;=========================================================================================
; Base Definition
;=========================================================================================
[m_gigant_e]:monster_base
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald
$spawn               = "monsters\old\gigant"		; 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			     = 400						; option for ALife Simulator
MinSpeed		     = 1.0						; option for ALife Simulator
MaxSpeed		     = 7.0						; option for ALife Simulator
going_speed          = 3;4.5                      ; option for ALife Simulator
current_level_going_speed		= 3;2					; option for ALife Simulator
search_speed         = 1.5                       ; option for ALife Simulator
visual				 = monsters\psevdogigant\psevdogigant
corpse_visual	     = monsters\psevdogigant\psevdogigant_dead
icon				 = ui_npc_monster_psevdogigant
MaxHealthValue		     = 200			; range [0..200]
DynamicObjectsCount	 = 32
smart_terrain_choose_interval	= 00:15:00

ef_creature_type	= 19							; option for evaluation functions
ef_weapon_type		= 2
ef_detector_type			 = 1
panic_threshold		= 0.1

cform                = skeleton					; collision class
class                = SM_GIANT					; AI class

script_binding  	= bind_monster.bind

bone_torso			 = spine 			; bone name
bone_head			 = head				; bone name
bone_fire			 = head				; bone name
weapon_usage		 = 0				; boolean

;------------------------------------------------------------------------
; 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		=	5
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

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
ph_box0_center 		 = 0.0,  0.9,  0.0
ph_box0_size 		 = 0.6, 0.9,  0.6
ph_box1_center 		 = 0.0,  0.6,  0.0
ph_box1_size 		 = 0.40, 0.6,  0.40
ph_crash_speed_min			= 100
ph_crash_speed_max			= 300
ph_collision_damage_factor	= 0.1
ph_mass 		     = 5000		;370

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    ;12.0
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,		1,		1
Velocity_WalkFwdNormal	= 4.2,		4.0,			4.0,		0.1,	2.5
Velocity_RunFwdNormal	= 11.0,		4.0,			4.0,		0.2,	1	
Velocity_WalkFwdDamaged	= 2.5,		3.0,			3.0,		0.5,	1.5	
Velocity_RunFwdDamaged	= 6.0,  	4.0,			4.0,		0.2,	1
Velocity_Drag			= 1.0,		3.0,			3.0,		1,		1
Velocity_Steal			= 1.5,		3.0,			3.0,		1,		1
Velocity_JumpPrepare	= 6.0,		1.0,			1.0,		1,		1
Velocity_JumpGround		= 12.5,		2.0,			2.0,		0.16,	1	

; acceleration
Accel_Generic		= 1.5
Accel_Calm			= 1.5
Accel_Aggressive	= 15.5

;--------------------------------------------------------------------------
; Attack parameters
;--------------------------------------------------------------------------
MinAttackDist		= 1.5	;2.6	;0.5
MaxAttackDist		= 2.6	;3.5	;3.8

as_min_dist				= 1.5
as_step					= 0.3

;-----------------------------------------------------------------------
; Run Attack 
;-----------------------------------------------------------------------
Run_Attack_Dist			= 4.5,		8.0
Run_Attack_Delay		= 3000,		6000 

;-----------------------------------------------------------------------

DayTime_Begin		= 0			; 
DayTime_End			= 21		; 
Min_Satiety			= 0.6		; 
Max_Satiety			= 0.9		; 

distance_to_corpse	= 1.2		; 

selector_approach		= 20.0,1.0,1000.0,0.0,0.0, 1000.0,	10000.0,      

terrain					= giant_terrain

hit_type				= wound

;----------------------------------------------------------------------------------------
;Entity Condition
;----------------------------------------------------------------------------------------
satiety_v 			= 0.00001			;скорость уменьшения сытости со временем
radiation_v 		= 0.00001 ;0.004	;скорость уменьшения радиации
satiety_power_v 	= 0.001	;0.01		;увеличение силы при уменьшении сытости 
satiety_health_v 	= 0.001				;увеличение здоровья при уменьшении сытости 
satiety_critical 	= -1.0	;0.25		;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться
radiation_health_v 	= 0.01	;0.006		;уменьшение здоровья при воздействии радиации
morale_v			= 0.01				;скорость восстановления морали
health_hit_part 	= 1	;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part 		= 1	;0.9			;процент хита, уходящий на отнимание силы
psy_health_v		= 0.1				;скорость восстановления psy-здоровья

