--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Chat window opacity slider, controlling the alpha of the chat window background.
+ /// Goes from to 0 (completely transparent) to 1 (completely opaque)
+ /// </summary>
+ public static readonly CVarDef<float> ChatWindowOpacity =
+ CVarDef.Create("accessibility.chat_window_transparency", 0.85f, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// Toggle for visual effects that may potentially cause motion sickness.
+ /// Where reasonable, effects affected by this CVar should use an alternate effect.
+ /// Please do not use this CVar as a bandaid for effects that could otherwise be made accessible without issue.
+ /// </summary>
+ public static readonly CVarDef<bool> ReducedMotion =
+ CVarDef.Create("accessibility.reduced_motion", false, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<bool> ChatEnableColorName =
+ CVarDef.Create("accessibility.enable_color_name",
+ true,
+ CVar.CLIENTONLY | CVar.ARCHIVE,
+ "Toggles displaying names with individual colors.");
+
+ /// <summary>
+ /// Screen shake intensity slider, controlling the intensity of the CameraRecoilSystem.
+ /// Goes from 0 (no recoil at all) to 1 (regular amounts of recoil)
+ /// </summary>
+ public static readonly CVarDef<float> ScreenShakeIntensity =
+ CVarDef.Create("accessibility.screen_shake_intensity", 1f, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// A generic toggle for various visual effects that are color sensitive.
+ /// As of 2/16/24, only applies to progress bar colors.
+ /// </summary>
+ public static readonly CVarDef<bool> AccessibilityColorblindFriendly =
+ CVarDef.Create("accessibility.colorblind_friendly", false, CVar.CLIENTONLY | CVar.ARCHIVE);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Ahelp rate limit values are accounted in periods of this size (seconds).
+ /// After the period has passed, the count resets.
+ /// </summary>
+ /// <seealso cref="AhelpRateLimitCount"/>
+ public static readonly CVarDef<float> AhelpRateLimitPeriod =
+ CVarDef.Create("ahelp.rate_limit_period", 2f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How many ahelp messages are allowed in a single rate limit period.
+ /// </summary>
+ /// <seealso cref="AhelpRateLimitPeriod"/>
+ public static readonly CVarDef<int> AhelpRateLimitCount =
+ CVarDef.Create("ahelp.rate_limit_count", 10, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should the administrator's position be displayed in ahelp.
+ /// If it is is false, only the admin's ckey will be displayed in the ahelp.
+ /// </summary>
+ /// <seealso cref="AdminUseCustomNamesAdminRank"/>
+ /// <seealso cref="AhelpAdminPrefixWebhook"/>
+ public static readonly CVarDef<bool> AhelpAdminPrefix =
+ CVarDef.Create("ahelp.admin_prefix", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should the administrator's position be displayed in the webhook.
+ /// If it is is false, only the admin's ckey will be displayed in webhook.
+ /// </summary>
+ /// <seealso cref="AdminUseCustomNamesAdminRank"/>
+ /// <seealso cref="AhelpAdminPrefix"/>
+ public static readonly CVarDef<bool> AhelpAdminPrefixWebhook =
+ CVarDef.Create("ahelp.admin_prefix_webhook", false, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Controls if admin logs are enabled. Highly recommended to shut this off for development.
+ /// </summary>
+ public static readonly CVarDef<bool> AdminLogsEnabled =
+ CVarDef.Create("adminlogs.enabled", true, CVar.SERVERONLY);
+
+ public static readonly CVarDef<float> AdminLogsQueueSendDelay =
+ CVarDef.Create("adminlogs.queue_send_delay_seconds", 5f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// When to skip the waiting time to save in-round admin logs, if no admin logs are currently being saved
+ /// </summary>
+ public static readonly CVarDef<int> AdminLogsQueueMax =
+ CVarDef.Create("adminlogs.queue_max", 5000, CVar.SERVERONLY);
+
+ /// <summary>
+ /// When to skip the waiting time to save pre-round admin logs, if no admin logs are currently being saved
+ /// </summary>
+ public static readonly CVarDef<int> AdminLogsPreRoundQueueMax =
+ CVarDef.Create("adminlogs.pre_round_queue_max", 5000, CVar.SERVERONLY);
+
+ /// <summary>
+ /// When to start dropping logs
+ /// </summary>
+ public static readonly CVarDef<int> AdminLogsDropThreshold =
+ CVarDef.Create("adminlogs.drop_threshold", 20000, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How many logs to send to the client at once
+ /// </summary>
+ public static readonly CVarDef<int> AdminLogsClientBatchSize =
+ CVarDef.Create("adminlogs.client_batch_size", 1000, CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> AdminLogsServerName =
+ CVarDef.Create("adminlogs.server_name", "unknown", CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Time that players have to wait before rules can be accepted.
+ /// </summary>
+ public static readonly CVarDef<float> RulesWaitTime =
+ CVarDef.Create("rules.time", 45f, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Don't show rules to localhost/loopback interface.
+ /// </summary>
+ public static readonly CVarDef<bool> RulesExemptLocal =
+ CVarDef.Create("rules.exempt_local", true, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> AdminAnnounceLogin =
+ CVarDef.Create("admin.announce_login", true, CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> AdminAnnounceLogout =
+ CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The token used to authenticate with the admin API. Leave empty to disable the admin API. This is a secret! Do not share!
+ /// </summary>
+ public static readonly CVarDef<string> AdminApiToken =
+ CVarDef.Create("admin.api_token", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// Should users be able to see their own notes? Admins will be able to see and set notes regardless
+ /// </summary>
+ public static readonly CVarDef<bool> SeeOwnNotes =
+ CVarDef.Create("admin.see_own_notes", false, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Should the server play a quick sound to the active admins whenever a new player joins?
+ /// </summary>
+ public static readonly CVarDef<bool> AdminNewPlayerJoinSound =
+ CVarDef.Create("admin.new_player_join_sound", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The amount of days before the note starts fading. It will slowly lose opacity until it reaches stale. Set to 0 to disable.
+ /// </summary>
+ public static readonly CVarDef<double> NoteFreshDays =
+ CVarDef.Create("admin.note_fresh_days", 91.31055, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// The amount of days before the note completely fades, and can only be seen by admins if they press "see more notes". Set to 0
+ /// if you want the note to immediately disappear without fading.
+ /// </summary>
+ public static readonly CVarDef<double> NoteStaleDays =
+ CVarDef.Create("admin.note_stale_days", 365.2422, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// How much time does the user have to wait in seconds before confirming that they saw an admin message?
+ /// </summary>
+ public static readonly CVarDef<float> MessageWaitTime =
+ CVarDef.Create("admin.message_wait_time", 3f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Default severity for role bans
+ /// </summary>
+ public static readonly CVarDef<string> RoleBanDefaultSeverity =
+ CVarDef.Create("admin.role_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Default severity for department bans
+ /// </summary>
+ public static readonly CVarDef<string> DepartmentBanDefaultSeverity =
+ CVarDef.Create("admin.department_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Default severity for server bans
+ /// </summary>
+ public static readonly CVarDef<string> ServerBanDefaultSeverity =
+ CVarDef.Create("admin.server_ban_default_severity", "High", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether a server ban will ban the player's ip by default.
+ /// </summary>
+ public static readonly CVarDef<bool> ServerBanIpBanDefault =
+ CVarDef.Create("admin.server_ban_ip_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether a server ban will ban the player's hardware id by default.
+ /// </summary>
+ public static readonly CVarDef<bool> ServerBanHwidBanDefault =
+ CVarDef.Create("admin.server_ban_hwid_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether to use details from last connection for ip/hwid in the BanPanel.
+ /// </summary>
+ public static readonly CVarDef<bool> ServerBanUseLastDetails =
+ CVarDef.Create("admin.server_ban_use_last_details", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether to erase a player's chat messages and their entity from the game when banned.
+ /// </summary>
+ public static readonly CVarDef<bool> ServerBanErasePlayer =
+ CVarDef.Create("admin.server_ban_erase_player", false, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Minimum players sharing a connection required to create an alert. -1 to disable the alert.
+ /// </summary>
+ /// <remarks>
+ /// If you set this to 0 or 1 then it will alert on every connection, so probably don't do that.
+ /// </remarks>
+ public static readonly CVarDef<int> AdminAlertMinPlayersSharingConnection =
+ CVarDef.Create("admin.alert.min_players_sharing_connection", -1, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum explosion intensity to create an admin alert message. -1 to disable the alert.
+ /// </summary>
+ public static readonly CVarDef<int> AdminAlertExplosionMinIntensity =
+ CVarDef.Create("admin.alert.explosion_min_intensity", 60, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum particle accelerator strength to create an admin alert message.
+ /// </summary>
+ public static readonly CVarDef<int> AdminAlertParticleAcceleratorMinPowerState =
+ CVarDef.Create("admin.alert.particle_accelerator_min_power_state", 5, CVar.SERVERONLY); // strength 4
+
+ /// <summary>
+ /// Should the ban details in admin channel include PII? (IP, HWID, etc)
+ /// </summary>
+ public static readonly CVarDef<bool> AdminShowPIIOnBan =
+ CVarDef.Create("admin.show_pii_onban", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If an admin joins a round by reading up or using the late join button, automatically
+ /// de-admin them.
+ /// </summary>
+ public static readonly CVarDef<bool> AdminDeadminOnJoin =
+ CVarDef.Create("admin.deadmin_on_join", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Overrides the name the client sees in ahelps. Set empty to disable.
+ /// </summary>
+ public static readonly CVarDef<string> AdminAhelpOverrideClientName =
+ CVarDef.Create("admin.override_adminname_in_client_ahelp", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The threshold of minutes to appear as a "new player" in the ahelp menu
+ /// If 0, appearing as a new player is disabled.
+ /// </summary>
+ public static readonly CVarDef<int> NewPlayerThreshold =
+ CVarDef.Create("admin.new_player_threshold", 0, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// How long an admin client can go without any input before being considered AFK.
+ /// </summary>
+ public static readonly CVarDef<float> AdminAfkTime =
+ CVarDef.Create("admin.afk_time", 600f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If true, admins are able to connect even if
+ /// <see cref="SoftMaxPlayers"/> would otherwise block regular players.
+ /// </summary>
+ public static readonly CVarDef<bool> AdminBypassMaxPlayers =
+ CVarDef.Create("admin.bypass_max_players", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Determine if custom rank names are used.
+ /// If it is false, it'd use the actual rank name regardless of the individual's title.
+ /// </summary>
+ /// <seealso cref="AhelpAdminPrefix"/>
+ /// <seealso cref="AhelpAdminPrefixWebhook"/>
+ public static readonly CVarDef<bool> AdminUseCustomNamesAdminRank =
+ CVarDef.Create("admin.use_custom_names_admin_rank", true, CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> BanHardwareIds =
+ CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Whether gas differences will move entities.
+ /// </summary>
+ public static readonly CVarDef<bool> SpaceWind =
+ CVarDef.Create("atmos.space_wind", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
+ /// </summary>
+ public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
+ CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
+ /// </summary>
+ public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
+ CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
+ /// Useful to prevent clipping through objects.
+ /// </summary>
+ public static readonly CVarDef<float> SpaceWindMaxVelocity =
+ CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<float> SpaceWindMaxPushForce =
+ CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether monstermos tile equalization is enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> MonstermosEqualization =
+ CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether monstermos explosive depressurization is enabled.
+ /// Needs <see cref="MonstermosEqualization"/> to be enabled to work.
+ /// </summary>
+ public static readonly CVarDef<bool> MonstermosDepressurization =
+ CVarDef.Create("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether monstermos explosive depressurization will rip tiles..
+ /// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> 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.
+ /// </summary>
+ public static readonly CVarDef<bool> MonstermosRipTiles =
+ CVarDef.Create("atmos.monstermos_rip_tiles", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether explosive depressurization will cause the grid to gain an impulse.
+ /// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
+ /// </summary>
+ public static readonly CVarDef<bool> AtmosGridImpulse =
+ CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingEscapeRatio =
+ CVarDef.Create("atmos.mmos_spacing_speed", 0.15f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingMinGas =
+ CVarDef.Create("atmos.mmos_min_gas", 2.0f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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)
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpacingMaxWind =
+ CVarDef.Create("atmos.mmos_max_wind", 500f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether atmos superconduction is enabled.
+ /// </summary>
+ /// <remarks> Disabled by default, superconduction is awful. </remarks>
+ public static readonly CVarDef<bool> Superconduction =
+ CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Heat loss per tile due to radiation at 20 degC, in W.
+ /// </summary>
+ public static readonly CVarDef<float> SuperconductionTileLoss =
+ CVarDef.Create("atmos.superconduction_tile_loss", 30f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether excited groups will be processed and created.
+ /// </summary>
+ public static readonly CVarDef<bool> ExcitedGroups =
+ CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether all tiles in an excited group will clear themselves once being exposed to space.
+ /// Similar to <see cref="MonstermosDepressurization"/>, without none of the tile ripping or
+ /// things being thrown around very violently.
+ /// Needs <see cref="ExcitedGroups"/> to be enabled to work.
+ /// </summary>
+ public static readonly CVarDef<bool> ExcitedGroupsSpaceIsAllConsuming =
+ CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Maximum time in milliseconds that atmos can take processing.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosMaxProcessTime =
+ CVarDef.Create("atmos.max_process_time", 3f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Atmos tickrate in TPS. Atmos processing will happen every 1/TPS seconds.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosTickRate =
+ CVarDef.Create("atmos.tickrate", 15f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosSpeedup =
+ CVarDef.Create("atmos.speedup", 8f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Like atmos.speedup, but only for gas and reaction heat values. 64x means
+ /// gases heat up and cool down 64x faster than real life.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosHeatScale =
+ CVarDef.Create("atmos.heat_scale", 8f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<float> AtmosTankFragment =
+ CVarDef.Create("atmos.max_explosion_range", 26f, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// How long we'll wait until re-sampling nearby objects for ambience. Should be pretty fast, but doesn't have to match the tick rate.
+ /// </summary>
+ public static readonly CVarDef<float> AmbientCooldown =
+ CVarDef.Create("ambience.cooldown", 0.1f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// How large of a range to sample for ambience.
+ /// </summary>
+ public static readonly CVarDef<float> AmbientRange =
+ CVarDef.Create("ambience.range", 8f, CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Maximum simultaneous ambient sounds.
+ /// </summary>
+ public static readonly CVarDef<int> MaxAmbientSources =
+ CVarDef.Create("ambience.max_sounds", 16, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// The minimum value the user can set for ambience.max_sounds
+ /// </summary>
+ public static readonly CVarDef<int> MinMaxAmbientSourcesConfigured =
+ CVarDef.Create("ambience.min_max_sounds_configured", 16, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
+
+ /// <summary>
+ /// The maximum value the user can set for ambience.max_sounds
+ /// </summary>
+ public static readonly CVarDef<int> MaxMaxAmbientSourcesConfigured =
+ CVarDef.Create("ambience.max_max_sounds_configured", 64, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
+
+ /// <summary>
+ /// Ambience volume.
+ /// </summary>
+ public static readonly CVarDef<float> AmbienceVolume =
+ CVarDef.Create("ambience.volume", 1.5f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Ambience music volume.
+ /// </summary>
+ public static readonly CVarDef<float> AmbientMusicVolume =
+ CVarDef.Create("ambience.music_volume", 1.5f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Lobby / round end music volume.
+ /// </summary>
+ public static readonly CVarDef<float> LobbyMusicVolume =
+ CVarDef.Create("ambience.lobby_music_volume", 0.50f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// UI volume.
+ /// </summary>
+ public static readonly CVarDef<float> InterfaceVolume =
+ CVarDef.Create("audio.interface_volume", 0.50f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> LoocEnabled =
+ CVarDef.Create("looc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
+
+ public static readonly CVarDef<bool> AdminLoocEnabled =
+ CVarDef.Create("looc.enabled_admin", true, CVar.NOTIFY);
+
+ /// <summary>
+ /// True: Dead players can use LOOC
+ /// False: Dead player LOOC gets redirected to dead chat
+ /// </summary>
+ public static readonly CVarDef<bool> DeadLoocEnabled =
+ CVarDef.Create("looc.enabled_dead", false, CVar.NOTIFY | CVar.REPLICATED);
+
+ /// <summary>
+ /// True: Crit players can use LOOC
+ /// False: Crit player LOOC gets redirected to dead chat
+ /// </summary>
+ public static readonly CVarDef<bool> CritLoocEnabled =
+ CVarDef.Create("looc.enabled_crit", false, CVar.NOTIFY | CVar.REPLICATED);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool>
+ OocEnabled = CVarDef.Create("ooc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
+
+ public static readonly CVarDef<bool> AdminOocEnabled =
+ CVarDef.Create("ooc.enabled_admin", true, CVar.NOTIFY);
+
+ /// <summary>
+ /// If true, whenever OOC is disabled the Discord OOC relay will also be disabled.
+ /// </summary>
+ public static readonly CVarDef<bool> DisablingOOCDisablesRelay =
+ CVarDef.Create("ooc.disabling_ooc_disables_relay", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not OOC chat should be enabled during a round.
+ /// </summary>
+ public static readonly CVarDef<bool> OocEnableDuringRound =
+ CVarDef.Create("ooc.enable_during_round", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<bool> ShowOocPatronColor =
+ CVarDef.Create("ooc.show_ooc_patron_color", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.CLIENT);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Chat rate limit values are accounted in periods of this size (seconds).
+ /// After the period has passed, the count resets.
+ /// </summary>
+ /// <seealso cref="ChatRateLimitCount"/>
+ public static readonly CVarDef<float> ChatRateLimitPeriod =
+ CVarDef.Create("chat.rate_limit_period", 2f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How many chat messages are allowed in a single rate limit period.
+ /// </summary>
+ /// <remarks>
+ /// The total rate limit throughput per second is effectively
+ /// <see cref="ChatRateLimitCount"/> divided by <see cref="ChatRateLimitCount"/>.
+ /// </remarks>
+ /// <seealso cref="ChatRateLimitPeriod"/>
+ public static readonly CVarDef<int> ChatRateLimitCount =
+ CVarDef.Create("chat.rate_limit_count", 10, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum delay (in seconds) between notifying admins about chat message rate limit violations.
+ /// A negative value disables admin announcements.
