using Content.Shared.Roles;
using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
///
/// Disables most functionality in the GameTicker.
///
public static readonly CVarDef
GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
///
/// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
///
public static readonly CVarDef
GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
///
/// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
///
public static readonly CVarDef
GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
///
/// Controls if players can latejoin at all.
///
public static readonly CVarDef
GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
///
/// Controls the default game preset.
///
public static readonly CVarDef
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
///
/// Controls if the game can force a different preset if the current preset's criteria are not met.
///
public static readonly CVarDef
GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
///
/// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
///
public static readonly CVarDef
GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
///
/// Controls if people can win the game in Suspicion or Deathmatch.
///
public static readonly CVarDef
GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
///
/// Controls the maximum number of character slots a player is allowed to have.
///
public static readonly CVarDef
GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
///
/// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
///
public static readonly CVarDef
GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
///
/// Controls whether to use world persistence or not.
///
public static readonly CVarDef
UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
///
/// If world persistence is used, what map prototype should be initially loaded.
/// If the save file exists, it replaces MapPath but everything else stays the same (station name and such).
///
public static readonly CVarDef
PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
///
/// Prototype to use for map pool.
///
public static readonly CVarDef
GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
///
/// The depth of the queue used to calculate which map is next in rotation.
/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
///
public static readonly CVarDef
GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
///
/// Is map rotation enabled?
///
public static readonly CVarDef
GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
///
/// If roles should be restricted based on time.
///
public static readonly CVarDef
GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
///
/// Override default role requirements using a
///
public static readonly CVarDef
GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
///
/// If roles should be restricted based on whether or not they are whitelisted.
///
public static readonly CVarDef
GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
///
/// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
///
public static readonly CVarDef
GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
///
/// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
///
public static readonly CVarDef GamePersistGuests =
CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
public static readonly CVarDef GameDiagonalMovement =
CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
public static readonly CVarDef SoftMaxPlayers =
CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
///
/// If a player gets denied connection to the server,
/// how long they are forced to wait before attempting to reconnect.
///
public static readonly CVarDef GameServerFullReconnectDelay =
CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
///
/// Whether or not panic bunker is currently enabled.
///
public static readonly CVarDef PanicBunkerEnabled =
CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
///
/// Whether or not the panic bunker will disable when an admin comes online.
///
public static readonly CVarDef PanicBunkerDisableWithAdmins =
CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
///
/// Whether or not the panic bunker will enable when no admins are online.
/// This counts everyone with the 'Admin' AdminFlag.
///
public static readonly CVarDef PanicBunkerEnableWithoutAdmins =
CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
///
/// Whether or not the panic bunker will count deadminned admins for
/// and
///
///
public static readonly CVarDef PanicBunkerCountDeadminnedAdmins =
CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
///
/// Show reason of disconnect for user or not.
///
public static readonly CVarDef PanicBunkerShowReason =
CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
///
/// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
///
public static readonly CVarDef PanicBunkerMinAccountAge =
CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
///
/// Minimal overall played time.
///
public static readonly CVarDef PanicBunkerMinOverallMinutes =
CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
///
/// A custom message that will be used for connections denied to the panic bunker
/// If not empty, then will overwrite
///
public static readonly CVarDef PanicBunkerCustomReason =
CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
///
/// Allow bypassing the panic bunker if the user is whitelisted.
///
public static readonly CVarDef BypassBunkerWhitelist =
CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
///
/// Enable IPIntel for blocking VPN connections from new players.
///
public static readonly CVarDef GameIPIntelEnabled =
CVarDef.Create("game.ipintel_enabled", false, CVar.SERVERONLY);
///
/// Whether clients which are flagged as a VPN will be denied
///
public static readonly CVarDef GameIPIntelRejectBad =
CVarDef.Create("game.ipintel_reject_bad", true, CVar.SERVERONLY);
///
/// Whether clients which cannot be checked due to a rate limit will be denied
///
public static readonly CVarDef GameIPIntelRejectRateLimited =
CVarDef.Create("game.ipintel_reject_ratelimited", false, CVar.SERVERONLY);
///
/// Whether clients which cannot be checked due to an error of some form will be denied
///
public static readonly CVarDef GameIPIntelRejectUnknown =
CVarDef.Create("game.ipintel_reject_unknown", false, CVar.SERVERONLY);
///
/// Should an admin message be made if the connection got rejected cause of ipintel?
///
public static readonly CVarDef GameIPIntelAlertAdminReject =
CVarDef.Create("game.ipintel_alert_admin_rejected", false, CVar.SERVERONLY);
///
/// A contact email to be sent along with the request. Required by IPIntel
///
public static readonly CVarDef GameIPIntelEmail =
CVarDef.Create("game.ipintel_contact_email", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
///
/// The URL to IPIntel to make requests to. If you pay for more queries this is what you want to change.
