mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-26 11:10:58 +02:00
Merge pull request #448 from danielyxie/v0.40.3-patch-2
V0.40.3 patch 2
This commit is contained in:
+200
-226
@@ -30,6 +30,8 @@ import numeral from "numeral/min/numeral.min";
|
||||
import {formatNumber,
|
||||
convertTimeMsToTimeElapsedString} from "../utils/StringHelperFunctions";
|
||||
|
||||
const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
|
||||
|
||||
function PlayerObject() {
|
||||
//Skills and stats
|
||||
this.hacking_skill = 1;
|
||||
@@ -613,6 +615,7 @@ PlayerObject.prototype.resetWorkStatus = function() {
|
||||
this.workChaExpGainRate = 0;
|
||||
this.workRepGainRate = 0;
|
||||
this.workMoneyGainRate = 0;
|
||||
this.workMoneyLossRate = 0;
|
||||
|
||||
this.workHackExpGained = 0;
|
||||
this.workStrExpGained = 0;
|
||||
@@ -634,24 +637,109 @@ PlayerObject.prototype.resetWorkStatus = function() {
|
||||
document.getElementById("work-in-progress-text").innerHTML = "";
|
||||
}
|
||||
|
||||
PlayerObject.prototype.gainWorkExp = function() {
|
||||
this.gainHackingExp(this.workHackExpGained);
|
||||
this.gainStrengthExp(this.workStrExpGained);
|
||||
this.gainDefenseExp(this.workDefExpGained);
|
||||
this.gainDexterityExp(this.workDexExpGained);
|
||||
this.gainAgilityExp(this.workAgiExpGained);
|
||||
this.gainCharismaExp(this.workChaExpGained);
|
||||
PlayerObject.prototype.processWorkEarnings = function(numCycles=1) {
|
||||
var hackExpGain = this.workHackExpGainRate * numCycles;
|
||||
var strExpGain = this.workStrExpGainRate * numCycles;
|
||||
var defExpGain = this.workDefExpGainRate * numCycles;
|
||||
var dexExpGain = this.workDexExpGainRate * numCycles;
|
||||
var agiExpGain = this.workAgiExpGainRate * numCycles;
|
||||
var chaExpGain = this.workChaExpGainRate * numCycles;
|
||||
|
||||
this.gainHackingExp(hackExpGain);
|
||||
this.gainStrengthExp(strExpGain);
|
||||
this.gainDefenseExp(defExpGain);
|
||||
this.gainDexterityExp(dexExpGain);
|
||||
this.gainAgilityExp(agiExpGain);
|
||||
this.gainCharismaExp(chaExpGain);
|
||||
this.workHackExpGained += hackExpGain;
|
||||
this.workStrExpGained += strExpGain;
|
||||
this.workDefExpGained += defExpGain;
|
||||
this.workDexExpGained += dexExpGain;
|
||||
this.workAgiExpGained += agiExpGain;
|
||||
this.workChaExpGained += chaExpGain;
|
||||
this.workRepGained += this.workRepGainRate * numCycles;
|
||||
this.workMoneyGained += this.workMoneyGainRate * numCycles;
|
||||
this.workMoneyGained -= this.workMoneyLossRate * numCycles;
|
||||
}
|
||||
|
||||
/* Working for Company */
|
||||
PlayerObject.prototype.startWork = function() {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
this.workType = CONSTANTS.WorkTypeCompany;
|
||||
|
||||
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.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
||||
|
||||
//Remove all old event listeners from Cancel button
|
||||
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
||||
newCancelButton.innerHTML = "Cancel Work";
|
||||
newCancelButton.addEventListener("click", function() {
|
||||
Player.finishWork(true);
|
||||
return false;
|
||||
});
|
||||
|
||||
//Display Work In Progress Screen
|
||||
Engine.loadWorkInProgressContent();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.work = function(numCycles) {
|
||||
//Cap the number of cycles being processed to whatever would put you at
|
||||
//the work time limit (8 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
overMax = true;
|
||||
numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / Engine._idleSpeed);
|
||||
}
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
||||
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
return this.finishWork(false);
|
||||
}
|
||||
|
||||
var comp = Companies[this.companyName], companyRep = "0";
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
console.log("ERROR: Could not find Company: " + this.companyName);
|
||||
} else {
|
||||
companyRep = comp.playerReputation;
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
||||
" at " + this.companyName + " (Current Company Reputation: " +
|
||||
formatNumber(companyRep, 0) + ")<br><br>" +
|
||||
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
||||
"but you will only gain half of the reputation you've earned so far."
