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Merge pull request #4048 from Kelenius/CrimeWorkUISucChanceAndFix
UI: Improvements to crime work UI
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commit
a5fb280be8
@ -39,6 +39,9 @@ export class Crime {
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// Name of crime
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name = "";
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// Name of crime as it appears on work screen: "You are attempting..."
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workName = "";
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// Milliseconds it takes to attempt the crime
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time = 0;
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@ -64,6 +67,7 @@ export class Crime {
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constructor(
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name = "",
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workName = "",
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type: CrimeType,
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time = 0,
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money = 0,
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@ -72,6 +76,7 @@ export class Crime {
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params: IConstructorParams = {},
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) {
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this.name = name;
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this.workName = workName;
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this.type = type;
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this.time = time;
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this.money = money;
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@ -6,7 +6,7 @@ import { IMap } from "../types";
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import { CrimeType } from "../utils/WorkType";
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export const Crimes: IMap<Crime> = {
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Shoplift: new Crime("Shoplift", CrimeType.SHOPLIFT, 2e3, 15e3, 1 / 20, 0.1, {
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Shoplift: new Crime("Shoplift", "to shoplift", CrimeType.SHOPLIFT, 2e3, 15e3, 1 / 20, 0.1, {
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dexterity_success_weight: 1,
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agility_success_weight: 1,
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@ -14,7 +14,7 @@ export const Crimes: IMap<Crime> = {
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agility_exp: 2,
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}),
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RobStore: new Crime("Rob Store", CrimeType.ROB_STORE, 60e3, 400e3, 1 / 5, 0.5, {
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RobStore: new Crime("Rob Store", "to rob a store", CrimeType.ROB_STORE, 60e3, 400e3, 1 / 5, 0.5, {
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hacking_exp: 30,
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dexterity_exp: 45,
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agility_exp: 45,
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@ -26,7 +26,7 @@ export const Crimes: IMap<Crime> = {
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intelligence_exp: 7.5 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Mug: new Crime("Mug", CrimeType.MUG, 4e3, 36e3, 1 / 5, 0.25, {
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Mug: new Crime("Mug", "to mug", CrimeType.MUG, 4e3, 36e3, 1 / 5, 0.25, {
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strength_exp: 3,
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defense_exp: 3,
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dexterity_exp: 3,
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@ -38,7 +38,7 @@ export const Crimes: IMap<Crime> = {
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agility_success_weight: 0.5,
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}),
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Larceny: new Crime("Larceny", CrimeType.LARCENY, 90e3, 800e3, 1 / 3, 1.5, {
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Larceny: new Crime("Larceny", "larceny", CrimeType.LARCENY, 90e3, 800e3, 1 / 3, 1.5, {
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hacking_exp: 45,
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dexterity_exp: 60,
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agility_exp: 60,
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@ -50,7 +50,7 @@ export const Crimes: IMap<Crime> = {
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intelligence_exp: 15 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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DealDrugs: new Crime("Deal Drugs", CrimeType.DRUGS, 10e3, 120e3, 1, 0.5, {
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DealDrugs: new Crime("Deal Drugs", "to deal drugs", CrimeType.DRUGS, 10e3, 120e3, 1, 0.5, {
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dexterity_exp: 5,
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agility_exp: 5,
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charisma_exp: 10,
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@ -60,7 +60,7 @@ export const Crimes: IMap<Crime> = {
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agility_success_weight: 1,
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}),
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BondForgery: new Crime("Bond Forgery", CrimeType.BOND_FORGERY, 300e3, 4.5e6, 1 / 2, 0.1, {
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BondForgery: new Crime("Bond Forgery", "to forge bonds", CrimeType.BOND_FORGERY, 300e3, 4.5e6, 1 / 2, 0.1, {
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hacking_exp: 100,
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dexterity_exp: 150,
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charisma_exp: 15,
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@ -71,7 +71,7 @@ export const Crimes: IMap<Crime> = {
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intelligence_exp: 60 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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TraffickArms: new Crime("Traffick Arms", CrimeType.TRAFFIC_ARMS, 40e3, 600e3, 2, 1, {
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TraffickArms: new Crime("Traffick Arms", "to traffic arms", CrimeType.TRAFFIC_ARMS, 40e3, 600e3, 2, 1, {
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strength_exp: 20,
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defense_exp: 20,
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dexterity_exp: 20,
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@ -85,7 +85,7 @@ export const Crimes: IMap<Crime> = {
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agility_success_weight: 1,
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}),
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Homicide: new Crime("Homicide", CrimeType.HOMICIDE, 3e3, 45e3, 1, 3, {
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Homicide: new Crime("Homicide", "homicide", CrimeType.HOMICIDE, 3e3, 45e3, 1, 3, {
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strength_exp: 2,
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defense_exp: 2,
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dexterity_exp: 2,
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@ -99,7 +99,7 @@ export const Crimes: IMap<Crime> = {
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kills: 1,
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}),
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GrandTheftAuto: new Crime("Grand Theft Auto", CrimeType.GRAND_THEFT_AUTO, 80e3, 1.6e6, 8, 5, {
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GrandTheftAuto: new Crime("Grand Theft Auto", "grand theft auto", CrimeType.GRAND_THEFT_AUTO, 80e3, 1.6e6, 8, 5, {
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strength_exp: 20,
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defense_exp: 20,
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dexterity_exp: 20,
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@ -115,7 +115,7 @@ export const Crimes: IMap<Crime> = {
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intelligence_exp: 16 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Kidnap: new Crime("Kidnap", CrimeType.KIDNAP, 120e3, 3.6e6, 5, 6, {
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Kidnap: new Crime("Kidnap", "to kidnap", CrimeType.KIDNAP, 120e3, 3.6e6, 5, 6, {
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strength_exp: 80,
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defense_exp: 80,
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dexterity_exp: 80,
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@ -130,7 +130,7 @@ export const Crimes: IMap<Crime> = {
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intelligence_exp: 26 * CONSTANTS.IntelligenceCrimeBaseExpGain,
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}),
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Assassination: new Crime("Assassination", CrimeType.ASSASSINATION, 300e3, 12e6, 8, 10, {
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Assassination: new Crime("Assassination", "to assassinate", CrimeType.ASSASSINATION, 300e3, 12e6, 8, 10, {
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strength_exp: 300,
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defense_exp: 300,
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dexterity_exp: 300,
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@ -145,7 +145,7 @@ export const Crimes: IMap<Crime> = {
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kills: 1,
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}),
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Heist: new Crime("Heist", CrimeType.HEIST, 600e3, 120e6, 18, 15, {
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Heist: new Crime("Heist", "a heist", CrimeType.HEIST, 600e3, 120e6, 18, 15, {
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hacking_exp: 450,
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strength_exp: 450,
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defense_exp: 450,
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@ -221,6 +221,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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const crime = player.currentWork.getCrime();
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const completion = (player.currentWork.unitCompleted / crime.time) * 100;
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const gains = player.currentWork.earnings();
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const successChance = crime.successRate(player);
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workInfo = {
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buttons: {
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cancel: () => {
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@ -232,9 +233,10 @@ export function WorkInProgressRoot(): React.ReactElement {
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player.stopFocusing();
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},
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},
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title: `You are attempting to ${crime.type}`,
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title: `You are attempting ${crime.workName}`,
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gains: [
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<Typography>Success chance: {numeralWrapper.formatPercentage(successChance)}</Typography>,
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<Typography>Gains (on success)</Typography>,
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<StatsRow name="Money:" color={Settings.theme.money}>
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<Typography>
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