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https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-22 22:22:26 +01:00
Implement basic crafting functionality
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78f962318c
commit
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@ -71,6 +71,7 @@ export const CONSTANTS: {
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WorkTypeCreateProgram: string;
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WorkTypeStudyClass: string;
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WorkTypeCrime: string;
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WorkTypeCraftAugmentation: string;
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ClassStudyComputerScience: string;
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ClassDataStructures: string;
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ClassNetworks: string;
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@ -224,6 +225,7 @@ export const CONSTANTS: {
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WorkTypeCreateProgram: "Working on Create a Program",
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WorkTypeStudyClass: "Studying or Taking a class at university",
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WorkTypeCrime: "Committing a crime",
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WorkTypeCraftAugmentation: "Crafting an Augmentation",
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ClassStudyComputerScience: "studying Computer Science",
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ClassDataStructures: "taking a Data Structures course",
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@ -17,6 +17,7 @@ import { use } from "../../../ui/Context";
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import { Augmentations } from "../../../Augmentation/Augmentations";
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import { AugmentationNames } from "../../../Augmentation/data/AugmentationNames"
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import { Settings } from "../../../Settings/Settings";
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import { CONSTANTS } from "../../../Constants";
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import { IPlayer } from "../../IPlayer";
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@ -74,7 +75,15 @@ export const GraftingRoot = (): React.ReactElement => {
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<Typography variant="h6" sx={{ display: 'flex', alignItems: 'center', flexWrap: 'wrap' }}>
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<Construction sx={{ mr: 1 }} /> {selectedAug}
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</Typography>
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<Button sx={{ width: '100%' }}>
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<Button
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onClick={event => {
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if (!event.isTrusted) return;
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player.startCraftAugmentationWork(selectedAug, 15000);
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player.startFocusing();
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router.toWork();
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}}
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sx={{ width: '100%' }}
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>
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Craft Augmentation (<Typography color={Settings.theme.money}>$foo</Typography>)
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</Button>
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<Typography color={Settings.theme.info}>
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@ -130,6 +130,8 @@ export interface IPlayer {
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factionWorkType: string;
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createProgramName: string;
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timeWorkedCreateProgram: number;
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craftAugmentationName: string;
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timeWorkedCraftAugmentation: number;
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crimeType: string;
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committingCrimeThruSingFn: boolean;
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singFnCrimeWorkerScript: WorkerScript | null;
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@ -286,4 +288,7 @@ export interface IPlayer {
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setMult(name: string, mult: number): void;
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canAccessCotMG(): boolean;
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sourceFileLvl(n: number): number;
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startCraftAugmentationWork(augmentationName: string, time: number): void;
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craftAugmentationWork(numCycles: number): boolean;
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finishCraftAugmentationWork(cancelled: boolean): string;
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}
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@ -139,6 +139,8 @@ export class PlayerObject implements IPlayer {
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factionWorkType: string;
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createProgramName: string;
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timeWorkedCreateProgram: number;
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craftAugmentationName: string;
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timeWorkedCraftAugmentation: number;
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crimeType: string;
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committingCrimeThruSingFn: boolean;
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singFnCrimeWorkerScript: WorkerScript | null;
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@ -296,6 +298,9 @@ export class PlayerObject implements IPlayer {
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setMult: (name: string, mult: number) => void;
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canAccessCotMG: () => boolean;
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sourceFileLvl: (n: number) => number;
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startCraftAugmentationWork: (augmentationName: string, time: number) => void;
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craftAugmentationWork: (numCycles: number) => boolean;
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finishCraftAugmentationWork: (cancelled: boolean) => string;
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constructor() {
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//Skills and stats
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@ -419,6 +424,9 @@ export class PlayerObject implements IPlayer {
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this.createProgramName = "";
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this.createProgramReqLvl = 0;
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this.craftAugmentationName = "";
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this.timeWorkedCraftAugmentation = 0;
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this.className = "";
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this.crimeType = "";
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@ -541,6 +549,9 @@ export class PlayerObject implements IPlayer {
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this.startCreateProgramWork = generalMethods.startCreateProgramWork;
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this.createProgramWork = generalMethods.createProgramWork;
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this.finishCreateProgramWork = generalMethods.finishCreateProgramWork;
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this.startCraftAugmentationWork = generalMethods.startCraftAugmentationWork;
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this.craftAugmentationWork = generalMethods.craftAugmentationWork;
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this.finishCraftAugmentationWork = generalMethods.finishCraftAugmentationWork;
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this.startClass = generalMethods.startClass;
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this.takeClass = generalMethods.takeClass;
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this.finishClass = generalMethods.finishClass;
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@ -528,10 +528,12 @@ export function resetWorkStatus(this: IPlayer, generalType?: string, group?: str
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this.timeWorked = 0;
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this.timeWorkedCreateProgram = 0;
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this.timeWorkedCraftAugmentation = 0;
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this.currentWorkFactionName = "";
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this.currentWorkFactionDescription = "";
