;======
; ГНОМ
;======
[m_burer_cop]:monster
GroupControlSection	= spawn_group
SpaceRestrictionSection = space_restrictor,zone_mosquito_bald,zone_radioactive
visual					= monsters\burer\burer_63m
corpse_visual			= monsters\burer\burer_63m
icon 					= ui_npc_monster_burer_cop
MaxHealthValue		= 100						; range [0..200]
short_name				= m_burer_cop

Spawn_Inventory_Item_Section = part_gnomius
Spawn_Inventory_Item_Probability = 0.4

; 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
destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash

;-----------------------------------------------
ph_skeleton_airr_lin_factor   	= 2.0 ;550.0 (изменно из-за того, что убрано домножение коэффициент 0.002 из кода)
ph_skeleton_airr_ang_factor   	= 0.0 ;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 ;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  	= 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
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_cop_attack_effector
attack_params			= m_burer_cop_attack_params
Melee_Rotation_Factor	= 1.8

min_view_distance   	= 0.6
max_view_distance	 	= 1.0
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

;-------------------------
; 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			= 24		; 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_cop\burer_idle_
sound_eat				= monsters\burer_cop\burer_eat_
sound_aggressive		= monsters\burer_cop\burer_aggressive_
sound_attack_hit		= monsters\burer_cop\burer_attack_
sound_take_damage	= monsters\burer_cop\burer_attacking_
sound_die				= monsters\burer_cop\burer_die_
sound_threaten			= monsters\biting\def_
sound_landing			= monsters\biting\def_
sound_steal			= monsters\biting\def_
sound_panic			= monsters\burer_cop\burer_attacking_
sound_growling			= monsters\biting\def_
sound_gravi_attack		= monsters\burer_cop\burer_gravi_attack_
sound_tele_attack		= monsters\burer_cop\burer_tele_
sound_gravi_wave		= monsters\burer_cop\burer_gravi_wave_0
sound_die_in_anomaly	= monsters\burer_cop\burer_attacking_

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

idle_sound_delay		= 55000
eat_sound_delay		= 3000
attack_sound_delay	= 14000
sound_distant_idle			= monsters\burer_cop\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

;-----------------------
; Anti-aim Ability
;----------------------
anti_aim_timeout				=	3  ; 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
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 ;kg to stamina %

;------------------
; Gravi Ability
;------------------
;Gravi_Cooldown			= 5000  ; milisec
;Gravi_MinDist				= 1     ; meter
;Gravi_MaxDist				= 15    ; meter
Gravi_Speed				= 250 ;76	; meter/sec
Gravi_Step					= 2		; meter
Gravi_Time_To_Hold		= 350 ;1200	; milisec
Gravi_Radius				= 5 ;3.0
Gravi_Impulse_To_Objects	= 10.0 ;60.0
Gravi_Impulse_To_Enemy	= 500 ;1000.0
Gravi_Hit_Power			= 1.7 ;1.0

;------------------
; Tele Ability
;------------------
Tele_Max_Handled_Objects = 3 ;4;
Tele_Max_Time			= 7000;  // (s) max time to be in telekinesis
Tele_Time_To_Hold		= 200 ;400
Tele_Object_Min_Mass	 	= 10 ;100
Tele_Object_Max_Mass	= 100 ;1000.0
Tele_Find_Radius			= 6 ;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_cop\burer_tele_hold
sound_tele_throw			= monsters\burer_cop\burer_tele_throw

;-------------
; Scanner
;-------------
scan_critical_value		= 25.0	; граничное значение
scan_radius			= 40 ;50.0  ; радиус сканирования
scan_velocity_threshold = 3.0 ;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_cop\burer_scan_affect_0
scan_effector_section	= m_burer_cop_scan_effector

;--------------
; Particles
;--------------
Particle_Tele_Object	= static\fire_distort
Particle_Gravi_Wave	= anomaly2\burer_wave
Particle_Gravi_Prepare	= anomaly2\burer_prepare
Particle_Shield			= anomaly2\burer_shield_01

;-----------------------------------------------
; Other Stuff (refactoring needed)
;-----------------------------------------------
critical_wound_threshold		= -1
critical_wound_decrease_quant	= 0.
ef_creature_type		= 18
ef_weapon_type		= 12 ;3
ef_detector_type		= 1
panic_threshold			= 0.1
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_cop_terrain
hit_type					= strike
Gravi_Hit_Type			= strike
DamagedThreshold	= 0.5
material				= creatures\large
step_params			= m_burer_cop_step_params
LegsCount				= 2
damage				= m_burer_cop_damage

;species of monster
species				= burer
rank					= 19
spec_rank				= weak
community				= burer
monster_type			= indoor
protections_sect 		= burer_protections
immunities_sect			= burer_cop_immunities

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

; 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_cop_immunities]
burn_immunity			= 1.0
strike_immunity			= 0.25
shock_immunity			= 1.0
wound_immunity		= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity = 1.0
explosion_immunity		= 0.25
fire_wound_immunity	= 0.05

[m_burer_cop_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			 = 0.4,		  1.25,	     100,     2.0, 1.0, 0.5,		 -1.6, 1.6, -1.6, 1.6,			          2.5
stand_stamina_attack_0 = 0.4,		  0.0,	     0,          2.0, 1.0, 0.5,		 -1.6, 1.6, -1.6, 1.6,				  2.5

[m_burer_cop_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

[m_burer_cop_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,

[m_Burer_cop_damage]
;bone_name		 = <hit_scale>,-1,<wound_scale>
;<hit_scale>	- коэфф. изменения хита (уменьшения здоровья)
;<wound_scale>	- коэфф. изменения величины открытой раны
default				= 0.5, -1, 0.1
hip					= 1, -1, 0.1
spine 				= 1, -1, 0.1
chest	 			= 1, -1, 0.1
neck				= 1, -1, 0.5
head	 			= 2, -1, 0.2

[m_burer_cop_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

[burer_cop_terrain]
255,000,255,255
