mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-26 17:43:48 +01:00
2258 lines
95 KiB
JavaScript
2258 lines
95 KiB
JavaScript
import {Augmentations, applyAugmentation,
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AugmentationNames} from "./Augmentations.js";
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import {BitNodes, BitNode, BitNodeMultipliers} from "./BitNode.js";
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import {Company, Companies, getNextCompanyPosition,
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getJobRequirementText, CompanyPosition,
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CompanyPositions} from "./Company.js";
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import {CONSTANTS} from "./Constants.js";
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import {Programs} from "./CreateProgram.js";
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import {determineCrimeSuccess} from "./Crimes.js";
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import {Engine} from "./engine.js";
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import {Factions, Faction,
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displayFactionContent} from "./Faction.js";
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import {Gang, resetGangs} from "./Gang.js";
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import {Locations} from "./Location.js";
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import {AllServers, Server, AddToAllServers} from "./Server.js";
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import {SpecialServerIps, SpecialServerNames} from "./SpecialServerIps.js";
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import {SourceFiles, applySourceFile} from "./SourceFile.js";
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import Decimal from '../utils/decimal.js';
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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import {clearEventListeners} from "../utils/HelperFunctions.js";
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import {createRandomIp} from "../utils/IPAddress.js";
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import {Reviver, Generic_toJSON,
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Generic_fromJSON} from "../utils/JSONReviver.js";
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import {formatNumber,
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convertTimeMsToTimeElapsedString} from "../utils/StringHelperFunctions.js";
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function PlayerObject() {
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//Skills and stats
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this.hacking_skill = 1;
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//Combat stats
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this.hp = 10;
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this.max_hp = 10;
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this.strength = 1; //Damage dealt
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this.defense = 1; //Damage received
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this.dexterity = 1; //Accuracy
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this.agility = 1; //Dodge %
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//Labor stats
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this.charisma = 1;
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//Special stats
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this.intelligence = 0;
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//Hacking multipliers
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this.hacking_chance_mult = 1; //Increase through ascensions/augmentations
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this.hacking_speed_mult = 1; //Decrease through ascensions/augmentations
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this.hacking_money_mult = 1; //Increase through ascensions/augmentations. Can't go above 1
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this.hacking_grow_mult = 1;
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//Experience and multipliers
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.intelligence_exp= 0;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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//Money
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this.money = new Decimal(1000);
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this.total_money = new Decimal(0); //Total money ever earned in this "simulation"
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this.lifetime_money = new Decimal(0); //Total money ever earned
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//IP Address of Starting (home) computer
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this.homeComputer = "";
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//Location information
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this.city = Locations.Sector12;
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this.location = "";
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//Company Information
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this.companyName = ""; //Name of Company, equivalent to an object from Locations
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this.companyPosition = ""; //CompanyPosition object
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//Servers
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this.currentServer = ""; //IP address of Server currently being accessed through terminal
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this.discoveredServers = []; //IP addresses of secret servers not in the network that you have discovered
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this.purchasedServers = [];
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this.hacknetNodes = [];
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this.totalHacknetNodeProduction = 0;
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//Factions
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this.factions = []; //Names of all factions player has joined
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this.factionInvitations = []; //Outstanding faction invitations
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//Augmentations
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this.queuedAugmentations = [];
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this.augmentations = [];
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this.sourceFiles = [];
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//Crime statistics
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this.numPeopleKilled = 0;
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this.karma = 0;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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//Flag to let the engine know the player is starting an action
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// Current actions: hack, analyze
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this.startAction = false;
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this.actionTime = 0;
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//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
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this.isWorking = false;
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this.workType = "";
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workMoneyLossRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.createProgramName = "";
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this.createProgramReqLvl = 0;
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this.className = "";
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this.crimeType = "";
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this.timeWorked = 0; //in ms
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this.timeWorkedCreateProgram = 0;
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this.timeNeededToCompleteWork = 0;
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this.work_money_mult = 1;
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//Hacknet Node multipliers
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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//Stock Market
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this.hasWseAccount = false;
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this.hasTixApiAccess = false;
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//Gang
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this.gang = 0;
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//bitnode
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this.bitNodeN = 1;
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//Flags for determining whether certain "thresholds" have been achieved
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this.firstFacInvRecvd = false;
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this.firstAugPurchased = false;
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this.firstJobRecvd = false;
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this.firstTimeTraveled = false;
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this.firstProgramAvailable = false;
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//Used to store the last update time.
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this.lastUpdate = 0;
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this.totalPlaytime = 0;
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this.playtimeSinceLastAug = 0;
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};
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PlayerObject.prototype.init = function() {
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/* Initialize Player's home computer */
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var t_homeComp = new Server(createRandomIp(), "home", "Home PC", true, true, true, 8);
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this.homeComputer = t_homeComp.ip;
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this.currentServer = t_homeComp.ip;
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AddToAllServers(t_homeComp);
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this.getHomeComputer().programs.push(Programs.NukeProgram);
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}
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PlayerObject.prototype.prestigeAugmentation = function() {
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var homeComp = this.getHomeComputer();
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this.currentServer = homeComp.ip;
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this.homeComputer = homeComp.ip;
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this.numPeopleKilled = 0;
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this.karma = 0;
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//Reset stats
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this.hacking_skill = 1;
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this.strength = 1;
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this.defense = 1;
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this.dexterity = 1;
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this.agility = 1;
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this.charisma = 1;
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.money = new Decimal(1000);
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this.city = Locations.Sector12;
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this.location = "";
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this.companyName = "";
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this.companyPosition = "";
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this.discoveredServers = [];
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this.purchasedServers = [];
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this.factions = [];
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this.factionInvitations = [];
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this.queuedAugmentations = [];
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this.startAction = false;
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this.actionTime = 0;
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this.isWorking = false;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.createProgramName = "";
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this.className = "";
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this.crimeType = "";
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.timeWorked = 0;
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this.lastUpdate = new Date().getTime();
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this.playtimeSinceLastAug = 0;
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this.hacknetNodes.length = 0;
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this.totalHacknetNodeProduction = 0;
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}
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PlayerObject.prototype.prestigeSourceFile = function() {
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var homeComp = this.getHomeComputer();
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this.currentServer = homeComp.ip;
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this.homeComputer = homeComp.ip;
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this.numPeopleKilled = 0;
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this.karma = 0;
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//Reset stats
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this.hacking_skill = 1;
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this.strength = 1;
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this.defense = 1;
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this.dexterity = 1;
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this.agility = 1;
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this.charisma = 1;
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this.hacking_exp = 0;
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this.strength_exp = 0;
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this.defense_exp = 0;
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this.dexterity_exp = 0;
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this.agility_exp = 0;
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this.charisma_exp = 0;
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this.money = new Decimal(1000);
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this.city = Locations.Sector12;
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this.location = "";
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this.companyName = "";
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this.companyPosition = "";
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this.discoveredServers = [];
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this.purchasedServers = [];
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this.factions = [];
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this.factionInvitations = [];
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this.queuedAugmentations = [];
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this.augmentations = [];
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this.startAction = false;
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this.actionTime = 0;
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this.isWorking = false;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.createProgramName = "";
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this.className = "";
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this.crimeType = "";
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this.workHackExpGainRate = 0;
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this.workStrExpGainRate = 0;
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this.workDefExpGainRate = 0;
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this.workDexExpGainRate = 0;
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this.workAgiExpGainRate = 0;
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this.workChaExpGainRate = 0;
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this.workRepGainRate = 0;
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this.workMoneyGainRate = 0;
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this.workHackExpGained = 0;
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this.workStrExpGained = 0;
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this.workDefExpGained = 0;
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this.workDexExpGained = 0;
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this.workAgiExpGained = 0;
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this.workChaExpGained = 0;
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this.workRepGained = 0;
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this.workMoneyGained = 0;
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this.timeWorked = 0;
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this.lastUpdate = new Date().getTime();
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this.hacknetNodes.length = 0;
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this.totalHacknetNodeProduction = 0;
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//Gang
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this.gang = null;
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resetGangs();
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//Reset Stock market
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this.hasWseAccount = false;