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishWork = function(cancelled, sing=false) {
|
||||
//Since the work was cancelled early, player only gains half of what they've earned so far
|
||||
if (cancelled) {
|
||||
this.workRepGained /= 2;
|
||||
}
|
||||
|
||||
this.gainWorkExp();
|
||||
|
||||
var company = Companies[this.companyName];
|
||||
company.playerReputation += (this.workRepGained);
|
||||
|
||||
@@ -698,91 +786,6 @@ PlayerObject.prototype.finishWork = function(cancelled, sing=false) {
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startWork = function() {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
this.workType = CONSTANTS.WorkTypeCompany;
|
||||
|
||||
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.timeNeededToCompleteWork = CONSTANTS.MillisecondsPer8Hours;
|
||||
|
||||
//Remove all old event listeners from Cancel button
|
||||
var newCancelButton = clearEventListeners("work-in-progress-cancel-button");
|
||||
newCancelButton.innerHTML = "Cancel Work";
|
||||
newCancelButton.addEventListener("click", function() {
|
||||
Player.finishWork(true);
|
||||
return false;
|
||||
});
|
||||
|
||||
//Display Work In Progress Screen
|
||||
Engine.loadWorkInProgressContent();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.work = function(numCycles) {
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
|
||||
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 >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
||||
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);
|
||||
return;
|
||||
}
|
||||
|
||||
var comp = Companies[this.companyName], companyRep = "0";
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
console.log("ERROR: Could not find Company: " + this.companyName);
|
||||
} else {
|
||||
companyRep = comp.playerReputation;
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
||||
" at " + this.companyName + " (Current Company Reputation: " +
|
||||
formatNumber(companyRep, 0) + ")<br><br>" +
|
||||
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, " +
|
||||
"but you will only gain half of the reputation you've earned so far."
|
||||
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startWorkPartTime = function() {
|
||||
this.resetWorkStatus();
|
||||
this.isWorking = true;
|
||||
@@ -811,57 +814,50 @@ PlayerObject.prototype.startWorkPartTime = function() {
|
||||
}
|
||||
|
||||
PlayerObject.prototype.workPartTime = function(numCycles) {
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
|
||||
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;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at the
|
||||
//work time limit (8 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
overMax = true;
|
||||
numCycles = Math.round((CONSTANTS.MillisecondsPer8Hours - this.timeWorked) / Engine._idleSpeed);
|
||||
}
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
|
||||
this.workRepGainRate = this.getWorkRepGain();
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
//If timeWorked == 8 hours, then finish. You can only gain 8 hours worth of exp and money
|
||||
if (this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer8Hours;
|
||||
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.finishWorkPartTime();
|
||||
return;
|
||||
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer8Hours) {
|
||||
return this.finishWorkPartTime();
|
||||
}
|
||||
|
||||
var comp = Companies[this.companyName], companyRep = "0";
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
console.log("ERROR: Could not find Company: " + this.companyName);
|
||||
} else {
|
||||
companyRep = comp.playerReputation;
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You are currently working as a " + this.companyPosition.positionName +
|
||||
" at " + Player.companyName + "<br><br>" +
|
||||
" at " + Player.companyName + " (Current Company Reputation: " +
|
||||
formatNumber(companyRep, 0) + ")<br><br>" +
|
||||
"You have been working for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this company <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish, <br>" +
|
||||
"and there will be no penalty because this is a part-time job.";
|
||||
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishWorkPartTime = function(sing=false) {
|
||||
this.gainWorkExp();
|
||||
|
||||
var company = Companies[this.companyName];
|
||||
company.playerReputation += (this.workRepGained);
|
||||
|
||||
@@ -903,51 +899,6 @@ PlayerObject.prototype.finishWorkPartTime = function(sing=false) {
