mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 09:43:54 +01:00
236 lines
9.7 KiB
JavaScript
236 lines
9.7 KiB
JavaScript
/* Functions that handle applying for different jobs/positions in a Company */
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//Determines the job that the Player should get (if any) at the current
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//company
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PlayerObject.prototype.applyForJob = function(entryPosType) {
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var currCompany = "";
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if (this.companyName != "") {
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currCompany = Companies[this.companyName];
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}
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var currPositionName = "";
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if (this.companyPosition != "") {
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currPositionName = this.companyPosition.positionName;
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}
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var company = Companies[this.location]; //Company being applied to
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var pos = entryPosType;
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if (!this.isQualified(company, pos)) {
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var reqText = getJobRequirementText(company, pos);
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dialogBoxCreate("Unforunately, you do not qualify for this position<br>" + reqText);
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return;
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}
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while (true) {
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if (Engine.Debug) {console.log("Determining qualification for next Company Position");}
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var newPos = getNextCompanyPosition(pos);
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if (newPos == null) {
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if (Engine.Debug) {
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console.log("Player already at highest position, cannot go any higher");
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}
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break;
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}
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//Check if this company has this position
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if (company.hasPosition(newPos)) {
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if (!this.isQualified(company, newPos)) {
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//If player not qualified for next job, break loop so player will be given current job
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break;
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}
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pos = newPos;
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} else {
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break;
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}
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}
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//Check if the determined job is the same as the player's current job
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if (currCompany != "") {
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if (currCompany.companyName == company.companyName &&
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pos.positionName == currPositionName) {
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var nextPos = getNextCompanyPosition(pos);
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var reqText = getJobRequirementText(company, nextPos);
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dialogBoxCreate("Unfortunately, you do not qualify for a promotion<br>" + reqText);
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return; //Same job, do nothing
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}
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}
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//Lose reputation from a Company if you are leaving it for another job
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var leaveCompany = false;
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var oldCompanyName = "";
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if (currCompany != "") {
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if (currCompany.companyName != company.companyName) {
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leaveCompany = true;
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oldCompanyName = currCompany.companyName;
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company.playerReputation -= 1000;
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if (company.playerReputation < 0) {company.playerReputation = 0;}
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if (Engine.debug) {
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console.log("Lost reputation for " + company.companyName + ". It is now " + company.playerReputation);
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}
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}
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}
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this.companyName = company.companyName;
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this.companyPosition = pos;
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if (leaveCompany) {
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dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " +
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pos.positionName + "!<br>" +
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"You lost 1000 reputatation at your old company " + oldCompanyName + " because you left.");
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} else {
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dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " + pos.positionName + "!");
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}
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Engine.loadLocationContent();
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}
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function getJobRequirementText(company, pos) {
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var reqText = "";
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var offset = company.jobStatReqOffset;
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var reqHacking = pos.requiredHacking > 0 ? pos.requiredHacking+offset : 0;
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var reqStrength = pos.requiredStrength > 0 ? pos.requiredStrength+offset : 0;
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var reqDefense = pos.requiredDefense > 0 ? pos.requiredDefense+offset : 0;
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var reqDexterity = pos.requiredDexterity > 0 ? pos.requiredDexterity+offset : 0;
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var reqAgility = pos.requiredDexterity > 0 ? pos.requiredDexterity+offset : 0;
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var reqCharisma = pos.requiredCharisma > 0 ? pos.requiredCharisma+offset : 0;
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var reqRep = pos.requiredReputation;
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var reqText = "(Requires ";
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if (reqHacking > 0) {reqText += (reqHacking + " hacking, ");}
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if (reqStrength > 0) {reqText += (reqStrength + " strength, ");}
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if (reqDefense > 0) {reqText += (reqDefense + " defense, ");}
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if (reqDexterity > 0) {reqText += (reqDexterity + " dexterity, ");}
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if (reqAgility > 0) {reqText += (reqAgility + " agility, ");}
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if (reqCharisma > 0) {reqText += (reqCharisma + " charisma, ");}
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if (reqRep > 1) {reqText += (reqRep + " reputation, ");}
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reqText = reqText.substring(0, reqText.length - 2);
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reqText += ")";
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return reqText;
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}
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PlayerObject.prototype.applyForSoftwareJob = function() {
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this.applyForJob(CompanyPositions.SoftwareIntern);
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}
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PlayerObject.prototype.applyForSoftwareConsultantJob = function() {
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this.applyForJob(CompanyPositions.SoftwareConsultant);
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}
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PlayerObject.prototype.applyForItJob = function() {
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this.applyForJob(CompanyPositions.ITIntern);
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}
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PlayerObject.prototype.applyForSecurityEngineerJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.SecurityEngineer)) {
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.SecurityEngineer;
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dialogBoxCreate("Congratulations, you were offered a position at ", this.companyName, " as a Security Engineer!");
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Engine.loadLocationContent();
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForNetworkEngineerJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.NetworkEngineer)) {
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this.applyForJob(CompanyPositions.NetworkEngineer);
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForBusinessJob = function() {
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this.applyForJob(CompanyPositions.BusinessIntern);
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}
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PlayerObject.prototype.applyForBusinessConsultantJob = function() {
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this.applyForJob(CompanyPositions.BusinessConsultant);
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}
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PlayerObject.prototype.applyForSecurityJob = function() {
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//TODO If case for POlice departments
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this.applyForJob(CompanyPositions.SecurityGuard);
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}
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PlayerObject.prototype.applyForAgentJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.FieldAgent)) {
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this.applyForJob(CompanyPositions.FieldAgent);
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForEmployeeJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.Employee)) {
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.Employee;
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dialogBoxCreate("Congratulations, you are now employed at " + this.companyName);
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Engine.loadLocationContent();
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForPartTimeEmployeeJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.PartTimeEmployee)) {
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.PartTimeEmployee;
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dialogBoxCreate("Congratulations, you are now employed part-time at " + this.companyName);
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Engine.loadLocationContent();
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForWaiterJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.Waiter)) {
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.Waiter;
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dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.companyName);
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Engine.loadLocationContent();
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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PlayerObject.prototype.applyForPartTimeWaiterJob = function() {
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var company = Companies[this.location]; //Company being applied to
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if (this.isQualified(company, CompanyPositions.PartTimeWaiter)) {
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this.companyName = company.companyName;
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this.companyPosition = CompanyPositions.PartTimeWaiter;
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dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.companyName);
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Engine.loadLocationContent();
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} else {
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dialogBoxCreate("Unforunately, you do not qualify for this position");
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}
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}
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//Checks if the Player is qualified for a certain position
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PlayerObject.prototype.isQualified = function(company, position) {
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var offset = company.jobStatReqOffset;
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var reqHacking = position.requiredHacking > 0 ? position.requiredHacking+offset : 0;
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var reqStrength = position.requiredStrength > 0 ? position.requiredStrength+offset : 0;
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var reqDefense = position.requiredDefense > 0 ? position.requiredDefense+offset : 0;
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var reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;
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var reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;
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var reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma+offset : 0;
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if (this.hacking_skill >= reqHacking &&
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this.strength >= reqStrength &&
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this.defense >= reqDefense &&
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this.dexterity >= reqDexterity &&
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this.agility >= reqAgility &&
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this.charisma >= reqCharisma &&
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company.playerReputation >= position.requiredReputation) {
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return true;
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}
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return false;
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} |