bitburner-src/src/Faction.js
2017-09-25 07:50:19 -05:00

1048 lines
42 KiB
JavaScript

import {Augmentations, AugmentationNames,
PlayerOwnedAugmentation} from "./Augmentations.js";
import {BitNodeMultipliers} from "./BitNode.js";
import {CONSTANTS} from "./Constants.js";
import {Engine} from "./engine.js";
import {FactionInfo} from "./FactionInfo.js";
import {Locations} from "./Location.js";
import {HackingMission, setInMission} from "./Missions.js";
import {Player} from "./Player.js";
import {Settings} from "./Settings.js";
import {dialogBoxCreate} from "../utils/DialogBox.js";
import {factionInvitationBoxCreate} from "../utils/FactionInvitationBox.js";
import {clearEventListeners} from "../utils/HelperFunctions.js";
import {Reviver, Generic_toJSON,
Generic_fromJSON} from "../utils/JSONReviver.js";
import {formatNumber, isPositiveNumber} from "../utils/StringHelperFunctions.js";
import {yesNoBoxCreate, yesNoBoxGetYesButton,
yesNoBoxGetNoButton, yesNoBoxClose} from "../utils/YesNoBox.js";
//Netburner Faction class
function factionInit() {
$('#faction-donate-input').on('input', function() {
if (Engine.currentPage == Engine.Page.Faction) {
var val = document.getElementById("faction-donate-input").value;
if (isPositiveNumber(val)) {
var numMoneyDonate = Number(val);
document.getElementById("faction-donate-rep-gain").innerHTML =
"This donation will result in " + formatNumber(numMoneyDonate/1000000 * Player.faction_rep_mult, 3) + " reputation gain";
} else {
document.getElementById("faction-donate-rep-gain").innerHTML =
"This donation will result in 0 reputation gain";
}
}
});
}
document.addEventListener("DOMContentLoaded", factionInit, false);
function Faction(name="") {
this.name = name;
this.augmentations = []; //Name of augmentation only
this.info = ""; //Introductory/informational text about the faction
//Player-related properties for faction
this.isMember = false; //Whether player is member
this.isBanned = false; //Whether or not player is banned from joining this faction
this.playerReputation = 0; //"Reputation" within faction
this.alreadyInvited = false;
//Multipliers for unlocking and purchasing augmentations
this.augmentationPriceMult = 1;
this.augmentationRepRequirementMult = 1;
//Faction favor
this.favor = 0;
this.rolloverRep = 0;
};
Faction.prototype.setAugmentationMultipliers = function(price, rep) {
this.augmentationPriceMult = price;
this.augmentationRepRequirementMult = rep;
}
Faction.prototype.setInfo = function(inf) {
this.info = inf;
}
Faction.prototype.gainFavor = function() {
if (this.favor == null || this.favor == undefined) {this.favor = 0;}
if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}
var res = this.getFavorGain();
if (res.length != 2) {
console.log("Error: invalid result from getFavorGain() function");
return;
}
this.favor += res[0];
this.rolloverRep = res[1];
}
//Returns an array with [How much favor would be gained, how much favor would be left over]
Faction.prototype.getFavorGain = function() {
if (this.favor == null || this.favor == undefined) {this.favor = 0;}
if (this.rolloverRep == null || this.rolloverRep == undefined) {this.rolloverRep = 0;}
var favorGain = 0, rep = this.playerReputation + this.rolloverRep;
var reqdRep = CONSTANTS.FactionReputationToFavorBase *
Math.pow(CONSTANTS.FactionReputationToFavorMult, this.favor);
while(rep > 0) {
if (rep >= reqdRep) {
++favorGain;
rep -= reqdRep;
} else {
break;
}
reqdRep *= CONSTANTS.FactionReputationToFavorMult;
}
return [favorGain, rep];
}
//Adds all Augmentations to this faction.
