Fixed comment styling for all top-level src files

This commit is contained in:
danielyxie
2019-04-12 18:22:46 -07:00
committed by danielyxie
parent 0d14cd6e7e
commit 215cf59e0b
20 changed files with 1149 additions and 1063 deletions
+154 -143
View File
@@ -15,7 +15,7 @@ import { clearEventListeners } from "../utils/uiHelpers/clearEventListeners";
import jsplumb from "jsplumb";
let inMission = false; //Flag to denote whether a mission is running
let inMission = false; // Flag to denote whether a mission is running
let currMission = null;
function setInMission(bool, mission) {
inMission = bool;
@@ -26,26 +26,26 @@ function setInMission(bool, mission) {
}
}
//Keyboard shortcuts
// Keyboard shortcuts
$(document).keydown(function(e) {
if (inMission && currMission && currMission.selectedNode.length != 0) {
switch (e.keyCode) {
case 65: //a for Attack
case 65: // a for Attack
currMission.actionButtons[0].click();
break;
case 83: //s for Scan
case 83: // s for Scan
currMission.actionButtons[1].click();
break;
case 87: //w for Weaken
case 87: // w for Weaken
currMission.actionButtons[2].click();
break;
case 70: //f for Fortify
case 70: // f for Fortify
currMission.actionButtons[3].click();
break;
case 82: //r for Overflow
case 82: // r for Overflow
currMission.actionButtons[4].click();
break;
case 68: //d for Detach connection
case 68: // d for Detach connection
currMission.actionButtons[5].click();
break;
default:
@@ -55,20 +55,20 @@ $(document).keydown(function(e) {
});
let NodeTypes = {
Core: "CPU Core Node", //All actions available
Firewall: "Firewall Node", //No actions available
Database: "Database Node", //No actions available
Spam: "Spam Node", //No actions Available
Transfer: "Transfer Node", //Can Weaken, Scan, Fortify and Overflow
Shield: "Shield Node" //Can Fortify
Core: "CPU Core Node", // All actions available
Firewall: "Firewall Node", // No actions available
Database: "Database Node", // No actions available
Spam: "Spam Node", // No actions Available
Transfer: "Transfer Node", // Can Weaken, Scan, Fortify and Overflow
Shield: "Shield Node" // Can Fortify
}
let NodeActions = {
Attack: "Attacking", //Damaged based on attack stat + hacking level + opp def
Scan: "Scanning", //-Def for target, affected by attack and hacking level
Weaken: "Weakening", //-Attack for target, affected by attack and hacking level
Fortify: "Fortifying", //+Defense for Node, affected by hacking level
Overflow: "Overflowing", //+Attack but -Defense for Node, affected by hacking level
Attack: "Attacking", // Damaged based on attack stat + hacking level + opp def
Scan: "Scanning", // -Def for target, affected by attack and hacking level
Weaken: "Weakening", // -Attack for target, affected by attack and hacking level
Fortify: "Fortifying", // +Defense for Node, affected by hacking level
Overflow: "Overflowing", // +Attack but -Defense for Node, affected by hacking level
}
function Node(type, stats) {
@@ -79,14 +79,15 @@ function Node(type, stats) {
this.maxhp = this.hp;
this.plyrCtrl = false;
this.enmyCtrl = false;
this.pos = [0, 0]; //x, y
this.el = null; //Holds the Node's DOM element
this.pos = [0, 0]; // x, y
this.el = null; // Holds the Node's DOM element
this.action = null;
this.targetedCount = 0; //Count of how many connections this node is the target of
this.targetedCount = 0; // Count of how many connections this node is the target of
//Holds the JsPlumb Connection object for this Node,
//where this Node is the Source (since each Node
//can only have 1 outgoing Connection)
/**
* Holds the JsPlumb Connection object for this Node, where this Node is the Source (since each Node
* can only have 1 outgoing Connection)
