bitburner-src/src/Gang.js
2018-10-02 16:54:56 -05:00

1382 lines
54 KiB
JavaScript

/*
gang member upgrades - they should be cheaper as the gang gets more respect/power
kopelli09/12/2018
Another gang-related idea (and perhaps I'm not seeing it in the code) - gangs can lose power. Seems odd that the player's power can drop by removing members, but the other gangs are forever gaining power...
Grub09/12/2018
Maybe add a % chance of other gangs clashing?
assign gangs a number of gang members and each clash kills a number of gang members based on each one's power
and they lose a proportionate number of members
Also add police clashes
balance point to keep them from running out of control
*/
import {gangMemberTasksMetadata} from "./data/gangmembertasks";
import {gangMemberUpgradesMetadata} from "./data/gangmemberupgrades";
import {Engine} from "./engine";
import {Faction, Factions,
displayFactionContent} from "./Faction";
import {Player} from "./Player";
import {numeralWrapper} from "./ui/numeralFormat";
import {dialogBoxCreate} from "../utils/DialogBox";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../utils/JSONReviver";
import {createAccordionElement} from "../utils/uiHelpers/createAccordionElement";
import {createElement} from "../utils/uiHelpers/createElement";
import {createPopup} from "../utils/uiHelpers/createPopup";
import {Page, routing} from "./ui/navigationTracking";
import {formatNumber} from "../utils/StringHelperFunctions";
import {exceptionAlert} from "../utils/helpers/exceptionAlert";
import {getRandomInt} from "../utils/helpers/getRandomInt";
import {removeChildrenFromElement} from "../utils/uiHelpers/removeChildrenFromElement";
import {removeElement} from "../utils/uiHelpers/removeElement";
import {removeElementById} from "../utils/uiHelpers/removeElementById";
import {yesNoBoxCreate, yesNoTxtInpBoxCreate,
yesNoBoxGetYesButton, yesNoBoxGetNoButton,
yesNoTxtInpBoxGetYesButton, yesNoTxtInpBoxGetNoButton,
yesNoTxtInpBoxGetInput, yesNoBoxClose,
yesNoTxtInpBoxClose, yesNoBoxOpen} from "../utils/YesNoBox";
// Constants
const GangRespectToReputationRatio = 2; //Respect is divided by this to get rep gain
const MaximumGangMembers = 47;
const GangRecruitCostMultiplier = 2;
const GangTerritoryUpdateTimer = 150;
const AscensionMultiplierRatio = 10 / 100; //Portion upgrade multiplier is kept after ascending
// Switch between territory and management screen with 1 and 2
$(document).keydown(function(event) {
if (routing.isOn(Page.Gang) && !yesNoBoxOpen) {
if (gangMemberFilter != null && gangMemberFilter === document.activeElement) {return;}
if (event.keyCode === 49) {
if(gangTerritorySubpage.style.display === "block") {
managementButton.click();
}
} else if (event.keyCode === 50) {
if (gangManagementSubpage.style.display === "block") {
territoryButton.click();
}
}
}
});
//Delete upgrade box when clicking outside
$(document).mousedown(function(event) {
var boxId = "gang-member-upgrade-popup-box";
var contentId = "gang-member-upgrade-popup-box-content";
if (gangMemberUpgradeBoxOpened) {
if ( $(event.target).closest("#" + contentId).get(0) == null ) {
//Delete the box
removeElement(gangMemberUpgradeBox);
gangMemberUpgradeBox = null;
gangMemberUpgradeBoxContent = null;
gangMemberUpgradeBoxOpened = false;
gangMemberUpgradeBoxElements = null;
}
}
});
let GangNames = ["Slum Snakes", "Tetrads", "The Syndicate", "The Dark Army", "Speakers for the Dead",
"NiteSec", "The Black Hand"];
let AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
function resetGangs() {
AllGangs = {
"Slum Snakes" : {
power: 1,
territory: 1/7,
},
"Tetrads" : {
power: 1,
territory: 1/7,
},
"The Syndicate" : {
power: 1,
territory: 1/7,
},
"The Dark Army" : {
power: 1,
territory: 1/7,
},
"Speakers for the Dead" : {
power: 1,
territory: 1/7,
},
"NiteSec" : {
power: 1,
territory: 1/7,
},
"The Black Hand" : {
power: 1,
territory: 1/7,
},
}
}
function loadAllGangs(saveString) {
AllGangs = JSON.parse(saveString, Reviver);
}
//Power is an estimate of a gang's ability to gain/defend territory
let gangStoredPowerCycles = 0;
function processAllGangPowerGains(numCycles=1) {
if (!Player.inGang()) {return;}
gangStoredPowerCycles += numCycles;
if (gangStoredPowerCycles < 150) {return;}
var playerGangName = Player.gang.facName;
for (var name in AllGangs) {
if (AllGangs.hasOwnProperty(name)) {
if (name == playerGangName) {
AllGangs[name].power += Player.gang.calculatePower();
} else {
var gain = Math.random() * 0.02; //TODO Adjust as necessary
AllGangs[name].power += (gain);
}
}
}
gangStoredPowerCycles -= 150;
}
let gangStoredTerritoryCycles = 0;
function processAllGangTerritory(numCycles=1) {
if (!Player.inGang()) {return;}
gangStoredTerritoryCycles += numCycles;
if (gangStoredTerritoryCycles < GangTerritoryUpdateTimer) {return;}
for (var i = 0; i < GangNames.length; ++i) {
var other = getRandomInt(0, GangNames.length-1);
while(other == i) {
other = getRandomInt(0, GangNames.length-1);
}
var thisPwr = AllGangs[GangNames[i]].power;
var otherPwr = AllGangs[GangNames[other]].power;
var thisChance = thisPwr / (thisPwr + otherPwr);
if (Math.random() < thisChance) {
if (AllGangs[GangNames[other]].territory <= 0) {
return;
}
AllGangs[GangNames[i]].territory += 0.0001;
AllGangs[GangNames[other]].territory -= 0.0001;
} else {
if (AllGangs[GangNames[i]].territory <= 0) {
return;
}
AllGangs[GangNames[i]].territory -= 0.0001;
AllGangs[GangNames[other]].territory += 0.0001;
}
}
gangStoredTerritoryCycles -= GangTerritoryUpdateTimer;
}
/* faction - Name of corresponding faction
