Added a bunch of small fixes and features, don't remember exactly what lol

This commit is contained in:
Daniel Xie
2017-02-16 12:52:11 -06:00
parent 1c26d2953b
commit 0ed3d65ae5
18 changed files with 736 additions and 215 deletions
+205 -19
View File
@@ -75,6 +75,11 @@ function PlayerObject() {
//Augmentations
this.numAugmentations = 0;
//Misc statistics
this.numPeopleKilled = 0;
this.numPeopleKilledTotal = 0;
this.numPeopleKilledLifetime = 0;
//Achievements and achievement progress
//Flag to let the engine know the player is starting an action
@@ -82,14 +87,16 @@ function PlayerObject() {
this.startAction = false;
this.actionTime = 0;
//Flags/variables for working
//Flags/variables for working (both Company and faction)
this.isWorking = false;
this.isWorkingForFaction = false;
this.workHackExpGainRate = 0;
this.workStrExpGainRate = 0;
this.workDefExpGainRate = 0;
this.workDexExpGainRate = 0;
this.workAgiExpGainRate = 0;
this.workChaExpGainRate = 0;
this.workRepGainRate = 0;
this.workMoneyGainRate = 0;
@@ -98,6 +105,7 @@ function PlayerObject() {
this.workDefExpGained = 0;
this.workDexExpGained = 0;
this.workAgiExpGained = 0;
this.workChaExpGained = 0;
this.workRepGained = 0;
this.workMoneyGained = 0;
@@ -132,7 +140,7 @@ PlayerObject.prototype.getHomeComputer = function() {
// At the maximum possible exp (MAX_INT = 9007199254740991), the hacking skill will be 1796 TODO REcalculate this
// Gets to level 1000 hacking skill at (TODO Determine this)
PlayerObject.prototype.calculateSkill = function(exp) {
return Math.max(Math.floor(32 * Math.log(exp + 112) - 150), 1);
return Math.max(Math.floor(32 * Math.log(exp + 534.5) - 200), 1);
}
PlayerObject.prototype.updateSkillLevels = function() {
@@ -164,7 +172,7 @@ PlayerObject.prototype.calculateHackingChance = function() {
// hacking_skill
PlayerObject.prototype.calculateHackingTime = function() {
var difficultyMult = this.getCurrentServer().requiredHackingSkill * this.getCurrentServer().hackDifficulty;
var skillFactor = difficultyMult / this.hacking_skill;
var skillFactor = (difficultyMult + 500) / (this.hacking_skill + 100);
return skillFactor * this.hacking_speed_multiplier;
}
@@ -212,18 +220,22 @@ PlayerObject.prototype.gainMoney = function(money) {
this.lifetime_money += money;
}
/* Working */
/* Working for Company */
PlayerObject.prototype.finishWork = function(cancelled) {
//Since the work was cancelled early, player only gains half of what they've earned so far
var cancMult = 1;
if (cancelled) {
cancMult = 2;
}
this.hacking_exp += Math.round(this.workHackExpGained / cancMult);
this.strength_exp += Math.round(this.workStrExpGained / cancMult);
this.defense_exp += Math.round(this.workDefExpGained / cancMult);
this.dexterity_exp += Math.round(this.workDexExpGained / cancMult);
this.agility_exp += Math.round(this.workAgiExpGained / cancMult);
if (Engine.Debug) {
console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
}
this.hacking_exp += (this.workHackExpGained / cancMult);
this.strength_exp += (this.workStrExpGained / cancMult);
this.defense_exp += (this.workDefExpGained / cancMult);
this.dexterity_exp += (this.workDexExpGained / cancMult);
this.agility_exp += (this.workAgiExpGained / cancMult);
this.charisma_exp += (this.workChaExpGained / cancMult);
var company = Companies[this.companyName];
company.playerReputation += (this.workRepGained / cancMult);
@@ -243,10 +255,11 @@ PlayerObject.prototype.finishWork = function(cancelled) {
(this.workStrExpGained / cancMult).toFixed(3) + " strength exp <br>" +
(this.workDefExpGained / cancMult).toFixed(3) + " defense exp <br>" +
(this.workDexExpGained / cancMult).toFixed(3) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>";
(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>" +
(this.workChaExpGained / cancMult).toFixed(3) + " charisma exp<br>";
} else {
txt = "You worked a full shirt of 8 hours! <br><br> " +
txt = "You worked a full shift of 8 hours! <br><br> " +