*/
this.conn = null;
}
@@ -112,12 +113,12 @@ Node.prototype.setControlledByEnemy = function() {
}
}
//Sets this node to be the active node
// Sets this node to be the active node
Node.prototype.select = function(actionButtons) {
if (this.enmyCtrl) {return;}
this.el.classList.add("hack-mission-player-node-active");
//Make all buttons inactive
// Make all buttons inactive
for (var i = 0; i < actionButtons.length; ++i) {
actionButtons[i].classList.remove("a-link-button");
actionButtons[i].classList.add("a-link-button-inactive");
@@ -125,7 +126,7 @@ Node.prototype.select = function(actionButtons) {
switch(this.type) {
case NodeTypes.Core:
//All buttons active
// All buttons active
for (var i = 0; i < actionButtons.length; ++i) {
actionButtons[i].classList.remove("a-link-button-inactive");
actionButtons[i].classList.add("a-link-button");
@@ -170,31 +171,33 @@ Node.prototype.untarget = function() {
--this.targetedCount;
}
//Hacking mission instance
//Takes in the reputation of the Faction for which the mission is
//being conducted
/**
* Hacking mission instance
* @param rep {number} How much reputation the player has for the faction
* @param fac {Faction} Faction for which this mission is being conducted
*/
function HackingMission(rep, fac) {
this.faction = fac;
this.started = false;
this.time = 180000; //5 minutes to start, milliseconds
this.time = 180000; // 5 minutes to start, milliseconds
this.playerCores = [];
this.playerNodes = []; //Non-core nodes
this.playerNodes = []; // Non-core nodes
this.playerAtk = 0;
this.playerDef = 0;
this.enemyCores = [];
this.enemyDatabases = [];
this.enemyNodes = []; //Non-core nodes
this.enemyNodes = []; // Non-core nodes
this.enemyAtk = 0;
this.enemyDef = 0;
this.miscNodes = [];
this.selectedNode = []; //Which of the player's nodes are currently selected
this.selectedNode = []; // Which of the player's nodes are currently selected
this.actionButtons = []; //DOM buttons for actions
this.actionButtons = []; // DOM buttons for actions
this.availablePositions = [];
for (var r = 0; r < 8; ++r) {
@@ -216,10 +219,10 @@ function HackingMission(rep, fac) {
}
HackingMission.prototype.init = function() {
//Create Header DOM
// Create Header DOM
this.createPageDom();
//Create player starting nodes
// Create player starting nodes
var home = Player.getHomeComputer()
for (var i = 0; i < home.cpuCores; ++i) {
var stats = {
@@ -233,7 +236,7 @@ HackingMission.prototype.init = function() {
this.removeAvailablePosition(i, 0);
}
//Randomly generate enemy nodes (CPU and Firewall) based on difficulty
// Randomly generate enemy nodes (CPU and Firewall) based on difficulty
var numNodes = Math.min(8, Math.max(1, Math.round(this.difficulty / 4)));
var numFirewalls = Math.min(20,
getRandomInt(Math.round(this.difficulty/3), Math.round(this.difficulty/3) + 1));
@@ -309,10 +312,10 @@ HackingMission.prototype.createPageDom = function() {
wikiGuideBtn.style.display = "inline-block";
wikiGuideBtn.classList.add("hack-mission-header-element");
wikiGuideBtn.target = "_blank";
//TODO Add link to wiki page wikiGuideBtn.href =
// TODO Add link to wiki page wikiGuideBtn.href =
//Start button will get replaced with forfeit when game is started
// Start button will get replaced with forfeit when game is started
var startBtn = document.createElement("a");
startBtn.innerHTML = "Start";
startBtn.setAttribute("id", "hack-mission-start-btn");
@@ -339,15 +342,15 @@ HackingMission.prototype.createPageDom = function() {
timer.style.display = "inline-block";
timer.style.margin = "6px";
//Create Action Buttons (Attack/Scan/Weaken/ etc...)
// Create Action Buttons (Attack/Scan/Weaken/ etc...)
