using Robust.Shared.Configuration;
namespace Content.Shared.CCVar;
public sealed partial class CCVars
{
///
/// Whether gas differences will move entities.
///
public static readonly CVarDef SpaceWind =
CVarDef.Create("atmos.space_wind", false, CVar.SERVERONLY);
///
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
///
public static readonly CVarDef SpaceWindPressureForceDivisorThrow =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
///
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
///
public static readonly CVarDef SpaceWindPressureForceDivisorPush =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
///
/// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
/// Useful to prevent clipping through objects.
///
public static readonly CVarDef SpaceWindMaxVelocity =
CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
///
/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
/// A "throwing" atmospheric pressure difference ignores this limit, but not the max. velocity limit.
///
public static readonly CVarDef SpaceWindMaxPushForce =
CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
///
/// Whether monstermos tile equalization is enabled.
///
public static readonly CVarDef MonstermosEqualization =
CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
///
/// Whether monstermos explosive depressurization is enabled.
/// Needs to be enabled to work.
///
public static readonly CVarDef MonstermosDepressurization =
CVarDef.Create("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
///
/// Whether monstermos explosive depressurization will rip tiles..
/// Needs and to be enabled to work.
/// WARNING: This cvar causes MAJOR contrast issues, and usually tends to make any spaced scene look very cluttered.
/// This not only usually looks strange, but can also reduce playability for people with impaired vision. Please think twice before enabling this on your server.
/// Also looks weird on slow spacing for unrelated reasons. If you do want to enable this, you should probably turn on instaspacing.
///
public static readonly CVarDef MonstermosRipTiles =
CVarDef.Create("atmos.monstermos_rip_tiles", false, CVar.SERVERONLY);
///
/// Whether explosive depressurization will cause the grid to gain an impulse.
/// Needs and to be enabled to work.
///
public static readonly CVarDef AtmosGridImpulse =
CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
///
/// What fraction of air from a spaced tile escapes every tick.
/// 1.0 for instant spacing, 0.2 means 20% of remaining air lost each time
///
public static readonly CVarDef AtmosSpacingEscapeRatio =
CVarDef.Create("atmos.mmos_spacing_speed", 0.15f, CVar.SERVERONLY);
///
/// Minimum amount of air allowed on a spaced tile before it is reset to 0 immediately in kPa
/// Since the decay due to SpacingEscapeRatio follows a curve, it would never reach 0.0 exactly
/// unless we truncate it somewhere.
///
public static readonly CVarDef AtmosSpacingMinGas =
CVarDef.Create("atmos.mmos_min_gas", 2.0f, CVar.SERVERONLY);
///
/// How much wind can go through a single tile before that tile doesn't depressurize itself
/// (I.e spacing is limited in large rooms heading into smaller spaces)
///
public static readonly CVarDef AtmosSpacingMaxWind =
CVarDef.Create("atmos.mmos_max_wind", 500f, CVar.SERVERONLY);
///
/// Whether atmos superconduction is enabled.
///
/// Disabled by default, superconduction is awful.
public static readonly CVarDef Superconduction =
CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
///
/// Heat loss per tile due to radiation at 20 degC, in W.
///
public static readonly CVarDef SuperconductionTileLoss =
CVarDef.Create("atmos.superconduction_tile_loss", 30f, CVar.SERVERONLY);
///
/// Whether excited groups will be processed and created.
///
public static readonly CVarDef ExcitedGroups =
CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
///
/// Whether all tiles in an excited group will clear themselves once being exposed to space.
/// Similar to , without none of the tile ripping or
/// things being thrown around very violently.
/// Needs to be enabled to work.
///
public static readonly CVarDef ExcitedGroupsSpaceIsAllConsuming =
CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
///
/// Maximum time in milliseconds that atmos can take processing.
///
public static readonly CVarDef AtmosMaxProcessTime =
CVarDef.Create("atmos.max_process_time", 3f, CVar.SERVERONLY);
///
/// Atmos tickrate in TPS. Atmos processing will happen every 1/TPS seconds.
///
public static readonly CVarDef AtmosTickRate =
CVarDef.Create("atmos.tickrate", 15f, CVar.SERVERONLY);
///
/// Scale factor for how fast things happen in our atmosphere
/// simulation compared to real life. 1x means pumps run at 1x
/// speed. Players typically expect things to happen faster
/// in-game.
///
public static readonly CVarDef AtmosSpeedup =
CVarDef.Create("atmos.speedup", 8f, CVar.SERVERONLY);
///
/// Like atmos.speedup, but only for gas and reaction heat values. 64x means
/// gases heat up and cool down 64x faster than real life.
///
public static readonly CVarDef AtmosHeatScale =
CVarDef.Create("atmos.heat_scale", 8f, CVar.SERVERONLY);
///
/// Maximum explosion radius for explosions caused by bursting a gas tank ("max caps").
/// Setting this to zero disables the explosion but still allows the tank to burst and leak.
///
public static readonly CVarDef AtmosTankFragment =
CVarDef.Create("atmos.max_explosion_range", 26f, CVar.SERVERONLY);
}