Added University/study + taking class mechanics. Minor improvements to UI and some rebalancing

This commit is contained in:
Daniel Xie
2017-04-24 14:10:35 -05:00
parent 5870430ea7
commit f4ec2e9067
8 changed files with 431 additions and 70 deletions
+162 -2
View File
@@ -99,8 +99,10 @@ function PlayerObject() {
this.startAction = false;
this.actionTime = 0;
//Flags/variables for working (Company, Faction, and Creating Programin)
//Flags/variables for working (Company, Faction, Creating Program, Taking Class)
this.isWorking = false;
this.workType = "";
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
@@ -112,6 +114,7 @@ function PlayerObject() {
this.workChaExpGainRate = 0;
this.workRepGainRate = 0;
this.workMoneyGainRate = 0;
this.workMoneyLossRate = 0;
this.workHackExpGained = 0;
this.workStrExpGained = 0;
@@ -124,6 +127,8 @@ function PlayerObject() {
this.createProgramName = "";
this.className = "";
this.timeWorked = 0; //in ms
this.timeNeededToCompleteWork = 0;
@@ -243,6 +248,13 @@ PlayerObject.prototype.gainMoney = function(money) {
this.lifetime_money += money;
}
PlayerObject.prototype.loseMoney = function(money) {
if (isNaN(money)) {
console.log("ERR: NaN passed into Player.loseMoney()"); return;
}
this.money -= money;
}
PlayerObject.prototype.gainHackingExp = function(exp) {
if (isNaN(exp)) {
console.log("ERR: NaN passed into Player.gainHackingExp()"); return;
@@ -346,6 +358,7 @@ PlayerObject.prototype.finishWork = function(cancelled) {
PlayerObject.prototype.startWork = function() {
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeCompany;
this.currentWorkFactionName = "";
this.currentWorkFactionDescription = "";
this.createProgramName = "";
@@ -474,6 +487,7 @@ PlayerObject.prototype.finishFactionWork = function(cancelled, faction) {
PlayerObject.prototype.startFactionWork = function(faction) {
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeFaction;
this.currentWorkFactionName = faction.name;
this.createProgramName = "";
@@ -688,6 +702,7 @@ PlayerObject.prototype.getFactionFieldWorkRepGain = function() {
/* Creating a Program */
PlayerObject.prototype.startCreateProgramWork = function(programName, time) {
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeCreateProgram;
this.timeWorked = 0;
this.timeNeededToCompleteWork = time;
@@ -742,7 +757,152 @@ PlayerObject.prototype.finishCreateProgramWork = function(cancelled, programName
Engine.loadTerminalContent();
}
//Functions for saving and loading the Player data
/* Studying/Taking Classes */
PlayerObject.prototype.startClass = function(costMult, expMult, className) {
this.isWorking = true;
this.workType = CONSTANTS.WorkTypeStudyClass;
this.timeWorked = 0;
this.className = className;
this.workStrExpGainRate = 0;
this.workDefExpGainRate = 0;
this.workDexExpGainRate = 0;
this.workAgiExpGainRate = 0;
this.workChaExpGainRate = 0;
this.workRepGainRate = 0;
this.workMoneyGainRate = 0;
this.workHackExpGained = 0;
this.workStrExpGained = 0;
this.workDefExpGained = 0;
this.workDexExpGained = 0;
this.workAgiExpGained = 0;
this.workChaExpGained = 0;
this.workRepGained = 0;
this.workMoneyGained = 0;
var gameCPS = 1000 / Engine._idleSpeed;
//Base costs/exp (per second)
var baseDataStructuresCost = 1;
var baseNetworksCost = 5;
var baseAlgorithmsCost = 20;
var baseStudyComputerScienceExp = 0.02;
var baseDataStructuresExp = 0.1;
var baseNetworksExp = 0.5;
var baseAlgorithmsExp = 2.0;
