Class SimConfig

Namespace
TDMaker.Core
Assembly
TDMaker.Core.dll

Immutable fixed-step and preallocation settings.

public sealed class SimConfig
Inheritance
SimConfig
Inherited Members

Constructors

SimConfig(int, float, int, int, int)

Creates fixed-step settings and fixed pool capacities.

public SimConfig(int tickRate = 30, float rangeYScale = 1, int entityCapacity = 1024, int eventCapacity = 8192, int commandCapacity = 128)

Parameters

tickRate int
rangeYScale float
entityCapacity int
eventCapacity int
commandCapacity int

Properties

BeamCapacity

Maximum simultaneous budget channels.

public int BeamCapacity { get; }

Property Value

int

ChainCapacity

Maximum concurrent chain jobs; each owns EntityCapacity preallocated visited identifiers.

public int ChainCapacity { get; }

Property Value

int

CommandCapacity

Fixed input queue capacity; excess commands are rejected.

public int CommandCapacity { get; }

Property Value

int

EntityCapacity

Fixed number of prewarmed entity bundles; saturated spawns fail or wait.

public int EntityCapacity { get; }

Property Value

int

EventCapacity

Fixed event and per-tick damage capacities; overflow is exposed by simulation counters.

public int EventCapacity { get; }

Property Value

int

HeroXpCountsOverkill

Includes post-mitigation damage beyond remaining health in hero experience. Nonlethal limits, shields and immunity still apply.

public bool HeroXpCountsOverkill { get; }

Property Value

bool

Limits

Additional fixed pool sizes for M2 runtime services.

public SimLimits Limits { get; }

Property Value

SimLimits

RangeYScale

Vertical ellipse radius divided by horizontal radius; simulation range queries divide dy by this value.

public float RangeYScale { get; }

Property Value

float

RemainsCapacity

Fixed neutral-body capacity; zero disables body retention.

public int RemainsCapacity { get; }

Property Value

int

RemainsLifetime

Game seconds bodies remain available, independent of view corpse lifetime.

public float RemainsLifetime { get; }

Property Value

float

TickRate

Fixed simulation ticks per second.

public int TickRate { get; }

Property Value

int

TrapCapacity

Maximum simultaneously deployed triggers.

public int TrapCapacity { get; }

Property Value

int

Methods

WithAdvancedCapacity(int, int)

Copies all settings and sets deployment/channel fixed capacities.

public SimConfig WithAdvancedCapacity(int traps, int beams)

Parameters

traps int
beams int

Returns

SimConfig

WithChainCapacity(int)

Copies settings with a fixed chain-job pool.

public SimConfig WithChainCapacity(int capacity)

Parameters

capacity int

Returns

SimConfig

WithHeroXpCountsOverkill(bool)

Copies all settings and selects full resolved damage or actual health loss as the hero experience basis.

public SimConfig WithHeroXpCountsOverkill(bool value)

Parameters

value bool

Returns

SimConfig

WithLimits(SimLimits)

Copies settings with additional preallocation limits.

public SimConfig WithLimits(SimLimits limits)

Parameters

limits SimLimits

Returns

SimConfig

WithRemains(int, float)

Copies every setting and selects body storage capacity/lifetime.

public SimConfig WithRemains(int capacity, float lifetime = 10)

Parameters

capacity int
lifetime float

Returns

SimConfig