//
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative designs.
//
// The length and width of the field. The units are 16ths of a foot.
// FIFA06: 6450.0 (134.375Y) X 4300.0 (89.583Y)
// FIFA07: 5760.0 (120.000Y) X 3840.0 (80.000Y)
FIFA06_FIELD_LENGTH = 6450.0
//FIELD_LENGTH = 6450.0
FIELD_LENGTH = 5760.0
FIFA06_FIELD_WIDTH = 4300.0
//FIELD_WIDTH = 4300.0
FIELD_WIDTH = 3840.0
// Momentum system keeps track of each teams "phase", and chooses how to affect individual players
// MOMENTUM_ENABLED controls the connection between team phase and individual players abilities
// 0 = Momentum phase will change, but players will believe they are in "neutral" phase (good for AI balancing)
// 1 = Momentum phase will change and players will play better/worse via altered attributes (how final game will be)
MOMENTUM_ENABLED = 0
DIGITAL_SNAPTOANGLE = 110
// 60 is the original default value. Values from 40 to 80 are "reasonable".
GAME_SPEED = 50
// 19 is the original default value. Values from 10 to 25 are "reasonable".
POWERUP_RATE = 19
// Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
FLAT_POWERUP = 0
// Set the attributes for a DFK
DFK_FINESSE_POWERUP_TIME = 19.0
DFK_DRIVEN_POWERUP_TIME = 19.0
DFK_LOB_POWERUP_TIME = 19.0
DFK_PASS_POWERUP_TIME = 19.0
DFK_SHOT_MAX_BACKSPIN = 0.03
DFK_SHOT_MAX_TOPSPIN = 0.09
DFK_LOB_MAX_BACKSPIN = 0.03
DFK_LOB_MAX_TOPSPIN = 0.05
DFK_SHOT_MAX_SIDESPIN = 0.07
DFK_SHOT_MAX_OPPSIDESPIN = 0.02
DFK_SHOT_MAX_DEFAULTSIDESPIN = 0.005
DFK_LAYOFFSHOT_MAX_BACKSPIN = 0.03
DFK_LAYOFFSHOT_MAX_TOPSPIN = 0.06
DFK_LAYOFFLOB_MAX_BACKSPIN = 0.03
DFK_LAYOFFLOB_MAX_TOPSPIN = 0.03
DFK_LAYOFFSHOT_MAX_SIDESPIN = 0.06
DFK_LAYOFFSHOT_MAX_OPPSIDESPIN = 0.01
DFK_LAYOFFSHOT_MAX_DEFAULTSIDESPIN = 0.005
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
REFEREE_STRICTNESS = 0
REFCALL_NO_FOUL = 0
HAND_BALLS_MAX = 5
HAND_BALLS_RAND_CHANCE = 0.5
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 2
CROSS_ASSISTANCE = 7.5
CROSS_ASSISTANCE_WIDTH = 4
//Auto Switch Scale
AUTO_SWITCH_SCALE = 0.8
DIRECTION_SWITCHING_ENABLED = 1
DIRECTION_SWITCHING_CAN_REACH_KEEPER = 0
// ranges for attributes
ATTRIBUTE_AVG = 60
ATTRIBUTE_GOOD = 75
ATTRIBUTE_EX = 90
DRIBBLE_SPEED_PENALTY = 0.5
//**************************
//Trapping Tuning Values
//**************************
TRAP_DIST_POOR = 64
TRAP_DIST_AVG = 32
TRAP_DIST_GOOD = 16
TRAP_DIST_EX = 0
TRAP_FTSTUMBLE_RATE_POOR = 0.10
TRAP_FTSTUMBLE_RATE_AVG = 0.05
TRAP_FTSTUMBLE_RATE_GOOD = 0
TRAP_FTSTUMBLE_RATE_EX = 0
TRAP_FTSTAR_RATE_POOR = 0
TRAP_FTSTAR_RATE_AVG = 0
TRAP_FTSTAR_RATE_GOOD = 0.50
TRAP_FTSTAR_RATE_EX = 0.75
TRAP_ANIM_TURN_MIN = 0.8
TRAP_ANIM_TURN_MAX = 1.35
MISS_DRIBBLE_HEADER_MAX_XZ_ERROR = 1.5
MISS_DRIBBLE_HEADER_BLIP_RATIO = 0.8
// taskutil and offline run info
MAX_PLAYERS_CONSIDERED_OFL_THREAT = 11
OFL_THREAT_DISTANCE_X = 800.0
OFL_THREAT_DISTANCE_Z = 320.0
OFL_BOX_THREAT_DISTANCE_X = 800.0
OFL_BOX_THREAT_DISTANCE_Z = 320.0
// OFL_EVAL_SAFE_DISTANCE = 1/AIFEET(20.0f)
OFL_EVAL_SAFE_DISTANCE = 0.003125
OFL_EVAL_TIME = 0.06
OFL_SPACE_MOD = 0.29
OFL_TOWARD_GOAL_MOD = 0.33
OFL_AVAIL_TIME_MOD = 0.28
