Merge pull request #2162 from mikomyazaki/concise_exp_job_gains

Concise exp job gains
This commit is contained in:
hydroflame 2021-12-28 10:37:01 -05:00 committed by GitHub
commit 39c7a7781a
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 45 additions and 55 deletions

@ -654,6 +654,8 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
this.workRepGained *= this.cancelationPenalty();
}
const penaltyString = this.cancelationPenalty() === 0.5 ? "half" : "three-quarters";
const company = Companies[this.companyName];
company.playerReputation += this.workRepGained;
@ -665,12 +667,12 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
<Money money={this.workMoneyGained} />
<br />
<Reputation reputation={this.workRepGained} /> reputation for the company <br />
{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp
{this.workHackExpGained > 0 && <>{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br /></>}
{this.workStrExpGained > 0 && <>{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br /></>}
{this.workDefExpGained > 0 && <>{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br /></>}
{this.workDexExpGained > 0 && <>{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br /></>}
{this.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br /></>}
{this.workChaExpGained > 0 && <>{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp <br /></>}
<br />
</>
);
@ -680,7 +682,7 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
<>
You worked a short shift of {convertTimeMsToTimeElapsedString(this.timeWorked)} <br />
<br />
Since you cancelled your work early, you only gained half of the reputation you earned. <br />
Since you cancelled your work early, you only gained {penaltyString} of the reputation you earned. <br />
<br />
{content}
</>

@ -62,20 +62,14 @@ export function WorkInProgressRoot(): React.ReactElement {
<Reputation reputation={player.workRepGained} /> (
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this faction <br />
<br />
{numeralWrapper.formatExp(player.workHackExpGained)} (
{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workStrExpGained)} (
{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
{numeralWrapper.formatExp(player.workDefExpGained)} (
{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
{numeralWrapper.formatExp(player.workDexExpGained)} (
{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workChaExpGained)} (
{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
<br />
You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
<br />
@ -123,18 +117,12 @@ export function WorkInProgressRoot(): React.ReactElement {
<br />
<br />
You have gained: <br />
{numeralWrapper.formatExp(player.workHackExpGained)} (
{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
{numeralWrapper.formatExp(player.workStrExpGained)} (
{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
{numeralWrapper.formatExp(player.workDefExpGained)} (
{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
{numeralWrapper.formatExp(player.workDexExpGained)} (
{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
{numeralWrapper.formatExp(player.workChaExpGained)} (
{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
You may cancel at any time
</Typography>
</Grid>
@ -185,26 +173,26 @@ export function WorkInProgressRoot(): React.ReactElement {
<Reputation reputation={player.workRepGained} /> (
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this company <br />
<br />
{numeralWrapper.formatExp(player.workHackExpGained)} (
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br />
) hacking exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workStrExpGained)} (
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br />
{numeralWrapper.formatExp(player.workDefExpGained)} (
) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br />
{numeralWrapper.formatExp(player.workDexExpGained)} (
) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br />
{numeralWrapper.formatExp(player.workAgiExpGained)} (
) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br />
) agility exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workChaExpGained)} (
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br />
) charisma exp <br /></>}
<br />
You will automatically finish after working for 8 hours. You can cancel earlier if you wish, but you will
only gain {penaltyString} of the reputation you've earned so far.
@ -256,26 +244,26 @@ export function WorkInProgressRoot(): React.ReactElement {
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />
) reputation for this company <br />
<br />
{numeralWrapper.formatExp(player.workHackExpGained)} (
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br />
) hacking exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workStrExpGained)} (
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br />
{numeralWrapper.formatExp(player.workDefExpGained)} (
) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br />
{numeralWrapper.formatExp(player.workDexExpGained)} (
) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br />
{numeralWrapper.formatExp(player.workAgiExpGained)} (
) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br />
) agility exp <br /></>}
<br />
{numeralWrapper.formatExp(player.workChaExpGained)} (
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br />
) charisma exp <br /></>}
<br />
You will automatically finish after working for 8 hours. You can cancel earlier if you wish, and there will
be no penalty because this is a part-time job.