mirror of
https://github.com/bitburner-official/bitburner-src.git
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streamline crimes
This commit is contained in:
+241
-253
@@ -2,146 +2,235 @@ import {CONSTANTS} from "./Constants.js";
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import {Player} from "./Player.js";
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import {dialogBoxCreate} from "../utils/DialogBox.js";
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/* Crimes.js */
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function commitShopliftCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeShoplift;
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var time = 2000;
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Player.startCrime(0, 0, 0, 2/div, 2/div, 0, 15000/div, time, singParams); //$7500/s, 1 exp/s
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return time;
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function Crime(name, type, time, money, difficulty, karma, params) {
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this.name = name;
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this.type = type;
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this.time = time;
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this.money = money;
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this.difficulty = difficulty;
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this.karma = karma;
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this.hacking_success_weight = params.hacking_success_weight ? params.hacking_success_weight : 0;
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this.strength_success_weight = params.strength_success_weight ? params.strength_success_weight : 0;
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this.defense_success_weight = params.defense_success_weight ? params.defense_success_weight : 0;
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this.dexterity_success_weight = params.dexterity_success_weight ? params.dexterity_success_weight : 0;
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this.agility_success_weight = params.agility_success_weight ? params.agility_success_weight : 0;
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this.charisma_success_weight = params.charisma_success_weight ? params.charisma_success_weight : 0;
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this.hacking_exp = params.hacking_exp ? params.hacking_exp : 0;
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this.strength_exp = params.strength_exp ? params.strength_exp : 0;
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this.defense_exp = params.defense_exp ? params.defense_exp : 0;
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this.dexterity_exp = params.dexterity_exp ? params.dexterity_exp : 0;
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this.agility_exp = params.agility_exp ? params.agility_exp : 0;
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this.charisma_exp = params.charisma_exp ? params.charisma_exp : 0;
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this.intelligence_exp = params.intelligence_exp ? params.intelligence_exp : 0;
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this.kills = params.kills ? params.kills : 0;
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}
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function commitRobStoreCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeRobStore;
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var time = 60000;
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Player.startCrime(30/div, 0, 0, 45/div, 45/div, 0, 400000/div, time, singParams); //$6666,6/2, 0.5exp/s, 0.75exp/s
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return time;
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Crime.prototype.commit = function(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = this.type;
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Player.startCrime(
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this.hacking_exp/div,
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this.strength_exp/div,
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this.defense_exp/div,
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this.dexterity_exp/div,
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this.agility_exp/div,
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this.charisma_exp/div,
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this.money/div, this.time, singParams);
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return this.time;
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}
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function commitMugCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeMug;
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var time = 4000;
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Player.startCrime(0, 3/div, 3/div, 3/div, 3/div, 0, 36000/div, time, singParams); //$9000/s, .66 exp/s
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return time;
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Crime.prototype.successRate = function() {
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var chance = (this.hacking_success_weight * Player.hacking_skill +
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this.strength_success_weight * Player.strength +
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this.defense_success_weight * Player.defense +
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this.dexterity_success_weight * Player.dexterity +
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this.agility_success_weight * Player.agility +
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this.charisma_success_weight * Player.charisma +
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CONSTANTS.IntelligenceCrimeWeight * Player.intelligence);
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chance /= CONSTANTS.MaxSkillLevel;
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chance /= this.difficulty;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function commitLarcenyCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeLarceny;
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var time = 90000;
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Player.startCrime(45/div, 0, 0, 60/div, 60/div, 0, 800000/div, time, singParams) // $8888.88/s, .5 exp/s, .66 exp/s
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return time;
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}
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const Crimes = {
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Shoplift: new Crime("Shoplift", CONSTANTS.CrimeShoplift, 2000, 15000, 1/20, 0.1, {
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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function commitDealDrugsCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeDrugs;
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var time = 10000;
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Player.startCrime(0, 0, 0, 5/div, 5/div, 10/div, 120000/div, time, singParams); //$12000/s, .5 exp/s, 1 exp/s
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return time;
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}
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dexterity_exp: 2,
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agility_exp: 2,
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}),
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function commitBondForgeryCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeBondForgery;
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var time = 300000;
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Player.startCrime(100/div, 0, 0, 150/div, 0, 15/div, 4500000/div, time, singParams); //$15000/s, 0.33 hack exp/s, .5 dex exp/s, .05 cha exp
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return time;