+ /// </summary>
+ public static readonly CVarDef<int> ChatRateLimitAnnounceAdminsDelay =
+ CVarDef.Create("chat.rate_limit_announce_admins_delay", 15, CVar.SERVERONLY);
+
+ public static readonly CVarDef<int> ChatMaxMessageLength =
+ CVarDef.Create("chat.max_message_length", 1000, CVar.SERVER | CVar.REPLICATED);
+
+ public static readonly CVarDef<int> ChatMaxAnnouncementLength =
+ CVarDef.Create("chat.max_announcement_length", 256, CVar.SERVER | CVar.REPLICATED);
+
+ public static readonly CVarDef<bool> ChatSanitizerEnabled =
+ CVarDef.Create("chat.chat_sanitizer_enabled", true, CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> ChatShowTypingIndicator =
+ CVarDef.Create("chat.show_typing_indicator", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<bool> ChatEnableFancyBubbles =
+ CVarDef.Create("chat.enable_fancy_bubbles",
+ true,
+ CVar.CLIENTONLY | CVar.ARCHIVE,
+ "Toggles displaying fancy speech bubbles, which display the speaking character's name.");
+
+ public static readonly CVarDef<bool> ChatFancyNameBackground =
+ CVarDef.Create("chat.fancy_name_background",
+ false,
+ CVar.CLIENTONLY | CVar.ARCHIVE,
+ "Toggles displaying a background under the speaking character's name.");
+
+ /// <summary>
+ /// A message broadcast to each player that joins the lobby.
+ /// May be changed by admins ingame through use of the "set-motd" command.
+ /// In this case the new value, if not empty, is broadcast to all connected players and saved between rounds.
+ /// May be requested by any player through use of the "get-motd" command.
+ /// </summary>
+ public static readonly CVarDef<string> MOTD =
+ CVarDef.Create("chat.motd",
+ "",
+ CVar.SERVER | CVar.SERVERONLY | CVar.ARCHIVE,
+ "A message broadcast to each player that joins the lobby.");
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ // These are server-only for now since I don't foresee a client use yet,
+ // and I don't wanna have to start coming up with like .client suffixes and stuff like that.
+
+ /// <summary>
+ /// Configuration presets to load during startup.
+ /// Multiple presets can be separated by comma and are loaded in order.
+ /// </summary>
+ /// <remarks>
+ /// Loaded presets must be located under the <c>ConfigPresets/</c> resource directory and end with the <c>.toml</c> extension.
+ /// Only the file name (without extension) must be given for this variable.
+ /// </remarks>
+ public static readonly CVarDef<string> ConfigPresets =
+ CVarDef.Create("config.presets", "", CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether to load the preset development CVars.
+ /// This disables some things like lobby to make development easier.
+ /// Even when true, these are only loaded if the game is compiled with <c>DEVELOPMENT</c> set.
+ /// </summary>
+ public static readonly CVarDef<bool> ConfigPresetDevelopment =
+ CVarDef.Create("config.preset_development", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether to load the preset debug CVars.
+ /// Even when true, these are only loaded if the game is compiled with <c>DEBUG</c> set.
+ /// </summary>
+ public static readonly CVarDef<bool> ConfigPresetDebug =
+ CVarDef.Create("config.preset_debug", true, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> ConsoleLoginLocal =
+ CVarDef.Create("console.loginlocal", true, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Automatically log in the given user as host, equivalent to the <c>promotehost</c> command.
+ /// </summary>
+ public static readonly CVarDef<string> ConsoleLoginHostUser =
+ CVarDef.Create("console.login_host_user", "", CVar.ARCHIVE | CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Setting this allows a crew manifest to be opened from any window
+ /// that has a crew manifest button, and sends the correct message.
+ /// If this is false, only in-game entities will allow you to see
+ /// the crew manifest, if the functionality is coded in.
+ /// Having administrator priveledge ignores this, but will still
+ /// hide the button in UI windows.
+ /// </summary>
+ public static readonly CVarDef<bool> CrewManifestWithoutEntity =
+ CVarDef.Create("crewmanifest.no_entity", true, CVar.REPLICATED);
+
+ /// <summary>
+ /// Setting this allows the crew manifest to be viewed from 'unsecure'
+ /// entities, such as the PDA.
+ /// </summary>
+ public static readonly CVarDef<bool> CrewManifestUnsecure =
+ CVarDef.Create("crewmanifest.unsecure", true, CVar.REPLICATED);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+#if DEBUG
+ private const int DefaultSqliteDelay = 1;
+#else
+ private const int DefaultSqliteDelay = 0;
+#endif
+
+ public static readonly CVarDef<string> DatabaseEngine =
+ CVarDef.Create("database.engine", "sqlite", CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DatabaseSqliteDbPath =
+ CVarDef.Create("database.sqlite_dbpath", "preferences.db", CVar.SERVERONLY);
+
+ /// <summary>
+ /// Milliseconds to asynchronously delay all SQLite database acquisitions with.
+ /// </summary>
+ /// <remarks>
+ /// Defaults to 1 on DEBUG, 0 on RELEASE.
+ /// This is intended to help catch .Result deadlock bugs that only happen on postgres
+ /// (because SQLite is not actually asynchronous normally)
+ /// </remarks>
+ public static readonly CVarDef<int> DatabaseSqliteDelay =
+ CVarDef.Create("database.sqlite_delay", DefaultSqliteDelay, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Amount of concurrent SQLite database operations.
+ /// </summary>
+ /// <remarks>
+ /// Note that SQLite is not a properly asynchronous database and also has limited read/write concurrency.
+ /// Increasing this number may allow more concurrent reads, but it probably won't matter much.
+ /// SQLite operations are normally ran on the thread pool, which may cause thread pool starvation if the concurrency is too high.
+ /// </remarks>
+ public static readonly CVarDef<int> DatabaseSqliteConcurrency =
+ CVarDef.Create("database.sqlite_concurrency", 3, CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DatabasePgHost =
+ CVarDef.Create("database.pg_host", "localhost", CVar.SERVERONLY);
+
+ public static readonly CVarDef<int> DatabasePgPort =
+ CVarDef.Create("database.pg_port", 5432, CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DatabasePgDatabase =
+ CVarDef.Create("database.pg_database", "ss14", CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DatabasePgUsername =
+ CVarDef.Create("database.pg_username", "postgres", CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DatabasePgPassword =
+ CVarDef.Create("database.pg_password", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// Max amount of concurrent Postgres database operations.
+ /// </summary>
+ public static readonly CVarDef<int> DatabasePgConcurrency =
+ CVarDef.Create("database.pg_concurrency", 8, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Milliseconds to asynchronously delay all PostgreSQL database operations with.
+ /// </summary>
+ /// <remarks>
+ /// This is intended for performance testing. It works different from <see cref="DatabaseSqliteDelay"/>,
+ /// as the lag is applied after acquiring the database lock.
+ /// </remarks>
+ public static readonly CVarDef<int> DatabasePgFakeLag =
+ CVarDef.Create("database.pg_fake_lag", 0, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Basically only exists for integration tests to avoid race conditions.
+ /// </summary>
+ public static readonly CVarDef<bool> DatabaseSynchronous =
+ CVarDef.Create("database.sync", false, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// The role that will get mentioned if a new SOS ahelp comes in.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordAhelpMention =
+ CVarDef.Create("discord.on_call_ping", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// URL of the discord webhook to relay unanswered ahelp messages.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordOnCallWebhook =
+ CVarDef.Create("discord.on_call_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// URL of the Discord webhook which will relay all ahelp messages.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordAHelpWebhook =
+ CVarDef.Create("discord.ahelp_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// The server icon to use in the Discord ahelp embed footer.
+ /// Valid values are specified at https://discord.com/developers/docs/resources/channel#embed-object-embed-footer-structure.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordAHelpFooterIcon =
+ CVarDef.Create("discord.ahelp_footer_icon", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The avatar to use for the webhook. Should be an URL.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordAHelpAvatar =
+ CVarDef.Create("discord.ahelp_avatar", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// URL of the Discord webhook which will relay all custom votes. If left empty, disables the webhook.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordVoteWebhook =
+ CVarDef.Create("discord.vote_webhook", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// URL of the Discord webhook which will relay all votekick votes. If left empty, disables the webhook.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordVotekickWebhook =
+ CVarDef.Create("discord.votekick_webhook", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// URL of the Discord webhook which will relay round restart messages.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordRoundUpdateWebhook =
+ CVarDef.Create("discord.round_update_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+ /// <summary>
+ /// Role id for the Discord webhook to ping when the round ends.
+ /// </summary>
+ public static readonly CVarDef<string> DiscordRoundEndRoleWebhook =
+ CVarDef.Create("discord.round_end_role", string.Empty, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Controls if the game should run station events
+ /// </summary>
+ public static readonly CVarDef<bool>
+ EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
+}
--- /dev/null
+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);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Link to Discord server to show in the launcher.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksDiscord =
+ CVarDef.Create("infolinks.discord", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to website to show in the launcher.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksForum =
+ CVarDef.Create("infolinks.forum", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to GitHub page to show in the launcher.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksGithub =
+ CVarDef.Create("infolinks.github", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to website to show in the launcher.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksWebsite =
+ CVarDef.Create("infolinks.website", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to wiki to show in the launcher.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksWiki =
+ CVarDef.Create("infolinks.wiki", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to Patreon. Not shown in the launcher currently.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksPatreon =
+ CVarDef.Create("infolinks.patreon", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to the bug report form.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksBugReport =
+ CVarDef.Create("infolinks.bug_report", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Link to site handling ban appeals. Shown in ban disconnect messages.
+ /// </summary>
+ public static readonly CVarDef<string> InfoLinksAppeal =
+ CVarDef.Create("infolinks.appeal", "", CVar.SERVER | CVar.REPLICATED);
+}
--- /dev/null
+using Content.Shared.Roles;
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Disables most functionality in the GameTicker.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if players can latejoin at all.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls the default game preset.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if the game can force a different preset if the current preset's criteria are not met.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls if people can win the game in Suspicion or Deathmatch.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Controls the maximum number of character slots a player is allowed to have.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Controls whether to use world persistence or not.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
+
+ /// <summary>
+ /// 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).
+ /// </summary>
+ public static readonly CVarDef<string>
+ PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
+
+ /// <summary>
+ /// Prototype to use for map pool.
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<int>
+ GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Is map rotation enabled?
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If roles should be restricted based on time.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/>
+ /// </summary>
+ public static readonly CVarDef<string>
+ GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// If roles should be restricted based on whether or not they are whitelisted.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
+ /// </summary>
+ public static readonly CVarDef<bool>
+ GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
+ /// </summary>
+ public static readonly CVarDef<bool> GamePersistGuests =
+ CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> GameDiagonalMovement =
+ CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> SoftMaxPlayers =
+ CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// If a player gets denied connection to the server,
+ /// how long they are forced to wait before attempting to reconnect.
+ /// </summary>
+ public static readonly CVarDef<int> GameServerFullReconnectDelay =
+ CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not panic bunker is currently enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerEnabled =
+ CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Whether or not the panic bunker will disable when an admin comes online.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins =
+ CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not the panic bunker will enable when no admins are online.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
+ CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not the panic bunker will count deadminned admins for
+ /// <see cref="PanicBunkerDisableWithAdmins"/> and
+ /// <see cref="PanicBunkerEnableWithoutAdmins"/>
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins =
+ CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Show reason of disconnect for user or not.
+ /// </summary>
+ public static readonly CVarDef<bool> PanicBunkerShowReason =
+ CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
+ /// </summary>
+ public static readonly CVarDef<int> PanicBunkerMinAccountAge =
+ CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Minimal overall played time.
+ /// </summary>
+ public static readonly CVarDef<int> PanicBunkerMinOverallMinutes =
+ CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
+
+ /// <summary>
+ /// A custom message that will be used for connections denied to the panic bunker
+ /// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/>
+ /// </summary>
+ public static readonly CVarDef<string> PanicBunkerCustomReason =
+ CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Allow bypassing the panic bunker if the user is whitelisted.
+ /// </summary>
+ public static readonly CVarDef<bool> BypassBunkerWhitelist =
+ CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
+
+ /*
+ * TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
+ */
+
+ /// <summary>
+ /// Whether the baby jail is currently enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> BabyJailEnabled =
+ CVarDef.Create("game.baby_jail.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Show reason of disconnect for user or not.
+ /// </summary>
+ public static readonly CVarDef<bool> BabyJailShowReason =
+ CVarDef.Create("game.baby_jail.show_reason", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Maximum age of the account (from server's PoV, so from first-seen date) in minutes that can access baby
+ /// jailed servers.
+ /// </summary>
+ public static readonly CVarDef<int> BabyJailMaxAccountAge =
+ CVarDef.Create("game.baby_jail.max_account_age", 1440, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Maximum overall played time allowed to access baby jailed servers.
+ /// </summary>
+ public static readonly CVarDef<int> BabyJailMaxOverallMinutes =
+ CVarDef.Create("game.baby_jail.max_overall_minutes", 120, CVar.SERVERONLY);
+
+ /// <summary>
+ /// A custom message that will be used for connections denied due to the baby jail.
+ /// If not empty, then will overwrite <see cref="BabyJailShowReason"/>
+ /// </summary>
+ public static readonly CVarDef<string> BabyJailCustomReason =
+ CVarDef.Create("game.baby_jail.custom_reason", string.Empty, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Allow bypassing the baby jail if the user is whitelisted.
+ /// </summary>
+ public static readonly CVarDef<bool> BypassBabyJailWhitelist =
+ CVarDef.Create("game.baby_jail.whitelisted_can_bypass", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Make people bonk when trying to climb certain objects like tables.
+ /// </summary>
+ public static readonly CVarDef<bool> GameTableBonk =
+ CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not status icons are rendered for everyone.
+ /// </summary>
+ public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
+ CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not status icons are rendered on this specific client.
+ /// </summary>
+ public static readonly CVarDef<bool> LocalStatusIconsEnabled =
+ CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Whether or not coordinates on the Debug overlay should only be available to admins.
+ /// </summary>
+ public static readonly CVarDef<bool> DebugCoordinatesAdminOnly =
+ CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
+
+#if EXCEPTION_TOLERANCE
+ /// <summary>
+ /// Amount of times round start must fail before the server is shut down.
+ /// Set to 0 or a negative number to disable.
+ /// </summary>
+ public static readonly CVarDef<int> RoundStartFailShutdownCount =
+ CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
+#endif
+
+ /// <summary>
+ /// Delay between station alert level changes.
+ /// </summary>
+ public static readonly CVarDef<int> GameAlertLevelChangeDelay =
+ CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The time in seconds that the server should wait before restarting the round.
+ /// Defaults to 2 minutes.
+ /// </summary>
+ public static readonly CVarDef<float> RoundRestartTime =
+ CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The prototype to use for secret weights.
+ /// </summary>
+ public static readonly CVarDef<string> SecretWeightPrototype =
+ CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
+
+ /// <summary>
+ /// The id of the sound collection to randomly choose a sound from and play when the round ends.
+ /// </summary>
+ public static readonly CVarDef<string> RoundEndSoundCollection =
+ CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
+
+ /// <summary>
+ /// 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.
+ /// </summary>
+ public static readonly CVarDef<bool> RoundEndPVSOverrides =
+ CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If true, players can place objects onto tabletop games like chess boards.
+ /// </summary>
+ /// <remarks>
+ /// This feature is currently highly abusable and can easily be used to crash the server,
+ /// so it's off by default.
+ /// </remarks>
+ public static readonly CVarDef<bool> GameTabletopPlace =
+ CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If true, contraband severity can be viewed in the examine menu
+ /// </summary>
+ public static readonly CVarDef<bool> ContrabandExamine =
+ CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Size of the lookup area for adding entities to the context menu
+ /// </summary>
+ public static readonly CVarDef<float> GameEntityMenuLookup =
+ CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// Should the clients window show the server hostname in the title?
+ /// </summary>
+ public static readonly CVarDef<bool> GameHostnameInTitlebar =
+ CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
+
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// The time you must spend reading the rules, before the "Request" button is enabled
+ /// </summary>
+ public static readonly CVarDef<float> GhostRoleTime =
+ CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// If ghost role lotteries should be made near-instanteous.
+ /// </summary>
+ public static readonly CVarDef<bool> GhostQuickLottery =
+ CVarDef.Create("ghost.quick_lottery", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not to kill the player's mob on ghosting, when it is in a critical health state.
+ /// </summary>
+ public static readonly CVarDef<bool> GhostKillCrit =
+ CVarDef.Create("ghost.kill_crit", true, CVar.REPLICATED | CVar.SERVER);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<int> HudTheme =
+ CVarDef.Create("hud.theme", 0, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> HudHeldItemShow =
+ CVarDef.Create("hud.held_item_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> CombatModeIndicatorsPointShow =
+ CVarDef.Create("hud.combat_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> LoocAboveHeadShow =
+ CVarDef.Create("hud.show_looc_above_head", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<float> HudHeldItemOffset =
+ CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> HudFpsCounterVisible =
+ CVarDef.Create("hud.fps_counter_visible", false, CVar.CLIENTONLY | CVar.ARCHIVE);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Restricts IC character names to alphanumeric chars.
+ /// </summary>
+ public static readonly CVarDef<bool> RestrictedNames =
+ CVarDef.Create("ic.restricted_names", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Allows flavor text (character descriptions)
+ /// </summary>
+ public static readonly CVarDef<bool> FlavorText =
+ CVarDef.Create("ic.flavor_text", false, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Adds a period at the end of a sentence if the sentence ends in a letter.
+ /// </summary>
+ public static readonly CVarDef<bool> ChatPunctuation =
+ CVarDef.Create("ic.punctuation", false, CVar.SERVER);
+
+ /// <summary>
+ /// Enables automatically forcing IC name rules. Uppercases the first letter of the first and last words of the name
+ /// </summary>
+ public static readonly CVarDef<bool> ICNameCase =
+ CVarDef.Create("ic.name_case", true, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether or not players' characters are randomly generated rather than using their selected characters in the creator.
+ /// </summary>
+ public static readonly CVarDef<bool> ICRandomCharacters =
+ CVarDef.Create("ic.random_characters", false, CVar.SERVER);
+
+ /// <summary>
+ /// A weighted random prototype used to determine the species selected for random characters.
+ /// </summary>
+ public static readonly CVarDef<string> ICRandomSpeciesWeights =
+ CVarDef.Create("ic.random_species_weights", "SpeciesWeights", CVar.SERVER);
+
+ /// <summary>
+ /// Control displaying SSD indicators near players
+ /// </summary>
+ public static readonly CVarDef<bool> ICShowSSDIndicator =
+ CVarDef.Create("ic.show_ssd_indicator", true, CVar.CLIENTONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Deadzone for drag-drop interactions.
+ /// </summary>
+ public static readonly CVarDef<float> DragDropDeadZone =
+ CVarDef.Create("control.drag_dead_zone", 12f, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// Toggles whether the walking key is a toggle or a held key.