hacking - Boolean indicating whether its a hacking gang or not
*/
function Gang(facName, hacking=false) {
this.facName = facName;
this.members = []; //Array of GangMembers
this.wanted = 1;
this.respect = 1;
this.power = 0;
this.isHackingGang = hacking;
this.respectGainRate = 0;
this.wantedGainRate = 0;
this.moneyGainRate = 0;
//When processing gains, this stores the number of cycles until some
//limit is reached, and then calculates and applies the gains only at that limit
this.storedCycles = 0;
}
Gang.prototype.process = function(numCycles=1) {
this.processGains(numCycles);
this.processExperienceGains(numCycles);
processAllGangPowerGains(numCycles);
processAllGangTerritory(numCycles);
}
Gang.prototype.processGains = function(numCycles=1) {
this.storedCycles += numCycles;
if (isNaN(this.storedCycles)) {
console.log("ERROR: Gang's storedCylces is NaN");
this.storedCycles = 0;
}
if (this.storedCycles < 25) { return; } //Only process every 5 seconds at least
//Get gains per cycle
var moneyGains = 0, respectGains = 0, wantedLevelGains = 0;
for (var i = 0; i < this.members.length; ++i) {
respectGains += (this.members[i].calculateRespectGain());
wantedLevelGains += (this.members[i].calculateWantedLevelGain());
moneyGains += (this.members[i].calculateMoneyGain());
}
this.respectGainRate = respectGains;
this.wantedGainRate = wantedLevelGains;
this.moneyGainRate = moneyGains;
if (typeof respectGains === "number") {
var gain = respectGains * this.storedCycles;
this.respect += (gain);
// Faction reputation gains is respect gain divided by some constant
var fac = Factions[this.facName];
if (!(fac instanceof Faction)) {
dialogBoxCreate("ERROR: Could not get Faction associates with your gang. This is a bug, please report to game dev");
} else {
var favorMult = 1 + (fac.favor / 100);
fac.playerReputation += ((Player.faction_rep_mult * gain * favorMult) / GangRespectToReputationRatio);
}
// Keep track of respect gained per member
for (let i = 0; i < this.members.length; ++i) {
this.members[i].recordEarnedRespect(this.storedCycles);
}
} else {
console.warn("respectGains calculated to be NaN");
}
if (typeof wantedLevelGains === "number") {
if (this.wanted === 1 && wantedLevelGains < 0) {
//Do nothing
} else {
const oldWanted = this.wanted;
let newWanted = + (wantedLevelGains * this.storedCycles);
// Prevent overflow
if (wantedLevelGains <= 0 && newWanted > oldWanted) {
newWanted = 1;
}
this.wanted = newWanted;
if (this.wanted < 1) {this.wanted = 1;}
}
} else {
console.warn("ERROR: wantedLevelGains is NaN");
}
if (typeof moneyGains === "number") {
Player.gainMoney(moneyGains * this.storedCycles);
} else {
console.warn("ERROR: respectGains is NaN");
}
this.storedCycles = 0;
}
Gang.prototype.canRecruitMember = function() {
if (this.members.length >= MaximumGangMembers) { return false; }
return (this.respect >= this.getRespectNeededToRecruitMember());
}
Gang.prototype.getRespectNeededToRecruitMember = function() {
// First 3 members are free
if (this.members.length < 3) { return 0; }
const i = this.members.length;
return Math.round(0.7 * Math.pow(i, 3) + 0.8 * Math.pow(i, 2));
}
// Money and Respect gains multiplied by this number (< 1)
Gang.prototype.getWantedPenalty = function() {
return (this.respect) / (this.respect + this.wanted);
}
Gang.prototype.processExperienceGains = function(numCycles=1) {
for (var i = 0; i < this.members.length; ++i) {
this.members[i].gainExperience(numCycles);
this.members[i].updateSkillLevels();
}
}
//Calculates power GAIN, which is added onto the Gang's existing power
Gang.prototype.calculatePower = function() {
var memberTotal = 0;
for (var i = 0; i < this.members.length; ++i) {
if (this.members[i].task instanceof GangMemberTask &&
this.members[i].task.name == "Territory Warfare") {
memberTotal += this.members[i].calculatePower();
}
}
return (0.0005 * memberTotal);
}
Gang.prototype.killMember = function(memberObj) {
// TODO
}
Gang.prototype.ascendMember = function(memberObj) {
try {
//Member.ascend() returns the amount of respect to deduct
this.respect = Math.min(1, this.respect - memberObj.ascend());
} catch(e) {
exceptionAlert(e);
}
}
Gang.prototype.toJSON = function() {
return Generic_toJSON("Gang", this);
}
Gang.fromJSON = function(value) {
return Generic_fromJSON(Gang, value.data);
}
Reviver.constructors.Gang = Gang;
/*** Gang Member object ***/
function GangMember(name) {
this.name = name;
this.task = GangMemberTasks["Unassigned"]; //GangMemberTask object
this.earnedRespect = 0;
this.hack = 1;
this.str = 1;
this.def = 1;
this.dex = 1;
this.agi = 1;
this.cha = 1;
this.hack_exp = 0;
this.str_exp = 0;
this.def_exp = 0;
this.dex_exp = 0;
this.agi_exp = 0;
this.cha_exp = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
this.hack_asc_mult = 1;
this.str_asc_mult = 1;
this.def_asc_mult = 1;
this.dex_asc_mult = 1;
this.agi_asc_mult = 1;
this.cha_asc_mult = 1;
this.upgrades = []; //Names of upgrades
this.augmentations = []; //Names only
}
//Same formula for Player
GangMember.prototype.calculateSkill = function(exp, mult=1) {
return Math.max(Math.floor(mult * (32 * Math.log(exp + 534.5) - 200)), 1);
}
GangMember.prototype.updateSkillLevels = function() {
this.hack = this.calculateSkill(this.hack_exp, this.hack_mult * this.hack_asc_mult);
this.str = this.calculateSkill(this.str_exp, this.str_mult * this.str_asc_mult);
this.def = this.calculateSkill(this.def_exp, this.def_mult * this.def_asc_mult);
this.dex = this.calculateSkill(this.dex_exp, this.dex_mult * this.dex_asc_mult);
