[game]
locale = "en"

target_fps = 30      # The target frames per second for the game.
game_tick_ms = 250   # The milliseconds per game tick.
ticks_per_minute = 4 # The amount of ticks per in-game minute.

collision_mode = "tile"      # Collision mode, "tile" or "mesh"
movement_units_per_sec = 4   # Default movement speed
turn_speed_deg_per_sec = 120 # Default turn speed
firstp_eye_level = 1.7       # First-person camera eye height above base Y.

entity_block_mode = "always" # The block mode, "always" or "never"
auto_create_player = true    # Whether to auto create a player entity.

# The name of the region to start the game in.
start_region = ""

# The name of the start screen. If empty, shows the start region.
start_screen = ""

# Optional screen to show after a game.start command.
play_screen = ""

# The supported gear slots
gear_slots = ["head", "torso", "legs", "hands", "feet"]

# The supported weapon slots
weapon_slots = ["main_hand", "off_hand"]

# The attribute which stores the current character level
level = "LEVEL"

# The attribute which stores accumulated experience
experience = "EXP"

# Enables generated marker ramp shading for avatars
avatar_shading = true

# Enables generated marker ramp shading for skin markers
avatar_skin_auto_shading = false

[ruleset]
id = "eldiron.official"
version = "1.0.0"
schema_version = "1"
source = "official"
update_policy = "compatible"

[viewport]
width = 960
height = 540
window_scale = 1.0
grid_size = 32
upscale = "aspect"
background_color_2d = "#000000"
visibility_range_2d = 0
visibility_alpha_2d = 0.82
screen_background = "#000000"
cursor_id = ""

[render]
# Lighting model: "lambert", "cook_torrance", or "pbr".
lighting_model = "cook_torrance"

# MSAA sample count for raster 3D (0=off, 4=on).
msaa_samples = 4

# AO samples (number of rays, 0.0 = disable AO).
ao_samples = 2.0

# AO radius (0.0 = disable AO).
ao_radius = 0.5

# Reflection samples (0 = disabled, >=1 = reflection rays).
reflection_samples = 0.0

# Bump mapping strength (0.0 = off, 1.0 = full).
bump_strength = 1.0

# Max transparency bounces.
max_transparency_bounces = 8.0

# Max shadow distance.
max_shadow_distance = 10.0

# Max sky distance.
max_sky_distance = 50.0

# Max shadow steps for transparent shadows.
max_shadow_steps = 2.0

# First-person blur transition start distance.
firstp_blur_near = 3.0

# First-person blur transition end distance.
firstp_blur_far = 8.0

# Shadow toggle.
shadow_enabled = true

# Shadow strength (default 0.8).
shadow_strength = 0.8

# Shadow-map resolution.
shadow_resolution = 1024

# Shadow depth bias.
shadow_bias = 0.0015

# Fade mode for alpha/visibility transitions: "ordered_dither" or "uniform".
fade_mode = "ordered_dither"

# Static sky color (used when simulation is disabled)
sky_color = "#87CEEB"

# Static sun color (used when simulation is disabled)
sun_color = "#FFFACD"

# Sun intensity/brightness multiplier
sun_intensity = 1.0

# Static sun direction as [x, y, z] (used when simulation is disabled)
sun_direction = [-0.5, -1.0, -0.3]

# Enable/disable sun lighting
sun_enabled = true

# Ambient light color
ambient_color = "#CCCCCC"

# Ambient light strength (0.0 - 1.0)
ambient_strength = 0.3

# Fog color
fog_color = "#808080"

# Fog density (0.0 = no fog, higher values = denser fog)
fog_density = 0.0

# Avatar readability boost toggle (Raster 3D avatars/billboards).
avatar_highlight_enabled = true

# Avatar readability lift multiplier (1.0 = unchanged).
avatar_highlight_lift = 1.12

# Avatar ambient fill contribution.
avatar_highlight_fill = 0.20

# Avatar rim-light contribution.
avatar_highlight_rim = 0.18

# Target frame time in milliseconds for interpolation. 33.333 ~= 30 FPS.
ms_per_frame = 33.333

[post]
# Enable/disable final post pass.
enabled = true

# Tone mapper: "none", "reinhard", "aces".
tone_mapper = "reinhard"

# Exposure multiplier before tone mapping.
exposure = 1.0

# Post saturation (1.0 = unchanged, 0.0 = grayscale).
saturation = 1.0

# Post luminance/brightness multiplier.
luminance = 1.0

# Output gamma.
gamma = 2.2

[simulation]
# Enable procedural daylight simulation (overrides static sky_color, sun_color, sun_direction)
enabled = true

# Sky color at night (dark)
night_sky_color = "#050510"

# Sky color at sunrise/sunset (morning)
morning_sky_color = "#FF9966"

# Sky color at midday
midday_sky_color = "#87CEEB"

# Sky color in the evening
evening_sky_color = "#FF8040"

# Sun/moon color at night (very dim)
night_sun_color = "#1A1A26"

# Sun color at sunrise/sunset (morning)
morning_sun_color = "#FFCC99"

# Sun color at midday
midday_sun_color = "#FFFFF2"

# Sun color in the evening
evening_sun_color = "#FFB380"

# Sunrise time in 24-hour format (e.g., 6.5 = 6:30 AM)
sunrise_time = 6.0

# Sunset time in 24-hour format (e.g., 18.5 = 6:30 PM)
sunset_time = 18.0

# Transition window in hours for color blending.
color_transition_duration_hours = 0.5