+ /// </summary>
+ public static readonly CVarDef<bool> ToggleWalk =
+ CVarDef.Create("control.toggle_walk", false, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ // The rationale behind the default limit is simply that I can easily get to 7 interactions per second by just
+ // trying to spam toggle a light switch or lever (though the UseDelay component limits the actual effect of the
+ // interaction). I don't want to accidentally spam admins with alerts just because somebody is spamming a
+ // key manually, nor do we want to alert them just because the player is having network issues and the server
+ // receives multiple interactions at once. But we also want to try catch people with modified clients that spam
+ // many interactions on the same tick. Hence, a very short period, with a relatively high count.
+
+ /// <summary>
+ /// Maximum number of interactions that a player can perform within <see cref="InteractionRateLimitCount"/> seconds
+ /// </summary>
+ public static readonly CVarDef<int> InteractionRateLimitCount =
+ CVarDef.Create("interaction.rate_limit_count", 5, CVar.SERVER | CVar.REPLICATED);
+
+ /// <seealso cref="InteractionRateLimitCount"/>
+ public static readonly CVarDef<float> InteractionRateLimitPeriod =
+ CVarDef.Create("interaction.rate_limit_period", 0.5f, CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Minimum delay (in seconds) between notifying admins about interaction rate limit violations. A negative
+ /// value disables admin announcements.
+ /// </summary>
+ public static readonly CVarDef<int> InteractionRateLimitAnnounceAdminsDelay =
+ CVarDef.Create("interaction.rate_limit_announce_admins_delay", 120, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not the storage UI is static and bound to the hotbar, or unbound and allowed to be dragged anywhere.
+ /// </summary>
+ public static readonly CVarDef<bool> StaticStorageUI =
+ CVarDef.Create("control.static_storage_ui", true, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ /// <summary>
+ /// Whether or not the storage window uses a transparent or opaque sprite.
+ /// </summary>
+ public static readonly CVarDef<bool> OpaqueStorageWindow =
+ CVarDef.Create("control.opaque_storage_background", false, CVar.CLIENTONLY | CVar.ARCHIVE);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<string> UIClickSound =
+ CVarDef.Create("interface.click_sound", "/Audio/UserInterface/click.ogg", CVar.REPLICATED);
+
+ public static readonly CVarDef<string> UIHoverSound =
+ CVarDef.Create("interface.hover_sound", "/Audio/UserInterface/hover.ogg", CVar.REPLICATED);
+
+ public static readonly CVarDef<string> UILayout =
+ CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<string> DefaultScreenChatSize =
+ CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<string> SeparatedScreenChatSize =
+ CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<bool> OutlineEnabled =
+ CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Will mapping mode enable autosaves when it's activated?
+ /// </summary>
+ public static readonly CVarDef<bool>
+ AutosaveEnabled = CVarDef.Create("mapping.autosave", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Autosave interval in seconds.
+ /// </summary>
+ public static readonly CVarDef<float>
+ AutosaveInterval = CVarDef.Create("mapping.autosave_interval", 600f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Directory in server user data to save to. Saves will be inside folders in this directory.
+ /// </summary>
+ public static readonly CVarDef<string>
+ AutosaveDirectory = CVarDef.Create("mapping.autosave_dir", "Autosaves", CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<int> MaxMidiEventsPerSecond =
+ CVarDef.Create("midi.max_events_per_second", 1000, CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<int> MaxMidiEventsPerBatch =
+ CVarDef.Create("midi.max_events_per_batch", 60, CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<int> MaxMidiBatchesDropped =
+ CVarDef.Create("midi.max_batches_dropped", 1, CVar.SERVERONLY);
+
+ public static readonly CVarDef<int> MaxMidiLaggedBatches =
+ CVarDef.Create("midi.max_lagged_batches", 8, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> HolidaysEnabled = CVarDef.Create("holidays.enabled", true, CVar.SERVERONLY);
+ public static readonly CVarDef<bool> BrandingSteam = CVarDef.Create("branding.steam", false, CVar.CLIENTONLY);
+ public static readonly CVarDef<int> EntityMenuGroupingType = CVarDef.Create("entity_menu", 0, CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Should we pre-load all of the procgen atlasses.
+ /// </summary>
+ public static readonly CVarDef<bool> ProcgenPreload =
+ CVarDef.Create("procgen.preload", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Enabled: Cloning has 70% cost and reclaimer will refuse to reclaim corpses with souls. (For LRP).
+ /// Disabled: Cloning has full biomass cost and reclaimer can reclaim corpses with souls. (Playtested and balanced for MRP+).
+ /// </summary>
+ public static readonly CVarDef<bool> BiomassEasyMode =
+ CVarDef.Create("biomass.easy_mode", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// A scale factor applied to a grid's bounds when trying to find a spot to randomly generate an anomaly.
+ /// </summary>
+ public static readonly CVarDef<float> AnomalyGenerationGridBoundsScale =
+ CVarDef.Create("anomaly.generation_grid_bounds_scale", 0.6f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long a client can go without any input before being considered AFK.
+ /// </summary>
+ public static readonly CVarDef<float> AfkTime =
+ CVarDef.Create("afk.time", 60f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Flavor limit. This is to ensure that having a large mass of flavors in
+ /// some food object won't spam a user with flavors.
+ /// </summary>
+ public static readonly CVarDef<int>
+ FlavorLimit = CVarDef.Create("flavor.limit", 10, CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> DestinationFile =
+ CVarDef.Create("autogen.destination_file", "", CVar.SERVER | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether uploaded files will be stored in the server's database.
+ /// This is useful to keep "logs" on what files admins have uploaded in the past.
+ /// </summary>
+ public static readonly CVarDef<bool> ResourceUploadingStoreEnabled =
+ CVarDef.Create("netres.store_enabled", true, CVar.SERVER | CVar.SERVERONLY);
+
+ /// <summary>
+ /// Numbers of days before stored uploaded files are deleted. Set to zero or negative to disable auto-delete.
+ /// This is useful to free some space automatically. Auto-deletion runs only on server boot.
+ /// </summary>
+ public static readonly CVarDef<int> ResourceUploadingStoreDeletionDays =
+ CVarDef.Create("netres.store_deletion_days", 30, CVar.SERVER | CVar.SERVERONLY);
+
+ /// <summary>
+ /// If a server update restart is pending, the delay after the last player leaves before we actually restart. In seconds.
+ /// </summary>
+ public static readonly CVarDef<float> UpdateRestartDelay =
+ CVarDef.Create("update.restart_delay", 20f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If fire alarms should have all access, or if activating/resetting these
+ /// should be restricted to what is dictated on a player's access card.
+ /// Defaults to true.
+ /// </summary>
+ public static readonly CVarDef<bool> FireAlarmAllAccess =
+ CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Time between play time autosaves, in seconds.
+ /// </summary>
+ public static readonly CVarDef<float>
+ PlayTimeSaveInterval = CVarDef.Create("playtime.save_interval", 900f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The maximum amount of time the entity GC can process, in ms.
+ /// </summary>
+ public static readonly CVarDef<int> GCMaximumTimeMs =
+ CVarDef.Create("entgc.maximum_time_ms", 5, CVar.SERVERONLY);
+
+ public static readonly CVarDef<bool> GatewayGeneratorEnabled =
+ CVarDef.Create("gateway.generator_enabled", true);
+
+ public static readonly CVarDef<string> TippyEntity =
+ CVarDef.Create("tippy.entity", "Tippy", CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// The number of seconds that must pass for a single entity to be able to point at something again.
+ /// </summary>
+ public static readonly CVarDef<float> PointingCooldownSeconds =
+ CVarDef.Create("pointing.cooldown_seconds", 0.5f, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<int> NPCMaxUpdates =
+ CVarDef.Create("npc.max_updates", 128);
+
+ public static readonly CVarDef<bool> NPCEnabled = CVarDef.Create("npc.enabled", true);
+
+ /// <summary>
+ /// Should NPCs pathfind when steering. For debug purposes.
+ /// </summary>
+ public static readonly CVarDef<bool> NPCPathfinding = CVarDef.Create("npc.pathfinding", true);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<float> NetAtmosDebugOverlayTickRate =
+ CVarDef.Create("net.atmosdbgoverlaytickrate", 3.0f);
+
+ public static readonly CVarDef<float> NetGasOverlayTickRate =
+ CVarDef.Create("net.gasoverlaytickrate", 3.0f);
+
+ public static readonly CVarDef<int> GasOverlayThresholds =
+ CVarDef.Create("net.gasoverlaythresholds", 20);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> ParallaxEnabled =
+ CVarDef.Create("parallax.enabled", true, CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> ParallaxDebug =
+ CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> ParallaxLowQuality =
+ CVarDef.Create("parallax.low_quality", false, CVar.ARCHIVE | CVar.CLIENTONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
+ /// </summary>
+ public static readonly CVarDef<bool> RelativeMovement =
+ CVarDef.Create("physics.relative_movement", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<float> TileFrictionModifier =
+ CVarDef.Create("physics.tile_friction", 40.0f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<float> StopSpeed =
+ CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Whether mobs can push objects like lockers.
+ /// </summary>
+ /// <remarks>
+ /// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
+ /// </remarks>
+ public static readonly CVarDef<bool> MobPushing =
+ CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED | CVar.SERVER);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// What is the smallest radiation dose in rads that can be received by object.
+ /// Extremely small values may impact performance.
+ /// </summary>
+ public static readonly CVarDef<float> RadiationMinIntensity =
+ CVarDef.Create("radiation.min_intensity", 0.1f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Rate of radiation system update in seconds.
+ /// </summary>
+ public static readonly CVarDef<float> RadiationGridcastUpdateRate =
+ CVarDef.Create("radiation.gridcast.update_rate", 1.0f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If both radiation source and receiver are placed on same grid, ignore grids between them.
+ /// May get inaccurate result in some cases, but greatly boost performance in general.
+ /// </summary>
+ public static readonly CVarDef<bool> RadiationGridcastSimplifiedSameGrid =
+ CVarDef.Create("radiation.gridcast.simplified_same_grid", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Max distance that radiation ray can travel in meters.
+ /// </summary>
+ public static readonly CVarDef<float> RadiationGridcastMaxDistance =
+ CVarDef.Create("radiation.gridcast.max_distance", 50f, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Whether or not to record admin chat. If replays are being publicly distributes, this should probably be
+ /// false.
+ /// </summary>
+ public static readonly CVarDef<bool> ReplayRecordAdminChat =
+ CVarDef.Create("replay.record_admin_chat", false, CVar.ARCHIVE);
+
+ /// <summary>
+ /// Automatically record full rounds as replays.
+ /// </summary>
+ public static readonly CVarDef<bool> ReplayAutoRecord =
+ CVarDef.Create("replay.auto_record", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The file name to record automatic replays to. The path is relative to <see cref="CVars.ReplayDirectory"/>.
+ /// </summary>
+ /// <remarks>
+ /// <para>
+ /// If the path includes slashes, directories will be automatically created if necessary.
+ /// </para>
+ /// <para>
+ /// A number of substitutions can be used to automatically fill in the file name: <c>{year}</c>, <c>{month}</c>, <c>{day}</c>, <c>{hour}</c>, <c>{minute}</c>, <c>{round}</c>.
+ /// </para>
+ /// </remarks>
+ public static readonly CVarDef<string> ReplayAutoRecordName =
+ CVarDef.Create("replay.auto_record_name",
+ "{year}_{month}_{day}-{hour}_{minute}-round_{round}.zip",
+ CVar.SERVERONLY);
+
+ /// <summary>
+ /// Path that, if provided, automatic replays are initially recorded in.
+ /// When the recording is done, the file is moved into its final destination.
+ /// Unless this path is rooted, it will be relative to <see cref="CVars.ReplayDirectory"/>.
+ /// </summary>
+ public static readonly CVarDef<string> ReplayAutoRecordTempDir =
+ CVarDef.Create("replay.auto_record_temp_dir", "", CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Duration for missions
+ /// </summary>
+ public static readonly CVarDef<float>
+ SalvageExpeditionDuration = CVarDef.Create("salvage.expedition_duration", 660f, CVar.REPLICATED);
+
+ /// <summary>
+ /// Cooldown for missions.
+ /// </summary>
+ public static readonly CVarDef<float>
+ SalvageExpeditionCooldown = CVarDef.Create("salvage.expedition_cooldown", 780f, CVar.REPLICATED);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /*
+ * Server
+ */
+
+ /// <summary>
+ /// Change this to have the changelog and rules "last seen" date stored separately.
+ /// </summary>
+ public static readonly CVarDef<string> ServerId =
+ CVarDef.Create("server.id", "unknown_server_id", CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Guide Entry Prototype ID to be displayed as the server rules.
+ /// </summary>
+ public static readonly CVarDef<string> RulesFile =
+ CVarDef.Create("server.rules_file", "DefaultRuleset", CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// Guide entry that is displayed by default when a guide is opened.
+ /// </summary>
+ public static readonly CVarDef<string> DefaultGuide =
+ CVarDef.Create("server.default_guide", "NewPlayer", CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// If greater than 0, automatically restart the server after this many minutes of uptime.
+ /// </summary>
+ /// <remarks>
+ /// <para>
+ /// This is intended to work around various bugs and performance issues caused by long continuous server uptime.
+ /// </para>
+ /// <para>
+ /// This uses the same non-disruptive logic as update restarts,
+ /// i.e. the game will only restart at round end or when there is nobody connected.
+ /// </para>
+ /// </remarks>
+ public static readonly CVarDef<int> ServerUptimeRestartMinutes =
+ CVarDef.Create("server.uptime_restart_minutes", 0, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// If true then the camera will match the grid / map and is unchangeable.
+ /// - When traversing grids it will snap to 0 degrees rotation.
+ /// False means the player has control over the camera rotation.
+ /// - When traversing grids it will snap to the nearest cardinal which will generally be imperceptible.
+ /// </summary>
+ public static readonly CVarDef<bool> CameraRotationLocked =
+ CVarDef.Create("shuttle.camera_rotation_locked", false, CVar.REPLICATED);
+
+ /// <summary>
+ /// Whether the arrivals terminal should be on a planet map.
+ /// </summary>
+ public static readonly CVarDef<bool> ArrivalsPlanet =
+ CVarDef.Create("shuttle.arrivals_planet", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether the arrivals shuttle is enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> ArrivalsShuttles =
+ CVarDef.Create("shuttle.arrivals", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The map to use for the arrivals station.
+ /// </summary>
+ public static readonly CVarDef<string> ArrivalsMap =
+ CVarDef.Create("shuttle.arrivals_map", "/Maps/Misc/terminal.yml", CVar.SERVERONLY);
+
+ /// <summary>
+ /// Cooldown between arrivals departures. This should be longer than the FTL time or it will double cycle.
+ /// </summary>
+ public static readonly CVarDef<float> ArrivalsCooldown =
+ CVarDef.Create("shuttle.arrivals_cooldown", 50f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Are players allowed to return on the arrivals shuttle.
+ /// </summary>
+ public static readonly CVarDef<bool> ArrivalsReturns =
+ CVarDef.Create("shuttle.arrivals_returns", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should all players who spawn at arrivals have godmode until they leave the map?
+ /// </summary>
+ public static readonly CVarDef<bool> GodmodeArrivals =
+ CVarDef.Create("shuttle.godmode_arrivals", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If a grid is split then hide any smaller ones under this mass (kg) from the map.
+ /// This is useful to avoid split grids spamming out labels.
+ /// </summary>
+ public static readonly CVarDef<int> HideSplitGridsUnder =
+ CVarDef.Create("shuttle.hide_split_grids_under", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether to automatically spawn escape shuttles.
+ /// </summary>
+ public static readonly CVarDef<bool> GridFill =
+ CVarDef.Create("shuttle.grid_fill", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether to automatically preloading grids by GridPreloaderSystem
+ /// </summary>
+ public static readonly CVarDef<bool> PreloadGrids =
+ CVarDef.Create("shuttle.preload_grids", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long the warmup time before FTL start should be.
+ /// </summary>
+ public static readonly CVarDef<float> FTLStartupTime =
+ CVarDef.Create("shuttle.startup_time", 5.5f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long a shuttle spends in FTL.
+ /// </summary>
+ public static readonly CVarDef<float> FTLTravelTime =
+ CVarDef.Create("shuttle.travel_time", 20f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long the final stage of FTL before arrival should be.
+ /// </summary>
+ public static readonly CVarDef<float> FTLArrivalTime =
+ CVarDef.Create("shuttle.arrival_time", 5f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How much time needs to pass before a shuttle can FTL again.
+ /// </summary>
+ public static readonly CVarDef<float> FTLCooldown =
+ CVarDef.Create("shuttle.cooldown", 10f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The maximum <see cref="PhysicsComponent.Mass"/> a grid can have before it becomes unable to FTL.
+ /// Any value equal to or less than zero will disable this check.
+ /// </summary>
+ public static readonly CVarDef<float> FTLMassLimit =
+ CVarDef.Create("shuttle.mass_limit", 300f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long to knock down entities for if they aren't buckled when FTL starts and stops.
+ /// </summary>
+ public static readonly CVarDef<float> HyperspaceKnockdownTime =
+ CVarDef.Create("shuttle.hyperspace_knockdown_time", 5f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Is the emergency shuttle allowed to be early launched.
+ /// </summary>
+ public static readonly CVarDef<bool> EmergencyEarlyLaunchAllowed =
+ CVarDef.Create("shuttle.emergency_early_launch_allowed", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long the emergency shuttle remains docked with the station, in seconds.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleDockTime =
+ CVarDef.Create("shuttle.emergency_dock_time", 180f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If the emergency shuttle can't dock at a priority port, the dock time will be multiplied with this value.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleDockTimeMultiplierOtherDock =
+ CVarDef.Create("shuttle.emergency_dock_time_multiplier_other_dock", 1.6667f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// If the emergency shuttle can't dock at all, the dock time will be multiplied with this value.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleDockTimeMultiplierNoDock =
+ CVarDef.Create("shuttle.emergency_dock_time_multiplier_no_dock", 2f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// How long after the console is authorized for the shuttle to early launch.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleAuthorizeTime =
+ CVarDef.Create("shuttle.emergency_authorize_time", 10f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The minimum time for the emergency shuttle to arrive at centcomm.
+ /// Actual minimum travel time cannot be less than <see cref="ShuttleSystem.DefaultArrivalTime"/>
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleMinTransitTime =
+ CVarDef.Create("shuttle.emergency_transit_time_min", 60f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The maximum time for the emergency shuttle to arrive at centcomm.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyShuttleMaxTransitTime =
+ CVarDef.Create("shuttle.emergency_transit_time_max", 180f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether the emergency shuttle is enabled or should the round just end.
+ /// </summary>
+ public static readonly CVarDef<bool> EmergencyShuttleEnabled =
+ CVarDef.Create("shuttle.emergency", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The percentage of time passed from the initial call to when the shuttle can no longer be recalled.
+ /// ex. a call time of 10min and turning point of 0.5 means the shuttle cannot be recalled after 5 minutes.