//Find cost and exp gain per game cycle
var cost = 0;
var hackExp = 0;
switch (className) {
case CONSTANTS.ClassStudyComputerScience:
hackExp = baseStudyComputerScienceExp * expMult / gameCPS;
break;
case CONSTANTS.ClassDataStructures:
cost = baseDataStructuresCost * costMult / gameCPS;
hackExp = baseDataStructuresExp * expMult / gameCPS;
break;
case CONSTANTS.ClassNetworks:
cost = baseNetworksCost * costMult / gameCPS;
hackExp = baseNetworksExp * expMult / gameCPS;
break;
case CONSTANTS.ClassAlgorithms:
cost = baseAlgorithmsCost * costMult / gameCPS;
hackExp = baseAlgorithmsExp * expMult / gameCPS;
break;
default:
throw new Error("ERR: Invalid/unregocnized class name");
return;
}
this.workMoneyLossRate = cost;
this.workHackExpGainRate = hackExp;
var cancelButton = document.getElementById("work-in-progress-cancel-button");
//Remove all old event listeners from Cancel button
var newCancelButton = cancelButton.cloneNode(true);
cancelButton.parentNode.replaceChild(newCancelButton, cancelButton);
newCancelButton.addEventListener("click", function() {
Player.finishClass();
return false;
});
//Display Work In Progress Screen
Engine.loadWorkInProgressContent();
}
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;
//TODO Account for running out of money when numCycles is very big
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>" +
"$" + this.workMoneyGained.toFixed(2) + " ($" + (this.workMoneyLossRate * cyclesPerSec).toFixed(2) + " / sec) <br><br>" +
"You have gained: <br>" +
this.workHackExpGained.toFixed(3) + " (" + (this.workHackExpGainRate * cyclesPerSec).toFixed(3) + " / sec) hacking exp <br>" +
this.workStrExpGained.toFixed(3) + " (" + (this.workStrExpGainRate * cyclesPerSec).toFixed(3) + " / sec) strength exp <br>" +
this.workDefExpGained.toFixed(3) + " (" + (this.workDefExpGainRate * cyclesPerSec).toFixed(3) + " / sec) defense exp <br>" +
this.workDexExpGained.toFixed(3) + " (" + (this.workDexExpGainRate * cyclesPerSec).toFixed(3) + " / sec) dexterity exp <br>" +
this.workAgiExpGained.toFixed(3) + " (" + (this.workAgiExpGainRate * cyclesPerSec).toFixed(3) + " / sec) agility exp <br>" +
this.workChaExpGained.toFixed(3) + " (" + (this.workChaExpGainRate * cyclesPerSec).toFixed(3) + " / sec) charisma exp <br>" +
"You may cancel at any time";
}
PlayerObject.prototype.finishClass = 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);
if (this.workMoneyGained > 0) {
throw new Error("ERR: Somehow gained money while taking class");
}
this.loseMoney(this.workMoneyGained * -1);
this.updateSkillLevels();
var txt = "After " + this.className + " for " + convertTimeMsToTimeElapsedString(this.timeWorked) + ", <br>" +
"you spent a total of " + this.workMoneyGained * -1 + ". <br><br>" +
"You earned a total of: <br>" +
(this.workHackExpGained).toFixed(3) + " hacking exp <br>" +
(this.workStrExpGained).toFixed(3) + " strength exp <br>" +
(this.workDefExpGained).toFixed(3) + " defense exp <br>" +
(this.workDexExpGained).toFixed(3) + " dexterity exp <br>" +
(this.workAgiExpGained).toFixed(3) + " agility exp <br>" +
(this.workChaExpGained).toFixed(3) + " charisma exp<br>";
dialogBoxCreate(txt);
var mainMenu = document.getElementById("mainmenu-container");
mainMenu.style.visibility = "visible";
this.isWorking = false;
Engine.loadTerminalContent();
}
/* Functions for saving and loading the Player data */
PlayerObject.prototype.toJSON = function() {
return Generic_toJSON("PlayerObject", this);
}