mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-19 14:13:48 +01:00
convert company work to new work system
This commit is contained in:
parent
2d73f546b0
commit
598e47766e
@ -23,6 +23,7 @@ import { Reputation } from "../../ui/React/Reputation";
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import { Favor } from "../../ui/React/Favor";
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import { use } from "../../ui/Context";
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import { QuitJobModal } from "../../Company/ui/QuitJobModal";
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import { CompanyWork } from "../../Work/CompanyWork";
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type IProps = {
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locName: LocationName;
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@ -175,11 +176,12 @@ export function CompanyLocation(props: IProps): React.ReactElement {
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const pos = companyPosition;
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if (pos instanceof CompanyPosition) {
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if (pos.isPartTimeJob() || pos.isSoftwareConsultantJob() || pos.isBusinessConsultantJob()) {
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p.startWorkPartTime(props.locName);
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} else {
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p.startWork(props.locName);
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}
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p.startNEWWork(
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new CompanyWork({
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singularity: false,
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companyName: props.locName,
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}),
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);
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p.startFocusing();
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router.toWork();
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}
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@ -128,14 +128,12 @@ export const isClassWork = (w: Work | null): w is ClassWork => w !== null && w.t
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export class ClassWork extends Work {
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classType: ClassType;
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location: LocationName;
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cyclesWorked: number;
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earnings = newWorkStats();
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constructor(params?: ClassWorkParams) {
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super(WorkType.CLASS, params?.singularity ?? true);
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this.classType = params?.classType ?? ClassType.StudyComputerScience;
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this.location = params?.location ?? LocationName.Sector12RothmanUniversity;
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this.cyclesWorked = 0;
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}
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isGym(): boolean {
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73
src/Work/CompanyWork.tsx
Normal file
73
src/Work/CompanyWork.tsx
Normal file
@ -0,0 +1,73 @@
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import React from "react";
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import { Reviver, Generic_toJSON, Generic_fromJSON, IReviverValue } from "../utils/JSONReviver";
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import { IPlayer } from "src/PersonObjects/IPlayer";
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import { Work, WorkType } from "./Work";
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import { influenceStockThroughCompanyWork } from "../StockMarket/PlayerInfluencing";
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import { LocationName } from "../Locations/data/LocationNames";
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import { calculateCompanyWorkStats } from "./formulas/Company";
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import { Companies } from "../Company/Companies";
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import { applyWorkStats, WorkStats } from "./WorkStats";
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import { Company } from "../Company/Company";
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import { dialogBoxCreate } from "../ui/React/DialogBox";
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import { Reputation } from "../ui/React/Reputation";
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interface CompanyWorkParams {
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companyName: string;
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singularity: boolean;
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}
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export const isCompanyWork = (w: Work | null): w is CompanyWork => w !== null && w.type === WorkType.COMPANY;
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export class CompanyWork extends Work {
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companyName: string;
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constructor(params?: CompanyWorkParams) {
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super(WorkType.COMPANY, params?.singularity ?? false);
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this.companyName = params?.companyName ?? LocationName.NewTokyoNoodleBar;
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console.log(Companies);
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}
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getCompany(): Company {
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const c = Companies[this.companyName];
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if (!c) throw new Error(`Company not found: '${this.companyName}'`);
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return c;
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}
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getGainRates(player: IPlayer): WorkStats {
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return calculateCompanyWorkStats(player, this.getCompany());
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}
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process(player: IPlayer, cycles: number): boolean {
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this.cyclesWorked += cycles;
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const company = this.getCompany();
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const gains = this.getGainRates(player);
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applyWorkStats(player, gains, cycles, "work");
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company.playerReputation += gains.reputation * cycles;
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influenceStockThroughCompanyWork(company, gains.reputation, cycles);
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return false;
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}
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finish(): void {
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dialogBoxCreate(
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<>
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You finished working for {this.companyName}
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<br />
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You have <Reputation reputation={this.getCompany().playerReputation} /> reputation with them.
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</>,
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);
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}
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/**
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* Serialize the current object to a JSON save state.
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*/
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toJSON(): IReviverValue {
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return Generic_toJSON("CompanyWork", this);
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}
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/**
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* Initiatizes a CompanyWork object from a JSON save state.
