mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-12-20 13:15:48 +01:00
First pass on work in progress root
This commit is contained in:
parent
4c15b77d21
commit
e859759ebd
@ -1,23 +1,24 @@
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import React, { useState, useEffect } from "react";
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import { Box, Container, Paper, Table, TableBody, Tooltip } from "@mui/material";
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import { use } from "./Context";
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import Button from "@mui/material/Button";
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import Typography from "@mui/material/Typography";
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import { uniqueId } from "lodash";
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import React, { useEffect, useState } from "react";
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import { Companies } from "../Company/Companies";
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import { Company } from "../Company/Company";
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import { CONSTANTS } from "../Constants";
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import { CONSTANTS } from "../Constants";
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import { Factions } from "../Faction/Factions";
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import { LocationName } from "../Locations/data/LocationNames";
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import { Locations } from "../Locations/Locations";
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import { Settings } from "../Settings/Settings";
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import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
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import { use } from "./Context";
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import { numeralWrapper } from "./numeralFormat";
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import { numeralWrapper } from "./numeralFormat";
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import { Money } from "./React/Money";
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import { MoneyRate } from "./React/MoneyRate";
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import { ProgressBar } from "./React/Progress";
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import { Reputation } from "./React/Reputation";
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import { Reputation } from "./React/Reputation";
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import { ReputationRate } from "./React/ReputationRate";
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import { ReputationRate } from "./React/ReputationRate";
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import { MoneyRate } from "./React/MoneyRate";
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import { StatsRow } from "./React/StatsRow";
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import { Money } from "./React/Money";
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import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
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import { Factions } from "../Faction/Factions";
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import { Company } from "../Company/Company";
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import { Companies } from "../Company/Companies";
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import { Locations } from "../Locations/Locations";
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import { LocationName } from "../Locations/data/LocationNames";
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import Typography from "@mui/material/Typography";
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import Grid from "@mui/material/Grid";
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import Button from "@mui/material/Button";
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import { createProgressBarText } from "../utils/helpers/createProgressBarText";
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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@ -32,6 +33,7 @@ interface IWorkInfo {
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gains?: (string | React.ReactElement)[];
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gains?: (string | React.ReactElement)[];
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progress?: {
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progress?: {
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elapsed?: number;
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elapsed?: number;
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remaining?: number;
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percentage?: number;
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percentage?: number;
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};
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};
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@ -53,18 +55,102 @@ export function WorkInProgressRoot(): React.ReactElement {
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const player = use.Player();
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const player = use.Player();
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const router = use.Router();
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const router = use.Router();
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const expGains = [
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player.workHackExpGained > 0 ? (
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<StatsRow
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name="Hacking Exp"
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color={Settings.theme.hack}
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data={{
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content: `${numeralWrapper.formatExp(player.workHackExpGained)} (${numeralWrapper.formatExp(
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player.workHackExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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player.workStrExpGained > 0 ? (
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<StatsRow
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name="Strength Exp"
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color={Settings.theme.combat}
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data={{
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content: `${numeralWrapper.formatExp(player.workStrExpGained)} (${numeralWrapper.formatExp(
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player.workStrExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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player.workDefExpGained > 0 ? (
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<StatsRow
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name="Defense Exp"
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color={Settings.theme.combat}
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data={{
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content: `${numeralWrapper.formatExp(player.workDefExpGained)} (${numeralWrapper.formatExp(
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player.workDefExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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player.workDexExpGained > 0 ? (
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<StatsRow
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name="Dexterity Exp"
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color={Settings.theme.combat}
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data={{
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content: `${numeralWrapper.formatExp(player.workDexExpGained)} (${numeralWrapper.formatExp(
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player.workDexExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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player.workAgiExpGained > 0 ? (
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<StatsRow
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name="Agility Exp"
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color={Settings.theme.combat}
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data={{
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content: `${numeralWrapper.formatExp(player.workAgiExpGained)} (${numeralWrapper.formatExp(
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player.workAgiExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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player.workChaExpGained > 0 ? (
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<StatsRow
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name="Charisma Exp"
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color={Settings.theme.cha}
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data={{
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content: `${numeralWrapper.formatExp(player.workChaExpGained)} (${numeralWrapper.formatExp(
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player.workChaExpGainRate * CYCLES_PER_SEC,
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)} / sec)`,
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}}
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/>
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) : (
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<></>
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),
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];
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let workInfo: IWorkInfo | null;
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if (player.workType == CONSTANTS.WorkTypeFaction) {
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if (player.workType == CONSTANTS.WorkTypeFaction) {
