@@ -1,321 +0,0 @@
using System.Collections.Generic ;
using System.ComponentModel ;
using VRage.Game ;
using VRage.Library.Utils ;
namespace Torch.Server.ViewModels
{
public class SessionSettingsViewModel : ViewModel
{
private MyObjectBuilder_SessionSettings _settings ;
[Torch.Views.Display(Description = "The type of the game mode.", Name = "Game Mode", GroupName = "Others")]
public MyGameModeEnum GameMode { get = > _settings . GameMode ; set = > SetValue ( ref _settings . GameMode , value ) ; }
[Torch.Views.Display(Description = "The type of the game online mode.", Name = "Online Mode", GroupName = "Others")]
public MyOnlineModeEnum OnlineMode { get = > _settings . OnlineMode ; set = > SetValue ( ref _settings . OnlineMode , value ) ; }
[Torch.Views.Display(Description = "The multiplier for character inventory size.", Name = "Character Inventory Size", GroupName = "Multipliers")]
public float CharacterInventorySizeMultiplier { get = > _settings . InventorySizeMultiplier ; set = > SetValue ( ref _settings . InventorySizeMultiplier , value ) ; }
[Torch.Views.Display(Description = "The multiplier for block inventory size.", Name = "Block Inventory Size", GroupName = "Multipliers")]
public float BlockInventorySizeMultiplier { get = > _settings . BlocksInventorySizeMultiplier ; set = > SetValue ( ref _settings . BlocksInventorySizeMultiplier , value ) ; }
[Torch.Views.Display(Description = "The multiplier for assembler speed.", Name = "Assembler Speed", GroupName = "Multipliers")]
public float AssemblerSpeedMultiplier { get = > _settings . AssemblerSpeedMultiplier ; set = > SetValue ( ref _settings . AssemblerSpeedMultiplier , value ) ; }
[Torch.Views.Display(Description = "The multiplier for assembler efficiency.", Name = "Assembler Efficiency", GroupName = "Multipliers")]
public float AssemblerEfficiencyMultiplier { get = > _settings . AssemblerEfficiencyMultiplier ; set = > SetValue ( ref _settings . AssemblerEfficiencyMultiplier , value ) ; }
[Torch.Views.Display(Description = "The multiplier for refinery speed.", Name = "Refinery Speed", GroupName = "Multipliers")]
public float RefinerySpeedMultiplier { get = > _settings . RefinerySpeedMultiplier ; set = > SetValue ( ref _settings . RefinerySpeedMultiplier , value ) ; }
[Torch.Views.Display(Description = "The maximum number of connected players.", Name = "Max Players", GroupName = "Players")]
public short MaxPlayers { get = > _settings . MaxPlayers ; set = > SetValue ( ref _settings . MaxPlayers , value ) ; }
[Torch.Views.Display(Description = "The maximum number of existing floating objects.", Name = "Max Floating Objects", GroupName = "Environment")]
public short MaxFloatingObjects { get = > _settings . MaxFloatingObjects ; set = > SetValue ( ref _settings . MaxFloatingObjects , value ) ; }
[Torch.Views.Display(Description = "The maximum number of backup saves.", Name = "Max Backup Saves", GroupName = "Others")]
public short MaxBackupSaves { get = > _settings . MaxBackupSaves ; set = > SetValue ( ref _settings . MaxBackupSaves , value ) ; }
[Torch.Views.Display(Description = "The maximum number of blocks in one grid.", Name = "Max Grid Blocks", GroupName = "Block Limits")]
public int MaxGridSize { get = > _settings . MaxGridSize ; set = > SetValue ( ref _settings . MaxGridSize , value ) ; }
[Torch.Views.Display(Description = "The maximum number of blocks per player.", Name = "Max Blocks per Player", GroupName = "Block Limits")]
