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CORPORATION: Remove Market TA string in sell dialog text fields (#784)
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<!-- Do not edit this file. It is automatically generated by API Documenter. -->
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[Home](./index.md) > [bitburner](./bitburner.md) > [BitNodeMultipliers](./bitburner.bitnodemultipliers.md) > [CorporationDivisions](./bitburner.bitnodemultipliers.corporationdivisions.md)
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## BitNodeMultipliers.CorporationDivisions property
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Influences the amount of divisions a corporation can have have at the same time
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**Signature:**
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```typescript
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CorporationDivisions: number;
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```
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@ -26,6 +26,7 @@ interface BitNodeMultipliers
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| [CodingContractMoney](./bitburner.bitnodemultipliers.codingcontractmoney.md) | | number | Influences the amount of money gained from completing Coding Contracts |
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| [CodingContractMoney](./bitburner.bitnodemultipliers.codingcontractmoney.md) | | number | Influences the amount of money gained from completing Coding Contracts |
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| [CompanyWorkExpGain](./bitburner.bitnodemultipliers.companyworkexpgain.md) | | number | Influences the experience gained for each ability when the player completes working their job. |
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| [CompanyWorkExpGain](./bitburner.bitnodemultipliers.companyworkexpgain.md) | | number | Influences the experience gained for each ability when the player completes working their job. |
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| [CompanyWorkMoney](./bitburner.bitnodemultipliers.companyworkmoney.md) | | number | Influences how much money the player earns when completing working their job. |
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| [CompanyWorkMoney](./bitburner.bitnodemultipliers.companyworkmoney.md) | | number | Influences how much money the player earns when completing working their job. |
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| [CorporationDivisions](./bitburner.bitnodemultipliers.corporationdivisions.md) | | number | Influences the amount of divisions a corporation can have have at the same time |
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| [CorporationSoftcap](./bitburner.bitnodemultipliers.corporationsoftcap.md) | | number | Influences the money gain from dividends of corporations created by the player. |
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| [CorporationSoftcap](./bitburner.bitnodemultipliers.corporationsoftcap.md) | | number | Influences the money gain from dividends of corporations created by the player. |
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| [CorporationValuation](./bitburner.bitnodemultipliers.corporationvaluation.md) | | number | Influences the valuation of corporations created by the player. |
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| [CorporationValuation](./bitburner.bitnodemultipliers.corporationvaluation.md) | | number | Influences the valuation of corporations created by the player. |
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| [CrimeExpGain](./bitburner.bitnodemultipliers.crimeexpgain.md) | | number | Influences the base experience gained for each ability when the player commits a crime. |
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| [CrimeExpGain](./bitburner.bitnodemultipliers.crimeexpgain.md) | | number | Influences the base experience gained for each ability when the player commits a crime. |
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@ -28,7 +28,7 @@ sellProduct(
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| productName | string | Name of the product |
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| productName | string | Name of the product |
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| amt | string | Amount to sell, can be "MAX" |
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| amt | string | Amount to sell, can be "MAX" |
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| price | string | Price to sell, can be "MP" |
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| price | string | Price to sell, can be "MP" |
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| all | boolean | Sell in all city |
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| all | boolean | Set sell amount and price in all cities |
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**Returns:**
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**Returns:**
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@ -553,7 +553,8 @@ export class Division {
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sCost = optimalPrice;
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sCost = optimalPrice;
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} else if (mat.marketTa1) {
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} else if (mat.marketTa1) {
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sCost = mat.marketPrice + markupLimit;
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sCost = mat.marketPrice + markupLimit;
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} else if (isString(mat.desiredSellPrice)) {
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// check truthyness to avoid unnecessary eval
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} else if (isString(mat.desiredSellPrice) && mat.desiredSellPrice) {
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sCost = mat.desiredSellPrice.replace(/MP/g, mat.marketPrice.toString());
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sCost = mat.desiredSellPrice.replace(/MP/g, mat.marketPrice.toString());
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sCost = eval(sCost);
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sCost = eval(sCost);
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} else {
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} else {
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@ -57,7 +57,7 @@ export class Material {
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// Player inputs for sell price and amount.
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// Player inputs for sell price and amount.
