Files
wwdpublic/Content.Server/Atmos/EntitySystems/AtmosphereSystem.CVars.cs
VMSolidus de1822e75b Update AtmosphereSystem.HighPressureDelta.cs (#1992)
# Description

I hate that the throwing system doesn't have any overloads for "Nah I
just wanna use the raw vector itself for calculations thank you very
much."

# Changelog

🆑
- tweak: I Hate The Throwing System. Anyway Space Wind should actually
be working properly again.

(cherry picked from commit 42003e44a799d41db2b77e31b5b98b094a35615d)
2025-03-21 17:12:12 +03:00

63 lines
3.9 KiB
C#

using Content.Shared.CCVar;
using Robust.Shared.Configuration;
namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
public bool SpaceWind { get; private set; }
public float SpaceWindMaxForce { get; private set; }
public float SpaceWindMaxAngularVelocity { get; private set; }
public float SpaceWindStrengthMultiplier { get; private set; }
public float SpaceWindKnockdownTime { get; private set; }
public bool MonstermosEqualization { get; private set; }
public bool MonstermosDepressurization { get; private set; }
public bool MonstermosRipTiles { get; private set; }
public float MonstermosRipTilesMinimumPressure { get; private set; }
public bool GridImpulse { get; private set; }
public float SpacingMinGas { get; private set; }
public float SpacingMaxWind { get; private set; }
public bool Superconduction { get; private set; }
public bool ExcitedGroups { get; private set; }
public bool ExcitedGroupsSpaceIsAllConsuming { get; private set; }
public float AtmosMaxProcessTime { get; private set; }
public float AtmosTickRate { get; private set; }
public float Speedup { get; private set; }
public float HeatScale { get; private set; }
public float HumanoidThrowMultiplier { get; private set; }
/// <summary>
/// Time between each atmos sub-update. If you are writing an atmos device, use AtmosDeviceUpdateEvent.dt
/// instead of this value, because atmos devices do not update each are sub-update and sometimes are skipped to
/// meet the tick deadline.
/// </summary>
public float AtmosTime => 1f / AtmosTickRate;
private void InitializeCVars()
{
Subs.CVar(_cfg, CCVars.SpaceWind, value => SpaceWind = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMaxForce, value => SpaceWindMaxForce = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindMaxAngularVelocity, value => SpaceWindMaxAngularVelocity = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindStrengthMultiplier, value => SpaceWindStrengthMultiplier = value, true);
Subs.CVar(_cfg, CCVars.SpaceWindKnockdownTime, value => SpaceWindKnockdownTime = value, true);
Subs.CVar(_cfg, CCVars.MonstermosEqualization, value => MonstermosEqualization = value, true);
Subs.CVar(_cfg, CCVars.MonstermosDepressurization, value => MonstermosDepressurization = value, true);
Subs.CVar(_cfg, CCVars.MonstermosRipTiles, value => MonstermosRipTiles = value, true);
Subs.CVar(_cfg, CCVars.MonstermosRipTilesMinimumPressure, value => MonstermosRipTilesMinimumPressure = value, true);
Subs.CVar(_cfg, CCVars.AtmosGridImpulse, value => GridImpulse = value, true);
Subs.CVar(_cfg, CCVars.AtmosSpacingMinGas, value => SpacingMinGas = value, true);
Subs.CVar(_cfg, CCVars.AtmosSpacingMaxWind, value => SpacingMaxWind = value, true);
Subs.CVar(_cfg, CCVars.Superconduction, value => Superconduction = value, true);
Subs.CVar(_cfg, CCVars.AtmosMaxProcessTime, value => AtmosMaxProcessTime = value, true);
Subs.CVar(_cfg, CCVars.AtmosTickRate, value => AtmosTickRate = value, true);
Subs.CVar(_cfg, CCVars.AtmosSpeedup, value => Speedup = value, true);
Subs.CVar(_cfg, CCVars.AtmosHeatScale, value => { HeatScale = value; InitializeGases(); }, true);
Subs.CVar(_cfg, CCVars.ExcitedGroups, value => ExcitedGroups = value, true);
Subs.CVar(_cfg, CCVars.ExcitedGroupsSpaceIsAllConsuming, value => ExcitedGroupsSpaceIsAllConsuming = value, true);
Subs.CVar(_cfg, CCVars.AtmosHumanoidThrowMultiplier, value => HumanoidThrowMultiplier = value, true);
}
}
}