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}
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RobStore: new Crime("Rob Store", CONSTANTS.CrimeRobStore, 60000, 400000, 1/5, 0.5, {
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hacking_exp: 30,
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dexterity_exp: 45,
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agility_exp: 45,
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function commitTraffickArmsCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeTraffickArms;
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var time = 40000;
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Player.startCrime(0, 20/div, 20/div, 20/div, 20/div, 40/div, 600000/div, time, singParams); //$15000/s, .5 combat exp/s, 1 cha exp/s
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return time;
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}
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hacking_success_weight: 0.5 ,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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function commitHomicideCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeHomicide;
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var time = 3000;
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Player.startCrime(0, 2/div, 2/div, 2/div, 2/div, 0, 45000/div, time, singParams); //$15000/s, 0.66 combat exp/s
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return time;
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}
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intelligence_exp: 0.25 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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function commitGrandTheftAutoCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeGrandTheftAuto;
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var time = 80000;
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Player.startCrime(0, 20/div, 20/div, 20/div, 80/div, 40/div, 1600000/div, time, singParams); //$20000/s, .25 exp/s, 1 exp/s, .5 exp/s
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return time;
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}
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Mug: new Crime("Mug", CONSTANTS.CrimeMug, 4000, 36000, 1/5, 0.25, {
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strength_exp: 3,
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defence_exp: 3,
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dexterity_exp: 3,
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agility_exp: 3,
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function commitKidnapCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeKidnap;
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var time = 120000;
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Player.startCrime(0, 80/div, 80/div, 80/div, 80/div, 80/div, 3600000/div, time, singParams); //$30000/s. .66 exp/s
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return time;
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}
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strength_success_weight: 1.5,
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defense_success_weight: 0.5,
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dexterity_success_weight: 1.5,
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agility_success_weight: 0.5,
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}),
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Larceny: new Crime("Larceny", CONSTANTS.CrimeLarceny, 90000, 800000, 1/3, 1.5, {
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hacking_exp: 45,
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dexterity_exp: 60,
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agility_exp: 60,
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function commitAssassinationCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeAssassination;
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var time = 300000;
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Player.startCrime(0, 300/div, 300/div, 300/div, 300/div, 0, 12000000/div, time, singParams); //$40000/s, 1 exp/s
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return time;
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}
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hacking_skill_success_weight: 0.5,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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function commitHeistCrime(div=1, singParams=null) {
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if (div <= 0) {div = 1;}
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Player.crimeType = CONSTANTS.CrimeHeist;
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var time = 600000;
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Player.startCrime(450/div, 450/div, 450/div, 450/div, 450/div, 450/div, 120000000/div, time, singParams); //$200000/s, .75exp/s
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return time;
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}
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intelligence_exp: 0.5 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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DealDrugs: new Crime("Deal Drugs", CONSTANTS.CrimeDrugs, 10000, 120000, 1, 0.5, {
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dexterity_exp: 5,
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agility_exp: 5,
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charisma_exp: 10,
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function determineCrimeSuccess(crime, moneyGained) {
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charisma_success_weight: 3,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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}),
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BondForgery: new Crime("Bond Forgery", CONSTANTS.CrimeBondForgery, 300000, 4500000, 1/2, 0.1, {
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hacking_exp: 100,
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dexterity_exp: 150,
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charisma_exp: 15,
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hacking_skill_success_weight: 0.1,
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dexterity_success_weight: 2.5,
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intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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TraffickArms: new Crime("Traffick Arms", CONSTANTS.CrimeTraffickArms, 40000, 600000, 2, 1, {
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strength_exp: 20,
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defence_exp: 20,
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dexterity_exp: 20,
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agility_exp: 20,
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charisma_exp: 40,
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charisma_success_weight: 1,
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strength_success_weight: 1,
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defense_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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}),
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Homicide: new Crime("Homicide", CONSTANTS.CrimeHomicide, 3000, 45000, 1, 3, {
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strength_exp: 2,
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defence_exp: 2,
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dexterity_exp: 2,
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agility_exp: 2,
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strength_success_weight: 2,
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defense_success_weight: 2,
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dexterity_success_weight: 0.5,
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agility_success_weight: 0.5,
