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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 01:33:54 +01:00
Polish some UI
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@ -1372,7 +1372,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean
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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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dialogBoxCreate(`You've finished crafting ${augName}.<br>The augmentation has been grafted to your body, but you feel a bit off.`)
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applyAugmentation(Augmentations[augName]);
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} else {
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@ -143,51 +143,66 @@ function Work(): React.ReactElement {
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let details = <></>;
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let header = <></>;
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let innerText = <></>;
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if (player.workType === CONSTANTS.WorkTypeCompanyPartTime || player.workType === CONSTANTS.WorkTypeCompany) {
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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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} else if (player.workType === CONSTANTS.WorkTypeFaction) {
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details = (
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<>
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{player.factionWorkType} for <strong>{player.currentWorkFactionName}</strong>
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</>
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);
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header = (
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<>
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Working for <strong>{player.currentWorkFactionName}</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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} else if (player.workType === CONSTANTS.WorkTypeStudyClass) {
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details = <>{player.workType}</>;
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header = <>You are {player.className}</>;
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innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}</>;
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} else if (player.workType === CONSTANTS.WorkTypeCreateProgram) {
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details = <>Coding {player.createProgramName}</>;
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header = <>Creating a program</>;
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innerText = (
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<>
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{player.createProgramName}{" "}
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{((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}%
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</>
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);
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switch (player.workType) {
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case CONSTANTS.WorkTypeCompanyPartTime:
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case CONSTANTS.WorkTypeCompany:
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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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case CONSTANTS.WorkTypeFaction:
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details = (
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<>
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{player.factionWorkType} for <strong>{player.currentWorkFactionName}</strong>
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</>
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);
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header = (
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<>
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Working for <strong>{player.currentWorkFactionName}</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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case CONSTANTS.WorkTypeStudyClass:
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details = <>{player.workType}</>;
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header = <>You are {player.className}</>;
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innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}</>;
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break;
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case CONSTANTS.WorkTypeCreateProgram:
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details = <>Coding {player.createProgramName}</>;
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header = <>Creating a program</>;
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innerText = (
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<>
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{player.createProgramName}{" "}
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{((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}%
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</>
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);
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break;
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case CONSTANTS.WorkTypeCraftAugmentation:
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details = <>Crafting {player.craftAugmentationName}</>;
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header = <>Crafting an Augmentation</>;
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innerText = (
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<>
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<strong>{convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)}</strong>
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{" "}remaining
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</>
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);
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}
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return (
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@ -511,8 +511,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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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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The augmentation will be done in {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)}.<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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