+ /// </summary>
+ public static readonly CVarDef<float> EmergencyRecallTurningPoint =
+ CVarDef.Create("shuttle.recall_turning_point", 0.5f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Time in minutes after round start to auto-call the shuttle. Set to zero to disable.
+ /// </summary>
+ public static readonly CVarDef<int> EmergencyShuttleAutoCallTime =
+ CVarDef.Create("shuttle.auto_call_time", 90, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Time in minutes after the round was extended (by recalling the shuttle) to call
+ /// the shuttle again.
+ /// </summary>
+ public static readonly CVarDef<int> EmergencyShuttleAutoCallExtensionTime =
+ CVarDef.Create("shuttle.auto_call_extension_time", 45, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> LobbyMusicEnabled =
+ CVarDef.Create("ambience.lobby_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<bool> EventMusicEnabled =
+ CVarDef.Create("ambience.event_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Round end sound (APC Destroyed)
+ /// </summary>
+ public static readonly CVarDef<bool> RestartSoundsEnabled =
+ CVarDef.Create("ambience.restart_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+
+
+ public static readonly CVarDef<bool> AdminSoundsEnabled =
+ CVarDef.Create("audio.admin_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
+
+ public static readonly CVarDef<string> AdminChatSoundPath =
+ CVarDef.Create("audio.admin_chat_sound_path",
+ "/Audio/Items/pop.ogg",
+ CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
+
+ public static readonly CVarDef<float> AdminChatSoundVolume =
+ CVarDef.Create("audio.admin_chat_sound_volume", -5f, CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
+
+ public static readonly CVarDef<string> AHelpSound =
+ CVarDef.Create("audio.ahelp_sound", "/Audio/Effects/adminhelp.ogg", CVar.ARCHIVE | CVar.CLIENTONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<string> StatusMoMMIUrl =
+ CVarDef.Create("status.mommiurl", "", CVar.SERVERONLY);
+
+ public static readonly CVarDef<string> StatusMoMMIPassword =
+ CVarDef.Create("status.mommipassword", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
+
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Whether tips being shown is enabled at all.
+ /// </summary>
+ public static readonly CVarDef<bool> TipsEnabled =
+ CVarDef.Create("tips.enabled", true);
+
+ /// <summary>
+ /// The dataset prototype to use when selecting a random tip.
+ /// </summary>
+ public static readonly CVarDef<string> TipsDataset =
+ CVarDef.Create("tips.dataset", "Tips");
+
+ /// <summary>
+ /// The number of seconds between each tip being displayed when the round is not actively going
+ /// (i.e. postround or lobby)
+ /// </summary>
+ public static readonly CVarDef<float> TipFrequencyOutOfRound =
+ CVarDef.Create("tips.out_of_game_frequency", 60f * 1.5f);
+
+ /// <summary>
+ /// The number of seconds between each tip being displayed when the round is actively going
+ /// </summary>
+ public static readonly CVarDef<float> TipFrequencyInRound =
+ CVarDef.Create("tips.in_game_frequency", 60f * 60);
+
+ public static readonly CVarDef<string> LoginTipsDataset =
+ CVarDef.Create("tips.login_dataset", "Tips");
+
+ /// <summary>
+ /// The chance for Tippy to replace a normal tip message.
+ /// </summary>
+ public static readonly CVarDef<float> TipsTippyChance =
+ CVarDef.Create("tips.tippy_chance", 0.01f);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ public static readonly CVarDef<bool> ViewportStretch =
+ CVarDef.Create("viewport.stretch", true, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> ViewportFixedScaleFactor =
+ CVarDef.Create("viewport.fixed_scale_factor", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> ViewportSnapToleranceMargin =
+ CVarDef.Create("viewport.snap_tolerance_margin", 64, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> ViewportSnapToleranceClip =
+ CVarDef.Create("viewport.snap_tolerance_clip", 32, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<bool> ViewportScaleRender =
+ CVarDef.Create("viewport.scale_render", true, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<int> ViewportMinimumWidth =
+ CVarDef.Create("viewport.minimum_width", 15, CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<int> ViewportMaximumWidth =
+ CVarDef.Create("viewport.maximum_width", 21, CVar.REPLICATED | CVar.SERVER);
+
+ public static readonly CVarDef<int> ViewportWidth =
+ CVarDef.Create("viewport.width", 21, CVar.CLIENTONLY | CVar.ARCHIVE);
+
+ public static readonly CVarDef<bool> ViewportVerticalFit =
+ CVarDef.Create("viewport.vertical_fit", true, CVar.CLIENTONLY | CVar.ARCHIVE);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Allows enabling/disabling player-started votes for ultimate authority
+ /// </summary>
+ public static readonly CVarDef<bool> VoteEnabled =
+ CVarDef.Create("vote.enabled", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// See vote.enabled, but specific to restart votes
+ /// </summary>
+ public static readonly CVarDef<bool> VoteRestartEnabled =
+ CVarDef.Create("vote.restart_enabled", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for when the restart vote should be allowed to be called regardless with less than this amount of players.
+ /// </summary>
+ public static readonly CVarDef<int> VoteRestartMaxPlayers =
+ CVarDef.Create("vote.restart_max_players", 20, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for when the restart vote should be allowed to be called based on percentage of ghosts.
+ /// </summary>
+ public static readonly CVarDef<int> VoteRestartGhostPercentage =
+ CVarDef.Create("vote.restart_ghost_percentage", 55, CVar.SERVERONLY);
+
+ /// <summary>
+ /// See vote.enabled, but specific to preset votes
+ /// </summary>
+ public static readonly CVarDef<bool> VotePresetEnabled =
+ CVarDef.Create("vote.preset_enabled", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// See vote.enabled, but specific to map votes
+ /// </summary>
+ public static readonly CVarDef<bool> VoteMapEnabled =
+ CVarDef.Create("vote.map_enabled", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The required ratio of the server that must agree for a restart round vote to go through.
+ /// </summary>
+ public static readonly CVarDef<float> VoteRestartRequiredRatio =
+ CVarDef.Create("vote.restart_required_ratio", 0.85f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not to prevent the restart vote from having any effect when there is an online admin
+ /// </summary>
+ public static readonly CVarDef<bool> VoteRestartNotAllowedWhenAdminOnline =
+ CVarDef.Create("vote.restart_not_allowed_when_admin_online", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The delay which two votes of the same type are allowed to be made by separate people, in seconds.
+ /// </summary>
+ public static readonly CVarDef<float> VoteSameTypeTimeout =
+ CVarDef.Create("vote.same_type_timeout", 240f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Sets the duration of the map vote timer.
+ /// </summary>
+ public static readonly CVarDef<int>
+ VoteTimerMap = CVarDef.Create("vote.timermap", 90, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Sets the duration of the restart vote timer.
+ /// </summary>
+ public static readonly CVarDef<int>
+ VoteTimerRestart = CVarDef.Create("vote.timerrestart", 60, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Sets the duration of the gamemode/preset vote timer.
+ /// </summary>
+ public static readonly CVarDef<int>
+ VoteTimerPreset = CVarDef.Create("vote.timerpreset", 30, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Sets the duration of the map vote timer when ALONE.
+ /// </summary>
+ public static readonly CVarDef<int>
+ VoteTimerAlone = CVarDef.Create("vote.timeralone", 10, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Allows enabling/disabling player-started votekick for ultimate authority
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickEnabled =
+ CVarDef.Create("votekick.enabled", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for when the votekick should be allowed to be called based on number of eligible voters.
+ /// </summary>
+ public static readonly CVarDef<int> VotekickEligibleNumberRequirement =
+ CVarDef.Create("votekick.eligible_number", 5, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether a votekick initiator must be a ghost or not.
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickInitiatorGhostRequirement =
+ CVarDef.Create("votekick.initiator_ghost_requirement", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should the initiator be whitelisted to initiate a votekick?
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickInitiatorWhitelistedRequirement =
+ CVarDef.Create("votekick.initiator_whitelist_requirement", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Should the initiator be able to start a votekick if they are bellow the votekick.voter_playtime requirement?
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickInitiatorTimeRequirement =
+ CVarDef.Create("votekick.initiator_time_requirement", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether a votekick voter must be a ghost or not.
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickVoterGhostRequirement =
+ CVarDef.Create("votekick.voter_ghost_requirement", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for how many hours playtime a player must have to be able to vote on a votekick.
+ /// </summary>
+ public static readonly CVarDef<int> VotekickEligibleVoterPlaytime =
+ CVarDef.Create("votekick.voter_playtime", 100, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for how many seconds a player must have been dead to initiate a votekick / be able to vote on a votekick.
+ /// </summary>
+ public static readonly CVarDef<int> VotekickEligibleVoterDeathtime =
+ CVarDef.Create("votekick.voter_deathtime", 30, CVar.REPLICATED | CVar.SERVER);
+
+ /// <summary>
+ /// The required ratio of eligible voters that must agree for a votekick to go through.
+ /// </summary>
+ public static readonly CVarDef<float> VotekickRequiredRatio =
+ CVarDef.Create("votekick.required_ratio", 0.6f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether or not to prevent the votekick from having any effect when there is an online admin.
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickNotAllowedWhenAdminOnline =
+ CVarDef.Create("votekick.not_allowed_when_admin_online", true, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The delay for which two votekicks are allowed to be made by separate people, in seconds.
+ /// </summary>
+ public static readonly CVarDef<float> VotekickTimeout =
+ CVarDef.Create("votekick.timeout", 120f, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Sets the duration of the votekick vote timer.
+ /// </summary>
+ public static readonly CVarDef<int>
+ VotekickTimer = CVarDef.Create("votekick.timer", 60, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Config for how many hours playtime a player must have to get protection from the Raider votekick type when playing as an antag.
+ /// </summary>
+ public static readonly CVarDef<int> VotekickAntagRaiderProtection =
+ CVarDef.Create("votekick.antag_raider_protection", 10, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Default severity for votekick bans
+ /// </summary>
+ public static readonly CVarDef<string> VotekickBanDefaultSeverity =
+ CVarDef.Create("votekick.ban_default_severity", "High", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
+
+ /// <summary>
+ /// Duration of a ban caused by a votekick (in minutes).
+ /// </summary>
+ public static readonly CVarDef<int> VotekickBanDuration =
+ CVarDef.Create("votekick.ban_duration", 180, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
+ /// </summary>
+ public static readonly CVarDef<bool> VotekickIgnoreGhostReqInLobby =
+ CVarDef.Create("votekick.ignore_ghost_req_in_lobby", true, CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Controls whether the server will deny any players that are not whitelisted in the DB.
+ /// </summary>
+ public static readonly CVarDef<bool> WhitelistEnabled =
+ CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// Specifies the whitelist prototypes to be used by the server. This should be a comma-separated list of prototypes.
+ /// If a whitelists conditions to be active fail (for example player count), the next whitelist will be used instead. If no whitelist is valid, the player will be allowed to connect.
+ /// </summary>
+ public static readonly CVarDef<string> WhitelistPrototypeList =
+ CVarDef.Create("whitelist.prototype_list", "basicWhitelist", CVar.SERVERONLY);
+}
--- /dev/null
+using Robust.Shared.Configuration;
+
+namespace Content.Shared.CCVar;
+
+public sealed partial class CCVars
+{
+ /// <summary>
+ /// Whether or not world generation is enabled.
+ /// </summary>
+ public static readonly CVarDef<bool> WorldgenEnabled =
+ CVarDef.Create("worldgen.enabled", false, CVar.SERVERONLY);
+
+ /// <summary>
+ /// The worldgen config to use.
+ /// </summary>
+ public static readonly CVarDef<string> WorldgenConfig =
+ CVarDef.Create("worldgen.worldgen_config", "Default", CVar.SERVERONLY);
+}
-using Content.Shared.Maps;
-using Content.Shared.Roles;
using Robust.Shared;
using Robust.Shared.Configuration;
-using Robust.Shared.Physics.Components;
-namespace Content.Shared.CCVar
-{
- // ReSharper disable once InconsistentNaming
- [CVarDefs]
- public sealed class CCVars : CVars
- {
- /*
- * Server
- */
-
- /// <summary>
- /// Change this to have the changelog and rules "last seen" date stored separately.
- /// </summary>
- public static readonly CVarDef<string> ServerId =
- CVarDef.Create("server.id", "unknown_server_id", CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Guide Entry Prototype ID to be displayed as the server rules.
- /// </summary>
- public static readonly CVarDef<string> RulesFile =
- CVarDef.Create("server.rules_file", "DefaultRuleset", CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Guide entry that is displayed by default when a guide is opened.
- /// </summary>
- public static readonly CVarDef<string> DefaultGuide =
- CVarDef.Create("server.default_guide", "NewPlayer", CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// If greater than 0, automatically restart the server after this many minutes of uptime.
- /// </summary>
- /// <remarks>
- /// <para>
- /// This is intended to work around various bugs and performance issues caused by long continuous server uptime.
- /// </para>
- /// <para>
- /// This uses the same non-disruptive logic as update restarts,
- /// i.e. the game will only restart at round end or when there is nobody connected.
- /// </para>
- /// </remarks>
- public static readonly CVarDef<int> ServerUptimeRestartMinutes =
- CVarDef.Create("server.uptime_restart_minutes", 0, CVar.SERVERONLY);
-
- /*
- * Ambience
- */
-
- /// <summary>
- /// How long we'll wait until re-sampling nearby objects for ambience. Should be pretty fast, but doesn't have to match the tick rate.
- /// </summary>
- public static readonly CVarDef<float> AmbientCooldown =
- CVarDef.Create("ambience.cooldown", 0.1f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /// <summary>
- /// How large of a range to sample for ambience.
- /// </summary>
- public static readonly CVarDef<float> AmbientRange =
- CVarDef.Create("ambience.range", 8f, CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Maximum simultaneous ambient sounds.
- /// </summary>
- public static readonly CVarDef<int> MaxAmbientSources =
- CVarDef.Create("ambience.max_sounds", 16, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /// <summary>
- /// The minimum value the user can set for ambience.max_sounds
- /// </summary>
- public static readonly CVarDef<int> MinMaxAmbientSourcesConfigured =
- CVarDef.Create("ambience.min_max_sounds_configured", 16, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
-
- /// <summary>
- /// The maximum value the user can set for ambience.max_sounds
- /// </summary>
- public static readonly CVarDef<int> MaxMaxAmbientSourcesConfigured =
- CVarDef.Create("ambience.max_max_sounds_configured", 64, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
-
- /// <summary>
- /// Ambience volume.
- /// </summary>
- public static readonly CVarDef<float> AmbienceVolume =
- CVarDef.Create("ambience.volume", 1.5f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /// <summary>
- /// Ambience music volume.
- /// </summary>
- public static readonly CVarDef<float> AmbientMusicVolume =
- CVarDef.Create("ambience.music_volume", 1.5f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /// <summary>
- /// Lobby / round end music volume.
- /// </summary>
- public static readonly CVarDef<float> LobbyMusicVolume =
- CVarDef.Create("ambience.lobby_music_volume", 0.50f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /// <summary>
- /// UI volume.
- /// </summary>
- public static readonly CVarDef<float> InterfaceVolume =
- CVarDef.Create("audio.interface_volume", 0.50f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /*
- * Status
- */
-
- public static readonly CVarDef<string> StatusMoMMIUrl =
- CVarDef.Create("status.mommiurl", "", CVar.SERVERONLY);
-
- public static readonly CVarDef<string> StatusMoMMIPassword =
- CVarDef.Create("status.mommipassword", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /*
- * Events
- */
-
- /// <summary>
- /// Controls if the game should run station events
- /// </summary>
- public static readonly CVarDef<bool>
- EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /*
- * Game
- */
-
- /// <summary>
- /// Disables most functionality in the GameTicker.
- /// </summary>
- public static readonly CVarDef<bool>
- GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", true, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
- /// </summary>
- public static readonly CVarDef<int>
- GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if players can latejoin at all.
- /// </summary>
- public static readonly CVarDef<bool>
- GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls the default game preset.
- /// </summary>
- public static readonly CVarDef<string>
- GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if the game can force a different preset if the current preset's criteria are not met.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
-
- /// <summary>
- /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
- /// </summary>
- public static readonly CVarDef<string>
- GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Traitor,Extended", CVar.ARCHIVE);
-
- /// <summary>
- /// Controls if people can win the game in Suspicion or Deathmatch.
- /// </summary>
- public static readonly CVarDef<bool>
- GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
-
- /// <summary>
- /// Controls the maximum number of character slots a player is allowed to have.
- /// </summary>
- public static readonly CVarDef<int>
- GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 30, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
- /// </summary>
- public static readonly CVarDef<string>
- GameMap = CVarDef.Create("game.map", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// Controls whether to use world persistence or not.
- /// </summary>
- public static readonly CVarDef<bool>
- UsePersistence = CVarDef.Create("game.usepersistence", false, CVar.ARCHIVE);
-
- /// <summary>
- /// 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).
- /// </summary>
- public static readonly CVarDef<string>
- PersistenceMap = CVarDef.Create("game.persistencemap", "Empty", CVar.ARCHIVE);
-
- /// <summary>
- /// Prototype to use for map pool.
- /// </summary>
- public static readonly CVarDef<string>
- GameMapPool = CVarDef.Create("game.map_pool", "DefaultMapPool", CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<int>
- GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
-
- /// <summary>
- /// Is map rotation enabled?
- /// </summary>
- public static readonly CVarDef<bool>
- GameMapRotation = CVarDef.Create("game.map_rotation", true, CVar.SERVERONLY);
-
- /// <summary>
- /// If roles should be restricted based on time.
- /// </summary>
- public static readonly CVarDef<bool>
- GameRoleTimers = CVarDef.Create("game.role_timers", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Override default role requirements using a <see cref="JobRequirementOverridePrototype"/>
- /// </summary>
- public static readonly CVarDef<string>
- GameRoleTimerOverride = CVarDef.Create("game.role_timer_override", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// If roles should be restricted based on whether or not they are whitelisted.
- /// </summary>
- public static readonly CVarDef<bool>
- GameRoleWhitelist = CVarDef.Create("game.role_whitelist", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not disconnecting inside of a cryopod should remove the character or just store them until they reconnect.
- /// </summary>
- public static readonly CVarDef<bool>
- GameCryoSleepRejoining = CVarDef.Create("game.cryo_sleep_rejoining", false, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
- /// </summary>
- public static readonly CVarDef<bool> GamePersistGuests =
- CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
-
- public static readonly CVarDef<bool> GameDiagonalMovement =
- CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
-
- public static readonly CVarDef<int> SoftMaxPlayers =
- CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// If a player gets denied connection to the server,
- /// how long they are forced to wait before attempting to reconnect.