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kills: 1,
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}),
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GrandTheftAuto: new Crime("Grand Theft Auto", CONSTANTS.CrimeGrandTheftAuto, 80000, 1600000, 8, 5, {
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strength_exp: 20,
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defence_exp: 20,
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dexterity_exp: 20,
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agility_exp: 80,
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charisma_exp: 40,
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hacking_skill_success_weight: 1,
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strength_success_weight: 1,
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dexterity_success_weight: 4,
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agility_success_weight: 2,
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charisma_success_weight: 2,
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intelligence_exp: CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Kidnap: new Crime("Kidnap", CONSTANTS.CrimeKidnap, 120000, 3600000, 5, 6, {
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strength_exp: 80,
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defence_exp: 80,
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dexterity_exp: 80,
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agility_exp: 80,
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charisma_exp: 80,
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charisma_success_weight: 1,
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strength_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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intelligence_exp: 2 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Assassination: new Crime("Assassination", CONSTANTS.CrimeAssassination, 300000, 12000000, 8, 10, {
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strength_exp: 300,
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defence_exp: 300,
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dexterity_exp: 300,
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agility_exp: 300,
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strength_success_weight: 1,
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dexterity_success_weight: 2,
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agility_success_weight: 1,
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intelligence_exp: 5 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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kills: 1,
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}),
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Heist: new Crime("Heist", CONSTANTS.CrimeHeist, 600000, 120000000, 18, 15, {
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hacking_exp: 450,
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strength_exp: 450,
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defence_exp: 450,
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dexterity_exp: 450,
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agility_exp: 450,
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charisma_exp: 450,
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hacking_skill_success_weight: 1,
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strength_success_weight: 1,
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defense_success_weight: 1,
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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charisma_success_weight: 1,
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intelligence_exp: 10 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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};
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function determineCrimeSuccess(type, moneyGained) {
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var chance = 0;
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switch (crime) {
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case CONSTANTS.CrimeShoplift:
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chance = determineCrimeChanceShoplift();
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break;
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case CONSTANTS.CrimeRobStore:
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chance = determineCrimeChanceRobStore();
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break;
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case CONSTANTS.CrimeMug:
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chance = determineCrimeChanceMug();
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break;
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case CONSTANTS.CrimeLarceny:
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chance = determineCrimeChanceLarceny();
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break;
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case CONSTANTS.CrimeDrugs:
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chance = determineCrimeChanceDealDrugs();
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break;
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case CONSTANTS.CrimeBondForgery:
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chance = determineCrimeChanceBondForgery();
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break;
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case CONSTANTS.CrimeTraffickArms:
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chance = determineCrimeChanceTraffickArms();
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break;
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case CONSTANTS.CrimeHomicide:
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chance = determineCrimeChanceHomicide();
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break;
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case CONSTANTS.CrimeGrandTheftAuto:
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chance = determineCrimeChanceGrandTheftAuto();
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break;
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case CONSTANTS.CrimeKidnap:
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chance = determineCrimeChanceKidnap();
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break;
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case CONSTANTS.CrimeAssassination:
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chance = determineCrimeChanceAssassination();
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break;
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case CONSTANTS.CrimeHeist:
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chance = determineCrimeChanceHeist();
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break;
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default:
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console.log(crime);
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dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
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return;
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var found = false;
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for(const i in Crimes) {
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const crime = Crimes[i];
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if(crime.type == type) {
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chance = crime.successRate();
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found = true;
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break;
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}
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}
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if(!found) {
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console.log(crime);