this.agi = this.calculateSkill(this.agi_exp, this.agi_mult * this.agi_asc_mult);
this.cha = this.calculateSkill(this.cha_exp, this.cha_mult * this.cha_asc_mult);
}
GangMember.prototype.calculatePower = function() {
return (this.hack + this.str + this.def +
this.dex + this.agi + this.cha) / 100;
}
GangMember.prototype.assignToTask = function(taskName) {
if (GangMemberTasks.hasOwnProperty(taskName)) {
this.task = GangMemberTasks[taskName];
} else {
this.task = GangMemberTasks["Unassigned"];
}
}
GangMember.prototype.unassignFromTask = function() {
if (GangMemberTasks.hasOwnProperty("Unassigned")) {
this.task = GangMemberTasks["Unassigned"];
} else {
console.log("ERROR: Can't find Unassigned Gang member task");
this.task = null;
}
}
//Gains are per cycle
GangMember.prototype.calculateRespectGain = function() {
var task = this.task;
if (task == null || !(task instanceof GangMemberTask) || task.baseRespect === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) { return 0; }
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) { return 0; }
var respectMult = Player.gang.getWantedPenalty();
return 12 * task.baseRespect * statWeight * territoryMult * respectMult;
}
GangMember.prototype.calculateWantedLevelGain = function() {
var task = this.task;
if (task == null || !(task instanceof GangMemberTask) || task.baseWanted === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) {return 0;}
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) {return 0;}
if (task.baseWanted < 0) {
return task.baseWanted * statWeight * territoryMult;
} else {
return 6 * task.baseWanted / (3 * statWeight * territoryMult);
}
}
GangMember.prototype.calculateMoneyGain = function() {
var task = this.task;
if (task == null || !(task instanceof GangMemberTask) || task.baseMoney === 0) {return 0;}
var statWeight = (task.hackWeight/100) * this.hack +
(task.strWeight/100) * this.str +
(task.defWeight/100) * this.def +
(task.dexWeight/100) * this.dex +
(task.agiWeight/100) * this.agi +
(task.chaWeight/100) * this.cha;
statWeight -= (3.5 * task.difficulty);
if (statWeight <= 0) {return 0;}
var territoryMult = AllGangs[Player.gang.facName].territory;
if (territoryMult <= 0) {return 0;}
var respectMult = Player.gang.getWantedPenalty();
return 5 * task.baseMoney * statWeight * territoryMult * respectMult;
}
GangMember.prototype.gainExperience = function(numCycles=1) {
var task = this.task;
if (task == null || !(task instanceof GangMemberTask)) {return;}
this.hack_exp += (task.hackWeight / 1500) * task.difficulty * numCycles;
this.str_exp += (task.strWeight / 1500) * task.difficulty * numCycles;
this.def_exp += (task.defWeight / 1500) * task.difficulty * numCycles;
this.dex_exp += (task.dexWeight / 1500) * task.difficulty * numCycles;
this.agi_exp += (task.agiWeight / 1500) * task.difficulty * numCycles;
this.cha_exp += (task.chaWeight / 1500) * task.difficulty * numCycles;
}
GangMember.prototype.recordEarnedRespect = function(numCycles=1) {
this.earnedRespect += (this.calculateRespectGain() * numCycles);
}
GangMember.prototype.ascend = function() {
// Calculate ascension bonus to stat multipliers.
// This is based on the current number of multipliers from Non-Augmentation upgrades
// + Ascension Bonus = N% of current bonus from Augmentations
let hack = 1;
let str = 1;
let def = 1;
let dex = 1;
let agi = 1;
let cha = 1;
for (let i = 0; i < this.upgrades.length; ++i) {
let upg = GangMemberUpgrades[this.upgrades[i]];
if (upg.mults.hack != null) { hack *= upg.mults.hack; }
if (upg.mults.str != null) { str *= upg.mults.str; }
if (upg.mults.def != null) { def *= upg.mults.def; }
if (upg.mults.dex != null) { dex *= upg.mults.dex; }
if (upg.mults.agi != null) { agi *= upg.mults.agi; }
if (upg.mults.cha != null) { cha *= upg.mults.cha; }
}
// Get just the bonus multiplier part, and then record
--hack; --str; --def; --dex; --agi; --cha;
this.hack_asc_mult += (hack * AscensionMultiplierRatio);
this.str_asc_mult += (str * AscensionMultiplierRatio);
this.def_asc_mult += (def * AscensionMultiplierRatio);
this.dex_asc_mult += (dex * AscensionMultiplierRatio);
this.agi_asc_mult += (agi * AscensionMultiplierRatio);
this.cha_asc_mult += (cha * AscensionMultiplierRatio);
// Remove upgrades. Then re-calculate multipliers and stats
this.upgrades.length = 0;
this.hack_mult = 1;
this.str_mult = 1;
this.def_mult = 1;
this.dex_mult = 1;
this.agi_mult = 1;
this.cha_mult = 1;
for (let i = 0; i < this.augmentations.length; ++i) {
let aug = GangMemberUpgrades[this.augmentations[i]];
aug.apply(this);
}
this.updateSkillLevels();
const respectToDeduct = this.earnedRespect;
this.earnedRespect = 0;
return respectToDeduct;
}
GangMember.prototype.toJSON = function() {
return Generic_toJSON("GangMember", this);
}
GangMember.fromJSON = function(value) {
return Generic_fromJSON(GangMember, value.data);
}
Reviver.constructors.GangMember = GangMember;
//Defines tasks that Gang Members can work on
function GangMemberTask(name="", desc="",
params={baseRespect: 0, baseWanted: 0, baseMoney: 0,
hackWeight: 0, strWeight: 0, defWeight: 0,
dexWeight: 0, agiWeight: 0, chaWeight: 0,
difficulty: 0}) {
this.name = name;
this.desc = desc;
this.baseRespect = params.baseRespect ? params.baseRespect : 0;
this.baseWanted = params.baseWanted ? params.baseWanted : 0;
this.baseMoney = params.baseMoney ? params.baseMoney : 0;
//Weights must add up to 100
this.hackWeight = params.hackWeight ? params.hackWeight : 0;
this.strWeight = params.strWeight ? params.strWeight : 0;
this.defWeight = params.defWeight ? params.defWeight : 0;
