neonprotocol / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Neon Protocol - Hacking Simulator</title>
<script src="https://cdn.tailwindcss.com"></script>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
<style>
@import url('https://fonts.googleapis.com/css2?family=Share+Tech+Mono&display=swap');
:root {
--neon-green: #39ff14;
--dark-bg: #0a0a0a;
--terminal-bg: rgba(10, 10, 10, 0.9);
}
body {
font-family: 'Share Tech Mono', monospace;
background-color: var(--dark-bg);
color: var(--neon-green);
overflow-x: hidden;
}
.terminal {
background-color: var(--terminal-bg);
border: 1px solid var(--neon-green);
box-shadow: 0 0 10px var(--neon-green);
}
.cursor {
animation: blink 1s infinite;
}
@keyframes blink {
0%, 100% { opacity: 1; }
50% { opacity: 0; }
}
.hack-button {
transition: all 0.3s;
box-shadow: 0 0 5px var(--neon-green);
}
.hack-button:hover {
transform: translateY(-2px);
box-shadow: 0 0 15px var(--neon-green);
}
.progress-bar {
height: 5px;
background-color: var(--neon-green);
transition: width 0.1s linear;
}
.mission-complete {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-color: black;
z-index: 1000;
display: flex;
justify-content: center;
align-items: center;
flex-direction: column;
animation: explode 2s forwards;
}
@keyframes explode {
0% {
opacity: 0;
transform: scale(1);
}
10% {
opacity: 1;
transform: scale(1);
}
100% {
opacity: 0;
transform: scale(10);
}
}
.binary-particle {
position: absolute;
color: var(--neon-green);
font-size: 1rem;
animation: float 3s linear forwards;
}
@keyframes float {
to {
transform: translate(var(--tx), var(--ty));
opacity: 0;
}
}
.location-button {
transition: all 0.3s;
}
.location-button:hover {
transform: scale(1.05);
box-shadow: 0 0 10px var(--neon-green);
}
.enemy-attack {
animation: shake 0.5s linear infinite;
}
@keyframes shake {
0%, 100% { transform: translateX(0); }
25% { transform: translateX(-5px); }
75% { transform: translateX(5px); }
}
@media (max-width: 768px) {
.terminal-input {
width: 80%;
}
}
</style>
</head>
<body class="min-h-screen flex flex-col">
<!-- Mission Complete Animation (hidden by default) -->
<div id="missionComplete" class="mission-complete hidden">
<h1 class="text-4xl mb-4">MISSION COMPLETE</h1>
<p class="text-xl">Access Granted</p>
</div>
<!-- Main Game Container -->
<div class="container mx-auto px-4 py-6 flex-grow flex flex-col">
<!-- Header -->
<header class="flex justify-between items-center mb-6 border-b border-neon-green pb-4">
<div>
<h1 class="text-3xl font-bold text-neon-green">NEON PROTOCOL</h1>
<p class="text-sm">White Hat Hacking Simulator</p>
</div>
<div class="flex items-center space-x-4">
<div id="playerStats" class="text-right">
<p>Reputation: <span id="reputation">0</span></p>
<p>Credits: $<span id="credits">1000</span></p>
<p>Firewall: <span id="firewall">50</span>%</p>
</div>
<button id="saveGame" class="bg-black text-neon-green border border-neon-green px-3 py-1 rounded hover:bg-neon-green hover:text-black">
<i class="fas fa-save"></i> Save
</button>
<button id="loadGame" class="bg-black text-neon-green border border-neon-green px-3 py-1 rounded hover:bg-neon-green hover:text-black">
<i class="fas fa-folder-open"></i> Load
</button>
</div>
</header>
<!-- Game Content -->
<div class="flex flex-col md:flex-row flex-grow gap-6">
<!-- Left Panel - Game Info -->
<div class="w-full md:w-1/4 flex flex-col gap-4">
<!-- Player Info -->
<div class="terminal p-4">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Player: <span id="playerName">Neo_Byte</span></h2>
<p class="mb-1">Level: <span id="playerLevel">1</span></p>
<p class="mb-1">Skills:</p>
<div class="mb-2">
<p class="text-sm">Brute Force: <span id="skillBrute">1</span>/10</p>
