mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-30 15:45:58 +00:00
257 lines
7.3 KiB
INI
257 lines
7.3 KiB
INI
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// by default, use WIN displayer
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FixedSessionId = 0;
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DontUseStdIn = 0;
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DontUseAES = 1;
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DontUseNS=1;
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// by default, use localhost to find the naming service
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//NSHost = "localhost"; // "ld-02"; // "linuxshard0"; // localhost"; //
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NSHost = "localhost";
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AESHost = "localhost";
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AESPort = 46702;
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// Use Shard Unifier or not
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DontUseSU = 1;
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// AI & EGS
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NbPlayersLimit = 5000;
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NbGuildsLimit = 15000;
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// EGS
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NbObjectsLimit = 50000;
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NbNpcSpawnedByEGSLimit = 5000;
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NbForageSourcesLimit = 10000;
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NbToxicCloudsLimit = 200;
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// AI
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NbPetLimit = 20000; // NbPlayersLimit*4
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NbFaunaLimit = 25000;
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NbNpcLimit = 15000;
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Paths +=
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{
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"../common/data_leveldesign/leveldesign/DFN",
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"data_shard",
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"../common/data_common",
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"../common/data_leveldesign/primitives"
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};
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PathsNoRecurse +=
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{
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"../common/data_leveldesign/leveldesign/Game_elem", // for sheet_id.bin
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"../common/data_leveldesign/leveldesign/game_element", // not needed at all
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"../common/data_leveldesign/leveldesign/world_editor_files", // for primitive format
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"../common/data_leveldesign/leveldesign/World", // static fame and weather ?
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"../common/data_leveldesign/leveldesign/DFN/basics" // Needed for outposts
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};
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GeorgePaths =
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{
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"../common/data_leveldesign/leveldesign/Game_elem",
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"../common/data_leveldesign/leveldesign/game_element"
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};
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// where to save generic shard data (ie: packed_sheet)
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WriteFilesDirectory = "src/ai_service/";
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// Root directory where data from shards are stored into
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SaveShardRoot = "save_shard";
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// Where to save specific shard data (ie: player backup), relatively to SaveShardRoot
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SaveFilesDirectory = "";
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// Will SaveFilesDirectory will be converted to a full path?
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ConvertSaveFilesDirectoryToFullPath = 0;
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/* Force default value for PDLib directory (e.g. SaveFilesDirectory...)
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* PLEASE NOTICE THAT THIS LINE MUST BE LEFT TO ""
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* Only log analyser must have the $shard parameter to find all shards root directory
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*/
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PDRootDirectory = "";
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// This is the mapping for logical continent to physical one
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ContinentNameTranslator =
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{
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};
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// This is the list of continent to use with their unique instance number
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UsedContinents =
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{
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"newbieland", "20"
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};
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// define the primitives configuration used.
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UsedPrimitives =
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{
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"newbieland",
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};
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FontName = "Lucida Console";
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FontSize = 9;
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IgnoredFiles = { "continent.cfg", "__read_me.txt", "bandit.html", "flora_primr.primitive" };
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// If the update loop is too slow, a thread will produce an assertion.
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// By default, the value is set to 10 minutes.
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// Set to 0 for no assertion.
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UpdateAssertionThreadTimeout = 600000;
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DefaultMaxExpectedBlockSize = 200000000; // 200 M !
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DefaultMaxSentBlockSize = 200000000; // 200 M !
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// how to sleep between to network update
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// 0 = pipe
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// 1 = usleep
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// 2 = nanosleep
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// 3 = sched_yield
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// 4 = nothing
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UseYieldMethod = 0;
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// Set to one to use a full static fame and fame propagation matrix instead of
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// a lower left half matrix. Remember to update static_fames.txt before
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// activating this feature (which can be turned on/off at run time).
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UseAsymmetricStaticFames = 1;
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// link the common configuration file
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// a list of system command that run at server startup.
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SystemCmd = {};
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//////////////////////////////////////////////////////////////////////////////
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//- Basic (specific) heal profile parameters ---------------------------------
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// Downtime for normal heal (on other bots of the group)
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HealSpecificDowntime = 100;
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// Downtime for self heal
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HealSpecificDowntimeSelf = 100;
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//////////////////////////////////////////////////////////////////////////////
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// Enable caching of ligo primitive in binary files
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CachePrims = 1;
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// Log to see which primitives where loaded from cache
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CachePrimsLog = 0;
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// do not log the corrected position.
