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Fix wiregame, update changlog
WireGame had been reworked to refer to wires using their index, not the wire number, but the aug highlight display was still referring to the wire number, leading to an off-by-one.
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@ -219,7 +219,7 @@ export const CONSTANTS: {
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// Also update doc/source/changelog.rst
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LatestUpdate: `
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## v2.4.1dev - Last changelog update 7/31/23
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## v2.4.1dev - Last changelog update 8/1/23
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See 2.4.0 changelog at:
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https://github.com/bitburner-official/bitburner-src/blob/stable/src/Documentation/ui/doc/changelog.md
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@ -232,8 +232,13 @@ Changes below include spoilers.
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* ns.corporation.getConstants now has a ram cost of 0 (@Snarling)
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* ns.sleeve.setToFactionWork no longer allows working for factions the player has not joined (@Snarling)
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### Internal Code Refactors
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### INFILTRATION:
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* Knowledge of Apollo aug highlights the correct wires again (@Snarling)
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### CODEBASE:
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* Reorganize game constants (@zerbosh)
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* Reorganize ingame documentation folder structure, simplify documentation bundling (@Snarling)
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`,
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};
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@ -134,7 +134,7 @@ export function WireCuttingGame({ onSuccess, onFailure, difficulty }: IMinigameP
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}}
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>
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{Array.from({ length: wires.length }).map((_, i) => {
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const isCorrectWire = cutWires[i + 1] || wiresToCut.has(i + 1);
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const isCorrectWire = cutWires[i] || wiresToCut.has(i);
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const color = hasAugment && !isCorrectWire ? Settings.theme.disabled : Settings.theme.primary;
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return (
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<Typography key={i} style={{ color: color }}>
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@ -148,7 +148,7 @@ export function WireCuttingGame({ onSuccess, onFailure, difficulty }: IMinigameP
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if ((i === 3 || i === 4) && cutWires[j]) {
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return <Typography key={j}></Typography>;
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}
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const isCorrectWire = cutWires[j + 1] || wiresToCut.has(j + 1);
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const isCorrectWire = cutWires[j] || wiresToCut.has(j);
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const wireColor =
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hasAugment && !isCorrectWire ? Settings.theme.disabled : wire.colors[i % wire.colors.length];
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return (
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