khanat-code-old/code/ryzom/server/sheet_pack_cfg/ai_service.cfg
2010-05-27 07:31:08 -05:00

256 lines
7.3 KiB
INI

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