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276 lines
8.1 KiB
JavaScript
276 lines
8.1 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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function Crime(name, type, time, money, difficulty, karma, params) {
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this.name = name;
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this.type = type;
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this.time = time;
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this.money = money;
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this.difficulty = difficulty;
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this.karma = karma;
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this.hacking_success_weight = params.hacking_success_weight ? params.hacking_success_weight : 0;
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this.strength_success_weight = params.strength_success_weight ? params.strength_success_weight : 0;
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this.defense_success_weight = params.defense_success_weight ? params.defense_success_weight : 0;
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this.dexterity_success_weight = params.dexterity_success_weight ? params.dexterity_success_weight : 0;
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this.agility_success_weight = params.agility_success_weight ? params.agility_success_weight : 0;
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this.charisma_success_weight = params.charisma_success_weight ? params.charisma_success_weight : 0;
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this.hacking_exp = params.hacking_exp ? params.hacking_exp : 0;
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this.strength_exp = params.strength_exp ? params.strength_exp : 0;
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this.defense_exp = params.defense_exp ? params.defense_exp : 0;
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this.dexterity_exp = params.dexterity_exp ? params.dexterity_exp : 0;
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this.agility_exp = params.agility_exp ? params.agility_exp : 0;
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this.charisma_exp = params.charisma_exp ? params.charisma_exp : 0;
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this.intelligence_exp = params.intelligence_exp ? params.intelligence_exp : 0;
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this.kills = params.kills ? params.kills : 0;
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}
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Crime.prototype.commit = function(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = this.type;
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Player.startCrime(
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this.hacking_exp/div,
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this.strength_exp/div,
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this.defense_exp/div,
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this.dexterity_exp/div,
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this.agility_exp/div,
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this.charisma_exp/div,
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this.money/div, this.time, singParams);
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return this.time;
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}
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Crime.prototype.successRate = function() {
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var chance = (this.hacking_success_weight * Player.hacking_skill +
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this.strength_success_weight * Player.strength +
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this.defense_success_weight * Player.defense +
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this.dexterity_success_weight * Player.dexterity +
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this.agility_success_weight * Player.agility +
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this.charisma_success_weight * Player.charisma +
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CONSTANTS.IntelligenceCrimeWeight * Player.intelligence);
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chance /= CONSTANTS.MaxSkillLevel;
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chance /= this.difficulty;
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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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const Crimes = {
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Shoplift: new Crime("Shoplift", CONSTANTS.CrimeShoplift, 2e3, 15e3, 1/20, 0.1, {
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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dexterity_exp: 2,
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agility_exp: 2,
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}),
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RobStore: new Crime("Rob Store", CONSTANTS.CrimeRobStore, 60e3, 400e3, 1/5, 0.5, {
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hacking_exp: 30,
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dexterity_exp: 45,
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agility_exp: 45,
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hacking_success_weight: 0.5 ,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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intelligence_exp: 0.25 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Mug: new Crime("Mug", CONSTANTS.CrimeMug, 4e3, 36e3, 1/5, 0.25, {
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strength_exp: 3,
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defense_exp: 3,
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dexterity_exp: 3,
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agility_exp: 3,
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strength_success_weight: 1.5,
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defense_success_weight: 0.5,
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dexterity_success_weight: 1.5,
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agility_success_weight: 0.5,
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}),
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Larceny: new Crime("Larceny", CONSTANTS.CrimeLarceny, 90e3, 800e3, 1/3, 1.5, {
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hacking_exp: 45,
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dexterity_exp: 60,
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agility_exp: 60,
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hacking_skill_success_weight: 0.5,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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intelligence_exp: 0.5 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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DealDrugs: new Crime("Deal Drugs", CONSTANTS.CrimeDrugs, 10e3, 120e3, 1, 0.5, {
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dexterity_exp: 5,
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agility_exp: 5,
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charisma_exp: 10,
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charisma_success_weight: 3,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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}),
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BondForgery: new Crime("Bond Forgery", CONSTANTS.CrimeBondForgery, 300e3, 4.5e6, 1/2, 0.1, {
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hacking_exp: 100,
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dexterity_exp: 150,
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charisma_exp: 15,
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hacking_skill_success_weight: 0.05,
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dexterity_success_weight: 1.25,
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intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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TraffickArms: new Crime("Traffick Arms", CONSTANTS.CrimeTraffickArms, 40e3, 600e3, 2, 1, {
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strength_exp: 20,
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defense_exp: 20,