OFL_BOX_THREAT_GOAL_POST_Z = 2350.0
// close 3rd man support
CLOSESUPPORT_DIST = 800.0
FS_SPACE_MOD = 0.4
FS_DISTANCE_MOD = 0.6
FOS_THREAT_DISTANCE_X = 1120.0
FOS_THREAT_DISTANCE_Z = 1120.0
FOS_MAX_ANGLE = 0.3
WING_X_POS = 1440.0
// Ball player to player avoidance
//BPAVOID_RADIUS = 23.0 Dong Hun 06 values
BPAVOID_RADIUS = 15.0
// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 8
// chance of getting winded vs getting injured (100 means always winded 0 means always injured).
INJURY_CHANCE_OF_WINDING = 60
// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.
// NOTE: if you actually use 1.0, using full power won't score, it will hit crossbar.
PK_HEIGHT_SCALAR = 1.4
// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
PK_WIDTH_SCALAR = 1.6
// Rate at which penalty kicks power up (and you have time to direct your shot). Reasonable values = 5..20
PK_POWERUP_RATE = 16
//shot (in DEGREE)
SHOT_ASSISTED_ANGLE = 60
SHOT_NEARMISS_ANGLE = 90
////////////////////////////////////////////
// a percentage of holding button time before which
// a pass is considered as a short one
PASS_SHORT_PASS_BARRIER = 0.75
// relative weight between angle score and
// distance score for ground pass
PASS_RELATIVESCORINGRATIO = 1.0
////////////////////////////////////////////
////////////////////////////////////////////
// new smart pass parameter used by Jinsong
// all the angles are in degree
// all the distance length are in feet,
// unless specified
///////////////////////////////////////////
THROUGHPASS_LEADING_DIST_LV0 = 20
THROUGHPASS_LEADING_DIST_LV1 = 30
THROUGHPASS_LEADING_DIST_LV2 = 40
//CPU do tactic sub or not
DO_CPU_SUB = 1
//==============================================================================
// jostle tuning
//==============================================================================
STATIC_JOSTLE_TURN_PER_FRAME = 7.0
STATIC_JOSTLE_NO_ROTATE_RANGE = 40.0
STATIC_JOSTLE_ARTIFICIAL_TURN_MULTIPLIER = 0.05
STATIC_JOSTLE_SPEED_MULTIPLIER = 0.3
STATIC_JOSTLE_STRENGTH_ADDITION = 2.0
STATIC_JOSTLE_NO_PAD_PUSH_FORCE = 0.9
STATIC_JOSTLE_SEPARATION_ANGLE = 120.0
STATIC_JOSTLE_SEPARATION_MIN_TIME = 40
INAIR_FOULTOTALTHRESHOLD = 9.0
INAIR_FOULDIFFTHRESHOLD = 2.0
INAIR_WINNERFALLDIFFTHRESHOLD = 2.0
INAIR_WINNERSTUMBLEDIFFTHRESHOLD = 1.0
INAIR_LOSERFALLTOTALTHRESHOLD = 4.0
//==============================================================================
// goalie tuning
//==============================================================================
ALLOW_BACKPASS_PICKUP = 0
GOALIE_RUN_FORWARD_WITH_BALL = 10
GOALIE_RUN_SIDEWAYS_WITH_BALL = 3
GOALIE_TIME_BEFORE_CPU_KICK = 120
GOALIE_TIME_BEFORE_USER_KICK = 300
GOALIE_DROP_KICK_SPEED = 30
GOALIE_DROP_KICK_YV = 15
GOALIE_PUNT_YV = 19
GOALIE_PUNT_SPEED = 27
GOALIE_ROLL_SPEED = 15
GOALIE_THROW_SPEED = 20
GOALIE_HARD_THROW_SPEED = 25
GOALIE_THROW_YV = 0
GOALIE_THROW_YV_SCALE = 4
GOALIE_OVERHEAD_THROW_YV = 10
GOALIE_OVERHEAD_HARD_THROW_YV = 4
GOALIE_THROW_THRESHOLD = 70
GOALIE_HARD_THROW_THRESHOLD = 90
NO_SECOND_YELLOW = 0
NO_IMMEDIATE_RED_CARDS = 0
// Comment this out and it will use the FE option.