var actionsContainer = document.createElement("span");
actionsContainer.style.display = "block";
actionsContainer.classList.add("hack-mission-action-buttons-container");
for (var i = 0; i < 6; ++i) {
this.actionButtons.push(document.createElement("a"));
this.actionButtons[i].style.display = "inline-block";
this.actionButtons[i].classList.add("a-link-button-inactive"); //Disabled at start
this.actionButtons[i].classList.add("tooltip"); //Disabled at start
this.actionButtons[i].classList.add("a-link-button-inactive"); // Disabled at start
this.actionButtons[i].classList.add("tooltip"); // Disabled at start
this.actionButtons[i].classList.add("hack-mission-header-element");
actionsContainer.appendChild(this.actionButtons[i]);
}
@@ -388,7 +391,7 @@ HackingMission.prototype.createPageDom = function() {
"also be done by simply clicking the white connection line.";
this.actionButtons[5].appendChild(dropconnTooltip);
//Player/enemy defense displays will be in action container
// Player/enemy defense displays will be in action container
var playerStats = document.createElement("p");
var enemyStats = document.createElement("p");
playerStats.style.display = "inline-block";
@@ -402,7 +405,7 @@ HackingMission.prototype.createPageDom = function() {
actionsContainer.appendChild(playerStats);
actionsContainer.appendChild(enemyStats);
//Set Action Button event listeners
// Set Action Button event listeners
this.actionButtons[0].addEventListener("click", ()=>{
if (!(this.selectedNode.length > 0)) {
console.log("ERR: Pressing Action button without selected node");
@@ -410,7 +413,7 @@ HackingMission.prototype.createPageDom = function() {
}
if (this.selectedNode[0].type !== NodeTypes.Core) {return;}
this.setActionButtonsActive(this.selectedNode[0].type);
this.setActionButton(NodeActions.Attack, false); //Set attack button inactive
this.setActionButton(NodeActions.Attack, false); // Set attack button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Attack;
});
@@ -421,10 +424,10 @@ HackingMission.prototype.createPageDom = function() {
console.log("ERR: Pressing Action button without selected node");
return;
}
var nodeType = this.selectedNode[0].type; //In a multiselect, every Node will have the same type
var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Scan, false); //Set scan button inactive
this.setActionButton(NodeActions.Scan, false); // Set scan button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Scan;
});
@@ -435,10 +438,10 @@ HackingMission.prototype.createPageDom = function() {
console.log("ERR: Pressing Action button without selected node");
return;
}
var nodeType = this.selectedNode[0].type; //In a multiselect, every Node will have the same type
var nodeType = this.selectedNode[0].type; // In a multiselect, every Node will have the same type
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Weaken, false); //Set Weaken button inactive
this.setActionButton(NodeActions.Weaken, false); // Set Weaken button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Weaken;
});
@@ -450,7 +453,7 @@ HackingMission.prototype.createPageDom = function() {
return;
}
this.setActionButtonsActive(this.selectedNode[0].type);
this.setActionButton(NodeActions.Fortify, false); //Set Fortify button inactive
this.setActionButton(NodeActions.Fortify, false); // Set Fortify button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Fortify;
});
@@ -464,7 +467,7 @@ HackingMission.prototype.createPageDom = function() {
var nodeType = this.selectedNode[0].type;
if (nodeType !== NodeTypes.Core && nodeType !== NodeTypes.Transfer) {return;}
this.setActionButtonsActive(nodeType);
this.setActionButton(NodeActions.Overflow, false); //Set Overflow button inactive
this.setActionButton(NodeActions.Overflow, false); // Set Overflow button inactive
this.selectedNode.forEach(function(node){
node.action = NodeActions.Overflow;
});
@@ -482,11 +485,7 @@ HackingMission.prototype.createPageDom = function() {
}
node.action = NodeActions.Fortify;
});
// if (this.selectedNode.conn) {
// var endpoints = this.selectedNode.conn.endpoints;
// endpoints[0].detachFrom(endpoints[1]);
// }
})
});
var timeDisplay = document.createElement("p");
@@ -513,8 +512,10 @@ HackingMission.prototype.setActionButtonsActive = function(nodeType=null) {
this.actionButtons[i].classList.remove("a-link-button-inactive");
}
//For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled
//0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn
/**
* For Transfer, FireWall and Shield Nodes, certain buttons should always be disabled
* 0 = Attack, 1 = Scan, 2 = Weaken, 3 = Fortify, 4 = overflow, 5 = Drop conn
*/
if (nodeType) {
switch (nodeType) {
case NodeTypes.Firewall:
@@ -540,7 +541,7 @@ HackingMission.prototype.setActionButtonsActive = function(nodeType=null) {
}
}
//True for active, false for inactive
// True for active, false for inactive
HackingMission.prototype.setActionButton = function(i, active=true) {
if (isString(i)) {
switch (i) {
@@ -657,7 +658,7 @@ HackingMission.prototype.setNodePosition = function(nodeObj, x, y) {
HackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) {
var i = getRandomInt(0, this.availablePositions.length - 1);
if (this.availablePositions[i][1] < xlimit) {
//Recurse if not within limit
// Recurse if not within limit
return this.setNodeRandomPosition(nodeObj, xlimit);
}
var pos = this.availablePositions.splice(i, 1);
@@ -666,15 +667,15 @@ HackingMission.prototype.setNodeRandomPosition = function(nodeObj, xlimit=0) {
}
HackingMission.prototype.createMap = function() {
//Use a grid
// Use a grid
var map = document.createElement("div");
map.classList.add("hack-mission-grid");
map.setAttribute("id", "hacking-mission-map");
document.getElementById("mission-container").appendChild(map);
//Create random Nodes for every space in the map that
//hasn't been filled yet. The stats of each Node will be based on
//the player/enemy attack
// Create random Nodes for every space in the map that
// hasn't been filled yet. The stats of each Node will be based on
// the player/enemy attack
var averageAttack = (this.playerAtk + this.enemyAtk) / 2;
for (var x = 0; x < 8; ++x) {
for (var y = 0; y < 8; ++y) {
@@ -682,7 +683,7 @@ HackingMission.prototype.createMap = function() {
var node, type = getRandomInt(0, 2);
var randMult = addOffset(0.85 + (this.difficulty / 2), 15);
switch (type) {
case 0: //Spam
case 0: // Spam
var stats = {
atk: 0,
def: averageAttack * 1.1 + getRandomInt(15, 45),
@@ -690,7 +691,7 @@ HackingMission.prototype.createMap = function() {
}
node = new Node(NodeTypes.Spam, stats);
break;
case 1: //Transfer
case 1: // Transfer
var stats = {
atk: 0,
def: averageAttack * 1.1 + getRandomInt(15, 45),
@@ -698,7 +699,7 @@ HackingMission.prototype.createMap = function() {
}
node = new Node(NodeTypes.Transfer, stats);
break;
case 2: //Shield
case 2: // Shield
default:
var stats = {
atk: 0,
@@ -715,14 +716,14 @@ HackingMission.prototype.createMap = function() {
}
}
//Create DOM elements in order
// Create DOM elements in order
for (var r = 0; r < 8; ++r) {
for (var c = 0; c < 8; ++c) {
this.createNodeDomElement(this.map[r][c]);
}
}
//Configure all Player CPUS
// Configure all Player CPUS
for (var i = 0; i < this.playerCores.length; ++i) {
console.log("Configuring Player Node: " + this.playerCores[i].el.id);
this.configurePlayerNodeElement(this.playerCores[i].el);
@@ -733,12 +734,12 @@ HackingMission.prototype.createNodeDomElement = function(nodeObj) {
var nodeDiv = document.createElement("a"), txtEl = document.createElement('p');
nodeObj.el = nodeDiv;
//Set the node element's id based on its coordinates
// Set the node element's id based on its coordinates
var id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
nodeDiv.setAttribute("id", id);
txtEl.setAttribute("id", id + "-txt");
//Set node classes for owner
// Set node classes for owner
nodeDiv.classList.add("hack-mission-node");
if (nodeObj.plyrCtrl) {
nodeDiv.classList.add("hack-mission-player-node");
@@ -746,7 +747,7 @@ HackingMission.prototype.createNodeDomElement = function(nodeObj) {
nodeDiv.classList.add("hack-mission-enemy-node");
}
//Set node classes based on type
// Set node classes based on type
var txt;
switch (nodeObj.type) {
case NodeTypes.Core:
@@ -799,7 +800,7 @@ HackingMission.prototype.updateNodeDomElement = function(nodeObj) {
var id = "hacking-mission-node-" + nodeObj.pos[0] + "-" + nodeObj.pos[1];
var nodeDiv = document.getElementById(id), txtEl = document.getElementById(id + "-txt");
//Set node classes based on type
// Set node classes based on type
var txt;
switch (nodeObj.type) {
case NodeTypes.Core:
@@ -837,9 +838,11 @@ HackingMission.prototype.updateNodeDomElement = function(nodeObj) {
txtEl.innerHTML = txt;
}
//Gets a Node DOM element's corresponding Node object using its
//element id. Function accepts either the DOM element object or the ID as
//an argument
/**
* Gets a Node DOM element's corresponding Node object using its
* element id. Function accepts either the DOM element object or the ID as
* an argument
*/
HackingMission.prototype.getNodeFromElement = function(el) {
var id;
if (isString(el)) {
@@ -902,14 +905,16 @@ function clearAllSelectedNodes(hackMissionInst) {
}
}
//Configures a DOM element representing a player-owned node to
//be selectable and actionable
//Note: Does NOT change its css class. This is handled by Node.setControlledBy...