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this.hasTixApiAccess = false;
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this.playtimeSinceLastAug = 0;
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}
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PlayerObject.prototype.getCurrentServer = function() {
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return AllServers[this.currentServer];
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}
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PlayerObject.prototype.getHomeComputer = function() {
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return AllServers[this.homeComputer];
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}
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//Calculates skill level based on experience. The same formula will be used for every skill
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// At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796 TODO REcalculate this
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// Gets to level 1000 hacking skill at (TODO Determine this)
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PlayerObject.prototype.calculateSkill = function(exp) {
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return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1);
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}
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PlayerObject.prototype.updateSkillLevels = function() {
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this.hacking_skill = Math.floor(this.calculateSkill(this.hacking_exp) * this.hacking_mult);
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this.strength = Math.floor(this.calculateSkill(this.strength_exp) * this.strength_mult);
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this.defense = Math.floor(this.calculateSkill(this.defense_exp) * this.defense_mult);
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this.dexterity = Math.floor(this.calculateSkill(this.dexterity_exp) * this.dexterity_mult);
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this.agility = Math.floor(this.calculateSkill(this.agility_exp) * this.agility_mult);
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this.charisma = Math.floor(this.calculateSkill(this.charisma_exp) * this.charisma_mult);
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if (this.intelligence > 0) {
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this.intelligence = Math.floor(this.calculateSkill(this.intelligence_exp));
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} else {
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this.intelligence = 0;
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}
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var ratio = this.hp / this.max_hp;
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this.max_hp = Math.floor(10 + this.defense / 10);
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Player.hp = Math.round(this.max_hp * ratio);
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}
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PlayerObject.prototype.resetMultipliers = function() {
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this.hacking_chance_mult = 1;
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this.hacking_speed_mult = 1;
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this.hacking_money_mult = 1;
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this.hacking_grow_mult = 1;
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this.hacking_mult = 1;
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this.strength_mult = 1;
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this.defense_mult = 1;
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this.dexterity_mult = 1;
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this.agility_mult = 1;
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this.charisma_mult = 1;
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this.hacking_exp_mult = 1;
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this.strength_exp_mult = 1;
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this.defense_exp_mult = 1;
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this.dexterity_exp_mult = 1;
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this.agility_exp_mult = 1;
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this.charisma_exp_mult = 1;
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this.company_rep_mult = 1;
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this.faction_rep_mult = 1;
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this.crime_money_mult = 1;
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this.crime_success_mult = 1;
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this.hacknet_node_money_mult = 1;
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this.hacknet_node_purchase_cost_mult = 1;
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this.hacknet_node_ram_cost_mult = 1;
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this.hacknet_node_core_cost_mult = 1;
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this.hacknet_node_level_cost_mult = 1;
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this.work_money_mult = 1;
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}
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//Calculates the chance of hacking a server
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//The formula is:
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// (2 * hacking_chance_multiplier * hacking_skill - requiredLevel) 100 - difficulty
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// ----------------------------------------------------------- * -----------------
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// (2 * hacking_chance_multiplier * hacking_skill) 100
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PlayerObject.prototype.calculateHackingChance = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (1.75 * this.hacking_skill) + (0.2 * this.intelligence);
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var skillChance = (skillMult - this.getCurrentServer().requiredHackingSkill) / skillMult;
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var chance = skillChance * difficultyMult * this.hacking_chance_mult;
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if (chance > 1) {return 1;}
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if (chance < 0) {return 0;}
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return chance;
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}
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//Calculate the time it takes to hack a server in seconds. Returns the time
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//The formula is:
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// (2.5 * requiredLevel * difficulty + 200)
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// ----------------------------------- * hacking_speed_multiplier
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// hacking_skill + 100
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PlayerObject.prototype.calculateHackingTime = function() {
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var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
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var skillFactor = (2.5 * difficultyMult + 200) / (this.hacking_skill + 100 + (0.1 * this.intelligence));
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return 5 * skillFactor / this.hacking_speed_mult;
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}
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//Calculates the PERCENTAGE of a server's money that the player will hack from the server if successful
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//The formula is:
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// (hacking_skill - (requiredLevel-1)) 100 - difficulty
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// --------------------------------------* ----------------------- * hacking_money_multiplier
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// hacking_skill 100
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PlayerObject.prototype.calculatePercentMoneyHacked = function() {
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var difficultyMult = (100 - this.getCurrentServer().hackDifficulty) / 100;
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var skillMult = (this.hacking_skill - (this.getCurrentServer().requiredHackingSkill - 1)) / this.hacking_skill;
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var percentMoneyHacked = difficultyMult * skillMult * this.hacking_money_mult / 240;
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console.log("Percent money hacked calculated to be: " + percentMoneyHacked);
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if (percentMoneyHacked < 0) {return 0;}
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if (percentMoneyHacked > 1) {return 1;}
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return percentMoneyHacked * BitNodeMultipliers.ManualHackMoney;
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}
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//Returns how much EXP the player gains on a successful hack
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//The formula is:
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// difficulty * requiredLevel * hacking_multiplier
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PlayerObject.prototype.calculateExpGain = function() {
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var s = this.getCurrentServer();
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if (s.baseDifficulty == null) {
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s.baseDifficulty = s.hackDifficulty;
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}
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return (s.baseDifficulty * this.hacking_exp_mult * 0.3 + 3) * BitNodeMultipliers.HackExpGain;
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}
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//Hack/Analyze a server. Return the amount of time the hack will take. This lets the Terminal object know how long to disable itself for
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//This assumes that the server being hacked is not purchased by the player, that the player's hacking skill is greater than the
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//required hacking skill and that the player has admin rights.
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PlayerObject.prototype.hack = function() {
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this.actionTime = this.calculateHackingTime();
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console.log("Hacking time: " + this.actionTime);
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this.startAction = true; //Set the startAction flag so the engine starts the hacking process
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}
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PlayerObject.prototype.analyze = function() {
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this.actionTime = 1;
|
|
this.startAction = true;
|
|
}
|
|
|
|
PlayerObject.prototype.hasProgram = function(programName) {
|
|
var home = Player.getHomeComputer();
|
|
for (var i = 0; i < home.programs.length; ++i) {
|
|
if (programName.toLowerCase() == home.programs[i].toLowerCase()) {return true;}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
PlayerObject.prototype.setMoney = function(money) {
|
|
if (isNaN(money)) {
|
|
console.log("ERR: NaN passed into Player.setMoney()"); return;
|
|
}
|
|
this.money = money;
|
|
}
|
|
|
|
PlayerObject.prototype.gainMoney = function(money) {
|
|
if (isNaN(money)) {
|
|
console.log("ERR: NaN passed into Player.gainMoney()"); return;
|
|
}
|
|
this.money = this.money.plus(money);
|
|
this.total_money = this.total_money.plus(money);
|
|
this.lifetime_money = this.lifetime_money.plus(money);
|
|
}
|
|
|
|
PlayerObject.prototype.loseMoney = function(money) {
|
|
if (isNaN(money)) {
|
|
console.log("ERR: NaN passed into Player.loseMoney()"); return;
|
|
}
|
|
this.money = this.money.minus(money);
|
|
}
|
|
|
|
PlayerObject.prototype.gainHackingExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into Player.gainHackingExp()"); return;
|
|
}
|
|
this.hacking_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainStrengthExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into Player.gainStrengthExp()"); return;
|
|
}
|
|
this.strength_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainDefenseExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into player.gainDefenseExp()"); return;
|
|
}
|
|
this.defense_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainDexterityExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into Player.gainDexterityExp()"); return;
|
|
}
|
|
this.dexterity_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainAgilityExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into Player.gainAgilityExp()"); return;
|
|
}
|
|
this.agility_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainCharismaExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERR: NaN passed into Player.gainCharismaExp()"); return;
|
|
}
|
|
this.charisma_exp += exp;
|
|
}
|
|
|
|
PlayerObject.prototype.gainIntelligenceExp = function(exp) {
|
|
if (isNaN(exp)) {
|
|
console.log("ERROR: NaN passed into Player.gainIntelligenceExp()"); return;
|
|
}
|
|
var hasBn = false;
|
|
for (var i = 0; i < this.sourceFiles.length; ++i) {
|
|
if (this.sourceFiles[i].n === 5) {
|
|
hasBn = true;
|
|
break;
|
|
}
|
|
}
|
|
if (hasBn || this.intelligence > 0) {
|
|
this.intelligence_exp += exp;
|
|
} else {
|
|
console.log("Not gaining intelligence experience bc it hasn't been unlocked yet");
|
|
}
|
|
}
|
|
|
|
/******* Working functions *******/
|
|
PlayerObject.prototype.resetWorkStatus = function() {
|
|
this.workHackExpGainRate = 0;
|
|
this.workStrExpGainRate = 0;
|
|
this.workDefExpGainRate = 0;
|
|
this.workDexExpGainRate = 0;
|
|
this.workAgiExpGainRate = 0;
|
|
this.workChaExpGainRate = 0;
|
|
this.workRepGainRate = 0;
|
|
this.workMoneyGainRate = 0;
|
|
|
|
this.workHackExpGained = 0;
|
|
this.workStrExpGained = 0;
|
|
this.workDefExpGained = 0;
|
|
this.workDexExpGained = 0;
|
|
this.workAgiExpGained = 0;
|
|
this.workChaExpGained = 0;
|
|
this.workRepGained = 0;
|
|
this.workMoneyGained = 0;
|
|
|
|
this.timeWorked = 0;
|
|
this.timeWorkedCreateProgram = 0;
|
|
|
|
this.currentWorkFactionName = "";
|
|
this.currentWorkFactionDescription = "";
|
|
this.createProgramName = "";
|
|
this.className = "";
|
|
|
|
document.getElementById("work-in-progress-text").innerHTML = "";
|
|
}
|
|
|
|
PlayerObject.prototype.gainWorkExp = function() {
|
|
this.gainHackingExp(this.workHackExpGained);
|
|
this.gainStrengthExp(this.workStrExpGained);
|
|
this.gainDefenseExp(this.workDefExpGained);
|
|
this.gainDexterityExp(this.workDexExpGained);
|
|
this.gainAgilityExp(this.workAgiExpGained);
|
|
this.gainCharismaExp(this.workChaExpGained);
|
|
}
|
|
|
|
/* Working for Company */
|
|
PlayerObject.prototype.finishWork = function(cancelled, sing=false) {
|
|
//Since the work was cancelled early, player only gains half of what they've earned so far
|
|
if (cancelled) {
|
|
this.workRepGained /= 2;
|
|
}
|
|
|
|
this.gainWorkExp();
|
|
|
|
var company = Companies[this.companyName];
|
|
company.playerReputation += (this.workRepGained);
|
|
|
|
this.gainMoney(this.workMoneyGained);
|
|
|
|
this.updateSkillLevels();
|
|
|
|
var txt = "You earned a total of: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
|
|
if (cancelled) {
|
|
txt = "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
|
"Since you cancelled your work early, you only gained half of the reputation you earned. <br><br>" + txt;
|
|
} else {
|
|
txt = "You worked a full shift of 8 hours! <br><br> " +
|
|
"You earned a total of: <br>" + txt;
|
|
}
|
|
if (!sing) {dialogBoxCreate(txt);}
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
this.isWorking = false;
|
|
//Engine.loadTerminalContent();
|
|
Engine.loadLocationContent();
|
|
|
|
if (sing) {
|
|
return "You worked a short shift of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " and " +
|
|
"earned $" + formatNumber(this.workMoneyGained, 2) + ", " +
|
|
formatNumber(this.workRepGained, 4) + " reputation, " +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp, " +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp, " +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp, " +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp, and " +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp.";
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.startWork = function() {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCompany;
|
|
|
|
this.workHackExpGainRate = this.getWorkHackExpGain();
|
|
this.workStrExpGainRate = this.getWorkStrExpGain();
|
|
this.workDefExpGainRate = this.getWorkDefExpGain();
|
|
this.workDexExpGainRate = this.getWorkDexExpGain();
|
|
this.workAgiExpGainRate = this.getWorkAgiExpGain();
|
|
this.workChaExpGainRate = this.getWorkChaExpGain();
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
this.workMoneyGainRate = this.getWorkMoneyGain();
|
|
|
|
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
|
|
|
//Remove all old event listeners from Cancel button
|
|
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
newCancelButton.innerHTML = "Cancel Work";
|
|
newCancelButton.addEventListener("click", function() {
|
|
Player.finishWork(true);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.work = function(numCycles) {
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishWork(false);
|
|
return;
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
|
" at " + this.companyName + "<br><br>" +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
|
"but you will only gain half of the reputation you've earned so far."
