bitburner-src/src/ui/WorkInProgressRoot.tsx
2023-02-21 09:44:18 -05:00

562 lines
15 KiB
TypeScript

import { Box, Container, Paper, Table, TableBody, Tooltip } from "@mui/material";
import Button from "@mui/material/Button";
import Typography from "@mui/material/Typography";
import { uniqueId } from "lodash";
import React from "react";
import { Companies } from "../Company/Companies";
import { CONSTANTS } from "../Constants";
import { LocationName } from "../Enums";
import { Locations } from "../Locations/Locations";
import { Settings } from "../Settings/Settings";
import { convertTimeMsToTimeElapsedString } from "../utils/StringHelperFunctions";
import { Player } from "@player";
import { Router } from "./GameRoot";
import { Page } from "./Router";
import { formatExp, formatPercent } from "./formatNumber";
import { Money } from "./React/Money";
import { MoneyRate } from "./React/MoneyRate";
import { ProgressBar } from "./React/Progress";
import { Reputation } from "./React/Reputation";
import { ReputationRate } from "./React/ReputationRate";
import { StatsRow } from "./React/StatsRow";
import { isCrimeWork } from "../Work/CrimeWork";
import { isClassWork } from "../Work/ClassWork";
import { WorkStats } from "../Work/WorkStats";
import { isCreateProgramWork } from "../Work/CreateProgramWork";
import { isGraftingWork } from "../Work/GraftingWork";
import { isFactionWork } from "../Work/FactionWork";
import { FactionWorkType } from "../Enums";
import { isCompanyWork } from "../Work/CompanyWork";
import { useRerender } from "./React/hooks";
const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
interface IWorkInfo {
buttons: {
cancel: () => void;
unfocus?: () => void;
};
title: string | React.ReactElement;
description?: string | React.ReactElement;
gains?: (string | React.ReactElement)[];
progress?: {
elapsed?: number;
remaining?: number;
percentage?: number;
};
stopText: string;
stopTooltip?: string | React.ReactElement;
}
function ExpRows(rate: WorkStats): React.ReactElement[] {
return [
rate.hackExp > 0 ? (
<StatsRow
name="Hacking Exp"
color={Settings.theme.hack}
data={{
content: `${formatExp(rate.hackExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.strExp > 0 ? (
<StatsRow
name="Strength Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.strExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.defExp > 0 ? (
<StatsRow
name="Defense Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.defExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.dexExp > 0 ? (
<StatsRow
name="Dexterity Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.dexExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.agiExp > 0 ? (
<StatsRow
name="Agility Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.agiExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
rate.chaExp > 0 ? (
<StatsRow
name="Charisma Exp"
color={Settings.theme.cha}
data={{
content: `${formatExp(rate.chaExp * CYCLES_PER_SEC)} / sec`,
}}
/>
) : (
<></>
),
];
}
/* Because crime exp is given all at once at the end, we don't care about the cycles per second. */
function CrimeExpRows(rate: WorkStats): React.ReactElement[] {
return [
rate.hackExp > 0 ? (
<StatsRow
name="Hacking Exp"
color={Settings.theme.hack}
data={{
content: `${formatExp(rate.hackExp)}`,
}}
/>
) : (
<></>
),
rate.strExp > 0 ? (
<StatsRow
name="Strength Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.strExp)}`,
}}
/>
) : (
<></>
),
rate.defExp > 0 ? (
<StatsRow
name="Defense Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.defExp)}`,
}}
/>
) : (
<></>
),
rate.dexExp > 0 ? (
<StatsRow
name="Dexterity Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.dexExp)}`,
}}
/>
) : (
<></>
),
rate.agiExp > 0 ? (
<StatsRow
name="Agility Exp"
color={Settings.theme.combat}
data={{
content: `${formatExp(rate.agiExp)}`,
}}
/>
) : (
<></>
),
rate.chaExp > 0 ? (
<StatsRow
name="Charisma Exp"
