mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-05-03 06:17:04 +02:00
v0.36.0 - Bladeburner BitNode (BN-6)
This commit is contained in:
+92
-188
@@ -120,267 +120,165 @@ function factionExists(name) {
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// This might change in the future for balance
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function initFactions() {
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//Endgame
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var Illuminati = new Faction("Illuminati");
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var Illuminati = new Faction("Illuminati");
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Illuminati.setInfo(FactionInfo.IlluminatiInfo);
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if (factionExists("Illuminati")) {
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Illuminati.favor = Factions["Illuminati"].favor;
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delete Factions["Illuminati"];
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}
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AddToFactions(Illuminati);
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resetFaction(Illuminati);
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var Daedalus = new Faction("Daedalus");
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var Daedalus = new Faction("Daedalus");
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Daedalus.setInfo(FactionInfo.DaedalusInfo);
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if (factionExists("Daedalus")) {
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Daedalus.favor = Factions["Daedalus"].favor;
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delete Factions["Daedalus"];
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}
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AddToFactions(Daedalus);
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resetFaction(Daedalus);
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var Covenant = new Faction("The Covenant");
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var Covenant = new Faction("The Covenant");
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Covenant.setInfo(FactionInfo.CovenantInfo);
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if (factionExists("The Covenant")) {
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Covenant.favor = Factions["The Covenant"].favor;
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delete Factions["The Covenant"];
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}
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AddToFactions(Covenant);
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resetFaction(Covenant);
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//Megacorporations, each forms its own faction
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var ECorp = new Faction("ECorp");
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var ECorp = new Faction("ECorp");
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ECorp.setInfo(FactionInfo.ECorpInfo);
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if (factionExists("ECorp")) {
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ECorp.favor = Factions["ECorp"].favor;
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delete Factions["ECorp"];
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}
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AddToFactions(ECorp);
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resetFaction(ECorp);
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var MegaCorp = new Faction("MegaCorp");
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var MegaCorp = new Faction("MegaCorp");
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MegaCorp.setInfo(FactionInfo.MegaCorpInfo);
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if (factionExists("MegaCorp")) {
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MegaCorp.favor = Factions["MegaCorp"].favor;
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delete Factions["MegaCorp"];
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}
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AddToFactions(MegaCorp);
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resetFaction(MegaCorp);
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var BachmanAndAssociates = new Faction("Bachman & Associates");
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var BachmanAndAssociates = new Faction("Bachman & Associates");
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BachmanAndAssociates.setInfo(FactionInfo.BachmanAndAssociatesInfo);
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if (factionExists("Bachman & Associates")) {
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BachmanAndAssociates.favor = Factions["Bachman & Associates"].favor;
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delete Factions["Bachman & Associates"];
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}
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AddToFactions(BachmanAndAssociates);
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resetFaction(BachmanAndAssociates);
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var BladeIndustries = new Faction("Blade Industries");
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var BladeIndustries = new Faction("Blade Industries");
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BladeIndustries.setInfo(FactionInfo.BladeIndustriesInfo);
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if (factionExists("Blade Industries")) {
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BladeIndustries.favor = Factions["Blade Industries"].favor;
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delete Factions["Blade Industries"];
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}
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AddToFactions(BladeIndustries);
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resetFaction(BladeIndustries);
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var NWO = new Faction("NWO");
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var NWO = new Faction("NWO");
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NWO.setInfo(FactionInfo.NWOInfo);
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if (factionExists("NWO")) {
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NWO.favor = Factions["NWO"].favor;
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delete Factions["NWO"];
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}
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AddToFactions(NWO);
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resetFaction(NWO);
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var ClarkeIncorporated = new Faction("Clarke Incorporated");
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var ClarkeIncorporated = new Faction("Clarke Incorporated");
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ClarkeIncorporated.setInfo(FactionInfo.ClarkeIncorporatedInfo);
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if (factionExists("Clarke Incorporated")) {
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ClarkeIncorporated.favor = Factions["Clarke Incorporated"].favor;
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delete Factions["Clarke Incorporated"];
