From 0d6b6b404d8c9b2057cd29e81497c504e37dc861 Mon Sep 17 00:00:00 2001 From: Conner Tennery Date: Mon, 3 Oct 2022 01:42:17 -0700 Subject: [PATCH] fix "Slash when his guard is down!" actually means "Slash when he's attacking!" Also the Might of Ares timer is wrong. #4125 - Added ignoreAugment_WKSharmonizer to GameTimer to allow for strict, unmodified timers - Changed SlashGame failure check - Changed `timeUntilAttacking` value so the progress bar in SlashGame is accurate --- src/Infiltration/ui/GameTimer.tsx | 5 ++++- src/Infiltration/ui/SlashGame.tsx | 6 +++--- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/src/Infiltration/ui/GameTimer.tsx b/src/Infiltration/ui/GameTimer.tsx index 335fe4925..0888ebcfd 100644 --- a/src/Infiltration/ui/GameTimer.tsx +++ b/src/Infiltration/ui/GameTimer.tsx @@ -8,12 +8,15 @@ interface IProps { millis: number; onExpire: () => void; noPaper?: boolean; + ignoreAugment_WKSharmonizer?: boolean; } export function GameTimer(props: IProps): React.ReactElement { const player = use.Player(); const [v, setV] = useState(100); - const totalMillis = (player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * props.millis; + const totalMillis = + (!props.ignoreAugment_WKSharmonizer && player.hasAugmentation(AugmentationNames.WKSharmonizer, true) ? 1.3 : 1) * + props.millis; const tick = 200; useEffect(() => { diff --git a/src/Infiltration/ui/SlashGame.tsx b/src/Infiltration/ui/SlashGame.tsx index 16787eefc..657234d8f 100644 --- a/src/Infiltration/ui/SlashGame.tsx +++ b/src/Infiltration/ui/SlashGame.tsx @@ -33,7 +33,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement { function press(this: Document, event: KeyboardEvent): void { event.preventDefault(); if (event.key !== KEY.SPACE) return; - if (phase !== 2) { + if (phase !== 1) { props.onFailure(); } else { props.onSuccess(); @@ -42,7 +42,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement { const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true); const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window); const phaseOneTime = 250; - const timeUntilAttacking = phaseZeroTime + phaseOneTime; + const timeUntilAttacking = phaseZeroTime; useEffect(() => { let id = window.setTimeout(() => { @@ -66,7 +66,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement { {hasAugment ? ( Guard will drop in... - null} noPaper /> + null} ignoreAugment_WKSharmonizer noPaper /> ) : ( <>