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<syntaxhighlight lang="csharp" line="1"> [GlobalDependency(RegistrationMode.AsEverything, false, false)] [GenerateSerializer(false, null, 0)] public sealed class CoreModConfig : IConfig, IUnlockedProtosConfig, IBattleSimConfig, IGameRunnerConfig, IDeterminismValidatorConfig, IPopulationConfig, IInstaBuildConfig, ILogisticsConfig, ITracingConfig, IGodModeConfig { private static readonly Action<object, BlobWriter> s_serializeDataDelayedAction; private static readonly Action<object, BlobReader> s_deserializeDataDelayedAction; public Option<string> LoadedWorldMapName { get; set; } // // 요약: // 지형 물리학을 비활성화할지 여부입니다. // 물리 시뮬레이션이 없는 지형은 가파른 각도에 빠지지 않습니다. public bool DisableTerrainPhysics { get; set; } // // 요약: // 지형 표면 시뮬레이션을 비활성화할지 여부입니다. // 물리적 표면 시뮬레이션이 없는 지형은 중단된 타일 이벤트를 처리하지 않습니다. public bool DisableTerrainSurfaceSimulation { get; set; } // // 요약: // 차량 경로 찾기를 비활성화해야 하는지 여부입니다. // 길 찾기 기능이 없으면 모든 차량은 장애물을 무시하고 직선으로 이동합니다. public bool DisablePathFinding { get; set; } public bool DisableMultiThreadTerrainGeneration { get; set; } // // 요약: // 경계 셀의 자동 잠금 해제를 비활성화할지 여부입니다. 이것은 테스트에 편리합니다. public bool DisableBoundaryCellAutoUnlock { get; set; } // // 요약: // 지형에서 리소스를 생성할지 여부입니다. public bool DisableResourcesGeneration { get; set; } public Option<string> LoadedIslandMapName { get; set; } // // 요약: // 잠긴 셀에 대한 지형 청크 생성을 비활성화할지 여부입니다. // 이렇게 하면 시작 시간이 크게 단축되고 디버깅할 때 편리합니다. public bool DisableLockedCellsTerrainGeneration { get; set; } // // 요약: // 잠긴 모든 프로토를 게임 시작부터 잠금 해제할지 여부입니다. public bool ShouldUnlockAllProtosOnInit { get; set; } public bool LogCommandsAsCSharp { get; set; } public bool IsInstaBuildEnabled { get; set; } [DoNotSave(0, null)] public bool IsGodModeEnabled { get; set; } public bool DisableSimulationBackgroundThread { get; set; } public bool DeterminismValidationEnabled { get; set; } public Duration DeterminismValidationFrequencySteps { get; set; } public bool DeterminismDisableCommandsForwarding { get; set; } public int DefenderExtraBattlePriority { get; set; } public int MaxBattleRounds { get; set; } public int StartingExtraFleetDistance { get; set; } public int PossibleEscapeDistance { get; set; } public Percent ShipEscapeHpThreshold { get; set; } public int BaseRoundsToEscape { get; set; } public Percent ChanceForSameEntityRepeatedFire { get; set; } public Percent ChanceForDisabledEnemyFire { get; set; } public Percent ExtraMissChanceWhenEscaping { get; set; } public Percent MaxArmorReduction { get; set; } public Percent RecoverableHpMultiplier { get; set; } public Percent HullDamageMultWhenPartIsHit { get; set; } public int StartingPopulation { get; set; } public bool SaveTraceOnSimOvertime { get; set; } public Duration SaveTraceOnSimOvertimeMinDelay { get; set; } public Duration SaveTimingLogPeriod { get; set; } public int InitialVehiclesCap { get; set; } public bool AlwaysSunny { get; set; } [InitAfterLoad(InitPriority.High)] private void initAfterLoad(int saveVersion) { if (saveVersion < 109) { InitialVehiclesCap = 60; } } public static void Serialize(CoreModConfig value, BlobWriter writer) { if (writer.TryStartClassSerialization(value)) { writer.EnqueueDataSerialization(value, s_serializeDataDelayedAction); } } private void SerializeData(BlobWriter writer) { writer.WriteBool(AlwaysSunny); writer.WriteInt(BaseRoundsToEscape); Percent.Serialize(ChanceForDisabledEnemyFire, writer); Percent.Serialize(ChanceForSameEntityRepeatedFire, writer); writer.WriteInt(DefenderExtraBattlePriority); writer.WriteBool(DeterminismDisableCommandsForwarding); writer.WriteBool(DeterminismValidationEnabled); Duration.Serialize(DeterminismValidationFrequencySteps, writer); writer.WriteBool(DisableBoundaryCellAutoUnlock); writer.WriteBool(DisableLockedCellsTerrainGeneration); writer.WriteBool(DisableMultiThreadTerrainGeneration); writer.WriteBool(DisablePathFinding); writer.WriteBool(DisableResourcesGeneration); writer.WriteBool(DisableSimulationBackgroundThread); writer.WriteBool(DisableTerrainPhysics); writer.WriteBool