public int MaxBlocksPerPlayer { get = > _settings . MaxBlocksPerPlayer ; set = > SetValue ( ref _settings . MaxBlocksPerPlayer , value ) ; }
[Torch.Views.Display(Description = "The total number of Performance Cost Units in the world.", Name = "World PCU", GroupName = "Block Limits")]
public int TotalPCU { get = > _settings . TotalPCU ; set = > SetValue ( ref _settings . TotalPCU , value ) ; }
[Torch.Views.Display(Description = "The maximum number of existing factions in the world.", Name = "Max Factions Count", GroupName = "Block Limits")]
public int MaxFactionsCount { get = > _settings . MaxFactionsCount ; set = > SetValue ( ref _settings . MaxFactionsCount , value ) ; }
[Torch.Views.Display(Description = "Defines block limits mode.", Name = "Block Limits Mode", GroupName = "Block Limits")]
public MyBlockLimitsEnabledEnum BlockLimitsEnabled { get = > _settings . BlockLimitsEnabled ; set = > SetValue ( ref _settings . BlockLimitsEnabled , value ) ; }
[Torch.Views.Display(Description = "Enables possibility to remove grid remotely from the world by an author.", Name = "Enable Remote Grid Removal", GroupName = "Others")]
public bool EnableRemoteBlockRemoval { get = > _settings . EnableRemoteBlockRemoval ; set = > SetValue ( ref _settings . EnableRemoteBlockRemoval , value ) ; }
[Torch.Views.Display(Description = "Defines hostility of the environment.", Name = "Environment Hostility", GroupName = "Environment")]
public MyEnvironmentHostilityEnum EnvironmentHostility { get = > _settings . EnvironmentHostility ; set = > SetValue ( ref _settings . EnvironmentHostility , value ) ; }
[Torch.Views.Display(Description = "Enables auto healing of the character.", Name = "Auto Healing", GroupName = "Players")]
public bool AutoHealing { get = > _settings . AutoHealing ; set = > SetValue ( ref _settings . AutoHealing , value ) ; }
[Torch.Views.Display(Description = "Enables copy and paste feature.", Name = "Enable Copy & Paste", GroupName = "Players")]
public bool EnableCopyPaste { get = > _settings . EnableCopyPaste ; set = > SetValue ( ref _settings . EnableCopyPaste , value ) ; }
[Torch.Views.Display(Description = "Enables weapons.", Name = "Enable Weapons", GroupName = "Others")]
public bool WeaponsEnabled { get = > _settings . WeaponsEnabled ; set = > SetValue ( ref _settings . WeaponsEnabled , value ) ; }
[Torch.Views.Display(Description = "", Name = "Show Player Names on HUD", GroupName = "Players")]
public bool ShowPlayerNamesOnHud { get = > _settings . ShowPlayerNamesOnHud ; set = > SetValue ( ref _settings . ShowPlayerNamesOnHud , value ) ; }
[Torch.Views.Display(Description = "Enables thruster damage.", Name = "Enable Thruster Damage", GroupName = "Others")]
public bool ThrusterDamage { get = > _settings . ThrusterDamage ; set = > SetValue ( ref _settings . ThrusterDamage , value ) ; }
[Torch.Views.Display(Description = "Enables spawning of cargo ships.", Name = "Enable Cargo Ships", GroupName = "NPCs")]
public bool CargoShipsEnabled { get = > _settings . CargoShipsEnabled ; set = > SetValue ( ref _settings . CargoShipsEnabled , value ) ; }
[Torch.Views.Display(Description = "Enables spectator camera.", Name = "Enable Spectator Camera", GroupName = "Others")]
public bool EnableSpectator { get = > _settings . EnableSpectator ; set = > SetValue ( ref _settings . EnableSpectator , value ) ; }
/// <summary>
/// Size of the edge of the world area cube.