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*/
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static fromJSON(value: IReviverValue): CompanyWork {
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return Generic_fromJSON(CompanyWork, value.data);
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}
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}
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Reviver.constructors.CompanyWork = CompanyWork;
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@ -18,14 +18,11 @@ interface CreateProgramWorkParams {
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export class CreateProgramWork extends Work {
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programName: string;
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// amount of cycles spent doing this task
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cyclesWorked: number;
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// amount of effective work completed on the program (time boosted by skills).
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unitCompleted: number;
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constructor(params?: CreateProgramWorkParams) {
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super(WorkType.CREATE_PROGRAM, params?.singularity ?? true);
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this.cyclesWorked = 0;
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this.unitCompleted = 0;
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this.programName = params?.programName ?? "";
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@ -20,12 +20,10 @@ export const isCrimeWork = (w: Work | null): w is CrimeWork => w !== null && w.t
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export class CrimeWork extends Work {
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crimeType: CrimeType;
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cyclesWorked: number;
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constructor(params?: CrimeWorkParams) {
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super(WorkType.CRIME, params?.singularity ?? true);
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this.crimeType = params?.crimeType ?? CrimeType.Shoplift;
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this.cyclesWorked = 0;
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}
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getCrime(): Crime {
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@ -29,13 +29,11 @@ export const isFactionWork = (w: Work | null): w is FactionWork => w !== null &&
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export class FactionWork extends Work {
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factionWorkType: FactionWorkType;
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factionName: string;
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cyclesWorked: number;
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constructor(params?: FactionWorkParams) {
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super(WorkType.FACTION, params?.singularity ?? true);
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this.factionWorkType = params?.factionWorkType ?? FactionWorkType.HACKING;
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this.factionName = params?.faction ?? FactionNames.Sector12;
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this.cyclesWorked = 0;
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}
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getFaction(): Faction {
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@ -21,12 +21,10 @@ interface GraftingWorkParams {
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export class GraftingWork extends Work {
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augmentation: string;
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cyclesWorked: number;
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unitCompleted: number;
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constructor(params?: GraftingWorkParams) {
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super(WorkType.GRAFTING, params?.singularity ?? true);
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this.cyclesWorked = 0;
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this.unitCompleted = 0;
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this.augmentation = params?.augmentation ?? AugmentationNames.Targeting1;
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@ -4,10 +4,12 @@ import { IReviverValue } from "../utils/JSONReviver";
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export abstract class Work {
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type: WorkType;
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singularity: boolean;
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cyclesWorked: number;
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constructor(type: WorkType, singularity: boolean) {
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this.type = type;
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this.singularity = singularity;
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this.cyclesWorked = 0;
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}
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abstract process(player: IPlayer, cycles: number): boolean;
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@ -21,4 +23,5 @@ export enum WorkType {
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CREATE_PROGRAM = "CREATE_PROGRAM",
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GRAFTING = "GRAFTING",
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FACTION = "FACTION",
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COMPANY = "COMPANY",
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}
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@ -4,6 +4,7 @@ import { IPlayer } from "../PersonObjects/IPlayer";
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export interface WorkStats {
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money: number;
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reputation: number;
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hackExp: number;
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strExp: number;
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defExp: number;
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@ -15,6 +16,7 @@ export interface WorkStats {
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interface newWorkStatsParams {
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money?: number;
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reputation?: number;
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hackExp?: number;
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strExp?: number;
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defExp?: number;
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@ -27,6 +29,7 @@ interface newWorkStatsParams {
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export const newWorkStats = (params?: newWorkStatsParams): WorkStats => {
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return {
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money: params?.money ?? 0,
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reputation: params?.reputation ?? 0,
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hackExp: params?.hackExp ?? 0,
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strExp: params?.strExp ?? 0,
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defExp: params?.defExp ?? 0,