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this.createProgramName = "";
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this.craftAugmentationName = "";
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this.className = "";
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this.workType = "";
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}
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@ -608,6 +610,10 @@ export function process(this: IPlayer, router: IRouter, numCycles = 1): void {
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if (this.workPartTime(numCycles)) {
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router.toCity();
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}
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} else if (this.workType === CONSTANTS.WorkTypeCraftAugmentation) {
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if (this.craftAugmentationWork(numCycles)) {
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router.toGrafting();
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}
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} else if (this.work(numCycles)) {
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router.toCity();
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}
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@ -1331,6 +1337,56 @@ export function finishCreateProgramWork(this: IPlayer, cancelled: boolean): stri
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this.resetWorkStatus();
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return "You've finished creating " + programName + "! The new program can be found on your home computer.";
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}
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export function startCraftAugmentationWork(
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this: IPlayer,
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augmentationName: string,
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time: number,
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): void {
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this.resetWorkStatus()
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this.isWorking = true;
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this.workType = CONSTANTS.WorkTypeCraftAugmentation;
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this.timeNeededToCompleteWork = time;
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this.craftAugmentationName = augmentationName;
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}
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export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean {
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let focusBonus = 1;
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if (!this.hasAugmentation(AugmentationNames.NeuroreceptorManager)) {
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focusBonus = this.focus ? 1 : CONSTANTS.BaseFocusBonus;
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}
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// TODO: formula logic here (focus bonus and stuff)
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let skillMult = 1;
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skillMult *= focusBonus;
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this.timeWorked += CONSTANTS._idleSpeed * numCycles;
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this.timeWorkedCraftAugmentation += CONSTANTS._idleSpeed * numCycles * skillMult;
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if (this.timeWorkedCraftAugmentation >= this.timeNeededToCompleteWork) {
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this.finishCraftAugmentationWork(false);
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return true;
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}
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return false;
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}
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export function finishCraftAugmentationWork(this: IPlayer, cancelled: boolean): string {
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const augName = this.craftAugmentationName;
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if (cancelled === false) {
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dialogBoxCreate(`You've finished crafting ${augName}.<br>The augmentation has been grafted to you, but you feel slightly lightheaded.`)
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applyAugmentation(Augmentations[augName]);
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} else {
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dialogBoxCreate(`You cancelled the crafting of ${augName}.<br>Your money was not returned to you.`)
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}
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// TODO: intelligence EXP stuff here later
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this.isWorking = false;
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this.resetWorkStatus();
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return `Crafting of ${augName} has ended.`
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}
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/* Studying/Taking Classes */
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export function startClass(this: IPlayer, costMult: number, expMult: number, className: string): void {
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this.resetWorkStatus();
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@ -298,6 +298,8 @@ const Engine: {
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Player.commitCrime(numCyclesOffline);
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} else if (Player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
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Player.workPartTime(numCyclesOffline);
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} else if (Player.workType === CONSTANTS.WorkTypeCraftAugmentation) {
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Player.craftAugmentationWork(numCyclesOffline);
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} else {
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Player.work(numCyclesOffline);
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}
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@ -494,6 +494,38 @@ export function WorkInProgressRoot(): React.ReactElement {
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);
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}
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if (player.craftAugmentationName !== "") {
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function cancel(): void {
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player.finishCraftAugmentationWork(true);
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router.toTerminal();
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}
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function unfocus(): void {
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router.toTerminal();
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player.stopFocusing();
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}
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return (
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<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
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<Grid item>
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<Typography>
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You are currently working on crafting {player.craftAugmentationName}.
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<br /><br />
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You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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<br /><br />
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The augumentation if {((player.timeWorkedCraftAugmentation / player.timeNeededToCompleteWork) * 100).toFixed(2)}
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% complete. <br />
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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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</Typography>
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</Grid>
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<Grid item>
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<Button sx={{ mx: 2 }} onClick={cancel}>
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Cancel work on creating program
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</Button>
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<Button onClick={unfocus}>Do something else simultaneously</Button>
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</Grid>
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</Grid>
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)
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}
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if (!player.workType) router.toTerminal();
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return <></>;
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