Adds support for a map rotation system. (#7162)
* Adds support for a map rotation system. It is now the default way of selecting a map, map votes have been disabled. * whoops * Randomize the map it starts off with, too. (it'd pick bagel every time otherwise) * Address review * remove knight from rotation due to it being an unmaintained map. * minor cleanup
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@@ -126,6 +126,19 @@ namespace Content.Shared.CCVar
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public static readonly CVarDef<bool>
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GameMapForced = CVarDef.Create("game.mapforced", false, CVar.SERVERONLY);
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/// <summary>
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/// The depth of the queue used to calculate which map is next in rotation.
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/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
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/// </summary>
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public static readonly CVarDef<int>
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GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
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/// <summary>
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/// Is map rotation enabled?
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/// </summary>
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public static readonly CVarDef<bool>
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GameMapRotation = CVarDef.Create<bool>("game.map_rotation", true, CVar.SERVERONLY);
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/// <summary>
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/// Whether a random position offset will be applied to the station on roundstart.
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/// </summary>
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@@ -562,7 +575,7 @@ namespace Content.Shared.CCVar
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/// See vote.enabled, but specific to map votes
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/// </summary>
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public static readonly CVarDef<bool> VoteMapEnabled =
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CVarDef.Create("vote.map_enabled", true, CVar.SERVERONLY);
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CVarDef.Create("vote.map_enabled", false, CVar.SERVERONLY);
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/// <summary>
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/// The required ratio of the server that must agree for a restart round vote to go through.
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