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@ -40,6 +43,7 @@ export const newWorkStats = (params?: newWorkStatsParams): WorkStats => {
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export const sumWorkStats = (w0: WorkStats, w1: WorkStats): WorkStats => {
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return {
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money: w0.money + w1.money,
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reputation: w0.reputation + w1.reputation,
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hackExp: w0.hackExp + w1.hackExp,
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strExp: w0.strExp + w1.strExp,
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defExp: w0.defExp + w1.defExp,
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@ -53,6 +57,7 @@ export const sumWorkStats = (w0: WorkStats, w1: WorkStats): WorkStats => {
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export const scaleWorkStats = (w: WorkStats, n: number): WorkStats => {
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return {
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money: w.money * n,
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reputation: w.reputation * n,
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hackExp: w.hackExp * n,
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strExp: w.strExp * n,
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defExp: w.defExp * n,
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@ -64,19 +69,16 @@ export const scaleWorkStats = (w: WorkStats, n: number): WorkStats => {
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};
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export const applyWorkStats = (player: IPlayer, workStats: WorkStats, cycles: number, source: string): WorkStats => {
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let focusBonus = 1;
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if (!player.hasAugmentation(AugmentationNames.NeuroreceptorManager)) {
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focusBonus = player.focus ? 1 : CONSTANTS.BaseFocusBonus;
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}
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const gains = {
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money: workStats.money * cycles,
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hackExp: focusBonus * workStats.hackExp * cycles,
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strExp: focusBonus * workStats.strExp * cycles,
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defExp: focusBonus * workStats.defExp * cycles,
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dexExp: focusBonus * workStats.dexExp * cycles,
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agiExp: focusBonus * workStats.agiExp * cycles,
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chaExp: focusBonus * workStats.chaExp * cycles,
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intExp: focusBonus * workStats.intExp * cycles,
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reputation: 0,
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hackExp: workStats.hackExp * cycles,
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strExp: workStats.strExp * cycles,
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defExp: workStats.defExp * cycles,
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dexExp: workStats.dexExp * cycles,
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agiExp: workStats.agiExp * cycles,
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chaExp: workStats.chaExp * cycles,
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intExp: workStats.intExp * cycles,
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};
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player.gainHackingExp(gains.hackExp);
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player.gainStrengthExp(gains.strExp);
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@ -35,6 +35,7 @@ export function calculateClassEarnings(player: IPlayer, work: ClassWork): WorkSt
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const chaExp = ((classs.earnings.chaExp * location.expMult) / gameCPS) * hashMult;
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return {
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money: cost,
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reputation: 0,
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hackExp: hackExp * player.hacking_exp_mult * BitNodeMultipliers.ClassGymExpGain,
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strExp: strExp * player.strength_exp_mult * BitNodeMultipliers.ClassGymExpGain,
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defExp: defExp * player.defense_exp_mult * BitNodeMultipliers.ClassGymExpGain,
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87
src/Work/formulas/Company.ts
Normal file
87
src/Work/formulas/Company.ts
Normal file
@ -0,0 +1,87 @@
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import { CompanyPositions } from "../../Company/CompanyPositions";
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import { Company } from "../../Company/Company";
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import { IPlayer } from "../../PersonObjects/IPlayer";
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import { WorkStats } from "../WorkStats";
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../../Constants";
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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export const calculateCompanyWorkStats = (player: IPlayer, company: Company): WorkStats => {
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const companyPositionName = player.jobs[company.name];
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const companyPosition = CompanyPositions[companyPositionName];
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let focusBonus = 1;
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if (!player.hasAugmentation(AugmentationNames.NeuroreceptorManager)) {
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focusBonus = player.focus ? 1 : CONSTANTS.BaseFocusBonus;
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}
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// If player has SF-11, calculate salary multiplier from favor
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let favorMult = 1 + company.favor / 100;
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if (isNaN(favorMult)) {
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favorMult = 1;
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}
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let bn11Mult = 1;
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if (player.sourceFileLvl(11) > 0) {
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bn11Mult = favorMult;
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}
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let jobPerformance = companyPosition.calculateJobPerformance(
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player.hacking,
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player.strength,
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player.defense,
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player.dexterity,
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player.agility,
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player.charisma,
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);
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jobPerformance += player.intelligence / CONSTANTS.MaxSkillLevel;
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return {