Faction.prototype.addAllAugmentations = function() {
this.augmentations.length = 0;
for (var name in Augmentations) {
if (Augmentations.hasOwnProperty(name)) {
this.augmentations.push(name);
}
}
}
Faction.prototype.toJSON = function() {
return Generic_toJSON("Faction", this);
}
Faction.fromJSON = function(value) {
return Generic_fromJSON(Faction, value.data);
}
Reviver.constructors.Faction = Faction;
//Map of factions indexed by faction name
let Factions = {}
function loadFactions(saveString) {
Factions = JSON.parse(saveString, Reviver);
}
function AddToFactions(faction) {
var name = faction.name;
Factions[name] = faction;
}
function factionExists(name) {
return Factions.hasOwnProperty(name);
}
//TODO Augmentation price and rep requirement mult are 1 for everything right now,
// This might change in the future for balance
function initFactions() {
//Endgame
var Illuminati = new Faction("Illuminati");
Illuminati.setInfo(FactionInfo.IlluminatiInfo);
if (factionExists("Illuminati")) {
Illuminati.favor = Factions["Illuminati"].favor;
delete Factions["Illuminati"];
}
AddToFactions(Illuminati);
var Daedalus = new Faction("Daedalus");
Daedalus.setInfo(FactionInfo.DaedalusInfo);
if (factionExists("Daedalus")) {
Daedalus.favor = Factions["Daedalus"].favor;
delete Factions["Daedalus"];
}
AddToFactions(Daedalus);
var Covenant = new Faction("The Covenant");
Covenant.setInfo(FactionInfo.CovenantInfo);
if (factionExists("The Covenant")) {
Covenant.favor = Factions["The Covenant"].favor;
delete Factions["The Covenant"];
}
AddToFactions(Covenant);
//Megacorporations, each forms its own faction
var ECorp = new Faction("ECorp");
ECorp.setInfo(FactionInfo.ECorpInfo);
if (factionExists("ECorp")) {
ECorp.favor = Factions["ECorp"].favor;
delete Factions["ECorp"];
}
AddToFactions(ECorp);
var MegaCorp = new Faction("MegaCorp");
MegaCorp.setInfo(FactionInfo.MegaCorpInfo);
if (factionExists("MegaCorp")) {
MegaCorp.favor = Factions["MegaCorp"].favor;
delete Factions["MegaCorp"];
}
AddToFactions(MegaCorp);
var BachmanAndAssociates = new Faction("Bachman & Associates");
BachmanAndAssociates.setInfo(FactionInfo.BachmanAndAssociatesInfo);
if (factionExists("Bachman & Associates")) {
BachmanAndAssociates.favor = Factions["Bachman & Associates"].favor;
delete Factions["Bachman & Associates"];
}
AddToFactions(BachmanAndAssociates);
var BladeIndustries = new Faction("Blade Industries");
BladeIndustries.setInfo(FactionInfo.BladeIndustriesInfo);
if (factionExists("Blade Industries")) {
BladeIndustries.favor = Factions["Blade Industries"].favor;
delete Factions["Blade Industries"];
}
AddToFactions(BladeIndustries);
var NWO = new Faction("NWO");
NWO.setInfo(FactionInfo.NWOInfo);
if (factionExists("NWO")) {
NWO.favor = Factions["NWO"].favor;
delete Factions["NWO"];
}
AddToFactions(NWO);
var ClarkeIncorporated = new Faction("Clarke Incorporated");
ClarkeIncorporated.setInfo(FactionInfo.ClarkeIncorporatedInfo);
if (factionExists("Clarke Incorporated")) {
ClarkeIncorporated.favor = Factions["Clarke Incorporated"].favor;
delete Factions["Clarke Incorporated"];
}
AddToFactions(ClarkeIncorporated);
var OmniTekIncorporated = new Faction("OmniTek Incorporated");
OmniTekIncorporated.setInfo(FactionInfo.OmniTekIncorporatedInfo);
if (factionExists("OmniTek Incorporated")) {
OmniTekIncorporated.favor = Factions["OmniTek Incorporated"].favor;
delete Factions["OmniTek Incorporated"];
}
AddToFactions(OmniTekIncorporated);
var FourSigma = new Faction("Four Sigma");
FourSigma.setInfo(FactionInfo.FourSigmaInfo);
if (factionExists("Four Sigma")) {
FourSigma.favor = Factions["Four Sigma"].favor;
delete Factions["Four Sigma"];
}
AddToFactions(FourSigma);
var KuaiGongInternational = new Faction("KuaiGong International");
KuaiGongInternational.setInfo(FactionInfo.KuaiGongInternationalInfo);
if (factionExists("KuaiGong International")) {
KuaiGongInternational.favor = Factions["KuaiGong International"].favor;
delete Factions["KuaiGong International"];
}
AddToFactions(KuaiGongInternational);
//Other corporations
var FulcrumTechnologies = new Faction("Fulcrum Secret Technologies");
