mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2026-04-17 06:48:42 +02:00
Infiltration can no longer be done programmatically. HP is reset when prestiging
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@@ -157,7 +157,8 @@ function nextInfiltrationLevel(inst) {
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case 3:
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scenario = InfiltrationScenarios.Bots;
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killButton.style.display = "block";
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killButton.addEventListener("click", function() {
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killButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationKill(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY killed the security bots! Unfortunately you alerted the " +
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@@ -180,7 +181,8 @@ function nextInfiltrationLevel(inst) {
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updateInfiltrationLevelText(inst);
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});
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assassinateButton.style.display = "block";
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assassinateButton.addEventListener("click", function() {
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assassinateButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationAssassinate(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security bots without being detected!");
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@@ -202,7 +204,8 @@ function nextInfiltrationLevel(inst) {
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default: //0, 4-5
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scenario = InfiltrationScenarios.Guards;
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killButton.style.display = "block";
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killButton.addEventListener("click", function() {
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killButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationKill(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY killed the security guard! Unfortunately you alerted the " +
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@@ -228,7 +231,8 @@ function nextInfiltrationLevel(inst) {
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knockoutButton.style.display = "block";
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stealthKnockoutButton.style.display = "block";
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assassinateButton.style.display = "block";
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assassinateButton.addEventListener("click", function() {
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assassinateButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationAssassinate(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY assassinated the security guard without being detected!");
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@@ -250,7 +254,8 @@ function nextInfiltrationLevel(inst) {
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break;
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}
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knockoutButton.addEventListener("click", function() {
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knockoutButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationKnockout(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard! " +
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@@ -272,7 +277,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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stealthKnockoutButton.addEventListener("click", function() {
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stealthKnockoutButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationStealthKnockout(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY knocked out the security guard without making " +
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@@ -293,7 +299,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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hackSecurityButton.addEventListener("click", function() {
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hackSecurityButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationHack(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY hacked and disabled the security system!");
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@@ -309,7 +316,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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destroySecurityButton.addEventListener("click", function() {
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destroySecurityButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationDestroySecurity(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY and violently destroy the security system!");
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@@ -325,7 +333,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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sneakButton.addEventListener("click", function() {
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sneakButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationSneak(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY sneak past the security undetected!");
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@@ -340,7 +349,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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pickdoorButton.addEventListener("click", function() {
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pickdoorButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationPickLockedDoor(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY pick the locked door!");
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@@ -356,7 +366,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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bribeButton.addEventListener("click", function() {
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bribeButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var bribeAmt = CONSTANTS.InfiltrationBribeBaseAmount * inst.clearanceLevel;
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if (Player.money.lt(bribeAmt)) {
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writeInfiltrationStatusText("You do not have enough money to bribe the guard. " +
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@@ -380,7 +391,8 @@ function nextInfiltrationLevel(inst) {
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return false;
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});
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escapeButton.addEventListener("click", function() {
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escapeButton.addEventListener("click", function(e) {
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if (!e.isTrusted) {return false;}
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var res = attemptInfiltrationEscape(inst);
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if (res[0]) {
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writeInfiltrationStatusText("You SUCCESSFULLY escape from the facility with the stolen classified " +
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@@ -300,6 +300,10 @@ PlayerObject.prototype.prestigeAugmentation = function() {
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this.hacknetNodes.length = 0;
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this.totalHacknetNodeProduction = 0;
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//Re-calculate skills and reset HP
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this.updateSkillLevels();
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this.hp = this.max_hp;
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}
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PlayerObject.prototype.prestigeSourceFile = function() {
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@@ -393,6 +397,9 @@ PlayerObject.prototype.prestigeSourceFile = function() {
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this.playtimeSinceLastAug = 0;
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this.playtimeSinceLastBitnode = 0;
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this.scriptProdSinceLastAug = 0;
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this.updateSkillLevels();
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this.hp = this.max_hp;
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}
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PlayerObject.prototype.getCurrentServer = function() {
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@@ -2357,7 +2364,7 @@ PlayerObject.prototype.queueAugmentation = function(name) {
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return;
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}
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}
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this.firstAugPurchased = true;
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this.queuedAugmentations.push(new PlayerOwnedAugmentation(name));
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}
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