package PreventionSystem
using RTDB

setup
{
	int totalEntitiesLimit = 35;
	int totalEntitiesLimitNonChase = 50;
	int numberOfDeadBodiesToTriggerImmediateDespawn = 10;
	int remainingEntitySlotsToTriggerImmediateDespawn = 5;
	float deadBodiesDespawnDistance = 80;
	float deadBodiesDespawnOnViewDistance = 100;
	float forcedDespawnDistance = 1000;
	float vehicleRequestTimeout = 15.0f;
	float npcRequestTimeout = 15.0f;
	float avRequestTimeout = 30.0f;
	float roadblockadeRequestTimeout = 30.0f;
	float vehicleRequestRetryInterval = 0.5f;
	float npcRequestRetryInterval = 0.5f;
	float avRequestRetryInterval = 0.5f;
	float roadblockadeRequestRetryInterval = 3.0f;
	int vehicleRequestRetries = 10;
	int npcRequestRetries = 10;
	int avRequestRetries = 10;
	int roadblockadeRequestRetries = 6;
	int maxCountPoliceVehiclesInCrowd = 1;
	int maxCountPolicePedestriansInCrowd = 2;
	bool allowTeleportOfPoliceInCrowd = false;
	float vehicleStrategyDespawnDistanceSquared = 490000.f;
	float vehicleStrategyNearDespawnDistanceSquared = 90000.f;
	float vehicleStrategyEnterNearStateDistanceSquared = 40000.f;
	float forcedDeescalationUIStarsBlinkingDurationSeconds = 2.0f;
	float softDeescalationUIStarsBlinkingDurationSeconds = 4.0f;
	float softDeescalationUIStarsGreyDurationSeconds = 5.0f;
}

vehicle_spawn_setup
{
	float vehicleDespawnDistance = 150.0f;
	float npcDespawnDistance = 90.0f;
	float chaseSpawnComponentExplorationExtent = 650.f;
}

av_spawn_setup
{
	float summonDistanceMin = 20.0f;
	float summonDistanceMax = 250.0f;
	float verticalOffset = 1050.8f;
	float clearAreaRadius = 9.0f;
	float clearAreaHeight = 80.0f;
	float despawnDistance = 150.0f;
	float offTrafficPointsUseDistance = 15.0f;
	int numberOfDirections = 8;
	float offTrafficPointsDensity = 1.0f;
}

roadblockade_spawn_setup
{
	float summonDistanceMin = 100.0f;
	float summonDistanceMax = 250.0f;
	float spawnAngle = 180.0f;
	float baseCarLength = 6.0f;
	float maxLength = 45.0f;
	float policemanOffsetFromCar = 2.5f;
	float policemanRandomPositionOffset = 0.2f;
	float angleDeviation = 20.0f;
	float avPerpendicularOffset = 10.0f;
	fk< Vehicle > avRecord = "Vehicle.max_tac_av";
	float despawnDistance = 400.0f;
}

