mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-26 11:10:58 +02:00
Fixed comment styling for all top-level src files
This commit is contained in:
+39
-39
@@ -17,21 +17,21 @@ let InfiltrationScenarios = {
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}
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function InfiltrationInstance(companyName, startLevel, val, maxClearance, diff) {
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this.companyName = companyName;
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this.clearanceLevel = 0;
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this.maxClearanceLevel = maxClearance;
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this.securityLevel = startLevel;
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this.difficulty = diff; //Affects how much security level increases. Represents a percentage
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this.baseValue = val; //Base value of company secrets
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this.secretsStolen = []; //Numbers representing value of stolen secrets
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this.companyName = companyName;
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this.clearanceLevel = 0;
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this.maxClearanceLevel = maxClearance;
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this.securityLevel = startLevel;
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this.difficulty = diff; // Affects how much security level increases. Represents a percentage
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this.baseValue = val; // Base value of company secrets
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this.secretsStolen = []; // Numbers representing value of stolen secrets
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this.hackingExpGained = 0;
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this.strExpGained = 0;
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this.defExpGained = 0;
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this.dexExpGained = 0;
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this.agiExpGained = 0;
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this.chaExpGained = 0;
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this.intExpGained = 0;
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this.hackingExpGained = 0;
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this.strExpGained = 0;
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this.defExpGained = 0;
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this.dexExpGained = 0;
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this.agiExpGained = 0;
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this.chaExpGained = 0;
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this.intExpGained = 0;
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}
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InfiltrationInstance.prototype.expMultiplier = function() {
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@@ -106,7 +106,7 @@ InfiltrationInstance.prototype.gainIntelligenceExp = function(amt) {
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InfiltrationInstance.prototype.calcGainedIntelligenceExp = function() {
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if(!this.intExpGained || isNaN(this.intExpGained)) return 0;
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return Math.pow(this.intExpGained*this.expMultiplier(), CONSTANTS.InfiltrationExpPow);
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return Math.pow(this.intExpGained * this.expMultiplier(), CONSTANTS.InfiltrationExpPow);
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}
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function beginInfiltration(companyName, startLevel, val, maxClearance, diff) {
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@@ -159,7 +159,7 @@ function nextInfiltrationLevel(inst) {
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bribeButton.style.display = "none";
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escapeButton.style.display = "none";
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var rand = getRandomInt(0, 5); //This needs to change if more scenarios are added
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var rand = getRandomInt(0, 5); // This needs to change if more scenarios are added
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var scenario = null;
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switch (rand) {
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case 1:
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@@ -442,7 +442,7 @@ function nextInfiltrationLevel(inst) {
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function endInfiltrationLevel(inst) {
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//Check if you gained any secrets
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// Check if you gained any secrets
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if (inst.clearanceLevel % 5 == 0) {
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var baseSecretValue = inst.baseValue * inst.clearanceLevel / 2;
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var secretValue = baseSecretValue * Player.faction_rep_mult *
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@@ -456,12 +456,12 @@ function endInfiltrationLevel(inst) {
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"could be given to factions for reputation (<span class='light-yellow'>" + formatNumber(secretValue, 3) + " rep</span>)");
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}
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//Increase security level based on difficulty
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// Increase security level based on difficulty
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inst.securityLevel *= (1 + (inst.difficulty / 100));
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writeInfiltrationStatusText("You move on to the facility's next clearance level. This " +
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"clearance level has " + inst.difficulty + "% higher security");
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//If this is max level, force endInfiltration
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// If this is max level, force endInfiltration
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if (inst.clearanceLevel >= inst.maxClearanceLevel) {
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endInfiltration(inst, true);
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} else {
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@@ -629,8 +629,8 @@ function updateInfiltrationButtons(inst, scenario) {
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let intWgt = CONSTANTS.IntelligenceInfiltrationWeight;
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//Kill
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//Success: 5%, Failure 10%, -Karma
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// Kill
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// Success: 5%, Failure 10%, -Karma
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function attemptInfiltrationKill(inst) {
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var chance = getInfiltrationKillChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
