clientstuff

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2025-10-27 11:53:18 +01:00
parent 503b04656d
commit d22cef5355
1575 changed files with 795737 additions and 610 deletions

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# Configuration file
##########################################################################################################
# game_of_light
#--------------------------------------------------------------------------------------------------------#
# Regulates "Game of Light" minigame.
##########################################################################################################
game_of_light {
# It represents the number of attempts the player has to beat the game successfully. [range: 1 ~ 2147483647, default: 3]
I:attempt_count=3
# At which stage should the playfield become a full 3x3 pattern?
# Set 0 to disable and keep the 4-block size; set 1 to always start with 3x3. [range: 0 ~ 4, default: 2]
I:expand_field_at_stage=2
# Enables or disables structure exploding on max failed attempts. [default: true]
B:explode_on_fail=true
# Enables or disables structure filling with lava on max failed attempts. [default: true]
B:lava_on_fail=true
# Regulates how many digits should be randomly chosen and shown at game-start. [range: 1 ~ 2147483647, default: 2]
I:start_digit_amount=2
# How long does it take to timeout a game? Value is in seconds.
# If player has been inactive for given time, the game will go to sleep. The next player can start the game from the beginning. [range: 10 ~ 2147483647, default: 30]
I:timeout=30
# How likely this game is chosen compared to other games. The higher this value is, the more likely this game is chosen. Set to 0 to turn this off. [range: 0 ~ 2147483647, default: 1]
I:weight=1
# Enables or disables structure filling with zombies on max failed attempts. [default: true]
B:zombies_on_fail=true
##########################################################################################################
# stage_1
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 1.
##########################################################################################################
stage_1 {
# Amount of time (in ticks; 20 ticks = 1s) for which the symbol will be displayed. [range: 2 ~ 40, default: 24]
I:display_time=24
# If true, the pattern will randomize on each round in this stage. [default: false]
B:randomize_sequence=false
# Round count required to complete this stage and unlock leveled reward. [range: 1 ~ 256, default: 5]
I:round_count=5
}
##########################################################################################################
# stage_2
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 2.
##########################################################################################################
stage_2 {
# Amount of time (in ticks; 20 ticks = 1s) for which the symbol will be displayed. [range: 2 ~ 40, default: 16]
I:display_time=16
# If true, the pattern will randomize on each round in this stage. [default: false]
B:randomize_sequence=false
# Round count required to complete this stage and unlock leveled reward. [range: 1 ~ 256, default: 5]
I:round_count=5
}
##########################################################################################################
# stage_3
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 3.
##########################################################################################################
stage_3 {
# Amount of time (in ticks; 20 ticks = 1s) for which the symbol will be displayed. [range: 2 ~ 40, default: 12]
I:display_time=12
# If true, the pattern will randomize on each round in this stage. [default: false]
B:randomize_sequence=false
# Round count required to complete this stage and unlock leveled reward. [range: 1 ~ 256, default: 5]
I:round_count=5
}
##########################################################################################################
# stage_4
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 4.
##########################################################################################################
stage_4 {
# Amount of time (in ticks; 20 ticks = 1s) for which the symbol will be displayed. [range: 2 ~ 40, default: 12]
I:display_time=12
# If true, the pattern will randomize on each round in this stage. [default: true]
B:randomize_sequence=true
# Round count required to complete this stage and unlock leveled reward. [range: 1 ~ 256, default: 5]
I:round_count=5
}
}

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# Configuration file
##########################################################################################################
# minesweeper
#--------------------------------------------------------------------------------------------------------#
# Regulates "Minesweeper" minigame.
##########################################################################################################
minesweeper {
# It represents the number of attempts the player has to beat the game successfully. [range: 1 ~ 2147483647, default: 3]
I:attempt_count=3
# The time until bombs start to explode. Represented in ticks. [range: 0 ~ 600, default: 60]
I:detonation_time=60
# How likely this game is chosen compared to other games. The higher this value is, the more likely this game is chosen. Set to 0 to turn this off. [range: 0 ~ 2147483647, default: 1]
I:weight=1
##########################################################################################################
# stage_1
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 1.
##########################################################################################################
stage_1 {
# The radius of Minesweeper board. Won't be changed for already generated Minesweeper boards! [range: 2 ~ 9, default: 6]
I:board_radius=6
# The amount of bombs on the board. Bomb count must be strictly less than amount of game fields (board_radius ^ 2). [range: 1 ~ 2147483647, default: 20]
I:bomb_count=20
}
##########################################################################################################
# stage_2
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 2.
##########################################################################################################
stage_2 {
# The radius of Minesweeper board. Won't be changed for already generated Minesweeper boards! [range: 2 ~ 9, default: 7]
I:board_radius=7
# The amount of bombs on the board. Bomb count must be strictly less than amount of game fields (board_radius ^ 2). [range: 1 ~ 2147483647, default: 30]
I:bomb_count=30
}
##########################################################################################################
# stage_3
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 3.
##########################################################################################################
stage_3 {
# The radius of Minesweeper board. Won't be changed for already generated Minesweeper boards! [range: 2 ~ 9, default: 8]
I:board_radius=8
# The amount of bombs on the board. Bomb count must be strictly less than amount of game fields (board_radius ^ 2). [range: 1 ~ 2147483647, default: 42]
I:bomb_count=42
}
##########################################################################################################
# stage_4
#--------------------------------------------------------------------------------------------------------#
# Regulates characteristics of stage 4.
##########################################################################################################
stage_4 {
# The radius of Minesweeper board. Won't be changed for already generated Minesweeper boards! [range: 2 ~ 9, default: 9]
I:board_radius=9
# The amount of bombs on the board. Bomb count must be strictly less than amount of game fields (board_radius ^ 2). [range: 1 ~ 2147483647, default: 68]
I:bomb_count=68
}
}

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# Configuration file
main {
# Markers which enable extra console output.
# Available:
# LOOTGAME
# GAME_OF_LIGHT
# [default: ]
S:debug_markers <
>
# If this is set to true, then puzzle master won't start any new game. Won't affect already started games. [default: false]
B:disable_minigames=false
}
##########################################################################################################
# worldgen
#--------------------------------------------------------------------------------------------------------#
# Regulates dungeon appearing in world.
##########################################################################################################
worldgen {
# Enable or disable dungeon generation [default: false]
B:disable_dungeon_gen=false
# Log level for the separate DungeonGenerator Logger. Valid options: INFO, DEBUG, TRACE [default: INFO]
S:dungeon_log_level=INFO
# Whitelisted dimensions' ids that were allowed for dungeon generation and rhomb size.
# Rhomb size means the size of rhombs, which will imaginary cover the world. Dungeon will be generated in each rhomb.
# So the larger the size, the less chance of generation.
# Rhomb size must be between 5 and 100.
# Example of array element: 0| 20 - this means that dungeons will be generated in rhombs with size equal to 20 in the overworld (ID = 0). [default: [0| 20]]
S:per_dimension_configs <
0| 20
>
}