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INFILTRATION: Rename variables in slash game (#1253)
This PR renames variables in the slash game to match the new description/wording in #1243.
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@ -34,14 +34,14 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps):
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// Determine timeframes for game phase changes
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// Determine timeframes for game phase changes
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const newDifficulty: Difficulty = { window: 0 };
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const newDifficulty: Difficulty = { window: 0 };
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interpolate(difficulties, difficulty, newDifficulty);
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interpolate(difficulties, difficulty, newDifficulty);
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const timePreparing =
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const distractedTime =
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newDifficulty.window * (Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1);
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newDifficulty.window * (Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1);
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const timeAttacking = 250;
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const alertedTime = 250;
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const timeGuarding = Math.random() * 3250 + 1500 - (timeAttacking + timePreparing);
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const guardingTime = Math.random() * 3250 + 1500 - (distractedTime + alertedTime);
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// Set initial game state
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// Set initial game state
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setPhase(0);
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setPhase(0);
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setGuardingTime(timeGuarding);
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setGuardingTime(guardingTime);
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setHasAugment(Player.hasAugmentation(AugmentationName.MightOfAres, true));
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setHasAugment(Player.hasAugmentation(AugmentationName.MightOfAres, true));
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// Setup timer for game phases
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// Setup timer for game phases
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@ -49,9 +49,9 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps):
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setPhase(1);
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setPhase(1);
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id = setTimeout(() => {
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id = setTimeout(() => {
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setPhase(2);
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setPhase(2);
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id = setTimeout(() => onFailure(), timeAttacking);
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id = setTimeout(() => onFailure(), alertedTime);
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}, timePreparing);
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}, distractedTime);
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}, timeGuarding);
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}, guardingTime);
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return () => clearTimeout(id);
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return () => clearTimeout(id);
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}, [difficulty, onSuccess, onFailure]);
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}, [difficulty, onSuccess, onFailure]);
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