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src/constants.nvgt
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63
src/constants.nvgt
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// Map configuration
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int MAP_SIZE = 35;
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const int BASE_END = 4; // 0-4
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const int GRASS_END = 19; // 5-19
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const int GRAVEL_END = 34; // 20-34
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// Expansion configuration
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const int EXPANSION_SIZE = 30;
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const int EXPANSION_CHANCE = 30; // 30% chance per hour before noon
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int expanded_area_start = -1; // -1 means not expanded yet
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int expanded_area_end = -1;
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// Movement configuration
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int movetime = 400; // Time between steps/movements
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int walk_speed = 400;
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int jump_speed = 170;
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const int MAX_ITEM_STACK = 9;
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// Weapon damage
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const int SPEAR_DAMAGE = 3;
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const int AXE_DAMAGE = 4;
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const int SLING_DAMAGE_MIN = 5;
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const int SLING_DAMAGE_MAX = 8;
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// Zombie settings
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const int ZOMBIE_HEALTH = 12;
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const int ZOMBIE_MAX_COUNT = 5;
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const int ZOMBIE_MOVE_INTERVAL = 1000;
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const int ZOMBIE_ATTACK_INTERVAL = 1600;
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const int ZOMBIE_DAMAGE_MIN = 4;
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const int ZOMBIE_DAMAGE_MAX = 6;
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const int ZOMBIE_GROAN_MIN_DELAY = 2000;
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const int ZOMBIE_GROAN_MAX_DELAY = 3000;
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const int ZOMBIE_FOOTSTEP_MAX_DISTANCE = 5;
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const float ZOMBIE_SOUND_VOLUME_STEP = 3.0;
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const int ZOMBIE_ATTACK_MAX_HEIGHT = 6;
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// Barricade configuration
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const int BARRICADE_BASE_HEALTH = 100;
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const int BARRICADE_MAX_HEALTH = 500;
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const int BARRICADE_STICK_COST = 3;
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const int BARRICADE_STICK_HEALTH = 10;
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const int BARRICADE_VINE_COST = 5;
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const int BARRICADE_VINE_HEALTH = 15;
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const int BARRICADE_LOG_COST = 1;
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const int BARRICADE_LOG_HEALTH = 30;
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const int BARRICADE_STONE_COST = 5;
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const int BARRICADE_STONE_HEALTH = 20;
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// Bandit settings
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const int BANDIT_HEALTH = 4;
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const int BANDIT_MAX_COUNT = 3;
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const int BANDIT_MOVE_INTERVAL_MIN = 600;
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const int BANDIT_MOVE_INTERVAL_MAX = 800;
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const int BANDIT_ATTACK_INTERVAL = 1200;
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const int BANDIT_DAMAGE_MIN = 1;
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const int BANDIT_DAMAGE_MAX = 2;
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const int BANDIT_ALERT_MIN_DELAY = 3000;
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const int BANDIT_ALERT_MAX_DELAY = 5000;
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const int BANDIT_FOOTSTEP_MAX_DISTANCE = 7;
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const float BANDIT_SOUND_VOLUME_STEP = 3.0;
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const int BANDIT_ATTACK_MAX_HEIGHT = 6;
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const int INVASION_DURATION_HOURS = 1;
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