|
|
|
|
}
|
|
|
|
PlayerObject.prototype.startWorkPartTime = function() {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCompanyPartTime;
|
|
|
|
this.workHackExpGainRate = this.getWorkHackExpGain();
|
|
this.workStrExpGainRate = this.getWorkStrExpGain();
|
|
this.workDefExpGainRate = this.getWorkDefExpGain();
|
|
this.workDexExpGainRate = this.getWorkDexExpGain();
|
|
this.workAgiExpGainRate = this.getWorkAgiExpGain();
|
|
this.workChaExpGainRate = this.getWorkChaExpGain();
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
this.workMoneyGainRate = this.getWorkMoneyGain();
|
|
|
|
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
|
|
|
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
newCancelButton.innerHTML = "Stop Working";
|
|
newCancelButton.addEventListener("click", function() {
|
|
Player.finishWorkPartTime();
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.workPartTime = function(numCycles) {
|
|
this.workRepGainRate = this.getWorkRepGain();
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishWorkPartTime();
|
|
return;
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
|
" at " + Player.companyName + "<br><br>" +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
|
|
"and there will be no penalty because this is a part-time job.";
|
|
|
|
}
|
|
|
|
PlayerObject.prototype.finishWorkPartTime = function(sing=false) {
|
|
this.gainWorkExp();
|
|
|
|
var company = Companies[this.companyName];
|
|
company.playerReputation += (this.workRepGained);
|
|
|
|
this.gainMoney(this.workMoneyGained);
|
|
|
|
this.updateSkillLevels();
|
|
|
|
var txt = "You earned a total of: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workRepGained, 4) + " reputation for the company <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
txt = "You worked for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br> " + txt;
|
|
if (!sing) {dialogBoxCreate(txt);}
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
this.isWorking = false;
|
|
//Engine.loadTerminalContent();
|
|
Engine.loadLocationContent();
|
|
if (sing) {
|
|
return "You worked for " + convertTimeMsToTimeElapsedString(this.timeWorked) + " and " +
|
|
"earned a total of " +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + ", " +
|
|
formatNumber(this.workRepGained, 4) + " reputation, " +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp, " +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp, " +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp, " +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp, and " +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp";
|
|
}
|
|
}
|
|
|
|
/* Working for Faction */
|
|
PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {
|
|
this.gainWorkExp();
|
|
|
|
var faction = Factions[this.currentWorkFactionName];
|
|
faction.playerReputation += (this.workRepGained);
|
|
|
|
this.gainMoney(this.workMoneyGained);
|
|
|
|
this.updateSkillLevels();
|
|
|
|
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
|
"You earned a total of: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
if (!sing) {dialogBoxCreate(txt);}
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
this.isWorking = false;
|
|
|
|
//Engine.loadTerminalContent();
|
|
Engine.loadFactionContent();
|
|
displayFactionContent(faction.name);
|
|
if (sing) {
|
|
return "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " +
|
|
"You earned " +
|
|
formatNumber(this.workRepGained, 4) + " rep, " +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
|
formatNumber(this.workStrExpGained, 4) + " str exp, " +
|
|
formatNumber(this.workDefExpGained, 4) + " def exp, " +
|
|
formatNumber(this.workDexExpGained, 4) + " dex exp, " +
|
|
formatNumber(this.workAgiExpGained, 4) + " agi exp, and " +
|
|
formatNumber(this.workChaExpGained, 4) + " cha exp.";
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionWork = function(faction) {
|
|
//Update reputation gain rate to account for faction favor
|
|
var favorMult = 1 + (faction.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
this.workRepGainRate *= favorMult;
|
|
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
|
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeFaction;
|
|
this.currentWorkFactionName = faction.name;
|
|
|
|
this.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer20Hours;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
cancelButton.innerHTML = "Stop Faction Work";
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishFactionWork(true);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionHackWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = .15 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workRepGainRate = this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkHacking;
|
|
this.currentWorkFactionDescription = "carrying out hacking contracts";
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionFieldWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = .1 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workStrExpGainRate = .1 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workDefExpGainRate = .1 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workDexExpGainRate = .1 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workAgiExpGainRate = .1 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workChaExpGainRate = .1 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkField;
|
|
this.currentWorkFactionDescription = "carrying out field missions"
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.startFactionSecurityWork = function(faction) {
|
|
this.resetWorkStatus();
|
|
|
|
this.workHackExpGainRate = 0.05 * this.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workStrExpGainRate = 0.15 * this.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workDefExpGainRate = 0.15 * this.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workDexExpGainRate = 0.15 * this.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workAgiExpGainRate = 0.15 * this.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workChaExpGainRate = 0.00 * this.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain;
|
|
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
|
|
|
this.factionWorkType = CONSTANTS.FactionWorkSecurity;
|
|
this.currentWorkFactionDescription = "performing security detail"
|
|
|
|
this.startFactionWork(faction);
|
|
}
|
|
|
|
PlayerObject.prototype.workForFaction = function(numCycles) {
|
|
var faction = Factions[this.currentWorkFactionName];
|
|
|
|
//Constantly update the rep gain rate
|
|
switch (this.factionWorkType) {
|
|
case CONSTANTS.FactionWorkHacking:
|
|
this.workRepGainRate = (this.hacking_skill + this.intelligence) / CONSTANTS.MaxSkillLevel * this.faction_rep_mult;
|
|
break;
|
|
case CONSTANTS.FactionWorkField:
|
|
this.workRepGainRate = this.getFactionFieldWorkRepGain();
|
|
break;
|
|
case CONSTANTS.FactionWorkSecurity:
|
|
this.workRepGainRate = this.getFactionSecurityWorkRepGain();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
//Update reputation gain rate to account for faction favor
|
|
var favorMult = 1 + (faction.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
this.workRepGainRate *= favorMult;
|
|
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
|
|
if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
|
var maxCycles = CONSTANTS.GameCyclesPer20Hours;
|
|
this.timeWorked = CONSTANTS.MillisecondsPer20Hours;
|
|
this.workHackExpGained = this.workHackExpGainRate * maxCycles;
|
|
this.workStrExpGained = this.workStrExpGainRate * maxCycles;
|
|
this.workDefExpGained = this.workDefExpGainRate * maxCycles;
|
|
this.workDexExpGained = this.workDexExpGainRate * maxCycles;
|
|
this.workAgiExpGained = this.workAgiExpGainRate * maxCycles;
|
|
this.workChaExpGained = this.workChaExpGainRate * maxCycles;
|
|
this.workRepGained = this.workRepGainRate * maxCycles;
|
|
this.workMoneyGained = this.workMoneyGainRate * maxCycles;
|
|
this.finishFactionWork(false);
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently " + this.currentWorkFactionDescription + " for your faction " + faction.name + "." +
|
|
" You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"You have earned: <br><br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this faction <br><br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
|
|
|
"You will automatically finish after working for 20 hours. You can cancel earlier if you wish.<br>" +
|
|
"There is no penalty for cancelling earlier.";
|
|
}
|
|
|
|
|
|
//Money gained per game cycle
|
|
PlayerObject.prototype.getWorkMoneyGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.baseSalary * company.salaryMultiplier *
|
|
this.work_money_mult * BitNodeMultipliers.CompanyWorkMoney;
|
|
}
|
|
|
|
//Hack exp gained per game cycle
|
|
PlayerObject.prototype.getWorkHackExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.hackingExpGain * company.expMultiplier *
|
|
this.hacking_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Str exp gained per game cycle
|
|
PlayerObject.prototype.getWorkStrExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.strengthExpGain * company.expMultiplier *
|
|
this.strength_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Def exp gained per game cycle
|
|
PlayerObject.prototype.getWorkDefExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.defenseExpGain * company.expMultiplier *
|
|
this.defense_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Dex exp gained per game cycle
|
|
PlayerObject.prototype.getWorkDexExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.dexterityExpGain * company.expMultiplier *
|
|
this.dexterity_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Agi exp gained per game cycle
|
|
PlayerObject.prototype.getWorkAgiExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.agilityExpGain * company.expMultiplier *
|
|
this.agility_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Charisma exp gained per game cycle
|
|
PlayerObject.prototype.getWorkChaExpGain = function() {
|
|
var company = Companies[this.companyName];
|
|
return this.companyPosition.charismaExpGain * company.expMultiplier *
|
|
this.charisma_exp_mult * BitNodeMultipliers.CompanyWorkExpGain;
|
|
}
|
|
|
|
//Reputation gained per game cycle
|
|
PlayerObject.prototype.getWorkRepGain = function() {
|
|
var company = Companies[this.companyName];
|
|
