[cat_test]:monster_base
GroupControlSection	= spawn_group
;$spawn              = "monsters\cat"			; option for Level Editor
$npc			    = on						; option for Level Editor
$prefetch 			= 16
Scheduled		    = on						; option for ALife Simulator
Human		     	= off						; option for ALife Simulator
Health				= 1500						; option for ALife Simulator
MaxHealthValue		= 1.0
MinSpeed		    = 1.0						; option for ALife Simulator
MaxSpeed		    = 2 ;1.5						; option for ALife Simulator
going_speed         = 1.0                      ; option for ALife Simulator
search_speed        = .5                       ; option for ALife Simulator
visual				= monsters\cat\cat
corpse_visual		= monsters\cat\cat
icon = ui_npc_monster_cat	

cform                = skeleton					; collision class
class                = SM_CAT_S					; AI class

ef_creature_type	 = 2				; option for evaluation functions
ef_weapon_type		 = 2
ef_detector_type			 = 1
panic_threshold			= 0.2
rank				= 6

bone_torso			 = bip01_spine1 			; bone name
bone_head			 = bip01_head				; bone name
bone_fire			 = bip01_head				; bone name
weapon_usage		 = 0						; boolean

spawn_phantom 		= m_phantom_cat
can_spawn_phantom 	= false

;Spawn_Inventory_Item_Section = mutant_cat_tail
;Spawn_Inventory_Item_Probability = 0.8

; movement
ph_box0_center 		 = 0.0,  0.3,  0.0
ph_box0_size 		 = 0.30, 0.3,  0.30
ph_box1_center 		 = 0.0,  0.3,  0.0
ph_box1_size 		 = 0.30, 0.3,  0.30
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 		     = 50;30						; also it's the food

smart_terrain_choose_interval	= 00:15:00
satiety_threshold		= 0.5							; below this value monster fill hunger
critical_wound_threshold		= 0.4
critical_wound_decrease_quant	= 0.

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash_monster

;---------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = 2.0 ;550.0 (������� ��-�� ����, ��� ������ ���������� ����������� 0.002 �� ����)
ph_skeleton_airr_ang_factor   = 0.0 ;0.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 0.3 �� ���� (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 ;1.0 (������� ��-�� ����, ��� ������ ���������� �� ����������� 5.0 �� ����)
ph_skeleton_ddelay	     	  = 15.0 ;����� ��������� �������� ������ � ������� � ������� �������� �����, ���

ph_skel_fatal_impulse_factor  = 6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;---------------------------------------------------------------------

SoundThreshold		 = 0.06						; range [0..1]


eye_fov				 = 110
eye_range			 = 90

max_hear_dist		 = 100



; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		3.0,			3.0,		1,		1		;0,	1.79,	1,		1
Velocity_WalkFwdNormal	= 1.2,		1.5,			1.5,		0.2,	2.0
Velocity_WalkFwdDamaged	= 1.2,		2.14,			2.14,		0.2,	2.0	
Velocity_RunFwdNormal	= 7.5,		2.5,			2.5,		0.2,	1	
Velocity_RunFwdDamaged	= 4.5,  	3.0,			3.0,		0.2,	1
Velocity_Drag			= 1.5,		2.14,			2.14,		1,		1
Velocity_Steal			= 1.3,		2.14,			2.14,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm			= 1.5
Accel_Aggressive		= 4.5

;attack parameters
MinAttackDist		= 1.4
MaxAttackDist		= 4.0

as_min_dist				= 0.3
as_step					= 0.4

DayTime_Begin		= 6			; ����� ��� ��� �������
DayTime_End			= 21		; ����� ��� ��� �������
Min_Satiety		= 0.4	;0.6		; ���. ����� �v����� (������ - ��� ������v�)
Max_Satiety		= 1.0		; ����. ����� �v����� (������ - ����� �v�v�)

distance_to_corpse	= 1.5		; ����. �� �����, ��� ������� �� ��������� � ��������� ��v

;							  fSearchRange,fCoverFromEnemyWeight,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_cover           =      20.0,            -1000.0,                30.0,                 0.0,                  0.0,              100000.0,             100000.0,               1000.0,