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money:
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focusBonus *
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companyPosition.baseSalary *
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company.salaryMultiplier *
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player.work_money_mult *
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BitNodeMultipliers.CompanyWorkMoney *
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bn11Mult,
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reputation: focusBonus * jobPerformance * player.company_rep_mult * favorMult,
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hackExp:
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focusBonus *
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companyPosition.hackingExpGain *
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company.expMultiplier *
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player.hacking_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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strExp:
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focusBonus *
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companyPosition.strengthExpGain *
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company.expMultiplier *
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player.strength_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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defExp:
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focusBonus *
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companyPosition.defenseExpGain *
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company.expMultiplier *
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player.defense_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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dexExp:
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focusBonus *
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companyPosition.dexterityExpGain *
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company.expMultiplier *
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player.dexterity_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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agiExp:
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focusBonus *
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companyPosition.agilityExpGain *
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company.expMultiplier *
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player.agility_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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chaExp:
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focusBonus *
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companyPosition.charismaExpGain *
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company.expMultiplier *
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player.charisma_exp_mult *
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BitNodeMultipliers.CompanyWorkExpGain,
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intExp: 0,
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};
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};
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@ -1,3 +1,4 @@
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import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";
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import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { CONSTANTS } from "../../Constants";
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import { IPlayer } from "../../PersonObjects/IPlayer";
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@ -26,15 +27,26 @@ export const FactionWorkStats: Record<FactionWorkType, WorkStats> = {
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};
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export function calculateFactionExp(player: IPlayer, tpe: FactionWorkType): WorkStats {
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let focusBonus = 1;
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if (!player.hasAugmentation(AugmentationNames.NeuroreceptorManager)) {
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focusBonus = player.focus ? 1 : CONSTANTS.BaseFocusBonus;
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}
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const baseStats = FactionWorkStats[tpe];
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return {
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money: 0,
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hackExp: (baseStats.hackExp * player.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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strExp: (baseStats.strExp * player.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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defExp: (baseStats.defExp * player.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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dexExp: (baseStats.dexExp * player.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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agiExp: (baseStats.agiExp * player.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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chaExp: (baseStats.chaExp * player.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain) / gameCPS,
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reputation: 0,
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hackExp:
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(focusBonus * (baseStats.hackExp * player.hacking_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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strExp:
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(focusBonus * (baseStats.strExp * player.strength_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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defExp:
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(focusBonus * (baseStats.defExp * player.defense_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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dexExp:
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(focusBonus * (baseStats.dexExp * player.dexterity_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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agiExp:
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(focusBonus * (baseStats.agiExp * player.agility_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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chaExp:
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(focusBonus * (baseStats.chaExp * player.charisma_exp_mult * BitNodeMultipliers.FactionWorkExpGain)) / gameCPS,
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intExp: 0,
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};
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}
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@ -26,13 +26,13 @@ import { BitNodeMultipliers } from "../../BitNode/BitNodeMultipliers";
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import { Box, Tooltip } from "@mui/material";
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import { WorkType } from "../../utils/WorkType";
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import { isClassWork } from "../../Work/ClassWork";
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import { CONSTANTS } from "../../Constants";
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import { isCreateProgramWork } from "../../Work/CreateProgramWork";
