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
This commit is contained in:
Conner Tennery 2022-10-03 01:42:17 -07:00
parent 9c579e294a
commit 0d6b6b404d
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GPG Key ID: AC2CE0B7722BA5F1
2 changed files with 7 additions and 4 deletions

@ -8,12 +8,15 @@ interface IProps {
millis: number; millis: number;
onExpire: () => void; onExpire: () => void;
noPaper?: boolean; noPaper?: boolean;
ignoreAugment_WKSharmonizer?: boolean;
} }
export function GameTimer(props: IProps): React.ReactElement { export function GameTimer(props: IProps): React.ReactElement {
const player = use.Player(); const player = use.Player();
const [v, setV] = useState(100); 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; const tick = 200;
useEffect(() => { useEffect(() => {

@ -33,7 +33,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
function press(this: Document, event: KeyboardEvent): void { function press(this: Document, event: KeyboardEvent): void {
event.preventDefault(); event.preventDefault();
if (event.key !== KEY.SPACE) return; if (event.key !== KEY.SPACE) return;
if (phase !== 2) { if (phase !== 1) {
props.onFailure(); props.onFailure();
} else { } else {
props.onSuccess(); props.onSuccess();
@ -42,7 +42,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true); const hasAugment = Player.hasAugmentation(AugmentationNames.MightOfAres, true);
const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window); const phaseZeroTime = Math.random() * 3250 + 1500 - (250 + difficulty.window);
const phaseOneTime = 250; const phaseOneTime = 250;
const timeUntilAttacking = phaseZeroTime + phaseOneTime; const timeUntilAttacking = phaseZeroTime;
useEffect(() => { useEffect(() => {
let id = window.setTimeout(() => { let id = window.setTimeout(() => {
@ -66,7 +66,7 @@ export function SlashGame(props: IMinigameProps): React.ReactElement {
{hasAugment ? ( {hasAugment ? (
<Box sx={{ my: 1 }}> <Box sx={{ my: 1 }}>
<Typography variant="h5">Guard will drop in...</Typography> <Typography variant="h5">Guard will drop in...</Typography>
<GameTimer millis={timeUntilAttacking} onExpire={() => null} noPaper /> <GameTimer millis={timeUntilAttacking} onExpire={() => null} ignoreAugment_WKSharmonizer noPaper />
</Box> </Box>
) : ( ) : (
<></> <></>