var jobPerformance = this.companyPosition.calculateJobPerformance(this.hacking_skill, this.strength,
|
|
this.defense, this.dexterity,
|
|
this.agility, this.charisma);
|
|
|
|
//Intelligence provides a flat bonus to job performance
|
|
jobPerformance += (this.intelligence / CONSTANTS.MaxSkillLevel);
|
|
|
|
//Update reputation gain rate to account for company favor
|
|
var favorMult = 1 + (company.favor / 100);
|
|
if (isNaN(favorMult)) {favorMult = 1;}
|
|
return jobPerformance * this.company_rep_mult * favorMult;
|
|
}
|
|
|
|
PlayerObject.prototype.getFactionSecurityWorkRepGain = function() {
|
|
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel) / 5;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
PlayerObject.prototype.getFactionFieldWorkRepGain = function() {
|
|
var t = 0.9 * (this.hacking_skill / CONSTANTS.MaxSkillLevel +
|
|
this.strength / CONSTANTS.MaxSkillLevel +
|
|
this.defense / CONSTANTS.MaxSkillLevel +
|
|
this.dexterity / CONSTANTS.MaxSkillLevel +
|
|
this.agility / CONSTANTS.MaxSkillLevel +
|
|
this.charisma / CONSTANTS.MaxSkillLevel +
|
|
this.intelligence / CONSTANTS.MaxSkillLevel) / 6;
|
|
return t * this.faction_rep_mult;
|
|
}
|
|
|
|
/* Creating a Program */
|
|
PlayerObject.prototype.startCreateProgramWork = function(programName, time, reqLevel) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCreateProgram;
|
|
|
|
//Time needed to complete work affected by hacking skill (linearly based on
|
|
//ratio of (your skill - required level) to MAX skill)
|
|
//var timeMultiplier = (CONSTANTS.MaxSkillLevel - (this.hacking_skill - reqLevel)) / CONSTANTS.MaxSkillLevel;
|
|
//if (timeMultiplier > 1) {timeMultiplier = 1;}
|
|
//if (timeMultiplier < 0.01) {timeMultiplier = 0.01;}
|
|
this.createProgramReqLvl = reqLevel;
|
|
|
|
this.timeNeededToCompleteWork = time;
|
|
//Check for incomplete program
|
|
for (var i = 0; i < this.getHomeComputer().programs.length; ++i) {
|
|
var programFile = this.getHomeComputer().programs[i];
|
|
if (programFile.startsWith(programName) && programFile.endsWith("%-INC")) {
|
|
var res = programFile.split("-");
|
|
if (res.length != 3) {break;}
|
|
var percComplete = Number(res[1].slice(0, -1));
|
|
if (isNaN(percComplete) || percComplete < 0 || percComplete >= 100) {break;}
|
|
this.timeWorkedCreateProgram = percComplete / 100 * this.timeNeededToCompleteWork;
|
|
this.getHomeComputer().programs.splice(i, 1);
|
|
}
|
|
}
|
|
|
|
this.createProgramName = programName;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
cancelButton.innerHTML = "Cancel work on creating program";
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishCreateProgramWork(true);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.createProgramWork = function(numCycles) {
|
|
//Higher hacking skill will allow you to create programs faster
|
|
var reqLvl = this.createProgramReqLvl;
|
|
var skillMult = (this.hacking_skill / reqLvl); //This should always be greater than 1;
|
|
skillMult = 1 + ((skillMult - 1) / 5); //The divider constant can be adjusted as necessary
|
|
|
|
//Skill multiplier directly applied to "time worked"
|
|
this.timeWorked += (Engine._idleSpeed * numCycles);
|
|
this.timeWorkedCreateProgram += (Engine._idleSpeed * numCycles * skillMult);
|
|
var programName = this.createProgramName;
|
|
|
|
if (this.timeWorkedCreateProgram >= this.timeNeededToCompleteWork) {
|
|
this.finishCreateProgramWork(false);
|
|
}
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are currently working on coding " + programName + ".<br><br> " +
|
|
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"The program is " + (this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 100).toFixed(2) + "% complete. <br>" +
|
|
"If you cancel, your work will be saved and you can come back to complete the program later.";
|
|
}
|
|
|
|
PlayerObject.prototype.finishCreateProgramWork = function(cancelled, sing=false) {
|
|
var programName = this.createProgramName;
|
|
if (cancelled === false) {
|
|
dialogBoxCreate("You've finished creating " + programName + "!<br>" +
|
|
"The new program can be found on your home computer.");
|
|
|
|
this.getHomeComputer().programs.push(programName);
|
|
} else {
|
|
var perc = Math.floor(this.timeWorkedCreateProgram / this.timeNeededToCompleteWork * 100).toString();
|
|
var incompleteName = programName + "-" + perc + "%-INC";
|
|
this.getHomeComputer().programs.push(incompleteName);
|
|
}
|
|
|
|
this.gainIntelligenceExp(this.createProgramReqLvl / CONSTANTS.IntelligenceProgramBaseExpGain);
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
this.isWorking = false;
|
|
|
|
Engine.loadTerminalContent();
|
|
}
|
|
|
|
/* Studying/Taking Classes */
|
|
PlayerObject.prototype.startClass = function(costMult, expMult, className) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeStudyClass;
|
|
|
|
this.className = className;
|
|
|
|
var gameCPS = 1000 / Engine._idleSpeed;
|
|
|
|
//Base exp gains per second
|
|
var baseStudyComputerScienceExp = 0.5;
|
|
var baseDataStructuresExp = 1;
|
|
var baseNetworksExp = 2;
|
|
var baseAlgorithmsExp = 4;
|
|
var baseManagementExp = 2;
|
|
var baseLeadershipExp = 4;
|
|
var baseGymExp = 1;
|
|
|
|
//Find cost and exp gain per game cycle
|
|
var cost = 0;
|
|
var hackExp = 0, strExp = 0, defExp = 0, dexExp = 0, agiExp = 0, chaExp = 0;
|
|
switch (className) {
|
|
case CONSTANTS.ClassStudyComputerScience:
|
|
hackExp = baseStudyComputerScienceExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassDataStructures:
|
|
cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS;
|
|
hackExp = baseDataStructuresExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassNetworks:
|
|
cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS;
|
|
hackExp = baseNetworksExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassAlgorithms:
|
|
cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS;
|
|
hackExp = baseAlgorithmsExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassManagement:
|
|
cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS;
|
|
chaExp = baseManagementExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassLeadership:
|
|
cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS;
|
|
chaExp = baseLeadershipExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymStrength:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
strExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymDefense:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
defExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymDexterity:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
dexExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
case CONSTANTS.ClassGymAgility:
|
|
cost = CONSTANTS.ClassGymBaseCost * costMult / gameCPS;
|
|
agiExp = baseGymExp * expMult / gameCPS;
|
|
break;
|
|
default:
|
|
throw new Error("ERR: Invalid/unrecognized class name");
|
|
return;
|
|
}
|
|
|
|
this.workMoneyLossRate = cost;
|
|
this.workHackExpGainRate = hackExp * this.hacking_exp_mult * BitNodeMultipliers.ClassGymExpGain;
|
|
this.workStrExpGainRate = strExp * this.strength_exp_mult * BitNodeMultipliers.ClassGymExpGain;;
|
|
this.workDefExpGainRate = defExp * this.defense_exp_mult * BitNodeMultipliers.ClassGymExpGain;;
|
|
this.workDexExpGainRate = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.ClassGymExpGain;;
|
|
this.workAgiExpGainRate = agiExp * this.agility_exp_mult * BitNodeMultipliers.ClassGymExpGain;;
|
|
this.workChaExpGainRate = chaExp * this.charisma_exp_mult * BitNodeMultipliers.ClassGymExpGain;;
|
|
|
|
var cancelButton = clearEventListeners("work-in-progress-cancel-button");
|
|
if (className == CONSTANTS.ClassGymStrength ||
|
|
className == CONSTANTS.ClassGymDefense ||
|
|
className == CONSTANTS.ClassGymDexterity ||
|
|
className == CONSTANTS.ClassGymAgility) {
|
|
cancelButton.innerHTML = "Stop training at gym";
|
|
} else {
|
|
cancelButton.innerHTML = "Stop taking course";
|
|
}
|
|
cancelButton.addEventListener("click", function() {
|
|
Player.finishClass();
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.takeClass = function(numCycles) {
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
var className = this.className;
|
|
|
|
this.workHackExpGained += this.workHackExpGainRate * numCycles;
|
|
this.workStrExpGained += this.workStrExpGainRate * numCycles;
|
|
this.workDefExpGained += this.workDefExpGainRate * numCycles;
|
|
this.workDexExpGained += this.workDexExpGainRate * numCycles;
|
|
this.workAgiExpGained += this.workAgiExpGainRate * numCycles;
|
|
this.workChaExpGained += this.workChaExpGainRate * numCycles;
|
|
this.workRepGained += this.workRepGainRate * numCycles;
|
|
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
|
this.workMoneyGained -= this.workMoneyLossRate * numCycles;
|
|
|
|
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
|
"This has cost you: <br>" +
|
|
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
|
"You have gained: <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br>" +
|
|
"You may cancel at any time";
|
|
}
|
|
|
|
//The 'sing' argument defines whether or not this function was called
|
|
//through a Singularity Netscript function
|
|
PlayerObject.prototype.finishClass = function(sing=false) {
|
|
this.gainWorkExp();
|
|
|
|
if (this.workMoneyGained > 0) {
|
|
throw new Error("ERR: Somehow gained money while taking class");
|
|
}
|
|
this.loseMoney(this.workMoneyGained * -1);
|
|
|
|
this.updateSkillLevels();
|
|
var txt = "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ", <br>" +
|
|
"you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ". <br><br>" +
|
|
"You earned a total of: <br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
|
if (!sing) {dialogBoxCreate(txt);}
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
|
|
this.isWorking = false;
|
|
|
|
Engine.loadLocationContent();
|
|
|
|
if (sing) {return "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ", " +
|
|
"you spent a total of $" + formatNumber(this.workMoneyGained * -1, 2) + ". " +
|
|
"You earned a total of: " +
|
|
formatNumber(this.workHackExpGained, 3) + " hacking exp, " +
|
|
formatNumber(this.workStrExpGained, 3) + " strength exp, " +
|
|
formatNumber(this.workDefExpGained, 3) + " defense exp, " +
|
|
formatNumber(this.workDexExpGained, 3) + " dexterity exp, " +
|
|
formatNumber(this.workAgiExpGained, 3) + " agility exp, and " +
|
|