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desiredSellAmount: string | number = 0;
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desiredSellAmount: string | number = 0;
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desiredSellPrice: string | number = 0;
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desiredSellPrice: string | number = "";
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// Flags that signal whether automatic sale pricing through Market TA is enabled
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// Flags that signal whether automatic sale pricing through Market TA is enabled
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marketTa1 = false;
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marketTa1 = false;
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@ -81,7 +81,7 @@ export class Product {
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/** Player input sell amount e.g. "MAX" */
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/** Player input sell amount e.g. "MAX" */
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desiredSellAmount: 0 as number | string,
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desiredSellAmount: 0 as number | string,
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/** Player input sell price e.g. "MP * 5" */
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/** Player input sell price e.g. "MP * 5" */
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desiredSellPrice: 0 as number | string,
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desiredSellPrice: "" as string | number,
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}));
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}));
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/** How much warehouse space is occupied per unit of this product */
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/** How much warehouse space is occupied per unit of this product */
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@ -9,16 +9,6 @@ import { dialogBoxCreate } from "../../../ui/React/DialogBox";
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import { SellMaterial } from "../../Actions";
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import { SellMaterial } from "../../Actions";
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import { KEY } from "../../../utils/helpers/keyCodes";
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import { KEY } from "../../../utils/helpers/keyCodes";
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function initialPrice(mat: Material): string {
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let val = mat.desiredSellPrice ? mat.desiredSellPrice + "" : "";
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if (mat.marketTa2) {
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val += " (Market-TA.II)";
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} else if (mat.marketTa1) {
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val += " (Market-TA.I)";
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}
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return val;
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}
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interface IProps {
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interface IProps {
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open: boolean;
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open: boolean;
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onClose: () => void;
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onClose: () => void;
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@ -28,8 +18,8 @@ interface IProps {
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// Create a popup that let the player manage sales of a material
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// Create a popup that let the player manage sales of a material
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export function SellMaterialModal(props: IProps): React.ReactElement {
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export function SellMaterialModal(props: IProps): React.ReactElement {
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const [amt, setAmt] = useState<string>(props.mat.desiredSellAmount + "");
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const [amt, setAmt] = useState<string>(String(props.mat.desiredSellAmount));
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const [price, setPrice] = useState<string>(initialPrice(props.mat));
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const [price, setPrice] = useState<string>(String(props.mat.desiredSellPrice));
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function sellMaterial(): void {
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function sellMaterial(): void {
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try {
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try {
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@ -10,16 +10,6 @@ import { dialogBoxCreate } from "../../../ui/React/DialogBox";
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import { SellProduct } from "../../Actions";
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import { SellProduct } from "../../Actions";
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import { KEY } from "../../../utils/helpers/keyCodes";
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import { KEY } from "../../../utils/helpers/keyCodes";
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function initialPrice(product: Product, city: CityName): string {
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let val = String(product.cityData[city].desiredSellPrice || "");
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if (product.marketTa2) {
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val += " (Market-TA.II)";
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} else if (product.marketTa1) {
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val += " (Market-TA.I)";
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}
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return val;
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}
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interface IProps {
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interface IProps {
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open: boolean;
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open: boolean;
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onClose: () => void;
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onClose: () => void;
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@ -31,8 +21,8 @@ interface IProps {
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// Create a popup that let the player manage sales of a material
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// Create a popup that let the player manage sales of a material
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export function SellProductModal(props: IProps): React.ReactElement {
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export function SellProductModal(props: IProps): React.ReactElement {
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const [checked, setChecked] = useState(true);
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const [checked, setChecked] = useState(true);
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const [iQty, setQty] = useState<string>((props.product.cityData[props.city].desiredSellAmount ?? "").toString());
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const [iQty, setQty] = useState<string>(String(props.product.cityData[props.city].desiredSellAmount));
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const [px, setPx] = useState<string>(initialPrice(props.product, props.city));
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const [px, setPx] = useState<string>(String(props.product.cityData[props.city].desiredSellPrice));
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function onCheckedChange(event: React.ChangeEvent<HTMLInputElement>): void {
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function onCheckedChange(event: React.ChangeEvent<HTMLInputElement>): void {
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setChecked(event.target.checked);
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setChecked(event.target.checked);
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