immunities_sect				= giant_immunities
protections_sect			= giant_protections

;открытые раны
bleeding_v					= 0.01						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.02				;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


satiety_threshold		= 0.5							; below this value monster fill hunger

;----------------------------------------------------------------------------------------

eat_freq			=	5.0		; частота укусов в сек
eat_slice			=	0.001	; увеличение сытости при 1 укусе
eat_slice_weight	=	10.0	; уменьшение еды у трупа

;----------------------------------------------------------------------------------------

; Morale
Morale_Hit_Quant				= 0.001
Morale_Attack_Success_Quant		= 0.1
Morale_Take_Heart_Speed			= 0.1
Morale_Despondent_Speed			= 0.1
Morale_Stable_Speed				= 0.01
Morale_Despondent_Threashold	= 0.5


;----------------------------------------------------------------------------------------
; Sounds
;----------------------------------------------------------------------------------------
sound_idle				= monsters\giant\giant_breath_   ; giant_idle_
sound_eat				= monsters\boar\boar_eat_
sound_aggressive		= monsters\giant\giant_aggressive_
sound_attack_hit		= monsters\giant\giant_attack_
sound_take_damage		= monsters\giant\giant_hurt_
sound_die				= monsters\giant\giant_death_
sound_bkgnd				= monsters\biting\def_
sound_threaten			= monsters\giant\giant_threaten_   ; boar\threaten_
sound_landing			= monsters\boar\landing_
sound_steal				= monsters\biting\def_
sound_panic				= monsters\biting\def_
sound_growling			= monsters\biting\def_
sound_die_in_anomaly	= monsters\giant\giant_death_

sound_threaten_hit		= device\door_stop
sound_threaten_start	= monsters\giant\giant_attack_0
---------------------------------------------------------------------------
SoundThreshold		 = 0.1             ; range [0..1]
max_hear_dist		 = 50


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


idle_sound_delay		= 85000
eat_sound_delay			= 3000
attack_sound_delay		= 14000

sound_distant_idle			= monsters\giant\giant_breath_
distant_idle_sound_delay	= 80000
distant_idle_sound_range	= 100.0	


DamagedThreshold		= 0.2

material				= creatures\large
DynamicObjectsCount		= 32

squad_attack_algorithm	= 1
attack_effector			= m_giant_attack_effector

attack_params			= m_gigant_attack_params
step_params				= m_gigant_step_params
damage					= m_giant_damage
threaten_effector		= pseudogigant_threaten_effector


LegsCount			= 2

;species of monster
species					= giant
rank					= 21
spec_rank				= normal
community				= pseudo_gigant

;-----------------------------
; step effector
;-----------------------------
step_effector_time		=  0.5
step_effector_amplitude		=  1.5
step_effector_period_number	=  5.0

;-----------------------------
; jump parameters
;-----------------------------
jump_delay					= 30000 ;3000
jump_factor					= 1.7
jump_ground_trace_range		= 1.4
jump_hit_trace_range		= 3.0
jump_build_line_distance	= 5.0
jump_min_distance			= 5.0 
jump_max_distance			= 15.0
jump_max_angle				= 0.3


Anomaly_Detect_Radius			= 15.0
Anomaly_Detect_Time_Remember	= 10000

HugeKick_Damage				= 1.2
HugeKick_Particles			= monsters\gigant_wave
HugeKick_MinMaxDist			= 5,20	;10, 20
HugeKick_MinMaxDelay		= 13000, 22000 ;10000, 30000
HugeKick_Time_SlowDown		= 4000

monster_type				= outdoor

critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.