/// Don't use directly, as it is error-prone (it's km instead of m and edge size instead of half-extent)
/// Rather use MyEntities.WorldHalfExtent()
/// </summary>
[Torch.Views.Display(Description = "Defines the size of the world.", Name = "World Size [km] ", GroupName = " Environment ")]
public int WorldSizeKm { get = > _settings . WorldSizeKm ; set = > SetValue ( ref _settings . WorldSizeKm , value ) ; }
[Torch.Views.Display(Description = "When enabled respawn ship is removed after player logout.", Name = "Remove Respawn Ships on Logoff", GroupName = "Others")]
public bool RespawnShipDelete { get = > _settings . RespawnShipDelete ; set = > SetValue ( ref _settings . RespawnShipDelete , value ) ; }
[Torch.Views.Display(Description = "", Name = "Reset Ownership", GroupName = "Players")]
public bool ResetOwnership { get = > _settings . ResetOwnership ; set = > SetValue ( ref _settings . ResetOwnership , value ) ; }
[Torch.Views.Display(Description = "The multiplier for welder speed.", Name = "Welder Speed", GroupName = "Multipliers")]
public float WelderSpeedMultiplier { get = > _settings . WelderSpeedMultiplier ; set = > SetValue ( ref _settings . WelderSpeedMultiplier , value ) ; }
[Torch.Views.Display(Description = "The multiplier for grinder speed.", Name = "Grinder Speed", GroupName = "Multipliers")]
public float GrinderSpeedMultiplier { get = > _settings . GrinderSpeedMultiplier ; set = > SetValue ( ref _settings . GrinderSpeedMultiplier , value ) ; }
[Torch.Views.Display(Description = "Enables realistic sounds.", Name = "Enable Realistic Sound", GroupName = "Environment")]
public bool RealisticSound { get = > _settings . RealisticSound ; set = > SetValue ( ref _settings . RealisticSound , value ) ; }
[Torch.Views.Display(Description = "The multiplier for hacking speed.", Name = "Hacking Speed", GroupName = "Multipliers")]
public float HackSpeedMultiplier { get = > _settings . HackSpeedMultiplier ; set = > SetValue ( ref _settings . HackSpeedMultiplier , value ) ; }
[Torch.Views.Display(Description = "Enables permanent death.", Name = "Permanent Death", GroupName = "Players")]
public bool? PermanentDeath { get = > _settings . PermanentDeath ; set = > SetValue ( ref _settings . PermanentDeath , value ) ; }
[Torch.Views.Display(Description = "Defines autosave interval.", Name = "Autosave Interval [mins] ", GroupName = " Others ")]
public uint AutoSaveInMinutes { get = > _settings . AutoSaveInMinutes ; set = > SetValue ( ref _settings . AutoSaveInMinutes , value ) ; }
[Torch.Views.Display(Description = "Enables saving from the menu.", Name = "Enable Saving from Menu", GroupName = "Others")]
public bool EnableSaving { get = > _settings . EnableSaving ; set = > SetValue ( ref _settings . EnableSaving , value ) ; }
[Torch.Views.Display(Description = "Enables respawn screen.", Name = "Enable Respawn Screen in the Game", GroupName = "Players")]
public bool StartInRespawnScreen { get = > _settings . StartInRespawnScreen ; set = > SetValue ( ref _settings . StartInRespawnScreen , value ) ; }
[Torch.Views.Display(Description = "Enables research.", Name = "Enable Research", GroupName = "Players")]
public bool EnableResearch { get = > _settings . EnableResearch ; set = > SetValue ( ref _settings . EnableResearch , value ) ; }
[Torch.Views.Display(Description = "Enables Good.bot hints.", Name = "Enable Good.bot hints", GroupName = "Players")]
public bool EnableGoodBotHints { get = > _settings . EnableGoodBotHints ; set = > SetValue ( ref _settings . EnableGoodBotHints , value ) ; }
[Torch.Views.Display(Description = "Enables infinite ammunition in survival game mode.", Name = "Enable Infinite Ammunition in Survival", GroupName = "Others")]