;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_free_hunting    =     20.0,            20.0,               1000.0,             0.0,               10000.0,					1000.0,             10000.0,      
selector_hear_sound		=      20.0,            1.0,				1000.0,             0.0,               0.0,						1000.0,             10000.0,      
selector_getaway		=      20.0,            20.0,               1000.0,             0.0,               10000.0,					1000.0,				10000.0,      
selector_approach		=      20.0,            1.0,                1000.0,             0.0,               0.0,						1000.0,				10000.0,      
;							  fSearchRange,fOptEnemyDistance,fOptEnemyDistanceWeight,fMinEnemyDistance,fMinEnemyDistanceWeight,fMaxEnemyDistance,fMaxEnemyDistanceWeight
selector_walk_around	=      20.0,            6.0,                 1000.0,             4.0,               5000.0,					8.0,				5000.0,      


hit_type = wound
feel_enemy_who_just_hit_max_distance = 20  ;��������� �� ������� ������ ����������� ������������� ������ ���� ������

;entity condition

satiety_v 						= 0.01				;�������� ���������� �v����� �� �������
radiation_v 					= 0.00001			;�������� ���������� �������
satiety_power_v 				= 0.005				;���������� ���v ��� ���������� �v����� 
satiety_health_v 				= 0.001				;���������� ������ ��� ���������� �v����� 
satiety_critical 				= -1.0				;����������� ������� �v����� (� �������� �� 0..1) ����� ������� �������� ������𪹸�
radiation_health_v 				= 0.01				;���������� ������ ��� ����������� �������
morale_v						= 0.01				;�������� �������������� ������
health_hit_part 				= 1.0				;������� ����, ������� �� ��������� ������
power_hit_part 					= 1.0				;������� ����, ������� �� ��������� ���v
psy_health_v					= 0.1						;�������� �������������� psy-��������

immunities_sect					= cat_immunities


;�������� ����
bleeding_v						= 0.05						;������ ����� ��� ����������� ���� � �������
wound_incarnation_v				= 0.05				;�������� ������ ���������� (����� ������� ���� ��������� ����� ���������� � ������� �������)
min_wound_size					= 0.01


sleep_health 					= 1.0				;�����������v ��������� ��������� ��������� �� ���� ���
sleep_power 					= 1.0
sleep_satiety 					= 1.0
sleep_radiation 				= 1.0
sleep_psy_health			= 1.0

eat_freq						=	5.0	; ����� ������ � ���
eat_slice						=	0.01	; ���������� �v����� ��� 1 �����
eat_slice_weight				=	10.0	; ���������� ��v � �����

; Morale
Morale_Hit_Quant				= 0.2
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.2
Morale_Stable_Speed				= 0.01
Morale_Despondent_Threashold	= 0.4


; Sounds
sound_idle				= monsters\cat\c2_idle_
sound_eat				= monsters\cat\c_eat_
sound_aggressive		= monsters\cat\c2_attack_
sound_attack_hit		= monsters\cat\c2_attack_
sound_take_damage		= monsters\cat\c2_hit_
sound_die				= monsters\cat\c2_die_
sound_threaten			= monsters\cat\c2_threat
sound_landing			= monsters\cat\c2_idle_
sound_steal				= monsters\cat\c2_attack_
sound_panic				= monsters\cat\c2_threat_
sound_growling			= monsters\cat\c2_attack_
sound_die_in_anomaly	= monsters\cat\c2_die_

killer_clsids				= Z_MINCER,Z_GALANT,ZS_BFUZZ,ZS_MBALD,ZS_GALAN,ZS_MINCE


; jump parameters
jump_delay					= 2500
jump_factor					= 2.0
jump_ground_trace_range		= 0.8
jump_hit_trace_range		= 1.0
jump_build_line_distance	= 3.0
jump_min_distance			= 3.5
jump_max_distance			= 10.0
jump_max_angle				= 0.6

idle_sound_delay		= 55000
eat_sound_delay			= 3000
attack_sound_delay		= 6000

sound_distant_idle			= monsters\cat\c_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	

DamagedThreshold		= 0.4

material				= creatures\medium

DynamicObjectsCount		= 32

squad_attack_algorithm	= 1

attack_effector			= cat_test_attack_effector

attack_params			= cat_test_attack_params
step_params				= cat_test_step_params
damage					= cat_test_damage

LegsCount				= 4

script_binding  		= bind_monster.bind

;species of monster
species					= cat
spec_rank				= weak
community				= cat
;monster_type			= indoor

vision_free_section			= cat_vision_free
vision_danger_section		= cat_vision_danger

terrain = cat_terrain
[cat_terrain]
	255,000,255,255



[cat_vision_free]
min_view_distance   		= 0.1				; �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	 		= 0.5				; �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	 	= 30.0			; ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance 	= 0
time_quant					= 0.005
decrease_value				= 0.1				; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		     	= 0.4
luminocity_factor			= 0.7 				; ������ ��������� (������ ��� �����)
transparency_threshold		= 0.6
still_visible_time          = 0

