;===========================================================================
; BURER
;===========================================================================
[m_burer_e]:monster_base
GroupControlSection		= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
$spawn					= "monsters\burer\burer"			; option for Level Editor
$npc					= on						; option for Level Editor
$prefetch 				= 16
visual					= monsters\burer\burer
corpse_visual			= monsters\burer\burer_dead
MaxHealthValue		    = 100						; range [0..200]

Spawn_Inventory_Item_Section = mutant_burer_hand
Spawn_Inventory_Item_Probability = 0.0

;------------------------------------------------------------------------
; Influences
;------------------------------------------------------------------------

fire_max_distance			=	0
fire_max_power				=	5
fire_linear_factor			=	0
fire_quadratic_factor		=	0.025

psy_max_distance			=	0
psy_max_power				=	5
psy_linear_factor			=	0.05
psy_quadratic_factor		=	0

radiation_max_distance		=	0
radiation_max_power			=	0.01
radiation_linear_factor		=	1
radiation_quadratic_factor	=	1
radiation_pp_effector_name	= 	postprocess_rad
radiation_pp_highest_at		= 	0.02

;------------------------------------------------------------------------
; Offline Alife
;------------------------------------------------------------------------
Scheduled				= on						; option for ALife Simulator
Human		     		= off						; option for ALife Simulator
Health					= 400						; option for ALife Simulator
MinSpeed				= 1.0						; option for ALife Simulator
MaxSpeed				= 5.0						; option for ALife Simulator
going_speed				= 3;4.5                      	; option for ALife Simulator
search_speed			= 1.5                       ; option for ALife Simulator
smart_terrain_choose_interval	= 00:15:00

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 			= 0.0,  0.7,  0.0
ph_box0_size 			= 0.35, 0.7,  0.35
ph_box1_center 			= 0.0,  0.6,  0.0
ph_box1_size 			= 0.35, 0.6,  0.35
ph_crash_speed_min		= 10
ph_crash_speed_max		= 30
ph_collision_damage_factor	= 0.1
ph_mass 			= 70;	100

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash

;----------------------------------------------------------------------------
ph_skeleton_airr_lin_factor   = -0.40  ;2.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   = -0.20  ;0.0 (изменно из-за того, что убрано домножение на коэффициент 0.3 из кода (0.0*0.3=0.0))
ph_skeleton_hinger_factor1    = 1.0 (изменно из-за того, что убрано домножение на коэффициент 5.0 из кода)
ph_skeleton_ddelay	      = 15.0 ;Время изменения значения трения в суставе с момента создания шелла, сек

ph_skel_fatal_impulse_factor  = 0.0    ;6.0
ph_after_death_velocity_factor= 0.75
ph_skel_shot_up_factor        = 0.25
;----------------------------------------------------------------------------

;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------

; speed factors			linear | angular_real | angular_path | min |  max
Velocity_Stand			= 0,		6.0,			6.0,		0.2,	0.5
Velocity_RunFwdNormal	= 4.5,		2.5,			2.5,		0.2,	1
Velocity_RunFwdDamaged	= 3.5,  	3.0,			3.0,		0.2,	1
Velocity_WalkFwdNormal	= 1.6,		3.0,			3.0,		0.02,	1.5
Velocity_WalkFwdDamaged	= 1.0,		3.0,			3.0,		0.5,	2.0
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1

; acceleration
Accel_Generic			= 1.5
Accel_Calm				= 1.5
Accel_Aggressive		= 200 ;6.5


runaway_distance		= 7
normal_distance			= 11
max_runaway_time		= 6000

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------

MinAttackDist			= 1.5
MaxAttackDist			= 2.5
as_min_dist				= 0.9
as_step					= 0.3

attack_effector			= m_burer_attack_effector
attack_params			= m_burer_attack_params