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}
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AddToFactions(ClarkeIncorporated);
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resetFaction(ClarkeIncorporated);
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var OmniTekIncorporated = new Faction("OmniTek Incorporated");
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var OmniTekIncorporated = new Faction("OmniTek Incorporated");
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OmniTekIncorporated.setInfo(FactionInfo.OmniTekIncorporatedInfo);
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if (factionExists("OmniTek Incorporated")) {
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OmniTekIncorporated.favor = Factions["OmniTek Incorporated"].favor;
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delete Factions["OmniTek Incorporated"];
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}
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AddToFactions(OmniTekIncorporated);
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resetFaction(OmniTekIncorporated);
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var FourSigma = new Faction("Four Sigma");
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var FourSigma = new Faction("Four Sigma");
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FourSigma.setInfo(FactionInfo.FourSigmaInfo);
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if (factionExists("Four Sigma")) {
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FourSigma.favor = Factions["Four Sigma"].favor;
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delete Factions["Four Sigma"];
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}
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AddToFactions(FourSigma);
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resetFaction(FourSigma);
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var KuaiGongInternational = new Faction("KuaiGong International");
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var KuaiGongInternational = new Faction("KuaiGong International");
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KuaiGongInternational.setInfo(FactionInfo.KuaiGongInternationalInfo);
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if (factionExists("KuaiGong International")) {
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KuaiGongInternational.favor = Factions["KuaiGong International"].favor;
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delete Factions["KuaiGong International"];
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}
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AddToFactions(KuaiGongInternational);
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resetFaction(KuaiGongInternational);
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//Other corporations
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var FulcrumTechnologies = new Faction("Fulcrum Secret Technologies");
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var FulcrumTechnologies = new Faction("Fulcrum Secret Technologies");
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FulcrumTechnologies.setInfo(FactionInfo.FulcrumSecretTechnologiesInfo);
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if (factionExists("Fulcrum Secret Technologies")) {
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FulcrumTechnologies.favor = Factions["Fulcrum Secret Technologies"].favor;
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delete Factions["Fulcrum Secret Technologies"];
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}
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AddToFactions(FulcrumTechnologies);
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resetFaction(FulcrumTechnologies);
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//Hacker groups
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var BitRunners = new Faction("BitRunners");
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var BitRunners = new Faction("BitRunners");
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BitRunners.setInfo(FactionInfo.BitRunnersInfo);
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if (factionExists("BitRunners")) {
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BitRunners.favor = Factions["BitRunners"].favor;
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delete Factions["BitRunners"];
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}
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AddToFactions(BitRunners);
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resetFaction(BitRunners);
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var BlackHand = new Faction("The Black Hand");
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var BlackHand = new Faction("The Black Hand");
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BlackHand.setInfo(FactionInfo.BlackHandInfo);
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if (factionExists("The Black Hand")) {
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BlackHand.favor = Factions["The Black Hand"].favor;
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delete Factions["The Black Hand"];
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}
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AddToFactions(BlackHand);
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resetFaction(BlackHand);
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var NiteSec = new Faction("NiteSec");
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var NiteSec = new Faction("NiteSec");
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NiteSec.setInfo(FactionInfo.NiteSecInfo);
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if (factionExists("NiteSec")) {
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NiteSec.favor = Factions["NiteSec"].favor;
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delete Factions["NiteSec"];
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}
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AddToFactions(NiteSec);
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resetFaction(NiteSec);
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//City factions, essentially governments
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var Chongqing = new Faction("Chongqing");
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var Chongqing = new Faction("Chongqing");
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Chongqing.setInfo(FactionInfo.ChongqingInfo);
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if (factionExists("Chongqing")) {
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Chongqing.favor = Factions["Chongqing"].favor;
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delete Factions["Chongqing"];
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}
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AddToFactions(Chongqing);
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resetFaction(Chongqing);
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var Sector12 = new Faction("Sector-12");
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var Sector12 = new Faction("Sector-12");
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Sector12.setInfo(FactionInfo.Sector12Info);