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LogAcceptablePos = 0;
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// do not log group creation failure
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LogGroupCreationFailure = 0;
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// do not log aliad tree owner construstion.
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LogAliasTreeOwner = 0;
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// do not log outpost info
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LogOutpostDebug = 0;
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// Speed factor, for debug purpose only. Don't set to high speed factor !
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SpeedFactor = 1;
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// Speep up the timer triggering. Set a value between 1 (normal) and INT_MAX.
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TimerSpeedUp = 1;
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// Default timer for wander behavior
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DefaultWanderMinTimer = 50; // 5s
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DefaultWanderMaxTimer = 100; // 10s
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// Fame and guard behavior
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// Fame value under witch the guard attack the player in sigth
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FameForGuardAttack = -450000;
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// The minimum of fame for guard to help the player
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FameForGuardHelp = -200000;
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// The default aggro distance for NPC
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DefaultNpcAggroDist = 15;
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// The default escort range for escort behavior
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DefaultEscortRange = 10;
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// Limits for multi IA test
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NbFaunaLimit = 25000;
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NbNpcLimit = 10000;
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NbFxLimit = 200;
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BotRepopFx = "";
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PathsNoRecurse +=
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{
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"data_leveldesign/leveldesign/game_element/emotes"
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};
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TribeNamePath = "data_leveldesign/leveldesign/world_editor_files/families";
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// GROUP KEYWORDS
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// used mainly in event handlers to determine to which groups events apply
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KeywordsGroupNpc = {
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"patrol", // a group of bots who guard a patrol route or point
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"convoy", // a group with pack animals who follow roads from place to place
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"with_players", // a group who may travel with players
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};
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// BOT KEYWORDS
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// used mainly in npc_state_profile to determine which ai profiles to assign to which bots
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KeywordsBotNpc = {
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"team_leader", // a bot who leads the way in front of their team (and acts as leader
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// in discussion with players)
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"animal_leader", // a bot who leads pack animals
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"guard", // a bot who is a guard of some sort (eg karavan guard)
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"emissary", // eg karavan emissary
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"preacher", // eg kami preacher
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"guardian", // typically kami guardians
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"vip", // someone who has an escort of players or NPCs (assumed to be harmless)
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};
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// STATE KEYWORDS
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// used mainly in event handlers to determine to which state events apply
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// eg: when a player goes link dead if the team that this player is escorting
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// is in a dangerous area the team may enter a 'protect ourselves and wait for
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// players' punctual state
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KeywordsStateNpc = {
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"safe", // eg the gathering point at town entrance
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"dangerous", // eg a route through the wilds
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};
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ColourNames =
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{
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"red : 0",
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"beige : 1",
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"green : 2",
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"turquoise : 3",
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"blue : 4",
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"violet : 5",
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"white : 6",
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"black : 7",
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"redHair: 0",
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"blackHair: 1",
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};
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// Any primitive containing one of this word will not be loaded
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PrimitiveFilter =
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{
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// "dynfauna",
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// "staticfauna",
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};
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//////////////////////////////////////////////////////////////////////////////
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// Aggro //
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//////////////////////////////////////////////////////////////////////////////
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AggroReturnDistCheck = 15.0;
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AggroReturnDistCheckFauna = 15.0;
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AggroReturnDistCheckNpc = 1.5;
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AggroD1Radius = 250.0;
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AggroD2Radius = 150.0;
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AggroPrimaryGroupDist = 0.0;
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AggroPrimaryGroupCoef = 0.0;
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AggroSecondaryGroupDist = 0.0;
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AggroSecondaryGroupCoef = 0.0;
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AggroPropagationRadius = 60.0;
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NegFiltersDebug += { "NET", "ADMIN", "MIRROR", "NC", "PATH", "BSIF", "IOS", "FEVIS" };
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NegFiltersInfo += { "NET", "ADMIN", "MIRROR", "NC", "CF", "TimerManagerUpdate", "VISION_DELTA", "FEIMPE", "FEVIS" };
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NegFiltersWarning += { "LNET", "FEHACK", "FERECV", "CT_LRC", "AnimalSpawned" };
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