public bool InfiniteAmmo { get = > _settings . InfiniteAmmo ; set = > SetValue ( ref _settings . InfiniteAmmo , value ) ; }
[Torch.Views.Display(Description = "Enables drop containers (unknown signals).", Name = "Enable Drop Containers", GroupName = "Others")]
public bool EnableContainerDrops { get = > _settings . EnableContainerDrops ; set = > SetValue ( ref _settings . EnableContainerDrops , value ) ; }
[Torch.Views.Display(Description = "The multiplier for respawn ship timer.", Name = "Respawn Ship Time Multiplier", GroupName = "Players")]
public float SpawnShipTimeMultiplier { get = > _settings . SpawnShipTimeMultiplier ; set = > SetValue ( ref _settings . SpawnShipTimeMultiplier , value ) ; }
[Torch.Views.Display(Description = "Defines density of the procedurally generated content.", Name = "Procedural Density", GroupName = "Environment")]
public float ProceduralDensity { get = > _settings . ProceduralDensity ; set = > SetValue ( ref _settings . ProceduralDensity , value ) ; }
[Torch.Views.Display(Description = "Defines unique starting seed for the procedurally generated content.", Name = "Procedural Seed", GroupName = "Environment")]
public int ProceduralSeed { get = > _settings . ProceduralSeed ; set = > SetValue ( ref _settings . ProceduralSeed , value ) ; }
[Torch.Views.Display(Description = "Enables destruction feature for the blocks.", Name = "Enable Destructible Blocks", GroupName = "Environment")]
public bool DestructibleBlocks { get = > _settings . DestructibleBlocks ; set = > SetValue ( ref _settings . DestructibleBlocks , value ) ; }
[Torch.Views.Display(Description = "Enables in game scripts.", Name = "Enable Ingame Scripts", GroupName = "Others")]
public bool EnableIngameScripts { get = > _settings . EnableIngameScripts ; set = > SetValue ( ref _settings . EnableIngameScripts , value ) ; }
[Torch.Views.Display(Description = "", Name = "Flora Density Multiplier", GroupName = "Environment")]
public float FloraDensityMultiplier { get = > _settings . FloraDensityMultiplier ; set = > SetValue ( ref _settings . FloraDensityMultiplier , value ) ; }
[Torch.Views.Display(Description = "Enables tool shake feature.", Name = "Enable Tool Shake", GroupName = "Players")]
[DefaultValue(false)]
public bool EnableToolShake { get = > _settings . EnableToolShake ; set = > SetValue ( ref _settings . EnableToolShake , value ) ; }
[Torch.Views.Display(Description = "", Name = "Voxel Generator Version", GroupName = "Environment")]
public int VoxelGeneratorVersion { get = > _settings . VoxelGeneratorVersion ; set = > SetValue ( ref _settings . VoxelGeneratorVersion , value ) ; }
[Torch.Views.Display(Description = "Enables oxygen in the world.", Name = "Enable Oxygen", GroupName = "Environment")]
public bool EnableOxygen { get = > _settings . EnableOxygen ; set = > SetValue ( ref _settings . EnableOxygen , value ) ; }
[Torch.Views.Display(Description = "Enables airtightness in the world.", Name = "Enable Airtightness", GroupName = "Environment")]
public bool EnableOxygenPressurization { get = > _settings . EnableOxygenPressurization ; set = > SetValue ( ref _settings . EnableOxygenPressurization , value ) ; }
[Torch.Views.Display(Description = "Enables 3rd person camera.", Name = "Enable 3rd Person Camera", GroupName = "Players")]
public bool Enable3rdPersonView { get = > _settings . Enable3rdPersonView ; set = > SetValue ( ref _settings . Enable3rdPersonView , value ) ; }
[Torch.Views.Display(Description = "Enables random encounters in the world.", Name = "Enable Encounters", GroupName = "NPCs")]
public bool EnableEncounters { get = > _settings . EnableEncounters ; set = > SetValue ( ref _settings . EnableEncounters , value ) ; }
