using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Linq; using Torch; using Torch.Collections; using Torch.Views; using VRage.Game; using VRage.Library.Utils; using VRage.Serialization; 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 inventory size.", Name = "Inventory Size", GroupName = "Multipliers")] public float InventorySizeMultiplier { get => _settings.InventorySizeMultiplier; set => SetValue(ref _settings.InventorySizeMultiplier, 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); } /// /// 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() /// [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 EnableRespawnScreen { get => _settings.EnableRespawnScreen; set => SetValue(ref _settings.EnableRespawnScreen, 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", GroupName = "Environment")] public int FloraDensity { get => _settings.FloraDensity; set => SetValue(ref _settings.FloraDensity, 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 = "", Name = "Enable Flora", GroupName = "Environment")] public bool EnableFlora { get => _settings.EnableFlora; set => SetValue(ref _settings.EnableFlora, 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 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 = "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); } public SessionSettingsViewModel(MyObjectBuilder_SessionSettings settings) { _settings = settings; } public static implicit operator MyObjectBuilder_SessionSettings(SessionSettingsViewModel viewModel) { return viewModel._settings; } } }