formatNumber(this.workChaExpGained, 3) + " charisma exp";}
|
|
}
|
|
|
|
//The EXP and $ gains are hardcoded. Time is in ms
|
|
PlayerObject.prototype.startCrime = function(hackExp, strExp, defExp, dexExp, agiExp, chaExp, money, time) {
|
|
this.resetWorkStatus();
|
|
this.isWorking = true;
|
|
this.workType = CONSTANTS.WorkTypeCrime;
|
|
|
|
this.workHackExpGained = hackExp * this.hacking_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workStrExpGained = strExp * this.strength_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workDefExpGained = defExp * this.defense_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workDexExpGained = dexExp * this.dexterity_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workAgiExpGained = agiExp * this.agility_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workChaExpGained = chaExp * this.charisma_exp_mult * BitNodeMultipliers.CrimeExpGain;
|
|
this.workMoneyGained = money * this.crime_money_mult * BitNodeMultipliers.CrimeMoney;
|
|
|
|
this.timeNeededToCompleteWork = time;
|
|
|
|
//Remove all old event listeners from Cancel button
|
|
var newCancelButton = clearEventListeners("work-in-progress-cancel-button")
|
|
newCancelButton.innerHTML = "Cancel crime"
|
|
newCancelButton.addEventListener("click", function() {
|
|
Player.finishCrime(true);
|
|
return false;
|
|
});
|
|
|
|
//Display Work In Progress Screen
|
|
Engine.loadWorkInProgressContent();
|
|
}
|
|
|
|
PlayerObject.prototype.commitCrime = function (numCycles) {
|
|
this.timeWorked += Engine._idleSpeed * numCycles;
|
|
|
|
if (this.timeWorked >= this.timeNeededToCompleteWork) {this.finishCrime(false); return;}
|
|
|
|
var percent = Math.round(this.timeWorked / this.timeNeededToCompleteWork * 100);
|
|
var numBars = Math.round(percent / 5);
|
|
if (numBars < 0) {numBars = 0;}
|
|
if (numBars > 20) {numBars = 20;}
|
|
var progressBar = "[" + Array(numBars+1).join("|") + Array(20 - numBars + 1).join(" ") + "]";
|
|
|
|
var txt = document.getElementById("work-in-progress-text");
|
|
txt.innerHTML = "You are attempting to " + this.crimeType + ".<br>" +
|
|
"Time remaining: " + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked) + "<br>" +
|
|
progressBar.replace( / /g, " " );
|
|
}
|
|
|
|
PlayerObject.prototype.finishCrime = function(cancelled) {
|
|
//Determine crime success/failure
|
|
if (!cancelled) {
|
|
var statusText = ""; //TODO, unique message for each crime when you succeed
|
|
if (determineCrimeSuccess(this.crimeType, this.workMoneyGained)) {
|
|
//Handle Karma and crime statistics
|
|
switch(this.crimeType) {
|
|
case CONSTANTS.CrimeShoplift:
|
|
this.karma -= 0.1;
|
|
break;
|
|
case CONSTANTS.CrimeRobStore:
|
|
this.karma -= 0.5;
|
|
break;
|
|
case CONSTANTS.CrimeMug:
|
|
this.karma -= 0.25;
|
|
break;
|
|
case CONSTANTS.CrimeLarceny:
|
|
this.karma -= 1.5;
|
|
break;
|
|
case CONSTANTS.CrimeDrugs:
|
|
this.karma -= 0.5;
|
|
break;
|
|
case CONSTANTS.CrimeTraffickArms:
|
|
this.karma -= 1;
|
|
break;
|
|
case CONSTANTS.CrimeHomicide:
|
|
++this.numPeopleKilled;
|
|
this.karma -= 3;
|
|
break;
|
|
case CONSTANTS.CrimeGrandTheftAuto:
|
|
this.karma -= 5;
|
|
this.gainIntelligenceExp(CONSTANTS.IntelligenceCrimeBaseExpGain);
|
|
break;
|
|
case CONSTANTS.CrimeKidnap:
|
|
this.karma -= 6;
|
|
break;
|
|
case CONSTANTS.CrimeAssassination:
|
|
++this.numPeopleKilled;
|
|
this.karma -= 10;
|
|
this.gainIntelligenceExp(CONSTANTS.IntelligenceCrimeBaseExpGain);
|
|
break;
|
|
case CONSTANTS.CrimeHeist:
|
|
this.karma -= 15;
|
|
this.gainIntelligenceExp(5 * CONSTANTS.IntelligenceCrimeBaseExpGain);
|
|
break;
|
|
default:
|
|
console.log(this.crimeType);
|
|
dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
|
|
return;
|
|
}
|
|
|
|
//On a crime success, gain 2x exp
|
|
this.workHackExpGained *= 2;
|
|
this.workStrExpGained *= 2;
|
|
this.workDefExpGained *= 2;
|
|
this.workDexExpGained *= 2;
|
|
this.workAgiExpGained *= 2;
|
|
this.workChaExpGained *= 2;
|
|
|
|
dialogBoxCreate("Crime successful! <br><br>" +
|
|
"You gained:<br>"+
|
|
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
|
formatNumber(this.workHackExpGained, 4) + " hacking experience <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength experience<br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense experience<br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity experience<br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility experience<br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma experience");
|
|
} else {
|
|
dialogBoxCreate("Crime failed! <br><br>" +
|
|
"You gained:<br>"+
|
|
formatNumber(this.workHackExpGained, 4) + " hacking experience <br>" +
|
|
formatNumber(this.workStrExpGained, 4) + " strength experience<br>" +
|
|
formatNumber(this.workDefExpGained, 4) + " defense experience<br>" +
|
|
formatNumber(this.workDexExpGained, 4) + " dexterity experience<br>" +
|
|
formatNumber(this.workAgiExpGained, 4) + " agility experience<br>" +
|
|
formatNumber(this.workChaExpGained, 4) + " charisma experience");
|
|
}
|
|
|
|
this.gainWorkExp();
|
|
}
|
|
|
|
|
|
|
|
var mainMenu = document.getElementById("mainmenu-container");
|
|
mainMenu.style.visibility = "visible";
|
|
this.isWorking = false;
|
|
Engine.loadLocationContent();
|
|
}
|
|
|
|
//Cancels the player's current "work" assignment and gives the proper rewards
|
|
//Used only for Singularity functions, so no popups are created
|
|
PlayerObject.prototype.singularityStopWork = function() {
|
|
if (!this.isWorking) {return "";}
|
|
var res; //Earnings text for work
|
|
switch (this.workType) {
|
|
case CONSTANTS.WorkTypeStudyClass:
|
|
res = this.finishClass(true);
|
|
break;
|
|
case CONSTANTS.WorkTypeCompany:
|
|
res = this.finishWork(true, true);
|
|
break;
|
|
case CONSTANTS.WorkTypeCompanyPartTime:
|
|
res = this.finishWorkPartTime(true);
|
|
break;
|
|
case CONSTANTS.WorkTypeFaction:
|
|
res = this.finishFactionWork(true, true);
|
|
break;
|
|
case CONSTANTS.WorkTypeCreateProgram:
|
|
res = this.finishCreateProgramWork(true, true);
|
|
break;
|
|
default:
|
|
console.log("ERROR: Unrecognized work type");
|
|
return "";
|
|
}
|
|
return res;
|
|
}
|
|
|
|
|
|
//Returns true if hospitalized, false otherwise
|
|
PlayerObject.prototype.takeDamage = function(amt) {
|
|
this.hp -= amt;
|
|
if (this.hp <= 0) {
|
|
this.hospitalize();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.hospitalize = function() {
|
|
dialogBoxCreate("You were in critical condition! You were taken to the hospital where " +
|
|
"luckily they were able to save your life. You were charged $" +
|
|
formatNumber(this.max_hp * CONSTANTS.HospitalCostPerHp, 2));
|
|
this.loseMoney(this.max_hp * CONSTANTS.HospitalCostPerHp);
|
|
this.hp = this.max_hp;
|
|
}
|
|
|
|
/********* Company job application **********/
|
|
//Determines the job that the Player should get (if any) at the current company
|
|
//The 'sing' argument designates whether or not this is being called from
|
|
//the applyToCompany() Netscript Singularity function
|
|
PlayerObject.prototype.applyForJob = function(entryPosType, sing=false) {
|
|
var currCompany = "";
|
|
if (this.companyName != "") {
|
|
currCompany = Companies[this.companyName];
|
|
}
|
|
var currPositionName = "";
|
|
if (this.companyPosition != "") {
|
|
currPositionName = this.companyPosition.positionName;
|
|
}
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (sing && !(company instanceof Company)) {
|
|
return "ERROR: Invalid company name: " + this.location + ". applyToCompany() failed";
|
|
}
|
|
|
|
var pos = entryPosType;
|
|
|
|
if (!this.isQualified(company, pos)) {
|
|
var reqText = getJobRequirementText(company, pos);
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position<br>" + reqText);
|
|
return;
|
|
}
|
|
|
|
while (true) {
|
|
if (Engine.Debug) {console.log("Determining qualification for next Company Position");}
|
|
var newPos = getNextCompanyPosition(pos);
|
|
if (newPos == null) {break;}
|
|
|
|
//Check if this company has this position
|
|
if (company.hasPosition(newPos)) {
|
|
if (!this.isQualified(company, newPos)) {
|
|
//If player not qualified for next job, break loop so player will be given current job
|
|
break;
|
|
}
|
|
pos = newPos;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Check if the determined job is the same as the player's current job
|
|
if (currCompany != "") {
|
|
if (currCompany.companyName == company.companyName &&
|
|
pos.positionName == currPositionName) {
|
|
var nextPos = getNextCompanyPosition(pos);
|
|
if (nextPos == null) {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("You are already at the highest position for your field! No promotion available");
|
|
} else if (company.hasPosition(nextPos)) {
|
|
if (sing) {return false;}
|
|
var reqText = getJobRequirementText(company, nextPos);
|
|
dialogBoxCreate("Unfortunately, you do not qualify for a promotion<br>" + reqText);
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("You are already at the highest position for your field! No promotion available");
|
|
}
|
|
return; //Same job, do nothing
|
|
}
|
|
}
|
|
|
|
|
|
//Lose reputation from a Company if you are leaving it for another job
|
|
var leaveCompany = false;
|
|
var oldCompanyName = "";
|
|
if (currCompany != "") {
|
|
if (currCompany.companyName != company.companyName) {
|
|
leaveCompany = true;
|
|
oldCompanyName = currCompany.companyName;
|
|
company.playerReputation -= 1000;
|
|
if (company.playerReputation < 0) {company.playerReputation = 0;}
|
|
}
|
|
}
|
|
|
|
this.companyName = company.companyName;
|
|
this.companyPosition = pos;
|
|
|
|
if (this.firstJobRecvd === false) {
|
|
this.firstJobRecvd = true;
|
|
document.getElementById("job-tab").style.display = "list-item";
|
|
document.getElementById("world-menu-header").click();
|
|
document.getElementById("world-menu-header").click();
|
|
}
|
|
|
|
if (leaveCompany) {
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " +
|
|
pos.positionName + "!<br>" +
|
|
"You lost 1000 reputation at your old company " + oldCompanyName + " because you left.");
|
|
} else {
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations! You were offered a new job at " + this.companyName + " as a " + pos.positionName + "!");
|
|
}
|
|
|
|
Engine.loadLocationContent();
|
|
}
|
|
|
|
//Returns your next position at a company given the field (software, business, etc.)