//OFFSIDES_OFF = 1
// Bumpy ground!
BUMPY_GROUND_MAX_VEL_UP = 0.5
BUMPY_GROUND_MIN_XZ_VEL = 6.0
// How the ball rolls
BALL_ROTATION_MAX_KICK_STRENGTH = 2000000.0
BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK = 0.03
BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK = 0.01
BALL_ROTATION_BLENDRATE_WITH_GROUND = 0.50
// backspin limited to 1.0 in code
AUTO_BACKSPIN_MULTIPLIER = 0.0
GK_SAVE_SPEED_MULTIPLIER=1.5
//--------------------------------------------------------------------------------------------------------------
// GOALIE STYLE OVERRIDES (testing only -- if they are all 0, actual DB attribs are used)
//--------------------------------------------------------------------------------------------------------------
// if these flamboyance overrides are commented out, then it uses FLAMBOYANT_AGGRESSION_THRESHOLD
HOME_GOALIE_FLAMBOYANT = 1
AWAY_GOALIE_FLAMBOYANT = 1
// why does this sound like a Sailor Moon attack?? it's meant to be the minimum aggression rating to be considered flamboyant
FLAMBOYANT_AGGRESSION_THRESHOLD = 4
// conservative goalies don't throw further than this many feet -- they'll kick instead
MAX_CONSERVATIVE_THROW = 60
ABSOLUTELY_PERFECT_GOALIES = 0
//******************
//more goalie tuning
//******************
// See gdata.h for description of parameters. To update these, use goalie
// tuning dialog in testbed, then "Save to clipboard" and paste here.
NEARTHIRD_LINEDISTANCE = 8
MIDDLETHIRD_LINEDISTANCE = 21
FARTHIRD_LINEDISTANCE = 41
DEADZONE_X = 54
DEADZONE_Z = 30
CHARGE_MAX_BOX_WIDTH = 50
CHARGE_MAX_BOX_LENGTH = 55
CHARGE_ALWAYS_BOX_WIDTH = 60
CHARGE_ALWAYS_BOX_LENGTH = 50
CHARGE_STRIP_BOX_WIDTH = 116
CHARGE_STRIP_BOX_LENGTH = 46
CHARGE_ALWAYS_RANGE = 15
CHARGE_STRIP_RANGE = 10
CHARGE_STRIP_ANGLE = 30
CHARGE_STOP_RANGE = 2
CHARGE_TACKLE_ANGLE = 130
CHARGE_COMMIT_TIME = 15
CHARGE_BACKAT_RANGE = 10
CHARGE_FACEAT_RANGE = 15
CHARGE_FULLSPEED_RANGE = 12
GK_CPU_CHARGING_MAX_RANGE = 22
GK_CPU_CHARGING_AGGRESSION_BONUS = 0.0
MAX_BALL_PREDICT_TIME = 40
BALL_PREDICT_RANGE = 40
TARGET_ANTICIPATION = 100
ANCHOR_ANTICIPATION = 100
ANCHOR_WIDTH = 14
ANCHOR_MAX_BALL_ANGLE = 18
THREAT_WIDTH = 24
PRIMARY_THREAT_WIDTH = 4
SECONDARY_THREAT_WIDTH = 4
//**************************
//user control tuning values
//**************************
QUANTIZE_ANALOG_PAD_ANGLE = 0
//feet
MIN_USER_PASS_DIST = 8
MAX_USER_PASS_DIST = 100
MIN_USER_PASS_TIME = 30
MAX_USER_PASS_TIME = 60
//yards
MIN_USER_LOB_DIST = 10
MAX_USER_LOB_DIST = 70
MIN_USER_LOB_HEIGHT = 10
MAX_USER_LOB_HEIGHT = 22
MIN_USER_LOBTHROUGH_DIST = 20
MAX_USER_LOBTHROUGH_DIST = 120
MIN_USER_LOBTHROUGH_HEIGHT = 8
MAX_USER_LOBTHROUGH_HEIGHT = 30
MIN_USER_CROSS_DIST = 60
MAX_USER_CROSS_DIST = 195 // original is 160
MIN_USER_CROSS_HEIGHT = 8 // original is 15
MAX_USER_CROSS_HEIGHT = 16 // original is 25
BASE_USER_LOWCROSS_DIST = 100 // feet
BASE_USER_LOWEARLYCROSS_DIST = 120 // feet
