Add CVar for disabling/enabling excited groups.
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@@ -15,6 +15,7 @@ namespace Content.Server.Atmos.EntitySystems
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public bool MonstermosRipTiles { get; private set; }
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public bool GridImpulse { get; private set; }
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public bool Superconduction { get; private set; }
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public bool ExcitedGroups { get; private set; }
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public bool ExcitedGroupsSpaceIsAllConsuming { get; private set; }
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public float AtmosMaxProcessTime { get; private set; }
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public float AtmosTickRate { get; private set; }
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@@ -31,6 +32,7 @@ namespace Content.Server.Atmos.EntitySystems
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_cfg.OnValueChanged(CCVars.Superconduction, value => Superconduction = value, true);
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_cfg.OnValueChanged(CCVars.AtmosMaxProcessTime, value => AtmosMaxProcessTime = value, true);
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_cfg.OnValueChanged(CCVars.AtmosTickRate, value => AtmosTickRate = value, true);
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_cfg.OnValueChanged(CCVars.ExcitedGroups, value => ExcitedGroups = value, true);
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_cfg.OnValueChanged(CCVars.ExcitedGroupsSpaceIsAllConsuming, value => ExcitedGroupsSpaceIsAllConsuming = value, true);
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}
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}
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@@ -38,7 +38,7 @@ namespace Content.Server.Atmos.EntitySystems
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var shouldShareAir = false;
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if (tile.ExcitedGroup != null && enemyTile.ExcitedGroup != null)
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if (ExcitedGroups && tile.ExcitedGroup != null && enemyTile.ExcitedGroup != null)
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{
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if (tile.ExcitedGroup != enemyTile.ExcitedGroup)
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{
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@@ -53,6 +53,8 @@ namespace Content.Server.Atmos.EntitySystems
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AddActiveTile(gridAtmosphere, enemyTile);
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}
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if (ExcitedGroups)
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{
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var excitedGroup = tile.ExcitedGroup;
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excitedGroup ??= enemyTile.ExcitedGroup;
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@@ -67,6 +69,7 @@ namespace Content.Server.Atmos.EntitySystems
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if(enemyTile.ExcitedGroup == null)
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ExcitedGroupAddTile(excitedGroup, enemyTile);
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}
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shouldShareAir = true;
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}
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@@ -102,7 +105,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (ConsiderSuperconductivity(gridAtmosphere, tile, true))
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remove = false;
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if(tile.ExcitedGroup == null && remove)
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if(ExcitedGroups && tile.ExcitedGroup == null && remove)
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RemoveActiveTile(gridAtmosphere, tile);
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}
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@@ -281,7 +281,8 @@ namespace Content.Server.Atmos.EntitySystems
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}
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atmosphere.ProcessingPaused = false;
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atmosphere.State = AtmosphereProcessingState.ExcitedGroups;
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// Next state depends on whether excited groups are enabled or not.
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atmosphere.State = ExcitedGroups ? AtmosphereProcessingState.ExcitedGroups : AtmosphereProcessingState.HighPressureDelta;
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continue;
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case AtmosphereProcessingState.ExcitedGroups:
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if (!ProcessExcitedGroups(atmosphere))
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@@ -291,7 +291,6 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool> AtmosGridImpulse =
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CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
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/// <summary>
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/// Whether atmos superconduction is enabled.
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/// </summary>
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@@ -299,10 +298,17 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool> Superconduction =
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CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
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/// <summary>
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/// Whether excited groups will be processed and created.
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/// </summary>
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public static readonly CVarDef<bool> ExcitedGroups =
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CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
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/// <summary>
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/// Whether all tiles in an excited group will clear themselves once being exposed to space.
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/// Similar to <see cref="MonstermosDepressurization"/>, without none of the tile ripping or
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/// things being thrown around very violently.
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/// Needs <see cref="ExcitedGroups"/> to be enabled to work.
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/// </summary>
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public static readonly CVarDef<bool> ExcitedGroupsSpaceIsAllConsuming =
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CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
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