<p class="text-sm">Cryptography: <span id="skillCrypto">1</span>/10</p>
<p class="text-sm">Stealth: <span id="skillStealth">1</span>/10</p>
</div>
<p class="mb-1">Current Location: <span id="currentLocation">Home Base</span></p>
</div>
<!-- Locations -->
<div class="terminal p-4">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Locations</h2>
<div class="grid grid-cols-2 gap-2">
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="home">
Home Base
</button>
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="darkweb">
Dark Web
</button>
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="bank">
City Bank
</button>
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="corp">
MegaCorp
</button>
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="police">
Police DB
</button>
<button class="location-button bg-black text-neon-green border border-neon-green p-2 rounded" data-location="shadow">
Shadow Net
</button>
</div>
</div>
<!-- Quick Actions -->
<div class="terminal p-4">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Quick Actions</h2>
<div class="grid grid-cols-2 gap-2">
<button class="hack-button bg-black text-neon-green border border-neon-green p-2 rounded" data-command="scan">
<i class="fas fa-search"></i> Scan
</button>
<button class="hack-button bg-black text-neon-green border border-neon-green p-2 rounded" data-command="firewall">
<i class="fas fa-shield-alt"></i> Firewall
</button>
<button class="hack-button bg-black text-neon-green border border-neon-green p-2 rounded" data-command="upgrade">
<i class="fas fa-level-up-alt"></i> Upgrade
</button>
<button class="hack-button bg-black text-neon-green border border-neon-green p-2 rounded" data-command="help">
<i class="fas fa-question"></i> Help
</button>
</div>
</div>
</div>
<!-- Main Panel - Terminal -->
<div class="w-full md:w-2/4 flex flex-col">
<div class="terminal p-4 flex-grow flex flex-col">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Terminal</h2>
<div id="terminalOutput" class="flex-grow overflow-y-auto mb-4 h-64">
<p>> Welcome to Neon Protocol, Neo_Byte.</p>
<p>> Fresh out of high school, you're ready to make your mark in the hacking world.</p>
<p>> Your goal: Use your skills to take down criminal organizations while avoiding detection.</p>
<p>> Type 'help' for available commands.</p>
<p>> </p>
</div>
<div class="flex items-center">
<span class="mr-2">></span>
<input id="terminalInput" type="text" class="terminal-input bg-transparent border-b border-neon-green outline-none flex-grow text-neon-green" autofocus>
</div>
</div>
<!-- Active Mission -->
<div id="activeMission" class="terminal p-4 mt-4 hidden">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Active Mission</h2>
<p id="missionTitle" class="font-bold"></p>
<p id="missionDesc" class="mb-2"></p>
<div class="progress-bar-container bg-gray-800 w-full h-1 mb-2">
<div id="missionProgress" class="progress-bar" style="width: 0%"></div>
</div>
<p id="missionTimer" class="text-right"></p>
<div class="flex justify-between mt-2">
<button id="abortMission" class="hack-button bg-black text-red-500 border border-red-500 px-3 py-1 rounded">
Abort
</button>
<button id="completeMission" class="hack-button bg-black text-neon-green border border-neon-green px-3 py-1 rounded hidden">
Complete
</button>
</div>
</div>
</div>
<!-- Right Panel - Missions & Alerts -->
<div class="w-full md:w-1/4 flex flex-col gap-4">
<!-- Available Missions -->
<div class="terminal p-4">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Available Missions</h2>
<div id="missionsList" class="space-y-2">
<div class="mission-item border border-neon-green p-2 rounded">
<h3 class="font-bold">Tutorial: First Hack</h3>
