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INFILTRATION: Update slash game wording / balance (#1243)
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@ -25,15 +25,15 @@ If you are reduced to `0` hp or below, the infiltration will immediately end.
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- Some use WASD or arrows interchangeably.
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- Some use WASD or arrows interchangeably.
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- A few others use the rest of the keyboard.
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- A few others use the rest of the keyboard.
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### Slash when his guard is down!
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### Attack the distracted guard
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Press space when the guard is preparing to attack you.
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Press space bar to attack when the guard drops his guard and is distracted. Do not alert him!
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There are 3 phases:
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There are 3 phases:
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1. guarding - attacking back will result in failure.
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1. Guarding - The guard is guarding. Attacking will result in a failure.
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2. preparing - attacking will result in a victory.
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2. Distracted - The guard is distracted. Attacking will result in a victory.
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3. attacking - the guard will attack you resulting in failure.
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3. Alerted - The guard is alerted. Attacking will result in a failure.
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### Close the brackets
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### Close the brackets
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@ -9,6 +9,7 @@ type GameTimerProps = {
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onExpire: () => void;
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onExpire: () => void;
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noPaper?: boolean;
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noPaper?: boolean;
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ignoreAugment_WKSharmonizer?: boolean;
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ignoreAugment_WKSharmonizer?: boolean;
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tick?: number;
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};
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};
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export function GameTimer({
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export function GameTimer({
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@ -16,12 +17,12 @@ export function GameTimer({
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onExpire,
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onExpire,
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noPaper,
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noPaper,
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ignoreAugment_WKSharmonizer,
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ignoreAugment_WKSharmonizer,
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tick = 100,
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}: GameTimerProps): React.ReactElement {
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}: GameTimerProps): React.ReactElement {
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const [v, setV] = useState(100);
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const [v, setV] = useState(100);
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const totalMillis =
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const totalMillis =
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(!ignoreAugment_WKSharmonizer && Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1) * millis;
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(!ignoreAugment_WKSharmonizer && Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1) * millis;
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const tick = 200;
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useEffect(() => {
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useEffect(() => {
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const intervalId = setInterval(() => {
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const intervalId = setInterval(() => {
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setV((old) => {
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setV((old) => {
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@ -33,7 +34,7 @@ export function GameTimer({
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return () => {
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return () => {
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clearInterval(intervalId);
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clearInterval(intervalId);
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};
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};
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}, [onExpire, totalMillis]);
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}, [onExpire, tick, totalMillis]);
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// https://stackoverflow.com/questions/55593367/disable-material-uis-linearprogress-animation
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// https://stackoverflow.com/questions/55593367/disable-material-uis-linearprogress-animation
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// TODO(hydroflame): there's like a bug where it triggers the end before the
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// TODO(hydroflame): there's like a bug where it triggers the end before the
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@ -19,10 +19,10 @@ const difficulties: {
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Hard: Difficulty;
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Hard: Difficulty;
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Impossible: Difficulty;
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Impossible: Difficulty;
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} = {
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} = {
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Trivial: { window: 600 },
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Trivial: { window: 800 },
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Normal: { window: 325 },
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Normal: { window: 500 },
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Hard: { window: 250 },
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Hard: { window: 350 },
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Impossible: { window: 150 },
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Impossible: { window: 250 },
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};
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};
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export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps): React.ReactElement {
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export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps): React.ReactElement {
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@ -70,17 +70,21 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps):
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<>
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<>
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<GameTimer millis={5000} onExpire={onFailure} ignoreAugment_WKSharmonizer />
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<GameTimer millis={5000} onExpire={onFailure} ignoreAugment_WKSharmonizer />
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<Paper sx={{ display: "grid", justifyItems: "center" }}>
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<Paper sx={{ display: "grid", justifyItems: "center" }}>
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<Typography variant="h4">Attack when his guard is down!</Typography>
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<Typography variant="h4" textAlign="center">
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Attack after the guard drops his guard and is distracted. Do not alert him!
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</Typography>
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<br></br>
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{hasAugment && (
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{hasAugment && (
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<Box sx={{ my: 1 }}>
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<Box sx={{ my: 1 }}>
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<Typography variant="h5">Guard will drop in...</Typography>
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<Typography variant="h5">The guard will drop his guard and be distracted in ...</Typography>
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<GameTimer millis={guardingTime} onExpire={() => null} ignoreAugment_WKSharmonizer noPaper />
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<GameTimer millis={guardingTime} onExpire={() => null} ignoreAugment_WKSharmonizer noPaper tick={20} />
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<br></br>
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</Box>
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</Box>
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)}
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)}
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{phase === 0 && <Typography variant="h4">Guarding ...</Typography>}
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{phase === 0 && <Typography variant="h4">Guarding ...</Typography>}
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{phase === 1 && <Typography variant="h4">Preparing?</Typography>}
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{phase === 1 && <Typography variant="h4">Distracted!</Typography>}
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{phase === 2 && <Typography variant="h4">ATTACKING!</Typography>}
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{phase === 2 && <Typography variant="h4">Alerted!</Typography>}
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<KeyHandler onKeyDown={press} onFailure={onFailure} />
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<KeyHandler onKeyDown={press} onFailure={onFailure} />
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</Paper>
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</Paper>
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</>
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</>
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