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import { isGraftingWork } from "../../Work/GraftingWork";
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import { isFactionWork } from "../../Work/FactionWork";
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import { ReputationRate } from "./ReputationRate";
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import { isCompanyWork } from "../../Work/CompanyWork";
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interface IProps {
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save: () => void;
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@ -190,25 +190,25 @@ function Work(): React.ReactElement {
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</>
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);
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}
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switch (player.workType) {
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case WorkType.CompanyPartTime:
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case WorkType.Company:
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details = (
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<>
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{player.jobs[player.companyName]} at <strong>{player.companyName}</strong>
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</>
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);
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header = (
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<>
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Working at <strong>{player.companyName}</strong>
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</>
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);
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innerText = (
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<>
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+<Reputation reputation={player.workRepGained} /> rep
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</>
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);
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break;
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if (isCompanyWork(player.currentWork)) {
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const companyWork = player.currentWork;
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details = (
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<>
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{player.jobs[companyWork.companyName]} at <strong>{companyWork.companyName}</strong>
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</>
|
||||
);
|
||||
header = (
|
||||
<>
|
||||
Working at <strong>{companyWork.companyName}</strong>
|
||||
</>
|
||||
);
|
||||
innerText = (
|
||||
<>
|
||||
<Reputation reputation={companyWork.getCompany().playerReputation} /> rep
|
||||
<br />(
|
||||
<ReputationRate reputation={companyWork.getGainRates(player).reputation * (1000 / CONSTANTS._idleSpeed)} />)
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
|
@ -26,6 +26,7 @@ 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";
|
||||
|
||||
const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
|
||||
|
||||
@ -420,18 +421,16 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
stopText: "Stop Faction work",
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
switch (player.workType) {
|
||||
case WorkType.Company: {
|
||||
const comp = Companies[player.companyName];
|
||||
if (isCompanyWork(player.currentWork)) {
|
||||
const comp = Companies[player.currentWork.companyName];
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: () => router.toTerminal(),
|
||||
},
|
||||
title:
|
||||
`You cannot work for ${player.companyName || "(Company not found)"} at this time,` +
|
||||
`You cannot work for ${player.currentWork.companyName || "(Company not found)"} at this time,` +
|
||||
" please try again if you think this should have worked",
|
||||
|
||||
stopText: "Back to Terminal",
|
||||
@ -441,7 +440,7 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
const companyRep = comp.playerReputation;
|
||||
|
||||
function cancel(): void {
|
||||
player.finishWork(true);
|
||||
player.finishNEWWork(true);
|
||||
router.toJob();
|
||||
}
|
||||
function unfocus(): void {
|
||||
@ -450,10 +449,7 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
}
|
||||
|
||||
const position = player.jobs[player.companyName];
|
||||
|
||||
const penalty = player.cancelationPenalty();
|
||||
|
||||
const penaltyString = penalty === 0.5 ? "half" : "three-quarters";
|
||||
const gains = player.currentWork.getGainRates(player);
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
@ -462,7 +458,7 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working as a <b>{position}</b> at <b>{player.companyName}</b>
|
||||
You are currently working as a <b>{position}</b> at <b>{player.currentWork.companyName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
@ -474,95 +470,23 @@ export function WorkInProgressRoot(): React.ReactElement {
|
||||
gains: [
|
||||
<StatsRow name="Money" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />)
|
||||
<MoneyRate money={gains.money * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
|
||||
<Typography>
|
||||
<Reputation reputation={player.workRepGained} /> (
|
||||
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />)
|
||||
<ReputationRate reputation={gains.reputation * CYCLES_PER_SEC} />
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...expGains,
|
||||
...ExpRows(gains),
|
||||
],
|
||||
progress: {
|
||||
elapsed: player.timeWorked,
|
||||
elapsed: player.currentWork.cyclesWorked * CYCLES_PER_SEC,
|
||||
},
|
||||
|
||||
stopText: "Stop working",
|
||||
stopTooltip:
|
||||
"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.`,
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case WorkType.CompanyPartTime: {
|
||||
function cancel(): void {
|
||||
player.finishWorkPartTime(true);
|
||||
router.toJob();
|
||||
}
|
||||
function unfocus(): void {
|
||||
player.stopFocusing();
|
||||
router.toJob();
|
||||
}
|
||||
const comp = Companies[player.companyName];
|
||||
let companyRep = 0;
|
||||
if (comp == null || !(comp instanceof Company)) {
|
||||
throw new Error(`Could not find Company: ${player.companyName}`);
|
||||
}
|
||||
companyRep = comp.playerReputation;
|
||||
|
||||
const position = player.jobs[player.companyName];
|
||||
|
||||
workInfo = {
|
||||
buttons: {
|
||||
cancel: cancel,
|
||||
unfocus: unfocus,
|
||||
},
|
||||
title: (
|
||||
<>
|
||||
You are currently working as a <b>{position}</b> at <b>{player.companyName}</b>
|
||||
</>
|
||||
),
|
||||
|
||||
description: (
|
||||
<>
|
||||
Current Company Reputation: <Reputation reputation={companyRep} />
|
||||
</>
|
||||
),
|
||||
gains: [
|
||||
<StatsRow name="Money" color={Settings.theme.money}>
|
||||
<Typography>
|
||||
<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />)
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
|
||||
<Typography>
|
||||
<Reputation reputation={player.workRepGained} /> (
|
||||
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />)
|
||||
</Typography>
|
||||
</StatsRow>,
|
||||
...expGains,
|
||||
],
|
||||
progress: {
|
||||
elapsed: player.timeWorked,
|
||||
},
|
||||
|
||||
stopText: "Stop working",
|
||||
stopTooltip:
|
||||
"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.",
|
||||
};
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
if (player.currentWork === null) {
|
||||
router.toTerminal();
|
||||
}
|
||||
}
|
||||
|
||||
if (workInfo.title === "") {
|
||||
|
Loading…
Reference in New Issue
Block a user