this.dexWeight = params.dexWeight ? params.dexWeight : 0;
this.agiWeight = params.agiWeight ? params.agiWeight : 0;
this.chaWeight = params.chaWeight ? params.chaWeight : 0;
//1 - 100
this.difficulty = params.difficulty ? params.difficulty : 1;
}
GangMemberTask.prototype.toJSON = function() {
return Generic_toJSON("GangMemberTask", this);
}
GangMemberTask.fromJSON = function(value) {
return Generic_fromJSON(GangMemberTask, value.data);
}
Reviver.constructors.GangMemberTask = GangMemberTask;
//TODO Human trafficking and an equivalent hacking crime
const GangMemberTasks = {};
function addGangMemberTask(name, desc, params) {
GangMemberTasks[name] = new GangMemberTask(name, desc, params);
}
gangMemberTasksMetadata.forEach((e) => {
addGangMemberTask(e.name, e.desc, e.params);
});
function GangMemberUpgrade(name="", cost=0, type="w", mults={}) {
this.name = name;
this.cost = cost;
this.type = type; //w = weapon, a = armor, v = vehicle, r = rootkit, g = Aug
this.mults = mults;
this.createDescription();
}
GangMemberUpgrade.prototype.createDescription = function() {
const lines = ["Increases:"];
if (this.mults.str != null) {
lines.push(`* Strength by ${Math.round((this.mults.str - 1) * 100)}%`);
}
if (this.mults.def != null) {
lines.push(`* Defense by ${Math.round((this.mults.def - 1) * 100)}%`);
}
if (this.mults.dex != null) {
lines.push(`* Dexterity by ${Math.round((this.mults.dex - 1) * 100)}%`);
}
if (this.mults.agi != null) {
lines.push(`* Agility by ${Math.round((this.mults.agi - 1) * 100)}%`);
}
if (this.mults.cha != null) {
lines.push(`* Charisma by ${Math.round((this.mults.cha - 1) * 100)}%`);
}
if (this.mults.hack != null) {
lines.push(`* Hacking by ${Math.round((this.mults.hack - 1) * 100)}%`);
}
this.desc = lines.join("\n");
}
//Passes in a GangMember object
GangMemberUpgrade.prototype.apply = function(member) {
if (this.mults.str != null) { member.str_mult *= this.mults.str; }
if (this.mults.def != null) { member.def_mult *= this.mults.def; }
if (this.mults.dex != null) { member.dex_mult *= this.mults.dex; }
if (this.mults.agi != null) { member.agi_mult *= this.mults.agi; }
if (this.mults.cha != null) { member.cha_mult *= this.mults.cha; }
if (this.mults.hack != null) { member.hack_mult *= this.mults.hack; }
return;
}
GangMemberUpgrade.prototype.toJSON = function() {
return Generic_toJSON("GangMemberUpgrade", this);
}
GangMemberUpgrade.fromJSON = function(value) {
return Generic_fromJSON(GangMemberUpgrade, value.data);
}
Reviver.constructors.GangMemberUpgrade = GangMemberUpgrade;
// Initialize Gang Member Upgrades
const GangMemberUpgrades = {}
function addGangMemberUpgrade(name, cost, type, mults) {
GangMemberUpgrades[name] = new GangMemberUpgrade(name, cost, type, mults);
}
gangMemberUpgradesMetadata.forEach((e) => {
addGangMemberUpgrade(e.name, e.cost, e.upgType, e.mults);
});
//Create a pop-up box that lets player purchase upgrades
let gangMemberUpgradeBoxOpened = false;
function createGangMemberUpgradeBox(initialFilter="") {
var boxId = "gang-member-upgrade-popup-box";
if (gangMemberUpgradeBoxOpened) {
//Already opened, refreshing
if (gangMemberUpgradeBoxElements == null || gangMemberUpgradeBox == null || gangMemberUpgradeBoxContent == null) {
console.log("ERROR: Refreshing Gang member upgrade box throws error because required elements are null");
return;
}
for (var i = 1; i < gangMemberUpgradeBoxElements.length; ++i) {
removeElement(gangMemberUpgradeBoxElements[i]);
}
gangMemberUpgradeBoxElements = [gangMemberUpgradeBoxFilter];
var filter = gangMemberUpgradeBoxFilter.value.toString();
for (var i = 0; i < Player.gang.members.length; ++i) {
if (Player.gang.members[i].name.indexOf(filter) > -1 || Player.gang.members[i].task.name.indexOf(filter) > -1) {
var newPanel = createGangMemberUpgradePanel(Player.gang.members[i]);
gangMemberUpgradeBoxContent.appendChild(newPanel);
gangMemberUpgradeBoxElements.push(newPanel);
}
}
} else {
//New popup
gangMemberUpgradeBoxFilter = createElement("input", {
type:"text", placeholder:"Filter gang members",
value:initialFilter,
onkeyup:()=>{
var filterValue = gangMemberUpgradeBoxFilter.value.toString();
createGangMemberUpgradeBox(filterValue);
}
});
gangMemberUpgradeBoxElements = [gangMemberUpgradeBoxFilter];
var filter = gangMemberUpgradeBoxFilter.value.toString();
for (var i = 0; i < Player.gang.members.length; ++i) {
if (Player.gang.members[i].name.indexOf(filter) > -1 || Player.gang.members[i].task.name.indexOf(filter) > -1) {
gangMemberUpgradeBoxElements.push(createGangMemberUpgradePanel(Player.gang.members[i]));
}
}
gangMemberUpgradeBox = createPopup(boxId, gangMemberUpgradeBoxElements);
gangMemberUpgradeBoxContent = document.getElementById(boxId + "-content");
gangMemberUpgradeBoxOpened = true;
}
}
//Create upgrade panels for each individual Gang Member
function createGangMemberUpgradePanel(memberObj) {
var container = createElement("div", {
border:"1px solid white",
});
var header = createElement("h1", {
innerText:memberObj.name + " (" + memberObj.task.name + ")"
});
container.appendChild(header);
var text = createElement("pre", {
fontSize:"14px", display: "inline-block", width:"20%",
innerText:
"Hack: " + memberObj.hack + " (x" + formatNumber(memberObj.hack_mult, 2) + ")\n" +
"Str: " + memberObj.str + " (x" + formatNumber(memberObj.str_mult, 2) + ")\n" +
"Def: " + memberObj.def + " (x" + formatNumber(memberObj.def_mult, 2) + ")\n" +
"Dex: " + memberObj.dex + " (x" + formatNumber(memberObj.dex_mult, 2) + ")\n" +
"Agi: " + memberObj.agi + " (x" + formatNumber(memberObj.agi_mult, 2) + ")\n" +
