using Robust.Shared.Configuration; namespace Content.Shared._DV.CCVars; /// /// DeltaV specific cvars. /// [CVarDefs] // ReSharper disable once InconsistentNaming - Shush you public sealed partial class DCCVars { /* * Glimmer */ /// /// Whether glimmer is enabled. /// public static readonly CVarDef GlimmerEnabled = CVarDef.Create("glimmer.enabled", true, CVar.REPLICATED); /// /// Passive glimmer drain per second. /// Note that this is randomized and this is an average value. /// public static readonly CVarDef GlimmerLostPerSecond = CVarDef.Create("glimmer.passive_drain_per_second", 0.1f, CVar.SERVERONLY); /// /// Whether random rolls for psionics are allowed. /// Guaranteed psionics will still go through. /// public static readonly CVarDef PsionicRollsEnabled = CVarDef.Create("psionics.rolls_enabled", true, CVar.SERVERONLY); /// /// Anti-EORG measure. Will add pacified to all players upon round end. /// Its not perfect, but gets the job done. /// public static readonly CVarDef RoundEndPacifist = CVarDef.Create("game.round_end_pacifist", false, CVar.SERVERONLY); /* * No EORG */ /// /// Whether the no EORG popup is enabled. /// public static readonly CVarDef RoundEndNoEorgPopup = CVarDef.Create("game.round_end_eorg_popup_enabled", true, CVar.SERVER | CVar.REPLICATED); /// /// Skip the no EORG popup. /// public static readonly CVarDef SkipRoundEndNoEorgPopup = CVarDef.Create("game.skip_round_end_eorg_popup", false, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// How long to display the EORG popup for. /// public static readonly CVarDef RoundEndNoEorgPopupTime = CVarDef.Create("game.round_end_eorg_popup_time", 5f, CVar.SERVER | CVar.REPLICATED); /* * Auto ACO */ /// /// How long after the announcement before the spare ID is unlocked /// public static readonly CVarDef SpareIdUnlockDelay = CVarDef.Create("game.spare_id.unlock_delay", TimeSpan.FromMinutes(5), CVar.SERVERONLY | CVar.ARCHIVE); /// /// How long to wait before checking for a captain after roundstart /// public static readonly CVarDef SpareIdAlertDelay = CVarDef.Create("game.spare_id.alert_delay", TimeSpan.FromMinutes(15), CVar.SERVERONLY | CVar.ARCHIVE); /// /// Determines if the automatic spare ID process should automatically unlock the cabinet /// public static readonly CVarDef SpareIdAutoUnlock = CVarDef.Create("game.spare_id.auto_unlock", true, CVar.SERVERONLY | CVar.ARCHIVE); /* * Misc. */ /// /// Disables all vision filters for species like Vulpkanin or Harpies. There are good reasons someone might want to disable these. /// public static readonly CVarDef NoVisionFilters = CVarDef.Create("accessibility.no_vision_filters", true, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Disables the fullscreen shader at 700+ glimmer. /// public static readonly CVarDef DisableGlimmerShader = CVarDef.Create("accessibility.disable_glimmer_shader", false, CVar.CLIENTONLY | CVar.ARCHIVE); /// /// Whether the Shipyard is enabled. /// public static readonly CVarDef Shipyard = CVarDef.Create("shuttle.shipyard", true, CVar.SERVERONLY); /// /// What year it is in the game. Actual value shown in game is server date + this value. /// public static readonly CVarDef YearOffset = CVarDef.Create("game.current_year_offset", 550, CVar.SERVERONLY); /* * Feedback webhook */ /// /// Discord webhook URL for getting feedback from players. If empty, will not relay the feedback. /// public static readonly CVarDef DiscordPlayerFeedbackWebhook = CVarDef.Create("discord.player_feedback_webhook", string.Empty, CVar.SERVERONLY | CVar.CONFIDENTIAL); /// /// Use the admin's Admin OOC color in bwoinks. /// If either the ooc color or this is not set, uses the admin.admin_bwoink_color value. /// public static readonly CVarDef UseAdminOOCColorInBwoinks = CVarDef.Create("admin.bwoink_use_admin_ooc_color", false, CVar.SERVERONLY); /// /// If an admin replies to users from discord, should it use their discord role color? (if applicable) /// Overrides DiscordReplyColor and AdminBwoinkColor. /// public static readonly CVarDef UseDiscordRoleColor = CVarDef.Create("admin.use_discord_role_color", false, CVar.SERVERONLY); /// /// If an admin replies to users from discord, should it use their discord role name? (if applicable) /// public static readonly CVarDef UseDiscordRoleName = CVarDef.Create("admin.use_discord_role_name", false, CVar.SERVERONLY); /// /// The text before an