/**
* Configures a DOM element representing a player-owned node to
* be selectable and actionable.
* Note: Does NOT change its css class. This is handled by Node.setControlledBy...
*/
HackingMission.prototype.configurePlayerNodeElement = function(el) {
var nodeObj = this.getNodeFromElement(el);
if (nodeObj == null) {console.log("Error getting Node object");}
//Add event listener
// Add event listener
var self = this;
function selectNodeWrapper() {
selectNode(self, el);
@@ -927,10 +932,12 @@ HackingMission.prototype.configurePlayerNodeElement = function(el) {
}
}
//Configures a DOM element representing an enemy-node by removing
//any event listeners
/**
* Configures a DOM element representing an enemy-node by removing
* any event listeners
*/
HackingMission.prototype.configureEnemyNodeElement = function(el) {
//Deselect node if it was the selected node
// Deselect node if it was the selected node
var nodeObj = this.getNodeFromElement(el);
for (var i = 0; i < this.selectedNode.length; ++i) {
if (this.selectedNode[i] == nodeObj) {
@@ -941,8 +948,10 @@ HackingMission.prototype.configureEnemyNodeElement = function(el) {
}
}
//Returns bool indicating whether a node is reachable by player
//by checking if any of the adjacent nodes are owned by the player
/**
* Returns bool indicating whether a node is reachable by player
* by checking if any of the adjacent nodes are owned by the player
*/
HackingMission.prototype.nodeReachable = function(node) {
var x = node.pos[0], y = node.pos[1];
if (x > 0 && this.map[x-1][y].plyrCtrl) {return true;}
@@ -985,7 +994,7 @@ HackingMission.prototype.initJsPlumb = function() {
this.jsplumbinstance = instance;
//All player cores are sources
// All player cores are sources
for (var i = 0; i < this.playerCores.length; ++i) {
instance.makeSource(this.playerCores[i].el, {
deleteEndpointsOnEmpty:true,
@@ -995,7 +1004,7 @@ HackingMission.prototype.initJsPlumb = function() {
});
}
//Everything else is a target
// Everything else is a target
for (var i = 0; i < this.enemyCores.length; ++i) {
instance.makeTarget(this.enemyCores[i].el, {
maxConnections:-1,
@@ -1025,7 +1034,7 @@ HackingMission.prototype.initJsPlumb = function() {
});
}
//Clicking a connection drops it
// Clicking a connection drops it
instance.bind("click", (conn, originalEvent) => {
// Cannot drop enemy's connections
const sourceNode = this.getNodeFromElement(conn.source);
@@ -1035,15 +1044,15 @@ HackingMission.prototype.initJsPlumb = function() {
endpoints[0].detachFrom(endpoints[1]);
});
//Connection events
// Connection events
instance.bind("connection", (info) => {
var targetNode = this.getNodeFromElement(info.target);
//Do not detach for enemy nodes
// Do not detach for enemy nodes
var thisNode = this.getNodeFromElement(info.source);
if (thisNode.enmyCtrl) {return;}
//If the node is not reachable, drop the connection
// If the node is not reachable, drop the connection
if (!this.nodeReachable(targetNode)) {
info.sourceEndpoint.detachFrom(info.targetEndpoint);
return;
@@ -1055,7 +1064,7 @@ HackingMission.prototype.initJsPlumb = function() {
++targetNode.targetedCount;
});
//Detach Connection events
// Detach Connection events
instance.bind("connectionDetached", (info, originalEvent)=>{
var sourceNode = this.getNodeFromElement(info.source);
sourceNode.conn = null;
@@ -1065,7 +1074,7 @@ HackingMission.prototype.initJsPlumb = function() {
}
//Drops all connections where the specified node is the source
// Drops all connections where the specified node is the source
HackingMission.prototype.dropAllConnectionsFromNode = function(node) {
var allConns = this.jsplumbinstance.getAllConnections();
for (var i = allConns.length-1; i >= 0; --i) {
@@ -1075,7 +1084,7 @@ HackingMission.prototype.dropAllConnectionsFromNode = function(node) {
}
}
//Drops all connections where the specified node is the target
// Drops all connections where the specified node is the target