[Torch.Views.Display(Description = "Enables possibility of converting grid to station.", Name = "Enable Convert to Station", GroupName = "Others")]
public bool EnableConvertToStation { get = > _settings . EnableConvertToStation ; set = > SetValue ( ref _settings . EnableConvertToStation , value ) ; }
[Torch.Views.Display(Description = "Enables possibility of station grid inside voxel.", Name = "Enable Station Grid with Voxel", GroupName = "Environment")]
public bool StationVoxelSupport { get = > _settings . StationVoxelSupport ; set = > SetValue ( ref _settings . StationVoxelSupport , value ) ; }
[Torch.Views.Display(Description = "Enables sun rotation.", Name = "Enable Sun Rotation", GroupName = "Environment")]
public bool EnableSunRotation { get = > _settings . EnableSunRotation ; set = > SetValue ( ref _settings . EnableSunRotation , value ) ; }
[Torch.Views.Display(Description = "Enables respawn ships.", Name = "Enable Respawn Ships", GroupName = "Others")]
public bool EnableRespawnShips { get = > _settings . EnableRespawnShips ; set = > SetValue ( ref _settings . EnableRespawnShips , value ) ; }
[Torch.Views.Display(Description = "", Name = "Physics Iterations", GroupName = "Environment")]
public int PhysicsIterations { get = > _settings . PhysicsIterations ; set = > SetValue ( ref _settings . PhysicsIterations , value ) ; }
[Torch.Views.Display(Description = "Defines interval of one rotation of the sun.", Name = "Sun Rotation Interval", GroupName = "Environment")]
public float SunRotationIntervalMinutes { get = > _settings . SunRotationIntervalMinutes ; set = > SetValue ( ref _settings . SunRotationIntervalMinutes , value ) ; }
[Torch.Views.Display(Description = "Enables jetpack.", Name = "Enable Jetpack", GroupName = "Players")]
public bool EnableJetpack { get = > _settings . EnableJetpack ; set = > SetValue ( ref _settings . EnableJetpack , value ) ; }
[Torch.Views.Display(Description = "Enables spawning with tools in the inventory.", Name = "Spawn with Tools", GroupName = "Players")]
public bool SpawnWithTools { get = > _settings . SpawnWithTools ; set = > SetValue ( ref _settings . SpawnWithTools , value ) ; }
[Torch.Views.Display(Description = "Enables voxel destructions.", Name = "Enable Voxel Destruction", GroupName = "Environment")]
public bool EnableVoxelDestruction { get = > _settings . EnableVoxelDestruction ; set = > SetValue ( ref _settings . EnableVoxelDestruction , value ) ; }
[Torch.Views.Display(Description = "Enables spawning of drones in the world.", Name = "Enable Drones", GroupName = "NPCs")]
public bool EnableDrones { get = > _settings . EnableDrones ; set = > SetValue ( ref _settings . EnableDrones , value ) ; }
[Torch.Views.Display(Description = "Enables spawning of wolves in the world.", Name = "Enable Wolves", GroupName = "NPCs")]
public bool EnableWolfs { get = > _settings . EnableWolfs ; set = > SetValue ( ref _settings . EnableWolfs , value ) ; }
[Torch.Views.Display(Description = "Enables spawning of spiders in the world.", Name = "Enable Spiders", GroupName = "NPCs")]
public bool EnableSpiders { get = > _settings . EnableSpiders ; set = > SetValue ( ref _settings . EnableSpiders , value ) ; }
[Torch.Views.Display(Name = "Block Type World Limits", GroupName = "Block Limits")]
public Dictionary < string , short > BlockTypeLimits { get = > _settings . BlockTypeLimits . Dictionary ; set = > SetValue ( x = > _settings . BlockTypeLimits . Dictionary = x , value ) ; }
[Torch.Views.Display(Description = "Enables scripter role for administration.", Name = "Enable Scripter Role", GroupName = "Others")]