- /// </summary>
- public static readonly CVarDef<int> GameServerFullReconnectDelay =
- CVarDef.Create("game.server_full_reconnect_delay", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not panic bunker is currently enabled.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerEnabled =
- CVarDef.Create("game.panic_bunker.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Whether or not the panic bunker will disable when an admin comes online.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerDisableWithAdmins =
- CVarDef.Create("game.panic_bunker.disable_with_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not the panic bunker will enable when no admins are online.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerEnableWithoutAdmins =
- CVarDef.Create("game.panic_bunker.enable_without_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not the panic bunker will count deadminned admins for
- /// <see cref="PanicBunkerDisableWithAdmins"/> and
- /// <see cref="PanicBunkerEnableWithoutAdmins"/>
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerCountDeadminnedAdmins =
- CVarDef.Create("game.panic_bunker.count_deadminned_admins", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Show reason of disconnect for user or not.
- /// </summary>
- public static readonly CVarDef<bool> PanicBunkerShowReason =
- CVarDef.Create("game.panic_bunker.show_reason", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimum age of the account (from server's PoV, so from first-seen date) in minutes.
- /// </summary>
- public static readonly CVarDef<int> PanicBunkerMinAccountAge =
- CVarDef.Create("game.panic_bunker.min_account_age", 1440, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimal overall played time.
- /// </summary>
- public static readonly CVarDef<int> PanicBunkerMinOverallMinutes =
- CVarDef.Create("game.panic_bunker.min_overall_minutes", 600, CVar.SERVERONLY);
-
- /// <summary>
- /// A custom message that will be used for connections denied to the panic bunker
- /// If not empty, then will overwrite <see cref="PanicBunkerShowReason"/>
- /// </summary>
- public static readonly CVarDef<string> PanicBunkerCustomReason =
- CVarDef.Create("game.panic_bunker.custom_reason", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// Allow bypassing the panic bunker if the user is whitelisted.
- /// </summary>
- public static readonly CVarDef<bool> BypassBunkerWhitelist =
- CVarDef.Create("game.panic_bunker.whitelisted_can_bypass", true, CVar.SERVERONLY);
-
- /*
- * TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
- */
-
- /// <summary>
- /// Whether the baby jail is currently enabled.
- /// </summary>
- public static readonly CVarDef<bool> BabyJailEnabled =
- CVarDef.Create("game.baby_jail.enabled", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Show reason of disconnect for user or not.
- /// </summary>
- public static readonly CVarDef<bool> BabyJailShowReason =
- CVarDef.Create("game.baby_jail.show_reason", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Maximum age of the account (from server's PoV, so from first-seen date) in minutes that can access baby
- /// jailed servers.
- /// </summary>
- public static readonly CVarDef<int> BabyJailMaxAccountAge =
- CVarDef.Create("game.baby_jail.max_account_age", 1440, CVar.SERVERONLY);
-
- /// <summary>
- /// Maximum overall played time allowed to access baby jailed servers.
- /// </summary>
- public static readonly CVarDef<int> BabyJailMaxOverallMinutes =
- CVarDef.Create("game.baby_jail.max_overall_minutes", 120, CVar.SERVERONLY);
-
- /// <summary>
- /// A custom message that will be used for connections denied due to the baby jail.
- /// If not empty, then will overwrite <see cref="BabyJailShowReason"/>
- /// </summary>
- public static readonly CVarDef<string> BabyJailCustomReason =
- CVarDef.Create("game.baby_jail.custom_reason", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// Allow bypassing the baby jail if the user is whitelisted.
- /// </summary>
- public static readonly CVarDef<bool> BypassBabyJailWhitelist =
- CVarDef.Create("game.baby_jail.whitelisted_can_bypass", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Make people bonk when trying to climb certain objects like tables.
- /// </summary>
- public static readonly CVarDef<bool> GameTableBonk =
- CVarDef.Create("game.table_bonk", false, CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not status icons are rendered for everyone.
- /// </summary>
- public static readonly CVarDef<bool> GlobalStatusIconsEnabled =
- CVarDef.Create("game.global_status_icons_enabled", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not status icons are rendered on this specific client.
- /// </summary>
- public static readonly CVarDef<bool> LocalStatusIconsEnabled =
- CVarDef.Create("game.local_status_icons_enabled", true, CVar.CLIENTONLY);
-
- /// <summary>
- /// Whether or not coordinates on the Debug overlay should only be available to admins.
- /// </summary>
- public static readonly CVarDef<bool> DebugCoordinatesAdminOnly =
- CVarDef.Create("game.debug_coordinates_admin_only", true, CVar.SERVER | CVar.REPLICATED);
-
-#if EXCEPTION_TOLERANCE
- /// <summary>
- /// Amount of times round start must fail before the server is shut down.
- /// Set to 0 or a negative number to disable.
- /// </summary>
- public static readonly CVarDef<int> RoundStartFailShutdownCount =
- CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
-#endif
-
- /// <summary>
- /// Delay between station alert level changes.
- /// </summary>
- public static readonly CVarDef<int> GameAlertLevelChangeDelay =
- CVarDef.Create("game.alert_level_change_delay", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// The time in seconds that the server should wait before restarting the round.
- /// Defaults to 2 minutes.
- /// </summary>
- public static readonly CVarDef<float> RoundRestartTime =
- CVarDef.Create("game.round_restart_time", 120f, CVar.SERVERONLY);
-
- /// <summary>
- /// The prototype to use for secret weights.
- /// </summary>
- public static readonly CVarDef<string> SecretWeightPrototype =
- CVarDef.Create("game.secret_weight_prototype", "Secret", CVar.SERVERONLY);
-
- /// <summary>
- /// The id of the sound collection to randomly choose a sound from and play when the round ends.
- /// </summary>
- public static readonly CVarDef<string> RoundEndSoundCollection =
- CVarDef.Create("game.round_end_sound_collection", "RoundEnd", CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<bool> RoundEndPVSOverrides =
- CVarDef.Create("game.round_end_pvs_overrides", true, CVar.SERVERONLY);
-
- /// <summary>
- /// If true, players can place objects onto tabletop games like chess boards.
- /// </summary>
- /// <remarks>
- /// This feature is currently highly abusable and can easily be used to crash the server,
- /// so it's off by default.
- /// </remarks>
- public static readonly CVarDef<bool> GameTabletopPlace =
- CVarDef.Create("game.tabletop_place", false, CVar.SERVERONLY);
-
- /// <summary>
- /// If true, contraband severity can be viewed in the examine menu
- /// </summary>
- public static readonly CVarDef<bool> ContrabandExamine =
- CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Size of the lookup area for adding entities to the context menu
- /// </summary>
- public static readonly CVarDef<float> GameEntityMenuLookup =
- CVarDef.Create("game.entity_menu_lookup", 0.25f, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// Should the clients window show the server hostname in the title?
- /// </summary>
- public static readonly CVarDef<bool> GameHostnameInTitlebar =
- CVarDef.Create("game.hostname_in_titlebar", true, CVar.SERVER | CVar.REPLICATED);
-
- /*
- * Discord
- */
-
- /// <summary>
- /// The role that will get mentioned if a new SOS ahelp comes in.
- /// </summary>
- public static readonly CVarDef<string> DiscordAhelpMention =
- CVarDef.Create("discord.on_call_ping", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// URL of the discord webhook to relay unanswered ahelp messages.
- /// </summary>
- public static readonly CVarDef<string> DiscordOnCallWebhook =
- CVarDef.Create("discord.on_call_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// URL of the Discord webhook which will relay all ahelp messages.
- /// </summary>
- public static readonly CVarDef<string> DiscordAHelpWebhook =
- CVarDef.Create("discord.ahelp_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// The server icon to use in the Discord ahelp embed footer.
- /// Valid values are specified at https://discord.com/developers/docs/resources/channel#embed-object-embed-footer-structure.
- /// </summary>
- public static readonly CVarDef<string> DiscordAHelpFooterIcon =
- CVarDef.Create("discord.ahelp_footer_icon", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// The avatar to use for the webhook. Should be an URL.
- /// </summary>
- public static readonly CVarDef<string> DiscordAHelpAvatar =
- CVarDef.Create("discord.ahelp_avatar", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// URL of the Discord webhook which will relay all custom votes. If left empty, disables the webhook.
- /// </summary>
- public static readonly CVarDef<string> DiscordVoteWebhook =
- CVarDef.Create("discord.vote_webhook", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// URL of the Discord webhook which will relay all votekick votes. If left empty, disables the webhook.
- /// </summary>
- public static readonly CVarDef<string> DiscordVotekickWebhook =
- CVarDef.Create("discord.votekick_webhook", string.Empty, CVar.SERVERONLY);
-
- /// URL of the Discord webhook which will relay round restart messages.
- /// </summary>
- public static readonly CVarDef<string> DiscordRoundUpdateWebhook =
- CVarDef.Create("discord.round_update_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// Role id for the Discord webhook to ping when the round ends.
- /// </summary>
- public static readonly CVarDef<string> DiscordRoundEndRoleWebhook =
- CVarDef.Create("discord.round_end_role", string.Empty, CVar.SERVERONLY);
-
- /*
- * Tips
- */
-
- /// <summary>
- /// Whether tips being shown is enabled at all.
- /// </summary>
- public static readonly CVarDef<bool> TipsEnabled =
- CVarDef.Create("tips.enabled", true);
-
- /// <summary>
- /// The dataset prototype to use when selecting a random tip.
- /// </summary>
- public static readonly CVarDef<string> TipsDataset =
- CVarDef.Create("tips.dataset", "Tips");
-
- /// <summary>
- /// The number of seconds between each tip being displayed when the round is not actively going
- /// (i.e. postround or lobby)
- /// </summary>
- public static readonly CVarDef<float> TipFrequencyOutOfRound =
- CVarDef.Create("tips.out_of_game_frequency", 60f * 1.5f);
-
- /// <summary>
- /// The number of seconds between each tip being displayed when the round is actively going
- /// </summary>
- public static readonly CVarDef<float> TipFrequencyInRound =
- CVarDef.Create("tips.in_game_frequency", 60f * 60);
-
- public static readonly CVarDef<string> LoginTipsDataset =
- CVarDef.Create("tips.login_dataset", "Tips");
-
- /// <summary>
- /// The chance for Tippy to replace a normal tip message.
- /// </summary>
- public static readonly CVarDef<float> TipsTippyChance =
- CVarDef.Create("tips.tippy_chance", 0.01f);
-
- /*
- * Console
- */
-
- public static readonly CVarDef<bool> ConsoleLoginLocal =
- CVarDef.Create("console.loginlocal", true, CVar.ARCHIVE | CVar.SERVERONLY);
-
- /// <summary>
- /// Automatically log in the given user as host, equivalent to the <c>promotehost</c> command.
- /// </summary>
- public static readonly CVarDef<string> ConsoleLoginHostUser =
- CVarDef.Create("console.login_host_user", "", CVar.ARCHIVE | CVar.SERVERONLY);
-
-
- /*
- * Database stuff
- */
-
- public static readonly CVarDef<string> DatabaseEngine =
- CVarDef.Create("database.engine", "sqlite", CVar.SERVERONLY);
-
- public static readonly CVarDef<string> DatabaseSqliteDbPath =
- CVarDef.Create("database.sqlite_dbpath", "preferences.db", CVar.SERVERONLY);
-
- /// <summary>
- /// Milliseconds to asynchronously delay all SQLite database acquisitions with.
- /// </summary>
- /// <remarks>
- /// Defaults to 1 on DEBUG, 0 on RELEASE.
- /// This is intended to help catch .Result deadlock bugs that only happen on postgres
- /// (because SQLite is not actually asynchronous normally)
- /// </remarks>
- public static readonly CVarDef<int> DatabaseSqliteDelay =
- CVarDef.Create("database.sqlite_delay", DefaultSqliteDelay, CVar.SERVERONLY);
-
- /// <summary>
- /// Amount of concurrent SQLite database operations.
- /// </summary>
- /// <remarks>
- /// Note that SQLite is not a properly asynchronous database and also has limited read/write concurrency.
- /// Increasing this number may allow more concurrent reads, but it probably won't matter much.
- /// SQLite operations are normally ran on the thread pool, which may cause thread pool starvation if the concurrency is too high.
- /// </remarks>
- public static readonly CVarDef<int> DatabaseSqliteConcurrency =
- CVarDef.Create("database.sqlite_concurrency", 3, CVar.SERVERONLY);
-
-#if DEBUG
- private const int DefaultSqliteDelay = 1;
-#else
- private const int DefaultSqliteDelay = 0;
-#endif
-
-
- public static readonly CVarDef<string> DatabasePgHost =
- CVarDef.Create("database.pg_host", "localhost", CVar.SERVERONLY);
-
- public static readonly CVarDef<int> DatabasePgPort =
- CVarDef.Create("database.pg_port", 5432, CVar.SERVERONLY);
-
- public static readonly CVarDef<string> DatabasePgDatabase =
- CVarDef.Create("database.pg_database", "ss14", CVar.SERVERONLY);
-
- public static readonly CVarDef<string> DatabasePgUsername =
- CVarDef.Create("database.pg_username", "postgres", CVar.SERVERONLY);
-
- public static readonly CVarDef<string> DatabasePgPassword =
- CVarDef.Create("database.pg_password", "", CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
- /// <summary>
- /// Max amount of concurrent Postgres database operations.
- /// </summary>
- public static readonly CVarDef<int> DatabasePgConcurrency =
- CVarDef.Create("database.pg_concurrency", 8, CVar.SERVERONLY);
-
- /// <summary>
- /// Milliseconds to asynchronously delay all PostgreSQL database operations with.
- /// </summary>
- /// <remarks>
- /// This is intended for performance testing. It works different from <see cref="DatabaseSqliteDelay"/>,
- /// as the lag is applied after acquiring the database lock.
- /// </remarks>
- public static readonly CVarDef<int> DatabasePgFakeLag =
- CVarDef.Create("database.pg_fake_lag", 0, CVar.SERVERONLY);
-
- // Basically only exists for integration tests to avoid race conditions.
- public static readonly CVarDef<bool> DatabaseSynchronous =
- CVarDef.Create("database.sync", false, CVar.SERVERONLY);
-
- /*
- * Interface
- */
-
- public static readonly CVarDef<string> UIClickSound =
- CVarDef.Create("interface.click_sound", "/Audio/UserInterface/click.ogg", CVar.REPLICATED);
-
- public static readonly CVarDef<string> UIHoverSound =
- CVarDef.Create("interface.hover_sound", "/Audio/UserInterface/hover.ogg", CVar.REPLICATED);
-
- /*
- * Outline
- */
-
- public static readonly CVarDef<bool> OutlineEnabled =
- CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
-
-
- /*
- * Parallax
- */
-
- public static readonly CVarDef<bool> ParallaxEnabled =
- CVarDef.Create("parallax.enabled", true, CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> ParallaxDebug =
- CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> ParallaxLowQuality =
- CVarDef.Create("parallax.low_quality", false, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /*
- * Physics
- */
-
- /// <summary>
- /// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
- /// </summary>
- public static readonly CVarDef<bool> RelativeMovement =
- CVarDef.Create("physics.relative_movement", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<float> TileFrictionModifier =
- CVarDef.Create("physics.tile_friction", 40.0f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<float> StopSpeed =
- CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Whether mobs can push objects like lockers.
- /// </summary>
- /// <remarks>
- /// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
- /// </remarks>
- public static readonly CVarDef<bool> MobPushing =
- CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED | CVar.SERVER);
-
- /*
- * Music
- */
-
- public static readonly CVarDef<bool> LobbyMusicEnabled =
- CVarDef.Create("ambience.lobby_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> EventMusicEnabled =
- CVarDef.Create("ambience.event_music_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /*
- * Specific Sounds
- */
- // Round end sound (APC Destroyed)
- public static readonly CVarDef<bool> RestartSoundsEnabled =
- CVarDef.Create("ambience.restart_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
-
- /*
- * Admin sounds
- */
-
- public static readonly CVarDef<bool> AdminSoundsEnabled =
- CVarDef.Create("audio.admin_sounds_enabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
- public static readonly CVarDef<string> AdminChatSoundPath =
- CVarDef.Create("audio.admin_chat_sound_path", "/Audio/Items/pop.ogg", CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
- public static readonly CVarDef<float> AdminChatSoundVolume =
- CVarDef.Create("audio.admin_chat_sound_volume", -5f, CVar.ARCHIVE | CVar.CLIENT | CVar.REPLICATED);
- public static readonly CVarDef<string> AHelpSound =
- CVarDef.Create("audio.ahelp_sound", "/Audio/Effects/adminhelp.ogg", CVar.ARCHIVE | CVar.CLIENTONLY);
-
- /*
- * HUD
- */
-
- public static readonly CVarDef<int> HudTheme =
- CVarDef.Create("hud.theme", 0, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> HudHeldItemShow =
- CVarDef.Create("hud.held_item_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> CombatModeIndicatorsPointShow =
- CVarDef.Create("hud.combat_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> LoocAboveHeadShow =
- CVarDef.Create("hud.show_looc_above_head", true, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<float> HudHeldItemOffset =
- CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
-
- public static readonly CVarDef<bool> HudFpsCounterVisible =
- CVarDef.Create("hud.fps_counter_visible", false, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /*
- * NPCs
- */
-
- public static readonly CVarDef<int> NPCMaxUpdates =
- CVarDef.Create("npc.max_updates", 128);
-
- public static readonly CVarDef<bool> NPCEnabled = CVarDef.Create("npc.enabled", true);
-
- /// <summary>
- /// Should NPCs pathfind when steering. For debug purposes.
- /// </summary>
- public static readonly CVarDef<bool> NPCPathfinding = CVarDef.Create("npc.pathfinding", true);
-
- /*
- * Net
- */
-
- public static readonly CVarDef<float> NetAtmosDebugOverlayTickRate =
- CVarDef.Create("net.atmosdbgoverlaytickrate", 3.0f);
-
- public static readonly CVarDef<float> NetGasOverlayTickRate =
- CVarDef.Create("net.gasoverlaytickrate", 3.0f);
-
- public static readonly CVarDef<int> GasOverlayThresholds =
- CVarDef.Create("net.gasoverlaythresholds", 20);
-
- /*
- * Admin
- */
-
- public static readonly CVarDef<bool> AdminAnnounceLogin =
- CVarDef.Create("admin.announce_login", true, CVar.SERVERONLY);
-
- public static readonly CVarDef<bool> AdminAnnounceLogout =
- CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
-
- /// <summary>
- /// The token used to authenticate with the admin API. Leave empty to disable the admin API. This is a secret! Do not share!