[cat_vision_danger]
min_view_distance   		= 0.5				; �����������, ������� �������� �� eye_range, � ����������� �� ����
max_view_distance	 		= 1.0				; �����������, ������� �������� �� eye_range, � ����������� �� ����
visibility_threshold	 	= 30.0				; ��������, ��� ���������� ������ �������� ������ ��������� �������
always_visible_distance 	= 0
time_quant					= 0.0054
decrease_value				= 0.01				; ��������, �� ������� ����������� ���, ���� ������ ����� � �������, �� ������ �� �����-�� ��������
velocity_factor		     	= 0.5
luminocity_factor			= 0.7 				; ������ ��������� (������ ��� �����)
transparency_threshold		= 0.6
still_visible_time          = 0

[cat_test_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- �����. ��������� ���� (���������� ��������) 
;<wound_scale>	- �����. ��������� �������� �������� ����

default				= 1.0, -1, 0.3

bip01_pelvis 		= 1.3, -1, 0.8
bip01_spine 		= 1.5, -1, 0.5
bip01_spine1 		= 1.5, -1, 0.8
bip01_neck 			= 2.5, -1, 1.5
bip01_head 			= 3.5, -1, 0.5, 10
bone01 				= 1.3, -1, 0.5
bone03 				= 1.3, -1, 0.5
bone05 				= 1.3, -1, 0.5
bip01_ponytail1 	= 1.0, -1, 0.8
bip01_ponytail2		= 1.0, -1, 0.8


[cat_test_attack_params]

;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 =	  	0.35,		0.20,		    100,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;Both leg strike
stand_attack_1 =	  	0.30,		0.20,		    100,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0  =	0.40,		0.25,			120,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2		=	0.50,		0.35,			180,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0


[cat_test_attack_effector]

duality_h		= 0.01
duality_v		= 0.01
blur			= 0.01
gray			= 0.5
noise_intensity = 0.0
noise_grain		= 1
noise_fps		= 30
color_base		= 0.65,0.15,0.1
color_gray		= 0.333,0.333,0.333
color_add		= 0,0,0
time			= 0.3
time_attack		= 0.05		; fade in
time_release    = 0.25		; fade out

; camera effects
ce_time				= 0.45	;time 
ce_amplitude		= -10.0 
ce_period_number	= 2.0 
ce_power			= 1.5	; power 

[cat_test_step_params]
;-------------------------------------------------------------------------------------------------------------
;	anim			| cycles | time1 | power1 | time2 | power2 | time3 | power3 | time4 | power4 |
;-------------------------------------------------------------------------------------------------------------
stand_walk_fwd_0	=	   8,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_walk_dmg_0	=      7,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_0			=	   6,	    0.2,     1,	    0.25,    0.7,    0.5,     1.0,     0.7,    1.0
stand_run_dmg_0		=	   6,	    0.2,     1,	    0.25,    0.7,    0.7,     1.0,     0.7,    1.0
stand_steal_0		=	   1,	    0.2,     1,	    0.25,    0.7,    0.7,     1.0,     0.7,    1.0
stand_drag_0		=	   1,	    0.2,     1,	    0.25,    0.7,    0.7,     1.0,     0.7,    1.0

;===========================================================================
; IMMUNITIES
;===========================================================================
[cat_immunities]
burn_immunity			= 0.8
strike_immunity			= 0.8
shock_immunity			= 0.8
wound_immunity			= 0.5
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.8
explosion_immunity		= 0.5
fire_wound_immunity		= 0.5


[cat_protections]
skin_armor = 0.1
hit_fraction_monster = 0.5

[cat_weak]:cat_test	
;monster_type		= outdoor
visual = monsters\cat\ca1


[cat_normal]:cat_test
visual = monsters\cat\ca2
skin_armor = 0.1

[cat_strong]:cat_test
$spawn = "monsters\cat"	
visual = monsters\cat\ca2


[cat_fake]:cat_strong
$spawn        = "monsters\cat"

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;Cat population - Borovos 2013;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;include new meshes, new parameters for each population

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Normal -------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[cat_normal_a]:cat_test
$spawn        = "monsters\cat\cat_normal_a"
visual = monsters\cat\cat_normal
spec_rank				= normal
MaxHealthValue		= 1			; range [0..200

