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220 lines
8.3 KiB
JavaScript
220 lines
8.3 KiB
JavaScript
import {CONSTANTS} from "./Constants.js";
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import {Player} from "./Player.js";
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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/* Crimes.js */
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function commitShopliftCrime() {
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Player.crimeType = CONSTANTS.CrimeShoplift;
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Player.startCrime(0, 0, 0, 2, 2, 0, 15000, 2000); //$7500/s, 1 exp/s
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}
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function commitRobStoreCrime() {
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Player.crimeType = CONSTANTS.CrimeRobStore;
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Player.startCrime(30, 0, 0, 45, 45, 0, 400000, 60000); //$6666,6/2, 0.5exp/s, 0.75exp/s
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}
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function commitMugCrime() {
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Player.crimeType = CONSTANTS.CrimeMug;
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Player.startCrime(0, 3, 3, 3, 3, 0, 36000, 4000); //$9000/s, .66 exp/s
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}
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function commitLarcenyCrime() {
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Player.crimeType = CONSTANTS.CrimeLarceny;
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Player.startCrime(45, 0, 0, 60, 60, 0, 800000, 90000) // $8888.88/s, .5 exp/s, .66 exp/s
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}
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function commitDealDrugsCrime() {
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Player.crimeType = CONSTANTS.CrimeDrugs;
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Player.startCrime(0, 0, 0, 5, 5, 10, 120000, 10000); //$12000/s, .5 exp/s, 1 exp/s
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}
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function commitTraffickArmsCrime() {
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Player.crimeType = CONSTANTS.CrimeTraffickArms;
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Player.startCrime(0, 20, 20, 20, 20, 40, 600000, 40000); //$15000/s, .5 combat exp/s, 1 cha exp/s
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}
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function commitHomicideCrime() {
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Player.crimeType = CONSTANTS.CrimeHomicide;
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Player.startCrime(0, 2, 2, 2, 2, 0, 45000, 3000); //$15000/s, 0.66 combat exp/s
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}
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function commitGrandTheftAutoCrime() {
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Player.crimeType = CONSTANTS.CrimeGrandTheftAuto;
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Player.startCrime(0, 20, 20, 20, 80, 40, 1600000, 80000); //$20000/s, .25 exp/s, 1 exp/s, .5 exp/s
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}
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function commitKidnapCrime() {
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Player.crimeType = CONSTANTS.CrimeKidnap;
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Player.startCrime(0, 80, 80, 80, 80, 80, 3600000, 120000); //$30000/s. .66 exp/s
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}
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function commitAssassinationCrime() {
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Player.crimeType = CONSTANTS.CrimeAssassination;
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Player.startCrime(0, 300, 300, 300, 300, 0, 12000000, 300000); //$40000/s, 1 exp/s
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}
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function commitHeistCrime() {
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Player.crimeType = CONSTANTS.CrimeHeist;
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Player.startCrime(450, 450, 450, 450, 450, 450, 120000000, 600000); //$200000/s, .75exp/s
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}
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function determineCrimeSuccess(crime, moneyGained) {
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var chance = 0;
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switch (crime) {
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case CONSTANTS.CrimeShoplift:
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chance = determineCrimeChanceShoplift();
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break;
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case CONSTANTS.CrimeRobStore:
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chance = determineCrimeChanceRobStore();
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break;
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case CONSTANTS.CrimeMug:
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chance = determineCrimeChanceMug();
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break;
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case CONSTANTS.CrimeLarceny:
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chance = determineCrimeChanceLarceny();
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break;
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case CONSTANTS.CrimeDrugs:
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chance = determineCrimeChanceDealDrugs();
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break;
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case CONSTANTS.CrimeTraffickArms:
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chance = determineCrimeChanceTraffickArms();
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break;
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case CONSTANTS.CrimeHomicide:
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chance = determineCrimeChanceHomicide();
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break;
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case CONSTANTS.CrimeGrandTheftAuto:
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chance = determineCrimeChanceGrandTheftAuto();
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break;
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case CONSTANTS.CrimeKidnap:
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chance = determineCrimeChanceKidnap();
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break;
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case CONSTANTS.CrimeAssassination:
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chance = determineCrimeChanceAssassination();
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break;
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case CONSTANTS.CrimeHeist:
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chance = determineCrimeChanceHeist();
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break;
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default:
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console.log(crime);
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dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
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return;
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}
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if (Math.random() <= chance) {
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//Success
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Player.gainMoney(moneyGained);
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return true;
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} else {
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//Failure
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return false;
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}
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}
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function determineCrimeChanceShoplift() {
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var chance = ((Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 20;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceRobStore() {
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var chance = ((0.5 * Player.hacking_skill / CONSTANTS.MaxSkillLevel +
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2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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1 * Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceMug() {
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var chance = ((1.5 * Player.strength / CONSTANTS.MaxSkillLevel +
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0.5 * Player.defense / CONSTANTS.MaxSkillLevel +
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1.5 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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0.5 * Player.agility / CONSTANTS.MaxSkillLevel)) * 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceLarceny() {
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var chance = ((0.5 * Player.hacking_skill / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) * 3;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceDealDrugs() {
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var chance = ((3*Player.charisma / CONSTANTS.MaxSkillLevel +
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2*Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceTraffickArms() {
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var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 2;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceHomicide() {
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var chance = ((2 * Player.strength / CONSTANTS.MaxSkillLevel +
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2 * Player.defense / CONSTANTS.MaxSkillLevel +
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0.5 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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0.5 * Player.agility / CONSTANTS.MaxSkillLevel));
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceGrandTheftAuto() {
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var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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4 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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2 * Player.agility / CONSTANTS.MaxSkillLevel +
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2 * Player.charisma / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceKidnap() {
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var chance = ((Player.charisma / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceAssassination() {
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var chance = ((Player.strength / CONSTANTS.MaxSkillLevel +
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2 * Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel)) / 8;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceHeist() {
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var chance = ((Player.hacking_skill / CONSTANTS.MaxSkillLevel +
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Player.strength / CONSTANTS.MaxSkillLevel +
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Player.defense / CONSTANTS.MaxSkillLevel +
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Player.dexterity / CONSTANTS.MaxSkillLevel +
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Player.agility / CONSTANTS.MaxSkillLevel +
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Player.charisma / CONSTANTS.MaxSkillLevel)) / 18;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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export {commitShopliftCrime, commitRobStoreCrime, commitMugCrime,
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commitLarcenyCrime, commitDealDrugsCrime, commitTraffickArmsCrime,
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commitHomicideCrime, commitGrandTheftAutoCrime, commitKidnapCrime,
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commitAssassinationCrime, commitHeistCrime, determineCrimeSuccess,
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determineCrimeChanceShoplift, determineCrimeChanceRobStore,
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determineCrimeChanceMug, determineCrimeChanceLarceny,
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determineCrimeChanceDealDrugs, determineCrimeChanceTraffickArms,
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determineCrimeChanceHomicide, determineCrimeChanceGrandTheftAuto,
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determineCrimeChanceKidnap, determineCrimeChanceAssassination,
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determineCrimeChanceHeist};
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