public bool EnableScripterRole { get = > _settings . EnableScripterRole ; set = > SetValue ( ref _settings . EnableScripterRole , value ) ; }
[Torch.Views.Display(Description = "Defines minimum respawn time for drop containers.", Name = "Min Drop Container Respawn Time", GroupName = "Others")]
public int MinDropContainerRespawnTime { get = > _settings . MinDropContainerRespawnTime ; set = > SetValue ( ref _settings . MinDropContainerRespawnTime , value ) ; }
[Torch.Views.Display(Description = "Defines maximum respawn time for drop containers.", Name = "Max Drop Container Respawn Time", GroupName = "Others")]
public int MaxDropContainerRespawnTime { get = > _settings . MaxDropContainerRespawnTime ; set = > SetValue ( ref _settings . MaxDropContainerRespawnTime , value ) ; }
[Torch.Views.Display(Description = "Enables friendly fire for turrets.", Name = "Enable Turrets Friendly Fire", GroupName = "Environment")]
public bool EnableTurretsFriendlyFire { get = > _settings . EnableTurretsFriendlyFire ; set = > SetValue ( ref _settings . EnableTurretsFriendlyFire , value ) ; }
[Torch.Views.Display(Description = "Enables sub-grid damage.", Name = "Enable Sub-Grid Damage", GroupName = "Environment")]
public bool EnableSubgridDamage { get = > _settings . EnableSubgridDamage ; set = > SetValue ( ref _settings . EnableSubgridDamage , value ) ; }
[Torch.Views.Display(Description = "Defines synchronization distance in multiplayer. High distance can slow down server drastically. Use with caution.", Name = "Sync Distance", GroupName = "Environment")]
public int SyncDistance { get = > _settings . SyncDistance ; set = > SetValue ( ref _settings . SyncDistance , value ) ; }
[Torch.Views.Display(Description = "Defines render distance for clients in multiplayer. High distance can slow down client FPS. Values larger than SyncDistance may not work as expected.", Name = "View Distance", GroupName = "Environment")]
public int ViewDistance { get = > _settings . ViewDistance ; set = > SetValue ( ref _settings . ViewDistance , value ) ; }
[Torch.Views.Display(Description = "Enables experimental mode.", Name = "Experimental Mode", GroupName = "Others")]
public bool ExperimentalMode { get = > _settings . ExperimentalMode ; set = > SetValue ( ref _settings . ExperimentalMode , value ) ; }
[Torch.Views.Display(Description = "Enables adaptive simulation quality system. This system is useful if you have a lot of voxel deformations in the world and low simulation speed.", Name = "Adaptive Simulation Quality", GroupName = "Others")]
public bool AdaptiveSimulationQuality { get = > _settings . AdaptiveSimulationQuality ; set = > SetValue ( ref _settings . AdaptiveSimulationQuality , value ) ; }
[Torch.Views.Display(Description = "Enables voxel hand.", Name = "Enable voxel hand", GroupName = "Others")]
public bool EnableVoxelHand { get = > _settings . EnableVoxelHand ; set = > SetValue ( ref _settings . EnableVoxelHand , value ) ; }
[Torch.Views.Display(Description = "Enables trash removal system.", Name = "Trash Removal Enabled", GroupName = "Trash Removal")]
public bool TrashRemovalEnabled { get = > _settings . TrashRemovalEnabled ; set = > SetValue ( ref _settings . TrashRemovalEnabled , value ) ; }
[Torch.Views.Display(Description = "Defines flags for trash removal system.", Name = "Trash Removal Flags", GroupName = "Trash Removal")]
public MyTrashRemovalFlags TrashFlagsValue { get = > ( MyTrashRemovalFlags ) _settings . TrashFlagsValue ; set = > SetValue ( ref _settings . TrashFlagsValue , ( int ) value ) ; }
[Torch.Views.Display(Description = "Defines block count threshold for trash removal system.", Name = "Block Count Threshold", GroupName = "Trash Removal")]
