;===========================================================================
; КОТИГ ; -/\/- 5.12.2009 (for Slayer_mod_STALKER_COP )
;===========================================================================
[m_cat_e]:monster_base
GroupControlSection	      = spawn_group
paceRestrictionSection        = space_restrictor,zone_mosquito_bald
;$spawn                       = "monsters\cat\cat_base"	;-- 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			      = 150		;-- option for ALife Simulator
MinSpeed		      = 1.0		;-- option for ALife Simulator
MaxSpeed		      = 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
MaxHealthValue		      = 100		   ;-- range [0..200]
icon			      = ui_npc_monster_cat
DynamicObjectsCount	      = 32
smart_terrain_choose_interval = 20:00:00

;--/Spawn_Inventory_Item_Section = mutant_cat_claw ; mutant_cat_tail
;--/Spawn_Inventory_Item_Probability = 0.0

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		= 0.1

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

script_binding       = bind_monster.bind

;---------------------------------------------------------------------
; Physics
;---------------------------------------------------------------------
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

destroyed_vis_name	 = dynamics\Dead_Body\skelet_crash_monster

;---------------------------------------------------------------------
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,		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
;--------------------------------------------------------------------------
;--/attack parameters
MinAttackDist		= 1.4
MaxAttackDist		= 2.0
hit_type                = strike

as_min_dist		= 0.3
as_step			= 0.4
Melee_Rotation_Factor	= 2.6

;--/ 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,      


feel_enemy_who_just_hit_max_distance = 20  ;--дистанция на которой монстр почувствует стрельнувшего игрока даже спиной
;--------------------------------------------------------------------------
;--/ Jump parameters
;--------------------------------------------------------------------------
;--/ jump parameters
jump_delay			= 3000
jump_factor			= 2.0
jump_ground_trace_range		= 0.8
jump_hit_trace_range		= 1.0
jump_build_line_distance	= 0.0
jump_min_distance		= 3.5
jump_max_distance		= 6.0
jump_max_angle			= 0.6
;-------------------------------------------------------------------------
;--/ Entity Conditions
;-------------------------------------------------------------------------
;--/entity condition
satiety_v 		= 0.01	  ;--ёъюЁюёЄ№ єьхэ№°хэш  ёvЄюёЄш ёю тЁхьхэхь
radiation_v 		= 0.00001 ;--ёъюЁюёЄ№ єьхэ№°хэш  ЁрфшрЎшш
satiety_power_v 	= 0.005	  ;--єтхышўхэшх ёшыv яЁш єьхэ№°хэшш ёvЄюёЄш 
satiety_health_v 	= 0.001	  ;--єтхышўхэшх чфюЁют№  яЁш єьхэ№°хэшш ёvЄюёЄш 
satiety_critical 	= -1.0	  ;--ъЁшЄшўхёъюх чэрўхэш  ёvЄюёЄш (т яЁюЎхэЄрї юЄ 0..1) ъюуфр чфюЁют№х эрўшрэрхЄ єьхэ№°рЄ№ё 
radiation_health_v 	= 0.01	  ;--єьхэ№°хэшх чфюЁют№  яЁш тючфхщёЄтшш ЁрфшрЎшш
morale_v		= 0.01	  ;--ёъюЁюёЄ№ тюёёЄрэютыхэш  ьюЁрыш
health_hit_part 	= 1.0	  ;--яЁюЎхэЄ їшЄр, єїюф шщ эр юЄэшьрэшх чфюЁют№ 
power_hit_part 		= 1.0	  ;--яЁюЎхэЄ їшЄр, єїюф шщ эр юЄэшьрэшх ёшыv
psy_health_v		= 0.1	