"Cha: " + memberObj.cha + " (x" + formatNumber(memberObj.cha_mult, 2) + ")\n",
});
//Already purchased upgrades
var ownedUpgradesElements = [];
for (var i = 0; i < memberObj.upgrades.length; ++i) {
var upg = GangMemberUpgrades[memberObj.upgrades[i]];
if (upg == null) {
console.log("ERR: Could not find this upgrade: " + memberObj.upgrades[i]);
continue;
}
var e = createElement("div", {
border:"1px solid white", innerText:memberObj.upgrades[i],
margin:"1px", padding:"1px", tooltip:upg.desc, fontSize:"12px",
});
ownedUpgradesElements.push(e);
}
var ownedUpgrades = createElement("div", {
display:"inline-block", marginLeft:"6px", width:"75%", innerText:"Purchased Upgrades:",
});
for (var i = 0; i < ownedUpgradesElements.length; ++i) {
ownedUpgrades.appendChild(ownedUpgradesElements[i]);
}
container.appendChild(text);
container.appendChild(ownedUpgrades);
container.appendChild(createElement("br", {}));
//Upgrade buttons. Only show upgrades that can be afforded
const weaponUpgrades = [];
const armorUpgrades = [];
const vehicleUpgrades = [];
const rootkitUpgrades = [];
const augUpgrades = [];
for (let upgName in GangMemberUpgrades) {
if (GangMemberUpgrades.hasOwnProperty(upgName)) {
let upg = GangMemberUpgrades[upgName];
if (Player.money.lt(upg.cost) || memberObj.upgrades.includes(upgName)) {continue;}
switch (upg.type) {
case "w":
weaponUpgrades.push(upg);
break;
case "a":
armorUpgrades.push(upg);
break;
case "v":
vehicleUpgrades.push(upg);
break;
case "r":
rootkitUpgrades.push(upg);
break;
case "g":
augUpgrades.push(upg);
default:
console.error(`ERROR: Invalid Gang Member Upgrade Type: ${upg.type}`);
}
}
}
const weaponDiv = createElement("div", {width: "16%", display: "inline-block"});
const armorDiv = createElement("div", {width: "16%", display: "inline-block"});
const vehicleDiv = createElement("div", {width: "16%", display: "inline-block"});
const rootkitDiv = createElement("div", {width: "16%", display: "inline-block"});
const augDiv = createElement("div", {width: "16%", display: "inline-block"});
const upgrades = [weaponUpgrades, armorUpgrades, vehicleUpgrades, rootkitUpgrades, augUpgrades];
const divs = [weaponDiv, armorDiv, vehicleDiv, rootkitDiv, augDiv];
for (let i = 0; i < upgrades.length; ++i) {
let upgradeArray = upgrades[i];
let div = divs[i];
for (let j = 0; j < upgradeArray.length; ++j) {
let upg = upgradeArray[j];
(function (upg, div, memberObj) {
div.appendChild(createElement("a", {
innerText:upg.name + " - " + numeralWrapper.format(upg.cost, "$0.000a"),
class:"a-link-button", margin:"2px", padding:"2px", display:"block",
fontSize:"11px",
tooltip:upg.desc,
clickListener:()=>{
if (Player.money.lt(upg.cost)) { return false; }
Player.loseMoney(upg.cost);
if (upg.type === "g") {
memberObj.augmentations.push(upg.name);
} else {
memberObj.upgrades.push(upg.name);
}
upg.apply(memberObj);
var initFilterValue = gangMemberUpgradeBoxFilter.value.toString();
createGangMemberUpgradeBox(initFilterValue);
return false;
}
}));
})(upg, div, memberObj);
}
}
container.appendChild(weaponDiv);
container.appendChild(armorDiv);
container.appendChild(vehicleDiv);
container.appendChild(rootkitDiv);
return container;
}
//Gang DOM elements
let gangContentCreated = false,
gangContainer = null, managementButton = null, territoryButton = null;
//Subpages
let gangManagementSubpage = null, gangTerritorySubpage = null;
//Gang Management Elements
let gangDesc = null, gangInfo = null,
gangRecruitMemberButton = null, gangRecruitRequirementText = null,
gangExpandAllButton = null, gangCollapseAllButton, gangMemberFilter = null,
gangManageEquipmentButton = null,
gangMemberList = null;
//Gang Equipment Upgrade Elements
let gangMemberUpgradeBox = null, gangMemberUpgradeBoxContent = null,
gangMemberUpgradeBoxFilter = null, gangMemberUpgradeBoxElements = null;
//Gang Territory Elements
let gangTerritoryDescText = null, gangTerritoryInfoText = null;
function displayGangContent() {
if (!gangContentCreated || gangContainer == null) {
gangContentCreated = true;
//Create gang container
gangContainer = createElement("div", {
id:"gang-container", class:"generic-menupage-container",
});
//Get variables
var facName = Player.gang.facName,
members = Player.gang.members,
wanted = Player.gang.wanted,
respect = Player.gang.respect;
//Back button
gangContainer.appendChild(createElement("a", {
class:"a-link-button", display:"inline-block", innerText:"Back",
clickListener:()=>{
Engine.loadFactionContent();
displayFactionContent(facName);
return false;
}
}));
//Buttons to switch between panels
managementButton = createElement("a", {
id:"gang-management-subpage-button", class:"a-link-button-inactive",
display:"inline-block", innerHTML: "Gang Management (1)",
clickListener:()=>{
gangManagementSubpage.style.display = "block";
gangTerritorySubpage.style.display = "none";
managementButton.classList.toggle("a-link-button-inactive");
managementButton.classList.toggle("a-link-button");
territoryButton.classList.toggle("a-link-button-inactive");
territoryButton.classList.toggle("a-link-button");
updateGangContent();
return false;
}
})
territoryButton = createElement("a", {
id:"gang-territory-subpage-button", class:"a-link-button",
display:"inline-block", innerHTML:"Gang Territory (2)",
clickListener:()=>{
gangManagementSubpage.style.display = "none";
gangTerritorySubpage.style.display = "block";
managementButton.classList.toggle("a-link-button-inactive");
managementButton.classList.toggle("a-link-button");
territoryButton.classList.toggle("a-link-button-inactive");
