Merge pull request #4196 from connertennery/4125

INFILTRATION: Slash minigame fixed so attacking when the guard is preparing doesn't cause failure, fixed indicator when player has Might of Ares augmentation
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hydroflame 2022-10-09 00:29:59 -04:00 committed by GitHub
commit 608ea0ba59
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 7 additions and 4 deletions

@ -8,11 +8,14 @@ interface IProps {
millis: number;
onExpire: () => void;
noPaper?: boolean;
ignoreAugment_WKSharmonizer?: boolean;
}
export function GameTimer(props: IProps): React.ReactElement {
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(() => {

@ -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 ? (
<Box sx={{ my: 1 }}>
<Typography variant="h5">Guard will drop in...</Typography>
<GameTimer millis={timeUntilAttacking} onExpire={() => null} noPaper />
<GameTimer millis={timeUntilAttacking} onExpire={() => null} ignoreAugment_WKSharmonizer noPaper />
</Box>
) : (
<></>