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const faction = Factions[player.currentWorkFactionName];
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const faction = Factions[player.currentWorkFactionName];
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if (!faction) {
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if (!faction) {
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return (
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workInfo = {
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<>
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buttons: {
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<Typography variant="h4" color="primary">
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cancel: () => router.toFactions(),
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You have not joined {player.currentWorkFactionName || "(Faction not found)"} yet or cannot work at this
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},
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time, please try again if you think this should have worked
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title:
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</Typography>
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`You have not joined ${player.currentWorkFactionName || "(Faction not found)"} at this time,` +
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<Button onClick={() => router.toFactions()}>Back to Factions</Button>
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" please try again if you think this should have worked",
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</>
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);
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stopText: "Back to Factions",
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};
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}
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}
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function cancel(): void {
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function cancel(): void {
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@ -75,81 +161,45 @@ export function WorkInProgressRoot(): React.ReactElement {
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router.toFaction(faction);
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router.toFaction(faction);
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player.stopFocusing();
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player.stopFocusing();
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}
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}
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return (
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<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
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<Grid item>
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<Typography>
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You are currently {player.currentWorkFactionDescription} for your faction {faction.name}
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<br />
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(Current Faction Reputation: <Reputation reputation={faction.playerReputation} />
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). <br />
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You have been doing this for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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<br />
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<br />
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You have earned: <br />
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<br />
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<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />){" "}
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<br />
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<br />
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<Reputation reputation={player.workRepGained} /> (
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<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this faction <br />
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<br />
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{player.workHackExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
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</>
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)}
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<br />
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{player.workStrExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workStrExpGained)} (
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{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
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</>
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)}
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{player.workDefExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workDefExpGained)} (
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{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
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</>
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)}
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{player.workDexExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workDexExpGained)} (
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{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
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</>
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)}
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{player.workAgiExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
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</>
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)}
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<br />
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{player.workChaExpGained > 0 && (
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<>
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{numeralWrapper.formatExp(player.workChaExpGained)} (
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{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
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</>
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)}
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<br />
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You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
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<br />
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There is no penalty for cancelling earlier.
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</Typography>
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</Grid>
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<Grid item>
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<Button sx={{ mx: 2 }} onClick={cancel}>
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Stop Faction Work
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</Button>
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<Button onClick={unfocus}>Do something else simultaneously</Button>
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</Grid>
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</Grid>
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);
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}
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workInfo = {
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buttons: {
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cancel: cancel,
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unfocus: unfocus,
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},
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title: (
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<>
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You are currently {player.currentWorkFactionDescription} for your faction <b>{faction.name}</b>
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</>
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),
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description: (
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<>
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Current Faction Reputation: <Reputation reputation={faction.playerReputation} />
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</>
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),
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gains: [
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<StatsRow name="Money" color={Settings.theme.money}>
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<Typography>
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<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />)
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</Typography>
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</StatsRow>,
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<StatsRow name="Faction Reputation" color={Settings.theme.rep}>
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<Typography>
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<Reputation reputation={player.workRepGained} /> (
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<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />)
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</Typography>
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</StatsRow>,
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...expGains,
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],
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progress: {
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elapsed: player.timeWorked,
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},
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stopText: "Stop Faction work",
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};
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} else if (player.className !== "") {