FulcrumTechnologies.setInfo(FactionInfo.FulcrumSecretTechnologiesInfo);
if (factionExists("Fulcrum Secret Technologies")) {
FulcrumTechnologies.favor = Factions["Fulcrum Secret Technologies"].favor;
delete Factions["Fulcrum Secret Technologies"];
}
AddToFactions(FulcrumTechnologies);
//Hacker groups
var BitRunners = new Faction("BitRunners");
BitRunners.setInfo(FactionInfo.BitRunnersInfo);
if (factionExists("BitRunners")) {
BitRunners.favor = Factions["BitRunners"].favor;
delete Factions["BitRunners"];
}
AddToFactions(BitRunners);
var BlackHand = new Faction("The Black Hand");
BlackHand.setInfo(FactionInfo.BlackHandInfo);
if (factionExists("The Black Hand")) {
BlackHand.favor = Factions["The Black Hand"].favor;
delete Factions["The Black Hand"];
}
AddToFactions(BlackHand);
var NiteSec = new Faction("NiteSec");
NiteSec.setInfo(FactionInfo.NiteSecInfo);
if (factionExists("NiteSec")) {
NiteSec.favor = Factions["NiteSec"].favor;
delete Factions["NiteSec"];
}
AddToFactions(NiteSec);
//City factions, essentially governments
var Chongqing = new Faction("Chongqing");
Chongqing.setInfo(FactionInfo.ChongqingInfo);
if (factionExists("Chongqing")) {
Chongqing.favor = Factions["Chongqing"].favor;
delete Factions["Chongqing"];
}
AddToFactions(Chongqing);
var Sector12 = new Faction("Sector-12");
Sector12.setInfo(FactionInfo.Sector12Info);
if (factionExists("Sector-12")) {
Sector12.favor = Factions["Sector-12"].favor;
delete Factions["Sector-12"];
}
AddToFactions(Sector12);
var NewTokyo = new Faction("New Tokyo");
NewTokyo.setInfo(FactionInfo.NewTokyoInfo);
if (factionExists("New Tokyo")) {
NewTokyo.favor = Factions["New Tokyo"].favor;
delete Factions["New Tokyo"];
}
AddToFactions(NewTokyo);
var Aevum = new Faction("Aevum");
Aevum.setInfo(FactionInfo.AevumInfo);
if (factionExists("Aevum")) {
Aevum.favor = Factions["Aevum"].favor;
delete Factions["Aevum"];
}
AddToFactions(Aevum);
var Ishima = new Faction("Ishima");
Ishima.setInfo
var Volhaven = new Faction("Volhaven");
Volhaven.setInfo(FactionInfo.VolhavenInfo);
if (factionExists("Volhaven")) {
Volhaven.favor = Factions["Volhaven"].favor;
delete Factions["Volhaven"];
}
AddToFactions(Volhaven);(FactionInfo.IshimaInfo);
if (factionExists("Ishima")) {
Ishima.favor = Factions["Ishima"].favor;
delete Factions["Ishima"];
}
AddToFactions(Ishima);
//Criminal Organizations/Gangs
var SpeakersForTheDead = new Faction("Speakers for the Dead");
SpeakersForTheDead.setInfo(FactionInfo.SpeakersForTheDeadInfo);
if (factionExists("Speakers for the Dead")) {
SpeakersForTheDead.favor = Factions["Speakers for the Dead"].favor;
delete Factions["Speakers for the Dead"];
}
AddToFactions(SpeakersForTheDead);
var DarkArmy = new Faction("The Dark Army");
DarkArmy.setInfo(FactionInfo.DarkArmyInfo);
if (factionExists("The Dark Army")) {
DarkArmy.favor = Factions["The Dark Army"].favor;
delete Factions["The Dark Army"];
}
AddToFactions(DarkArmy);
var TheSyndicate = new Faction("The Syndicate");
TheSyndicate.setInfo(FactionInfo.TheSyndicateInfo);
if (factionExists("The Syndicate")) {
TheSyndicate.favor = Factions["The Syndicate"].favor;
delete Factions["The Syndicate"];
}
AddToFactions(TheSyndicate);
var Silhouette = new Faction("Silhouette");
Silhouette.setInfo(FactionInfo.SilhouetteInfo);
if (factionExists("Silhouette")) {
Silhouette.favor = Factions["Silhouette"].favor;
delete Factions["Silhouette"];
}
AddToFactions(Silhouette);
var Tetrads = new Faction("Tetrads"); //Low-medium level asian crime gang
Tetrads.setInfo(FactionInfo.TetradsInfo);
if (factionExists("Tetrads")) {
Tetrads.favor = Factions["Tetrads"].favor;
delete Factions["Tetrads"];
}
AddToFactions(Tetrads);
var SlumSnakes = new Faction("Slum Snakes"); //Low level crime gang
SlumSnakes.setInfo(FactionInfo.SlumSnakesInfo);
if (factionExists("Slum Snakes")) {
SlumSnakes.favor = Factions["Slum Snakes"].favor;
delete Factions["Slum Snakes"];
}
AddToFactions(SlumSnakes);
//Earlygame factions - factions the player will prestige with early on that don't
//belong in other categories
var Netburners = new Faction("Netburners");
Netburners.setInfo(FactionInfo.NetburnersInfo);
