diff --git a/src/PersonObjects/Grafting/ui/GraftingRoot.tsx b/src/PersonObjects/Grafting/ui/GraftingRoot.tsx index 280af238c..969b9abef 100644 --- a/src/PersonObjects/Grafting/ui/GraftingRoot.tsx +++ b/src/PersonObjects/Grafting/ui/GraftingRoot.tsx @@ -64,74 +64,78 @@ export const GraftingRoot = (): React.ReactElement => { Graft Augmentations - - - {getAvailableAugs(player).map((k, i) => ( - setSelectedAug(k)} selected={selectedAug === k}> - {k} - - ))} - - - - {selectedAug} - - - setGraftOpen(false)} - onConfirm={() => { - const graftableAug = GraftableAugmentations[selectedAug]; - player.loseMoney(graftableAug.cost, "augmentations"); - player.startGraftAugmentationWork(selectedAug, graftableAug.time); - player.startFocusing(); - router.toWork(); - }} - confirmationText={ - <> - Cancelling grafting will not save grafting progress, and the money you spend will not be - returned. -
-
- Additionally, grafting an Augmentation will increase the potency of the Entropy virus. - - } - /> - - Time to Graft:{" "} - {convertTimeMsToTimeElapsedString( - GraftableAugmentations[selectedAug].time / (1 + (player.getIntelligenceBonus(3) - 1) / 3), - )} - {/* Use formula so the displayed creation time is accurate to player bonus */} - - - {(() => { - const aug = Augmentations[selectedAug]; - - const info = typeof aug.info === "string" ? {aug.info} : aug.info; - const tooltip = ( + + setGraftOpen(false)} + onConfirm={() => { + const graftableAug = GraftableAugmentations[selectedAug]; + player.loseMoney(graftableAug.cost, "augmentations"); + player.startGraftAugmentationWork(selectedAug, graftableAug.time); + player.startFocusing(); + router.toWork(); + }} + confirmationText={ <> - {info} + Cancelling grafting will not save grafting progress, and the money you spend will not{" "} + be returned.

- {aug.stats} + Additionally, grafting an Augmentation will increase the potency of the Entropy virus. - ); - return tooltip; - })()} -
-
-
+ } + /> + + Time to Graft:{" "} + {convertTimeMsToTimeElapsedString( + GraftableAugmentations[selectedAug].time / (1 + (player.getIntelligenceBonus(3) - 1) / 3), + )} + {/* Use formula so the displayed creation time is accurate to player bonus */} + + + {(() => { + const aug = Augmentations[selectedAug]; + + const info = typeof aug.info === "string" ? {aug.info} : aug.info; + const tooltip = ( + <> + {info} +
+
+ {aug.stats} + + ); + return tooltip; + })()} +
+
+ + ) : ( + All Augmentations owned + )}