MIN_USER_LOWCROSS_HEIGHT = 7 // feet
MAX_USER_LOWCROSS_HEIGHT = 14 // feet
BASE_USER_GROUNDCROSS_DIST = 62 // feet
BASE_USER_GROUNDEARLYCROSS_DIST = 66 // feet
MIN_USER_GROUNDCROSS_HEIGHT = 2 // feet
MAX_USER_GROUNDCROSS_HEIGHT = 4 // feet
MIN_USER_CLEARANCE_DIST = 60
MAX_USER_CLEARANCE_DIST = 180
MIN_USER_CLEARANCE_HEIGHT = 10
MAX_USER_CLEARANCE_HEIGHT = 35
//**************************
//Tackling tuning values
//**************************
PTAVOIDDECEL = 0.05
PTAVOIDDELAY_POOR = 10.0
PTAVOIDDELAY_AVG = 5.0
PTAVOIDDELAY_GOOD = 0.0
PTAVOIDDELAY_EX = 0.0
//**************************
//Shot Tuning Values
//**************************
SHOT_POWERUP_RATE = 20
//**************************
//Dribble Tuning Values
//**************************
DRIBBLE_TURN_PLAYBACK_SPEED_MIN = 0.8
DRIBBLE_TURN_PLAYBACK_SPEED_MAX = 1.0
DRIBBLE_DEKE_PLAYBACK_SPEED_MIN = 0.85
DRIBBLE_DEKE_PLAYBACK_SPEED_MAX = 1.05
DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MIN = 0.85
DRIBBLE_PACE_CONTROL_PLAYBACK_SPEED_MAX = 1.05
//**************************
//Movement Tuning Values
//**************************
MOVE_FACING_BALL_SPEED_MAX = 0.0
//***************************
//TEST_SAVE_ANIM = 59
KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0
//in yards
FORCE_TEAMMATE_ADVANTAGE = 10
[]
MAX_BALL_VELOCITY_XZ = 40.000000
MAX_BALL_VELOCITY_Y = 25.000000
//BALL_AIR_RESISTANCE_XZ = 0.007037
BALL_AIR_RESISTANCE_XZ = 0.0070
//BALL_AIR_RESISTANCE_Y = 0.005812
BALL_AIR_RESISTANCE_Y = 0.0060
BALL_GRAVITY = -0.30
BALL_BOUNCE_COEFF_XZ = 0.80
//BALL_ROLLING_COEFF = 0.984441
BALL_ROLLING_COEFF = 0.9845
BALL_BOUNCE_DAMPING = 2.0
BALL_L_BOUNCE_DAMPING = 0.8
BALL_NL_BOUNCE_DAMPING_SPEED = 5.0
RAIN_BALL_BOUNCE_COEFF_XZ = 0.99
RAIN_BALL_ROLLING_COEFF = 0.975
RAIN_BALL_BOUNCE_DAMPING = 3.2
RAIN_BALL_L_BOUNCE_DAMPING = 0.6
RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 12.0
PASS_SPEED = 1.2
SPIN_CREATION_MULTIPLIER = 0.0075
SPIN_EFFECT_MULTIPLIER = 0.1
EVALBALL_BESTCASEDELAY = 0
EVALBALL_WORSTCASEDELAY = 40
EVALBALL_BESTCASESPEED = 9.0
EVALBALL_WORSTCASESPEED = 7.0
EVALBALL_MAX_PLAYABLE_HEIGHT = 10
POWERUP_RATE = 24
THROW_IN_SHORT = 12
THROW_IN_LONG = 18
THROW_IN_MAX_USUAL = 26
//this one is for players with long throw trait
THROW_IN_MAX_LONG = 37
MED_THROW_IN_DELAY = 20
LONG_THROW_IN_DELAY = 30
DISPLAY_POWERUP_THROW_INDICATOR = 1
// TACKLES
AGGR_TACKLE_MAX_DIST = 10.0
AGGR_TACKLE_ANGLE_FACTOR = 10.0
AGGR_TACKLE_ASSIST_DIST = 6.0
BALL_TACKLE_MAX_HEIGHT = 2.0
AUTO_TACKLE_MAX_CONTACT_POINTS = 1
AUTO_TACKLE_CONTACT_FRAME_MAX = 6
BLOCK_TACKLE_MAX_CONTACT_POINTS = 4
BLOCK_TACKLE_CONTACT_FRAME_MAX = 8
SHOT_BEST_CONTACT_RANGE_RATE = 0.20
SHOT_BEST_CONTACT_RANGE = 2 // actual range is 4
SHOT_BETTER_CONTACT_RANGE = 6 // actual range is 12
PRETTY_PASS_MIN_Y_VELOCITY = 0.25
PRETTY_PASS_MAX_Y_VELOCITY = 3.6
PRETTY_PASS_INC_Y_VELOCITY = 0.4
//------------------------------------------
