();
|
|
}
|
|
|
|
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
this.isWorking = false;
|
|
Engine.loadLocationContent();
|
|
}
|
|
|
|
|
|
//Returns true if hospitalized, false otherwise
|
|
PlayerObject.prototype.takeDamage = function(amt) {
|
|
this.hp -= amt;
|
|
if (this.hp <= 0) {
|
|
this.hospitalize();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.hospitalize = function() {
|
|
dialogBoxCreate("You were in critical condition! You were taken to the hospital where " +
|
|
"luckily they were able to save your life. You were charged $" +
|
|
formatNumber(this.max_hp * CONSTANTS.HospitalCostPerHp, 2));
|
|
Player.loseMoney(this.max_hp * CONSTANTS.HospitalCostPerHp);
|
|
this.hp = this.max_hp;
|
|
}
|
|
|
|
/* Functions for saving and loading the Player data */
|
|
PlayerObject.prototype.toJSON = function() {
|
|
return Generic_toJSON("PlayerObject", this);
|
|
}
|
|
|
|
PlayerObject.fromJSON = function(value) {
|
|
return Generic_fromJSON(PlayerObject, value.data);
|
|
}
|
|
|
|
Reviver.constructors.PlayerObject = PlayerObject;
|
|
|
|
Player = new PlayerObject();
|
|
|
|
|
|
|