"You earned a total of: <br>" +
"$" + (this.workMoneyGained / cancMult) + "<br>" +
(this.workRepGained / cancMult) + " reputation for the company <br>" +
@@ -254,13 +267,16 @@ PlayerObject.prototype.finishWork = function(cancelled) {
(this.workStrExpGained / cancMult) + " strength exp <br>" +
(this.workDefExpGained / cancMult) + " defense exp <br>" +
(this.workDexExpGained / cancMult) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult) + " agility exp <br>";
(this.workAgiExpGained / cancMult) + " agility exp <br>" +
(this.workChaExpGained / cancMult) + " charisma exp <br>";
}
dialogBoxCreate(txt);
var mainMenu = document.getElementById("mainmenu-container");
mainMenu.style.visibility = "visible";
Player.isWorking = false;
Engine.loadTerminalContent();
}
@@ -272,6 +288,7 @@ PlayerObject.prototype.startWork = function() {
this.workDefExpGainRate = this.getWorkDefExpGain();
this.workDexExpGainRate = this.getWorkDexExpGain();
this.workAgiExpGainRate = this.getWorkAgiExpGain();
this.workChaExpGainRate = this.getWorkChaExpGain();
this.workRepGainRate = this.getWorkRepGain();
this.workMoneyGainRate = this.getWorkMoneyGain();
@@ -280,14 +297,21 @@ PlayerObject.prototype.startWork = function() {
this.workDefExpGained = 0;
this.workDexExpGained = 0;
this.workAgiExpGained = 0;
this.workChaExpGained = 0;
this.workRepGained = 0;
this.workMoneyGained = 0;
this.timeWorked = 0;
var cancelButton = document.getElementById("work-in-progress-cancel-button");
cancelButton.addEventListener("click", function() {
//Remove all old event listeners from Cancel button
var newCancelButton = cancelButton.cloneNode(true);
cancelButton.parentNode.replaceChild(newCancelButton, cancelButton);
newCancelButton.addEventListener("click", function() {
Player.finishWork(true);
return false;
});
//Display Work In Progress Screen
@@ -300,6 +324,7 @@ PlayerObject.prototype.work = function(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;
@@ -307,8 +332,17 @@ PlayerObject.prototype.work = function(numCycles) {
this.timeWorked += Engine._idleSpeed * numCycles;
//TODO If timeWorked == 8 hours, then finish
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
if (this.timeWorked >= 28800000) {
var maxCycles = 144000; //Number of cycles in 8 hours
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);
}
@@ -318,18 +352,167 @@ PlayerObject.prototype.work = function(numCycles) {
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
"You have earned: <br><br>" +
"$" + this.workMoneyGained + " (" + (this.workMoneyGainRate * cyclesPerSec).toFixed(2) + " / sec) <br><br>" +
this.workRepGained.toFixed(3) + " (" + (this.workRepGainRate * cyclesPerSec).toFixed(3) + " / sec) reputation for this company <br>" +
this.workHackExpGained.toFixed(3) + " (" + (this.workHackExpGainRate * cyclesPerSec).toFixed(3) + " / sec) hacking exp <br>" +
this.workRepGained.toFixed(3) + " (" + (this.workRepGainRate * cyclesPerSec).toFixed(3) + " / sec) reputation for this company <br><br>" +
this.workHackExpGained.toFixed(3) + " (" + (this.workHackExpGainRate * cyclesPerSec).toFixed(3) + " / sec) hacking exp <br><br>" +
this.workStrExpGained.toFixed(3) + " (" + (this.workStrExpGainRate * cyclesPerSec).toFixed(3) + " / sec) strength exp <br>" +
this.workDefExpGained.toFixed(3) + " (" + (this.workDefExpGainRate * cyclesPerSec).toFixed(3) + " / sec) defense exp <br>" +
this.workDexExpGained.toFixed(3) + " (" + (this.workDexExpGainRate * cyclesPerSec).toFixed(3) + " / sec) dexterity exp <br>" +
this.workAgiExpGained.toFixed(3) + " (" + (this.workAgiExpGainRate * cyclesPerSec).toFixed(3) + " / sec) agility exp <br><br> " +
this.workChaExpGained.toFixed(3) + " (" + (this.workChaExpGainRate * cyclesPerSec).toFixed(3) + " / sec) charisma exp <br><br>" +
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
"but you will only gain half of the experience, money, and reputation you've earned so far."