Melee_Rotation_Factor	= 1.8
;-------------------------------------------------------------------------
; Entity Conditions
;-------------------------------------------------------------------------

satiety_v				= 0.0001					;скорость уменьшения сытости со временем
radiation_v				= 0.00001					;скорость уменьшения радиации
satiety_power_v			= 0.001						;увеличение силы при уменьшении сытости
satiety_health_v		= 0.00007					;увеличение здоровья при уменьшении сытости
satiety_critical		= -1.0						;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v		= 0.01						;уменьшение здоровья при воздействии радиации
morale_v				= 0.01						;скорость восстановления морали
health_hit_part			= 0.5						;процент хита, уходящий на отнимание здоровья
power_hit_part			= 1.0						;процент хита, уходящий на отнимание силы
psy_health_v			= 0.1						;скорость восстановления psy-здоровья

;открытые раны
bleeding_v						= 0.05						;потеря крови при номинальной ране в секунду
wound_incarnation_v				= 0.04				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size					= 0.01

sleep_health					= 1.0		;1.5				;коэффициенты скоростей изменения параметров во время сна
sleep_power						= 1.0		;1.5
sleep_satiety					= 1.0		;0.8
sleep_radiation					= 1.0		;1.1
sleep_psy_health				= 1.0

eat_freq						= 5.0		; частота укусов в сек
eat_slice						= 0.01	; увеличение сытости при 1 укусе
eat_slice_weight				= 10.0	; уменьшение еды у трупа

bone_head			 			= head	; bone name

DayTime_Begin			= 0			; начала дня для монстра
DayTime_End				= 21		; конец дня для монстра
Min_Satiety				= 0.6		; мин. норма сытости (меньше - уже голодный)
Max_Satiety				= 0.9		; макс. норма сытости (больше - очень сытый)

satiety_threshold		= 0.5							; below this value monster fill hunger
;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------

sound_idle				= monsters\burer\burer_idle_
sound_eat				= monsters\burer\burer_idle_
sound_aggressive		= monsters\biting\def_
sound_attack_hit		= monsters\burer\burer_attack_
sound_take_damage		= monsters\burer\burer_telekinetic_
sound_die				= monsters\burer\burer_attacking_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\burer\burer_attacking_
sound_growling			= monsters\biting\def_
sound_gravi_attack		= monsters\burer\burer_gravi_attack_
sound_tele_attack		= monsters\biting\def_
sound_gravi_wave		= monsters\burer\burer_gravi_wave_0
sound_die_in_anomaly	= monsters\burer\burer_attacking_

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

idle_sound_delay		= 55000;5000
eat_sound_delay			= 3000
attack_sound_delay		= 14000;4000


sound_distant_idle			= monsters\burer\burer_idle_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0


SoundThreshold			= 0.06             ; range [0..1]
max_hear_dist			= 60

;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant				= 0.1
Morale_Attack_Success_Quant		= 0.2
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.1
Morale_Despondent_Threashold	= 0.5

;-------------------------------------------------------------------------
; Shield Ability
;-------------------------------------------------------------------------
shield_cooldown					=	3000
shield_time						=	3000
shield_keep_particle			=   anomaly2\burer_shield_01
shield_keep_particle_period		=	300
Particle_Shield					= 	anomaly2\burer_shield_01

;-------------------------------------------------------------------------
; Anti-aim Ability
;-------------------------------------------------------------------------
anti_aim_timeout				=	3 ;1.5 ; sec
anti_aim_effectors				=	effector_monster_hit_1, effector_monster_hit_2, effector_monster_hit_3, effector_monster_hit_4
anti_aim_animation				=	stand_stamina_attack_
anti_aim_max_angle				=	0.5
anti_aim_detection_gain_speed	=	10		; 2
anti_aim_detection_loose_speed	=	0.1
weapon_drop_velocity			=	8
weapon_drop_stamina_k			=	0.7   ;IF player stamina < stamina_hit*inv_weight(weapon param)*weapon_drop_stamina_k THEN weapon is dropped
weight_to_stamina_hit			=	0.27 ;0.25 ;kg to stamina %

