bitburner-src/src/ui/WorkInProgressRoot.tsx

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import { Box, Container, Paper, Table, TableBody, Tooltip } from "@mui/material";
import Button from "@mui/material/Button";
import Typography from "@mui/material/Typography";
import { uniqueId } from "lodash";
import React, { useEffect, useState } from "react";
import { Companies } from "../Company/Companies";
import { Company } from "../Company/Company";
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import { CONSTANTS } from "../Constants";
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import { LocationName } from "../Locations/data/LocationNames";
import { Locations } from "../Locations/Locations";
import { Settings } from "../Settings/Settings";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { use } from "./Context";
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import { numeralWrapper } from "./numeralFormat";
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import { Money } from "./React/Money";
import { MoneyRate } from "./React/MoneyRate";
import { ProgressBar } from "./React/Progress";
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import { Reputation } from "./React/Reputation";
import { ReputationRate } from "./React/ReputationRate";
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import { StatsRow } from "./React/StatsRow";
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import { isCrimeWork } from "../Work/CrimeWork";
import { isClassWork } from "../Work/ClassWork";
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import { WorkStats } from "../Work/WorkStats";
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import { isCreateProgramWork } from "../Work/CreateProgramWork";
import { isGraftingWork } from "../Work/GraftingWork";
import { isFactionWork } from "../Work/FactionWork";
import { FactionWorkType } from "../Work/data/FactionWorkType";
import { isCompanyWork } from "../Work/CompanyWork";
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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interface IWorkInfo {
buttons: {
cancel: () => void;
unfocus?: () => void;
};
title: string | React.ReactElement;
description?: string | React.ReactElement;
gains?: (string | React.ReactElement)[];
progress?: {
elapsed?: number;
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remaining?: number;
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percentage?: number;
};
stopText: string;
stopTooltip?: string | React.ReactElement;
}
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function ExpRows(rate: WorkStats): React.ReactElement[] {
return [
rate.hackExp > 0 ? (
<StatsRow
name="Hacking Exp"
color={Settings.theme.hack}
data={{
content: `${numeralWrapper.formatExp(rate.hackExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.strExp > 0 ? (
<StatsRow
name="Strength Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.strExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.defExp > 0 ? (
<StatsRow
name="Defense Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.defExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.dexExp > 0 ? (
<StatsRow
name="Dexterity Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.dexExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.agiExp > 0 ? (
<StatsRow
name="Agility Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.agiExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.chaExp > 0 ? (
<StatsRow
name="Charisma Exp"
color={Settings.theme.cha}
data={{
content: `${numeralWrapper.formatExp(rate.chaExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
];
}
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function CrimeExpRows(rate: WorkStats): React.ReactElement[] {
return [
rate.hackExp > 0 ? (
<StatsRow
name="Hacking Exp"
color={Settings.theme.hack}
data={{
content: `${numeralWrapper.formatExp(rate.hackExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
rate.strExp > 0 ? (
<StatsRow
name="Strength Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.strExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
rate.defExp > 0 ? (
<StatsRow
name="Defense Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.defExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
rate.dexExp > 0 ? (
<StatsRow
name="Dexterity Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.dexExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
rate.agiExp > 0 ? (
<StatsRow
name="Agility Exp"
color={Settings.theme.combat}
data={{
content: `${numeralWrapper.formatExp(rate.agiExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
rate.chaExp > 0 ? (
<StatsRow
name="Charisma Exp"
color={Settings.theme.cha}
data={{
content: `${numeralWrapper.formatExp(rate.chaExp * CYCLES_PER_SEC)}`,
}}
/>
) : (
<></>
),
];
}
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export function WorkInProgressRoot(): React.ReactElement {
const setRerender = useState(false)[1];
function rerender(): void {
setRerender((old) => !old);
}
useEffect(() => {
const id = setInterval(rerender, CONSTANTS.MilliPerCycle);
return () => clearInterval(id);
}, []);
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const player = use.Player();
const router = use.Router();
