diff --git a/src/PersonObjects/Player/PlayerObjectGeneralMethods.tsx b/src/PersonObjects/Player/PlayerObjectGeneralMethods.tsx index 7aa9bd41d..71c51205c 100644 --- a/src/PersonObjects/Player/PlayerObjectGeneralMethods.tsx +++ b/src/PersonObjects/Player/PlayerObjectGeneralMethods.tsx @@ -1372,7 +1372,7 @@ export function craftAugmentationWork(this: IPlayer, numCycles: number): boolean export function finishCraftAugmentationWork(this: IPlayer, cancelled: boolean): string { const augName = this.craftAugmentationName; if (cancelled === false) { - dialogBoxCreate(`You've finished crafting ${augName}.
The augmentation has been grafted to you, but you feel slightly lightheaded.`) + dialogBoxCreate(`You've finished crafting ${augName}.
The augmentation has been grafted to your body, but you feel a bit off.`) applyAugmentation(Augmentations[augName]); } else { diff --git a/src/ui/React/CharacterOverview.tsx b/src/ui/React/CharacterOverview.tsx index f57f3b1bb..34e7b81eb 100644 --- a/src/ui/React/CharacterOverview.tsx +++ b/src/ui/React/CharacterOverview.tsx @@ -143,51 +143,66 @@ function Work(): React.ReactElement { let details = <>; let header = <>; let innerText = <>; - if (player.workType === CONSTANTS.WorkTypeCompanyPartTime || player.workType === CONSTANTS.WorkTypeCompany) { - details = ( - <> - {player.jobs[player.companyName]} at {player.companyName} - - ); - header = ( - <> - Working at {player.companyName} - - ); - innerText = ( - <> - + rep - - ); - } else if (player.workType === CONSTANTS.WorkTypeFaction) { - details = ( - <> - {player.factionWorkType} for {player.currentWorkFactionName} - - ); - header = ( - <> - Working for {player.currentWorkFactionName} - - ); - innerText = ( - <> - + rep - - ); - } else if (player.workType === CONSTANTS.WorkTypeStudyClass) { - details = <>{player.workType}; - header = <>You are {player.className}; - innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}; - } else if (player.workType === CONSTANTS.WorkTypeCreateProgram) { - details = <>Coding {player.createProgramName}; - header = <>Creating a program; - innerText = ( - <> - {player.createProgramName}{" "} - {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}% - - ); + switch (player.workType) { + case CONSTANTS.WorkTypeCompanyPartTime: + case CONSTANTS.WorkTypeCompany: + details = ( + <> + {player.jobs[player.companyName]} at {player.companyName} + + ); + header = ( + <> + Working at {player.companyName} + + ); + innerText = ( + <> + + rep + + ); + break; + case CONSTANTS.WorkTypeFaction: + details = ( + <> + {player.factionWorkType} for {player.currentWorkFactionName} + + ); + header = ( + <> + Working for {player.currentWorkFactionName} + + ); + innerText = ( + <> + + rep + + ); + break; + case CONSTANTS.WorkTypeStudyClass: + details = <>{player.workType}; + header = <>You are {player.className}; + innerText = <>{convertTimeMsToTimeElapsedString(player.timeWorked)}; + break; + case CONSTANTS.WorkTypeCreateProgram: + details = <>Coding {player.createProgramName}; + header = <>Creating a program; + innerText = ( + <> + {player.createProgramName}{" "} + {((player.timeWorkedCreateProgram / player.timeNeededToCompleteWork) * 100).toFixed(2)}% + + ); + break; + case CONSTANTS.WorkTypeCraftAugmentation: + details = <>Crafting {player.craftAugmentationName}; + header = <>Crafting an Augmentation; + innerText = ( + <> + {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)} + {" "}remaining + + ); } return ( diff --git a/src/ui/WorkInProgressRoot.tsx b/src/ui/WorkInProgressRoot.tsx index 810815ff1..8738d76e9 100644 --- a/src/ui/WorkInProgressRoot.tsx +++ b/src/ui/WorkInProgressRoot.tsx @@ -511,8 +511,7 @@ export function WorkInProgressRoot(): React.ReactElement {

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

- The augumentation if {((player.timeWorkedCraftAugmentation / player.timeNeededToCompleteWork) * 100).toFixed(2)} - % complete.
+ The augmentation will be done in {convertTimeMsToTimeElapsedString(player.timeNeededToCompleteWork - player.timeWorkedCraftAugmentation)}.
If you cancel, your work will not be saved, and the money you spent will not be returned.