color={Settings.theme.cha}
data={{
content: `${formatExp(rate.chaExp)}`,
}}
/>
) : (
<></>
),
];
}
export function WorkInProgressRoot(): React.ReactElement {
useRerender(CONSTANTS.MilliPerCycle);
let workInfo: IWorkInfo = {
buttons: {
cancel: () => undefined,
},
title: "",
stopText: "",
};
if (Player.currentWork === null) {
setTimeout(() => Router.toPage(Page.Terminal));
return <></>;
}
if (isCrimeWork(Player.currentWork)) {
const crime = Player.currentWork.getCrime();
const completion = (Player.currentWork.unitCompleted / crime.time) * 100;
const gains = Player.currentWork.earnings();
const successChance = crime.successRate(Player);
workInfo = {
buttons: {
cancel: () => {
Router.toLocation(Locations[LocationName.Slums]);
Player.finishWork(true);
},
unfocus: () => {
Router.toPage(Page.City);
Player.stopFocusing();
},
},
title: `You are attempting ${crime.workName}`,
gains: [
<Typography>Success chance: {formatPercent(successChance)}</Typography>,
<Typography>Gains (on success)</Typography>,
<StatsRow name="Money:" color={Settings.theme.money}>
<Typography>
<Money money={gains.money} />
</Typography>
</StatsRow>,
...CrimeExpRows(gains),
],
progress: {
remaining: crime.time - Player.currentWork.unitCompleted,
percentage: completion,
},
stopText: "Stop committing crime",
};
}
if (isClassWork(Player.currentWork)) {
const classWork = Player.currentWork;
function cancel(): void {
Player.finishWork(true);
Router.toPage(Page.City);
}
function unfocus(): void {
Router.toPage(Page.City);
Player.stopFocusing();
}
let stopText = "";
if (classWork.isGym()) {
stopText = "Stop training at gym";
} else {
stopText = "Stop taking course";
}
const rates = classWork.calculateRates();
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently <b>{classWork.getClass().youAreCurrently}</b>
</>
),
gains: [
<StatsRow name="Total Cost" color={Settings.theme.money}>
<Typography>
<Money money={classWork.earnings.money} /> (<MoneyRate money={rates.money * CYCLES_PER_SEC} />)
</Typography>
</StatsRow>,
...ExpRows(rates),
],
progress: {
elapsed: classWork.cyclesWorked * CONSTANTS.MilliPerCycle,
},
stopText: stopText,
};
}
if (isCreateProgramWork(Player.currentWork)) {
const create = Player.currentWork;
function cancel(): void {
Player.finishWork(true);
Router.toPage(Page.Terminal);
}
function unfocus(): void {
Router.toPage(Page.Terminal);
Player.stopFocusing();
}
const completion = (create.unitCompleted / create.unitNeeded()) * 100;
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working on coding <b>{create.programName}</b>
</>
),
progress: {
elapsed: create.cyclesWorked * CONSTANTS.MilliPerCycle,
percentage: completion,
},
stopText: "Stop creating program",
stopTooltip: "Your work will be saved and you can return to complete the program later.",
};
}
if (isGraftingWork(Player.currentWork)) {
const graft = Player.currentWork;
function cancel(): void {
Player.finishWork(true);
Router.toPage(Page.Terminal);
}
function unfocus(): void {
Router.toPage(Page.Terminal);
Player.stopFocusing();
}
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working on grafting <b>{graft.augmentation}</b>
</>
),
progress: {
elapsed: graft.cyclesWorked * CONSTANTS.MilliPerCycle,
percentage: (graft.unitCompleted / graft.unitNeeded()) * 100,
},
stopText: "Stop grafting",
stopTooltip: (
<>
If you cancel, your work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
</>
),
};
}
if (isFactionWork(Player.currentWork)) {
const faction = Player.currentWork.getFaction();
if (!faction) {
workInfo = {
buttons: {
cancel: () => Router.toPage(Page.Factions),
},
title:
`You have not joined ${Player.currentWork.factionName || "(Faction not found)"} at this time,` +
" please try again if you think this should have worked",
stopText: "Back to Factions",
};
}
function cancel(): void {
Router.toFaction(faction);
Player.finishWork(true);
}
function unfocus(): void {
Router.toFaction(faction);