territoryButton.classList.toggle("a-link-button");
updateGangContent();
return false;
}
});
gangContainer.appendChild(managementButton);
gangContainer.appendChild(territoryButton);
//Subpage for managing gang members
gangManagementSubpage = createElement("div", {
display:"block", id:"gang-management-subpage",
});
var lowerWantedTask = "";
if (Player.gang.isHackingGang) {
lowerWantedTask = "Ethical Hacking";
} else {
lowerWantedTask = "Vigilante Justice";
}
gangDesc = createElement("p", {width:"70%",
innerHTML:
"This page is used to manage your gang members and get an overview of your " +
"gang's stats.<br><br>" +
"If a gang member is not earning much money or respect, the task that you " +
"have assigned to that member might be too difficult. Consider training that " +
"member's stats or choosing an easier task. The tasks closer to the " +
"top of the dropdown list are generally easier. Alternatively, the gang member's " +
"low production might be due to the fact that your wanted level is too high. " +
"Consider assigning a few members to the '" + lowerWantedTask + "' " +
"task to lower your wanted level. <br><br>" +
"Installing Augmentations does NOT reset your progress with your Gang. " +
"Furthermore, after installing Augmentations, you will " +
"automatically be a member of whatever Faction you created your gang with.<br><br>"
});
gangManagementSubpage.appendChild(gangDesc);
gangInfo = createElement("p", {id:"gang-info", width:"70%"});
gangManagementSubpage.appendChild(gangInfo);
gangRecruitMemberButton = createElement("a", {
id:"gang-management-recruit-member-btn", class:"a-link-button-inactive",
innerHTML:"Recruit Gang Member", display:"inline-block", margin:"10px",
clickListener:()=>{
var yesBtn = yesNoTxtInpBoxGetYesButton(), noBtn = yesNoTxtInpBoxGetNoButton();
yesBtn.innerHTML = "Recruit Gang Member";
noBtn.innerHTML = "Cancel";
yesBtn.addEventListener("click", ()=>{
var name = yesNoTxtInpBoxGetInput();
if (name === "") {
dialogBoxCreate("You must enter a name for your Gang member!");
} else {
for (var i = 0; i < Player.gang.members.length; ++i) {
if (name == Player.gang.members[i].name) {
dialogBoxCreate("You already have a gang member with this name!");
return false;
}
}
var member = new GangMember(name);
Player.gang.members.push(member);
createGangMemberDisplayElement(member);
updateGangContent();
}
yesNoTxtInpBoxClose();
});
noBtn.addEventListener("click", ()=>{
yesNoTxtInpBoxClose();
});
yesNoTxtInpBoxCreate("Please enter a name for your new Gang member:");
return false;
}
});
gangManagementSubpage.appendChild(gangRecruitMemberButton);
//Text for how much reputation is required for recruiting next memberList
gangRecruitRequirementText = createElement("p", {color:"red", id:"gang-recruit-requirement-text"});
gangManagementSubpage.appendChild(gangRecruitRequirementText);
//Gang Member List management buttons (Expand/Collapse All, select a single member)
gangManagementSubpage.appendChild(createElement("br", {}));
gangExpandAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Expand All",
clickListener:()=>{
var allHeaders = gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
if (!hdr.classList.contains("active")) {
hdr.click();
}
}
return false;
}
});
gangCollapseAllButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Collapse All",
clickListener:()=>{
var allHeaders = gangManagementSubpage.getElementsByClassName("accordion-header");
for (var i = 0; i < allHeaders.length; ++i) {
var hdr = allHeaders[i];
if (hdr.classList.contains("active")) {
hdr.click();
}
}
return false;
}
});
gangMemberFilter = createElement("input", {
type:"text", placeholder:"Filter gang members", margin:"5px", padding:"5px",
onkeyup:()=>{
displayGangMemberList();
}
});
gangManageEquipmentButton = createElement("a", {
class:"a-link-button", display:"inline-block",
innerHTML:"Manage Equipment",
clickListener:()=>{
createGangMemberUpgradeBox();
}
});
gangManagementSubpage.appendChild(gangExpandAllButton);
gangManagementSubpage.appendChild(gangCollapseAllButton);
gangManagementSubpage.appendChild(gangMemberFilter);
gangManagementSubpage.appendChild(gangManageEquipmentButton);
//Gang Member list
gangMemberList = createElement("ul", {id:"gang-member-list"});
displayGangMemberList();
gangManagementSubpage.appendChild(gangMemberList);
//Subpage for seeing gang territory information
gangTerritorySubpage = createElement("div", {
id:"gang-territory-subpage", display:"none"
});
//Info text for territory page
gangTerritoryDescText = createElement("p", {
width:"70%",
innerHTML:"This page shows how much territory your Gang controls. This statistic is listed as a percentage, " +
"which represents how much of the total territory you control.<br><br>" +
"Territory gain and loss is processed automatically and is updated every ~30 seconds. Your chances " +
"to gain and lose territory depend on your Gang's power, which is listed in the display below. " +
"Your gang's power is determined by the stats of all Gang members you have assigned to the " +
"'Territory Warfare' task. Gang members that are not assigned to this task do not contribute to " +
"your Gang's power.<br><br>" +
"The amount of territory you have affects all aspects of your Gang members' production, including " +
"money, respect, and wanted level. It is very beneficial to have high territory control.<br><br>"
});
gangTerritorySubpage.appendChild(gangTerritoryDescText);
var territoryBorder = createElement("fieldset", {width:"50%", display:"inline-block"});
