import React, { useState, useEffect } from "react"; import { use } from "./Context"; import { CONSTANTS } from "../Constants"; import { numeralWrapper } from "./numeralFormat"; import { Reputation } from "./React/Reputation"; import { ReputationRate } from "./React/ReputationRate"; import { MoneyRate } from "./React/MoneyRate"; import { Money } from "./React/Money"; import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions"; import { Factions } from "../Faction/Factions"; import { Company } from "../Company/Company"; import { Companies } from "../Company/Companies"; import { Locations } from "../Locations/Locations"; import { LocationName } from "../Locations/data/LocationNames"; import Typography from "@mui/material/Typography"; import Grid from "@mui/material/Grid"; import Button from "@mui/material/Button"; import { createProgressBarText } from "../utils/helpers/createProgressBarText"; const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle; export function WorkInProgressRoot(): React.ReactElement { const setRerender = useState(false)[1]; function rerender(): void { setRerender((old) => !old); } useEffect(() => { const id = setInterval(rerender, CONSTANTS.MilliPerCycle); return () => clearInterval(id); }, []); const player = use.Player(); const router = use.Router(); const faction = Factions[player.currentWorkFactionName]; if (player.workType == CONSTANTS.WorkTypeFaction) { function cancel(): void { router.toFaction(faction); player.finishFactionWork(true); } function unfocus(): void { router.toFaction(faction); player.stopFocusing(); } return ( You are currently {player.currentWorkFactionDescription} for your faction {faction.name}
(Current Faction Reputation: ).
You have been doing this for {convertTimeMsToTimeElapsedString(player.timeWorked)}

You have earned:

(){" "}

( ) reputation for this faction

{numeralWrapper.formatExp(player.workHackExpGained)} ( {numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp

{numeralWrapper.formatExp(player.workStrExpGained)} ( {numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp
{numeralWrapper.formatExp(player.workDefExpGained)} ( {numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp
{numeralWrapper.formatExp(player.workDexExpGained)} ( {numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp
{numeralWrapper.formatExp(player.workAgiExpGained)} ( {numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp

{numeralWrapper.formatExp(player.workChaExpGained)} ( {numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp

You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
There is no penalty for cancelling earlier.
); } const className = player.className; if (player.className !== "") { function cancel(): void { player.finishClass(true); router.toCity(); } let stopText = ""; if ( className == CONSTANTS.ClassGymStrength || className == CONSTANTS.ClassGymDefense || className == CONSTANTS.ClassGymDexterity || className == CONSTANTS.ClassGymAgility ) { stopText = "Stop training at gym"; } else { stopText = "Stop taking course"; } return ( You have been {className} for {convertTimeMsToTimeElapsedString(player.timeWorked)}

This has cost you:
(){" "}

You have gained:
{numeralWrapper.formatExp(player.workHackExpGained)} ( {numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp
{numeralWrapper.formatExp(player.workStrExpGained)} ( {numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp
{numeralWrapper.formatExp(player.workDefExpGained)} ( {numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp
{numeralWrapper.formatExp(player.workDexExpGained)} ( {numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp
{numeralWrapper.formatExp(player.workAgiExpGained)} ( {numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp
{numeralWrapper.formatExp(player.workChaExpGained)} ( {numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp
You may cancel at any time
); } if (player.workType == CONSTANTS.WorkTypeCompany) { const comp = Companies[player.companyName]; let companyRep = 0; if (comp == null || !(comp instanceof Company)) { throw new Error(`Could not find Company: ${player.companyName}`); } companyRep = comp.playerReputation; function cancel(): void { player.finishWork(true); router.toJob(); } function unfocus(): void { player.stopFocusing(); router.toJob(); } const position = player.jobs[player.companyName]; const penalty = player.cancelationPenalty(); const penaltyString = penalty === 0.5 ? "half" : "three-quarters"; return ( You are currently working as a {position} at {player.companyName} (Current Company Reputation:{" "} )

You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}

You have earned:

(){" "}

( ) reputation for this company

{numeralWrapper.formatExp(player.workHackExpGained)} ( {`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`} ) hacking exp

{numeralWrapper.formatExp(player.workStrExpGained)} ( {`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`} ) strength exp
{numeralWrapper.formatExp(player.workDefExpGained)} ( {`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`} ) defense exp
{numeralWrapper.formatExp(player.workDexExpGained)} ( {`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`} ) dexterity exp
{numeralWrapper.formatExp(player.workAgiExpGained)} ( {`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`} ) agility exp

{numeralWrapper.formatExp(player.workChaExpGained)} ( {`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`} ) charisma exp

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.
); } if (player.workType == CONSTANTS.WorkTypeCompanyPartTime) { function cancel(): void { player.finishWorkPartTime(true); router.toJob(); } function unfocus(): void { player.stopFocusing(); router.toJob(); } const comp = Companies[player.companyName]; let companyRep = 0; if (comp == null || !(comp instanceof Company)) { throw new Error(`Could not find Company: ${player.companyName}`); } companyRep = comp.playerReputation; const position = player.jobs[player.companyName]; return ( You are currently working as a {position} at {player.companyName} (Current Company Reputation:{" "} )

You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}

You have earned:

(){" "}

( ) reputation for this company

{numeralWrapper.formatExp(player.workHackExpGained)} ( {`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`} ) hacking exp

{numeralWrapper.formatExp(player.workStrExpGained)} ( {`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`} ) strength exp
{numeralWrapper.formatExp(player.workDefExpGained)} ( {`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`} ) defense exp
{numeralWrapper.formatExp(player.workDexExpGained)} ( {`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`} ) dexterity exp
{numeralWrapper.formatExp(player.workAgiExpGained)} ( {`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`} ) agility exp

{numeralWrapper.formatExp(player.workChaExpGained)} ( {`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`} ) charisma exp

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.
); } if (player.crimeType !== "") { const percent = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100); let numBars = Math.round(percent / 5); if (numBars < 0) { numBars = 0; } if (numBars > 20) { numBars = 20; } // const progressBar = "[" + Array(numBars + 1).join("|") + Array(20 - numBars + 1).join(" ") + "]"; const progressBar = createProgressBarText({ progress: (numBars + 1) / 20, totalTicks: 20 }); return ( You are attempting to {player.crimeType}.
Time remaining: {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorked)}
{progressBar}
); } if (player.createProgramName !== "") { return ( You are currently working on coding {player.createProgramName}.

You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}

The program is {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)} % complete.
If you cancel, your work will be saved and you can come back to complete the program later.
); } if (!player.workType) router.toTerminal(); return <>; }