HackingMission.prototype.dropAllConnectionsToNode = function(node) {
var allConns = this.jsplumbinstance.getAllConnections();
for (var i = allConns.length-1; i >= 0; --i) {
@@ -1090,10 +1099,10 @@ var storedCycles = 0;
HackingMission.prototype.process = function(numCycles=1) {
if (!this.started) {return;}
storedCycles += numCycles;
if (storedCycles < 2) {return;} //Only process every 3 cycles minimum
if (storedCycles < 2) {return;} // Only process every 3 cycles minimum
var res = false;
//Process actions of all player nodes
// Process actions of all player nodes
this.playerCores.forEach((node)=>{
res |= this.processNode(node, storedCycles);
});
@@ -1106,7 +1115,7 @@ HackingMission.prototype.process = function(numCycles=1) {
}
});
//Process actions of all enemy nodes
// Process actions of all enemy nodes
this.enemyCores.forEach((node)=>{
this.enemyAISelectAction(node);
res |= this.processNode(node, storedCycles);
@@ -1121,7 +1130,7 @@ HackingMission.prototype.process = function(numCycles=1) {
}
});
//The hp of enemy databases increases slowly
// The hp of enemy databases increases slowly
this.enemyDatabases.forEach((node)=>{
node.maxhp += (0.1 * storedCycles);
node.hp += (0.1 * storedCycles);
@@ -1132,19 +1141,19 @@ HackingMission.prototype.process = function(numCycles=1) {
this.calculateDefenses();
}
//Win if all enemy databases are conquered
// Win if all enemy databases are conquered
if (this.enemyDatabases.length === 0) {
this.finishMission(true);
return;
}
//Lose if all your cores are gone
// Lose if all your cores are gone
if (this.playerCores.length === 0) {
this.finishMission(false);
return;
}
//Defense/hp of misc nodes increases slowly over time
// Defense/hp of misc nodes increases slowly over time
this.miscNodes.forEach((node)=>{
node.def += (0.1 * storedCycles);
node.maxhp += (0.05 * storedCycles);
@@ -1153,7 +1162,7 @@ HackingMission.prototype.process = function(numCycles=1) {
this.updateNodeDomElement(node);
});
//Update timer and check if player lost
// Update timer and check if player lost
this.time -= (storedCycles * Engine._idleSpeed);
if (this.time <= 0) {
this.finishMission(false);
@@ -1164,7 +1173,7 @@ HackingMission.prototype.process = function(numCycles=1) {
storedCycles = 0;
}
//Returns a bool representing whether defenses need to be re-calculated
// Returns a bool representing whether defenses need to be re-calculated
HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
if (nodeObj.action == null) {
return;
@@ -1179,21 +1188,21 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
}
if (targetNode == null) {
//Player is in the middle of dragging the connection,
//so the target node is null. Do nothing here
// Player is in the middle of dragging the connection,
// so the target node is null. Do nothing here
} else if (targetNode.plyrCtrl) {
def = this.playerDef;
atk = this.enemyAtk;
} else if (targetNode.enmyCtrl) {
def = this.enemyDef;
atk = this.playerAtk;
} else { //Misc Node
} else { // Misc Node
def = targetNode.def;
nodeObj.plyrCtrl ? atk = this.playerAtk : atk = this.enemyAtk;
}
}
//Calculations are per second, so divide everything by 5
// Calculations are per second, so divide everything by 5
var calcStats = false, plyr = nodeObj.plyrCtrl;
var enmyHacking = this.difficulty * CONSTANTS.HackingMissionDifficultyToHacking;
switch(nodeObj.action) {
@@ -1234,13 +1243,13 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
break;
}
//Stats can't go below 0
// Stats can't go below 0
if (nodeObj.atk < 0) {nodeObj.atk = 0;}
if (nodeObj.def < 0) {nodeObj.def = 0;}
if (targetNode && targetNode.atk < 0) {targetNode.atk = 0;}
if (targetNode && targetNode.def < 0) {targetNode.def = 0;}
//Conquering a node
// Conquering a node
if (targetNode && targetNode.hp <= 0) {
var conqueredByPlayer = nodeObj.plyrCtrl;
targetNode.hp = targetNode.maxhp;
@@ -1250,18 +1259,18 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
targetNode.deselect(this.actionButtons);
}
