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https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-18 05:33:54 +01:00
UI: change time elapsed to time remaining for programs and grafting (#1328)
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@ -21,10 +21,11 @@ export class CreateProgramWork extends Work {
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programName: CompletedProgramName;
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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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unitRate: number;
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constructor(params?: CreateProgramWorkParams) {
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super(WorkType.CREATE_PROGRAM, params?.singularity ?? true);
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this.unitCompleted = 0;
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this.unitRate = 0;
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this.programName = params?.programName ?? CompletedProgramName.bruteSsh;
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if (params) {
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@ -63,7 +64,8 @@ export class CreateProgramWork extends Work {
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skillMult *= focusBonus;
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//Skill multiplier directly applied to "time worked"
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this.cyclesWorked += cycles;
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this.unitCompleted += CONSTANTS.MilliPerCycle * cycles * skillMult;
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this.unitRate = CONSTANTS.MilliPerCycle * cycles * skillMult;
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this.unitCompleted += this.unitRate;
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if (this.unitCompleted >= this.unitNeeded()) {
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return true;
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@ -21,10 +21,12 @@ interface GraftingWorkParams {
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export class GraftingWork extends Work {
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augmentation: AugmentationName;
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unitCompleted: number;
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unitRate: number;
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constructor(params?: GraftingWorkParams) {
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super(WorkType.GRAFTING, params?.singularity ?? true);
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this.unitCompleted = 0;
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this.unitRate = 0;
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this.augmentation = params?.augmentation ?? AugmentationName.Targeting1;
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const gAugs = GraftableAugmentations();
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if (params) Player.loseMoney(gAugs[this.augmentation].cost, "augmentations");
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@ -37,8 +39,8 @@ export class GraftingWork extends Work {
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process(cycles: number): boolean {
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const focusBonus = Player.focusPenalty();
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this.cyclesWorked += cycles;
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this.unitCompleted += CONSTANTS.MilliPerCycle * cycles * graftingIntBonus() * focusBonus;
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this.unitRate = CONSTANTS.MilliPerCycle * cycles * graftingIntBonus() * focusBonus;
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this.unitCompleted += this.unitRate;
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return this.unitCompleted >= this.unitNeeded();
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}
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@ -286,7 +286,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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if (isCreateProgramWork(Player.currentWork)) {
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const create = Player.currentWork;
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const completion = (create.unitCompleted / create.unitNeeded()) * 100;
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const remainingTime = ((create.unitNeeded() - create.unitCompleted) / create.unitRate) * CONSTANTS.MilliPerCycle;
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workInfo = {
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buttons: {
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cancel: () => {
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@ -305,7 +305,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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),
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progress: {
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elapsed: create.cyclesWorked * CONSTANTS.MilliPerCycle,
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remaining: remainingTime,
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percentage: completion,
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},
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@ -316,7 +316,8 @@ export function WorkInProgressRoot(): React.ReactElement {
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if (isGraftingWork(Player.currentWork)) {
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const graftWork = Player.currentWork;
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const remainingTime =
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((graftWork.unitNeeded() - graftWork.unitCompleted) / graftWork.unitRate) * CONSTANTS.MilliPerCycle;
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workInfo = {
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buttons: {
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cancel: () => {
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@ -335,7 +336,7 @@ export function WorkInProgressRoot(): React.ReactElement {
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),
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progress: {
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elapsed: graftWork.cyclesWorked * CONSTANTS.MilliPerCycle,
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remaining: remainingTime,
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percentage: (graftWork.unitCompleted / graftWork.unitNeeded()) * 100,
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},
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