///
public static readonly CVarDef GameIPIntelBase =
CVarDef.Create("game.ipintel_baseurl", "https://check.getipintel.net", CVar.SERVERONLY);
///
/// The flags to use in the request to IPIntel, please look here for more info. https://getipintel.net/free-proxy-vpn-tor-detection-api/#optional_settings
/// Note: Some flags may increase the chances of false positives and request time. The default should be fine for most servers.
///
public static readonly CVarDef GameIPIntelFlags =
CVarDef.Create("game.ipintel_flags", "b", CVar.SERVERONLY);
///
/// Maximum amount of requests per Minute. For free you get 15.
///
public static readonly CVarDef GameIPIntelMaxMinute =
CVarDef.Create("game.ipintel_request_limit_minute", 15, CVar.SERVERONLY);
///
/// Maximum amount of requests per Day. For free you get 500.
///
public static readonly CVarDef GameIPIntelMaxDay =
CVarDef.Create("game.ipintel_request_limit_daily", 500, CVar.SERVERONLY);
///
/// Amount of seconds to add to the exponential backoff with every failed request.
///
public static readonly CVarDef GameIPIntelBackOffSeconds =
CVarDef.Create("game.ipintel_request_backoff_seconds", 30, CVar.SERVERONLY);
///
/// How much time should pass before we attempt to cleanup the IPIntel table for old ip addresses?
///
public static readonly CVarDef GameIPIntelCleanupMins =
CVarDef.Create("game.ipintel_database_cleanup_mins", 15, CVar.SERVERONLY);
///
/// How long to store results in the cache before they must be retrieved again in days.
///
public static readonly CVarDef GameIPIntelCacheLength =
CVarDef.Create("game.ipintel_cache_length", TimeSpan.FromDays(7), CVar.SERVERONLY);
///
/// Amount of playtime in minutes to be exempt from an IP check. 0 to search everyone. 5 hours by default.
///
/// Trust me you want one.
/// >
///
public static readonly CVarDef GameIPIntelExemptPlaytime =
CVarDef.Create("game.ipintel_exempt_playtime", TimeSpan.FromMinutes(300), CVar.SERVERONLY);
///
/// Rating to reject at. Anything equal to or higher than this will reject the connection.
///
public static readonly CVarDef GameIPIntelBadRating =
CVarDef.Create("game.ipintel_bad_rating", 0.95f, CVar.SERVERONLY);
///
/// Rating to send an admin warning over, but not reject the connection. Set to 0 to disable
///
public static readonly CVarDef GameIPIntelAlertAdminWarnRating =
CVarDef.Create("game.ipintel_alert_admin_warn_rating", 0f, CVar.SERVERONLY);
///
/// Make people bonk when trying to climb certain objects like tables.
///
public static readonly CVarDef GameTableBonk =
CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
///
/// Whether or not status icons are rendered for everyone.
///
public static readonly CVarDef GlobalStatusIconsEnabled =
CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
///
/// Whether or not status icons are rendered on this specific client.
///
public static readonly CVarDef LocalStatusIconsEnabled =
CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
///
/// Whether or not coordinates on the Debug overlay should only be available to admins.
///
public static readonly CVarDef DebugCoordinatesAdminOnly =
CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
#if EXCEPTION_TOLERANCE
///
/// Amount of times round start must fail before the server is shut down.
/// Set to 0 or a negative number to disable.
///
public static readonly CVarDef RoundStartFailShutdownCount =
CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
#endif
///
/// Delay between station alert level changes.
///
public static readonly CVarDef GameAlertLevelChangeDelay =
CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
///
/// The time in seconds that the server should wait before restarting the round.
/// Defaults to 2 minutes.
///
public static readonly CVarDef RoundRestartTime =
CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
///
/// The prototype to use for secret weights.
///
public static readonly CVarDef SecretWeightPrototype =
CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
///
/// The id of the sound collection to randomly choose a sound from and play when the round ends.
///
public static readonly CVarDef RoundEndSoundCollection =
CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
///
/// Whether or not to add every player as a global override to PVS at round end.
/// This will allow all players to see their clothing in the round screen player list screen,
/// but may cause lag during round end with very high player counts.
///
public static readonly CVarDef RoundEndPVSOverrides =
CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
///
/// If true, players can place objects onto tabletop games like chess boards.
///
///
/// This feature is currently highly abusable and can easily be used to crash the server,
/// so it's off by default.
///
public static readonly CVarDef GameTabletopPlace =
CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
///
/// If true, contraband severity can be viewed in the examine menu
///
public static readonly CVarDef ContrabandExamine =
CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
///
/// Size of the lookup area for adding entities to the context menu
///
public static readonly CVarDef GameEntityMenuLookup =
CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
///
/// Should the clients window show the server hostname in the title?
///
public static readonly CVarDef GameHostnameInTitlebar =
CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
}