admin's name when replying from discord to indicate they're speaking from discord. /// public static readonly CVarDef DiscordReplyPrefix = CVarDef.Create("admin.discord_reply_prefix", "(DC) ", CVar.SERVERONLY); /// /// The color of the names of admins. This is the fallback color for admins. /// public static readonly CVarDef AdminBwoinkColor = CVarDef.Create("admin.admin_bwoink_color", "red", CVar.SERVERONLY); /// /// The color of the names of admins who reply from discord. Leave empty to disable. /// Overrides AdminBwoinkColor. /// public static readonly CVarDef DiscordReplyColor = CVarDef.Create("admin.discord_reply_color", string.Empty, CVar.SERVERONLY); /// /// Whether or not to disable the preset selecting test rule from running. Should be disabled in production. DeltaV specific, attached to Impstation Secret concurrent feature. /// public static readonly CVarDef EnableBacktoBack = CVarDef.Create("game.disable_preset_test", false, CVar.SERVERONLY); /// /// A string containing a list of newline-separated strings to be highlighted in the chat. Use this instead of Wizden's CVar. /// public static readonly CVarDef ChatHighlights = CVarDef.Create("deltav.chat.highlights", "", CVar.CLIENTONLY | CVar.ARCHIVE, "A list of newline-separated strings to be highlighted in the chat."); /// /// An option to toggle the automatic filling of the highlights with the character's info, if available. /// [Obsolete("Use CCVar.ChatAutoFillHighlights instead.")] public static readonly CVarDef ChatAutoFillHighlights = CVarDef.Create("deltav.chat.auto_fill_highlights", false, CVar.CLIENTONLY | CVar.ARCHIVE, "Toggles automatically filling the highlights with the character's information."); /// /// The color in which the highlights will be displayed. /// [Obsolete("Use CCVar.ChatHighlightsColor instead.")] public static readonly CVarDef ChatHighlightsColor = CVarDef.Create("deltav.chat.highlights_color", "#17FFC1FF", CVar.CLIENTONLY | CVar.ARCHIVE, "The color in which the highlights will be displayed."); /* Laying down combat */ /// /// Modifier to apply to all melee attacks when laying down. /// Don't increase this above 1... /// public static readonly CVarDef LayingDownMeleeMod = CVarDef.Create("game.laying_down_melee_mod", 0.25f, CVar.REPLICATED); /// /// Maximum number of characters in objective summaries. /// public static readonly CVarDef MaxObjectiveSummaryLength = CVarDef.Create("game.max_objective_summary_length", 256, CVar.SERVER | CVar.REPLICATED); /* OOC shuttle vote */ /// /// How long players should have to vote on the round end shuttle being sent /// public static readonly CVarDef EmergencyShuttleVoteTime = CVarDef.Create("shuttle.vote_time", TimeSpan.FromMinutes(1), CVar.SERVER); /* * Cosmic Cult */ /// /// How much entropy a convert is worth towards the next monument tier. /// public static readonly CVarDef CosmicCultistEntropyValue = CVarDef.Create("cosmiccult.cultist_entropy_value", 8, CVar.SERVER); /// /// How much of the crew the cult is aiming to convert for a tier 3 monument. /// public static readonly CVarDef CosmicCultTargetConversionPercent = CVarDef.Create("cosmiccult.target_conversion_percent", 40, CVar.SERVER); /// /// How long the timer for the cult's stewardship vote lasts. /// public static readonly CVarDef CosmicCultStewardVoteTimer = CVarDef.Create("cosmiccult.steward_vote_timer", 80, CVar.SERVER); /// /// How long we wait before starting the stewardship vote. /// public static readonly CVarDef CosmicCultStewardVoteDelayTimer = CVarDef.Create("cosmiccult.steward_vote_delay", 25, CVar.SERVER); /// /// The delay between the monument getting upgraded to tier 2 and rifts starting to appear. the monument cannot be upgraded again in this time. /// public static readonly CVarDef CosmicCultT2RevealDelaySeconds = CVarDef.Create("cosmiccult.t2_reveal_delay_seconds", 30, CVar.SERVER); /// /// The delay between the monument getting upgraded to tier 3 and the crew learning of that fact. the monument cannot be upgraded again in this time. /// public static readonly CVarDef CosmicCultT3RevealDelaySeconds = CVarDef.Create("cosmiccult.t3_reveal_delay_seconds", 180, CVar.SERVER); /// /// The delay between the monument getting upgraded to tier 3 and the finale starting. /// public static readonly CVarDef CosmicCultFinaleDelaySeconds = CVarDef.Create("cosmiccult.extra_entropy_for_finale", 1, CVar.SERVER); }