if (factionExists("Netburners")) {
Netburners.favor = Factions["Netburners"].favor;
delete Factions["Netburners"];
}
AddToFactions(Netburners);
var TianDiHui = new Faction("Tian Di Hui"); //Society of the Heaven and Earth
TianDiHui.setInfo(FactionInfo.TianDiHuiInfo);
if (factionExists("Tian Di Hui")) {
TianDiHui.favor = Factions["Tian Di Hui"].favor;
delete Factions["Tian Di Hui"];
}
AddToFactions(TianDiHui);
var CyberSec = new Faction("CyberSec");
CyberSec.setInfo(FactionInfo.CyberSecInfo);
if (factionExists("CyberSec")) {
CyberSec.favor = Factions["CyberSec"].favor;
delete Factions["CyberSec"];
}
AddToFactions(CyberSec);
}
function inviteToFaction(faction) {
if (Settings.SuppressFactionInvites) {
faction.alreadyInvited = true;
Player.factionInvitations.push(faction.name);
} else {
factionInvitationBoxCreate(faction);
}
}
function joinFaction(faction) {
faction.isMember = true;
Player.factions.push(faction.name);
//Determine what factions you are banned from now that you have joined this faction
if (faction.name == "Chongqing") {
Factions["Sector-12"].isBanned = true;
Factions["Aevum"].isBanned = true;
Factions["Volhaven"].isBanned = true;
} else if (faction.name == "Sector-12") {
Factions["Chongqing"].isBanned = true;
Factions["New Tokyo"].isBanned = true;
Factions["Ishima"].isBanned = true;
Factions["Volhaven"].isBanned = true;
} else if (faction.name == "New Tokyo") {
Factions["Sector-12"].isBanned = true;
Factions["Aevum"].isBanned = true;
Factions["Volhaven"].isBanned = true;
} else if (faction.name == "Aevum") {
Factions["Chongqing"].isBanned = true;
Factions["New Tokyo"].isBanned = true;
Factions["Ishima"].isBanned = true;
Factions["Volhaven"].isBanned = true;
} else if (faction.name == "Ishima") {
Factions["Sector-12"].isBanned = true;
Factions["Aevum"].isBanned = true;
Factions["Volhaven"].isBanned = true;
} else if (faction.name == "Volhaven") {
Factions["Chongqing"].isBanned = true;
Factions["Sector-12"].isBanned = true;
Factions["New Tokyo"].isBanned = true;
Factions["Aevum"].isBanned = true;
Factions["Ishima"].isBanned = true;
}
}
//Displays the HTML content for a specific faction
function displayFactionContent(factionName) {
var faction = Factions[factionName];
document.getElementById("faction-name").innerHTML = factionName;
document.getElementById("faction-info").innerHTML = "<i>" + faction.info + "</i>";
var repGain = faction.getFavorGain();
if (repGain.length != 2) {repGain = 0;}
repGain = repGain[0];
document.getElementById("faction-reputation").innerHTML = "Reputation: " + formatNumber(faction.playerReputation, 4) +
"<span class='tooltiptext'>You will earn " +
formatNumber(repGain, 4) +
" faction favor upon resetting after installing an Augmentation</span>";
document.getElementById("faction-favor").innerHTML = "Faction Favor: " + formatNumber(faction.favor, 4) +
"<span class='tooltiptext'>Faction favor increases the rate at which " +
"you earn reputation for this faction by 1% per favor. Faction favor " +
"is gained whenever you reset after installing an Augmentation. The amount of " +
"favor you gain depends on how much reputation you have with the faction</span>";
var hackMissionDiv = document.getElementById("faction-hack-mission-div");
var hackDiv = document.getElementById("faction-hack-div");
var fieldWorkDiv = document.getElementById("faction-fieldwork-div");
var securityWorkDiv = document.getElementById("faction-securitywork-div");
var donateDiv = document.getElementById("faction-donate-div");
var gangDiv = document.getElementById("faction-gang-div");
var newHackMissionButton = clearEventListeners("faction-hack-mission-button");
var newHackButton = clearEventListeners("faction-hack-button");
var newFieldWorkButton = clearEventListeners("faction-fieldwork-button");
var newSecurityWorkButton = clearEventListeners("faction-securitywork-button");
var newDonateWorkButton = clearEventListeners("faction-donate-button");
newHackMissionButton.addEventListener("click", function() {
Engine.loadMissionContent();
var mission = new HackingMission(faction.playerReputation, faction);
