Rework the HoS's Energy Shotgun (Varying energy consumption depending on fire-mode + re-adds a toned down self recharge.) (#32104)

* Rebalance HoS's Energy Shotgun

* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.

* Prevent recharge cooldown if 0 power is used.

* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.

* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.

* Clean up the client ammo UI fix.

* Update the self recharger component to comply with maintainer request.

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Remove code that was made redundant by a hotfix from another PR.

* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.

* Fix another internal issue

* Code cleanup + fix the rapid recharge verb to remove pause.

* cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
BramvanZijp
2024-12-11 17:21:04 +01:00
committed by GitHub
parent 5ba868af79
commit ce9fc82382
7 changed files with 114 additions and 11 deletions

View File

@@ -3,14 +3,18 @@ using Content.Server.Emp;
using Content.Server.Power.Components;
using Content.Shared.Examine;
using Content.Shared.Rejuvenate;
using Content.Shared.Timing;
using JetBrains.Annotations;
using Robust.Shared.Utility;
using Robust.Shared.Timing;
namespace Content.Server.Power.EntitySystems
{
[UsedImplicitly]
public sealed class BatterySystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
public override void Initialize()
{
base.Initialize();
@@ -84,6 +88,14 @@ namespace Content.Server.Power.EntitySystems
while (query.MoveNext(out var uid, out var comp, out var batt))
{
if (!comp.AutoRecharge) continue;
if (batt.IsFullyCharged) continue;
if (comp.AutoRechargePause)
{
if (comp.NextAutoRecharge > Timing.CurTime)
continue;
}
SetCharge(uid, batt.CurrentCharge + comp.AutoRechargeRate * frameTime, batt);
}
}
@@ -100,6 +112,8 @@ namespace Content.Server.Power.EntitySystems
{
args.Affected = true;
UseCharge(uid, args.EnergyConsumption, component);
// Apply a cooldown to the entity's self recharge if needed to avoid it immediately self recharging after an EMP.
TrySetChargeCooldown(uid);
}
public float UseCharge(EntityUid uid, float value, BatteryComponent? battery = null)
@@ -110,6 +124,10 @@ namespace Content.Server.Power.EntitySystems
var newValue = Math.Clamp(0, battery.CurrentCharge - value, battery.MaxCharge);
var delta = newValue - battery.CurrentCharge;
battery.CurrentCharge = newValue;
// Apply a cooldown to the entity's self recharge if needed.
TrySetChargeCooldown(uid);
var ev = new ChargeChangedEvent(battery.CurrentCharge, battery.MaxCharge);
RaiseLocalEvent(uid, ref ev);
return delta;
@@ -139,11 +157,47 @@ namespace Content.Server.Power.EntitySystems
battery.CurrentCharge = MathHelper.Clamp(value, 0, battery.MaxCharge);
if (MathHelper.CloseTo(battery.CurrentCharge, old) &&
!(old != battery.CurrentCharge && battery.CurrentCharge == battery.MaxCharge))
{
return;
}
var ev = new ChargeChangedEvent(battery.CurrentCharge, battery.MaxCharge);
RaiseLocalEvent(uid, ref ev);
}
/// <summary>
/// Checks if the entity has a self recharge and puts it on cooldown if applicable.
/// </summary>
public void TrySetChargeCooldown(EntityUid uid, float value = -1)
{
if (!TryComp<BatterySelfRechargerComponent>(uid, out var batteryself))
return;
if (!batteryself.AutoRechargePause)
return;
// If no answer or a negative is given for value, use the default from AutoRechargePauseTime.
if (value < 0)
value = batteryself.AutoRechargePauseTime;
if (Timing.CurTime + TimeSpan.FromSeconds(value) <= batteryself.NextAutoRecharge)
return;
SetChargeCooldown(uid, batteryself.AutoRechargePauseTime, batteryself);
}
/// <summary>
/// Puts the entity's self recharge on cooldown for the specified time.
/// </summary>
public void SetChargeCooldown(EntityUid uid, float value, BatterySelfRechargerComponent? batteryself = null)
{
if (!Resolve(uid, ref batteryself))
return;
if (value >= 0)
batteryself.NextAutoRecharge = Timing.CurTime + TimeSpan.FromSeconds(value);
else
batteryself.NextAutoRecharge = Timing.CurTime;
}
/// <summary>
/// If sufficient charge is available on the battery, use it. Otherwise, don't.