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const className = player.className;
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const className = player.className;
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if (player.className !== "") {
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function cancel(): void {
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function cancel(): void {
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player.finishClass(true);
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player.finishClass(true);
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router.toCity();
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router.toCity();
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@ -172,79 +222,44 @@ export function WorkInProgressRoot(): React.ReactElement {
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stopText = "Stop taking course";
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stopText = "Stop taking course";
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}
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}
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return (
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workInfo = {
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<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
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buttons: {
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<Grid item>
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cancel: cancel,
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<Typography>
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unfocus: unfocus,
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You have been {className} for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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},
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<br />
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title: (
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<br />
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This has cost you: <br />
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<Money money={-player.workMoneyGained} /> (<MoneyRate money={player.workMoneyLossRate * CYCLES_PER_SEC} />){" "}
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<br />
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<br />
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You have gained: <br />
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{player.workHackExpGained > 0 && (
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<>
|
<>
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{numeralWrapper.formatExp(player.workHackExpGained)} (
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You are currently <b>{className}</b>
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{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
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||||||
</>
|
</>
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)}
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),
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{player.workStrExpGained > 0 && (
|
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<>
|
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{numeralWrapper.formatExp(player.workStrExpGained)} (
|
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{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
|
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</>
|
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)}
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{player.workDefExpGained > 0 && (
|
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<>
|
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{numeralWrapper.formatExp(player.workDefExpGained)} (
|
|
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{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
|
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</>
|
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)}
|
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{player.workDexExpGained > 0 && (
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<>
|
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||||||
{numeralWrapper.formatExp(player.workDexExpGained)} (
|
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||||||
{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
|
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||||||
</>
|
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||||||
)}
|
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||||||
{player.workAgiExpGained > 0 && (
|
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||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workAgiExpGained)} (
|
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||||||
{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workChaExpGained > 0 && (
|
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||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workChaExpGained)} (
|
|
||||||
{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
|
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||||||
</>
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)}
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||||||
You may cancel at any time
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||||||
</Typography>
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</Grid>
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<Grid item>
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<Button sx={{ mx: 2 }} onClick={cancel}>
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{stopText}
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</Button>
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||||||
<Button onClick={unfocus}>Do something else simultaneously</Button>
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</Grid>
|
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</Grid>
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);
|
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}
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|
|
||||||
if (player.workType == CONSTANTS.WorkTypeCompany) {
|
gains: [
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|
<StatsRow name="Total Cost" color={Settings.theme.money}>
|
||||||
|
<Typography>
|
||||||
|
<Money money={-player.workMoneyGained} /> (<MoneyRate money={player.workMoneyLossRate * CYCLES_PER_SEC} />)
|
||||||
|
</Typography>
|
||||||
|
</StatsRow>,
|
||||||
|
...expGains,
|
||||||
|
],
|
||||||
|
progress: {
|
||||||
|
elapsed: player.timeWorked,
|
||||||
|
},
|
||||||
|
|
||||||
|
stopText: stopText,
|
||||||
|
};
|
||||||
|
} else if (player.workType == CONSTANTS.WorkTypeCompany) {
|
||||||
const comp = Companies[player.companyName];
|
const comp = Companies[player.companyName];
|
||||||
if (comp == null || !(comp instanceof Company)) {
|
if (comp == null || !(comp instanceof Company)) {
|
||||||
return (
|
workInfo = {
|
||||||
<>
|
buttons: {
|
||||||
<Typography variant="h4" color="primary">
|
cancel: () => router.toTerminal(),
|
||||||
You cannot work for {player.companyName || "(Company not found)"} at this time, please try again if you
|
},
|
||||||
think this should have worked
|
title:
|
||||||
</Typography>
|
`You cannot work for ${player.companyName || "(Company not found)"} at this time,` +
|
||||||
<Button onClick={() => router.toTerminal()}>Back to Terminal</Button>
|
" please try again if you think this should have worked",
|
||||||
</>
|
|
||||||
);
|
stopText: "Back to Terminal",
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
const companyRep = comp.playerReputation;
|
const companyRep = comp.playerReputation;
|
||||||
@ -263,84 +278,47 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
const penalty = player.cancelationPenalty();
|
const penalty = player.cancelationPenalty();
|
||||||
|
|
||||||
const penaltyString = penalty === 0.5 ? "half" : "three-quarters";
|
const penaltyString = penalty === 0.5 ? "half" : "three-quarters";
|
||||||
return (
|
|
||||||
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
|
|
||||||
<Grid item>
|
|
||||||
<Typography>
|
|
||||||
You are currently working as a {position} at {player.companyName} (Current Company Reputation:{" "}
|
|
||||||
<Reputation reputation={companyRep} />)<br />
|
|
||||||
<br />
|
|
||||||
You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
|
|
||||||
<br />
|
|
||||||
<br />
|
|
||||||
You have earned: <br />
|
|
||||||
<br />
|
|
||||||
<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />){" "}
|
|
||||||
<br />
|
|
||||||
<br />
|
|
||||||
<Reputation reputation={player.workRepGained} /> (
|
|
||||||
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this company <br />
|
|
||||||
<br />
|
|
||||||
{player.workHackExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workHackExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) hacking exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
{player.workStrExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workStrExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) strength exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workDefExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workDefExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) defense exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workDexExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workDexExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) dexterity exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workAgiExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workAgiExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) agility exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
{player.workChaExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workChaExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) charisma exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
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.