<p class="text-sm mb-2">Learn basic commands by hacking a test server.</p>
<button class="hack-button bg-black text-neon-green border border-neon-green w-full py-1 rounded" data-mission="tutorial">
Accept
</button>
</div>
</div>
</div>
<!-- Alerts -->
<div id="alerts" class="terminal p-4">
<h2 class="text-xl mb-2 border-b border-neon-green pb-2">Alerts</h2>
<div id="alertsList">
<p class="text-sm">No active alerts</p>
</div>
</div>
<!-- Enemy Attacks -->
<div id="enemyAttack" class="terminal p-4 hidden enemy-attack border border-red-500">
<h2 class="text-xl mb-2 border-b border-red-500 pb-2 text-red-500">INTRUSION DETECTED!</h2>
<p class="text-red-500 mb-2">You're under attack by <span id="attackerName">Shadow Syndicate</span>!</p>
<div class="flex justify-between">
<button id="defendAttack" class="hack-button bg-black text-red-500 border border-red-500 px-3 py-1 rounded">
Defend
</button>
<button id="escapeAttack" class="hack-button bg-black text-neon-green border border-neon-green px-3 py-1 rounded">
Escape
</button>
</div>
</div>
</div>
</div>
</div>
<script>
// Game State
const gameState = {
player: {
name: "Neo_Byte",
level: 1,
reputation: 0,
credits: 1000,
firewall: 50,
skills: {
brute: 1,
crypto: 1,
stealth: 1
},
location: "home",
missionsCompleted: 0
},
missions: {
tutorial: {
title: "Tutorial: First Hack",
description: "Learn basic commands by hacking a test server. Use 'scan' to find vulnerabilities, then 'exploit' to break in.",
difficulty: 1,
reward: 500,
repReward: 10,
timeLimit: 300, // 5 minutes
progress: 0,
active: false
},
bankJob: {
title: "Bank Heist: Stop the Robbers",
description: "A criminal group is planning to hack City Bank. Infiltrate their systems and stop the transfer.",
difficulty: 3,
reward: 2000,
repReward: 30,
timeLimit: 600, // 10 minutes
progress: 0,
active: false,
requiredLevel: 2
},
corpEspionage: {
title: "Corporate Espionage",
description: "MegaCorp is stealing data from small businesses. Find evidence and expose them.",
difficulty: 4,
reward: 3500,
repReward: 50,
timeLimit: 900, // 15 minutes
progress: 0,
active: false,
requiredLevel: 3
},
shadowSyndicate: {
title: "Shadow Syndicate Takedown",
description: "The notorious hacking group is planning a major attack. Take down their servers.",
difficulty: 5,
reward: 5000,
repReward: 100,
timeLimit: 1200, // 20 minutes
progress: 0,
active: false,
requiredLevel: 5
}
},
availableMissions: ["tutorial"],
currentMission: null,
enemyAttack: null,
enemies: [
{ name: "Script Kiddies", strength: 1, reward: 200 },
{ name: "Dark Web Thugs", strength: 2, reward: 500 },
{ name: "Cyber Mafia", strength: 3, reward: 1000 },
{ name: "Shadow Syndicate", strength: 4, reward: 2000 }
],
locations: {
home: "Home Base",
darkweb: "Dark Web",
bank: "City Bank",
corp: "MegaCorp",
police: "Police DB",
shadow: "Shadow Net"
}
};
// DOM Elements
const terminalInput = document.getElementById('terminalInput');
const terminalOutput = document.getElementById('terminalOutput');
const playerName = document.getElementById('playerName');
const playerLevel = document.getElementById('playerLevel');
const reputation = document.getElementById('reputation');
const credits = document.getElementById('credits');
const firewall = document.getElementById('firewall');
const skillBrute = document.getElementById('skillBrute');
const skillCrypto = document.getElementById('skillCrypto');
const skillStealth = document.getElementById('skillStealth');
const currentLocation = document.getElementById('currentLocation');
const missionsList = document.getElementById('missionsList');
const activeMission = document.getElementById('activeMission');
const missionTitle = document.getElementById('missionTitle');
