mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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9bc219ee14
About Shared Library (shared) and Module Library (module) type of cmake target INSTALL command has different behaviour for ARCHIVE LIBRARY RUNTIME depending on the platform
256 lines
7.3 KiB
INI
256 lines
7.3 KiB
INI
// 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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