|
|
||||||
</Typography>
|
|
||||||
</Grid>
|
|
||||||
<Grid item>
|
|
||||||
<Button sx={{ mx: 2 }} onClick={cancel}>
|
|
||||||
Stop Working
|
|
||||||
</Button>
|
|
||||||
<Button onClick={unfocus}>Do something else simultaneously</Button>
|
|
||||||
</Grid>
|
|
||||||
</Grid>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
|
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" +
|
||||||
|
` but you will only gain ${penaltyString} of the reputation you've earned so far.`,
|
||||||
|
};
|
||||||
|
} else if (player.workType == CONSTANTS.WorkTypeCompanyPartTime) {
|
||||||
function cancel(): void {
|
function cancel(): void {
|
||||||
player.finishWorkPartTime(true);
|
player.finishWorkPartTime(true);
|
||||||
router.toJob();
|
router.toJob();
|
||||||
@ -357,126 +335,67 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
companyRep = comp.playerReputation;
|
companyRep = comp.playerReputation;
|
||||||
|
|
||||||
const position = player.jobs[player.companyName];
|
const position = player.jobs[player.companyName];
|
||||||
return (
|
|
||||||
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
|
workInfo = {
|
||||||
<Grid item>
|
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>
|
<Typography>
|
||||||
You are currently working as a {position} at {player.companyName} (Current Company Reputation:{" "}
|
|
||||||
<Reputation reputation={companyRep} />)<br />
|
|
||||||
<br />
|
|
||||||
You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
|
|
||||||
<br />
|
|
||||||
<br />
|
|
||||||
You have earned: <br />
|
|
||||||
<br />
|
|
||||||
<Money money={player.workMoneyGained} /> (<MoneyRate money={player.workMoneyGainRate * CYCLES_PER_SEC} />){" "}
|
|
||||||
<br />
|
|
||||||
<br />
|
|
||||||
<Reputation reputation={player.workRepGained} /> (
|
<Reputation reputation={player.workRepGained} /> (
|
||||||
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />
|
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />)
|
||||||
) reputation for this company <br />
|
|
||||||
<br />
|
|
||||||
{player.workHackExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workHackExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) hacking exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
{player.workStrExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workStrExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) strength exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workDefExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workDefExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) defense exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workDexExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workDexExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) dexterity exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
{player.workAgiExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workAgiExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) agility exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
{player.workChaExpGained > 0 && (
|
|
||||||
<>
|
|
||||||
{numeralWrapper.formatExp(player.workChaExpGained)} (
|
|
||||||
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
|
|
||||||
) charisma exp <br />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<br />
|
|
||||||
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.
|
|
||||||
</Typography>
|
</Typography>
|
||||||
</Grid>
|
</StatsRow>,
|
||||||
<Grid item>
|
...expGains,
|
||||||
<Button sx={{ mx: 2 }} onClick={cancel}>
|
],
|
||||||
Stop Working
|
progress: {
|
||||||
</Button>
|
elapsed: player.timeWorked,
|
||||||
<Button onClick={unfocus}>Do something else simultaneously</Button>
|
},
|
||||||
</Grid>
|
|
||||||
</Grid>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (player.crimeType !== "") {
|
stopText: "Stop working",
|
||||||
const percent = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100);
|
stopTooltip:
|
||||||
let numBars = Math.round(percent / 5);
|
"You will automatically finish after working for 8 hours. You can cancel earlier if you wish" +
|
||||||
if (numBars < 0) {
|
" and there will be no penalty because this is a part-time job.",
|
||||||
numBars = 0;
|
};
|
||||||
}
|
} else if (player.crimeType !== "") {
|
||||||
if (numBars > 20) {
|
const completion = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100);
|