}
/* Working for Faction */
PlayerObject.prototype.finishFactionWork = function(cancelled) {
//Since the work was cancelled early, player only gains half of what they've earned so far
var cancMult = 1;
if (cancelled) {
cancMult = 2;
}
if (Engine.Debug) {
console.log("Player finishWork() called with " + this.workMoneyGained / cancMult + " $ gained");
}
this.hacking_exp += (this.workHackExpGained / cancMult);
this.strength_exp += (this.workStrExpGained / cancMult);
this.defense_exp += (this.workDefExpGained / cancMult);
this.dexterity_exp += (this.workDexExpGained / cancMult);
this.agility_exp += (this.workAgiExpGained / cancMult);
this.charisma_exp += (this.workChaExpGained / cancMult);
var company = Companies[this.companyName];
company.playerReputation += (this.workRepGained / cancMult);
this.gainMoney(this.workMoneyGained / cancMult);
this.updateSkillLevels();
var txt = "";
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 experience, money, and reputation you earned. <br><br>" +
"You earned a total of: <br>" +
"$" + (this.workMoneyGained / cancMult).toFixed(2) + "<br>" +
(this.workRepGained / cancMult).toFixed(3) + " reputation for the company <br>" +
(this.workHackExpGained / cancMult).toFixed(3) + " hacking exp <br>" +
(this.workStrExpGained / cancMult).toFixed(3) + " strength exp <br>" +
(this.workDefExpGained / cancMult).toFixed(3) + " defense exp <br>" +
(this.workDexExpGained / cancMult).toFixed(3) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult).toFixed(3) + " agility exp <br>" +
(this.workChaExpGained / cancMult).toFixed(3) + " charisma exp<br>";
} else {
txt = "You worked a full shift of 8 hours! <br><br> " +
"You earned a total of: <br>" +
"$" + (this.workMoneyGained / cancMult) + "<br>" +
(this.workRepGained / cancMult) + " reputation for the company <br>" +
(this.workHackExpGained / cancMult) + " hacking exp <br>" +
(this.workStrExpGained / cancMult) + " strength exp <br>" +
(this.workDefExpGained / cancMult) + " defense exp <br>" +
(this.workDexExpGained / cancMult) + " dexterity exp <br>" +
(this.workAgiExpGained / cancMult) + " agility exp <br>" +
(this.workChaExpGained / cancMult) + " charisma exp <br>";
}
dialogBoxCreate(txt);
var mainMenu = document.getElementById("mainmenu-container");
mainMenu.style.visibility = "visible";
Player.isWorking = false;
Engine.loadTerminalContent();
}
PlayerObject.prototype.startFactionHackWork = function() {
this.isWorking = true;
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.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;
var cancelButton = document.getElementById("work-in-progress-cancel-button");
//Remove all old event listeners from Cancel button
var newCancelButton = cancelButton.cloneNode(true);
cancelButton.parentNode.replaceChild(newCancelButton, cancelButton);
newCancelButton.addEventListener("click", function() {
Player.finishWork(true);
return false;
});
//Display Work In Progress Screen
Engine.loadWorkInProgressContent();
}
PlayerObject.prototype.workForFaction = function(numCycles) {
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 >= 28800000) {
var maxCycles = 144000; //Number of cycles in 8 hours
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);
}
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>" +
"$" + this.workMoneyGained + " (" + (this.workMoneyGainRate * cyclesPerSec).toFixed(2) + " / sec) <br><br>" +
this.workRepGained.toFixed(3) + " (" + (this.workRepGainRate * cyclesPerSec).toFixed(3) + " / sec) reputation for this company <br><br>" +
this.workHackExpGained.toFixed(3) + " (" + (this.workHackExpGainRate * cyclesPerSec).toFixed(3) + " / sec) hacking exp <br><br>" +
this.workStrExpGained.toFixed(3) + " (" + (this.workStrExpGainRate * cyclesPerSec).toFixed(3) + " / sec) strength exp <br>" +
this.workDefExpGained.toFixed(3) + " (" + (this.workDefExpGainRate * cyclesPerSec).toFixed(3) + " / sec) defense exp <br>" +
this.workDexExpGained.toFixed(3) + " (" + (this.workDexExpGainRate * cyclesPerSec).toFixed(3) + " / sec) dexterity exp <br>" +
this.workAgiExpGained.toFixed(3) + " (" + (this.workAgiExpGainRate * cyclesPerSec).toFixed(3) + " / sec) agility exp <br><br> " +
this.workChaExpGained.toFixed(3) + " (" + (this.workChaExpGainRate * cyclesPerSec).toFixed(3) + " / sec) charisma exp <br><br>" +
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
"but you will only gain half of the experience, money, and reputation you've earned so far."
}
//Money gained per game cycle
PlayerObject.prototype.getWorkMoneyGain = function() {
var company = Companies[this.companyName];
@@ -339,9 +522,6 @@ PlayerObject.prototype.getWorkMoneyGain = function() {
//Hack exp gained per game cycle
PlayerObject.prototype.getWorkHackExpGain = function() {
var company = Companies[this.companyName];
if (Engine.Debug) {
console.log(company.companyName);
}
return this.companyPosition.hackingExpGain * company.expMultiplier * this.hacking_exp_mult;
}
@@ -369,6 +549,12 @@ PlayerObject.prototype.getWorkAgiExpGain = function() {
return this.companyPosition.agilityExpGain * company.expMultiplier * this.agility_exp_mult;
}
//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;
}
//Reputation gained per game cycle
PlayerObject.prototype.getWorkRepGain = function() {
return this.companyPosition.calculateJobPerformance(this.hacking_skill, this.strength,