|
|
PlayerObject.prototype.getNextCompanyPosition = function(company, entryPosType) {
|
|
var currCompany = null;
|
|
if (this.companyName != "") {
|
|
currCompany = Companies[this.companyName];
|
|
}
|
|
|
|
//Not employed at this company, so return the entry position
|
|
if (currCompany == null || (currCompany.companyName != company.companyName)) {
|
|
return entryPosType;
|
|
}
|
|
|
|
//If the entry pos type and the player's current position have the same type,
|
|
//return the player's "nextCompanyPosition". Otherwise return the entryposType
|
|
//Employed at this company, so just return the next position if it exists.
|
|
if ((this.companyPosition.isSoftwareJob() && entryPosType.isSoftwareJob()) ||
|
|
(this.companyPosition.isITJob() && entryPosType.isITJob()) ||
|
|
(this.companyPosition.isSecurityEngineerJob() && entryPosType.isSecurityEngineerJob()) ||
|
|
(this.companyPosition.isNetworkEngineerJob() && entryPosType.isNetworkEngineerJob()) ||
|
|
(this.companyPosition.isSecurityJob() && entryPosType.isSecurityJob()) ||
|
|
(this.companyPosition.isAgentJob() && entryPosType.isAgentJob()) ||
|
|
(this.companyPosition.isSoftwareConsultantJob() && entryPosType.isSoftwareConsultantJob()) ||
|
|
(this.companyPosition.isBusinessConsultantJob() && entryPosType.isBusinessConsultantJob()) ||
|
|
(this.companyPosition.isPartTimeJob() && entryPosType.isPartTimeJob())) {
|
|
return getNextCompanyPosition(this.companyPosition);
|
|
}
|
|
|
|
|
|
return entryPosType;
|
|
}
|
|
|
|
PlayerObject.prototype.applyForSoftwareJob = function(sing=false) {
|
|
return this.applyForJob(CompanyPositions.SoftwareIntern, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForSoftwareConsultantJob = function(sing=false) {
|
|
return this.applyForJob(CompanyPositions.SoftwareConsultant, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForItJob = function(sing=false) {
|
|
return this.applyForJob(CompanyPositions.ITIntern, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForSecurityEngineerJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.SecurityEngineer)) {
|
|
return this.applyForJob(CompanyPositions.SecurityEngineer, sing);
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForNetworkEngineerJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.NetworkEngineer)) {
|
|
return this.applyForJob(CompanyPositions.NetworkEngineer, sing);
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForBusinessJob = function(sing=false) {
|
|
return this.applyForJob(CompanyPositions.BusinessIntern, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForBusinessConsultantJob = function(sing=false) {
|
|
return this.applyForJob(CompanyPositions.BusinessConsultant, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForSecurityJob = function(sing=false) {
|
|
//TODO If case for POlice departments
|
|
return this.applyForJob(CompanyPositions.SecurityGuard, sing);
|
|
}
|
|
|
|
PlayerObject.prototype.applyForAgentJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.FieldAgent)) {
|
|
return this.applyForJob(CompanyPositions.FieldAgent, sing);
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForEmployeeJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.Employee)) {
|
|
if (this.firstJobRecvd === false) {
|
|
this.firstJobRecvd = true;
|
|
document.getElementById("job-tab").style.display = "list-item";
|
|
document.getElementById("world-menu-header").click();
|
|
document.getElementById("world-menu-header").click();
|
|
}
|
|
this.companyName = company.companyName;
|
|
this.companyPosition = CompanyPositions.Employee;
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations, you are now employed at " + this.companyName);
|
|
Engine.loadLocationContent();
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForPartTimeEmployeeJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.PartTimeEmployee)) {
|
|
if (this.firstJobRecvd === false) {
|
|
this.firstJobRecvd = true;
|
|
document.getElementById("job-tab").style.display = "list-item";
|
|
document.getElementById("world-menu-header").click();
|
|
document.getElementById("world-menu-header").click();
|
|
}
|
|
this.companyName = company.companyName;
|
|
this.companyPosition = CompanyPositions.PartTimeEmployee;
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations, you are now employed part-time at " + this.companyName);
|
|
Engine.loadLocationContent();
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForWaiterJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.Waiter)) {
|
|
if (this.firstJobRecvd === false) {
|
|
this.firstJobRecvd = true;
|
|
document.getElementById("job-tab").style.display = "list-item";
|
|
document.getElementById("world-menu-header").click();
|
|
document.getElementById("world-menu-header").click();
|
|
}
|
|
this.companyName = company.companyName;
|
|
this.companyPosition = CompanyPositions.Waiter;
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations, you are now employed as a waiter at " + this.companyName);
|
|
Engine.loadLocationContent();
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.applyForPartTimeWaiterJob = function(sing=false) {
|
|
var company = Companies[this.location]; //Company being applied to
|
|
if (this.isQualified(company, CompanyPositions.PartTimeWaiter)) {
|
|
if (this.firstJobRecvd === false) {
|
|
this.firstJobRecvd = true;
|
|
document.getElementById("job-tab").style.display = "list-item";
|
|
document.getElementById("world-menu-header").click();
|
|
document.getElementById("world-menu-header").click();
|
|
}
|
|
this.companyName = company.companyName;
|
|
this.companyPosition = CompanyPositions.PartTimeWaiter;
|
|
if (sing) {return true;}
|
|
dialogBoxCreate("Congratulations, you are now employed as a part-time waiter at " + this.companyName);
|
|
Engine.loadLocationContent();
|
|
} else {
|
|
if (sing) {return false;}
|
|
dialogBoxCreate("Unforunately, you do not qualify for this position");
|
|
}
|
|
}
|
|
|
|
//Checks if the Player is qualified for a certain position
|
|
PlayerObject.prototype.isQualified = function(company, position) {
|
|
var offset = company.jobStatReqOffset;
|
|
var reqHacking = position.requiredHacking > 0 ? position.requiredHacking+offset : 0;
|
|
var reqStrength = position.requiredStrength > 0 ? position.requiredStrength+offset : 0;
|
|
var reqDefense = position.requiredDefense > 0 ? position.requiredDefense+offset : 0;
|
|
var reqDexterity = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;
|
|
var reqAgility = position.requiredDexterity > 0 ? position.requiredDexterity+offset : 0;
|
|
var reqCharisma = position.requiredCharisma > 0 ? position.requiredCharisma+offset : 0;
|
|
|
|
if (this.hacking_skill >= reqHacking &&
|
|
this.strength >= reqStrength &&
|
|
this.defense >= reqDefense &&
|
|
this.dexterity >= reqDexterity &&
|
|
this.agility >= reqAgility &&
|
|
this.charisma >= reqCharisma &&
|
|
company.playerReputation >= position.requiredReputation) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/********** Reapplying Augmentations and Source File ***********/
|
|
PlayerObject.prototype.reapplyAllAugmentations = function(resetMultipliers=true) {
|
|
console.log("Re-applying augmentations");
|
|
if (resetMultipliers) {
|
|
this.resetMultipliers();
|
|
}
|
|
|
|
for (let i = 0; i < this.augmentations.length; ++i) {
|
|
//Compatibility with new version
|
|
if (typeof this.augmentations[i] === 'string' || this.augmentations[i] instanceof String) {
|
|
var newOwnedAug = new PlayerOwnedAugmentation(this.augmentations[i]);
|
|
if (this.augmentations[i] == AugmentationNames.NeuroFluxGovernor) {
|
|
newOwnedAug.level = Augmentations[AugmentationNames.NeuroFluxGovernor].level;
|
|
}
|
|
this.augmentations[i] = newOwnedAug;
|
|
}
|
|