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

sleep_health 		= 1.0	  ;--ъю¤ЇЇшЎшхэЄv ёъюЁюёЄхщ шчьхэхэш  ярЁрьхЄЁют тю тЁхь  ёэр
sleep_power 		= 1.0
sleep_satiety 		= 1.0
sleep_radiation 	= 1.0
sleep_psy_health	= 1.0

eat_freq		= 5.0	  ;-- ўрёЄюЄр єъєёют т ёхъ
eat_slice		= 0.01	  ;-- єтхышўхэшх ёvЄюёЄш яЁш 1 єъєёх
eat_slice_weight	= 10.0	  ;-- єьхэ№°хэшх хфv є ЄЁєяр

satiety_threshold	= 0.5	
;-------------------------------------------------------------------------
; Morale
;-------------------------------------------------------------------------
Morale_Hit_Quant		= 0.1 ;--/0.2
Morale_Attack_Success_Quant	= 0.1
Morale_Take_Heart_Speed		= 0.1
Morale_Despondent_Speed		= 0.1
Morale_Stable_Speed		= 0.05 ;--/0.01
Morale_Despondent_Threashold	= 0.5  ;--/0.4

;---------------------------------------------------------
; Sounds and sound parameters
;---------------------------------------------------------
; Sounds
sound_idle				= monsters\cat\1
sound_eat				= monsters\cat\2
sound_aggressive		= monsters\cat\3
sound_attack_hit		= monsters\cat\4
sound_take_damage		= monsters\cat\5
sound_die				= monsters\cat\6
sound_threaten			= monsters\cat\7
sound_landing			= monsters\cat\8
sound_steal				= monsters\cat\9
sound_panic				= monsters\cat\10
sound_growling			= monsters\cat\11
sound_die_in_anomaly	= monsters\cat\12

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	= 6000

sound_distant_idle	= monsters\cat\1
distant_idle_sound_delay= 80000
distant_idle_sound_range= 100.0	

SoundThreshold		 = 0.04             ;-- range [0..1]
;-------------------------------------------------------------------------
; Damages
;-------------------------------------------------------------------------
DamagedThreshold	= 0.5
damage			= m_cat_damage
critical_wound_threshold	= 0.4
critical_wound_decrease_quant	= 0.0
;-------------------------------------------------------------------------
; Other Stuff (refactoring needed)
;-------------------------------------------------------------------------
DayTime_Begin		= 6		   ;-- эрўрыр фэ  фы  ьюэёЄЁр
DayTime_End		= 21		   ;-- ъюэхЎ фэ  фы  ьюэёЄЁр
Min_Satiety		= 0.4	;--0.6	   ;-- ьшэ. эюЁьр ёvЄюёЄш (ьхэ№°х - єцх уюыюфэvщ)
Max_Satiety		= 1.0		   ;-- ьръё. эюЁьр ёvЄюёЄш (сюы№°х - юўхэ№ ёvЄvщ)

distance_to_corpse	= 1.5		   ;-- фшёЄ. фю ЄЁєяр, яЁш ъюЄюЁющ юэ яхЁхїюфшЄ т ёюёЄю эшх хфv

material				= creatures\phantom
;material				= creatures\small
DynamicObjectsCount	= 32

squad_attack_algorithm	= 1

attack_effector		= m_cat_attack_effector
LegsCount		= 4

;--/species of monster
species			= cat

terrain = cat_terrain
immunities_sect		= cat_immunities
protections_sect 	= cat_protections
attack_params		= m_cat_attack_params
step_params		= m_cat_step_params

;-------------------------------------------------------------------------
;--/ Vision
;-------------------------------------------------------------------------
eye_fov			= 110 ;--/90
eye_range		= 30  ;--/90
max_hear_dist	        = 60  ;--/30

vision_free_section	= cat_vision_free
vision_danger_section	= cat_vision_danger

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

[cat_vision_free]
min_view_distance   		= 0.8		;-- 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		= 0.7 		;-- фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[cat_vision_danger]
min_view_distance   		= 0.7		;-- 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	 	= 40.0		;-- значение, при достижении суммой которого объект считается видимым
always_visible_distance 	= 0.2
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		= 0.7 		;-- фактор освещения (только для Актёра)
transparency_threshold		= 0.25