|
||||
}
|
||||
|
||||
/* Working for Faction */
|
||||
PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {
|
||||
this.gainWorkExp();
|
||||
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
faction.playerReputation += (this.workRepGained);
|
||||
|
||||
this.gainMoney(this.workMoneyGained);
|
||||
|
||||
this.updateSkillLevels();
|
||||
|
||||
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||
"You earned a total of: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
||||
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
||||
if (!sing) {dialogBoxCreate(txt);}
|
||||
|
||||
var mainMenu = document.getElementById("mainmenu-container");
|
||||
mainMenu.style.visibility = "visible";
|
||||
|
||||
this.isWorking = false;
|
||||
|
||||
Engine.loadFactionContent();
|
||||
displayFactionContent(faction.name);
|
||||
if (sing) {
|
||||
var res="You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " +
|
||||
"You earned " +
|
||||
formatNumber(this.workRepGained, 4) + " rep, " +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
||||
formatNumber(this.workStrExpGained, 4) + " str exp, " +
|
||||
formatNumber(this.workDefExpGained, 4) + " def exp, " +
|
||||
formatNumber(this.workDexExpGained, 4) + " dex exp, " +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agi exp, and " +
|
||||
formatNumber(this.workChaExpGained, 4) + " cha exp.";
|
||||
this.resetWorkStatus();
|
||||
return res;
|
||||
}
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
PlayerObject.prototype.startFactionWork = function(faction) {
|
||||
//Update reputation gain rate to account for faction favor
|
||||
var favorMult = 1 + (faction.favor / 100);
|
||||
@@ -1042,32 +993,19 @@ PlayerObject.prototype.workForFaction = function(numCycles) {
|
||||
this.workRepGainRate *= favorMult;
|
||||
this.workRepGainRate *= BitNodeMultipliers.FactionWorkRepGain;
|
||||
|
||||
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;
|
||||
|
||||
//Cap the number of cycles being processed to whatever would put you at limit (20 hours)
|
||||
var overMax = false;
|
||||
if (this.timeWorked + (Engine._idleSpeed * numCycles) >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
overMax = true;
|
||||
numCycles = Math.round((CONSTANTS.MillisecondsPer20Hours - this.timeWorked) / Engine._idleSpeed);
|
||||
}
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
//If timeWorked == 20 hours, then finish. You can only work for the faction for 20 hours
|
||||
if (this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
var maxCycles = CONSTANTS.GameCyclesPer20Hours;
|
||||
this.timeWorked = CONSTANTS.MillisecondsPer20Hours;
|
||||
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.finishFactionWork(false);
|
||||
if (overMax || this.timeWorked >= CONSTANTS.MillisecondsPer20Hours) {
|
||||
return this.finishWork(false);
|
||||
}
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
@@ -1075,19 +1013,61 @@ PlayerObject.prototype.workForFaction = function(numCycles) {
|
||||
" (Current Faction Reputation: " + formatNumber(faction.playerReputation, 0) + "). <br>" +
|
||||
"You have been doing this for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"You have earned: <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * cyclesPerSec, 4) + " / sec) reputation for this faction <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " (" + formatNumber(this.workMoneyGainRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
formatNumber(this.workRepGained, 4) + " (" + formatNumber(this.workRepGainRate * CYCLES_PER_SEC, 4) + " / sec) reputation for this faction <br><br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br><br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br><br> " +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br><br>" +
|
||||
|
||||
"You will automatically finish after working for 20 hours. You can cancel earlier if you wish.<br>" +
|
||||
"There is no penalty for cancelling earlier.";
|
||||
}
|
||||
|
||||
PlayerObject.prototype.finishFactionWork = function(cancelled, sing=false) {
|
||||
var faction = Factions[this.currentWorkFactionName];
|
||||
faction.playerReputation += (this.workRepGained);
|
||||
|
||||
this.gainMoney(this.workMoneyGained);
|
||||
|
||||
this.updateSkillLevels();
|
||||
|
||||
var txt = "You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + " <br><br> " +
|
||||
"You earned a total of: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + "<br>" +
|
||||
