Slow Fire: Reverting the shot holdoff time until we think of a way to make Rapid Fire more fun (#7)

The [Rapid Fire](#6) change *significantly altered how we played the game, and it was not as fun.  We're reverting this change until we have better ideas.

Co-authored-by: Joe Kearney <joe@clubk.club>
Reviewed-on: #7
This commit is contained in:
Joe Kearney 2025-10-02 23:45:36 +00:00
parent 3892827622
commit 7dcf34dbca

View file

@ -23,7 +23,7 @@
#include "SystemK.h" #include "SystemK.h"
#include <stdlib.h> #include <stdlib.h>
#define LOG_INTERACTING_SUBSTATE //#define LOG_INTERACTING_SUBSTATE
static void Playing__Interacting_Entry(StateMachineContext_T * context); static void Playing__Interacting_Entry(StateMachineContext_T * context);
static void Playing__Interacting_Do(StateMachineContext_T * context); static void Playing__Interacting_Do(StateMachineContext_T * context);
@ -39,7 +39,7 @@ const StateActivity_T STATE_PLAYING__INTERACTING_Activities =
}; };
static TickType_t Time_Of_Last_Shot = 0; static TickType_t Time_Of_Last_Shot = 0;
static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100; //static const uint32_t DUBUQUE_PROTOCOL_HOLDOFF_in_ms = 100;
static const uint32_t FIXED_SHOT_HOLDOFF_in_ms = 3000; static const uint32_t FIXED_SHOT_HOLDOFF_in_ms = 3000;
static const uint32_t RANDOM_SHOT_HOLDOFF_in_ms = 1000; static const uint32_t RANDOM_SHOT_HOLDOFF_in_ms = 1000;
static TickType_t Shot_Holdoff_Time; static TickType_t Shot_Holdoff_Time;
@ -219,7 +219,11 @@ static void Playing__Interacting_Do(StateMachineContext_T * context)
uint32_t holdoff_in_ms = 0; uint32_t holdoff_in_ms = 0;
if (Protocol_Of_Last_Sent_Tag == DUBUQUE_PROTOCOL) if (Protocol_Of_Last_Sent_Tag == DUBUQUE_PROTOCOL)
{ {
holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms; //holdoff_in_ms = DUBUQUE_PROTOCOL_HOLDOFF_in_ms;
// The short holdoff *significantly* changed game play.
// We're returning it to what it was in the Good Ol' Days until we think of a way to make Rapid Fire fun.
holdoff_in_ms = FIXED_SHOT_HOLDOFF_in_ms;
} }
else else
{ {