[cat_normal_b]:cat_test
$spawn        = "monsters\cat\cat_normal_b"
visual = monsters\cat\cat_normal2
spec_rank				= normal
MaxHealthValue		= 1			; range [0..200

[cat_normal_c]:cat_test
$spawn        = "monsters\cat\cat_normal_c"
visual = monsters\cat\cat_normal3
spec_rank				= normal
MaxHealthValue		= 1			; range [0..200

[cat_normal_d]:cat_test
$spawn        = "monsters\cat\cat_normal_d"
visual = monsters\cat\cat_normal4
spec_rank				= normal
MaxHealthValue		= 1			; range [0..200

[cat_normal_e]:cat_test
$spawn        = "monsters\cat\cat_normal_e"
visual = monsters\cat\cat_normal5
spec_rank				= normal
MaxHealthValue		= 1			; range [0..200

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Weak ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cat_weak_base]:cat_test
$spawn        = "monsters\cat\cat_weak_base"
visual = monsters\cat\cat_weak
spec_rank				= weak

immunities_sect					= cat_weak_immunities
attack_params			= cat_weak_attack_params

skin_armor = 0.08

;===========================================================================
; IMMUNITIES
;===========================================================================
[cat_weak_immunities]
burn_immunity			= 1.0 ;0.7
strike_immunity			= 1.0 ;0.7
shock_immunity			= 1.0 ;0.7
wound_immunity			= 0.55 ;1
radiation_immunity		= 0.0 ;0.0
telepatic_immunity		= 0.0 ;0.7
chemical_burn_immunity	= 1.0 ;0.7
explosion_immunity		= 0.6 ;0.25
fire_wound_immunity		= 0.55 ;0.25

[cat_weak_attack_params]

;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 =	  	0.35,		0.20,		    80,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;Both leg strike
stand_attack_1 =	  	0.30,		0.20,		    80,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0  =	0.40,		0.25,			90,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2		=	0.50,		0.35,			120,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0



[cat_weak_a]:cat_weak_base
$spawn        = "monsters\cat\cat_weak_a"
visual = monsters\cat\cat_weak

[cat_weak_b]:cat_weak_base
$spawn        = "monsters\cat\cat_weak_b"
visual = monsters\cat\cat_weak2

[cat_weak_c]:cat_weak_base
$spawn        = "monsters\cat\cat_weak_c"
visual = monsters\cat\cat_weak3

[cat_weak_d]:cat_weak_base
$spawn        = "monsters\cat\cat_weak_d"
visual = monsters\cat\cat_weak4

[cat_weak_e]:cat_weak_base
$spawn        = "monsters\cat\cat_weak_e"
visual = monsters\cat\cat_weak5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------- Strong ---------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[cat_strong_base]:cat_test
$spawn        = "monsters\cat\cat_strong_base"
visual = monsters\cat\cat_strong

spec_rank				= strong
immunities_sect					= cat_strong_immunities
attack_params			= cat_strong_attack_params

skin_armor = 0.2

;===========================================================================
; IMMUNITIES
;===========================================================================
[cat_strong_immunities]
burn_immunity			= 0.6 ;0.66
strike_immunity			= 0.6 ;0.66
shock_immunity			= 0.6 ;0.66
wound_immunity			= 0.45 ;0.85
radiation_immunity		= 0.0 ;0.0
telepatic_immunity		= 0.0 ;0.5
chemical_burn_immunity	= 0.6 ;0.66
explosion_immunity		= 0.45 ;0.15
fire_wound_immunity		= 0.5 ;0.15

[cat_strong_attack_params]

;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left leg strike
stand_attack_0 =	  	0.35,		0.30,		    110,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;Both leg strike
stand_attack_1 =	  	0.30,		0.30,		    110,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0  =	0.40,		0.30,			130,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2		=	0.50,		0.45,			200,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0


[cat_strong_a]:cat_strong_base
$spawn        = "monsters\cat\cat_strong_a"
visual = monsters\cat\cat_strong


[cat_strong_b]:cat_strong_base
$spawn        = "monsters\cat\cat_strong_b"
visual = monsters\cat\cat_strong2

[cat_strong_c]:cat_strong_base
$spawn        = "monsters\cat\cat_strong_c"
visual = monsters\cat\cat_strong3


[cat_strong_d]:cat_strong_base
$spawn        = "monsters\cat\cat_strong_d"
visual = monsters\cat\cat_strong4


[cat_strong_e]:cat_strong_base
$spawn        = "monsters\cat\cat_strong_e"
visual = monsters\cat\cat_strong5