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let workInfo: IWorkInfo = {
buttons: {
cancel: () => undefined,
},
title: "",
stopText: "",
};
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if (player.currentWork === null) {
setTimeout(() => router.toTerminal());
return <></>;
}
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if (isCrimeWork(player.currentWork)) {
const crime = player.currentWork.getCrime();
const completion = (player.currentWork.unitCompleted / crime.time) * 100;
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const gains = player.currentWork.earnings();
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workInfo = {
buttons: {
cancel: () => {
router.toLocation(Locations[LocationName.Slums]);
player.finishWork(true);
},
unfocus: () => {
router.toCity();
player.stopFocusing();
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},
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},
title: `You are attempting to ${crime.type}`,
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gains: [
<Typography>Gains (on success)</Typography>,
<StatsRow name="Money:" color={Settings.theme.money}>
<Typography>
<Money money={gains.money} />
</Typography>
</StatsRow>,
...CrimeExpRows(gains),
],
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progress: {
remaining: crime.time - player.currentWork.unitCompleted,
percentage: completion,
},
stopText: "Stop commiting crime",
};
}
if (isClassWork(player.currentWork)) {
const classWork = player.currentWork;
function cancel(): void {
player.finishWork(true);
router.toCity();
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}
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function unfocus(): void {
router.toCity();
player.stopFocusing();
}
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let stopText = "";
if (classWork.isGym()) {
stopText = "Stop training at gym";
} else {
stopText = "Stop taking course";
}
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const rates = classWork.calculateRates(player);
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently <b>{classWork.getClass().youAreCurrently}</b>
</>
),
gains: [
<StatsRow name="Total Cost" color={Settings.theme.money}>
<Typography>
<Money money={classWork.earnings.money} /> (<MoneyRate money={rates.money * CYCLES_PER_SEC} />)
</Typography>
</StatsRow>,
...ExpRows(rates),
],
progress: {
elapsed: classWork.cyclesWorked * CONSTANTS._idleSpeed,
},
stopText: stopText,
};
}
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if (isCreateProgramWork(player.currentWork)) {
const create = player.currentWork;
function cancel(): void {
player.finishWork(true);
router.toTerminal();
}
function unfocus(): void {
router.toTerminal();
player.stopFocusing();
}
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const completion = (create.unitCompleted / create.unitNeeded()) * 100;
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working on coding <b>{create.programName}</b>
</>
),
progress: {
elapsed: create.cyclesWorked * CONSTANTS._idleSpeed,
percentage: completion,
},
stopText: "Stop creating program",
stopTooltip: "Your work will be saved and you can return to complete the program later.",
};
}
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if (isGraftingWork(player.currentWork)) {
const graft = player.currentWork;
function cancel(): void {
player.finishWork(true);
router.toTerminal();
}
function unfocus(): void {
router.toTerminal();
player.stopFocusing();
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}
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workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working on grafting <b>{graft.augmentation}</b>
</>
),
progress: {
elapsed: graft.cyclesWorked * CONSTANTS._idleSpeed,
percentage: (graft.unitCompleted / graft.unitNeeded()) * 100,
},
stopText: "Stop grafting",
stopTooltip: (
<>
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
</>
),
};
}
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if (isFactionWork(player.currentWork)) {
const faction = player.currentWork.getFaction();
if (!faction) {
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workInfo = {
buttons: {
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cancel: () => router.toFactions(),
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},
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title:
`You have not joined ${player.currentWork.factionName || "(Faction not found)"} at this time,` +
" please try again if you think this should have worked",
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stopText: "Back to Factions",
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};
}
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function cancel(): void {
router.toFaction(faction);
player.finishWork(true);
}
function unfocus(): void {
router.toFaction(faction);
player.stopFocusing();
}
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const description = {
[FactionWorkType.HACKING]: "carrying out hacking contracts",
[FactionWorkType.FIELD]: "carrying out field missions",
[FactionWorkType.SECURITY]: "performing security detail",
};
const exp = player.currentWork.getExpRates(player);
