It looks like "completion" is just an empty object. I expected it to be e.g. a decimal between 0.0 and 1.0
It's also not terribly clear what "cyclesWorked" infers. An expert player might know that a cycle is 200ms, in which case a player can use this in combination with ns.grafting.getAugmentationGraftTime to infer the completion / time remaining, but that's quite a bit to infer.
All that said, an argument could be made that the ability to await ns.grafting.waitForOngoingGrafting(), as well as the progress that is automatically displayed on the HUD, makes it relatively low-priority to surface this information to the API.
When grafting an augmentation,
ns.singularity.getCurrentWork()
returns an object such as this:It looks like "completion" is just an empty object. I expected it to be e.g. a decimal between 0.0 and 1.0
It's also not terribly clear what "cyclesWorked" infers. An expert player might know that a cycle is 200ms, in which case a player can use this in combination with
ns.grafting.getAugmentationGraftTime
to infer the completion / time remaining, but that's quite a bit to infer.All that said, an argument could be made that the ability to
await ns.grafting.waitForOngoingGrafting()
, as well as the progress that is automatically displayed on the HUD, makes it relatively low-priority to surface this information to the API.