- /// </summary>
- public static readonly CVarDef<string> AdminApiToken =
- CVarDef.Create("admin.api_token", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL);
-
-
- /// <summary>
- /// Should users be able to see their own notes? Admins will be able to see and set notes regardless
- /// </summary>
- public static readonly CVarDef<bool> SeeOwnNotes =
- CVarDef.Create("admin.see_own_notes", false, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Should the server play a quick sound to the active admins whenever a new player joins?
- /// </summary>
- public static readonly CVarDef<bool> AdminNewPlayerJoinSound =
- CVarDef.Create("admin.new_player_join_sound", false, CVar.SERVERONLY);
-
- /// <summary>
- /// The amount of days before the note starts fading. It will slowly lose opacity until it reaches stale. Set to 0 to disable.
- /// </summary>
- public static readonly CVarDef<double> NoteFreshDays =
- CVarDef.Create("admin.note_fresh_days", 91.31055, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// The amount of days before the note completely fades, and can only be seen by admins if they press "see more notes". Set to 0
- /// if you want the note to immediately disappear without fading.
- /// </summary>
- public static readonly CVarDef<double> NoteStaleDays =
- CVarDef.Create("admin.note_stale_days", 365.2422, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// How much time does the user have to wait in seconds before confirming that they saw an admin message?
- /// </summary>
- public static readonly CVarDef<float> MessageWaitTime =
- CVarDef.Create("admin.message_wait_time", 3f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// Default severity for role bans
- /// </summary>
- public static readonly CVarDef<string> RoleBanDefaultSeverity =
- CVarDef.Create("admin.role_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Default severity for department bans
- /// </summary>
- public static readonly CVarDef<string> DepartmentBanDefaultSeverity =
- CVarDef.Create("admin.department_ban_default_severity", "medium", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Default severity for server bans
- /// </summary>
- public static readonly CVarDef<string> ServerBanDefaultSeverity =
- CVarDef.Create("admin.server_ban_default_severity", "High", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether a server ban will ban the player's ip by default.
- /// </summary>
- public static readonly CVarDef<bool> ServerBanIpBanDefault =
- CVarDef.Create("admin.server_ban_ip_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether a server ban will ban the player's hardware id by default.
- /// </summary>
- public static readonly CVarDef<bool> ServerBanHwidBanDefault =
- CVarDef.Create("admin.server_ban_hwid_ban_default", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether to use details from last connection for ip/hwid in the BanPanel.
- /// </summary>
- public static readonly CVarDef<bool> ServerBanUseLastDetails =
- CVarDef.Create("admin.server_ban_use_last_details", true, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether to erase a player's chat messages and their entity from the game when banned.
- /// </summary>
- public static readonly CVarDef<bool> ServerBanErasePlayer =
- CVarDef.Create("admin.server_ban_erase_player", false, CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Minimum players sharing a connection required to create an alert. -1 to disable the alert.
- /// </summary>
- /// <remarks>
- /// If you set this to 0 or 1 then it will alert on every connection, so probably don't do that.
- /// </remarks>
- public static readonly CVarDef<int> AdminAlertMinPlayersSharingConnection =
- CVarDef.Create("admin.alert.min_players_sharing_connection", -1, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimum explosion intensity to create an admin alert message. -1 to disable the alert.
- /// </summary>
- public static readonly CVarDef<int> AdminAlertExplosionMinIntensity =
- CVarDef.Create("admin.alert.explosion_min_intensity", 60, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimum particle accelerator strength to create an admin alert message.
- /// </summary>
- public static readonly CVarDef<int> AdminAlertParticleAcceleratorMinPowerState =
- CVarDef.Create("admin.alert.particle_accelerator_min_power_state", 5, CVar.SERVERONLY); // strength 4
-
- /// <summary>
- /// Should the ban details in admin channel include PII? (IP, HWID, etc)
- /// </summary>
- public static readonly CVarDef<bool> AdminShowPIIOnBan =
- CVarDef.Create("admin.show_pii_onban", false, CVar.SERVERONLY);
-
- /// <summary>
- /// If an admin joins a round by reading up or using the late join button, automatically
- /// de-admin them.
- /// </summary>
- public static readonly CVarDef<bool> AdminDeadminOnJoin =
- CVarDef.Create("admin.deadmin_on_join", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Overrides the name the client sees in ahelps. Set empty to disable.
- /// </summary>
- public static readonly CVarDef<string> AdminAhelpOverrideClientName =
- CVarDef.Create("admin.override_adminname_in_client_ahelp", string.Empty, CVar.SERVERONLY);
-
- /// <summary>
- /// The threshold of minutes to appear as a "new player" in the ahelp menu
- /// If 0, appearing as a new player is disabled.
- /// </summary>
- public static readonly CVarDef<int> NewPlayerThreshold =
- CVarDef.Create("admin.new_player_threshold", 0, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// How long an admin client can go without any input before being considered AFK.
- /// </summary>
- public static readonly CVarDef<float> AdminAfkTime =
- CVarDef.Create("admin.afk_time", 600f, CVar.SERVERONLY);
-
- /// <summary>
- /// If true, admins are able to connect even if
- /// <see cref="SoftMaxPlayers"/> would otherwise block regular players.
- /// </summary>
- public static readonly CVarDef<bool> AdminBypassMaxPlayers =
- CVarDef.Create("admin.bypass_max_players", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Determine if custom rank names are used.
- /// If it is false, it'd use the actual rank name regardless of the individual's title.
- /// </summary>
- /// <seealso cref="AhelpAdminPrefix"/>
- /// <seealso cref="AhelpAdminPrefixWebhook"/>
- public static readonly CVarDef<bool> AdminUseCustomNamesAdminRank =
- CVarDef.Create("admin.use_custom_names_admin_rank", true, CVar.SERVERONLY);
-
- /*
- * AHELP
- */
-
- /// <summary>
- /// Ahelp rate limit values are accounted in periods of this size (seconds).
- /// After the period has passed, the count resets.
- /// </summary>
- /// <seealso cref="AhelpRateLimitCount"/>
- public static readonly CVarDef<float> AhelpRateLimitPeriod =
- CVarDef.Create("ahelp.rate_limit_period", 2f, CVar.SERVERONLY);
-
- /// <summary>
- /// How many ahelp messages are allowed in a single rate limit period.
- /// </summary>
- /// <seealso cref="AhelpRateLimitPeriod"/>
- public static readonly CVarDef<int> AhelpRateLimitCount =
- CVarDef.Create("ahelp.rate_limit_count", 10, CVar.SERVERONLY);
-
- /// <summary>
- /// Should the administrator's position be displayed in ahelp.
- /// If it is is false, only the admin's ckey will be displayed in the ahelp.
- /// </summary>
- /// <seealso cref="AdminUseCustomNamesAdminRank"/>
- /// <seealso cref="AhelpAdminPrefixWebhook"/>
- public static readonly CVarDef<bool> AhelpAdminPrefix =
- CVarDef.Create("ahelp.admin_prefix", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Should the administrator's position be displayed in the webhook.
- /// If it is is false, only the admin's ckey will be displayed in webhook.
- /// </summary>
- /// <seealso cref="AdminUseCustomNamesAdminRank"/>
- /// <seealso cref="AhelpAdminPrefix"/>
- public static readonly CVarDef<bool> AhelpAdminPrefixWebhook =
- CVarDef.Create("ahelp.admin_prefix_webhook", false, CVar.SERVERONLY);
-
- /*
- * Explosions
- */
-
- /// <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);
-
- /*
- * Radiation
- */
-
- /// <summary>
- /// What is the smallest radiation dose in rads that can be received by object.
- /// Extremely small values may impact performance.
- /// </summary>
- public static readonly CVarDef<float> RadiationMinIntensity =
- CVarDef.Create("radiation.min_intensity", 0.1f, CVar.SERVERONLY);
-
- /// <summary>
- /// Rate of radiation system update in seconds.
- /// </summary>
- public static readonly CVarDef<float> RadiationGridcastUpdateRate =
- CVarDef.Create("radiation.gridcast.update_rate", 1.0f, CVar.SERVERONLY);
-
- /// <summary>
- /// If both radiation source and receiver are placed on same grid, ignore grids between them.
- /// May get inaccurate result in some cases, but greatly boost performance in general.
- /// </summary>
- public static readonly CVarDef<bool> RadiationGridcastSimplifiedSameGrid =
- CVarDef.Create("radiation.gridcast.simplified_same_grid", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Max distance that radiation ray can travel in meters.
- /// </summary>
- public static readonly CVarDef<float> RadiationGridcastMaxDistance =
- CVarDef.Create("radiation.gridcast.max_distance", 50f, CVar.SERVERONLY);
-
- /*
- * Admin logs
- */
-
- /// <summary>
- /// Controls if admin logs are enabled. Highly recommended to shut this off for development.
- /// </summary>
- public static readonly CVarDef<bool> AdminLogsEnabled =
- CVarDef.Create("adminlogs.enabled", true, CVar.SERVERONLY);
-
- public static readonly CVarDef<float> AdminLogsQueueSendDelay =
- CVarDef.Create("adminlogs.queue_send_delay_seconds", 5f, CVar.SERVERONLY);
-
- // When to skip the waiting time to save in-round admin logs, if no admin logs are currently being saved
- public static readonly CVarDef<int> AdminLogsQueueMax =
- CVarDef.Create("adminlogs.queue_max", 5000, CVar.SERVERONLY);
-
- // When to skip the waiting time to save pre-round admin logs, if no admin logs are currently being saved
- public static readonly CVarDef<int> AdminLogsPreRoundQueueMax =
- CVarDef.Create("adminlogs.pre_round_queue_max", 5000, CVar.SERVERONLY);
-
- // When to start dropping logs
- public static readonly CVarDef<int> AdminLogsDropThreshold =
- CVarDef.Create("adminlogs.drop_threshold", 20000, CVar.SERVERONLY);
-
- // How many logs to send to the client at once
- public static readonly CVarDef<int> AdminLogsClientBatchSize =
- CVarDef.Create("adminlogs.client_batch_size", 1000, CVar.SERVERONLY);
-
- public static readonly CVarDef<string> AdminLogsServerName =
- CVarDef.Create("adminlogs.server_name", "unknown", CVar.SERVERONLY);
-
- /*
- * Atmos
- */
-
- /// <summary>
- /// Whether gas differences will move entities.
- /// </summary>
- public static readonly CVarDef<bool> SpaceWind =
- CVarDef.Create("atmos.space_wind", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
- /// </summary>
- public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
- CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
-
- /// <summary>
- /// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
- /// </summary>
- public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
- CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
-
- /// <summary>
- /// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
- /// Useful to prevent clipping through objects.
- /// </summary>
- public static readonly CVarDef<float> SpaceWindMaxVelocity =
- CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<float> SpaceWindMaxPushForce =
- CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether monstermos tile equalization is enabled.
- /// </summary>
- public static readonly CVarDef<bool> MonstermosEqualization =
- CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether monstermos explosive depressurization is enabled.
- /// Needs <see cref="MonstermosEqualization"/> to be enabled to work.
- /// </summary>
- public static readonly CVarDef<bool> MonstermosDepressurization =
- CVarDef.Create("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether monstermos explosive depressurization will rip tiles..
- /// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> 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.
- /// </summary>
- public static readonly CVarDef<bool> MonstermosRipTiles =
- CVarDef.Create("atmos.monstermos_rip_tiles", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether explosive depressurization will cause the grid to gain an impulse.
- /// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
- /// </summary>
- public static readonly CVarDef<bool> AtmosGridImpulse =
- CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
-
- /// <summary>
- /// 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
- /// </summary>
- public static readonly CVarDef<float> AtmosSpacingEscapeRatio =
- CVarDef.Create("atmos.mmos_spacing_speed", 0.15f, CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<float> AtmosSpacingMinGas =
- CVarDef.Create("atmos.mmos_min_gas", 2.0f, CVar.SERVERONLY);
+namespace Content.Shared.CCVar;
- /// <summary>
- /// 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)
- /// </summary>
- public static readonly CVarDef<float> AtmosSpacingMaxWind =
- CVarDef.Create("atmos.mmos_max_wind", 500f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether atmos superconduction is enabled.
- /// </summary>
- /// <remarks> Disabled by default, superconduction is awful. </remarks>
- public static readonly CVarDef<bool> Superconduction =
- CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Heat loss per tile due to radiation at 20 degC, in W.
- /// </summary>
- public static readonly CVarDef<float> SuperconductionTileLoss =
- CVarDef.Create("atmos.superconduction_tile_loss", 30f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether excited groups will be processed and created.
- /// </summary>
- public static readonly CVarDef<bool> ExcitedGroups =
- CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether all tiles in an excited group will clear themselves once being exposed to space.
- /// Similar to <see cref="MonstermosDepressurization"/>, without none of the tile ripping or
- /// things being thrown around very violently.
- /// Needs <see cref="ExcitedGroups"/> to be enabled to work.
- /// </summary>
- public static readonly CVarDef<bool> ExcitedGroupsSpaceIsAllConsuming =
- CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Maximum time in milliseconds that atmos can take processing.
- /// </summary>
- public static readonly CVarDef<float> AtmosMaxProcessTime =
- CVarDef.Create("atmos.max_process_time", 3f, CVar.SERVERONLY);
-
- /// <summary>
- /// Atmos tickrate in TPS. Atmos processing will happen every 1/TPS seconds.
- /// </summary>
- public static readonly CVarDef<float> AtmosTickRate =
- CVarDef.Create("atmos.tickrate", 15f, CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<float> AtmosSpeedup =
- CVarDef.Create("atmos.speedup", 8f, CVar.SERVERONLY);
-
- /// <summary>
- /// Like atmos.speedup, but only for gas and reaction heat values. 64x means
- /// gases heat up and cool down 64x faster than real life.
- /// </summary>
- public static readonly CVarDef<float> AtmosHeatScale =
- CVarDef.Create("atmos.heat_scale", 8f, CVar.SERVERONLY);
-
- /// <summary>
- /// 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.
- /// </summary>
- public static readonly CVarDef<float> AtmosTankFragment =
- CVarDef.Create("atmos.max_explosion_range", 26f, CVar.SERVERONLY);
-
- /*
- * MIDI instruments
- */
-
- public static readonly CVarDef<int> MaxMidiEventsPerSecond =
- CVarDef.Create("midi.max_events_per_second", 1000, CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<int> MaxMidiEventsPerBatch =
- CVarDef.Create("midi.max_events_per_batch", 60, CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<int> MaxMidiBatchesDropped =
- CVarDef.Create("midi.max_batches_dropped", 1, CVar.SERVERONLY);
-
- public static readonly CVarDef<int> MaxMidiLaggedBatches =
- CVarDef.Create("midi.max_lagged_batches", 8, CVar.SERVERONLY);
-
- /*
- * Holidays
- */
-
- public static readonly CVarDef<bool> HolidaysEnabled = CVarDef.Create("holidays.enabled", true, CVar.SERVERONLY);
-
- /*
- * Branding stuff
- */
-
- public static readonly CVarDef<bool> BrandingSteam = CVarDef.Create("branding.steam", false, CVar.CLIENTONLY);
-
- /*
- * OOC
- */
-
- public static readonly CVarDef<bool> OocEnabled = CVarDef.Create("ooc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
-
- public static readonly CVarDef<bool> AdminOocEnabled =
- CVarDef.Create("ooc.enabled_admin", true, CVar.NOTIFY);
-
- /// <summary>
- /// If true, whenever OOC is disabled the Discord OOC relay will also be disabled.
- /// </summary>
- public static readonly CVarDef<bool> DisablingOOCDisablesRelay = CVarDef.Create("ooc.disabling_ooc_disables_relay", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not OOC chat should be enabled during a round.
- /// </summary>
- public static readonly CVarDef<bool> OocEnableDuringRound =
- CVarDef.Create("ooc.enable_during_round", false, CVar.NOTIFY | CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<bool> ShowOocPatronColor =
- CVarDef.Create("ooc.show_ooc_patron_color", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.CLIENT);
-
- /*
- * LOOC
- */
-
- public static readonly CVarDef<bool> LoocEnabled = CVarDef.Create("looc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
-
- public static readonly CVarDef<bool> AdminLoocEnabled =
- CVarDef.Create("looc.enabled_admin", true, CVar.NOTIFY);
-
- /// <summary>
- /// True: Dead players can use LOOC
- /// False: Dead player LOOC gets redirected to dead chat
- /// </summary>
- public static readonly CVarDef<bool> DeadLoocEnabled = CVarDef.Create("looc.enabled_dead", false, CVar.NOTIFY | CVar.REPLICATED);
-
- /// <summary>
- /// True: Crit players can use LOOC
- /// False: Crit player LOOC gets redirected to dead chat
- /// </summary>
- public static readonly CVarDef<bool> CritLoocEnabled = CVarDef.Create("looc.enabled_crit", false, CVar.NOTIFY | CVar.REPLICATED);
-
- /*
- * Entity Menu Grouping Types
- */
- public static readonly CVarDef<int> EntityMenuGroupingType = CVarDef.Create("entity_menu", 0, CVar.CLIENTONLY);
-
- /*
- * Whitelist
- */
-
- /// <summary>
- /// Controls whether the server will deny any players that are not whitelisted in the DB.
- /// </summary>
- public static readonly CVarDef<bool> WhitelistEnabled =
- CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY);
- /// <summary>
- /// Specifies the whitelist prototypes to be used by the server. This should be a comma-separated list of prototypes.
- /// If a whitelists conditions to be active fail (for example player count), the next whitelist will be used instead. If no whitelist is valid, the player will be allowed to connect.
- /// </summary>
- public static readonly CVarDef<string> WhitelistPrototypeList =
- CVarDef.Create("whitelist.prototype_list", "basicWhitelist", CVar.SERVERONLY);
-
- /*
- * VOTE
- */
-
- /// <summary>
- /// Allows enabling/disabling player-started votes for ultimate authority
- /// </summary>
- public static readonly CVarDef<bool> VoteEnabled =
- CVarDef.Create("vote.enabled", true, CVar.SERVERONLY);
-
- /// <summary>
- /// See vote.enabled, but specific to restart votes
- /// </summary>
- public static readonly CVarDef<bool> VoteRestartEnabled =
- CVarDef.Create("vote.restart_enabled", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for when the restart vote should be allowed to be called regardless with less than this amount of players.
- /// </summary>
- public static readonly CVarDef<int> VoteRestartMaxPlayers =
- CVarDef.Create("vote.restart_max_players", 20, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for when the restart vote should be allowed to be called based on percentage of ghosts.
- ///
- public static readonly CVarDef<int> VoteRestartGhostPercentage =
- CVarDef.Create("vote.restart_ghost_percentage", 55, CVar.SERVERONLY);
-
- /// <summary>
- /// See vote.enabled, but specific to preset votes
- /// </summary>
- public static readonly CVarDef<bool> VotePresetEnabled =
- CVarDef.Create("vote.preset_enabled", true, CVar.SERVERONLY);
-
- /// <summary>
- /// See vote.enabled, but specific to map votes
- /// </summary>
- public static readonly CVarDef<bool> VoteMapEnabled =
- CVarDef.Create("vote.map_enabled", false, CVar.SERVERONLY);
-
- /// <summary>
- /// The required ratio of the server that must agree for a restart round vote to go through.