;-------------------------------------------------------------------------
; Vision
;-------------------------------------------------------------------------
eye_fov				 = 100	;120
eye_range			 = 40	;80

vision_free_section			= giant_vision_free
vision_danger_section		= giant_vision_danger

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

[giant_vision_free]
min_view_distance   		= 0.5				; 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

[giant_vision_danger]
min_view_distance   		= 0.5				; 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

[giant_protections]
skin_armor = 0.6
hit_fraction_monster = 0.2

;=========================================================================================
; Damage Params
;=========================================================================================

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

default				= 0.8, -1, 0.1
tail				= 0.4, -1, 0.1
spine 				= 0.4, -1, 0.1
hip 				= 0.8, -1, 0.5
head 				= 1.3, -1, 0.2, 10

;=========================================================================================
; Attack Animation Params
;=========================================================================================
[m_gigant_attack_params]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	anim			| time[0..1] | hit_power | impulse | impulse_dir (x,y,z)   |	Field of hit_test  (left,right, top, bottom) |	Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 =	  	0.25,		0.9,	    150,        0.5, 1.0, 0.5,		 -0.8, 0.8, -1.8, 1.8,					  2.6
;Left leg Strike
stand_attack_1 =	  	0.40,		0.9,	    200,        5.0, 2.5, 4.0,		 -0.6, 0.6, -1.8, 1.8,					  3.2
;Bite2
stand_attack_2 =	  	0.25,		0.9,	    150,        0.5, 1.0, 5.0,		 -0.8, 0.8, -1.8, 1.8,					  2.6
stand_attack_run_0=     0.5,		0.9,	    550,        0.5, 1.0, 5.0,		 -0.6, 1.3, -1.8, 1.8,					  3.3
jump_attack_1	=		0.1,		2.00,		1550,       0.5, 1.0, 5.0,		 -1.0, 1.3, -1.6, 1.6,					  5.5

;=========================================================================================
; Attack Effector
;=========================================================================================
[m_giant_attack_effector]
duality_h		= 0.05;0.01
duality_v		= 0.08;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			= 1.5
time_attack		= 0.05		; fade in
time_release	= 0.65		; fade out

; camera effects
ce_time				= 0.85 ;time 
ce_amplitude		= 25.0;15.0 
ce_period_number	= 3.0 
ce_power			= 3.0 ;0.7 ; power 

;=========================================================================================
; Step Params
;=========================================================================================
[m_gigant_step_params]
;------------------------------------------------------------------------
;	anim			Cycles| time1 | power1 | time2 | power2 |
;------------------------------------------------------------------------
stand_walk_fwd_0	=	1,     0.5,     1,	   0.1,    0.7 
stand_walk_fwd_dmg_0=  	1,	   0.2,     1,	   0.25,   0.7, 
stand_steal_0		=	1,	   0.2,     1,	   0.5,   0.7,   


;=========================================================================================
; Threaten Effector
;=========================================================================================
[pseudogigant_threaten_effector]
duality_h		= 0.1	;0.31
duality_v		= 0.1	;0.31
blur			= 0.01
gray			= 0.3	;0.5
noise_intensity = 1.0
noise_grain		= 0.2
noise_fps		= 30
color_base		= 0.3,0.2,0.2	;0.1,0.15,0.4
color_gray		= 0.333,0.333,0.333	;0.333,0.333,0.333
color_add		= 0.0,0.0,0.0
time			= 2.0		;1.5
time_attack		= 0.1	;0.5		; fade in
time_release	= 0.3		; fade out

; camera effects
ce_time				= 1.7	;1.5
ce_amplitude		= 6.0
ce_period_number	= 20.0
ce_power			= 1.3 ;0.7

;===========================================================================
; TERRAIN
;===========================================================================
[giant_terrain]
	255,000,255,255

;===========================================================================
; IMMUNITIES
;===========================================================================
[giant_immunities]
burn_immunity 			= 0.1			;коэффициенты иммунитета 
strike_immunity 		= 0.0
shock_immunity 			= 0.01
wound_immunity 			= 0.01		
radiation_immunity 		= 0.0
telepatic_immunity 		= 0.0
chemical_burn_immunity	= 0.1
explosion_immunity 		= 0.025
fire_wound_immunity  	= 0.03

;---------------------------
[gigant_normal]:m_gigant_e
$spawn				= "monsters\gigants\gigant_normal"
visual				= monsters\psevdogigant\psevdogigant
corpse_visual	     = monsters\psevdogigant\psevdogigant_dead
icon				= ui_npc_monster_psevdogigant
rank				= 20
spec_rank			= normal
community			= pseudo_gigant