;-------------------------------------------------------------------------
; Gravi Ability
;-------------------------------------------------------------------------
Gravi_Cooldown				= 5000  ; milisec
Gravi_MinDist				= 1     ; meter
Gravi_MaxDist				= 15    ; meter
Gravi_Speed					= 76	; meter/sec
Gravi_Step					= 2		; meter
Gravi_Time_To_Hold			= 1200	; milisec
Gravi_Radius				= 3.0
Gravi_Impulse_To_Objects	= 60.0
Gravi_Impulse_To_Enemy		= 1000.0
Gravi_Hit_Power				= 1.0

;-------------------------------------------------------------------------
; Tele Ability
;-------------------------------------------------------------------------
Tele_Max_Handled_Objects = 4;
Tele_Max_Time			 = 7000;  // (s) max time to be in telekinesis
Tele_Time_To_Hold		 = 400
Tele_Object_Min_Mass	 = 100
Tele_Object_Max_Mass	 = 1000.0
Tele_Find_Radius		 = 12.0
Tele_Min_Distance		 = 5
Tele_Max_Distance		 = 50
Tele_Raise_Speed		 = 6
Tele_Fly_Velocity		 = 70 ;50
Tele_Object_Height		 = 3  ;2

sound_tele_hold			= monsters\burer\burer_tele_hold
sound_tele_throw		= monsters\burer\burer_tele_throw


;-------------------------------------------------------------------------
; Scanner
;-------------------------------------------------------------------------
scan_critical_value		= 25.0	; граничное значение
scan_radius				= 50.0  ; радиус сканирования
scan_velocity_threshold	= 4.0	; граничная скорость, до которой движение актера игнорируется
scan_decrease_value		= 0.3	; уменьшение текущей суммы в секунду
scan_trace_time_freq	= 2		; частота трейса скорости (for programmer only) (1 = 2 раза в сек)

scan_sound				= monsters\burer\burer_scan_affect_0
scan_effector_section	= m_burer_scan_effector

;-------------------------------------------------------------------------
; Particles
;-------------------------------------------------------------------------
Particle_Tele_Object	= static\fire_distort
Particle_Gravi_Wave		= anomaly2\burer_wave
Particle_Gravi_Prepare	= anomaly2\burer_prepare



;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.

ef_creature_type		= 18							; option for evaluation functions
ef_weapon_type			= 3
ef_detector_type		= 1
panic_threshold			= 0.1

cform					= skeleton					; collision class
class					= SM_BURER					; AI class

script_binding  		= bind_monster.bind

bone_torso				= chest 					; bone name
bone_head				= head						; bone name
bone_fire				= head						; bone name
weapon_usage			= 0							; boolean
actor_restrictor		= medium_monster ;medium_monster,stalker,none


distance_to_corpse		= 1.2		; дист. до трупа, при которой он переходит в состояние еды

selector_approach		=  20.0,            1.0,                 1000.0,             0.0,               0.0,              1000.0,				10000.0,
terrain					= burer_terrain
hit_type				= wound

DamagedThreshold		= 0.5

material				= creatures\large
step_params				= m_burer_step_params
LegsCount				= 2
damage					= m_burer_damage

;species of monster
species					= burer
rank					= 19
spec_rank				= weak
community				= burer
monster_type			= indoor


protections_sect 		= burer_protections
immunities_sect			= burer_immunities

;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
DynamicObjectsCount		= 32
eye_fov					= 130
eye_range				= 110

vision_free_section			= burer_vision_free
vision_danger_section		= burer_vision_danger

; ЗНАЧЕНИЯ visibility_threshold ДОЛЖНЫ БЫТЬ РАВНЫ для денжера и фри,
; иначе возникают артефакты с потерей видимости при переходе от денжера во фри.