setInMission(true, mission); //Sets inMission flag to true
mission.init();
return false;
});
newHackButton.addEventListener("click", function() {
Player.startFactionHackWork(faction);
return false;
});
newFieldWorkButton.addEventListener("click", function() {
Player.startFactionFieldWork(faction);
return false;
});
newSecurityWorkButton.addEventListener("click", function() {
Player.startFactionSecurityWork(faction);
return false;
});
newDonateWorkButton.addEventListener("click", function() {
var donateAmountVal = document.getElementById("faction-donate-input").value;
if (isPositiveNumber(donateAmountVal)) {
var numMoneyDonate = Number(donateAmountVal);
if (Player.money.lt(numMoneyDonate)) {
dialogBoxCreate("You cannot afford to donate this much money!");
return;
}
Player.loseMoney(numMoneyDonate);
var repGain = numMoneyDonate / 1000000 * Player.faction_rep_mult;
faction.playerReputation += repGain;
dialogBoxCreate("You just donated $" + formatNumber(numMoneyDonate, 2) + " to " +
faction.name + " to gain " + formatNumber(repGain, 3) + " reputation");
displayFactionContent(factionName);
} else {
dialogBoxCreate("Invalid amount entered!");
}
return false;
});
var newPurchaseAugmentationsButton = clearEventListeners("faction-purchase-augmentations");
newPurchaseAugmentationsButton.addEventListener("click", function() {
Engine.hideAllContent();
Engine.Display.factionAugmentationsContent.style.visibility = "visible";
var newBackButton = clearEventListeners("faction-augmentations-back-button");
newBackButton.addEventListener("click", function() {
Engine.loadFactionContent();
displayFactionContent(factionName);
return false;
});
displayFactionAugmentations(factionName);
return false;
});
if (Player.bitNodeN == 2 && (factionName == "Slum Snakes" || factionName == "Tetrads" ||
factionName == "The Syndicate" || factionName == "The Dark Army" || factionName == "Speakers for the Dead" ||
factionName == "NiteSec" || factionName == "The Black Hand")) {
//Set everything else to invisible
hackDiv.style.display = "none";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "none";
donateDiv.style.display = "none";
var gangDiv = document.getElementById("faction-gang-div");
if (Player.inGang() && Player.gang.facName != factionName) {
//If the player has a gang but its not for this faction
if (gangDiv) {
gangDiv.style.display = "none";
}
return;
}
//Create the "manage gang" button if it doesn't exist
if (gangDiv == null) {
gangDiv = document.createElement("div");
gangDiv.setAttribute("id", "faction-gang-div");
gangDiv.setAttribute("class", "faction-work-div");
gangDiv.style.display = "inline";
gangDiv.innerHTML =
'<div id="faction-gang-div-wrapper" class="faction-work-div-wrapper">' +
'<a id="faction-gang-button" class="a-link-button">Manage Gang</a>' +
'<p id="faction-gang-text">' +
'Create and manage a gang for this Faction. ' +
'Gangs will earn you money and faction reputation.' +
'</p>' +
'</div>' +
'<div class="faction-clear"></div>';
var descText = document.getElementById("faction-work-description-text");
if (descText) {
descText.parentNode.insertBefore(gangDiv, descText.nextSibling);
} else {
console.log("ERROR: faciton-work-description-text not found");
dialogBoxCreate("Error loading this page. This is a bug please report to game developer");
return;
}
}
gangDiv.style.display = "inline";
var gangButton = clearEventListeners("faction-gang-button");
gangButton.addEventListener("click", function() {
if (!Player.inGang()) {
var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();
yesBtn.innerHTML = "Create Gang";
noBtn.innerHTML = "Cancel";
yesBtn.addEventListener("click", () => {
var hacking = false;
if (factionName === "NiteSec" || factionName === "The Black Hand") {hacking = true;}
Player.startGang(factionName, hacking);
Engine.loadGangContent();
yesNoBoxClose();
});
noBtn.addEventListener("click", () => {
yesNoBoxClose();
});
yesNoBoxCreate("Would you like to create a new Gang with " + factionName + "?<br><br>" +
"Note that this will prevent you from creating a Gang with any other Faction until " +
"this BitNode is destroyed. There are NO differences between the Factions you can " +