(DisableTerrainSurfaceSimulation); Percent.Serialize(ExtraMissChanceWhenEscaping, writer); Percent.Serialize(HullDamageMultWhenPartIsHit, writer); writer.WriteInt(InitialVehiclesCap); writer.WriteBool(IsInstaBuildEnabled); Option<string>.Serialize(LoadedIslandMapName, writer); Option<string>.Serialize(LoadedWorldMapName, writer); writer.WriteBool(LogCommandsAsCSharp); Percent.Serialize(MaxArmorReduction, writer); writer.WriteInt(MaxBattleRounds); writer.WriteInt(PossibleEscapeDistance); Percent.Serialize(RecoverableHpMultiplier, writer); Duration.Serialize(SaveTimingLogPeriod, writer); writer.WriteBool(SaveTraceOnSimOvertime); Duration.Serialize(SaveTraceOnSimOvertimeMinDelay, writer); Percent.Serialize(ShipEscapeHpThreshold, writer); writer.WriteBool(ShouldUnlockAllProtosOnInit); writer.WriteInt(StartingExtraFleetDistance); writer.WriteInt(StartingPopulation); } public static CoreModConfig Deserialize(BlobReader reader) { if (reader.TryStartClassDeserialization(out CoreModConfig obj, (Func<BlobReader, Type, CoreModConfig>)null)) { reader.EnqueueDataDeserialization(obj, s_deserializeDataDelayedAction); } return obj; } private void DeserializeData(BlobReader reader) { AlwaysSunny = reader.ReadBool(); BaseRoundsToEscape = reader.ReadInt(); ChanceForDisabledEnemyFire = Percent.Deserialize(reader); ChanceForSameEntityRepeatedFire = Percent.Deserialize(reader); DefenderExtraBattlePriority = reader.ReadInt(); DeterminismDisableCommandsForwarding = reader.ReadBool(); DeterminismValidationEnabled = reader.ReadBool(); DeterminismValidationFrequencySteps = Duration.Deserialize(reader); DisableBoundaryCellAutoUnlock = reader.ReadBool(); DisableLockedCellsTerrainGeneration = reader.ReadBool(); DisableMultiThreadTerrainGeneration = reader.ReadBool(); DisablePathFinding = reader.ReadBool(); DisableResourcesGeneration = reader.ReadBool(); DisableSimulationBackgroundThread = reader.ReadBool(); DisableTerrainPhysics = reader.ReadBool(); DisableTerrainSurfaceSimulation = reader.ReadBool(); ExtraMissChanceWhenEscaping = Percent.Deserialize(reader); HullDamageMultWhenPartIsHit = Percent.Deserialize(reader); InitialVehiclesCap = reader.ReadInt(); IsInstaBuildEnabled = reader.ReadBool(); LoadedIslandMapName = Option<string>.Deserialize(reader); LoadedWorldMapName = Option<string>.Deserialize(reader); LogCommandsAsCSharp = reader.ReadBool(); MaxArmorReduction = Percent.Deserialize(reader); MaxBattleRounds = reader.ReadInt(); PossibleEscapeDistance = reader.ReadInt(); RecoverableHpMultiplier = Percent.Deserialize(reader); SaveTimingLogPeriod = Duration.Deserialize(reader); SaveTraceOnSimOvertime = reader.ReadBool(); SaveTraceOnSimOvertimeMinDelay = Duration.Deserialize(reader); ShipEscapeHpThreshold = Percent.Deserialize(reader); ShouldUnlockAllProtosOnInit = reader.ReadBool(); StartingExtraFleetDistance = reader.ReadInt(); StartingPopulation = reader.ReadInt(); reader.RegisterInitAfterLoad(this, "initAfterLoad", InitPriority.High); } public CoreModConfig() { MBiHIp97M4MqqbtZOh.PekMfKdUx(); DeterminismValidationFrequencySteps = 10.Seconds(); DefenderExtraBattlePriority = 10; MaxBattleRounds = 1000; StartingExtraFleetDistance = 4; PossibleEscapeDistance = 15; ShipEscapeHpThreshold = 25.Percent(); BaseRoundsToEscape = 25; ChanceForSameEntityRepeatedFire = 60.Percent(); ChanceForDisabledEnemyFire = 40.Percent(); ExtraMissChanceWhenEscaping = 40.Percent(); MaxArmorReduction = 80.Percent(); RecoverableHpMultiplier = 40.Percent(); HullDamageMultWhenPartIsHit = 50.Percent(); StartingPopulation = 90; SaveTraceOnSimOvertimeMinDelay = Duration.FromSec(30); InitialVehiclesCap = 60; base._002Ector(); } static CoreModConfig() { MBiHIp97M4MqqbtZOh.PekMfKdUx(); s_serializeDataDelayedAction = delegate (object obj, BlobWriter writer) { ((CoreModConfig)obj).SerializeData(writer); }; s_deserializeDataDelayedAction = delegate (object obj, BlobReader reader) { ((CoreModConfig)obj).DeserializeData(reader); }; } } </syntaxhighlight>
Mafi.Core.CoreModConfig
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