// INTRO_SPLASH_DURATION=X.
// There is a X second delay during the splash screen.

INTRO_SPLASH_DURATION=1

// PREGAME_SPLASH_DURATION=X.
// There is a X second delay during the pregame splash screen.

PREGAME_SPLASH_DURATION=1

// TIMING SETTINGS ----------------------------------------
// TIME_RATIO_GAME_TIME=X, TIME_RATIO_REAL_TIME=Y.
// For every Y real seconds that occur, X seconds occur in the game.

TIME_RATIO_GAME_TIME=8
TIME_RATIO_REAL_TIME=3

// VIRTUAL_TIME_SECONDS_PER_PERIOD=X.   
// X = virtual seconds (game seconds) per period (45 = 60*45 = 2700s).
VIRTUAL_TIME_SECONDS_PER_PERIOD=2700

// All probability actions are evaluated once a frame.  So 1 in X
// is evaluated every frame.

// PLAYER ----------------------------------------

// PLAYER_POSESSION_PENALTY=X1 X2 X3
// X stands for the number of pixels the player is slower per frame
// when he possesses the ball.  X is 0 if the player receives no penalty
PLAYER_POSESSION_PENALTY=0 0 0

// PLAYER_MAX_VELOCITY=X
// X is the max speed of any player (AI included).

PLAYER_MAX_VELOCITY=3

// PLAYER_MOVE_TARGET_VEL=X
// X is the speed in which players move to their positions when they are going
// to face off

PLAYER_MOVE_TARGET_VEL=3

// AI ----------------------------------------

// AI_PLAYER_POSESSION_PENALTY=X1 X2 X3
// X is 0 if the AI player receives no speed penalty for posessing the ball
AI_PLAYER_POSESSION_PENALTY=2 1 1

// AI_PLAYER_BALL_TRACKING_RATE=X
// Every X frames, the AI player moves to where the ball used to be.
// The lower X is, the tighter the AI player tracks the ball.  At X=1, the
// AI player runs straight towards the ball.

AI_PLAYER_BALL_TRACKING_RATE=10 8 6

// AI_PLAYER_BALL_TRACKING_ERROR=X
// Every time the AI player tracks the ball, he can miss the ball by X pixels.
// e.g., when the AI moves to a ball at pixel 100, when he tracks the ball, he
// can move to pixel 100 - X to 100 + X

AI_PLAYER_BALL_TRACKING_ERROR=25 20 10


// AI_PLAYER_BAD_SHOT_LIKELIHOOD=X1 X2 X3
// There is a 1 in X chance that the AI player makes a bad shot when he attempts to shoot.
// The higher the number, the less likely it is going to happen.
// e.g., X=10, means that it has a 1 in 10 chance

AI_PLAYER_BAD_SHOT_LIKELIHOOD=3 2 1

// AI_PLAYER_BAD_PASS_LIKELIHOOD=X1 X2 X3
// There is a 1 in X chance that the AI player makes a bad pass when he attempts to pass to a teammate
// The higher the number, the less likely it is going to happen.
// e.g., X=10, means that it has a 1 in 10 chance

AI_PLAYER_BAD_PASS_LIKELIHOOD=3 2 1

// AI_PLAYER_SHOT_DELAY=X.  For X frames after the AI player is in a suitable place to shoot, he shoots.  This prevents multiple shots around the goal that the player cannot react to.

AI_PLAYER_SHOT_DELAY=3

// AI_PLAYER_DIST_FROM_EDGE_CAN_TRAVEL=X
// X is the distance from an out of bounds line that an AI player can move when
// dribbling the ball

AI_PLAYER_DIST_FROM_EDGE_CAN_TRAVEL=5

// AI_PLAYER_REACT_TO_GOAL_DEFENSE_X=X
// X is the distance from the goal where the AI tracks the ball perfectly on 
// defense

AI_PLAYER_REACT_TO_GOAL_DEFENSE_X=80

// AI_GOALIE_SPEED=X1 X2 X3
// X is the speed of the AI goalie

AI_GOALIE_SPEED=1 2 2

// AI_GOALIE_TRACKING_RATE=X1 X2 X3
// Every X frames the AI goalie samples where the ball is, and moves all the
// remaining frames to that location

AI_GOALIE_TRACKING_RATE=6 4 1


// GOALIE ----------------------------------------

// GOALIE_SPEED=X1 X2 X3
// X is the speed of the AI goalie

GOALIE_SPEED=1 3 5


// GM_AFTER_GOAL_KICK_DELAY=X
// X is the delay after a goal kick that no players can move
GM_AFTER_GOAL_KICK_DELAY=12

// BALL ----------------------------------------

// BALL_DRAG_CONSTANT=X.  Every X frames, the ball slows down one speed setting (see BALL_SPEED_STRAIGHT and BALL_SPEED_DIAGONAL)

BALL_DRAG_CONSTANT=15

// BALL_CANT_STEAL_DURATION=X.  For X frames after a steal, the ball cannot be re-stolen

BALL_CANT_STEAL_DURATION=5

// BALL_CANT_STEAL_DURATION_GOALIE_PASS=X.  For X frames after a goalie pass, no player can get the ball (allows clear outs after a shot on goal)

BALL_CANT_STEAL_DURATION_GOALIE_PASS=12

// BALL_SPEED_STRAIGHT=X.  Sets horizontal or vertical speed to X. If X=2 3 4,
// a fast straight ball moves 4 pixels in the direction it is moving, and 0 in 
// the orthoginal direction (e.g., 0 pixels vertically)...
// BALL_SPEED_DIAGONAL=X refers to the ball moving diagonally. If X=1 2 3
// A fast diagonal ball moves 3 pixels horizontally, 3 vertically

// note: argument order is slow, medium, then fast

BALL_SPEED_DIAGONAL=1 2 4
BALL_SPEED_STRAIGHT=2 4 5

		      