mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-11 18:23:54 +01:00
356 lines
16 KiB
TypeScript
356 lines
16 KiB
TypeScript
import React, { useState, useEffect } from "react";
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import { use } from "./Context";
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import { CONSTANTS } from "../Constants";
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import { numeralWrapper } from "./numeralFormat";
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import { Reputation } from "./React/Reputation";
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import { ReputationRate } from "./React/ReputationRate";
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import { MoneyRate } from "./React/MoneyRate";
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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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export function WorkInProgressRoot(): React.ReactElement {
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const setRerender = useState(false)[1];
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function rerender(): void {
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setRerender((old) => !old);
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}
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useEffect(() => {
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const id = setInterval(rerender, CONSTANTS.MilliPerCycle);
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return () => clearInterval(id);
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}, []);
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const player = use.Player();
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const router = use.Router();
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const faction = Factions[player.currentWorkFactionName];
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if (player.workType == CONSTANTS.WorkTypeFaction) {
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function cancel(): void {
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router.toFaction(faction);
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player.finishFactionWork(true);
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}
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function unfocus(): void {
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router.toFaction(faction);
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player.stopFocusing();
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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 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
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<br />
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
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<br />
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
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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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const className = player.className;
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if (player.className !== "") {
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function cancel(): void {
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player.finishClass(true);
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router.toCity();
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}
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let stopText = "";
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if (
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className == CONSTANTS.ClassGymStrength ||
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className == CONSTANTS.ClassGymDefense ||
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className == CONSTANTS.ClassGymDexterity ||
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className == CONSTANTS.ClassGymAgility
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) {
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stopText = "Stop training at gym";
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} else {
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stopText = "Stop taking course";
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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 have been {className} for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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<br />
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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 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
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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 onClick={cancel}>{stopText}</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) {
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const comp = Companies[player.companyName];
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let companyRep = 0;
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if (comp == null || !(comp instanceof Company)) {
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throw new Error(`Could not find Company: ${player.companyName}`);
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}
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companyRep = comp.playerReputation;
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function cancel(): void {
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player.finishWork(true);
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router.toJob();
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}
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function unfocus(): void {
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player.stopFocusing();
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router.toJob();
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}
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const position = player.jobs[player.companyName];
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const penalty = player.cancelationPenalty();
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const penaltyString = penalty === 0.5 ? "half" : "three-quarters";
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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 working as a {position} at {player.companyName} (Current Company Reputation:{" "}
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<Reputation reputation={companyRep} />)<br />
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<br />
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You have been working 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 company <br />
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<br />
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
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{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
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) hacking exp <br /></>}
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<br />
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
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{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
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) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
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{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
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) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
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{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
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) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
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) agility exp <br /></>}
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<br />
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
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{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
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) charisma exp <br /></>}
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<br />
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You will automatically finish after working for 8 hours. You can cancel earlier if you wish, but you will
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only gain {penaltyString} of the reputation you've earned so far.
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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 Working
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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.WorkTypeCompanyPartTime) {
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function cancel(): void {
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player.finishWorkPartTime(true);
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router.toJob();
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}
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function unfocus(): void {
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player.stopFocusing();
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router.toJob();
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}
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const comp = Companies[player.companyName];
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let companyRep = 0;
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if (comp == null || !(comp instanceof Company)) {
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throw new Error(`Could not find Company: ${player.companyName}`);
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}
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companyRep = comp.playerReputation;
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const position = player.jobs[player.companyName];
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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 working as a {position} at {player.companyName} (Current Company Reputation:{" "}
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<Reputation reputation={companyRep} />)<br />
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<br />
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You have been working 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} />
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) reputation for this company <br />
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<br />
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{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
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{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
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) hacking exp <br /></>}
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<br />
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{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
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{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
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) strength exp <br /></>}
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{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
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{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
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) defense exp <br /></>}
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{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
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{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
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) dexterity exp <br /></>}
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{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
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{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
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) agility exp <br /></>}
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<br />
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{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
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{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
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) charisma exp <br /></>}
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<br />
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You will automatically finish after working for 8 hours. You can cancel earlier if you wish, and there will
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be no penalty because this is a part-time job.
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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 Working
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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.crimeType !== "") {
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const percent = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100);
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let numBars = Math.round(percent / 5);
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if (numBars < 0) {
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numBars = 0;
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}
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if (numBars > 20) {
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numBars = 20;
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}
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// const progressBar = "[" + Array(numBars + 1).join("|") + Array(20 - numBars + 1).join(" ") + "]";
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const progressBar = createProgressBarText({ progress: (numBars + 1) / 20, totalTicks: 20 });
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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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<Typography>You are attempting to {player.crimeType}.</Typography>
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<br />
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<Typography>
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Time remaining: {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorked)}
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</Typography>
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<br />
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<pre>{progressBar}</pre>
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</Typography>
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</Grid>
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<Grid item>
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<Button
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onClick={() => {
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router.toLocation(Locations[LocationName.Slums]);
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player.finishCrime(true);
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}}
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>
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Cancel crime
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</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.createProgramName !== "") {
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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 working on coding {player.createProgramName}.<br />
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<br />
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You have been working for {convertTimeMsToTimeElapsedString(player.timeWorked)}
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<br />
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<br />
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The program is {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}
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% complete. <br />
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If you cancel, your work will be saved and you can come back to complete the program later.
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</Typography>
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</Grid>
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<Grid item>
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<Button
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onClick={() => {
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player.finishCreateProgramWork(true);
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router.toTerminal();
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}}
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>
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Cancel work on creating program
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</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) router.toTerminal();
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return <></>;
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}
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