public int BlockCountThreshold { get = > _settings . BlockCountThreshold ; set = > SetValue ( ref _settings . BlockCountThreshold , value ) ; }
[Torch.Views.Display(Description = "Defines player distance threshold for trash removal system.", Name = "Player Distance Threshold [m] ", GroupName = " Trash Removal ")]
public float PlayerDistanceThreshold { get = > _settings . PlayerDistanceThreshold ; set = > SetValue ( ref _settings . PlayerDistanceThreshold , value ) ; }
[Torch.Views.Display(Description = "By setting this, server will keep number of grids around this value. \n !WARNING! It ignores Powered and Fixed flags, Block Count and lowers Distance from player.\n Set to 0 to disable.", Name = "Optimal Grid Count", GroupName = "Trash Removal")]
public int OptimalGridCount { get = > _settings . OptimalGridCount ; set = > SetValue ( ref _settings . OptimalGridCount , value ) ; }
[Torch.Views.Display(Description = "Defines player inactivity threshold for trash removal system. \n !WARNING! This will remove all grids of the player.\n Set to 0 to disable.", Name = "Player Inactivity Threshold [hours] ", GroupName = " Trash Removal ")]
public float PlayerInactivityThreshold { get = > _settings . PlayerInactivityThreshold ; set = > SetValue ( ref _settings . PlayerInactivityThreshold , value ) ; }
[Torch.Views.Display(Description = "Defines character removal threshold for trash removal system. If player disconnects it will remove his character after this time.\n Set to 0 to disable.", Name = "Character Removal Threshold [mins] ", GroupName = " Trash Removal ")]
public int PlayerCharacterRemovalThreshold { get = > _settings . PlayerCharacterRemovalThreshold ; set = > SetValue ( ref _settings . PlayerCharacterRemovalThreshold , value ) ; }
[Torch.Views.Display(Description = "Sets optimal distance in meters when spawning new players near others.", Name = "Optimal Spawn Distance", GroupName = "Players")]
public float OptimalSpawnDistance { get = > _settings . OptimalSpawnDistance ; set = > SetValue ( ref _settings . OptimalSpawnDistance , value ) ; }
[Torch.Views.Display(Description = "Enables automatic respawn at nearest available respawn point.", Name = "Enable Auto Respawn", GroupName = "Players")]
public bool EnableAutoRespawn { get = > _settings . EnableAutorespawn ; set = > SetValue ( ref _settings . EnableAutorespawn , value ) ; }
[Torch.Views.Display(Description = "The number of NPC factions generated on the start of the world.", Name = "NPC Factions Count", GroupName = "NPCs")]
public int TradeFactionsCount { get = > _settings . TradeFactionsCount ; set = > SetValue ( ref _settings . TradeFactionsCount , value ) ; }
[Torch.Views.Display(Description = "The inner radius [m] ( center is in 0 , 0 , 0 ) , where stations can spawn . Does not affect planet - bound stations ( surface Outposts and Orbital stations ) . ", Name = " Stations Inner Radius ", GroupName = " NPCs ")]
public double StationsDistanceInnerRadius { get = > _settings . StationsDistanceInnerRadius ; set = > SetValue ( ref _settings . StationsDistanceInnerRadius , value ) ; }
[Torch.Views.Display(Description = "The outer radius [m] ( center is in 0 , 0 , 0 ) , where stations can spawn . Does not affect planet - bound stations ( surface Outposts and Orbital stations ) . ", Name = " Stations Outer Radius Start ", GroupName = " NPCs ")]
public double StationsDistanceOuterRadiusStart { get = > _settings . StationsDistanceOuterRadiusStart ; set = > SetValue ( ref _settings . StationsDistanceOuterRadiusStart , value ) ; }
[Torch.Views.Display(Description = "The outer radius [m] ( center is in 0 , 0 , 0 ) , where stations can spawn . Does not affect planet - bound stations ( surface Outposts and Orbital stations ) . ", Name = " Stations Outer Radius End ", GroupName = " NPCs ")]