- /// </summary>
- public static readonly CVarDef<float> VoteRestartRequiredRatio =
- CVarDef.Create("vote.restart_required_ratio", 0.85f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not to prevent the restart vote from having any effect when there is an online admin
- /// </summary>
- public static readonly CVarDef<bool> VoteRestartNotAllowedWhenAdminOnline =
- CVarDef.Create("vote.restart_not_allowed_when_admin_online", true, CVar.SERVERONLY);
-
- /// <summary>
- /// The delay which two votes of the same type are allowed to be made by separate people, in seconds.
- /// </summary>
- public static readonly CVarDef<float> VoteSameTypeTimeout =
- CVarDef.Create("vote.same_type_timeout", 240f, CVar.SERVERONLY);
-
- /// <summary>
- /// Sets the duration of the map vote timer.
- /// </summary>
- public static readonly CVarDef<int>
- VoteTimerMap = CVarDef.Create("vote.timermap", 90, CVar.SERVERONLY);
-
- /// <summary>
- /// Sets the duration of the restart vote timer.
- /// </summary>
- public static readonly CVarDef<int>
- VoteTimerRestart = CVarDef.Create("vote.timerrestart", 60, CVar.SERVERONLY);
-
- /// <summary>
- /// Sets the duration of the gamemode/preset vote timer.
- /// </summary>
- public static readonly CVarDef<int>
- VoteTimerPreset = CVarDef.Create("vote.timerpreset", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// Sets the duration of the map vote timer when ALONE.
- /// </summary>
- public static readonly CVarDef<int>
- VoteTimerAlone = CVarDef.Create("vote.timeralone", 10, CVar.SERVERONLY);
-
- /*
- * VOTEKICK
- */
-
- /// <summary>
- /// Allows enabling/disabling player-started votekick for ultimate authority
- /// </summary>
- public static readonly CVarDef<bool> VotekickEnabled =
- CVarDef.Create("votekick.enabled", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for when the votekick should be allowed to be called based on number of eligible voters.
- /// </summary>
- public static readonly CVarDef<int> VotekickEligibleNumberRequirement =
- CVarDef.Create("votekick.eligible_number", 5, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether a votekick initiator must be a ghost or not.
- /// </summary>
- public static readonly CVarDef<bool> VotekickInitiatorGhostRequirement =
- CVarDef.Create("votekick.initiator_ghost_requirement", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Should the initiator be whitelisted to initiate a votekick?
- /// </summary>
- public static readonly CVarDef<bool> VotekickInitiatorWhitelistedRequirement =
- CVarDef.Create("votekick.initiator_whitelist_requirement", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Should the initiator be able to start a votekick if they are bellow the votekick.voter_playtime requirement?
- /// </summary>
- public static readonly CVarDef<bool> VotekickInitiatorTimeRequirement =
- CVarDef.Create("votekick.initiator_time_requirement", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether a votekick voter must be a ghost or not.
- /// </summary>
- public static readonly CVarDef<bool> VotekickVoterGhostRequirement =
- CVarDef.Create("votekick.voter_ghost_requirement", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for how many hours playtime a player must have to be able to vote on a votekick.
- /// </summary>
- public static readonly CVarDef<int> VotekickEligibleVoterPlaytime =
- CVarDef.Create("votekick.voter_playtime", 100, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for how many seconds a player must have been dead to initiate a votekick / be able to vote on a votekick.
- /// </summary>
- public static readonly CVarDef<int> VotekickEligibleVoterDeathtime =
- CVarDef.Create("votekick.voter_deathtime", 30, CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// The required ratio of eligible voters that must agree for a votekick to go through.
- /// </summary>
- public static readonly CVarDef<float> VotekickRequiredRatio =
- CVarDef.Create("votekick.required_ratio", 0.6f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not to prevent the votekick from having any effect when there is an online admin.
- /// </summary>
- public static readonly CVarDef<bool> VotekickNotAllowedWhenAdminOnline =
- CVarDef.Create("votekick.not_allowed_when_admin_online", true, CVar.SERVERONLY);
-
- /// <summary>
- /// The delay for which two votekicks are allowed to be made by separate people, in seconds.
- /// </summary>
- public static readonly CVarDef<float> VotekickTimeout =
- CVarDef.Create("votekick.timeout", 120f, CVar.SERVERONLY);
-
- /// <summary>
- /// Sets the duration of the votekick vote timer.
- /// </summary>
- public static readonly CVarDef<int>
- VotekickTimer = CVarDef.Create("votekick.timer", 60, CVar.SERVERONLY);
-
- /// <summary>
- /// Config for how many hours playtime a player must have to get protection from the Raider votekick type when playing as an antag.
- /// </summary>
- public static readonly CVarDef<int> VotekickAntagRaiderProtection =
- CVarDef.Create("votekick.antag_raider_protection", 10, CVar.SERVERONLY);
-
- /// <summary>
- /// Default severity for votekick bans
- /// </summary>
- public static readonly CVarDef<string> VotekickBanDefaultSeverity =
- CVarDef.Create("votekick.ban_default_severity", "High", CVar.ARCHIVE | CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Duration of a ban caused by a votekick (in minutes).
- /// </summary>
- public static readonly CVarDef<int> VotekickBanDuration =
- CVarDef.Create("votekick.ban_duration", 180, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether the ghost requirement settings for votekicks should be ignored for the lobby.
- /// </summary>
- public static readonly CVarDef<bool> VotekickIgnoreGhostReqInLobby =
- CVarDef.Create("votekick.ignore_ghost_req_in_lobby", true, CVar.SERVERONLY);
-
- /*
- * BAN
- */
-
- public static readonly CVarDef<bool> BanHardwareIds =
- CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY);
-
- /*
- * Procgen
- */
-
- /// <summary>
- /// Should we pre-load all of the procgen atlasses.
- /// </summary>
- public static readonly CVarDef<bool> ProcgenPreload =
- CVarDef.Create("procgen.preload", true, CVar.SERVERONLY);
-
- /*
- * Shuttles
- */
-
- // Look this is technically eye behavior but its main impact is shuttles so I just dumped it here.
- /// <summary>
- /// If true then the camera will match the grid / map and is unchangeable.
- /// - When traversing grids it will snap to 0 degrees rotation.
- /// False means the player has control over the camera rotation.
- /// - When traversing grids it will snap to the nearest cardinal which will generally be imperceptible.
- /// </summary>
- public static readonly CVarDef<bool> CameraRotationLocked =
- CVarDef.Create("shuttle.camera_rotation_locked", false, CVar.REPLICATED);
-
- /// <summary>
- /// Whether the arrivals terminal should be on a planet map.
- /// </summary>
- public static readonly CVarDef<bool> ArrivalsPlanet =
- CVarDef.Create("shuttle.arrivals_planet", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether the arrivals shuttle is enabled.
- /// </summary>
- public static readonly CVarDef<bool> ArrivalsShuttles =
- CVarDef.Create("shuttle.arrivals", true, CVar.SERVERONLY);
-
- /// <summary>
- /// The map to use for the arrivals station.
- /// </summary>
- public static readonly CVarDef<string> ArrivalsMap =
- CVarDef.Create("shuttle.arrivals_map", "/Maps/Misc/terminal.yml", CVar.SERVERONLY);
-
- /// <summary>
- /// Cooldown between arrivals departures. This should be longer than the FTL time or it will double cycle.
- /// </summary>
- public static readonly CVarDef<float> ArrivalsCooldown =
- CVarDef.Create("shuttle.arrivals_cooldown", 50f, CVar.SERVERONLY);
-
- /// <summary>
- /// Are players allowed to return on the arrivals shuttle.
- /// </summary>
- public static readonly CVarDef<bool> ArrivalsReturns =
- CVarDef.Create("shuttle.arrivals_returns", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Should all players who spawn at arrivals have godmode until they leave the map?
- /// </summary>
- public static readonly CVarDef<bool> GodmodeArrivals =
- CVarDef.Create("shuttle.godmode_arrivals", false, CVar.SERVERONLY);
-
- /// <summary>
- /// If a grid is split then hide any smaller ones under this mass (kg) from the map.
- /// This is useful to avoid split grids spamming out labels.
- /// </summary>
- public static readonly CVarDef<int> HideSplitGridsUnder =
- CVarDef.Create("shuttle.hide_split_grids_under", 30, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether to automatically spawn escape shuttles.
- /// </summary>
- public static readonly CVarDef<bool> GridFill =
- CVarDef.Create("shuttle.grid_fill", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether to automatically preloading grids by GridPreloaderSystem
- /// </summary>
- public static readonly CVarDef<bool> PreloadGrids =
- CVarDef.Create("shuttle.preload_grids", true, CVar.SERVERONLY);
-
- /// <summary>
- /// How long the warmup time before FTL start should be.
- /// </summary>
- public static readonly CVarDef<float> FTLStartupTime =
- CVarDef.Create("shuttle.startup_time", 5.5f, CVar.SERVERONLY);
-
- /// <summary>
- /// How long a shuttle spends in FTL.
- /// </summary>
- public static readonly CVarDef<float> FTLTravelTime =
- CVarDef.Create("shuttle.travel_time", 20f, CVar.SERVERONLY);
-
- /// <summary>
- /// How long the final stage of FTL before arrival should be.
- /// </summary>
- public static readonly CVarDef<float> FTLArrivalTime =
- CVarDef.Create("shuttle.arrival_time", 5f, CVar.SERVERONLY);
-
- /// <summary>
- /// How much time needs to pass before a shuttle can FTL again.
- /// </summary>
- public static readonly CVarDef<float> FTLCooldown =
- CVarDef.Create("shuttle.cooldown", 10f, CVar.SERVERONLY);
-
- /// <summary>
- /// The maximum <see cref="PhysicsComponent.Mass"/> a grid can have before it becomes unable to FTL.
- /// Any value equal to or less than zero will disable this check.
- /// </summary>
- public static readonly CVarDef<float> FTLMassLimit =
- CVarDef.Create("shuttle.mass_limit", 300f, CVar.SERVERONLY);
-
- /// <summary>
- /// How long to knock down entities for if they aren't buckled when FTL starts and stops.
- /// </summary>
- public static readonly CVarDef<float> HyperspaceKnockdownTime =
- CVarDef.Create("shuttle.hyperspace_knockdown_time", 5f, CVar.SERVERONLY);
-
- /*
- * Emergency
- */
-
- /// <summary>
- /// Is the emergency shuttle allowed to be early launched.
- /// </summary>
- public static readonly CVarDef<bool> EmergencyEarlyLaunchAllowed =
- CVarDef.Create("shuttle.emergency_early_launch_allowed", false, CVar.SERVERONLY);
-
- /// <summary>
- /// How long the emergency shuttle remains docked with the station, in seconds.
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleDockTime =
- CVarDef.Create("shuttle.emergency_dock_time", 180f, CVar.SERVERONLY);
-
- /// <summary>
- /// If the emergency shuttle can't dock at a priority port, the dock time will be multiplied with this value.
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleDockTimeMultiplierOtherDock =
- CVarDef.Create("shuttle.emergency_dock_time_multiplier_other_dock", 1.6667f, CVar.SERVERONLY);
-
- /// <summary>
- /// If the emergency shuttle can't dock at all, the dock time will be multiplied with this value.
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleDockTimeMultiplierNoDock =
- CVarDef.Create("shuttle.emergency_dock_time_multiplier_no_dock", 2f, CVar.SERVERONLY);
-
- /// <summary>
- /// How long after the console is authorized for the shuttle to early launch.
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleAuthorizeTime =
- CVarDef.Create("shuttle.emergency_authorize_time", 10f, CVar.SERVERONLY);
-
- /// <summary>
- /// The minimum time for the emergency shuttle to arrive at centcomm.
- /// Actual minimum travel time cannot be less than <see cref="ShuttleSystem.DefaultArrivalTime"/>
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleMinTransitTime =
- CVarDef.Create("shuttle.emergency_transit_time_min", 60f, CVar.SERVERONLY);
-
- /// <summary>
- /// The maximum time for the emergency shuttle to arrive at centcomm.
- /// </summary>
- public static readonly CVarDef<float> EmergencyShuttleMaxTransitTime =
- CVarDef.Create("shuttle.emergency_transit_time_max", 180f, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether the emergency shuttle is enabled or should the round just end.
- /// </summary>
- public static readonly CVarDef<bool> EmergencyShuttleEnabled =
- CVarDef.Create("shuttle.emergency", true, CVar.SERVERONLY);
-
- /// <summary>
- /// The percentage of time passed from the initial call to when the shuttle can no longer be recalled.
- /// ex. a call time of 10min and turning point of 0.5 means the shuttle cannot be recalled after 5 minutes.
- /// </summary>
- public static readonly CVarDef<float> EmergencyRecallTurningPoint =
- CVarDef.Create("shuttle.recall_turning_point", 0.5f, CVar.SERVERONLY);
-
- /// <summary>
- /// Time in minutes after round start to auto-call the shuttle. Set to zero to disable.
- /// </summary>
- public static readonly CVarDef<int> EmergencyShuttleAutoCallTime =
- CVarDef.Create("shuttle.auto_call_time", 90, CVar.SERVERONLY);
-
- /// <summary>
- /// Time in minutes after the round was extended (by recalling the shuttle) to call
- /// the shuttle again.
- /// </summary>
- public static readonly CVarDef<int> EmergencyShuttleAutoCallExtensionTime =
- CVarDef.Create("shuttle.auto_call_extension_time", 45, CVar.SERVERONLY);
-
- /*
- * Crew Manifests
- */
-
- /// <summary>
- /// Setting this allows a crew manifest to be opened from any window
- /// that has a crew manifest button, and sends the correct message.
- /// If this is false, only in-game entities will allow you to see
- /// the crew manifest, if the functionality is coded in.
- /// Having administrator priveledge ignores this, but will still
- /// hide the button in UI windows.
- /// </summary>
- public static readonly CVarDef<bool> CrewManifestWithoutEntity =
- CVarDef.Create("crewmanifest.no_entity", true, CVar.REPLICATED);
-
- /// <summary>
- /// Setting this allows the crew manifest to be viewed from 'unsecure'
- /// entities, such as the PDA.
- /// </summary>
- public static readonly CVarDef<bool> CrewManifestUnsecure =
- CVarDef.Create("crewmanifest.unsecure", true, CVar.REPLICATED);
-
- /*
- * Biomass
- */
-
- /// <summary>
- /// Enabled: Cloning has 70% cost and reclaimer will refuse to reclaim corpses with souls. (For LRP).
- /// Disabled: Cloning has full biomass cost and reclaimer can reclaim corpses with souls. (Playtested and balanced for MRP+).
- /// </summary>
- public static readonly CVarDef<bool> BiomassEasyMode =
- CVarDef.Create("biomass.easy_mode", true, CVar.SERVERONLY);
-
- /*
- * Anomaly
- */
-
- /// <summary>
- /// A scale factor applied to a grid's bounds when trying to find a spot to randomly generate an anomaly.
- /// </summary>
- public static readonly CVarDef<float> AnomalyGenerationGridBoundsScale =
- CVarDef.Create("anomaly.generation_grid_bounds_scale", 0.6f, CVar.SERVERONLY);
-
- /*
- * VIEWPORT
- */
-
- public static readonly CVarDef<bool> ViewportStretch =
- CVarDef.Create("viewport.stretch", true, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<int> ViewportFixedScaleFactor =
- CVarDef.Create("viewport.fixed_scale_factor", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- // This default is basically specifically chosen so fullscreen/maximized 1080p hits a 2x snap and does NN.
- public static readonly CVarDef<int> ViewportSnapToleranceMargin =
- CVarDef.Create("viewport.snap_tolerance_margin", 64, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<int> ViewportSnapToleranceClip =
- CVarDef.Create("viewport.snap_tolerance_clip", 32, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<bool> ViewportScaleRender =
- CVarDef.Create("viewport.scale_render", true, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<int> ViewportMinimumWidth =
- CVarDef.Create("viewport.minimum_width", 15, CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<int> ViewportMaximumWidth =
- CVarDef.Create("viewport.maximum_width", 21, CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<int> ViewportWidth =
- CVarDef.Create("viewport.width", 21, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<bool> ViewportVerticalFit =
- CVarDef.Create("viewport.vertical_fit", true, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /*
- * UI
- */
-
- public static readonly CVarDef<string> UILayout =
- CVarDef.Create("ui.layout", "Default", CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<string> DefaultScreenChatSize =
- CVarDef.Create("ui.default_chat_size", "", CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<string> SeparatedScreenChatSize =
- CVarDef.Create("ui.separated_chat_size", "0.6,0", CVar.CLIENTONLY | CVar.ARCHIVE);
-
-
- /*
- * Accessibility
- */
-
- /// <summary>
- /// Chat window opacity slider, controlling the alpha of the chat window background.
- /// Goes from to 0 (completely transparent) to 1 (completely opaque)
- /// </summary>
- public static readonly CVarDef<float> ChatWindowOpacity =
- CVarDef.Create("accessibility.chat_window_transparency", 0.85f, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// Toggle for visual effects that may potentially cause motion sickness.
- /// Where reasonable, effects affected by this CVar should use an alternate effect.
- /// Please do not use this CVar as a bandaid for effects that could otherwise be made accessible without issue.
- /// </summary>
- public static readonly CVarDef<bool> ReducedMotion =
- CVarDef.Create("accessibility.reduced_motion", false, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- public static readonly CVarDef<bool> ChatEnableColorName =
- CVarDef.Create("accessibility.enable_color_name", true, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles displaying names with individual colors.");
-
- /// <summary>
- /// Screen shake intensity slider, controlling the intensity of the CameraRecoilSystem.
- /// Goes from 0 (no recoil at all) to 1 (regular amounts of recoil)
- /// </summary>
- public static readonly CVarDef<float> ScreenShakeIntensity =
- CVarDef.Create("accessibility.screen_shake_intensity", 1f, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// A generic toggle for various visual effects that are color sensitive.
- /// As of 2/16/24, only applies to progress bar colors.
- /// </summary>
- public static readonly CVarDef<bool> AccessibilityColorblindFriendly =
- CVarDef.Create("accessibility.colorblind_friendly", false, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /*
- * CHAT
- */
-
- /// <summary>
- /// Chat rate limit values are accounted in periods of this size (seconds).
- /// After the period has passed, the count resets.