|
|
var augName = this.augmentations[i].name;
|
|
var aug = Augmentations[augName];
|
|
aug.owned = true;
|
|
if (aug == null) {
|
|
console.log("WARNING: Invalid augmentation name");
|
|
continue;
|
|
}
|
|
if (aug.name == AugmentationNames.NeuroFluxGovernor) {
|
|
for (let j = 0; j < aug.level; ++j) {
|
|
applyAugmentation(this.augmentations[i], true);
|
|
}
|
|
continue;
|
|
}
|
|
applyAugmentation(this.augmentations[i], true);
|
|
}
|
|
}
|
|
|
|
PlayerObject.prototype.reapplyAllSourceFiles = function() {
|
|
console.log("Re-applying source files");
|
|
//Will always be called after reapplyAllAugmentations() so multipliers do not have to be reset
|
|
//this.resetMultipliers();
|
|
|
|
for (let i = 0; i < this.sourceFiles.length; ++i) {
|
|
var srcFileKey = "SourceFile" + this.sourceFiles[i].n;
|
|
var sourceFileObject = SourceFiles[srcFileKey];
|
|
if (sourceFileObject == null) {
|
|
console.log("ERROR: Invalid source file number: " + this.sourceFiles[i].n);
|
|
continue;
|
|
}
|
|
applySourceFile(this.sourceFiles[i]);
|
|
}
|
|
}
|
|
|
|
/*************** Check for Faction Invitations *************/
|
|
//This function sets the requirements to join a Faction. It checks whether the Player meets
|
|
//those requirements and will return an array of all factions that the Player should
|
|
//receive an invitation to
|
|
PlayerObject.prototype.checkForFactionInvitations = function() {
|
|
let invitedFactions = []; //Array which will hold all Factions th eplayer should be invited to
|
|
|
|
var numAugmentations = this.augmentations.length;
|
|
|
|
var company = Companies[this.companyName];
|
|
var companyRep = 0;
|
|
if (company != null) {
|
|
companyRep = company.playerReputation;
|
|
}
|
|
|
|
//Illuminati
|
|
var illuminatiFac = Factions["Illuminati"];
|
|
if (!illuminatiFac.isBanned && !illuminatiFac.isMember && !illuminatiFac.alreadyInvited &&
|
|
numAugmentations >= 30 &&
|
|
this.money.gte(150000000000) &&
|
|
this.hacking_skill >= 1500 &&
|
|
this.strength >= 1200 && this.defense >= 1200 &&
|
|
this.dexterity >= 1200 && this.agility >= 1200) {
|
|
invitedFactions.push(illuminatiFac);
|
|
}
|
|
|
|
//Daedalus
|
|
var daedalusFac = Factions["Daedalus"];
|
|
if (!daedalusFac.isBanned && !daedalusFac.isMember && !daedalusFac.alreadyInvited &&
|
|
numAugmentations >= 30 &&
|
|
this.money.gte(100000000000) &&
|
|
(this.hacking_skill >= 2500 ||
|
|
(this.strength >= 1500 && this.defense >= 1500 &&
|
|
this.dexterity >= 1500 && this.agility >= 1500))) {
|
|
invitedFactions.push(daedalusFac);
|
|
}
|
|
|
|
//The Covenant
|
|
var covenantFac = Factions["The Covenant"];
|
|
if (!covenantFac.isBanned && !covenantFac.isMember && !covenantFac.alreadyInvited &&
|
|
numAugmentations >= 30 &&
|
|
this.money.gte(75000000000) &&
|
|
this.hacking_skill >= 850 &&
|
|
this.strength >= 850 &&
|
|
this.defense >= 850 &&
|
|
this.dexterity >= 850 &&
|
|
this.agility >= 850) {
|
|
invitedFactions.push(covenantFac);
|
|
}
|
|
|
|
//ECorp
|
|
var ecorpFac = Factions["ECorp"];
|
|
if (!ecorpFac.isBanned && !ecorpFac.isMember && !ecorpFac.alreadyInvited &&
|
|
this.companyName == Locations.AevumECorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(ecorpFac);
|
|
}
|
|
|
|
//MegaCorp
|
|
var megacorpFac = Factions["MegaCorp"];
|
|
if (!megacorpFac.isBanned && !megacorpFac.isMember && !megacorpFac.alreadyInvited &&
|
|
this.companyName == Locations.Sector12MegaCorp && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(megacorpFac);
|
|
}
|
|
|
|
//Bachman & Associates
|
|
var bachmanandassociatesFac = Factions["Bachman & Associates"];
|
|
if (!bachmanandassociatesFac.isBanned && !bachmanandassociatesFac.isMember &&
|
|
!bachmanandassociatesFac.alreadyInvited &&
|
|
this.companyName == Locations.AevumBachmanAndAssociates && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(bachmanandassociatesFac);
|
|
}
|
|
|
|
//Blade Industries
|
|
var bladeindustriesFac = Factions["Blade Industries"];
|
|
if (!bladeindustriesFac.isBanned && !bladeindustriesFac.isMember && !bladeindustriesFac.alreadyInvited &&
|
|
this.companyName == Locations.Sector12BladeIndustries && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(bladeindustriesFac);
|
|
}
|
|
|
|
//NWO
|
|
var nwoFac = Factions["NWO"];
|
|
if (!nwoFac.isBanned && !nwoFac.isMember && !nwoFac.alreadyInvited &&
|
|
this.companyName == Locations.VolhavenNWO && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(nwoFac);
|
|
}
|
|
|
|
//Clarke Incorporated
|
|
var clarkeincorporatedFac = Factions["Clarke Incorporated"];
|
|
if (!clarkeincorporatedFac.isBanned && !clarkeincorporatedFac.isMember && !clarkeincorporatedFac.alreadyInvited &&
|
|
this.companyName == Locations.AevumClarkeIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(clarkeincorporatedFac);
|
|
}
|
|
|
|
//OmniTek Incorporated
|
|
var omnitekincorporatedFac = Factions["OmniTek Incorporated"];
|
|
if (!omnitekincorporatedFac.isBanned && !omnitekincorporatedFac.isMember && !omnitekincorporatedFac.alreadyInvited &&
|
|
this.companyName == Locations.VolhavenOmniTekIncorporated && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(omnitekincorporatedFac);
|
|
}
|
|
|
|
//Four Sigma
|
|
var foursigmaFac = Factions["Four Sigma"];
|
|
if (!foursigmaFac.isBanned && !foursigmaFac.isMember && !foursigmaFac.alreadyInvited &&
|
|
this.companyName == Locations.Sector12FourSigma && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(foursigmaFac);
|
|
}
|
|
|
|
//KuaiGong International
|
|
var kuaigonginternationalFac = Factions["KuaiGong International"];
|
|
if (!kuaigonginternationalFac.isBanned && !kuaigonginternationalFac.isMember &&
|
|
!kuaigonginternationalFac.alreadyInvited &&
|
|
this.companyName == Locations.ChongqingKuaiGongInternational && companyRep >= CONSTANTS.CorpFactionRepRequirement) {
|
|
invitedFactions.push(kuaigonginternationalFac);
|
|
}
|
|
|
|
//Fulcrum Secret Technologies - If u've unlocked fulcrum secret technolgoies server and have a high rep with the company
|
|
var fulcrumsecrettechonologiesFac = Factions["Fulcrum Secret Technologies"];
|
|
var fulcrumSecretServer = AllServers[SpecialServerIps[SpecialServerNames.FulcrumSecretTechnologies]];
|
|
if (fulcrumSecretServer == null) {
|
|
console.log("ERROR: Could not find Fulcrum Secret Technologies Server");
|
|
} else {
|
|
if (!fulcrumsecrettechonologiesFac.isBanned && !fulcrumsecrettechonologiesFac.isMember &&
|
|
!fulcrumsecrettechonologiesFac.alreadyInvited &&
|
|
fulcrumSecretServer.manuallyHacked &&
|
|
this.companyName == Locations.AevumFulcrumTechnologies && companyRep >= 250000) {
|
|
invitedFactions.push(fulcrumsecrettechonologiesFac);
|
|
}
|
|
}
|
|
|
|
//BitRunners
|
|
var bitrunnersFac = Factions["BitRunners"];
|
|
var homeComp = this.getHomeComputer();
|
|
var bitrunnersServer = AllServers[SpecialServerIps[SpecialServerNames.BitRunnersServer]];
|
|
if (bitrunnersServer == null) {
|
|
console.log("ERROR: Could not find BitRunners Server");
|
|
} else if (!bitrunnersFac.isBanned && !bitrunnersFac.isMember && bitrunnersServer.manuallyHacked &&
|
|
!bitrunnersFac.alreadyInvited && this.hacking_skill >= 500 && homeComp.maxRam >= 128) {
|
|
invitedFactions.push(bitrunnersFac);
|
|
}
|
|
|
|
//The Black Hand
|
|
var theblackhandFac = Factions["The Black Hand"];
|
|
var blackhandServer = AllServers[SpecialServerIps[SpecialServerNames.TheBlackHandServer]];
|
|
if (blackhandServer == null) {
|
|
console.log("ERROR: Could not find The Black Hand Server");
|
|
} else if (!theblackhandFac.isBanned && !theblackhandFac.isMember && blackhandServer.manuallyHacked &&
|
|
!theblackhandFac.alreadyInvited && this.hacking_skill >= 350 && homeComp.maxRam >= 64) {
|
|
invitedFactions.push(theblackhandFac);
|
|
}
|
|
|
|