public double StationsDistanceOuterRadiusEnd { get = > _settings . StationsDistanceOuterRadiusEnd ; set = > SetValue ( ref _settings . StationsDistanceOuterRadiusEnd , value ) ; }
[Torch.Views.Display(Description = "Time period between two economy updates in seconds.", Name = "Economy tick time", GroupName = "NPCs")]
public int EconomyTickInSeconds { get = > _settings . EconomyTickInSeconds ; set = > SetValue ( ref _settings . EconomyTickInSeconds , value ) ; }
[Torch.Views.Display(Description = "If enabled bounty contracts will be available on stations.", Name = "Enable Bounty Contracts", GroupName = "Players")]
public bool EnableBountyContracts { get = > _settings . EnableBountyContracts ; set = > SetValue ( ref _settings . EnableBountyContracts , value ) ; }
[Torch.Views.Display(Description = "Resource deposits count coefficient for generated world content (voxel generator version > 2).", Name = "Deposits Count Coefficient", GroupName = "Environment")]
public float DepositsCountCoefficient { get = > _settings . DepositsCountCoefficient ; set = > SetValue ( ref _settings . DepositsCountCoefficient , value ) ; }
[Torch.Views.Display(Description = "Resource deposit size denominator for generated world content (voxel generator version > 2).", Name = "Deposit Size Denominator", GroupName = "Environment")]
public float DepositSideDenominator { get = > _settings . DepositSizeDenominator ; set = > SetValue ( ref _settings . DepositSizeDenominator , value ) ; }
[Torch.Views.Display(Description = "Enables economy features.", Name = "Enable Economy", GroupName = "NPCs")]
public bool EnableEconomy { get = > _settings . EnableEconomy ; set = > SetValue ( ref _settings . EnableEconomy , value ) ; }
[Torch.Views.Display(Description = "Enables system for voxel reverting.", Name = "Enable Voxel Reverting", GroupName = "Trash Removal")]
public bool VoxelTrashRemovalEnabled { get = > _settings . VoxelTrashRemovalEnabled ; set = > SetValue ( ref _settings . VoxelTrashRemovalEnabled , value ) ; }
[Torch.Views.Display(Description = "Allows super gridding exploit to be used.", Name = "Enable Supergridding", GroupName = "Others")]
public bool EnableSupergridding { get = > _settings . EnableSupergridding ; set = > SetValue ( ref _settings . EnableSupergridding , value ) ; }
[Torch.Views.Display(Description = "Enables Selective Physics", Name = "Enable Selective Physics", GroupName = "Others")]
public bool EnableSelectivePhysics { get = > _settings . EnableSelectivePhysicsUpdates ; set = > SetValue ( ref _settings . EnableSelectivePhysicsUpdates , value ) ; }
[Torch.Views.Display(Description = "Allows steam's family sharing", Name = "Enable Family Sharing", GroupName = "Players")]
public bool EnableFamilySharing { get = > _settings . FamilySharing ; set = > SetValue ( ref _settings . FamilySharing , value ) ; }
[Torch.Views.Display(Description = "Enables PCU trading", Name = "Enable PCU Trading", GroupName = "Block Limits")]
public bool EnablePCUTrading { get = > _settings . EnablePcuTrading ; set = > SetValue ( ref _settings . EnablePcuTrading , value ) ; }
[Torch.Views.Display(Description = "Enables system for weather", Name = "Enable Weather System", GroupName = "Others")]
public bool EnableWeatherSystem { get = > _settings . WeatherSystem ; set = > SetValue ( ref _settings . WeatherSystem , value ) ; }
public SessionSettingsViewModel ( MyObjectBuilder_SessionSettings settings )
{
_settings = settings ;
}
public static implicit operator MyObjectBuilder_SessionSettings ( SessionSettingsViewModel viewModel )
{
return viewModel . _settings ;
}
}
}