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- using Robust.Shared.Configuration;
- namespace Content.Shared.CCVar;
- public sealed partial class CCVars
- {
- /// <summary>
- /// How many tiles the explosion system will process per tick
- /// </summary>
- /// <remarks>
- /// Setting this too high will put a large load on a single tick. Setting this too low will lead to
- /// unnaturally "slow" explosions.
- /// </remarks>
- public static readonly CVarDef<int> ExplosionTilesPerTick =
- CVarDef.Create("explosion.tiles_per_tick", 100, CVar.SERVERONLY);
- /// <summary>
- /// Upper limit on the size of an explosion before physics-throwing is disabled.
- /// </summary>
- /// <remarks>
- /// Large nukes tend to generate a lot of shrapnel that flies through space. This can functionally cripple
- /// the server TPS for a while after an explosion (or even during, if the explosion is processed
- /// incrementally.
- /// </remarks>
- public static readonly CVarDef<int> ExplosionThrowLimit =
- CVarDef.Create("explosion.throw_limit", 400, CVar.SERVERONLY);
- /// <summary>
- /// If this is true, explosion processing will pause the NodeGroupSystem to pause updating.
- /// </summary>
- /// <remarks>
- /// This only takes effect if an explosion needs more than one tick to process (i.e., covers more than <see
- /// cref="ExplosionTilesPerTick"/> tiles). If this is not enabled, the node-system will rebuild its graph
- /// every tick as the explosion shreds the station, causing significant slowdown.
- /// </remarks>
- public static readonly CVarDef<bool> ExplosionSleepNodeSys =
- CVarDef.Create("explosion.node_sleep", true, CVar.SERVERONLY);
- /// <summary>
- /// Upper limit on the total area that an explosion can affect before the neighbor-finding algorithm just
- /// stops. Defaults to a 60-rile radius explosion.
- /// </summary>
- /// <remarks>
- /// Actual area may be larger, as it currently doesn't terminate mid neighbor finding. I.e., area may be that of a ~51 tile radius circle instead.
- /// </remarks>
- public static readonly CVarDef<int> ExplosionMaxArea =
- CVarDef.Create("explosion.max_area", (int)3.14f * 256 * 256, CVar.SERVERONLY);
- /// <summary>
- /// Upper limit on the number of neighbor finding steps for the explosion system neighbor-finding algorithm.
- /// </summary>
- /// <remarks>
- /// Effectively places an upper limit on the range that any explosion can have. In the vast majority of
- /// instances, <see cref="ExplosionMaxArea"/> will likely be hit before this becomes a limiting factor.
- /// </remarks>
- public static readonly CVarDef<int> ExplosionMaxIterations =
- CVarDef.Create("explosion.max_iterations", 500, CVar.SERVERONLY);
- /// <summary>
- /// Max Time in milliseconds to spend processing explosions every tick.
- /// </summary>
- /// <remarks>
- /// This time limiting is not perfectly implemented. Firstly, a significant chunk of processing time happens
- /// due to queued entity deletions, which happen outside of the system update code. Secondly, explosion
- /// spawning cannot currently be interrupted & resumed, and may lead to exceeding this time limit.
- /// </remarks>
- public static readonly CVarDef<float> ExplosionMaxProcessingTime =
- CVarDef.Create("explosion.max_tick_time", 7f, CVar.SERVERONLY);
- /// <summary>
- /// If the explosion is being processed incrementally over several ticks, this variable determines whether
- /// updating the grid tiles should be done incrementally at the end of every tick, or only once the explosion has finished processing.
- /// </summary>
- /// <remarks>
- /// The most notable consequence of this change is that explosions will only punch a hole in the station &
- /// create a vacumm once they have finished exploding. So airlocks will no longer slam shut as the explosion
- /// expands, just suddenly at the end.
- /// </remarks>
- public static readonly CVarDef<bool> ExplosionIncrementalTileBreaking =
- CVarDef.Create("explosion.incremental_tile", false, CVar.SERVERONLY);
- /// <summary>
- /// This determines for how many seconds an explosion should stay visible once it has finished expanding.
- /// </summary>
- public static readonly CVarDef<float> ExplosionPersistence =
- CVarDef.Create("explosion.persistence", 1.0f, CVar.SERVERONLY);
- /// <summary>
- /// If an explosion covers a larger area than this number, the damaging/processing will always start during
- /// the next tick, instead of during the same tick that the explosion was generated in.
- /// </summary>
- /// <remarks>
- /// This value can be used to ensure that for large explosions the area/tile calculation and the explosion
- /// processing/damaging occurs in separate ticks. This helps reduce the single-tick lag if both <see
- /// cref="ExplosionMaxProcessingTime"/> and <see cref="ExplosionTilesPerTick"/> are large. I.e., instead of
- /// a single tick explosion, this cvar allows for a configuration that results in a two-tick explosion,
- /// though most of the computational cost is still in the second tick.
- /// </remarks>
- public static readonly CVarDef<int> ExplosionSingleTickAreaLimit =
- CVarDef.Create("explosion.single_tick_area_limit", 400, CVar.SERVERONLY);
- /// <summary>
- /// Whether or not explosions are allowed to create tiles that have
- /// <see cref="ContentTileDefinition.MapAtmosphere"/> set to true.
- /// </summary>
- public static readonly CVarDef<bool> ExplosionCanCreateVacuum =
- CVarDef.Create("explosion.can_create_vacuum", true, CVar.SERVERONLY);
- }
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