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if (factionExists("Sector-12")) {
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Sector12.favor = Factions["Sector-12"].favor;
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delete Factions["Sector-12"];
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}
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AddToFactions(Sector12);
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resetFaction(Sector12);
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var NewTokyo = new Faction("New Tokyo");
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var NewTokyo = new Faction("New Tokyo");
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NewTokyo.setInfo(FactionInfo.NewTokyoInfo);
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if (factionExists("New Tokyo")) {
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NewTokyo.favor = Factions["New Tokyo"].favor;
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delete Factions["New Tokyo"];
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}
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AddToFactions(NewTokyo);
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resetFaction(NewTokyo);
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var Aevum = new Faction("Aevum");
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var Aevum = new Faction("Aevum");
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Aevum.setInfo(FactionInfo.AevumInfo);
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if (factionExists("Aevum")) {
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Aevum.favor = Factions["Aevum"].favor;
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delete Factions["Aevum"];
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}
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AddToFactions(Aevum);
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resetFaction(Aevum);
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var Ishima = new Faction("Ishima");
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Ishima.setInfo
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var Volhaven = new Faction("Volhaven");
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var Ishima = new Faction("Ishima");
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Ishima.setInfo(FactionInfo.Ishima);
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resetFaction(Ishima);
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var Volhaven = new Faction("Volhaven");
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Volhaven.setInfo(FactionInfo.VolhavenInfo);
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if (factionExists("Volhaven")) {
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Volhaven.favor = Factions["Volhaven"].favor;
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delete Factions["Volhaven"];
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}
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AddToFactions(Volhaven);(FactionInfo.IshimaInfo);
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if (factionExists("Ishima")) {
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Ishima.favor = Factions["Ishima"].favor;
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delete Factions["Ishima"];
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}
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AddToFactions(Ishima);
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resetFaction(Volhaven);
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//Criminal Organizations/Gangs
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var SpeakersForTheDead = new Faction("Speakers for the Dead");
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var SpeakersForTheDead = new Faction("Speakers for the Dead");
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SpeakersForTheDead.setInfo(FactionInfo.SpeakersForTheDeadInfo);
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if (factionExists("Speakers for the Dead")) {
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SpeakersForTheDead.favor = Factions["Speakers for the Dead"].favor;
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delete Factions["Speakers for the Dead"];
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}
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AddToFactions(SpeakersForTheDead);
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resetFaction(SpeakersForTheDead);
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var DarkArmy = new Faction("The Dark Army");
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var DarkArmy = new Faction("The Dark Army");
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DarkArmy.setInfo(FactionInfo.DarkArmyInfo);
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if (factionExists("The Dark Army")) {
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DarkArmy.favor = Factions["The Dark Army"].favor;
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delete Factions["The Dark Army"];
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}
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AddToFactions(DarkArmy);
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resetFaction(DarkArmy);
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var TheSyndicate = new Faction("The Syndicate");
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var TheSyndicate = new Faction("The Syndicate");
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TheSyndicate.setInfo(FactionInfo.TheSyndicateInfo);
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if (factionExists("The Syndicate")) {
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TheSyndicate.favor = Factions["The Syndicate"].favor;
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delete Factions["The Syndicate"];
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}
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AddToFactions(TheSyndicate);
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resetFaction(TheSyndicate);
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var Silhouette = new Faction("Silhouette");
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var Silhouette = new Faction("Silhouette");
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Silhouette.setInfo(FactionInfo.SilhouetteInfo);
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if (factionExists("Silhouette")) {
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Silhouette.favor = Factions["Silhouette"].favor;
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delete Factions["Silhouette"];
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}
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AddToFactions(Silhouette);
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resetFaction(Silhouette);
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var Tetrads = new Faction("Tetrads"); //Low-medium level asian crime gang
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var Tetrads = new Faction("Tetrads"); //Low-medium level asian crime gang
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Tetrads.setInfo(FactionInfo.TetradsInfo);
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if (factionExists("Tetrads")) {
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Tetrads.favor = Factions["Tetrads"].favor;