||||||
numBars = 20;
|
|
||||||
}
|
|
||||||
// const progressBar = "[" + Array(numBars + 1).join("|") + Array(20 - numBars + 1).join(" ") + "]";
|
|
||||||
const progressBar = createProgressBarText({ progress: (numBars + 1) / 20, totalTicks: 20 });
|
|
||||||
|
|
||||||
return (
|
workInfo = {
|
||||||
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
|
buttons: {
|
||||||
<Grid item>
|
cancel: () => {
|
||||||
<Typography>
|
|
||||||
<Typography>You are attempting to {player.crimeType}.</Typography>
|
|
||||||
<br />
|
|
||||||
|
|
||||||
<Typography>
|
|
||||||
Time remaining: {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorked)}
|
|
||||||
</Typography>
|
|
||||||
|
|
||||||
<br />
|
|
||||||
<pre>{progressBar}</pre>
|
|
||||||
</Typography>
|
|
||||||
</Grid>
|
|
||||||
<Grid item>
|
|
||||||
<Button
|
|
||||||
onClick={() => {
|
|
||||||
router.toLocation(Locations[LocationName.Slums]);
|
router.toLocation(Locations[LocationName.Slums]);
|
||||||
player.finishCrime(true);
|
player.finishCrime(true);
|
||||||
}}
|
},
|
||||||
>
|
},
|
||||||
Cancel crime
|
title: `You are attempting to ${player.crimeType}`,
|
||||||
</Button>
|
|
||||||
</Grid>
|
|
||||||
</Grid>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (player.createProgramName !== "") {
|
progress: {
|
||||||
|
elapsed: player.timeWorked,
|
||||||
|
remaining: player.timeNeededToCompleteWork - player.timeWorked,
|
||||||
|
percentage: completion,
|
||||||
|
},
|
||||||
|
|
||||||
|
stopText: "Cancel crime",
|
||||||
|
};
|
||||||
|
} else if (player.createProgramName !== "") {
|
||||||
function cancel(): void {
|
function cancel(): void {
|
||||||
player.finishCreateProgramWork(true);
|
player.finishCreateProgramWork(true);
|
||||||
router.toTerminal();
|
router.toTerminal();
|
||||||
@ -485,31 +404,29 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
router.toTerminal();
|
router.toTerminal();
|
||||||
player.stopFocusing();
|
player.stopFocusing();
|
||||||
}
|
}
|
||||||
return (
|
|
||||||
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
|
|
||||||
<Grid item>
|
|
||||||
<Typography>
|
|
||||||
You are currently working on coding {player.createProgramName}.<br />
|
|
||||||
<br />
|
|
||||||
You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
|
|
||||||
<br />
|
|
||||||
<br />
|
|
||||||
The program is {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}
|
|
||||||
% complete. <br />
|
|
||||||
If you cancel, your work will be saved and you can come back to complete the program later.
|
|
||||||
</Typography>
|
|
||||||
</Grid>
|
|
||||||
<Grid item>
|
|
||||||
<Button sx={{ mx: 2 }} onClick={cancel}>
|
|
||||||
Cancel work on creating program
|
|
||||||
</Button>
|
|
||||||
<Button onClick={unfocus}>Do something else simultaneously</Button>
|
|
||||||
</Grid>
|
|
||||||
</Grid>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (player.graftAugmentationName !== "") {
|
const completion = (player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100;
|
||||||
|
|
||||||
|
workInfo = {
|
||||||
|
buttons: {
|
||||||
|
cancel: cancel,
|
||||||
|
unfocus: unfocus,
|
||||||
|
},
|
||||||
|
title: (
|
||||||
|
<>
|
||||||
|
You are currently working on coding <b>{player.createProgramName}</b>
|
||||||
|
</>
|
||||||
|
),
|
||||||
|
|
||||||
|
progress: {
|
||||||
|
elapsed: player.timeWorked,
|
||||||
|
percentage: completion,
|
||||||
|
},
|
||||||
|
|
||||||
|
stopText: "Stop creating program",
|
||||||
|
stopTooltip: "Your work will be saved and you can return to complete the program later.",
|
||||||
|
};
|
||||||
|
} else if (player.graftAugmentationName !== "") {
|
||||||
function cancel(): void {
|
function cancel(): void {
|
||||||
player.finishGraftAugmentationWork(true);
|
player.finishGraftAugmentationWork(true);
|
||||||
router.toTerminal();
|
router.toTerminal();
|
||||||
@ -518,33 +435,50 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
router.toTerminal();
|
router.toTerminal();
|
||||||
player.stopFocusing();
|
player.stopFocusing();
|
||||||
}
|
}
|
||||||
return (
|
|
||||||
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
|
const completion = (player.timeWorkedGraftAugmentation / player.timeNeededToCompleteWork) * 100;
|
||||||
<Grid item>
|
|
||||||
<Typography>
|
workInfo = {
|
||||||
You are currently working on grafting {player.graftAugmentationName}.