Player.stopFocusing();
}
const description = {
[FactionWorkType.hacking]: "carrying out hacking contracts",
[FactionWorkType.field]: "carrying out field missions",
[FactionWorkType.security]: "performing security detail",
};
const exp = Player.currentWork.getExpRates();
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently {description[Player.currentWork.factionWorkType]} for <b>{faction.name}</b>
</>
),
description: (
<>
Current Faction Reputation: <Reputation reputation={faction.playerReputation} /> (
<ReputationRate reputation={Player.currentWork.getReputationRate() * CYCLES_PER_SEC} />)
</>
),
gains: ExpRows(exp),
progress: {
elapsed: Player.currentWork.cyclesWorked * CONSTANTS.MilliPerCycle,
},
stopText: "Stop Faction work",
};
}
if (isCompanyWork(Player.currentWork)) {
const comp = Companies[Player.currentWork.companyName];
if (comp) {
workInfo = {
buttons: {
cancel: () => Router.toPage(Page.Terminal),
},
title:
`You cannot work for ${Player.currentWork.companyName || "(Company not found)"} at this time,` +
" please try again if you think this should have worked",
stopText: "Back to Terminal",
};
}
const companyRep = comp.playerReputation;
function cancel(): void {
Player.finishWork(true);
Router.toJob(Locations[comp.name]);
}
function unfocus(): void {
Player.stopFocusing();
Router.toJob(Locations[comp.name]);
}
const position = Player.jobs[Player.currentWork.companyName];
const gains = Player.currentWork.getGainRates();
workInfo = {
buttons: {
cancel: cancel,
unfocus: unfocus,
},
title: (
<>
You are currently working as a <b>{position}</b> at <b>{Player.currentWork.companyName}</b>
</>
),
description: (
<>
Current Company Reputation: <Reputation reputation={companyRep} />
</>
),
gains: [
<StatsRow name="Money" color={Settings.theme.money}>
<Typography>
<MoneyRate money={gains.money * CYCLES_PER_SEC} />
</Typography>
</StatsRow>,
<StatsRow name="Company Reputation" color={Settings.theme.rep}>
<Typography>
<ReputationRate reputation={gains.reputation * CYCLES_PER_SEC} />
</Typography>
</StatsRow>,
...ExpRows(gains),
],
progress: {
elapsed: Player.currentWork.cyclesWorked * CONSTANTS.MilliPerCycle,
},
stopText: "Stop working",
};
}
if (workInfo.title === "") {
return <></>;
}
const tooltipInfo =
typeof workInfo?.stopTooltip === "string" ? (
<Typography>{workInfo.stopTooltip}</Typography>
) : (
workInfo.stopTooltip || <></>
);
return (
<Container
maxWidth="md"
sx={{ display: "flex", flexDirection: "column", justifyContent: "center", height: "calc(100vh - 16px)" }}
>
<Paper sx={{ p: 1, mb: 1 }}>
<Typography variant="h6">{workInfo.title}</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 sx={{ mb: 1, p: 1 }}>
{workInfo.progress !== undefined && (
<Box sx={{ mb: 1 }}>
<Box
display="grid"
sx={{
gridTemplateColumns: `repeat(${Object.keys(workInfo.progress).length}, 1fr)`,
width: "100%",
justifyItems: "center",
textAlign: "center",
}}
>
{workInfo.progress.elapsed !== undefined && (
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.elapsed)} elapsed</Typography>
)}
{workInfo.progress.remaining !== undefined && (
<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.remaining)} remaining</Typography>
)}
{workInfo.progress.percentage !== undefined && (
<Typography>{workInfo.progress.percentage.toFixed(2)}% done</Typography>
)}
</Box>
{workInfo.progress.percentage !== undefined && (
<ProgressBar variant="determinate" value={workInfo.progress.percentage} color="primary" />
)}
</Box>
)}
<Box display="grid" sx={{ gridTemplateColumns: `repeat(${Object.keys(workInfo.buttons).length}, 1fr)` }}>
{workInfo.stopTooltip ? (
<Tooltip title={tooltipInfo}>
<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
</Tooltip>
) : (
<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
)}
{workInfo.buttons.unfocus && (
<Button onClick={workInfo.buttons.unfocus}>Do something else simultaneously</Button>
)}
</Box>
</Paper>
</Container>
);
}