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delete Factions["Tetrads"];
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}
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AddToFactions(Tetrads);
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resetFaction(Tetrads);
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var SlumSnakes = new Faction("Slum Snakes"); //Low level crime gang
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var SlumSnakes = new Faction("Slum Snakes"); //Low level crime gang
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SlumSnakes.setInfo(FactionInfo.SlumSnakesInfo);
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if (factionExists("Slum Snakes")) {
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SlumSnakes.favor = Factions["Slum Snakes"].favor;
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delete Factions["Slum Snakes"];
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}
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AddToFactions(SlumSnakes);
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resetFaction(SlumSnakes);
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//Earlygame factions - factions the player will prestige with early on that don't
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//belong in other categories
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var Netburners = new Faction("Netburners");
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var Netburners = new Faction("Netburners");
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Netburners.setInfo(FactionInfo.NetburnersInfo);
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if (factionExists("Netburners")) {
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Netburners.favor = Factions["Netburners"].favor;
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delete Factions["Netburners"];
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}
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AddToFactions(Netburners);
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resetFaction(Netburners);
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var TianDiHui = new Faction("Tian Di Hui"); //Society of the Heaven and Earth
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var TianDiHui = new Faction("Tian Di Hui"); //Society of the Heaven and Earth
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TianDiHui.setInfo(FactionInfo.TianDiHuiInfo);
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if (factionExists("Tian Di Hui")) {
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TianDiHui.favor = Factions["Tian Di Hui"].favor;
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delete Factions["Tian Di Hui"];
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}
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AddToFactions(TianDiHui);
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resetFaction(TianDiHui);
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var CyberSec = new Faction("CyberSec");
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var CyberSec = new Faction("CyberSec");
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CyberSec.setInfo(FactionInfo.CyberSecInfo);
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if (factionExists("CyberSec")) {
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CyberSec.favor = Factions["CyberSec"].favor;
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delete Factions["CyberSec"];
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resetFaction(CyberSec);
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//Special Factions
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var Bladeburners = new Faction("Bladeburners");
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Bladeburners.setInfo(FactionInfo.BladeburnersInfo);
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resetFaction(Bladeburners);
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}
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//Resets a faction during (re-)initialization. Saves the favor in the new
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//Faction object and deletes the old Faction Object from "Factions". Then
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//reinserts the new Faction object
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function resetFaction(newFactionObject) {
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if (!(newFactionObject instanceof Faction)) {
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throw new Error("Invalid argument 'newFactionObject' passed into resetFaction()");
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}
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AddToFactions(CyberSec);
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var factionName = newFactionObject.name;
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if (factionExists(factionName)) {
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newFactionObject.favor = Factions[factionName].favor;
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delete Factions[factionName];
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}
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AddToFactions(newFactionObject);
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}
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function inviteToFaction(faction) {
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if (Settings.SuppressFactionInvites) {
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faction.alreadyInvited = true;
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Player.factionInvitations.push(faction.name);
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Engine.loadFactionsContent();
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if (Engine.currentPage === Engine.Page.Factions) {
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Engine.loadFactionsContent();
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}
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} else {
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factionInvitationBoxCreate(faction);
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}
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@@ -879,6 +777,12 @@ function displayFactionContent(factionName) {
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fieldWorkDiv.style.display = "none";
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securityWorkDiv.style.display = "none";
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break;
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case "Bladeburners":
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hackMissionDiv.style.display = "none";
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hackDiv.style.display = "none";
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fieldWorkDiv.style.display = "none";
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securityWorkDiv.style.display = "none";
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break;
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default:
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console.log("Faction does not exist");
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break;
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