[cat_terrain]
   255,000,255,255

[cat_protections]
skin_armor = 0.1
hit_fraction_monster = 0.5

;===========================================================================
;--/ IMMUNITIES
;===========================================================================
[cat_immunities]
burn_immunity 		= 1.0	;--ъю¤ЇЇшЎшхэЄv шььєэшЄхЄр 
strike_immunity 	= 1.0
shock_immunity 		= 1.0
wound_immunity 		= 0.9
radiation_immunity 	= 0.01
telepatic_immunity 	= 1.0
chemical_burn_immunity 	= 1.0
explosion_immunity 	= 1.0
fire_wound_immunity  	= 1.0

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

default			= 1, -1, 0.10 ;0.15, -1, 0.10

bip01_pelvis 		= 0.35,   -1,  0.05
bip01_spine 		= 0.35,   -1,  0.05
bip01_spine1 		= 0.35,   -1,  0.05
bip01_neck 		=  1.0,   -1,  0.05
bip01_head 		=  2.5,   -1,  0.30
bone01 			=  0.5,   -1,  0.30
bone03 			=  0.5,   -1,  0.30
bone05 			=  0.5,   -1,  0.30
bip01_ponytail1 	=  0.5,   -1,  0.30
bip01_ponytail2		=  0.5,   -1,  0.30

;===========================================================================
; Attack Animation Parameters
;===========================================================================
[m_cat_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      =	  0.25,		8,		20,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;Both leg strike
stand_attack_1      =	  0.30,		12,		30,        0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0  =	  0.40,		12,		40,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2	    =	  0.50,		10,		30,		0.0, -0.5,1.0,       -0.6, 0.6, -1.6, 0.6,								2.0


[m_cat_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 

;===========================================================================
; Step Events
;===========================================================================
[m_cat_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


;*********************************************************************************
; NORMAL PROFILE
;*********************************************************************************
[cat_normal]:m_cat_e
$spawn              ="monsters\cats\cat_02_normal"
visual		    = monsters\cat\cat
corpse_visual       = monsters\cat\cat
panic_threshold     = 0.2
icon		    = ui_npc_monster_cat
rank                = 8
immunities_sect     = cat_immunities_normal
attack_params       = cat_attack_params_normal
spec_rank           = normal
community           = cat

[cat_immunities_normal]

burn_immunity 		= 0.7	;--ъю¤ЇЇшЎшхэЄv шььєэшЄхЄр 
strike_immunity 	= 0.7
shock_immunity 		= 0.7
wound_immunity 		= 0.7
radiation_immunity 	= 0.01
telepatic_immunity 	= 0.0
chemical_burn_immunity 	= 0.7
explosion_immunity 	= 0.85
fire_wound_immunity  	= 0.5

satiety_threshold	= 0.5	

[cat_attack_params_normal]
;---------------------------------------------------------------------------------------------------------------------------------------------
;	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         =	0.25,	  6,	      20,       0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  2.5
;--/Both leg strike
stand_attack_1         =	0.30,	  10,	      30,       0.0, 0.5, 1.0,		 -1.2, 1.2, -1.2, 1.2,								  3.5
stand_attack_rat_0     =	0.40,	  10,	      40,	0.0, -0.5,1.0,           -0.6, 0.6, -1.6, 0.6,								2.0
jump_attack_2	       =	0.50,	  8,	      30,	0.0, -0.5,1.0,           -0.6, 0.6, -1.6, 0.6,								2.0

;---------------------------------makdm
[cat_matroskin]:cat_normal
$spawn              ="monsters\cats\cat_matroskin"
visual		 		= monsters\cat\kat
corpse_visual       = monsters\cat\kat
panic_threshold     = 0.2
icon			    = ui_npc_monster_cat
rank                = 8
spec_rank           = normal
community           = cat
