formatNumber(this.workRepGained, 4) + " reputation for the faction <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " charisma exp<br>";
|
||||
if (!sing) {dialogBoxCreate(txt);}
|
||||
|
||||
var mainMenu = document.getElementById("mainmenu-container");
|
||||
mainMenu.style.visibility = "visible";
|
||||
|
||||
this.isWorking = false;
|
||||
|
||||
Engine.loadFactionContent();
|
||||
displayFactionContent(faction.name);
|
||||
if (sing) {
|
||||
var res="You worked for your faction " + faction.name + " for a total of " + convertTimeMsToTimeElapsedString(this.timeWorked) + ". " +
|
||||
"You earned " +
|
||||
formatNumber(this.workRepGained, 4) + " rep, " +
|
||||
formatNumber(this.workHackExpGained, 4) + " hacking exp, " +
|
||||
formatNumber(this.workStrExpGained, 4) + " str exp, " +
|
||||
formatNumber(this.workDefExpGained, 4) + " def exp, " +
|
||||
formatNumber(this.workDexExpGained, 4) + " dex exp, " +
|
||||
formatNumber(this.workAgiExpGained, 4) + " agi exp, and " +
|
||||
formatNumber(this.workChaExpGained, 4) + " cha exp.";
|
||||
this.resetWorkStatus();
|
||||
return res;
|
||||
}
|
||||
this.resetWorkStatus();
|
||||
}
|
||||
|
||||
//Money gained per game cycle
|
||||
PlayerObject.prototype.getWorkMoneyGain = function() {
|
||||
@@ -1363,36 +1343,25 @@ PlayerObject.prototype.takeClass = function(numCycles) {
|
||||
this.timeWorked += Engine._idleSpeed * numCycles;
|
||||
var className = this.className;
|
||||
|
||||
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;
|
||||
this.workMoneyGained -= this.workMoneyLossRate * numCycles;
|
||||
|
||||
var cyclesPerSec = 1000 / Engine._idleSpeed;
|
||||
this.processWorkEarnings(numCycles);
|
||||
|
||||
var txt = document.getElementById("work-in-progress-text");
|
||||
txt.innerHTML = "You have been " + className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + "<br><br>" +
|
||||
"This has cost you: <br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * cyclesPerSec, 2) + " / sec) <br><br>" +
|
||||
"$" + formatNumber(this.workMoneyGained, 2) + " ($" + formatNumber(this.workMoneyLossRate * CYCLES_PER_SEC, 2) + " / sec) <br><br>" +
|
||||
"You have gained: <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * cyclesPerSec, 4) + " / sec) hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * cyclesPerSec, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * cyclesPerSec, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * cyclesPerSec, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * cyclesPerSec, 4) + " / sec) agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * cyclesPerSec, 4) + " / sec) charisma exp <br>" +
|
||||
formatNumber(this.workHackExpGained, 4) + " (" + formatNumber(this.workHackExpGainRate * CYCLES_PER_SEC, 4) + " / sec) hacking exp <br>" +
|
||||
formatNumber(this.workStrExpGained, 4) + " (" + formatNumber(this.workStrExpGainRate * CYCLES_PER_SEC, 4) + " / sec) strength exp <br>" +
|
||||
formatNumber(this.workDefExpGained, 4) + " (" + formatNumber(this.workDefExpGainRate * CYCLES_PER_SEC, 4) + " / sec) defense exp <br>" +
|
||||
formatNumber(this.workDexExpGained, 4) + " (" + formatNumber(this.workDexExpGainRate * CYCLES_PER_SEC, 4) + " / sec) dexterity exp <br>" +
|
||||
formatNumber(this.workAgiExpGained, 4) + " (" + formatNumber(this.workAgiExpGainRate * CYCLES_PER_SEC, 4) + " / sec) agility exp <br>" +
|
||||
formatNumber(this.workChaExpGained, 4) + " (" + formatNumber(this.workChaExpGainRate * CYCLES_PER_SEC, 4) + " / sec) charisma exp <br>" +
|
||||
"You may cancel at any time";
|
||||
}
|
||||
|
||||
//The 'sing' argument defines whether or not this function was called
|
||||
//through a Singularity Netscript function
|
||||
PlayerObject.prototype.finishClass = function(sing=false) {
|
||||
this.gainWorkExp();
|
||||
this.gainIntelligenceExp(CONSTANTS.IntelligenceClassBaseExpGain * Math.round(this.timeWorked / 1000));
|
||||
|
||||
if (this.workMoneyGained > 0) {
|
||||
@@ -1567,7 +1536,12 @@ PlayerObject.prototype.finishCrime = function(cancelled) {
|
||||
}
|
||||
}
|
||||
|
||||
this.gainWorkExp();
|
||||
this.gainHackingExp(this.workHackExpGained);
|
||||
this.gainStrengthExp(this.workStrExpGained);
|
||||
this.gainDefenseExp(this.workDefExpGained);
|
||||
this.gainDexterityExp(this.workDexExpGained);
|
||||
this.gainAgilityExp(this.workAgiExpGained);
|
||||
this.gainCharismaExp(this.workChaExpGained);
|
||||
}
|
||||
this.committingCrimeThruSingFn = false;
|
||||
this.singFnCrimeWorkerScript = null;
|
||||
|
||||
Reference in New Issue
Block a user