many fixes

This commit is contained in:
Olivier Gagnon
2022-01-09 15:22:23 -05:00
parent ab15481cd6
commit d8a5f5b03c
18 changed files with 448 additions and 225 deletions
+176 -55
View File
@@ -62,14 +62,44 @@ export function WorkInProgressRoot(): React.ReactElement {
<Reputation reputation={player.workRepGained} /> (
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this faction <br />
<br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
{player.workHackExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workHackExpGained)} (
{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
</>
)}
<br />
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
{player.workStrExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workStrExpGained)} (
{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
</>
)}
{player.workDefExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDefExpGained)} (
{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
</>
)}
{player.workDexExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDexExpGained)} (
{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
</>
)}
{player.workAgiExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
</>
)}
<br />
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
{player.workChaExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workChaExpGained)} (
{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
</>
)}
<br />
You will automatically finish after working for 20 hours. You can cancel earlier if you wish.
<br />
@@ -93,6 +123,12 @@ export function WorkInProgressRoot(): React.ReactElement {
router.toCity();
}
function unfocus(): void {
router.toFaction(faction);
router.toCity();
player.stopFocusing();
}
let stopText = "";
if (
className == CONSTANTS.ClassGymStrength ||
@@ -117,17 +153,50 @@ export function WorkInProgressRoot(): React.ReactElement {
<br />
<br />
You have gained: <br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} ({numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br /></>}
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} ({numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} ({numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} ({numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} ({numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br /></>}
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} ({numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br /></>}
{player.workHackExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workHackExpGained)} (
{numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec) hacking exp <br />
</>
)}
{player.workStrExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workStrExpGained)} (
{numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec) strength exp <br />
</>
)}
{player.workDefExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDefExpGained)} (
{numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec) defense exp <br />
</>
)}
{player.workDexExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDexExpGained)} (
{numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec) dexterity exp <br />
</>
)}
{player.workAgiExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec) agility exp <br />
</>
)}
{player.workChaExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workChaExpGained)} (
{numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec) charisma exp <br />
</>
)}
You may cancel at any time
</Typography>
</Grid>
<Grid item>
<Button onClick={cancel}>{stopText}</Button>
<Button sx={{ mx: 2 }} onClick={cancel}>
{stopText}
</Button>
<Button onClick={unfocus}>Do something else simultaneously</Button>
</Grid>
</Grid>
);
@@ -173,26 +242,50 @@ export function WorkInProgressRoot(): React.ReactElement {
<Reputation reputation={player.workRepGained} /> (
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />) reputation for this company <br />
<br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br /></>}
{player.workHackExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br />
</>
)}
<br />
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br /></>}
{player.workStrExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br />
</>
)}
{player.workDefExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br />
</>
)}
{player.workDexExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br />
</>
)}
{player.workAgiExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br />
</>
)}
<br />
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br /></>}
{player.workChaExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br />
</>
)}
<br />
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.
@@ -244,26 +337,50 @@ export function WorkInProgressRoot(): React.ReactElement {
<ReputationRate reputation={player.workRepGainRate * CYCLES_PER_SEC} />
) reputation for this company <br />
<br />
{player.workHackExpGained > 0 && <>{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br /></>}
{player.workHackExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workHackExpGained)} (
{`${numeralWrapper.formatExp(player.workHackExpGainRate * CYCLES_PER_SEC)} / sec`}
) hacking exp <br />
</>
)}
<br />
{player.workStrExpGained > 0 && <>{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br /></>}
{player.workDefExpGained > 0 && <>{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br /></>}
{player.workDexExpGained > 0 && <>{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br /></>}
{player.workAgiExpGained > 0 && <>{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br /></>}
{player.workStrExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workStrExpGained)} (
{`${numeralWrapper.formatExp(player.workStrExpGainRate * CYCLES_PER_SEC)} / sec`}
) strength exp <br />
</>
)}
{player.workDefExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDefExpGained)} (
{`${numeralWrapper.formatExp(player.workDefExpGainRate * CYCLES_PER_SEC)} / sec`}
) defense exp <br />
</>
)}
{player.workDexExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workDexExpGained)} (
{`${numeralWrapper.formatExp(player.workDexExpGainRate * CYCLES_PER_SEC)} / sec`}
) dexterity exp <br />
</>
)}
{player.workAgiExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workAgiExpGained)} (
{`${numeralWrapper.formatExp(player.workAgiExpGainRate * CYCLES_PER_SEC)} / sec`}
) agility exp <br />
</>
)}
<br />
{player.workChaExpGained > 0 && <>{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br /></>}
{player.workChaExpGained > 0 && (
<>
{numeralWrapper.formatExp(player.workChaExpGained)} (
{`${numeralWrapper.formatExp(player.workChaExpGainRate * CYCLES_PER_SEC)} / sec`}
) charisma exp <br />
</>
)}
<br />
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.
@@ -321,6 +438,14 @@ export function WorkInProgressRoot(): React.ReactElement {
}
if (player.createProgramName !== "") {
function cancel(): void {
player.finishCreateProgramWork(true);
router.toTerminal();
}
function unfocus(): void {
router.toTerminal();
player.stopFocusing();
}
return (
<Grid container direction="column" justifyContent="center" alignItems="center" style={{ minHeight: "100vh" }}>
<Grid item>
@@ -336,14 +461,10 @@ export function WorkInProgressRoot(): React.ReactElement {
</Typography>
</Grid>
<Grid item>
<Button
onClick={() => {
player.finishCreateProgramWork(true);
router.toTerminal();
}}
>
<Button sx={{ mx: 2 }} onClick={cancel}>
Cancel work on creating program
</Button>
<Button onClick={unfocus}>Do something else simultaneously</Button>
</Grid>
</Grid>
);