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently {description[player.currentWork.factionWorkType]} for <b>{faction.name}</b>
</>
),
description: (
<>
Current Faction Reputation: <Reputation reputation={faction.playerReputation} /> (
<ReputationRate reputation={player.currentWork.getReputationRate(player) * CYCLES_PER_SEC} />)
</>
),
gains: ExpRows(exp),
progress: {
elapsed: player.currentWork.cyclesWorked * CONSTANTS._idleSpeed,
},
stopText: "Stop Faction work",
};
}
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if (isCompanyWork(player.currentWork)) {
const comp = Companies[player.currentWork.companyName];
if (comp == null || !(comp instanceof Company)) {
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workInfo = {
buttons: {
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cancel: () => router.toTerminal(),
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},
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title:
`You cannot work for ${player.currentWork.companyName || "(Company not found)"} at this time,` +
" please try again if you think this should have worked",
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stopText: "Back to Terminal",
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};
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}
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const companyRep = comp.playerReputation;
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function cancel(): void {
player.finishWork(true);
router.toJob(Locations[comp.name]);
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}
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function unfocus(): void {
player.stopFocusing();
router.toJob(Locations[comp.name]);
}
const position = player.jobs[player.currentWork.companyName];
const gains = player.currentWork.getGainRates(player);
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working as a <b>{position}</b> at <b>{player.currentWork.companyName}</b>
</>
),
description: (
<>
Current Company Reputation: <Reputation reputation={companyRep} />
</>
),
gains: [
<StatsRow name="Money" color={Settings.theme.money}>
<Typography>
<MoneyRate money={gains.money * CYCLES_PER_SEC} />
</Typography>
</StatsRow>,
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
<Typography>
<ReputationRate reputation={gains.reputation * CYCLES_PER_SEC} />
</Typography>
</StatsRow>,
...ExpRows(gains),
],
progress: {
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elapsed: player.currentWork.cyclesWorked * CONSTANTS._idleSpeed,
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},
stopText: "Stop working",
};
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}
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if (workInfo.title === "") {
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return <></>;
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}
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const tooltipInfo =
typeof workInfo?.stopTooltip === "string" ? (
<Typography>{workInfo.stopTooltip}</Typography>
) : (
workInfo.stopTooltip || <></>
);
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return (
<Container
maxWidth="md"
sx={{ display: "flex", flexDirection: "column", justifyContent: "center", height: "calc(100vh - 16px)" }}
>
<Paper sx={{ p: 1, mb: 1 }}>
<Typography variant="h6">{workInfo.title}</Typography>
<Typography>{workInfo.description}</Typography>
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{workInfo.gains && (
<Table sx={{ mt: 1 }}>
<TableBody>
{workInfo.gains.map((row) => (
<React.Fragment key={uniqueId()}>{row}</React.Fragment>
))}
</TableBody>
</Table>
)}
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</Paper>
<Paper sx={{ mb: 1, p: 1 }}>
{workInfo.progress !== undefined && (
<Box sx={{ mb: 1 }}>
<Box
display="grid"
sx={{
gridTemplateColumns: `repeat(${Object.keys(workInfo.progress).length}, 1fr)`,
width: "100%",
justifyItems: "center",
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textAlign: "center",
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}}
>
{workInfo.progress.elapsed !== undefined && (
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.elapsed)} elapsed</Typography>
)}
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{workInfo.progress.remaining !== undefined && (
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.remaining)} remaining</Typography>
)}
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{workInfo.progress.percentage !== undefined && (
<Typography>{workInfo.progress.percentage.toFixed(2)}% done</Typography>
)}
</Box>
{workInfo.progress.percentage !== undefined && (
<ProgressBar variant="determinate" value={workInfo.progress.percentage} color="primary" />
)}
</Box>
)}
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<Box display="grid" sx={{ gridTemplateColumns: `repeat(${Object.keys(workInfo.buttons).length}, 1fr)` }}>
{workInfo.stopTooltip ? (
<Tooltip title={tooltipInfo}>
<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
</Tooltip>
) : (
<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
)}
{workInfo.buttons.unfocus && (
<Button onClick={workInfo.buttons.unfocus}>Do something else simultaneously</Button>
)}
</Box>
</Paper>
</Container>
);
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}