//The conquered node has its stats reduced
// The conquered node has its stats reduced
targetNode.atk /= 2;
targetNode.def /= 3.5;
//Flag for whether the target node was a misc node
// Flag for whether the target node was a misc node
var isMiscNode = !targetNode.plyrCtrl && !targetNode.enmyCtrl;
//Remove all connections from Node
// Remove all connections from Node
this.dropAllConnectionsToNode(targetNode);
this.dropAllConnectionsFromNode(targetNode);
//Changes the css class and turn the node into a JsPlumb Source/Target
// Changes the css class and turn the node into a JsPlumb Source/Target
if (conqueredByPlayer) {
targetNode.setControlledByPlayer();
this.jsplumbinstance.unmakeTarget(targetNode.el);
@@ -1273,7 +1282,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
});
} else {
targetNode.setControlledByEnemy();
nodeObj.conn = null; //Clear connection
nodeObj.conn = null; // Clear connection
this.jsplumbinstance.unmakeSource(targetNode.el);
this.jsplumbinstance.makeTarget(targetNode.el, {
maxConnections:-1,
@@ -1284,7 +1293,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
calcStats = true;
//Helper function to swap nodes between the respective enemyNodes/playerNodes arrays
// Helper function to swap nodes between the respective enemyNodes/playerNodes arrays
function swapNodes(orig, dest, targetNode) {
for (var i = 0; i < orig.length; ++i) {
if (orig[i] == targetNode) {
@@ -1324,7 +1333,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
case NodeTypes.Spam:
if (conqueredByPlayer) {
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
//Conquering spam node increases time limit
// Conquering spam node increases time limit
this.time += CONSTANTS.HackingMissionSpamTimeIncrease;
} else {
swapNodes(isMiscNode ? this.miscNodes : this.playerNodes, this.enemyNodes, targetNode);
@@ -1332,7 +1341,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
break;
case NodeTypes.Transfer:
//Conquering a Transfer node increases the attack of all cores by some percentages
// Conquering a Transfer node increases the attack of all cores by some percentages
if (conqueredByPlayer) {
swapNodes(isMiscNode ? this.miscNodes : this.enemyNodes, this.playerNodes, targetNode);
this.playerCores.forEach(function(node) {
@@ -1358,7 +1367,7 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
break;
}
//If a misc node was conquered, the defense for all misc nodes increases by some fixed amount
// If a misc node was conquered, the defense for all misc nodes increases by some fixed amount
if (isMiscNode) { //&& conqueredByPlayer) {
this.miscNodes.forEach((node)=>{
if (node.targetedCount === 0) {
@@ -1368,23 +1377,25 @@ HackingMission.prototype.processNode = function(nodeObj, numCycles=1) {
}
}
//Update node DOMs
// Update node DOMs
this.updateNodeDomElement(nodeObj);
if (targetNode) {this.updateNodeDomElement(targetNode);}
return calcStats;
}
//Enemy "AI" for CPU Core and Transfer Nodes
// Enemy "AI" for CPU Core and Transfer Nodes
HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
if (nodeObj == null) {return;}
switch(nodeObj.type) {
case NodeTypes.Core:
//Select a single RANDOM target from miscNodes and player's Nodes
//If it is reachable, it will target it. If not, no target will
//be selected for now, and the next time process() gets called this will repeat
/**
* Select a single RANDOM target from miscNodes and player's Nodes
* If it is reachable, it will target it. If not, no target will
* be selected for now, and the next time process() gets called this will repeat
*/
if (nodeObj.conn == null) {
if (this.miscNodes.length === 0) {
//Randomly pick a player node and attack it if its reachable
// Randomly pick a player node and attack it if its reachable
var rand = getRandomInt(0, this.playerNodes.length-1);
var node;
if (this.playerNodes.length === 0) {
@@ -1393,23 +1404,23 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
node = this.playerNodes[rand];
}
if (this.nodeReachableByEnemy(node)) {
