Field manualСправочник / MechanicsМеханика
World
src/DustConvoy.Sim/World/World.cs
ConstantsКонстанты
| NameИмя | ValueЗначение | NoteЗаметка |
|---|---|---|
ExploreCell | 128 | |
SkyUnseen | 0 | |
SkyNoticed | 1 | |
SkyKnown | 2 | |
BuildingReach | 72f | True when is under a roof image. is set when that location keeps its interior free of the day tint. Half-diagonal of the largest floor plate, plus a step. Anything farther cannot cover or block this point. |
ExtraModuleChance | 0.3f | Chance an empty slot on a stranger's truck holds a random module. |
PawnGearChance | 0.3f | Chance a stranger on foot carries a piece of gear (dropped when they die). |
AndroidChance | 0.2f | About one in five rolled strangers is the android pawn, not a person wearing a machine coat. One in twenty is a pure human. Crew and the player are never rolled. |
AndroidArmor | 1f | Extra plate an android has over a person. A scratch of a small hit still gets through. |
NearPlayerDistance | 40f | Someone this close to a player, or still on their screen, is not removed for being far away. |
FuelTankKind | "fuel_tank" | |
PierceAll | int.MaxValue | Damage that always gets through (rams, blasts): above any armor level. |
HitFxShield | 5 | HitFx.Kind for a hit an energy shield soaked (blue flash). |
HitFxClimate | 7 | A heat, cold, or burst-gun hit on a player. The HUD shakes. Nothing is drawn. |
HitFxExposure | 8 | The player's own weather clock just struck. Nothing is drawn. A guest's thermometer snaps to that tick. |
UnderPierceShare | 0.1f | Share of a hit's damage that still lands when the weapon's pierce is below the truck's armor level. |
MinArmorShare | 0.05f | Armor that a shot fails to pierce still lets this share of the hit through. Truck plate already lets a tenth. |
WreckArmorBonus | 2 | Armor levels a wreck gains over the live truck's definition. |
WreckBlastRadius | 6f | |
WreckBlastDamage | 70f | |
WreckIntegrity | 0.5f | Share of the full hull a wreck keeps as its frame (its second health bar). |
RestoredPartShare | 0.5f | Share of engine and cabin a rebuilt wreck comes back with (enough to drive; the rest is repair work). |
RestoredHull | 1f | Hull hp a wreck comes back with: barely holding together, the plating is repaired like any damage. |
ReboardRange | 90f | Crew don't linger in a wreck: another convoy truck this close gets boarded, else they stick to a player. |
FriendlyWarnings | 2 | Incidents a friendly truck forgives (each gets a radio warning); the next one turns it hostile. |
OffenseWindow | 2.5f | Hits within this window count as one incident (a burst of fire, a single scrape). |
NeutralStrikeTicks | 15 | Ticks that must pass before another hit on a neutral on foot counts as a new attack. SimConstants.Dt is 1/30 s, so 15 ticks is half a second. Pellets and an automatic burst inside the gap are one attack. The NeutralStrikesth counted hit turns that pawn on the attacker. Damage the convoy has dealt past NeutralHeavyShare of their health, or of their truck's hull, turns them on that blow. Anyone who can see the damage joins. It does not flip the faction, so friends do not shoot the victim. Friendlies still use OffenseWindow. |
NeutralStrikeGap | NeutralStrikeTicks * SimConstants.Dt | |
NeutralStrikes | 4 | Counted hits on a neutral, or on their truck, before they turn. A burst inside NeutralStrikeGap is one hit. |
NeutralHeavyShare | 0.30f | Convoy damage past this share of a neutral's health, or of their truck's hull, turns them. |
RemotePoseSlop | 0.05f | A few centimetres. A pose inside this is float drift and is copied. Anything past it is dropped, because accepting a full step every tick would be a second walk on top of the one the buttons already do. |
OwnTruckRecheck | 12f | Past this, the hull on the driver's machine is not the one everyone else has. Take the host's. Under it, the driver's own step stands: blending the older host sample is the hitch backward. |
MaxChatLength | 160 | |
MaxNameLength | 24 | |
ChatHistory | 200 | |
DefaultName | "Driver" |