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OldThink/Content.Server/Explosion/EntitySystems/ExplosionSystem.CVars.cs

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Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
using Content.Shared.CCVar;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
public int MaxIterations { get; private set; }
public int MaxArea { get; private set; }
public float MaxProcessingTime { get; private set; }
public int TilesPerTick { get; private set; }
public int ThrowLimit { get; private set; }
public bool SleepNodeSys { get; private set; }
public bool IncrementalTileBreaking { get; private set; }
public int SingleTickAreaLimit {get; private set; }
private void SubscribeCvars()
{
_cfg.OnValueChanged(CCVars.ExplosionTilesPerTick, SetTilesPerTick, true);
_cfg.OnValueChanged(CCVars.ExplosionThrowLimit, SetThrowLimit, true);
_cfg.OnValueChanged(CCVars.ExplosionSleepNodeSys, SetSleepNodeSys, true);
_cfg.OnValueChanged(CCVars.ExplosionMaxArea, SetMaxArea, true);
_cfg.OnValueChanged(CCVars.ExplosionMaxIterations, SetMaxIterations, true);
_cfg.OnValueChanged(CCVars.ExplosionMaxProcessingTime, SetMaxProcessingTime, true);
_cfg.OnValueChanged(CCVars.ExplosionIncrementalTileBreaking, SetIncrementalTileBreaking, true);
_cfg.OnValueChanged(CCVars.ExplosionSingleTickAreaLimit, SetSingleTickAreaLimit, true);
}
private void UnsubscribeCvars()
{
_cfg.UnsubValueChanged(CCVars.ExplosionTilesPerTick, SetTilesPerTick);
_cfg.UnsubValueChanged(CCVars.ExplosionThrowLimit, SetThrowLimit);
_cfg.UnsubValueChanged(CCVars.ExplosionSleepNodeSys, SetSleepNodeSys);
_cfg.UnsubValueChanged(CCVars.ExplosionMaxArea, SetMaxArea);
_cfg.UnsubValueChanged(CCVars.ExplosionMaxIterations, SetMaxIterations);
_cfg.UnsubValueChanged(CCVars.ExplosionMaxProcessingTime, SetMaxProcessingTime);
_cfg.UnsubValueChanged(CCVars.ExplosionIncrementalTileBreaking, SetIncrementalTileBreaking);
_cfg.UnsubValueChanged(CCVars.ExplosionSingleTickAreaLimit, SetSingleTickAreaLimit);
}
private void SetTilesPerTick(int value) => TilesPerTick = value;
private void SetThrowLimit(int value) => ThrowLimit = value;
private void SetSleepNodeSys(bool value) => SleepNodeSys = value;
private void SetMaxArea(int value) => MaxArea = value;
private void SetMaxIterations(int value) => MaxIterations = value;
private void SetMaxProcessingTime(float value) => MaxProcessingTime = value;
private void SetIncrementalTileBreaking(bool value) => IncrementalTileBreaking = value;
private void SetSingleTickAreaLimit(int value) => SingleTickAreaLimit = value;
}