|
buttons: {
|
||||||
<br />
|
cancel: cancel,
|
||||||
<br />
|
unfocus: unfocus,
|
||||||
You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
|
},
|
||||||
<br />
|
title: (
|
||||||
<br />
|
<>
|
||||||
The augmentation is{" "}
|
You are currently working on grafting <b>{player.graftAugmentationName}</b>
|
||||||
{((player.timeWorkedGraftAugmentation / player.timeNeededToCompleteWork) * 100).toFixed(2)}% done being
|
</>
|
||||||
crafted.
|
),
|
||||||
<br />
|
|
||||||
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned.
|
progress: {
|
||||||
</Typography>
|
elapsed: player.timeWorked,
|
||||||
</Grid>
|
percentage: completion,
|
||||||
<Grid item>
|
},
|
||||||
<Button sx={{ mx: 2 }} onClick={cancel}>
|
|
||||||
Cancel work on grafting Augmentation
|
stopText: "Stop grafting",
|
||||||
</Button>
|
stopTooltip: (
|
||||||
<Button onClick={unfocus}>Do something else simultaneously</Button>
|
<>
|
||||||
</Grid>
|
If you cancel, you work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
|
||||||
</Grid>
|
</>
|
||||||
);
|
),
|
||||||
|
};
|
||||||
|
} else if (!player.workType) {
|
||||||
|
router.toTerminal();
|
||||||
|
workInfo = null;
|
||||||
|
} else {
|
||||||
|
workInfo = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (workInfo === null) {
|
||||||
|
return <></>;
|
||||||
|
}
|
||||||
|
|
||||||
|
const tooltipInfo =
|
||||||
|
typeof workInfo?.stopTooltip === "string" ? (
|
||||||
|
<Typography>{workInfo.stopTooltip}</Typography>
|
||||||
|
) : (
|
||||||
|
workInfo.stopTooltip || <></>
|
||||||
|
);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<Container
|
<Container
|
||||||
maxWidth="md"
|
maxWidth="md"
|
||||||
@ -553,6 +487,15 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
<Paper sx={{ p: 1, mb: 1 }}>
|
<Paper sx={{ p: 1, mb: 1 }}>
|
||||||
<Typography variant="h6">{workInfo.title}</Typography>
|
<Typography variant="h6">{workInfo.title}</Typography>
|
||||||
<Typography>{workInfo.description}</Typography>
|
<Typography>{workInfo.description}</Typography>
|
||||||
|
{workInfo.gains && (
|
||||||
|
<Table sx={{ mt: 1 }}>
|
||||||
|
<TableBody>
|
||||||
|
{workInfo.gains.map((row) => (
|
||||||
|
<React.Fragment key={uniqueId()}>{row}</React.Fragment>
|
||||||
|
))}
|
||||||
|
</TableBody>
|
||||||
|
</Table>
|
||||||
|
)}
|
||||||
</Paper>
|
</Paper>
|
||||||
<Paper sx={{ mb: 1, p: 1 }}>
|
<Paper sx={{ mb: 1, p: 1 }}>
|
||||||
{workInfo.progress !== undefined && (
|
{workInfo.progress !== undefined && (
|
||||||
@ -563,11 +506,15 @@ export function WorkInProgressRoot(): React.ReactElement {
|
|||||||
gridTemplateColumns: `repeat(${Object.keys(workInfo.progress).length}, 1fr)`,
|
gridTemplateColumns: `repeat(${Object.keys(workInfo.progress).length}, 1fr)`,
|
||||||
width: "100%",
|
width: "100%",
|
||||||
justifyItems: "center",
|
justifyItems: "center",
|
||||||
|
textAlign: "center",
|
||||||
}}
|
}}
|
||||||
>
|
>
|
||||||
{workInfo.progress.elapsed !== undefined && (
|
{workInfo.progress.elapsed !== undefined && (
|
||||||
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.elapsed)} elapsed</Typography>
|
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.elapsed)} elapsed</Typography>
|
||||||
)}
|
)}
|
||||||
|
{workInfo.progress.remaining !== undefined && (
|
||||||
|
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.remaining)} remaining</Typography>
|
||||||
|
)}
|
||||||
{workInfo.progress.percentage !== undefined && (
|
{workInfo.progress.percentage !== undefined && (
|
||||||
<Typography>{workInfo.progress.percentage.toFixed(2)}% done</Typography>
|
<Typography>{workInfo.progress.percentage.toFixed(2)}% done</Typography>
|
||||||
)}
|
)}
|
||||||
|
Loading…
Reference in New Issue
Block a user