[burer_protections]
skin_armor = 0.5
hit_fraction_monster = 0.2

[burer_immunities]
burn_immunity			= 1.0
strike_immunity			= 0.55
shock_immunity			= 1.0
wound_immunity			= 0.2
radiation_immunity		= 0.0
telepatic_immunity		= 1.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.22
fire_wound_immunity		= 0.2



[burer_vision_free]
min_view_distance   		= 0.6				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 100.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.3
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[burer_vision_danger]
min_view_distance   		= 0.6				; коэффициент, который множится на eye_range, в зависимости от угла
max_view_distance	 		= 1.0				; коэффициент, который множится на eye_range, в зависимости от угла
visibility_threshold	 	= 100.0				; значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.3
time_quant					= 0.001
decrease_value				= 0.01				; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам
velocity_factor		     	= 0.5
luminocity_factor			= 0.5 				; фактор освещения (только для Актёра)
transparency_threshold		= 0.25

;=================================================================================
; Burer Attack Params
;=================================================================================
[m_burer_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)  |	Field of hit_test  (left,right, bottom, top ) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0			 =	  	0.55,		  0.70,	     100,        2.0, 1.0, 0.5,		 -1.6, 1.6, -1.6, 1.6,				  2.5
stand_stamina_attack_0 	 =	  	0.5,		  0.0,	     0,          2.0, 1.0, 0.5,		 -1.6, 1.6, -1.6, 1.6,				  2.5

;=================================================================================
; Burer Attack Effector
;=================================================================================

[m_burer_attack_effector]

duality_h			= 0.1; 0.01
duality_v			= 0.01; 0.01
blur				= 0.01
gray				= 0.5
noise_intensity		= 0.1;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			= 0.0,0.0,0.0
time				= 3.00
time_attack			= 0.05		; fade in
time_release		= 0.50		; fade out

; camera effects
ce_time				= 0.30 ;time
ce_amplitude		= 12.0
ce_period_number	= 2.0
ce_power		    = 1.0 ;0.7 ; power


;=================================================================================
; Burer Step Params
;=================================================================================

[m_burer_step_params]
;---------------------------------------------------------------------------
;	anim			| Cycles | time1 | power1 | time2 | power2 |
;---------------------------------------------------------------------------
stand_walk_fwd_0 	=	   1,	  0.4,    1,      0.9,    0.7,
;stand_walk_dmg_0 	=	   1,	  0.4,    1,      0.9,    0.7,
stand_run_fwd_0	 	=	   1,	  0.4,    1,      0.9,    0.6,
;stand_run_dmg_0	    =	   1,	  0.4,    1,      0.9,    0.6,

;=================================================================================
; Burer Damage
;=================================================================================

[m_Burer_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны

default				= 0.25, -1, 0.1

hip					= 0.2, -1, 0.1
spine 				= 2.0, -1, 0.1
chest	 			= 1.0, -1, 0.1
neck				= 0.8, -1, 0.5
head	 			= 5.0, -1, 0.2

;=================================================================================
; Burer Scan Effector
;=================================================================================
[m_burer_scan_effector]
duality_h			= 0.003
duality_v			= 0.002
blur				= 1.5
gray				= 0.3
noise_intensity		= 0.0
noise_grain			= 2
noise_fps			= 8
color_base			= 0.55,0.5,0.5;0.637,0.442,0.456
color_gray			= 0.333,0.333,0.333
color_add			= 0.05,0.0,0.0
time				= 10.00
time_attack			= 0.3		; fade in
time_release		= 0.85		; fade out

;=================================================================================
; Terrain
;=================================================================================
[burer_terrain]
	255,000,255,255



;=================================================================================
; *** PROFILES *******************************************************************
;=================================================================================

[burer_normal]:m_burer_e
$spawn				= "monsters\burer\burer_normal"
visual				= monsters\burer\burer
corpse_visual			= monsters\burer\burer_dead
icon				= ui_npc_monster_burer
rank				= 19
spec_rank			= normal
