;-----------------------------------------------------------------------------------
; Trader
;-----------------------------------------------------------------------------------
[m_trader]
GroupControlSection    = spawn_group
$spawn                        = "monsters\trader"        ; option for Level Editor
$prefetch                     = 5
cform                        = skeleton
class                        = AI_TRD_S ;AI_TRADE
visual                        = actors\trader\trader
rank                        = 1
script_binding                     = bind_trader.init
; format : section{,section},count,min_factor,max_factor, ...
;supplies                    = m_bread,50,0.5,1.5, CANNED,30,0.5,1.5, MEDI_KIT,7,0,0.7, DETECTOR_SIMPLE,3,0,0.6, WPN_BINOC,1,0,0.70, WPN_FORT,WPN_PM,3,0.3,0.8, WPN_LR300,WPN_AK47,2,0.3,0.65, WPN_SVD,1,0,0.53, WPN_RPG7,1,0,0.53, grenade_f1,15,0,1.0, ammo_5.45x39_ap,ammo_5.45x39_fmj,50,0,1.0, ammo_5.56x45_ap,ammo_5.56х45_ss190,50,0,1.0, ammo_9x19_fmj,50,0,1.0, ammo_7.62х54_fmj,10,0,1.0, ammo_og-7b,10,0,1.0 
supplies                    = grenade_f1,15,0,1.0, ammo_5.45x39_ap,ammo_5.45x39_fmj,50,0,1.0, ammo_5.56x45_ap,ammo_5.56х45_ss190,50,0,1.0, ammo_9x19_fmj,50,0,1.0, ammo_og-7b,10,0,1.0 
max_item_mass                = 10000.0

;---EVALUATION FUNCTIONS----------------------------------------------
ef_creature_type            = 1                            ; option for evaluation functions
ef_weapon_type                = 1

scheduled             = on                        ; option for ALife Simulator
Human                  = off                        ; option for ALife Simulator
Health                 = 40                        ; 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

ph_box0_center          = 0.0,  0.9,  0.0
ph_box0_size          = 0.35, 0.9,  0.35
ph_box1_center          = 0.0,  0.6,  0.0
ph_box1_size          = 0.40, 0.6,  0.40
ph_crash_speed_min   = 8;16
ph_crash_speed_max   = 16;30
ph_mass              = 170.
cost                 = 1


Health                 = 100.0
money                 = 1000000

immunities_sect                = trader_immunities
condition_sect                = trader_condition


;species of monster
species                = human

[trader_foot_bones]
front_left    = bip01_l_foot
front_right    = bip01_r_foot

[trader_step_manager]
; order: left, right
;--------------------------------------------------------------------------
;    animation                Cycles    | time1 | power1 | time2 | power2 | 
;--------------------------------------------------------------------------

[barman_movement_speeds]:stalker_movement_speeds
;barman can't crouch or run
; danger
;; stand
;;; walk
danger_stand_walk_forward		= 1.2
danger_stand_walk_backward		= 1.2
danger_stand_walk_left			= 1.2
danger_stand_walk_right			= 1.2
; free
;; stand
;;; forward
free_stand_walk_forward			= 0.85
free_stand_run_forward			= 2.5

;-----------------------------------------------------------------------------------
; Lesnik
;-----------------------------------------------------------------------------------
[m_lesnik]:m_trader
$spawn		= "monsters\lesnik"		; option for Level Editor
visual		= actors\stalker_lesnik\stalker_lesnik_1.ogf

[m_osoznanie]:stalker
$spawn					= "stalkers\osoznanie"	; option for Level Editor
need_osoznanie_mode		= true


[m_barman]:stalker
$spawn					= "stalkers\barman"	; option for Level Editor

visual					= actors\barman\barman.ogf

money					= 100000
inv_max_weight			= 10000
use_single_item_rule	= false
can_select_items		= off

;---MOVEMENT----------------------------------------------------------
movement_speeds			= barman_movement_speeds
step_params				= stalker_step_base

material				= creatures\human


;entity condition
immunities_sect			= trader_immunities
condition_sect			= trader_condition

species					= human

max_ignore_distance		= -1	; always ignore monsters

[trader_immunities]
burn_immunity                 = 0.0                ;коэффициенты иммунитета 
strike_immunity             = 0.0
shock_immunity                 = 0.0
wound_immunity                = 0.0
radiation_immunity             = 0.0
telepatic_immunity             = 0.0
chemical_burn_immunity         = 0.0
explosion_immunity             = 0.0
fire_wound_immunity          = 0.0

[trader_condition]
satiety_v                    = 0.0                ;скорость уменьшения сытости со временем
radiation_v                    = 1.0                ;скорость уменьшения радиации
radiation_health_v            = 0.0                ;уменьшение здоровья при воздействии радиации
morale_v                    = 0.0                ;скорость восстановления морали                         
health_hit_part                = 1.0                ;процент хита, уходящий на отнимание здоровья
power_hit_part                = 0.1                ;процент хита, уходящий на отнимание силы
psy_health_v                = 0.1                ;скорость восстановления psy-здоровья

;открытые раны
bleeding_v                    = 0.0                ;потеря крови при номинальной ране в секунду
wound_incarnation_v            = 1.0                ;крутизна кривой заживления (какой процент раны заживет в игровую секунду)
min_wound_size                = 1.0                ;минимальный размер раны, после которого она считается зажившей

;выносливасть
free_power                    = 0
stand_power                   = 0
walk_power                    = 0
run_power                     = 0
sprint_power                  = 0
cant_run_power_begin          = 0
cant_run_power_end            = 0.01
cant_sprint_power_begin       = 0
cant_sprint_power_end         = 0.01
