mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-25 10:42:51 +02:00
Playtesting - Rebalancing, UI improvements, added tooltip for programs, home computer no longer reset on prestige
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+19
-20
@@ -172,7 +172,7 @@ PlayerObject.prototype.init = function() {
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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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}
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PlayerObject.prototype.getCurrentServer = function() {
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return AllServers[this.currentServer];
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@@ -792,19 +792,13 @@ PlayerObject.prototype.startClass = function(costMult, expMult, className) {
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this.className = className;
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var gameCPS = 1000 / Engine._idleSpeed;
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//Base costs/exp (per second)
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var baseDataStructuresCost = 1;
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var baseNetworksCost = 5;
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var baseAlgorithmsCost = 20;
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var baseManagementCost = 10;
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var baseLeadershipCost = 20;
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var baseStudyComputerScienceExp = 0.02;
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var baseDataStructuresExp = 0.1;
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var baseNetworksExp = 0.4;
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var baseAlgorithmsExp = 1.5;
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var baseManagementExp = 0.8;
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var baseLeadershipExp = 1.5;
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var baseStudyComputerScienceExp = 0.05;
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var baseDataStructuresExp = 0.2;
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var baseNetworksExp = 0.8;
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var baseAlgorithmsExp = 2.0;
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var baseManagementExp = 1.0;
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var baseLeadershipExp = 2.0;
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//Find cost and exp gain per game cycle
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var cost = 0;
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@@ -815,23 +809,23 @@ PlayerObject.prototype.startClass = function(costMult, expMult, className) {
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hackExp = baseStudyComputerScienceExp * expMult / gameCPS;
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break;
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case CONSTANTS.ClassDataStructures:
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cost = baseDataStructuresCost * costMult / gameCPS;
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cost = CONSTANTS.ClassDataStructuresBaseCost * costMult / gameCPS;
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hackExp = baseDataStructuresExp * expMult / gameCPS;
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break;
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case CONSTANTS.ClassNetworks:
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cost = baseNetworksCost * costMult / gameCPS;
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cost = CONSTANTS.ClassNetworksBaseCost * costMult / gameCPS;
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hackExp = baseNetworksExp * expMult / gameCPS;
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break;
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case CONSTANTS.ClassAlgorithms:
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cost = baseAlgorithmsCost * costMult / gameCPS;
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cost = CONSTANTS.ClassAlgorithmsBaseCost * costMult / gameCPS;
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hackExp = baseAlgorithmsExp * expMult / gameCPS;
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break;
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case CONSTANTS.ClassManagement:
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cost = baseManagementCost * costMult / gameCPS;
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cost = CONSTANTS.ClassManagementBaseCost * costMult / gameCPS;
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chaExp = baseManagementExp * expMult / gameCPS;
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break;
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case CONSTANTS.ClassLeadership:
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cost = baseLeadershipCost * costMult / gameCPS;
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cost = CONSTANTS.ClassLeadershipBaseCost * costMult / gameCPS;
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chaExp = baseLeadershipExp * expMult / gameCPS;
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break;
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default:
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@@ -951,11 +945,16 @@ PlayerObject.prototype.startCrime = function(hackExp, strExp, defExp, dexExp, ag
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PlayerObject.prototype.commitCrime = function (numCycles) {
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this.timeWorked += Engine._idleSpeed * numCycles;
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if (this.timeWorked >= this.timeNeededToCompleteWork) {Player.finishCrime(false);}
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if (this.timeWorked >= this.timeNeededToCompleteWork) {Player.finishCrime(false); return;}
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var percent = Math.round(Player.timeWorked / Player.timeNeededToCompleteWork * 100);
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var numBars = Math.round(percent / 5);
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var progressBar = "[" + Array(numBars+1).join("|") + Array(20 - numBars + 1).join(" ") + "]";
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var txt = document.getElementById("work-in-progress-text");
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txt.innerHTML = "You are attempting to " + Player.crimeType + ".<br>" +
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"Time remaining: " + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked);
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"Time remaining: " + convertTimeMsToTimeElapsedString(this.timeNeededToCompleteWork - this.timeWorked) + "<br>" +
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progressBar.replace( / /g, " " );
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}
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PlayerObject.prototype.finishCrime = function(cancelled) {
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