//New Square veloctiy physics coefficients
//------------------------------------------
//Air functions
BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00021
BALL_SQUARE_AIR_RESISTANCE_Y = 0.00021
//BALL_SQUARE_AIR_RESISTANCE_XZ = 0.00018
//BALL_SQUARE_AIR_RESISTANCE_Y = 0.00018
BALL_SQUARE_GRAVITY = -0.24
//BALL_SQUARE_SPIN_DECAY = 1.0 //spin decay each frame
BALL_SQUARE_SPIN_DECAY = 0.985 //spin decay each frame
BALL_SQUARE_SPIN_CONST = 0.152587890625 //coefficent for the side spin
//---------------------------------------------------------------
//New rolling ball physics simulating skidding and rolling
//You have to set USE_SLIDING_ROLLING_FRICTION to 1 to use this
//---------------------------------------------------------------
//rolling coefficients
BALL_SQUARE_SKIDING_FRICTION = 0.24 //friction when the ball is skiding
BALL_SQUARE_ROLLING_FRICTION = 0.08 //friction when the ball is rolling (when angular velocity of ball with top spin > v)
BALL_SQUARE_FRICTION_TOP_SPIN_GEN = 0.75 //coefficient for top spins generated by the friction. the friction generates top spins.
BALL_SQUARE_BOUNCE_FRICTION_MULTIPLIER = 0.87 //Increasing this to increase the friction for bounce
//bouncing rolling coefficients
BALL_SQUARE_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0 //XZ velocity reduction per back spin when the ball is bounced.
BALL_SQUARE_BOUNCE_DAMPING = 2.0 //Non linear damping when the ball is bounced.
BALL_SQUARE_L_BOUNCE_DAMPING = 0.67 //Linear damping when the ball is bounced.
BALL_SQUARE_NL_BOUNCE_DAMPING_SPEED = 100.0 //Boundary ball speed for the non linear damping.
BALL_SQUARE_BOUNCE_SPIN_DECAY = 0.75 //Side spin decay per bounce.
BALL_SQUARE_MAX_BACK_SPIN = 1.7
//rain rolling and bouncing coefficients
BALL_SQUARE_RAIN_SKIDING_FRICTION = 0.15
BALL_SQUARE_RAIN_ROLLING_FRICTION = 0.12
BALL_SQUARE_RAIN_FRICTION_TOP_SPIN_GEN = 0.75
BALL_SQUARE_RAIN_BOUNCE_FRICTION_MULTIPLIER = 0.87
BALL_SQUARE_RAIN_BOUNCE_XZ_REDUCTION_BY_BACKSPIN = 0.0
BALL_SQUARE_RAIN_BOUNCE_DAMPING = 2.0
BALL_SQUARE_RAIN_L_BOUNCE_DAMPING = 0.3
BALL_SQUARE_RAIN_NL_BOUNCE_DAMPING_SPEED = 100.0
//--------------------------------------------------------------------
// Air back spin ball physics coefficients
// You have to set USE_AIR_BACK_SPIN to use these cofficients
//--------------------------------------------------------------------
BALL_SQUARE_AIR_LIFT = 0.0099 //coefficient for the back and top spin
BALL_SQUARE_BACK_SPIN = 0.0 //This will apply the back spin (negative for top spin) for every air ball
//
//---------------------------------------------------------------
// New the light ball physics coefficients
// You have to set USE_LIGHT_BALL to 1 to use this coeeficients
//---------------------------------------------------------------
BALL_LIGHT_AIR_RESISTANCE_XZ = 0.0031
BALL_LIGHT_AIR_RESISTANCE_Y = 0.0031
BALL_LIGHT_GRAVITY = -0.25
//enable the square velocity physics.