const missionDesc = document.getElementById('missionDesc');
const missionProgress = document.getElementById('missionProgress');
const missionTimer = document.getElementById('missionTimer');
const completeMission = document.getElementById('completeMission');
const abortMission = document.getElementById('abortMission');
const alertsList = document.getElementById('alertsList');
const enemyAttack = document.getElementById('enemyAttack');
const defendAttack = document.getElementById('defendAttack');
const escapeAttack = document.getElementById('escapeAttack');
const missionComplete = document.getElementById('missionComplete');
const saveGame = document.getElementById('saveGame');
const loadGame = document.getElementById('loadGame');
// Game Variables
let missionInterval;
let attackInterval;
let missionTimeLeft;
let enemyAttackTime = 30;
// Initialize Game
function initGame() {
updatePlayerStats();
renderMissions();
setupEventListeners();
// Random enemy attacks
setInterval(() => {
if (!gameState.currentMission && Math.random() > 0.7) {
startEnemyAttack();
}
}, 300000); // Every 5 minutes
// Check for new missions
setInterval(checkForNewMissions, 60000); // Every minute
}
// Update player stats display
function updatePlayerStats() {
playerName.textContent = gameState.player.name;
playerLevel.textContent = gameState.player.level;
reputation.textContent = gameState.player.reputation;
credits.textContent = gameState.player.credits;
firewall.textContent = gameState.player.firewall;
skillBrute.textContent = gameState.player.skills.brute;
skillCrypto.textContent = gameState.player.skills.crypto;
skillStealth.textContent = gameState.player.skills.stealth;
currentLocation.textContent = gameState.locations[gameState.player.location];
}
// Render available missions
function renderMissions() {
missionsList.innerHTML = '';
gameState.availableMissions.forEach(missionId => {
const mission = gameState.missions[missionId];
const missionElement = document.createElement('div');
missionElement.className = 'mission-item border border-neon-green p-2 rounded';
missionElement.innerHTML = `
<h3 class="font-bold">${mission.title}</h3>
<p class="text-sm mb-2">${mission.description}</p>
<button class="hack-button bg-black text-neon-green border border-neon-green w-full py-1 rounded" data-mission="${missionId}">
Accept
</button>
`;
missionsList.appendChild(missionElement);
});
// Add event listeners to mission buttons
document.querySelectorAll('[data-mission]').forEach(button => {
button.addEventListener('click', function() {
startMission(this.dataset.mission);
});
});
}
// Check for new missions based on player level
function checkForNewMissions() {
if (!gameState.availableMissions.includes('bankJob') && gameState.player.level >= 2) {
gameState.availableMissions.push('bankJob');
addToTerminal("> New mission available: Bank Heist - Stop the Robbers");
renderMissions();
}
if (!gameState.availableMissions.includes('corpEspionage') && gameState.player.level >= 3) {
gameState.availableMissions.push('corpEspionage');
addToTerminal("> New mission available: Corporate Espionage");
renderMissions();
}
if (!gameState.availableMissions.includes('shadowSyndicate') && gameState.player.level >= 5) {
gameState.availableMissions.push('shadowSyndicate');
addToTerminal("> New mission available: Shadow Syndicate Takedown");
renderMissions();
}
}
// Start a mission
function startMission(missionId) {
if (gameState.currentMission) {
addToTerminal("> You're already on a mission. Finish or abort it first.");
return;
}
const mission = gameState.missions[missionId];
gameState.currentMission = missionId;
mission.active = true;
mission.progress = 0;
