
# KAG Map Generator Config File
# map size is set in a console variables: m_width; m_height
# in Scripts/dedicated_autoconfig.gm or Scripts/autoconfig.gm

# Most noise variables (like persistence, lacunarity) are explained in the libnoise tutorial : http://libnoise.sourceforge.net/tutorials/tutorial4.html

override_map_width = 118 
override_map_height = 220

baseline = 45					# vertical percentage of map; vertical base line of ground; the higher percentage the lower the map starts

noise_smoothness = 3.0   # 1.0 smoothest; 2 - 2 tile blocks; 3 - 3 tiles blocks ...
min_noise_smoothness = 1.0

ground_noise_frequency = 21.0
ground_noise_lacunarity = 0.9              # less = less spikes
ground_noise_octaves = 6
ground_noise_persistence = 0.35

hill_height_max = 3                     # in tiles

mountain_concentration = 50       # horizontal percentage of map
mountain_width = 34		                   # horizontal percentage of map
mountain_height =6					   # in tiles
mountain_shape = 1							# 0 - straight; 1 - convex; 2 - concave

hole_concentration =                 # horizontal percentage of map
hole_width = 3		                   # horizontal percentage of map
hole_height = 4					   # in tiles
hole_shape = 1							# 0 - straight; 1 - convex; 2 - concave

# these must have the same count
respawn_spots = 1; 99; -1; -1; -1; 1; 99;					   	       # horizontal percentage of map ; -1 random
respawn_teams = 0; 0; 1; 1; 1; 0;	0;				  	     		   # team number
respawn_types = runner; runner; zombie; zombie; zombie; migrant; migrant; 	   # type name (zombie, runner, egg, chicken)

cave_noise_frequency = 1.3
cave_noise_lacunarity = 2.1             
cave_noise_octaves = 5
cave_noise_persistence = 1.90
cave_turbulence_power = 0.1
cave_turbulence_roughness = 14.0
cave_turbulence_frequency = 3.0
cave_thickness = 1    				# size of cave

stone_noise_frequency = 80.0
stone_noise_lacunarity = 3.0
stone_noise_octaves = 5
stone_noise_persistence = 0.7
stone_multiplier_mountain = 0
stone_multiplier_hole = 5
stone_cave_thickness = 1     	 # thickness of stone around caves; 0 - stone does not concentrate on caves

gold_concentration = 33; 66;				   # horizontal percentage of map
gold_concentration_width = 124;

gold_noise_frequency = 116.0
gold_noise_lacunarity = 0.0             
gold_noise_octaves = 2
gold_noise_persistence = 0.0
gold_turbulence_power = 5.1
gold_turbulence_roughness = 1.99
gold_turbulence_frequency = 1.5

wood_tree_maxheight = 10
wood_tree_variation = 10   				
wood_noise_frequency = 40.0
wood_noise_lacunarity = 2.6
wood_noise_octaves = 5
wood_noise_persistence = 1.2

bedrock_noise_frequency = 69.0
bedrock_noise_lacunarity = 0.9             
bedrock_noise_octaves = 5
bedrock_noise_persistence = 0.3
bedrock_turbulence_power = 0.85
bedrock_turbulence_roughness = 19.99
bedrock_turbulence_frequency = 1.0

# castle

# area_generator = wang tiles grid; wang tile width; wang tile height;
#                  area left corner x (% of map width); area upper corner y (%of map height);
#                  area width (max); area height (max); randomization of size (0 none - 100 full); dungeon 0/1

#area_generator = 	  Maps/randomgrid_castle_2.png;      Maps/randomgrid_castle_2.png;      Maps/randomgrid_cave_2.png;        Maps/randomgrid_cave_2.png;
#area_generator_vars = 8; 8; 5; 5; 50; 50; 71; 0;         8; 8; 68; 5; 50; 50; 71; 0;        22; 10; 1; 90; 50; 100; 35; 1;     22; 10; 55; 50; 90; 100; 35; 1;

# 100 100
area_generator = 	  Maps/randomgrid_castle_2.png;         Maps/randomgrid_castle_2.png;           Maps/randomgrid_cave_2.png;		    Maps/randomgrid_cave_2.png;			Maps/randomgrid_cave_2.png;
area_generator_vars = 8; 8;  10; 30;  50; 33;  87; 0;      8; 8;  50; 36;  40; 33;  87; 0;          22; 10;  2; 46;  108; 35 ; 15; 1;	    22; 10;  2; 63;  108; 35 ; 15; 1;	22; 10;  20; 78;  60; 42 ; 10; 1;

random_chest_probability = 65
random_lantern_probability = 240