/*
++++++++++++++ TWEAKS AND SWITCHES FOR MODS ++++++++++++++
In this list you can customize the keyfeatures of the game to your liking.
Or disable certain mods completely.

!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!
This is a program file. Changes to the format of the code will mess up the game.
Please follow these rules when editing settings:
- Change ONLY the values after the CAPITAL_SETTING names.
- Use ONLY the values from the explanation below the setting.
- DO NOT replace numbers with "letters", or integer numbers (1) with decimal values (0.75)
- NEVER remove a line starting with "#define".
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*/

#define MAX_SHIPS_ON_SEA			40			// INT - original value is 32, DO NOT TOUCH THIS

// Crew morale section
#define CREW_PCT_FOR_MORALE			0.02		// FLOAT - morale decreases by 1 for each time crew decreases by this pct. (0.02 = 2%)

#define CREW_PCT_FOR_HPDAM			0.02		// FLOAT - morale decreases by 1 for each time shiphp decreases by this pct.

// Combat levels - also, how much decrease in morale
#define COMBATLEVEL_NONE			0.0			// FLOAT - not in combat
#define COMBATLEVEL_ENEMYHERE		0.06		// FLOAT - not in combat but enemy present.
#define COMBATLEVEL_GUNS			0.08		// FLOAT - fired OR RELOADED guns, but has not been hit
#define COMBATLEVEL_HIT				0.3			// FLOAT - has been hit. Note this is increased by crewpct above

// Time delays, in seconds -- how long does the combatlevel last
#define TIME_SINCE_GUNS				120			// INT - (no description)
#define TIME_SINCE_HIT				60			// INT - (no description)

#define MORALE_AMT_COMEBACK			0.5			// FLOAT - amount by which morale goes back towards basemorale each time we update morale

#define RANGE_TO_ENEMY				3000		// INT - in feet/yards/whatever unit the game uses.

#define DIST_NOSHIP					100000.0	// FLOAT - big dist num

#define CLASS_SCALAR_FOR_MORALE 				5.0	// FLOAT - class ratio between killship and deadship is scaled by this before applied as morale bonus to killer.
#define CLASS_SCALAR_FOR_MORALE_OTHER 			1.0	// FLOAT - class ratio between current enemy ship and deadship scaled by this before applied as morale bonus to current enemy ship
#define CLASS_SCALAR_FOR_MORALE_ORIG_TO_OTHER 	0.1	// FLOAT - in addition to above, current enemy ship gets this * the killer ship's morale bonus as well (so if a MoW sees a schooner kill a frigate, they get both the bonus for the frigate death and this * the bonus for the schooner killing it)

#define CHANGE_MORALE_EVERY			5			// INT - change crew morale based on above once per this many ticks. THIS WILL ALSO SCALE MORALE CHANGES! Bigger number, less effect. Should be divisable by 3.

// Surrender adjustments
//#20191022-02 Add margin to allow some attempt to flee in Situation loop
#define SURR_MARGIN                 5.0
#define SURR_MAX_MORALE				30			// INT - if morale > this, no surrender check. Scaled to between below two numbers.
#define SURR_MRL_SCL_MAX			1.0			// FLOAT - (no description)
#define SURR_MRL_SCL_MIN			0.2			// FLOAT - (no description)
#define SURR_GROUP				"surrendered"	// STRING - (no description)

float SURR_GLOBAL_SCL = 0.2;
	// Ships will surrender if damage or crew morale become critical
	// 0.0 : Stock PotC, no surrenders
	// 0.01 - 0.5 : The higher that value the faster ships surrender

// Realistic distances for board surrendered ships
#define BOARD_SURR_DISTANCE_MULT	10.0		// FLOAT - Times surrendered ship box size to automatically board

#define BOARD_SURR_CHANCE_MULT	0.5	//float - modifier to surrender chance at boarding.
// LDH mods -->
#define WDM_SHIP_SPEED              1.0     // FLOAT - 3.0 - ship's apparent speed on world map, 1.0 is default game
											//    Valid values 1.0 to 3.0
											
#define USE_PARTICLES_CANNONS		2		// Sets the realism of the cannon visual effects.
											// 0: Low - Stock POTC cannon smoke
											// 1: Medium - Realistic cannon smoke
											// 2: High - Extremely Realistic cannon smoke, high-end computer recommended.
#define JRH_GUNSOUNDS				1			// BOOL - Off=0, Default=1, Jack Rackham's new cannon sounds. USE_REAL_CANNONS must be on for this to do anything.

int		MAX_WBALLAST =					25;		// INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
int		MAX_RBALLAST =					25;		// ^^DITTO for rain
int		MAX_FBALLAST =					25;		// ^^DITTO for fog
float	MAX_ABALLAST =					25.0;	// FLOAT - ^^DITTO for wind angle

int		MAX_WINDCHANGE =				5;		// INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
int		MAX_FOGCHANGE =					5;		// INT - ^^DITTO for fog
int		MAX_RAINCHANGE =				5;		// INT - ^^DITTO for rain
#define MAX_ANGLECHANGE					0.5		// FLOAT - ^^DITTO for wind angle

#define FREE_FOG						0		// BOOL - Allow fog during daylight hours 0 - false 1 - true
#define REALISTIC_WAVES					1			// BOOL - desc="Set to 0 to disable the realistic waves mod by KiwisDoFly."