missionTimeLeft = mission.timeLimit;
// Update UI
activeMission.classList.remove('hidden');
missionTitle.textContent = mission.title;
missionDesc.textContent = mission.description;
missionProgress.style.width = '0%';
updateMissionTimer();
completeMission.classList.add('hidden');
// Remove mission from available
gameState.availableMissions = gameState.availableMissions.filter(m => m !== missionId);
renderMissions();
// Start mission timer
missionInterval = setInterval(() => {
missionTimeLeft--;
updateMissionTimer();
if (missionTimeLeft <= 0) {
failMission();
}
}, 1000);
addToTerminal(`> Mission started: ${mission.title}`);
addToTerminal(`> Time limit: ${Math.floor(mission.timeLimit / 60)} minutes`);
}
// Update mission timer display
function updateMissionTimer() {
const minutes = Math.floor(missionTimeLeft / 60);
const seconds = missionTimeLeft % 60;
missionTimer.textContent = `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
}
// Update mission progress
function updateMissionProgress(increment) {
const mission = gameState.missions[gameState.currentMission];
mission.progress += increment;
if (mission.progress >= 100) {
mission.progress = 100;
missionProgress.style.width = '100%';
completeMission.classList.remove('hidden');
addToTerminal("> Mission objective complete! Click 'Complete' to finish.");
} else {
missionProgress.style.width = `${mission.progress}%`;
}
}
// Complete current mission
function completeCurrentMission() {
const mission = gameState.missions[gameState.currentMission];
// Calculate rewards
const timeBonus = Math.floor((missionTimeLeft / mission.timeLimit) * 0.5 * mission.reward);
const totalReward = mission.reward + timeBonus;
// Update player stats
gameState.player.credits += totalReward;
gameState.player.reputation += mission.repReward;
gameState.player.missionsCompleted++;
// Check for level up
if (gameState.player.missionsCompleted >= gameState.player.level * 2) {
gameState.player.level++;
gameState.player.skills.brute = Math.min(10, gameState.player.skills.brute + 1);
gameState.player.skills.crypto = Math.min(10, gameState.player.skills.crypto + 1);
gameState.player.skills.stealth = Math.min(10, gameState.player.skills.stealth + 1);
addToTerminal(`> Level up! You're now level ${gameState.player.level}`);
}
updatePlayerStats();
addToTerminal(`> Mission complete! Reward: $${totalReward} ($${mission.reward} + $${timeBonus} time bonus)`);
addToTerminal(`> Reputation increased by ${mission.repReward}`);
// Show mission complete animation
showMissionComplete();
// Clean up
clearInterval(missionInterval);
gameState.currentMission = null;
activeMission.classList.add('hidden');
// Check for new missions
checkForNewMissions();
}
// Fail current mission
function failMission() {
const mission = gameState.missions[gameState.currentMission];
addToTerminal("> Mission failed! Time's up.");
// Penalty
gameState.player.reputation = Math.max(0, gameState.player.reputation - Math.floor(mission.repReward / 2));
updatePlayerStats();
// Clean up
clearInterval(missionInterval);
gameState.currentMission = null;
activeMission.classList.add('hidden');
// Add mission back to available
if (!gameState.availableMissions.includes(mission)) {
gameState.availableMissions.push(mission);
renderMissions();
}
}
// Abort current mission
function abortCurrentMission() {
const missionId = gameState.currentMission;
addToTerminal("> Mission aborted.");
// Clean up
clearInterval(missionInterval);
gameState.currentMission = null;
activeMission.classList.add('hidden');
// Add mission back to available
if (!gameState.availableMissions.includes(missionId)) {
gameState.availableMissions.push(missionId);
renderMissions();
}
}
// Show mission complete animation