//NiteSec
|
|
var nitesecFac = Factions["NiteSec"];
|
|
var nitesecServer = AllServers[SpecialServerIps[SpecialServerNames.NiteSecServer]];
|
|
if (nitesecServer == null) {
|
|
console.log("ERROR: Could not find NiteSec Server");
|
|
} else if (!nitesecFac.isBanned && !nitesecFac.isMember && nitesecServer.manuallyHacked &&
|
|
!nitesecFac.alreadyInvited && this.hacking_skill >= 200 && homeComp.maxRam >= 32) {
|
|
invitedFactions.push(nitesecFac);
|
|
}
|
|
|
|
//Chongqing
|
|
var chongqingFac = Factions["Chongqing"];
|
|
if (!chongqingFac.isBanned && !chongqingFac.isMember && !chongqingFac.alreadyInvited &&
|
|
this.money.gte(20000000) && this.city == Locations.Chongqing) {
|
|
invitedFactions.push(chongqingFac);
|
|
}
|
|
|
|
//Sector-12
|
|
var sector12Fac = Factions["Sector-12"];
|
|
if (!sector12Fac.isBanned && !sector12Fac.isMember && !sector12Fac.alreadyInvited &&
|
|
this.money.gte(15000000) && this.city == Locations.Sector12) {
|
|
invitedFactions.push(sector12Fac);
|
|
}
|
|
|
|
//New Tokyo
|
|
var newtokyoFac = Factions["New Tokyo"];
|
|
if (!newtokyoFac.isBanned && !newtokyoFac.isMember && !newtokyoFac.alreadyInvited &&
|
|
this.money.gte(20000000) && this.city == Locations.NewTokyo) {
|
|
invitedFactions.push(newtokyoFac);
|
|
}
|
|
|
|
//Aevum
|
|
var aevumFac = Factions["Aevum"];
|
|
if (!aevumFac.isBanned && !aevumFac.isMember && !aevumFac.alreadyInvited &&
|
|
this.money.gte(40000000) && this.city == Locations.Aevum) {
|
|
invitedFactions.push(aevumFac);
|
|
}
|
|
|
|
//Ishima
|
|
var ishimaFac = Factions["Ishima"];
|
|
if (!ishimaFac.isBanned && !ishimaFac.isMember && !ishimaFac.alreadyInvited &&
|
|
this.money.gte(30000000) && this.city == Locations.Ishima) {
|
|
invitedFactions.push(ishimaFac);
|
|
}
|
|
|
|
//Volhaven
|
|
var volhavenFac = Factions["Volhaven"];
|
|
if (!volhavenFac.isBanned && !volhavenFac.isMember && !volhavenFac.alreadyInvited &&
|
|
this.money.gte(50000000) && this.city == Locations.Volhaven) {
|
|
invitedFactions.push(volhavenFac);
|
|
}
|
|
|
|
//Speakers for the Dead
|
|
var speakersforthedeadFac = Factions["Speakers for the Dead"];
|
|
if (!speakersforthedeadFac.isBanned && !speakersforthedeadFac.isMember && !speakersforthedeadFac.alreadyInvited &&
|
|
this.hacking_skill >= 100 && this.strength >= 300 && this.defense >= 300 &&
|
|
this.dexterity >= 300 && this.agility >= 300 && this.numPeopleKilled >= 30 &&
|
|
this.karma <= -45 && this.companyName != Locations.Sector12CIA &&
|
|
this.companyName != Locations.Sector12NSA) {
|
|
invitedFactions.push(speakersforthedeadFac);
|
|
}
|
|
|
|
//The Dark Army
|
|
var thedarkarmyFac = Factions["The Dark Army"];
|
|
if (!thedarkarmyFac.isBanned && !thedarkarmyFac.isMember && !thedarkarmyFac.alreadyInvited &&
|
|
this.hacking_skill >= 300 && this.strength >= 300 && this.defense >= 300 &&
|
|
this.dexterity >= 300 && this.agility >= 300 && this.city == Locations.Chongqing &&
|
|
this.numPeopleKilled >= 5 && this.karma <= -45 && this.companyName != Locations.Sector12CIA &&
|
|
this.companyName != Locations.Sector12NSA) {
|
|
invitedFactions.push(thedarkarmyFac);
|
|
}
|
|
|
|
//The Syndicate
|
|
var thesyndicateFac = Factions["The Syndicate"];
|
|
if (!thesyndicateFac.isBanned && !thesyndicateFac.isMember && !thesyndicateFac.alreadyInvited &&
|
|
this.hacking_skill >= 200 && this.strength >= 200 && this.defense >= 200 &&
|
|
this.dexterity >= 200 && this.agility >= 200 &&
|
|
(this.city == Locations.Aevum || this.city == Locations.Sector12) &&
|
|
this.money.gte(10000000) && this.karma <= -90 &&
|
|
this.companyName != Locations.Sector12CIA && this.companyName != Locations.Sector12NSA) {
|
|
invitedFactions.push(thesyndicateFac);
|
|
}
|
|
|
|
//Silhouette
|
|
var silhouetteFac = Factions["Silhouette"];
|
|
if (!silhouetteFac.isBanned && !silhouetteFac.isMember && !silhouetteFac.alreadyInvited &&
|
|
(this.companyPosition.positionName == CompanyPositions.CTO.positionName ||
|
|
this.companyPosition.positionName == CompanyPositions.CFO.positionName ||
|
|
this.companyPosition.positionName == CompanyPositions.CEO.positionName) &&
|
|
this.money.gte(15000000) && this.karma <= -22) {
|
|
invitedFactions.push(silhouetteFac);
|
|
}
|
|
|
|
//Tetrads
|
|
var tetradsFac = Factions["Tetrads"];
|
|
if (!tetradsFac.isBanned && !tetradsFac.isMember && !tetradsFac.alreadyInvited &&
|
|
(this.city == Locations.Chongqing || this.city == Locations.NewTokyo ||
|
|
this.city == Locations.Ishima) && this.strength >= 75 && this.defense >= 75 &&
|
|
this.dexterity >= 75 && this.agility >= 75 && this.karma <= -18) {
|
|
invitedFactions.push(tetradsFac);
|
|
}
|
|
|
|
//SlumSnakes
|
|
var slumsnakesFac = Factions["Slum Snakes"];
|
|
if (!slumsnakesFac.isBanned && !slumsnakesFac.isMember && !slumsnakesFac.alreadyInvited &&
|
|
this.strength >= 30 && this.defense >= 30 && this.dexterity >= 30 &&
|
|
this.agility >= 30 && this.karma <= -9 && this.money.gte(1000000)) {
|
|
invitedFactions.push(slumsnakesFac);
|
|
}
|
|
|
|
//Netburners
|
|
var netburnersFac = Factions["Netburners"];
|
|
var totalHacknetRam = 0;
|
|
var totalHacknetCores = 0;
|
|
var totalHacknetLevels = 0;
|
|
for (var i = 0; i < this.hacknetNodes.length; ++i) {
|
|
totalHacknetLevels += this.hacknetNodes[i].level;
|
|
totalHacknetRam += this.hacknetNodes[i].ram;
|
|
totalHacknetCores += this.hacknetNodes[i].cores;
|
|
}
|
|
if (!netburnersFac.isBanned && !netburnersFac.isMember && !netburnersFac.alreadyInvited &&
|
|
this.hacking_skill >= 80 && totalHacknetRam >= 8 &&
|
|
totalHacknetCores >= 4 && totalHacknetLevels >= 100) {
|
|
invitedFactions.push(netburnersFac);
|
|
}
|
|
|
|
//Tian Di Hui
|
|
var tiandihuiFac = Factions["Tian Di Hui"];
|
|
if (!tiandihuiFac.isBanned && !tiandihuiFac.isMember && !tiandihuiFac.alreadyInvited &&
|
|
this.money.gte(1000000) && this.hacking_skill >= 50 &&
|
|
(this.city == Locations.Chongqing || this.city == Locations.NewTokyo ||
|
|
this.city == Locations.Ishima)) {
|
|
invitedFactions.push(tiandihuiFac);
|
|
}
|
|
|
|
//CyberSec
|
|
var cybersecFac = Factions["CyberSec"];
|
|
var cybersecServer = AllServers[SpecialServerIps[SpecialServerNames.CyberSecServer]];
|
|
if (cybersecServer == null) {
|
|
console.log("ERROR: Could not find CyberSec Server");
|
|
} else if (!cybersecFac.isBanned && !cybersecFac.isMember && cybersecServer.manuallyHacked &&
|
|
!cybersecFac.alreadyInvited && this.hacking_skill >= 50) {
|
|
invitedFactions.push(cybersecFac);
|
|
}
|
|
|
|
return invitedFactions;
|
|
}
|
|
|
|
|
|
/*************** Gang ****************/
|
|
//Returns true if Player is in a gang and false otherwise
|
|
PlayerObject.prototype.inGang = function() {
|
|
if (this.gang == null || this.gang == undefined) {return false;}
|
|
return (this.gang instanceof Gang);
|
|
}
|
|
|
|
PlayerObject.prototype.startGang = function(factionName, hacking) {
|
|
this.gang = new Gang(factionName, hacking);
|
|
}
|
|
|
|
/************* BitNodes **************/
|
|
PlayerObject.prototype.setBitNodeNumber = function(n) {
|
|
this.bitNodeN = n;
|
|
}
|
|
|
|
/* Functions for saving and loading the Player data */
|
|
function loadPlayer(saveString) {
|
|
Player = JSON.parse(saveString, Reviver);
|
|
|
|
//Parse Decimal.js objects
|
|
Player.money = new Decimal(Player.money);
|
|
Player.total_money = new Decimal(Player.total_money);
|
|
Player.lifetime_money = new Decimal(Player.lifetime_money);
|
|
}
|
|
|
|
PlayerObject.prototype.toJSON = function() {
|
|
return Generic_toJSON("PlayerObject", this);
|
|
}
|
|
|
|
PlayerObject.fromJSON = function(value) {
|
|
return Generic_fromJSON(PlayerObject, value.data);
|
|
}
|
|
|
|
Reviver.constructors.PlayerObject = PlayerObject;
|
|
|
|
let Player = new PlayerObject();
|
|
export {Player, loadPlayer};
|