gangTerritoryInfoText = createElement("p", {id:"gang-territory-info"});
territoryBorder.appendChild(gangTerritoryInfoText);
gangTerritorySubpage.appendChild(territoryBorder);
gangContainer.appendChild(gangTerritorySubpage);
gangContainer.appendChild(gangManagementSubpage);
document.getElementById("entire-game-container").appendChild(gangContainer);
}
gangContainer.style.display = "block";
updateGangContent();
}
function displayGangMemberList() {
removeChildrenFromElement(gangMemberList);
var members = Player.gang.members;
var filter = gangMemberFilter.value.toString();
for (var i = 0; i < members.length; ++i) {
if (members[i].name.indexOf(filter) > -1 || members[i].task.name.indexOf(filter) > -1) {
createGangMemberDisplayElement(members[i]);
}
}
//setGangMemberClickHandlers(); //Set buttons to toggle the gang member info panels
}
function updateGangContent() {
if (!gangContentCreated || !Player.inGang()) {return;}
if(gangTerritorySubpage.style.display === "block") {
//Update territory information
gangTerritoryInfoText.innerHTML = "";
for (var gangname in AllGangs) {
if (AllGangs.hasOwnProperty(gangname)) {
var gangTerritoryInfo = AllGangs[gangname];
let territory = gangTerritoryInfo.territory*100;
//Fix some rounding issues graphically
let displayNumber;
if (territory <= 0) {
displayNumber = formatNumber(0, 2);
} else if (territory >= 100) {
displayNumber = formatNumber(100, 2);
} else {
displayNumber = formatNumber(territory, 2);
}
if (gangname == Player.gang.facName) {
gangTerritoryInfoText.innerHTML += ("<b>" + gangname + "</b><br>(Power: " + formatNumber(gangTerritoryInfo.power, 6) + "): " +
displayNumber + "%<br><br>");
} else {
gangTerritoryInfoText.innerHTML += (gangname + "<br>(Power: " + formatNumber(gangTerritoryInfo.power, 6) + "): " +
displayNumber + "%<br><br>");
}
}
}
} else {
//Update information for overall gang
if (gangInfo instanceof Element) {
var faction = Factions[Player.gang.facName];
var rep;
if (!(faction instanceof Faction)) {
rep = "ERROR";
} else {
rep = faction.playerReputation;
}
removeChildrenFromElement(gangInfo);
gangInfo.appendChild(createElement("p", { //Respect
display:"inline-block",
innerText:"Respect: " + formatNumber(Player.gang.respect, 6) +
" (" + formatNumber(5*Player.gang.respectGainRate, 6) + " / sec)",
tooltip:"Represents the amount of respect your gang has from other gangs and criminal " +
"organizations. Your respect affects the amount of money " +
"your gang members will earn, and also determines how much " +
"reputation you are earning with your gang's corresponding Faction."
}));
gangInfo.appendChild(createElement("br", {}));
gangInfo.appendChild(createElement("p", { //Wanted level
display:"inline-block",
innerText:"Wanted Level: " + formatNumber(Player.gang.wanted, 6) +
" (" + formatNumber(5*Player.gang.wantedGainRate, 6) + " / sec)",
tooltip:"Represents how much the gang is wanted by law enforcement. The higher " +
"your gang's wanted level, the harder it will be for your gang members " +
"to make money and earn respect. Note that the minimum wanted level is 1."
}));
gangInfo.appendChild(createElement("br", {}));
var wantedPenalty = Player.gang.getWantedPenalty();
wantedPenalty = (1 - wantedPenalty) * 100;
gangInfo.appendChild(createElement("p", { //Wanted Level multiplier
display:"inline-block",
innerText:`Wanted Level Penalty: - ${formatNumber(wantedPenalty, 2)}%`,
tooltip:"Penalty for respect and money gain rates due to Wanted Level"
}));
gangInfo.appendChild(createElement("br", {}));
gangInfo.appendChild(createElement("p", { //Money gain rate
display:"inline-block",
innerText: `Money gain rate: ${numeralWrapper.format(5 * Player.gang.moneyGainRate, $0.000a)} / sec`);
}));
gangInfo.appendChild(createElement("br", {}));
//Fix some rounding issues graphically
var territoryMult = AllGangs[Player.gang.facName].territory * 100;
let displayNumber;
if (territoryMult <= 0) {
displayNumber = formatNumber(0, 2);
} else if (territoryMult >= 100) {
displayNumber = formatNumber(100, 2);
} else {
displayNumber = formatNumber(territoryMult, 2);
}
gangInfo.appendChild(createElement("p", { //Territory multiplier
display:"inline-block",
innerText:`Territory: ${formatNumber(displayNumber, 3)}%`,
tooltip:"The percentage of total territory your Gang controls"
}));
gangInfo.appendChild(createElement("br", {}));
gangInfo.appendChild(createElement("p", { //Faction reputation
display:"inline-block",
innerText:"Faction reputation: " + formatNumber(rep, 3)
}));
gangInfo.appendChild(createElement("br", {}));
} else {
console.log("ERROR: gang-info DOM element DNE");
}
//Toggle the 'Recruit member button' if valid
var numMembers = Player.gang.members.length;
const respectCost = Player.gang.getRespectNeededToRecruitMember();
if (numMembers >= MaximumGangMembers) {
btn.className = "a-link-button-inactive";
gangRecruitRequirementText.style.display = "block";
gangRecruitRequirementText.innerHTML = "You have reached the maximum amount of gang members";
} else if (Player.gang.canRecruitMember()) {
btn.className = "a-link-button";
gangRecruitRequirementText.style.display = "none";
} else {
btn.className = "a-link-button-inactive";
gangRecruitRequirementText.style.display = "block";
gangRecruitRequirementText.innerHTML = `${formatNumber(repCost, 2)} respect needed to recruit next member`;
}
//Update information for each gang member
for (let i = 0; i < Player.gang.members.length; ++i) {
updateGangMemberDisplayElement(Player.gang.members[i]);
}
}
}
//Takes in a GangMember object