"create a Gang with and each of these Factions have all Augmentations available");
} else {
Engine.loadGangContent();
}
});
return;
} else {
if (gangDiv) {gangDiv.style.display = "none";}
}
if (faction.isMember) {
if (faction.favor >= 150) {
donateDiv.style.display = "inline";
} else {
donateDiv.style.display = "none";
}
switch(faction.name) {
case "Illuminati":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "Daedalus":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "The Covenant":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "ECorp":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "MegaCorp":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Bachman & Associates":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Blade Industries":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "NWO":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Clarke Incorporated":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "OmniTek Incorporated":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Four Sigma":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "KuaiGong International":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Fulcrum Secret Technologies":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "inline";
break;
case "BitRunners":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "none";
break;
case "The Black Hand":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "NiteSec":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "none";
break;
case "Chongqing":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Sector-12":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "New Tokyo":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Aevum":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Ishima":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Volhaven":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Speakers for the Dead":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "The Dark Army":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "The Syndicate":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Silhouette":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "none";
break;
case "Tetrads":
hackMissionDiv.style.display = "none";
hackDiv.style.display = "none";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Slum Snakes":
hackMissionDiv.style.display = "none";
hackDiv.style.display = "none";
fieldWorkDiv.style.display = "inline";
securityWorkDiv.style.display = "inline";
break;
case "Netburners":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "none";
break;
case "Tian Di Hui":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "inline";
break;
case "CyberSec":
hackMissionDiv.style.display = "inline";
hackDiv.style.display = "inline";
fieldWorkDiv.style.display = "none";
securityWorkDiv.style.display = "none";
break;
default:
console.log("Faction does not exist");
break;
}
} else {
console.log("Not a member of this faction, cannot display faction information");
}
}
function displayFactionAugmentations(factionName) {
document.getElementById("faction-augmentations-page-desc").innerHTML =
"Lists all Augmentations that are available to purchase from " + factionName + "<br><br>" +
"Augmentations are powerful upgrades that will enhance your abilities.";
var faction = Factions[factionName];
var augmentationsList = document.getElementById("faction-augmentations-list");
while (augmentationsList.firstChild) {
augmentationsList.removeChild(augmentationsList.firstChild);
}
for (var i = 0; i < faction.augmentations.length; ++i) {
(function () {
var aug = Augmentations[faction.augmentations[i]];
if (aug == null) {
console.log("ERROR: Invalid Augmentation");
return;
}
var owned = false;
for (var j = 0; j < Player.queuedAugmentations.length; ++j) {
if (Player.queuedAugmentations[j].name == aug.name) {
owned = true;
}
}
for (var j = 0; j < Player.augmentations.length; ++j) {
if (Player.augmentations[j].name == aug.name) {
owned = true;
}
}
var item = document.createElement("li");
var span = document.createElement("span");