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dexterity_exp: 20,
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agility_exp: 20,
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charisma_exp: 40,
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charisma_success_weight: 1,
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strength_success_weight: 1,
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defense_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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}),
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Homicide: new Crime("Homicide", CONSTANTS.CrimeHomicide, 3e3, 45e3, 1, 3, {
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strength_exp: 2,
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defense_exp: 2,
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dexterity_exp: 2,
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agility_exp: 2,
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strength_success_weight: 2,
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defense_success_weight: 2,
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dexterity_success_weight: 0.5,
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agility_success_weight: 0.5,
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kills: 1,
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}),
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GrandTheftAuto: new Crime("Grand Theft Auto", CONSTANTS.CrimeGrandTheftAuto, 80e3, 1.6e6, 8, 5, {
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strength_exp: 20,
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defense_exp: 20,
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dexterity_exp: 20,
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agility_exp: 80,
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charisma_exp: 40,
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hacking_skill_success_weight: 1,
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strength_success_weight: 1,
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dexterity_success_weight: 4,
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agility_success_weight: 2,
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charisma_success_weight: 2,
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intelligence_exp: CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Kidnap: new Crime("Kidnap", CONSTANTS.CrimeKidnap, 120e3, 3.6e6, 5, 6, {
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strength_exp: 80,
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defense_exp: 80,
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dexterity_exp: 80,
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agility_exp: 80,
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charisma_exp: 80,
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charisma_success_weight: 1,
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strength_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Assassination: new Crime("Assassination", CONSTANTS.CrimeAssassination, 300e3, 12e6, 8, 10, {
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strength_exp: 300,
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defense_exp: 300,
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dexterity_exp: 300,
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agility_exp: 300,
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strength_success_weight: 1,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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intelligence_exp: 5 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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kills: 1,
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}),
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Heist: new Crime("Heist", CONSTANTS.CrimeHeist, 600e3, 120e6, 18, 15, {
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hacking_exp: 450,
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strength_exp: 450,
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defense_exp: 450,
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dexterity_exp: 450,
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agility_exp: 450,
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charisma_exp: 450,
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hacking_skill_success_weight: 1,
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strength_success_weight: 1,
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defense_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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charisma_success_weight: 1,
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intelligence_exp: 10 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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};
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function determineCrimeSuccess(type, moneyGained) {
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var chance = 0;
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var found = false;
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for(const i in Crimes) {
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const crime = Crimes[i];
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if(crime.type == type) {
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chance = crime.successRate();
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found = true;
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break;
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}
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}
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if(!found) {
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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 findCrime(roughName) {
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if (roughName.includes("shoplift")) {
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return Crimes.Shoplift;
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} else if (roughName.includes("rob") && roughName.includes("store")) {
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return Crimes.RobStore;
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} else if (roughName.includes("mug")) {
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return Crimes.Mug;
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} else if (roughName.includes("larceny")) {
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return Crimes.Larceny;
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} else if (roughName.includes("drugs")) {
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return Crimes.DealDrugs;
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} else if (roughName.includes("bond") && roughName.includes("forge")) {
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return Crimes.BondForgery;
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} else if (roughName.includes("traffick") && roughName.includes("arms")) {
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return Crimes.TraffickArms;
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} else if (roughName.includes("homicide")) {
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return Crimes.Homicide;
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} else if (roughName.includes("grand") && roughName.includes("auto")) {
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return Crimes.GrandTheftAuto;
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} else if (roughName.includes("kidnap")) {
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return Crimes.Kidnap;
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} else if (roughName.includes("assassinate")) {
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return Crimes.Assassination;
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} else if (roughName.includes("heist")) {
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return Crimes.Heist;
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}
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return null;
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}
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export {determineCrimeSuccess,findCrime,Crimes};
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