USE_SQUARE_RESISTENCE = 1
USE_COMBINED_VELOCITY_RESISTENCE = 0
USE_SLIDING_ROLLING_FRICTION = 1
USE_AIR_BACK_SPIN = 1
USE_SPECIAL_PHYSICS = 0
USE_LIGHT_BALL = 0
//-------------------------------------------------------------
// Collision related variables:
//-------------------------------------------------------------
// default collision thresholds (eg, dribbler vs defender)
COLLISION_TRESHOLD_LOW=4.5
COLLISION_TRESHOLD_MED=9.0
COLLISION_TRESHOLD_HIGH=12.0
// same team collision thresholds (eg, dribbler vs teammate, teammate vs teammate)
COLLISION_TRESHOLD_SAME_TEAM_LOW=8.5
COLLISION_TRESHOLD_SAME_TEAM_MED=11.5
COLLISION_TRESHOLD_SAME_TEAM_HIGH=15.0
// off the ball (for different teams only) collision thresholds
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_LOW=5.0
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_MED=9.5
COLLISION_TRESHOLD_OFFBALL_DIFF_TEAM_HIGH=15.0
//-------------------------------------------------------------
//Shooting related variables
//-------------------------------------------------------------
SHOT_IDEAL_TARGET_HEIGHT = 0.5
SHOT_WRONG_FOOT_FINESSE_SPIN = 0.009
SHOT_ERROR_TOWARD_FACING_DIR_JOG = 0.6 //The chance that directional error is toward facing direction of the shooter when the shooter is joging
SHOT_ERROR_TOWARD_FACING_DIR_SPRINT = 0.75 //The chance that directional error is toward facing direction of the shooter when the shooter is sprinting
SHOT_ERROR_TOWARD_FACING_DIR_SLIDING = 0.9 //The chance that directional error is toward facing direction of the shooter when the shot is a sliding shot
SHOT_ERROR_TOWARD_FACING_DIR_STRETCH = 0.8 //The chance that directional error is toward facing direction of the shooter when the shot is a stretching shot
SHOT_RESTITUTION_COEFF = 0.3 //Increase this to increase the ratio of shot speed and the ball incoming speed
SHOT_ONE_TIMER_PREPARE_TIME = 25 //There are some shooting error penalty before this time passes after the shooter started the last trap task
SHOT_MAX_BALL_OUT_ANGLE_TOLERANCE = 10.0 //The shot after error can't be out of the animation angle + this tolerance. In degree
SHOT_ENABLE_AIMING_CENTRE = 1 //Enablse the control for user to aim at the centre of the goal
SHOT_CENTER_AIM_TOLERANCE = 0.125 //User pad angle must with this portion of the angle between the two posts from the centre of the goal to aim the centre.
//We cap the dir error if the error is bigger than SHOT_MAX_DIR_ERROR, then add spin error to compensate it.
//The amount of compensation is the capped error * SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR
SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR = 1.2
//----------------------------------------------------------------
//Shot animation choosing related variables
//----------------------------------------------------------------
SHOT_HIGH_POWER_ANIM_MIN_SPEED = 32.0
SHOT_NORMAL_POWER_ANIM_MIN_SPEED = 20.0
SHOT_LOW_POWER_ANIM_MAX_SPEED = 24.0
SHOT_HIGH_POWER_FINESSE_ANIM_MIN_SPEED = 27.0
SHOT_NORMAL_POWER_FINESSE_ANIM_MIN_SPEED = 18.0
SHOT_MAX_PRESSURE_FOR_HIGH_POWER_ANIM = 0.7
//--------------------------------------------------------
//Max shot powers for specific animations
//--------------------------------------------------------
SHOT_MAX_SPEED_FOR_STRETCH_SHOT = 20.0
SHOT_MAX_SPEED_FOR_SLIDE_SHOT = 20.0
//TODO (Dong Hun): when the bin files for the new physics are generated, this should be removed.