function showMissionComplete() {
missionComplete.classList.remove('hidden');
// Create binary explosion effect
for (let i = 0; i < 100; i++) {
const binary = document.createElement('div');
binary.className = 'binary-particle';
binary.textContent = Math.random() > 0.5 ? '1' : '0';
binary.style.left = `${50 + (Math.random() - 0.5) * 20}%`;
binary.style.top = `${50 + (Math.random() - 0.5) * 20}%`;
binary.style.setProperty('--tx', `${(Math.random() - 0.5) * 500}px`);
binary.style.setProperty('--ty', `${(Math.random() - 0.5) * 500}px`);
missionComplete.appendChild(binary);
}
setTimeout(() => {
missionComplete.classList.add('hidden');
missionComplete.innerHTML = `
<h1 class="text-4xl mb-4">MISSION COMPLETE</h1>
<p class="text-xl">Access Granted</p>
`;
}, 2000);
}
// Start enemy attack
function startEnemyAttack() {
if (gameState.enemyAttack) return;
const enemy = gameState.enemies[Math.min(gameState.player.level - 1, gameState.enemies.length - 1)];
gameState.enemyAttack = {
enemy: enemy,
timeLeft: enemyAttackTime
};
// Update UI
enemyAttack.classList.remove('hidden');
document.getElementById('attackerName').textContent = enemy.name;
alertsList.innerHTML = `<p class="text-red-500">Under attack by ${enemy.name}!</p>`;
// Start attack timer
attackInterval = setInterval(() => {
gameState.enemyAttack.timeLeft--;
if (gameState.enemyAttack.timeLeft <= 0) {
enemyAttackSuccess();
}
}, 1000);
addToTerminal(`> WARNING: Under attack by ${enemy.name}!`);
}
// Defend against enemy attack
function defendAgainstAttack() {
const attack = gameState.enemyAttack;
const defenseChance = gameState.player.firewall / 100;
if (Math.random() < defenseChance) {
// Successful defense
addToTerminal(`> Successfully defended against ${attack.enemy.name}!`);
gameState.player.credits += attack.enemy.reward;
updatePlayerStats();
} else {
// Failed defense
const damage = Math.floor(Math.random() * 20) + 10;
gameState.player.firewall = Math.max(0, gameState.player.firewall - damage);
addToTerminal(`> Defense failed! Firewall damaged: -${damage}%`);
updatePlayerStats();
}
endEnemyAttack();
}
// Escape from enemy attack
function escapeFromAttack() {
const attack = gameState.enemyAttack;
const escapeChance = gameState.player.skills.stealth / 10;
if (Math.random() < escapeChance) {
// Successful escape
addToTerminal(`> Successfully escaped from ${attack.enemy.name}!`);
} else {
// Failed escape
const damage = Math.floor(Math.random() * 30) + 20;
gameState.player.firewall = Math.max(0, gameState.player.firewall - damage);
addToTerminal(`> Escape failed! Firewall damaged: -${damage}%`);
updatePlayerStats();
}
endEnemyAttack();
}
// Enemy attack succeeds
function enemyAttackSuccess() {
const attack = gameState.enemyAttack;
const damage = Math.floor(Math.random() * 40) + 30;
gameState.player.firewall = Math.max(0, gameState.player.firewall - damage);
addToTerminal(`> ${attack.enemy.name} breached your firewall! Damage: -${damage}%`);
updatePlayerStats();
endEnemyAttack();
}
// End enemy attack
function endEnemyAttack() {
clearInterval(attackInterval);
gameState.enemyAttack = null;
enemyAttack.classList.add('hidden');
alertsList.innerHTML = `<p class="text-sm">No active alerts</p>`;
}
// Add text to terminal
function addToTerminal(text) {
const line = document.createElement('p');
line.textContent = text;
terminalOutput.appendChild(line);
terminalOutput.scrollTop = terminalOutput.scrollHeight;
}
// Process terminal command
function processCommand(command) {
command = command.toLowerCase().trim();
if (!command) return;
addToTerminal(`> ${command}`);
if (gameState.currentMission) {
handleMissionCommand(command);
return;
}
switch (command) {
case 'help':
showHelp();
break;
case 'scan':