function createGangMemberDisplayElement(memberObj) {
if (!gangContentCreated || !Player.inGang()) {return;}
var name = memberObj.name;
var accordion = createAccordionElement({
id:name + "gang-member",
hdrText:name,
});
var li = accordion[0];
var hdr = accordion[1];
var gangMemberDiv = accordion[2];
//Gang member content divided into 3 panels:
//Stats Panel
var statsDiv = createElement("div", {
id: name + "gang-member-stats", class: "gang-member-info-div",
width:"30%", display:"inline"
});
var statsP = createElement("p", {
id:name + "gang-member-stats-text", display:"inline"
});
statsDiv.appendChild(statsP);
//statsDiv.appendChild(upgradeButton);
//Panel for Selecting task and show respect/wanted gain
var taskDiv = createElement("div", {
id: name + "gang-member-task", class:"gang-member-info-div",
width:"30%", display:"inline"
});
var taskSelector = createElement("select", {
color:"white", backgroundColor:"black",
id:name + "gang-member-task-selector"
});
var tasks = null;
if (Player.gang.isHackingGang) {
tasks = ["---", "Ransomware", "Phishing", "Identity Theft", "DDoS Attacks",
"Plant Virus", "Fraud & Counterfeiting","Money Laundering",
"Cyberterrorism", "Ethical Hacking", "Train Combat",
"Train Hacking", "Territory Warfare"];
} else {
tasks = ["---", "Mug People", "Deal Drugs", "Run a Con", "Armed Robbery",
"Traffick Illegal Arms", "Threaten & Blackmail",
"Terrorism", "Vigilante Justice", "Train Combat",
"Train Hacking", "Territory Warfare"];
}
for (var i = 0; i < tasks.length; ++i) {
var option = document.createElement("option");
option.text = tasks[i];
taskSelector.add(option);
}
taskSelector.addEventListener("change", function() {
var task = taskSelector.options[taskSelector.selectedIndex].text;
memberObj.assignToTask(task);
setGangMemberTaskDescription(memberObj, task);
updateGangContent();
});
//Set initial task in selector element
if (memberObj.task instanceof GangMemberTask) {
var taskName = memberObj.task.name;
var taskIndex = 0;
for (let i = 0; i < tasks.length; ++i) {
if (taskName == tasks[i]) {
taskIndex = i;
break;
}
}
taskSelector.selectedIndex = taskIndex;
}
var gainInfo = createElement("p", {id:name + "gang-member-gain-info"});
taskDiv.appendChild(taskSelector);
taskDiv.appendChild(gainInfo);
//Panel for Description of task
var taskDescDiv = createElement("div", {
id:name + "gang-member-task-desc", class:"gang-member-info-div",
width:"30%", display:"inline"
});
var taskDescP = createElement("p", {id: name + "gang-member-task-description", display:"inline"});
taskDescDiv.appendChild(taskDescP);
statsDiv.style.width = "30%";
taskDiv.style.width = "30%";
taskDescDiv.style.width = "30%";
statsDiv.style.display = "inline";
taskDiv.style.display = "inline";
taskDescDiv.style.display = "inline";
gangMemberDiv.appendChild(statsDiv);
gangMemberDiv.appendChild(taskDiv);
gangMemberDiv.appendChild(taskDescDiv);
gangMemberList.appendChild(li);
setGangMemberTaskDescription(memberObj, taskName); //Initialize description
updateGangMemberDisplayElement(memberObj);
}
function updateGangMemberDisplayElement(memberObj) {
if (!gangContentCreated || !Player.inGang()) {return;}
var name = memberObj.name;
//TODO Add upgrade information
var stats = document.getElementById(name + "gang-member-stats-text");
if (stats) {
stats.innerHTML =
"Hacking: " + formatNumber(memberObj.hack, 0) + " (" + numeralWrapper.format(memberObj.hack_exp, '(0.00a)') + " exp)<br>" +
"Strength: " + formatNumber(memberObj.str, 0) + " (" + numeralWrapper.format(memberObj.str_exp, '(0.00a)') + " exp)<br>" +
"Defense: " + formatNumber(memberObj.def, 0) + " (" + numeralWrapper.format(memberObj.def_exp, '(0.00a)') + " exp)<br>" +
"Dexterity: " + formatNumber(memberObj.dex, 0) + " (" + numeralWrapper.format(memberObj.dex_exp, '(0.00a)') + " exp)<br>" +
"Agility: " + formatNumber(memberObj.agi, 0) + " (" + numeralWrapper.format(memberObj.agi_exp, '(0.00a)') + " exp)<br>" +
"Charisma: " + formatNumber(memberObj.cha, 0) + " (" + numeralWrapper.format(memberObj.cha_exp, '(0.00a)') + " exp)<br>";
}
var gainInfo = document.getElementById(name + "gang-member-gain-info");
if (gainInfo) {
gainInfo.innerHTML =
"Money: $" + formatNumber(5*memberObj.calculateMoneyGain(), 2) + " / sec<br>" +
"Respect: " + formatNumber(5*memberObj.calculateRespectGain(), 6) + " / sec<br>" +
"Wanted Level: " + formatNumber(5*memberObj.calculateWantedLevelGain(), 6) + " / sec<br>";
}
}
function setGangMemberTaskDescription(memberObj, taskName) {
var name = memberObj.name;
var taskDesc = document.getElementById(name + "gang-member-task-description");
if (taskDesc) {
var task = GangMemberTasks[taskName];
if (task == null) {return;}
var desc = task.desc;
taskDesc.innerHTML = desc;
}
}
function deleteGangDisplayContent() {
if (gangContainer != null) {removeElementById(gangContainer.id);}
gangContentCreated = false;
gangContainer = null;
managementButton = null;
territoryButton = null;
//Subpages
gangManagementSubpage = null;
gangTerritorySubpage = null;
//Gang Management Elements
gangDesc = null;
gangInfo = null;
gangRecruitMemberButton = null;
gangRecruitRequirementText = null;
gangExpandAllButton = null;
gangCollapseAllButton = null;
gangMemberFilter = null;
gangManageEquipmentButton = null;
gangMemberList = null;
//Gang Equipment Upgrade Elements
gangMemberUpgradeBox = null;
gangMemberUpgradeBoxContent = null;
gangMemberUpgradeBoxFilter = null;
gangMemberUpgradeBoxElements = null;
}
export {Gang, displayGangContent, updateGangContent, loadAllGangs, AllGangs,
resetGangs, deleteGangDisplayContent};