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dialogBoxCreate("ERR: Unrecognized crime type. This is probably a bug please contact the developer");
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return;
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}
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if (Math.random() <= chance) {
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@@ -154,134 +243,33 @@ function determineCrimeSuccess(crime, moneyGained) {
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}
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}
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let intWgt = CONSTANTS.IntelligenceCrimeWeight;
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let maxLvl = CONSTANTS.MaxSkillLevel;
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function determineCrimeChanceShoplift() {
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var chance = (Player.dexterity / maxLvl +
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Player.agility / maxLvl +
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intWgt * Player.intelligence / maxLvl) * 20;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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function findCrime(roughName) {
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if (roughName.includes("shoplift")) {
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return Crimes.Shoplift;
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} else if (roughName.includes("rob") && roughName.includes("store")) {
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return Crimes.RobStore;
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} else if (roughName.includes("mug")) {
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return Crimes.Mug;
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} else if (roughName.includes("larceny")) {
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return Crimes.Larceny;
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} else if (roughName.includes("drugs")) {
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return Crimes.DealDrugs;
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} else if (roughName.includes("bond") && roughName.includes("forge")) {
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return Crimes.BondForgery;
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} else if (roughName.includes("traffick") && roughName.includes("arms")) {
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return Crimes.TraffickArms;
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} else if (roughName.includes("homicide")) {
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return Crimes.Homicide;
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} else if (roughName.includes("grand") && roughName.includes("auto")) {
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return Crimes.GrandTheftAuto;
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} else if (roughName.includes("kidnap")) {
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return Crimes.Kidnap;
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} else if (roughName.includes("assassinate")) {
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return Crimes.Assassination;
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} else if (roughName.includes("heist")) {
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return Crimes.Heist;
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}
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return null;
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}
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function determineCrimeChanceRobStore() {
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var chance = (0.5 * Player.hacking_skill / maxLvl +
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2 * Player.dexterity / maxLvl +
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1 * Player.agility / maxLvl +
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intWgt * Player.intelligence / maxLvl) * 5;
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chance *= Player.crime_success_mult;
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return Math.min(chance, 1);
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}
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function determineCrimeChanceMug() {
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var chance = (1.5 * Player.strength / maxLvl +
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0.5 * Player.defense / maxLvl +
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1.5 * Player.dexterity / maxLvl +
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0.5 * Player.agility / maxLvl +
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intWgt * Player.intelligence / maxLvl) * 5;
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chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceLarceny() {
|
||||
var chance = (0.5 * Player.hacking_skill / maxLvl +
|
||||
Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) * 3;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceDealDrugs() {
|
||||
var chance = (3*Player.charisma / maxLvl +
|
||||
2*Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl);
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceBondForgery() {
|
||||
var chance = (0.1*Player.hacking_skill / maxLvl +
|
||||
2.5*Player.dexterity / maxLvl +
|
||||
2*intWgt*Player.intelligence / maxLvl);
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceTraffickArms() {
|
||||
var chance = (Player.charisma / maxLvl +
|
||||
Player.strength / maxLvl +
|
||||
Player.defense / maxLvl +
|
||||
Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) / 2;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceHomicide() {
|
||||
var chance = (2 * Player.strength / maxLvl +
|
||||
2 * Player.defense / maxLvl +
|
||||
0.5 * Player.dexterity / maxLvl +
|
||||
0.5 * Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl);
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceGrandTheftAuto() {
|
||||
var chance = (Player.hacking_skill / maxLvl +
|
||||
Player.strength / maxLvl +
|
||||
4 * Player.dexterity / maxLvl +
|
||||
2 * Player.agility / maxLvl +
|
||||
2 * Player.charisma / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) / 8;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceKidnap() {
|
||||
var chance = (Player.charisma / maxLvl +
|
||||
Player.strength / maxLvl +
|
||||
Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) / 5;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceAssassination() {
|
||||
var chance = (Player.strength / maxLvl +
|
||||
2 * Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) / 8;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
function determineCrimeChanceHeist() {
|
||||
var chance = (Player.hacking_skill / maxLvl +
|
||||
Player.strength / maxLvl +
|
||||
Player.defense / maxLvl +
|
||||
Player.dexterity / maxLvl +
|
||||
Player.agility / maxLvl +
|
||||
Player.charisma / maxLvl +
|
||||
intWgt * Player.intelligence / maxLvl) / 18;
|
||||
chance *= Player.crime_success_mult;
|
||||
return Math.min(chance, 1);
|
||||
}
|
||||
|
||||
export {commitShopliftCrime, commitRobStoreCrime, commitMugCrime,
|
||||
commitLarcenyCrime, commitDealDrugsCrime, commitBondForgeryCrime,
|
||||
commitTraffickArmsCrime,
|
||||
commitHomicideCrime, commitGrandTheftAutoCrime, commitKidnapCrime,
|
||||
commitAssassinationCrime, commitHeistCrime, determineCrimeSuccess,
|
||||
determineCrimeChanceShoplift, determineCrimeChanceRobStore,
|
||||
determineCrimeChanceMug, determineCrimeChanceLarceny,
|
||||
determineCrimeChanceDealDrugs, determineCrimeChanceBondForgery,
|
||||
determineCrimeChanceTraffickArms,
|
||||
determineCrimeChanceHomicide, determineCrimeChanceGrandTheftAuto,
|
||||
determineCrimeChanceKidnap, determineCrimeChanceAssassination,
|
||||
determineCrimeChanceHeist};
|
||||
export {determineCrimeSuccess,findCrime,Crimes};
|
||||
|
||||
Reference in New Issue
Block a user