scanNetwork();
break;
case 'firewall':
checkFirewall();
break;
case 'upgrade':
showUpgradeOptions();
break;
case 'clear':
terminalOutput.innerHTML = '';
break;
case 'status':
showStatus();
break;
case 'exploit':
addToTerminal("> No target specified. Use 'scan' first.");
break;
default:
addToTerminal("> Command not recognized. Type 'help' for available commands.");
}
}
// Handle commands during a mission
function handleMissionCommand(command) {
const mission = gameState.missions[gameState.currentMission];
switch (command) {
case 'scan':
if (mission.progress < 30) {
updateMissionProgress(10);
addToTerminal("> Scanning for vulnerabilities... Found weak encryption.");
} else {
addToTerminal("> No new vulnerabilities found.");
}
break;
case 'exploit':
if (mission.progress >= 20 && mission.progress < 70) {
updateMissionProgress(15);
addToTerminal("> Exploiting vulnerability... Gained partial access.");
} else if (mission.progress >= 70) {
updateMissionProgress(25);
addToTerminal("> Exploiting main system... Root access achieved!");
} else {
addToTerminal("> Not enough information. Use 'scan' first.");
}
break;
case 'decrypt':
if (mission.progress >= 40 && mission.progress < 80) {
updateMissionProgress(20);
addToTerminal("> Decrypting data... Retrieved sensitive information.");
} else {
addToTerminal("> No encrypted data found or insufficient access.");
}
break;
case 'help':
showMissionHelp();
break;
default:
addToTerminal("> Command not recognized. Type 'help' for mission commands.");
}
}
// Show help
function showHelp() {
addToTerminal("> Available commands:");
addToTerminal("> help - Show this help message");
addToTerminal("> scan - Scan the network for vulnerabilities");
addToTerminal("> firewall - Check firewall status");
addToTerminal("> upgrade - Show upgrade options");
addToTerminal("> status - Show player status");
addToTerminal("> clear - Clear terminal");
addToTerminal("> Missions:");
addToTerminal("> Accept missions from the right panel");
}
// Show mission help
function showMissionHelp() {
addToTerminal("> Mission commands:");
addToTerminal("> scan - Find vulnerabilities in target system");
addToTerminal("> exploit - Attempt to exploit found vulnerabilities");
addToTerminal("> decrypt - Decrypt encrypted data (requires crypto skill)");
}
// Scan network
function scanNetwork() {
addToTerminal("> Scanning network...");
setTimeout(() => {
const locations = Object.keys(gameState.locations).filter(l => l !== gameState.player.location);
const randomLoc = locations[Math.floor(Math.random() * locations.length)];
addToTerminal(`> Found ${gameState.locations[randomLoc]} network`);
addToTerminal(`> Use 'travel ${randomLoc}' to connect`);
}, 2000);
}
// Check firewall
function checkFirewall() {
addToTerminal(`> Firewall integrity: ${gameState.player.firewall}%`);
addToTerminal(`> Upgrade cost: $${Math.floor(500 * (1 + gameState.player.firewall / 100))}`);
addToTerminal("> Use 'upgrade firewall' to strengthen");
}
// Show upgrade options
function showUpgradeOptions() {
addToTerminal("> Upgrade options:");
addToTerminal(`> firewall - Strengthen firewall (current: ${gameState.player.firewall}%) - $${Math.floor(500 * (1 + gameState.player.firewall / 100))}`);
addToTerminal(`> brute - Improve brute force skill (current: ${gameState.player.skills.brute}/10) - $${1000 * gameState.player.skills.brute}`);
addToTerminal(`> crypto - Improve cryptography skill (current: ${gameState.player.skills.crypto}/10) - $${1000 * gameState.player.skills.crypto}`);
addToTerminal(`> stealth - Improve stealth skill (current: ${gameState.player.skills.stealth}/10) - $${1000 * gameState.player.skills.
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