REBUILD_BALL_TABLES = 1
//PK CHALLENGE SCORES
BASE_FOR_EVERY_GOAL = 10
NEW_SHOT_TYPE = 25
NEW_NET_AREA = 15
FIRST_BAR_HIT = 0
FIRST_POST_HIT = 0
MISS_NO_SAVE = -30
MISS_WITH_SAVE = -15
DEDUCT_SAME_NET_AND_SHOT = -10
DEDUCT_SAME_SHOT_MAX_TIMES = -10
DEDUCT_BAR_HIT = 0
DEDUCT_POST_HIT = 0
//--------------------------------------------------------------------
// In-Air Camera work - only alters camera target when ball is hit high in air
//--------------------------------------------------------------------
INAIR_CAMERA_RATIO = 0.55 // Ratio of camera interest in ball header location (remaining ratio is ball location influence) range 0 to 1
INAIR_CAMERA_UPFLIGHT_FACTOR = 0.8 // How early in upflight maximum camera displacement is reached (1.0 = top of flight, 0.5 = half time to top of flight) range 0.01 to 1
// same as above values but used immediately after a camera cut occurs
INAIR_CAMERA_RATIO_POST_CUT = 0.45
INAIR_CAMERA_UPFLIGHT_FACTOR_POST_CUT = 0.6
//---------------------------------------------------------------------------------
// Positioning support attack related
//---------------------------------------------------------------------------------
MAX_DEFENDER_ANGLE_FOR_SPACE_INFO = 120 //When we construct free sapces for space run, we exclude defenders whose angle from the dribbler is bigger than this. In degree
MAX_DEF_DIST_FOR_SPACE_INFO = 8 //If the defender is further than this distance from the last defender, we exclude the defender for the sapce. In yards
//---------------------------------------------------------------------------------
// Mark ball related
//---------------------------------------------------------------------------------
MARK_BALL_PRESSURE_MARKING_BASE_DELAY = 11 //Delay when the dribbler's dribbling skill is same as the marker's marking skill
MARK_BALL_PRESSURE_MARKING_MIN_DELAY = 7 //Minimum delay after being adjusted by the skill
MARK_BALL_PRESSURE_MARKING_MAX_DELAY = 16 //Maximum delay after being adjusted by the skill
MARK_BALL_DELAY_SKILL_FACTOR = 5.0 //(dribbler's dribbling skill[out of 100] - marker's marking skill) / this number will be added to the delay
COLLISION_CHECK_BONES_FOR_SLIDEANIM = 1
//---------------------------------------------------------------------------------
// Pad switching restrictions
//---------------------------------------------------------------------------------
// syntax as PAD_RESTRICT_TYPE_(padnumber) = (type from this list)
// 0 = PSR_UNRESTRICTED (the default),
// 1 = PSR_DEFENDERS,
// 2 = PSR_NON_DEFENDERS,
// 3 = PSR_MIDFIELDERS,
// 4 = PSR_NON_MIDFIELDERS,
// 5 = PSR_ATTACKERS,
// 6 = PSR_NON_ATTACKERS,
// 7 = PSR_LEFTSIDERS,
// 8 = PSR_NON_LEFTSIDERS,
// 9 = PSR_RIGHTSIDERS,
// 10 = PSR_NON_RIGHTSIDERS,
// 11 = PSR_NON_GOALIES,
// 12 = PSR_FIXEDPLAYERLIST - allows single footballer control, or new sets of players
// if it's PSR_FIXEDPLAYERLIST, you then need to add in which player(s) you want
// for example, this sets pad zero to control only the goalkeeper and the second outfielder (a defender)
//PAD_RESTRICT_TYPE_0 = 12
// syntax as PAD_RESTRICT_(padnumber)_(index) = (index of player to control)
// add the first player I want to control with pad zero
//PAD_RESTRICT_0_0 = 0
// add the second player I want to control with pad zero
//PAD_RESTRICT_0_1 = 2
[OPTIONS]
KEEPER_DIFFICULTY_LEVEL = 1
// human controlled/saving human settings
GK_HUMAN_CONTROL_HOME=1
GK_HUMAN_SAVING_HOME=1
GK_HUMAN_CONTROL_AWAY=1
GK_HUMAN_SAVING_AWAY=1