//Create connection
// Create connection
nodeObj.conn = this.jsplumbinstance.connect({
source:nodeObj.el,
target:node.el
});
++node.targetedCount;
} else {
//Randomly pick a player core and attack it if its reachable
// Randomly pick a player core and attack it if its reachable
rand = getRandomInt(0, this.playerCores.length-1);
if (this.playerCores.length === 0) {
return; //No Misc Nodes, no player Nodes, no Player cores. Player lost
return; // No Misc Nodes, no player Nodes, no Player cores. Player lost
} else {
node = this.playerCores[rand];
}
if (this.nodeReachableByEnemy(node)) {
//Create connection
// Create connection
nodeObj.conn = this.jsplumbinstance.connect({
source:nodeObj.el,
target:node.el
@@ -1418,7 +1429,7 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
}
}
} else {
//Randomly pick a misc node and attack it if its reachable
// Randomly pick a misc node and attack it if its reachable
var rand = getRandomInt(0, this.miscNodes.length-1);
var node = this.miscNodes[rand];
if (this.nodeReachableByEnemy(node)) {
@@ -1430,10 +1441,10 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
}
}
//If no connection was made, set the Core to Fortify
// If no connection was made, set the Core to Fortify
nodeObj.action = NodeActions.Fortify;
} else {
//If this node has a selected target
// If this node has a selected target
var targetNode;
if (nodeObj.conn.target) {
targetNode = this.getNodeFromElement(nodeObj.conn.target);
@@ -1458,7 +1469,7 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
}
break;
case NodeTypes.Transfer:
//Switch between fortifying and overflowing as necessary
// Switch between fortifying and overflowing as necessary
if (nodeObj.def < 125) {
nodeObj.action = NodeActions.Fortify;
} else {
@@ -1474,11 +1485,11 @@ HackingMission.prototype.enemyAISelectAction = function(nodeObj) {
}
}
var hackEffWeightSelf = 130; //Weight for Node actions on self
var hackEffWeightTarget = 25; //Weight for Node Actions against Target
var hackEffWeightAttack = 80; //Weight for Attack action
var hackEffWeightSelf = 130; // Weight for Node actions on self
var hackEffWeightTarget = 25; // Weight for Node Actions against Target
var hackEffWeightAttack = 80; // Weight for Attack action
//Returns damage per cycle based on stats
// Returns damage per cycle based on stats
HackingMission.prototype.calculateAttackDamage = function(atk, def, hacking = 0) {
return Math.max(0.55 * (atk + (hacking / hackEffWeightAttack) - def), 1);
}
@@ -1499,11 +1510,11 @@ HackingMission.prototype.calculateOverflowEffect = function(hacking=0) {
return 0.95 * hacking / hackEffWeightSelf;
}
//Updates timer display
// Updates timer display
HackingMission.prototype.updateTimer = function() {
var timer = document.getElementById("hacking-mission-timer");
//Convert time remaining to a string of the form mm:ss
// Convert time remaining to a string of the form mm:ss
var seconds = Math.round(this.time / 1000);
var minutes = Math.trunc(seconds / 60);
seconds %= 60;
@@ -1511,7 +1522,7 @@ HackingMission.prototype.updateTimer = function() {
timer.innerText = "Time left: " + str;
}
//The 'win' argument is a bool for whether or not the player won
// The 'win' argument is a bool for whether or not the player won
HackingMission.prototype.finishMission = function(win) {
inMission = false;
currMission = null;
@@ -1530,13 +1541,13 @@ HackingMission.prototype.finishMission = function(win) {
dialogBoxCreate("Mission lost/forfeited! You did not gain any faction reputation.");
}
//Clear mission container
// Clear mission container
var container = document.getElementById("mission-container");
while(container.firstChild) {
container.removeChild(container.firstChild);
}
//Return to Faction page
// Return to Faction page
document.getElementById("mainmenu-container").style.visibility = "visible";
document.getElementById("character-overview-wrapper").style.visibility = "visible";
Engine.loadFactionContent();