mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-10-23 10:13:13 +02:00
544 lines
16 KiB
TypeScript
544 lines
16 KiB
TypeScript
import { Box, Container, Paper, Table, TableBody, Tooltip } from "@mui/material";
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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 { 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 { 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 { ReputationRate } from "./React/ReputationRate";
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import { StatsRow } from "./React/StatsRow";
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const CYCLES_PER_SEC = 1000 / CONSTANTS.MilliPerCycle;
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interface IWorkInfo {
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buttons: {
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cancel: () => void;
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unfocus?: () => void;
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};
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title: string | React.ReactElement;
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description?: string | React.ReactElement;
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gains?: (string | React.ReactElement)[];
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progress?: {
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elapsed?: number;
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remaining?: number;
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percentage?: number;
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};
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stopText: string;
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stopTooltip?: string | React.ReactElement;
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}
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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 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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const faction = Factions[player.currentWorkFactionName];
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if (!faction) {
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workInfo = {
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buttons: {
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cancel: () => router.toFactions(),
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},
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title:
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`You have not joined ${player.currentWorkFactionName || "(Faction not found)"} at this time,` +
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" please try again if you think this should have worked",
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stopText: "Back to Factions",
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};
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}
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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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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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function cancel(): void {
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player.finishClass(true);
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router.toCity();
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}
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function unfocus(): void {
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router.toCity();
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player.stopFocusing();
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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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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 <b>{className}</b>
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</>
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),
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gains: [
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<StatsRow name="Total Cost" color={Settings.theme.money}>
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<Typography>
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<Money money={-player.workMoneyGained} /> (<MoneyRate money={player.workMoneyLossRate * 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: stopText,
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};
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} else if (player.workType == CONSTANTS.WorkTypeCompany) {
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const comp = Companies[player.companyName];
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if (comp == null || !(comp instanceof Company)) {
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workInfo = {
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buttons: {
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cancel: () => router.toTerminal(),
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},
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title:
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`You cannot work for ${player.companyName || "(Company not found)"} at this time,` +
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" please try again if you think this should have worked",
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stopText: "Back to Terminal",
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};
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}
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const 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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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 working as a <b>{position}</b> at <b>{player.companyName}</b>
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</>
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),
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description: (
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<>
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Current Company Reputation: <Reputation reputation={companyRep} />
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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="Company 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 working",
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stopTooltip:
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"You will automatically finish after working for 8 hours. You can cancel earlier if you wish" +
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` but you will only gain ${penaltyString} of the reputation you've earned so far.`,
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};
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} else 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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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 working as a <b>{position}</b> at <b>{player.companyName}</b>
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</>
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),
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description: (
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<>
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Current Company Reputation: <Reputation reputation={companyRep} />
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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="Company 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 working",
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stopTooltip:
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"You will automatically finish after working for 8 hours. You can cancel earlier if you wish" +
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" and there will be no penalty because this is a part-time job.",
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};
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} else if (player.crimeType !== "") {
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const completion = Math.round((player.timeWorked / player.timeNeededToCompleteWork) * 100);
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workInfo = {
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buttons: {
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cancel: () => {
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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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title: `You are attempting to ${player.crimeType}`,
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progress: {
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elapsed: player.timeWorked,
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remaining: player.timeNeededToCompleteWork - player.timeWorked,
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percentage: completion,
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},
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stopText: "Cancel crime",
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};
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} else if (player.createProgramName !== "") {
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function cancel(): void {
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player.finishCreateProgramWork(true);
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router.toTerminal();
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}
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function unfocus(): void {
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router.toTerminal();
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player.stopFocusing();
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}
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const completion = (player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100;
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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 working on coding <b>{player.createProgramName}</b>
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</>
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),
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progress: {
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elapsed: player.timeWorked,
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percentage: completion,
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},
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stopText: "Stop creating program",
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stopTooltip: "Your work will be saved and you can return to complete the program later.",
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};
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} else if (player.graftAugmentationName !== "") {
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function cancel(): void {
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player.finishGraftAugmentationWork(true);
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router.toTerminal();
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}
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function unfocus(): void {
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router.toTerminal();
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player.stopFocusing();
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}
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const completion = (player.timeWorkedGraftAugmentation / player.timeNeededToCompleteWork) * 100;
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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 working on grafting <b>{player.graftAugmentationName}</b>
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</>
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),
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progress: {
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elapsed: player.timeWorked,
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percentage: completion,
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},
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stopText: "Stop grafting",
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stopTooltip: (
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<>
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If you cancel, you work will <b>not</b> be saved, and the money you spent will <b>not</b> be returned
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</>
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),
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};
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} else if (!player.workType) {
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router.toTerminal();
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workInfo = null;
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} else {
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workInfo = null;
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}
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if (workInfo === null) {
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return <></>;
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}
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const tooltipInfo =
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typeof workInfo?.stopTooltip === "string" ? (
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<Typography>{workInfo.stopTooltip}</Typography>
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) : (
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workInfo.stopTooltip || <></>
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);
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return (
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<Container
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maxWidth="md"
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sx={{ display: "flex", flexDirection: "column", justifyContent: "center", height: "calc(100vh - 16px)" }}
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>
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<Paper sx={{ p: 1, mb: 1 }}>
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<Typography variant="h6">{workInfo.title}</Typography>
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<Typography>{workInfo.description}</Typography>
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{workInfo.gains && (
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<Table sx={{ mt: 1 }}>
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<TableBody>
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{workInfo.gains.map((row) => (
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<React.Fragment key={uniqueId()}>{row}</React.Fragment>
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))}
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</TableBody>
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</Table>
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)}
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</Paper>
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<Paper sx={{ mb: 1, p: 1 }}>
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{workInfo.progress !== undefined && (
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<Box sx={{ mb: 1 }}>
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<Box
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display="grid"
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sx={{
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gridTemplateColumns: `repeat(${Object.keys(workInfo.progress).length}, 1fr)`,
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width: "100%",
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justifyItems: "center",
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textAlign: "center",
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}}
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>
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{workInfo.progress.elapsed !== undefined && (
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<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.elapsed)} elapsed</Typography>
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)}
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{workInfo.progress.remaining !== undefined && (
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<Typography>{convertTimeMsToTimeElapsedString(workInfo.progress.remaining)} remaining</Typography>
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)}
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{workInfo.progress.percentage !== undefined && (
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<Typography>{workInfo.progress.percentage.toFixed(2)}% done</Typography>
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)}
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</Box>
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{workInfo.progress.percentage !== undefined && (
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<ProgressBar variant="determinate" value={workInfo.progress.percentage} color="primary" />
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)}
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</Box>
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)}
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<Box display="grid" sx={{ gridTemplateColumns: `repeat(${Object.keys(workInfo.buttons).length}, 1fr)` }}>
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{workInfo.stopTooltip ? (
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<Tooltip title={tooltipInfo}>
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<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
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</Tooltip>
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) : (
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<Button onClick={workInfo.buttons.cancel}>{workInfo.stopText}</Button>
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)}
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{workInfo.buttons.unfocus && (
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<Button onClick={workInfo.buttons.unfocus}>Do something else simultaneously</Button>
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)}
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</Box>
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</Paper>
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</Container>
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);
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}
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