[rat_group]
GroupControlSection	= spawn_group
$spawn               = "monsters\rat-group"		; option for Level Editor
$npc			     = on				; option for Level Editor
Human		     	 = off				; option for ALife Simulator
class                = AI_RAT_G			; AI class
monster_section      = m_rat_e

[m_rat_e]:monster_base
GroupControlSection	 = spawn_group
$spawn               = "monsters\rat"	; option for Level Editor
$npc			     = on				; option for Level Editor
$prefetch 			 = 128
visual				 = monsters\rat\rat_1
corpse_visual		 = monsters\rat\rat_1

Scheduled		     = on				; option for ALife Simulator
Human		     	 = off				; option for ALife Simulator
Health			     = 15				; 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
retreat_threshold	 = 0.2
eye_fov				 = 170
eye_range			 = 10
MaxHealthValue		 = 15				; range [0..200]
hit_power			 = 5
hit_type			 = wound
transparency_threshold	 = 1.0
DynamicObjectsCount	 = 32
DynamicSoundsCount	 = 32

smart_terrain_choose_interval	= 20:00:00

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

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

cform                        = skeleton			; collision class
class                        = AI_RAT			; AI class

ph_box0_center 		     =   0.0,   0.11, -0.22
ph_box0_size 		     =   0.085, 0.11, 0.525
ph_box1_center 		     =   0.0,   0.11, -0.22
ph_box1_size 		     =   0.085, 0.11, 0.525
ph_crash_speed_min			= 10
ph_crash_speed_max			= 30
ph_collision_damage_factor	= 0.1
ph_mass 				= 2
cost					= 5

;открытые раны
bleeding_v					= 0						;потеря крови при номинальной ране в секунду
wound_incarnation_v			= 0.0				;крутизна кривой заживления (какой процент раны останется после заживления в игровую секунду)
min_wound_size				= 0.01


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

EyeYShift		     = .15			; meters

MinVoiceInterval	     =  30000			; milliseconds
MaxVoiceInterval	     = 120000			; milliseconds
VoiceRefreshRate	     =   2500			; milliseconds

sound_death			 = monsters\rat\death_
sound_hit			 = monsters\rat\hit_
sound_attack		 = monsters\rat\attack_
sound_voice			 = monsters\rat\idle_
sound_eat			 = monsters\rat\eat_

ChangeActiveStateProbability = 1.0 			; range [0..1]
ActiveCountPercent	     =   16				; percents
StandingCountPercent	 =   16				; percents
PassiveScheduleMin	     =  100				; microseconds
PassiveScheduleMax       = 1000				; microseconds

LostMemoryTime		     = 20000			; milliseconds
LostRecoilTime		     =  2000			; milliseconds
UnderFireDistance	     =   100			; meters
RetreatTime				 = 10000			; milliseconds
RetreatDistance		     =   100			; meters
AttackStraightDistance	 =    10			; meters
StableDistance		     =     5			; meters
WallMinTurnValue	     =    90 			; degrees
WallMaxTurnValue	     =   270			; degrees

AngleSpeed				 = 0.2	            ; degrees per second
GoalChangeDelta	 	     = 10.0				; seconds
GoalVariation	  	     = 10.0, 0.0, 20.0	; each coordinate in meters
AngularStandSpeed		 = 360				; degrees
AngularMinSpeed			 = 360				; degrees
AngularMaxSpeed			 = 30				; degrees
AngularAttackSpeed		 = 10				; degrees

MoraleDeathDistance	     = 50				; meters
SoundThreshold		     = 0.06             ; range [0..1]

ActionRefreshRate	     = 500			; milliseconds
MaxHealthValue		     = 15			; range [0..200]

EatMemberCorpses	     = 1			; range {0,1}
Cannibalism				 = 1			; range {0,1}
EatCorpseInterval	     = 600000		; milliseconds

corp_mass				 = 500			;

;terrain		             = 3,255,255,255,30,60, 4,255,255,255,30,60, 11,255,255,255,30,60, 12,255,255,255,30,60, 13,255,255,255,30,60, 14,255,255,255,30,60, 15,255,255,255,30,60
;terrain		             = 1,255,255,255,30,60, 2,255,255,255,30,60, 3,255,255,255,30,60, 4,255,255,255,30,60
;terrain				 = 255,255,255,255,30,40
terrain				 = rats_terrain

;inventory item information
cost			= 0
inv_name		= "dead rat"
inv_name_short	= "rat"
inv_weight		= 1.0	;.5


inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 8
inv_grid_y			= 13
inv_weight			= 0.5
food_value			= 10

; eatable item
eat_health = -0.1										
eat_satiety = 0.2
eat_power = -0.05
eat_radiation = 0.01	;0.03;
wounds_heal_perc = 0
eat_portions_num = -1

hit_type = wound

;entity condition

satiety_v = 0.0001			;0.01			;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	;0.03			;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
bleeding_v = 0.05			;0.02			;потеря крови при максимальной ране
wound_incarnation_v = 0.01	;0.001		    ;скорость заживания раны 
morale_v			= 0.01					;скорость восстановления морали
health_hit_part = 1.0		;0.8			;процент хита, уходящий на отнимание здоровья
power_hit_part = 1.0		;0.9			;процент хита, уходящий на отнимание силы
psy_health_v = 0.1						;скорость восстановления psy-здоровья

burn_immunity = 1.0				;коэффициенты иммунитета 
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0		
radiation_immunity	= 0.0
telepatic_immunity	= 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity  = 1.0

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

material				= creatures\small
DynamicObjectsCount		= 32

;species of monster
;species						= rat
;species of monster
species					= rat ;tushkano
spec_rank				= weak ;normal



[rats_terrain]
	255,000,255,255 ;на всех уровнях, по графам без описания
	255,004,255,255 ;на всех уровнях, по мертвой земле
	255,005,255,255 ;на всех уровнях, по деревням
	255,006,255,255 ;на всех уровнях, по городам
	255,007,255,255 ;на всех уровнях, по промзастройкам
	255,008,255,255 ;на всех уровнях, по туннелям
	255,009,255,255 ;на всех уровнях, по подземельям
	255,014,255,255 ;на всех уровнях, по железнодорожным насыпям
	255,015,255,255 ;на всех уровнях, по искусственным заграждениям