diff --git a/src/Infiltration/ui/SlashGame.tsx b/src/Infiltration/ui/SlashGame.tsx index 9dbc73749..837e66650 100644 --- a/src/Infiltration/ui/SlashGame.tsx +++ b/src/Infiltration/ui/SlashGame.tsx @@ -34,14 +34,14 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps): // Determine timeframes for game phase changes const newDifficulty: Difficulty = { window: 0 }; interpolate(difficulties, difficulty, newDifficulty); - const timePreparing = + const distractedTime = newDifficulty.window * (Player.hasAugmentation(AugmentationName.WKSharmonizer, true) ? 1.3 : 1); - const timeAttacking = 250; - const timeGuarding = Math.random() * 3250 + 1500 - (timeAttacking + timePreparing); + const alertedTime = 250; + const guardingTime = Math.random() * 3250 + 1500 - (distractedTime + alertedTime); // Set initial game state setPhase(0); - setGuardingTime(timeGuarding); + setGuardingTime(guardingTime); setHasAugment(Player.hasAugmentation(AugmentationName.MightOfAres, true)); // Setup timer for game phases @@ -49,9 +49,9 @@ export function SlashGame({ difficulty, onSuccess, onFailure }: IMinigameProps): setPhase(1); id = setTimeout(() => { setPhase(2); - id = setTimeout(() => onFailure(), timeAttacking); - }, timePreparing); - }, timeGuarding); + id = setTimeout(() => onFailure(), alertedTime); + }, distractedTime); + }, guardingTime); return () => clearTimeout(id); }, [difficulty, onSuccess, onFailure]);