- /// </summary>
- /// <seealso cref="ChatRateLimitCount"/>
- public static readonly CVarDef<float> ChatRateLimitPeriod =
- CVarDef.Create("chat.rate_limit_period", 2f, CVar.SERVERONLY);
-
- /// <summary>
- /// How many chat messages are allowed in a single rate limit period.
- /// </summary>
- /// <remarks>
- /// The total rate limit throughput per second is effectively
- /// <see cref="ChatRateLimitCount"/> divided by <see cref="ChatRateLimitCount"/>.
- /// </remarks>
- /// <seealso cref="ChatRateLimitPeriod"/>
- public static readonly CVarDef<int> ChatRateLimitCount =
- CVarDef.Create("chat.rate_limit_count", 10, CVar.SERVERONLY);
-
- /// <summary>
- /// Minimum delay (in seconds) between notifying admins about chat message rate limit violations.
- /// A negative value disables admin announcements.
- /// </summary>
- public static readonly CVarDef<int> ChatRateLimitAnnounceAdminsDelay =
- CVarDef.Create("chat.rate_limit_announce_admins_delay", 15, CVar.SERVERONLY);
-
- public static readonly CVarDef<int> ChatMaxMessageLength =
- CVarDef.Create("chat.max_message_length", 1000, CVar.SERVER | CVar.REPLICATED);
-
- public static readonly CVarDef<int> ChatMaxAnnouncementLength =
- CVarDef.Create("chat.max_announcement_length", 256, CVar.SERVER | CVar.REPLICATED);
-
- public static readonly CVarDef<bool> ChatSanitizerEnabled =
- CVarDef.Create("chat.chat_sanitizer_enabled", true, CVar.SERVERONLY);
-
- public static readonly CVarDef<bool> ChatShowTypingIndicator =
- CVarDef.Create("chat.show_typing_indicator", true, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
-
- public static readonly CVarDef<bool> ChatEnableFancyBubbles =
- CVarDef.Create("chat.enable_fancy_bubbles", true, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles displaying fancy speech bubbles, which display the speaking character's name.");
-
- public static readonly CVarDef<bool> ChatFancyNameBackground =
- CVarDef.Create("chat.fancy_name_background", false, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles displaying a background under the speaking character's name.");
-
- /// <summary>
- /// A message broadcast to each player that joins the lobby.
- /// May be changed by admins ingame through use of the "set-motd" command.
- /// In this case the new value, if not empty, is broadcast to all connected players and saved between rounds.
- /// May be requested by any player through use of the "get-motd" command.
- /// </summary>
- public static readonly CVarDef<string> MOTD =
- CVarDef.Create("chat.motd", "", CVar.SERVER | CVar.SERVERONLY | CVar.ARCHIVE, "A message broadcast to each player that joins the lobby.");
-
- /*
- * AFK
- */
-
- /// <summary>
- /// How long a client can go without any input before being considered AFK.
- /// </summary>
- public static readonly CVarDef<float> AfkTime =
- CVarDef.Create("afk.time", 60f, CVar.SERVERONLY);
-
- /*
- * IC
- */
-
- /// <summary>
- /// Restricts IC character names to alphanumeric chars.
- /// </summary>
- public static readonly CVarDef<bool> RestrictedNames =
- CVarDef.Create("ic.restricted_names", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Allows flavor text (character descriptions)
- /// </summary>
- public static readonly CVarDef<bool> FlavorText =
- CVarDef.Create("ic.flavor_text", false, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Adds a period at the end of a sentence if the sentence ends in a letter.
- /// </summary>
- public static readonly CVarDef<bool> ChatPunctuation =
- CVarDef.Create("ic.punctuation", false, CVar.SERVER);
-
- /// <summary>
- /// Enables automatically forcing IC name rules. Uppercases the first letter of the first and last words of the name
- /// </summary>
- public static readonly CVarDef<bool> ICNameCase =
- CVarDef.Create("ic.name_case", true, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Whether or not players' characters are randomly generated rather than using their selected characters in the creator.
- /// </summary>
- public static readonly CVarDef<bool> ICRandomCharacters =
- CVarDef.Create("ic.random_characters", false, CVar.SERVER);
-
- /// <summary>
- /// A weighted random prototype used to determine the species selected for random characters.
- /// </summary>
- public static readonly CVarDef<string> ICRandomSpeciesWeights =
- CVarDef.Create("ic.random_species_weights", "SpeciesWeights", CVar.SERVER);
-
- /// <summary>
- /// Control displaying SSD indicators near players
- /// </summary>
- public static readonly CVarDef<bool> ICShowSSDIndicator =
- CVarDef.Create("ic.show_ssd_indicator", true, CVar.CLIENTONLY);
-
- /*
- * Salvage
- */
-
- /// <summary>
- /// Duration for missions
- /// </summary>
- public static readonly CVarDef<float>
- SalvageExpeditionDuration = CVarDef.Create("salvage.expedition_duration", 660f, CVar.REPLICATED);
-
- /// <summary>
- /// Cooldown for missions.
- /// </summary>
- public static readonly CVarDef<float>
- SalvageExpeditionCooldown = CVarDef.Create("salvage.expedition_cooldown", 780f, CVar.REPLICATED);
-
- /*
- * Flavor
- */
-
- /// <summary>
- /// Flavor limit. This is to ensure that having a large mass of flavors in
- /// some food object won't spam a user with flavors.
- /// </summary>
- public static readonly CVarDef<int>
- FlavorLimit = CVarDef.Create("flavor.limit", 10, CVar.SERVERONLY);
-
- /*
- * Mapping
- */
-
- /// <summary>
- /// Will mapping mode enable autosaves when it's activated?
- /// </summary>
- public static readonly CVarDef<bool>
- AutosaveEnabled = CVarDef.Create("mapping.autosave", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Autosave interval in seconds.
- /// </summary>
- public static readonly CVarDef<float>
- AutosaveInterval = CVarDef.Create("mapping.autosave_interval", 600f, CVar.SERVERONLY);
-
- /// <summary>
- /// Directory in server user data to save to. Saves will be inside folders in this directory.
- /// </summary>
- public static readonly CVarDef<string>
- AutosaveDirectory = CVarDef.Create("mapping.autosave_dir", "Autosaves", CVar.SERVERONLY);
-
-
- /*
- * Rules
- */
-
- /// <summary>
- /// Time that players have to wait before rules can be accepted.
- /// </summary>
- public static readonly CVarDef<float> RulesWaitTime =
- CVarDef.Create("rules.time", 45f, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Don't show rules to localhost/loopback interface.
- /// </summary>
- public static readonly CVarDef<bool> RulesExemptLocal =
- CVarDef.Create("rules.exempt_local", true, CVar.SERVERONLY);
-
-
- /*
- * Autogeneration
- */
-
- public static readonly CVarDef<string> DestinationFile =
- CVarDef.Create("autogen.destination_file", "", CVar.SERVER | CVar.SERVERONLY);
-
- /*
- * Network Resource Manager
- */
-
- /// <summary>
- /// Whether uploaded files will be stored in the server's database.
- /// This is useful to keep "logs" on what files admins have uploaded in the past.
- /// </summary>
- public static readonly CVarDef<bool> ResourceUploadingStoreEnabled =
- CVarDef.Create("netres.store_enabled", true, CVar.SERVER | CVar.SERVERONLY);
-
- /// <summary>
- /// Numbers of days before stored uploaded files are deleted. Set to zero or negative to disable auto-delete.
- /// This is useful to free some space automatically. Auto-deletion runs only on server boot.
- /// </summary>
- public static readonly CVarDef<int> ResourceUploadingStoreDeletionDays =
- CVarDef.Create("netres.store_deletion_days", 30, CVar.SERVER | CVar.SERVERONLY);
-
- /*
- * Controls
- */
-
- /// <summary>
- /// Deadzone for drag-drop interactions.
- /// </summary>
- public static readonly CVarDef<float> DragDropDeadZone =
- CVarDef.Create("control.drag_dead_zone", 12f, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// Toggles whether the walking key is a toggle or a held key.
- /// </summary>
- public static readonly CVarDef<bool> ToggleWalk =
- CVarDef.Create("control.toggle_walk", false, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /*
- * Interactions
- */
-
- // The rationale behind the default limit is simply that I can easily get to 7 interactions per second by just
- // trying to spam toggle a light switch or lever (though the UseDelay component limits the actual effect of the
- // interaction). I don't want to accidentally spam admins with alerts just because somebody is spamming a
- // key manually, nor do we want to alert them just because the player is having network issues and the server
- // receives multiple interactions at once. But we also want to try catch people with modified clients that spam
- // many interactions on the same tick. Hence, a very short period, with a relatively high count.
-
- /// <summary>
- /// Maximum number of interactions that a player can perform within <see cref="InteractionRateLimitCount"/> seconds
- /// </summary>
- public static readonly CVarDef<int> InteractionRateLimitCount =
- CVarDef.Create("interaction.rate_limit_count", 5, CVar.SERVER | CVar.REPLICATED);
-
- /// <seealso cref="InteractionRateLimitCount"/>
- public static readonly CVarDef<float> InteractionRateLimitPeriod =
- CVarDef.Create("interaction.rate_limit_period", 0.5f, CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Minimum delay (in seconds) between notifying admins about interaction rate limit violations. A negative
- /// value disables admin announcements.
- /// </summary>
- public static readonly CVarDef<int> InteractionRateLimitAnnounceAdminsDelay =
- CVarDef.Create("interaction.rate_limit_announce_admins_delay", 120, CVar.SERVERONLY);
-
- /*
- * STORAGE
- */
-
- /// <summary>
- /// Whether or not the storage UI is static and bound to the hotbar, or unbound and allowed to be dragged anywhere.
- /// </summary>
- public static readonly CVarDef<bool> StaticStorageUI =
- CVarDef.Create("control.static_storage_ui", true, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /// <summary>
- /// Whether or not the storage window uses a transparent or opaque sprite.
- /// </summary>
- public static readonly CVarDef<bool> OpaqueStorageWindow =
- CVarDef.Create("control.opaque_storage_background", false, CVar.CLIENTONLY | CVar.ARCHIVE);
-
- /*
- * UPDATE
- */
-
- /// <summary>
- /// If a server update restart is pending, the delay after the last player leaves before we actually restart. In seconds.
- /// </summary>
- public static readonly CVarDef<float> UpdateRestartDelay =
- CVarDef.Create("update.restart_delay", 20f, CVar.SERVERONLY);
-
- /*
- * Ghost
- */
-
- /// <summary>
- /// The time you must spend reading the rules, before the "Request" button is enabled
- /// </summary>
- public static readonly CVarDef<float> GhostRoleTime =
- CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED | CVar.SERVER);
-
- /// <summary>
- /// If ghost role lotteries should be made near-instanteous.
- /// </summary>
- public static readonly CVarDef<bool> GhostQuickLottery =
- CVarDef.Create("ghost.quick_lottery", false, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether or not to kill the player's mob on ghosting, when it is in a critical health state.
- /// </summary>
- public static readonly CVarDef<bool> GhostKillCrit =
- CVarDef.Create("ghost.kill_crit", true, CVar.REPLICATED | CVar.SERVER);
-
- /*
- * Fire alarm
- */
-
- /// <summary>
- /// If fire alarms should have all access, or if activating/resetting these
- /// should be restricted to what is dictated on a player's access card.
- /// Defaults to true.
- /// </summary>
- public static readonly CVarDef<bool> FireAlarmAllAccess =
- CVarDef.Create("firealarm.allaccess", true, CVar.SERVERONLY);
-
- /*
- * PLAYTIME
- */
-
- /// <summary>
- /// Time between play time autosaves, in seconds.
- /// </summary>
- public static readonly CVarDef<float>
- PlayTimeSaveInterval = CVarDef.Create("playtime.save_interval", 900f, CVar.SERVERONLY);
-
- /*
- * INFOLINKS
- */
-
- /// <summary>
- /// Link to Discord server to show in the launcher.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksDiscord =
- CVarDef.Create("infolinks.discord", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to website to show in the launcher.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksForum =
- CVarDef.Create("infolinks.forum", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to GitHub page to show in the launcher.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksGithub =
- CVarDef.Create("infolinks.github", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to website to show in the launcher.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksWebsite =
- CVarDef.Create("infolinks.website", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to wiki to show in the launcher.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksWiki =
- CVarDef.Create("infolinks.wiki", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to Patreon. Not shown in the launcher currently.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksPatreon =
- CVarDef.Create("infolinks.patreon", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to the bug report form.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksBugReport =
- CVarDef.Create("infolinks.bug_report", "", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// Link to site handling ban appeals. Shown in ban disconnect messages.
- /// </summary>
- public static readonly CVarDef<string> InfoLinksAppeal =
- CVarDef.Create("infolinks.appeal", "", CVar.SERVER | CVar.REPLICATED);
-
- /*
- * CONFIG
- */
-
- // These are server-only for now since I don't foresee a client use yet,
- // and I don't wanna have to start coming up with like .client suffixes and stuff like that.
-
- /// <summary>
- /// Configuration presets to load during startup.
- /// Multiple presets can be separated by comma and are loaded in order.
- /// </summary>
- /// <remarks>
- /// Loaded presets must be located under the <c>ConfigPresets/</c> resource directory and end with the <c>.toml</c> extension.
- /// Only the file name (without extension) must be given for this variable.
- /// </remarks>
- public static readonly CVarDef<string> ConfigPresets =
- CVarDef.Create("config.presets", "", CVar.SERVERONLY);
-
- /// <summary>
- /// Whether to load the preset development CVars.
- /// This disables some things like lobby to make development easier.
- /// Even when true, these are only loaded if the game is compiled with <c>DEVELOPMENT</c> set.
- /// </summary>
- public static readonly CVarDef<bool> ConfigPresetDevelopment =
- CVarDef.Create("config.preset_development", true, CVar.SERVERONLY);
-
- /// <summary>
- /// Whether to load the preset debug CVars.
- /// Even when true, these are only loaded if the game is compiled with <c>DEBUG</c> set.
- /// </summary>
- public static readonly CVarDef<bool> ConfigPresetDebug =
- CVarDef.Create("config.preset_debug", true, CVar.SERVERONLY);
-
- /*
- * World Generation
- */
- /// <summary>
- /// Whether or not world generation is enabled.
- /// </summary>
- public static readonly CVarDef<bool> WorldgenEnabled =
- CVarDef.Create("worldgen.enabled", false, CVar.SERVERONLY);
-
- /// <summary>
- /// The worldgen config to use.
- /// </summary>
- public static readonly CVarDef<string> WorldgenConfig =
- CVarDef.Create("worldgen.worldgen_config", "Default", CVar.SERVERONLY);
-
- /// <summary>
- /// The maximum amount of time the entity GC can process, in ms.
- /// </summary>
- public static readonly CVarDef<int> GCMaximumTimeMs =
- CVarDef.Create("entgc.maximum_time_ms", 5, CVar.SERVERONLY);
-
- /*
- * Replays
- */
-
- /// <summary>
- /// Whether or not to record admin chat. If replays are being publicly distributes, this should probably be
- /// false.
- /// </summary>
- public static readonly CVarDef<bool> ReplayRecordAdminChat =
- CVarDef.Create("replay.record_admin_chat", false, CVar.ARCHIVE);
-
- /// <summary>
- /// Automatically record full rounds as replays.
- /// </summary>
- public static readonly CVarDef<bool> ReplayAutoRecord =
- CVarDef.Create("replay.auto_record", false, CVar.SERVERONLY);
-
- /// <summary>
- /// The file name to record automatic replays to. The path is relative to <see cref="CVars.ReplayDirectory"/>.
- /// </summary>
- /// <remarks>
- /// <para>
- /// If the path includes slashes, directories will be automatically created if necessary.
- /// </para>
- /// <para>
- /// A number of substitutions can be used to automatically fill in the file name: <c>{year}</c>, <c>{month}</c>, <c>{day}</c>, <c>{hour}</c>, <c>{minute}</c>, <c>{round}</c>.
- /// </para>
- /// </remarks>
- public static readonly CVarDef<string> ReplayAutoRecordName =
- CVarDef.Create("replay.auto_record_name", "{year}_{month}_{day}-{hour}_{minute}-round_{round}.zip", CVar.SERVERONLY);
-
- /// <summary>
- /// Path that, if provided, automatic replays are initially recorded in.
- /// When the recording is done, the file is moved into its final destination.
- /// Unless this path is rooted, it will be relative to <see cref="CVars.ReplayDirectory"/>.
- /// </summary>
- public static readonly CVarDef<string> ReplayAutoRecordTempDir =
- CVarDef.Create("replay.auto_record_temp_dir", "", CVar.SERVERONLY);
-
- /*
- * Miscellaneous
- */
-
- public static readonly CVarDef<bool> GatewayGeneratorEnabled =
- CVarDef.Create("gateway.generator_enabled", true);
-
- // Clippy!
- public static readonly CVarDef<string> TippyEntity =
- CVarDef.Create("tippy.entity", "Tippy", CVar.SERVER | CVar.REPLICATED);
-
- /// <summary>
- /// The number of seconds that must pass for a single entity to be able to point at something again.
- /// </summary>
- public static readonly CVarDef<float> PointingCooldownSeconds =
- CVarDef.Create("pointing.cooldown_seconds", 0.5f, CVar.SERVERONLY);
-
- /*
- * DEBUG
- */
-
- /// <summary>
- /// A simple toggle to test <c>OptionsVisualizerComponent</c>.
- /// </summary>
- public static readonly CVarDef<bool> DebugOptionVisualizerTest =
- CVarDef.Create("debug.option_visualizer_test", false, CVar.CLIENTONLY);
-
- /// <summary>
- /// Set to true to disable parallel processing in the pow3r solver.
- /// </summary>
- public static readonly CVarDef<bool> DebugPow3rDisableParallel =
- CVarDef.Create("debug.pow3r_disable_parallel", true, CVar.SERVERONLY);
- }
+/// <summary>
+/// Contains all the CVars used by content.
+/// </summary>
+/// <remarks>
+/// NOTICE FOR FORKS: Put your own CVars in a separate file with a different [CVarDefs] attribute. RT will automatically pick up on it.
+/// </remarks>
+[CVarDefs]
+public sealed partial class CCVars : CVars
+{
+ // Only debug stuff lives here.
+
+ /// <summary>
+ /// A simple toggle to test <c>OptionsVisualizerComponent</c>.
+ /// </summary>
+ public static readonly CVarDef<bool> DebugOptionVisualizerTest =
+ CVarDef.Create("debug.option_visualizer_test", false, CVar.CLIENTONLY);
+
+ /// <summary>
+ /// Set to true to disable parallel processing in the pow3r solver.
+ /// </summary>
+ public static readonly CVarDef<bool> DebugPow3rDisableParallel =
+ CVarDef.Create("debug.pow3r_disable_parallel", true, CVar.SERVERONLY);
}