var aDiv = document.createElement("div");
var aElem = document.createElement("a");
var pElem = document.createElement("p");
aElem.setAttribute("href", "#");
var req = aug.baseRepRequirement * faction.augmentationRepRequirementMult;
if (aug.name != AugmentationNames.NeuroFluxGovernor && (aug.owned || owned)) {
aElem.setAttribute("class", "a-link-button-inactive");
pElem.innerHTML = "ALREADY OWNED";
} else if (faction.playerReputation >= req) {
aElem.setAttribute("class", "a-link-button");
pElem.innerHTML = "UNLOCKED - $" + formatNumber(aug.baseCost * faction.augmentationPriceMult, 2);
} else {
aElem.setAttribute("class", "a-link-button-inactive");
pElem.innerHTML = "LOCKED (Requires " + formatNumber(req, 1) + " faction reputation) - $" + formatNumber(aug.baseCost * faction.augmentationPriceMult, 2);
pElem.style.color = "red";
}
aElem.style.display = "inline";
pElem.style.display = "inline";
aElem.innerHTML = aug.name;
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
aElem.innerHTML += " - Level " + (getNextNeurofluxLevel());
}
span.style.display = "inline-block"
//The div will have the tooltip.
aDiv.setAttribute("class", "tooltip");
aDiv.innerHTML = '<span class="tooltiptext">' + aug.info + " </span>";
aDiv.appendChild(aElem);
aElem.addEventListener("click", function() {
purchaseAugmentationBoxCreate(aug, faction);
});
span.appendChild(aDiv);
span.appendChild(pElem);
item.appendChild(span);
augmentationsList.appendChild(item);
}()); //Immediate invocation closure
}
}
function purchaseAugmentationBoxCreate(aug, fac) {
var yesBtn = yesNoBoxGetYesButton(), noBtn = yesNoBoxGetNoButton();
yesBtn.innerHTML = "Purchase";
noBtn.innerHTML = "Cancel";
yesBtn.addEventListener("click", function() {
purchaseAugmentation(aug, fac);
});
noBtn.addEventListener("click", function() {
yesNoBoxClose();
});
yesNoBoxCreate("<h2>" + aug.name + "</h2><br>" +
aug.info + "<br><br>" +
"<br>Would you like to purchase the " + aug.name + " Augmentation for $" +
formatNumber(aug.baseCost * fac.augmentationPriceMult, 2) + "?");
}
function purchaseAugmentation(aug, fac, sing=false) {
if (aug.name == AugmentationNames.Targeting2 &&
Augmentations[AugmentationNames.Targeting1].owned == false) {
var txt = "You must first install Augmented Targeting I before you can upgrade it to Augmented Targeting II";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.Targeting3 &&
Augmentations[AugmentationNames.Targeting2].owned == false) {
var txt = "You must first install Augmented Targeting II before you can upgrade it to Augmented Targeting III";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.CombatRib2 &&
Augmentations[AugmentationNames.CombatRib1].owned == false) {
var txt = "You must first install Combat Rib I before you can upgrade it to Combat Rib II";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.CombatRib3 &&
Augmentations[AugmentationNames.CombatRib2].owned == false) {
var txt = "You must first install Combat Rib II before you can upgrade it to Combat Rib III";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.GrapheneBionicSpine &&
Augmentations[AugmentationNames.BionicSpine].owned == false) {
var txt = "You must first install a Bionic Spine before you can upgrade it to a Graphene Bionic Spine";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.GrapheneBionicLegs &&
Augmentations[AugmentationNames.BionicLegs].owned == false) {
var txt = "You must first install Bionic Legs before you can upgrade it to Graphene Bionic Legs";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.ENMCoreV2 &&
Augmentations[AugmentationNames.ENMCore].owned == false) {
var txt = "You must first install Embedded Netburner Module Core Implant before you can upgrade it to V2";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.ENMCoreV3 &&
Augmentations[AugmentationNames.ENMCoreV2].owned == false) {
var txt = "You must first install Embedded Netburner Module Core V2 Upgrade before you can upgrade it to V3";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if ((aug.name == AugmentationNames.ENMCore ||
aug.name == AugmentationNames.ENMAnalyzeEngine ||