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@@ -655,8 +655,8 @@ function getInfiltrationKillChance(inst) {
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}
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//Knockout
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//Success: 3%, Failure: 10%
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// Knockout
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// Success: 3%, Failure: 10%
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function attemptInfiltrationKnockout(inst) {
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var chance = getInfiltrationKnockoutChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 70) * Player.strength_exp_mult;
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@@ -680,8 +680,8 @@ function getInfiltrationKnockoutChance(inst) {
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Player.agility) / (1.7 * lvl));
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}
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//Stealth knockout
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//Success: 0%, Failure: 10%
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// Stealth knockout
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// Success: 0%, Failure: 10%
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function attemptInfiltrationStealthKnockout(inst) {
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var chance = getInfiltrationStealthKnockoutChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
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@@ -704,8 +704,8 @@ function getInfiltrationStealthKnockoutChance(inst) {
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intWgt * Player.intelligence) / (3 * lvl));
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}
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//Assassination
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//Success: 0%, Failure: 5%, -Karma
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// Assassination
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// Success: 0%, Failure: 5%, -Karma
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function attemptInfiltrationAssassinate(inst) {
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var chance = getInfiltrationAssassinateChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
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@@ -728,8 +728,8 @@ function getInfiltrationAssassinateChance(inst) {
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}
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//Destroy security
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//Success: 5%, Failure: 10%
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// Destroy security
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// Success: 5%, Failure: 10%
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function attemptInfiltrationDestroySecurity(inst) {
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var chance = getInfiltrationDestroySecurityChance(inst);
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inst.gainStrengthExp(inst.securityLevel / 75) * Player.strength_exp_mult;
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@@ -755,8 +755,8 @@ function getInfiltrationDestroySecurityChance(inst) {
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}
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//Hack security
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//Success: 3%, Failure: 5%
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// Hack security
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// Success: 3%, Failure: 5%
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function attemptInfiltrationHack(inst) {
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var chance = getInfiltrationHackChance(inst);
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inst.gainHackingExp(inst.securityLevel / 30) * Player.hacking_exp_mult;
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@@ -778,8 +778,8 @@ function getInfiltrationHackChance(inst) {
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(intWgt * Player.intelligence)) / lvl);
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}
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//Sneak past security
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//Success: 0%, Failure: 8%
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// Sneak past security
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// Success: 0%, Failure: 8%
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function attemptInfiltrationSneak(inst) {
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var chance = getInfiltrationSneakChance(inst);
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inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult;
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@@ -799,8 +799,8 @@ function getInfiltrationSneakChance(inst) {
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intWgt * Player.intelligence) / (2 * lvl));
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}
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//Pick locked door
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//Success: 1%, Failure: 3%
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// Pick locked door
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// Success: 1%, Failure: 3%
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function attemptInfiltrationPickLockedDoor(inst) {
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var chance = getInfiltrationPickLockedDoorChance(inst);
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inst.gainDexterityExp(inst.securityLevel / 25) * Player.dexterity_exp_mult;
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@@ -820,8 +820,8 @@ function getInfiltrationPickLockedDoorChance(inst) {
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intWgt * Player.intelligence) / lvl);
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}
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//Bribe
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//Success: 0%, Failure: 15%,
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// Bribe
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// Success: 0%, Failure: 15%,
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function attemptInfiltrationBribe(inst) {
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var chance = getInfiltrationBribeChance(inst);
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inst.gainCharismaExp(inst.securityLevel / 8) * Player.charisma_exp_mult;
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@@ -839,8 +839,8 @@ function getInfiltrationBribeChance(inst) {
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(Player.charisma) / lvl);
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}
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//Escape
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//Failure: 5%
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// Escape
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// Failure: 5%
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function attemptInfiltrationEscape(inst) {
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var chance = getInfiltrationEscapeChance(inst);
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inst.gainAgilityExp(inst.securityLevel / 30) * Player.agility_exp_mult;
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