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Merge pull request #2162 from mikomyazaki/concise_exp_job_gains
Concise exp job gains
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commit
39c7a7781a
@ -654,6 +654,8 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
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this.workRepGained *= this.cancelationPenalty();
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}
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const penaltyString = this.cancelationPenalty() === 0.5 ? "half" : "three-quarters";
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const company = Companies[this.companyName];
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company.playerReputation += this.workRepGained;
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@ -665,12 +667,12 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
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<Money money={this.workMoneyGained} />
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<br />
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<Reputation reputation={this.workRepGained} /> reputation for the company <br />
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{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br />
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{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br />
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{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br />
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{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br />
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{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br />
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{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp
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{this.workHackExpGained > 0 && <>{numeralWrapper.formatExp(this.workHackExpGained)} hacking exp <br /></>}
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{this.workStrExpGained > 0 && <>{numeralWrapper.formatExp(this.workStrExpGained)} strength exp <br /></>}
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{this.workDefExpGained > 0 && <>{numeralWrapper.formatExp(this.workDefExpGained)} defense exp <br /></>}
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{this.workDexExpGained > 0 && <>{numeralWrapper.formatExp(this.workDexExpGained)} dexterity exp <br /></>}
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{this.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(this.workAgiExpGained)} agility exp <br /></>}
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{this.workChaExpGained > 0 && <>{numeralWrapper.formatExp(this.workChaExpGained)} charisma exp <br /></>}
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<br />
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</>
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);
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@ -680,7 +682,7 @@ export function finishWork(this: IPlayer, cancelled: boolean, sing = false): str
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<>
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You worked a short shift of {convertTimeMsToTimeElapsedString(this.timeWorked)} <br />
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<br />
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Since you cancelled your work early, you only gained half of the reputation you earned. <br />
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Since you cancelled your work early, you only gained {penaltyString} of the reputation you earned. <br />
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<br />
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{content}
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</>
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@ -62,20 +62,14 @@ export function WorkInProgressRoot(): React.ReactElement {
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<Reputation reputation={player.workRepGained} /> (
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<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this faction <br />
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<br />
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workStrExpGained)} (
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{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
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{numeralWrapper.formatExp(player.workDefExpGained)} (
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{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
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{numeralWrapper.formatExp(player.workDexExpGained)} (
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{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
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{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workChaExpGained)} (
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{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
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<br />
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You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
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<br />
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@ -123,18 +117,12 @@ export function WorkInProgressRoot(): React.ReactElement {
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<br />
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<br />
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You have gained: <br />
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
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{numeralWrapper.formatExp(player.workStrExpGained)} (
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{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
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{numeralWrapper.formatExp(player.workDefExpGained)} (
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{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
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{numeralWrapper.formatExp(player.workDexExpGained)} (
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{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
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{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
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{numeralWrapper.formatExp(player.workChaExpGained)} (
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{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
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You may cancel at any time
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</Typography>
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</Grid>
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@ -185,26 +173,26 @@ export function WorkInProgressRoot(): React.ReactElement {
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<Reputation reputation={player.workRepGained} /> (
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<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this company <br />
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<br />
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
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{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
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) hacking exp <br />
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) hacking exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workStrExpGained)} (
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
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{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
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) strength exp <br />
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{numeralWrapper.formatExp(player.workDefExpGained)} (
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) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
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{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
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) defense exp <br />
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{numeralWrapper.formatExp(player.workDexExpGained)} (
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) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
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{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
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) dexterity exp <br />
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{numeralWrapper.formatExp(player.workAgiExpGained)} (
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) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
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) agility exp <br />
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) agility exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workChaExpGained)} (
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
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{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
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) charisma exp <br />
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) charisma exp <br /></>}
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<br />
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You will automatically finish after working for 8 hours. You can cancel earlier if you wish, but you will
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only gain {penaltyString} of the reputation you've earned so far.
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@ -256,26 +244,26 @@ export function WorkInProgressRoot(): React.ReactElement {
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<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />
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) reputation for this company <br />
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<br />
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
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{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
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) hacking exp <br />
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) hacking exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workStrExpGained)} (
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
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{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
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) strength exp <br />
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{numeralWrapper.formatExp(player.workDefExpGained)} (
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) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
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{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
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) defense exp <br />
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{numeralWrapper.formatExp(player.workDexExpGained)} (
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) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
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{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
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) dexterity exp <br />
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{numeralWrapper.formatExp(player.workAgiExpGained)} (
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) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
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) agility exp <br />
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) agility exp <br /></>}
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<br />
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{numeralWrapper.formatExp(player.workChaExpGained)} (
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
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{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
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) charisma exp <br />
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) charisma exp <br /></>}
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<br />
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You will automatically finish after working for 8 hours. You can cancel earlier if you wish, and there will
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be no penalty because this is a part-time job.
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