aug.name == AugmentationNames.ENMDMA) &&
Augmentations[AugmentationNames.ENM].owned == false) {
var txt = "You must first install the Embedded Netburner Module before installing any upgrades to it";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if ((aug.name == AugmentationNames.PCDNIOptimizer ||
aug.name == AugmentationNames.PCDNINeuralNetwork) &&
Augmentations[AugmentationNames.PCDNI].owned == false) {
var txt = "You must first install the Pc Direct-Neural Interface before installing this upgrade";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.GrapheneBrachiBlades &&
Augmentations[AugmentationNames.BrachiBlades].owned == false) {
var txt = "You must first install the Brachi Blades augmentation before installing this upgrade";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (aug.name == AugmentationNames.GrapheneBionicArms &&
Augmentations[AugmentationNames.BionicArms].owned == false) {
var txt = "You must first install the Bionic Arms augmentation before installing this upgrade";
if (sing) {return txt;} else {dialogBoxCreate(txt);}
} else if (Player.money.gte(aug.baseCost * fac.augmentationPriceMult)) {
if (Player.firstAugPurchased === false) {
Player.firstAugPurchased = true;
document.getElementById("augmentations-tab").style.display = "list-item";
document.getElementById("character-menu-header").click();
document.getElementById("character-menu-header").click();
}
var queuedAugmentation = new PlayerOwnedAugmentation(aug.name);
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
queuedAugmentation.level = getNextNeurofluxLevel();
}
Player.queuedAugmentations.push(queuedAugmentation);
Player.loseMoney((aug.baseCost * fac.augmentationPriceMult));
//If you just purchased Neuroflux Governor, recalculate the cost
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
var nextLevel = getNextNeurofluxLevel();
--nextLevel;
var mult = Math.pow(CONSTANTS.NeuroFluxGovernorLevelMult, nextLevel);
aug.setRequirements(500 * mult, 750000 * mult);
for (var i = 0; i < Player.queuedAugmentations.length-1; ++i) {
aug.baseCost *= CONSTANTS.MultipleAugMultiplier;
}
}
for (var name in Augmentations) {
if (Augmentations.hasOwnProperty(name)) {
Augmentations[name].baseCost *= CONSTANTS.MultipleAugMultiplier;
}
}
if (sing) {
return "You purchased " + aug.name;
} else {
dialogBoxCreate("You purchased " + aug.name + ". It's enhancements will not take " +
"effect until they are installed. To install your augmentations, go to the " +
"'Augmentations' tab on the left-hand navigation menu. Purchasing additional " +
"augmentations will now be more expensive.");
}
displayFactionAugmentations(fac.name);
} else {
if (sing) {
return "You don't have enough money to purchase " + aug.name;
} else {
dialogBoxCreate("You don't have enough money to purchase this Augmentation!");
}
}
yesNoBoxClose();
}
function getNextNeurofluxLevel() {
var aug = Augmentations[AugmentationNames.NeuroFluxGovernor];
if (aug == null) {
for (var i = 0; i < Player.augmentations.length; ++i) {
if (Player.augmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
aug = Player.augmentations[i];
}
}
if (aug == null) {
console.log("ERROR, Could not find NeuroFlux Governor aug");
return 1;
}
}
var nextLevel = aug.level + 1;
for (var i = 0; i < Player.queuedAugmentations.length; ++i) {
if (Player.queuedAugmentations[i].name == AugmentationNames.NeuroFluxGovernor) {
++nextLevel;
}
}
return nextLevel;
}
function processPassiveFactionRepGain(numCycles) {
var numTimesGain = (numCycles / 600) * Player.faction_rep_mult;
for (var name in Factions) {
if (Factions.hasOwnProperty(name)) {
var faction = Factions[name];
//TODO Get hard value of 1 rep per "rep gain cycle"" for now..
//maybe later make this based on
//a player's 'status' like how powerful they are and how much money they have
if (faction.isMember) {faction.playerReputation += (numTimesGain * BitNodeMultipliers.FactionPassiveRepGain);}
}
}
}
export {getNextNeurofluxLevel, Factions, initFactions, inviteToFaction,
joinFaction, displayFactionContent, processPassiveFactionRepGain,
loadFactions, Faction, purchaseAugmentation, factionExists};