<?xml version="1.0"?>

<config>
  <!--  Minimum and maximum kart versions that can be used by this binary.
        Older version will be ignored. -->
  <kart-version min="2" max="2"/>

  <!-- Minimum and maxium track versions that be be read by this binary.
       Older versions will be ignored. -->
  <track-version min="3" max="5"/>

  <!-- Maximum number of karts to be used at the same time. This limit
       can easily be increased, but some tracks might not have valid start
       positions for those additional karts. -->
  <karts max-number="20"/>

  <!-- Scores are the number of points given when the race ends. -->
  <grand-prix>
    <!-- Karts on position 1 and 2 will have 3 more points than the next kart;
         a kart on position 3 and 4 will have two more points than the next;
         and all remaining karts will have one more point than the next. -->
    <points from="1" to="2" points="3"/>
    <points from="3" to="4" points="2"/>
    <points from="5"        points="1"/>
  </grand-prix>

  <!-- Time in follow-the-leader after which karts are removed.
       The last values applies for all remaining karts. 
       time-per-kart Additional time added to the interval
       for each kart in the race. -->
  <follow-the-leader intervals="30 20 10"
                     time-per-kart="1.5"  />

  <!-- Startup information. 
       Penalty: Penalty time if a kart accelerates before GO. -->
  <startup penalty="1" />

  <!-- How often a news message is going to be displayed before
       it will be ignored. -->
  <news max-display="10"/>

  <!-- smooth-normals: If the normals (for wheel raycasts) should be smoothened.
          This is a global setting, it still needs to be activated for each
          track individually.
       smooth-angle-limits: If the angle between the normal of a vertex and
          the normal of a triangle are larger than this value, the normal
          of the triangle will be used in interpolating the normals. This
          has the effect of an edge split modifier - if the flat track and (say)
          a wall at a 90 egree angle are not separated, the normal at that
          vertex will be 45 degrees, resulting in completely wrong physics.
          The angle limit in this case will discard the 45 degrees, and use
          the normal of the flat triangle (pointing upwards). In the worst
          case (all three normals discarded, the interpolation will just
          return the normal of the triangle (i.e. de facto no interpolation),
          but it helps making smoothing much more useful without fixing tracks.
      -->
  <physics smooth-normals="true"
           smooth-angle-limit="0.65"/>

  <!-- The title music. -->
  <music title="main_theme.music"/>

  <!-- Mostly for debugging: maximum number of history entries -->
  <history max-frames="10000"/>

  <!--  Replay related values, mostly concerned with saving less data
        and using interpolation instead.
        delta-t Minumum time between saving consecutive transform events.
        delta-pos If the interpolated position is within this delta, a
                transform event is not generated.
        delta-angle If the interpolated angle is within this delta,
                a transform event is not generated. -->
  <replay delta-t="0.05"  delta-pos="0.1" delta-angle="0.5" />

  <!-- Skidmark data: maximum number of skid marks, and
       time for skidmarks to fade out. -->
  <skid-marks max-number="100"  fadeout-time="60"/>   
 
  <!-- Defines when the upright constraint should be acctive, it's
       disabled when the kart is more than this value from the track. -->
  <near-ground distance="2"/> 

  <!-- How long the end animation will be shown. -->
  <delay-finish time="0.5"/>

  <!-- How long the music credits are shown. -->
  <credits music="10"/>

  <!-- weight is the additional weight an anvil adds to a kart.
       speed-factor is the additional slowdown caused by the anvil.
       time is the time an anvil is active. -->
  <anvil time="2.0" weight="150"  speed-factor="0.2"/>

  <!-- friction is the friction increase when a parachute is attached.
       time is the time an attached parachute is active
       time-other is the time a parachute attached from other kart works
       done-fraction is the fraction of speed when lost will detach parachute -->
  <parachute friction="2.0" time="4.0" time-other="8.0" done-fraction="0.7"/>

  <!-- time is the time till a bomb explodes. time-increase is the time added 
       to timer when bomb is passed on. -->
  <bomb time="30.0" time-increase="-5.0"/>

  <!-- Powerup collect-mode decides what is collected if a kart has already an 
       powerup: same: get one more item of the same type.
                new:  always get a new item.
                only-if-same: if the random item is the same one as the
                      one currently owned, increase the number, otherwise
                      no more/new item s are given to the kart. -->
  <powerup collect-mode="new"/>
  <!-- time: How long a switch is being effective.
       items for each item list the index of the item it is switched with.
             Order: giftbox, banana, big-nitro, small-nitro, bubble-gum, trigger, nolok-bubble-gum -->
  <switch time="5"  items="1 0 4 4 2 5 2"/>

  <!-- How often bubble gum get driven over before it disappears. --> 
  <bubble-gum disappear-counter="1"/>

  <!-- explosion-impulse-objects is the impulse that pushes physical objects
       away if there is an explosion. -->
  <explosion impulse-objects="500.0" />

  <!-- Networking - the current networking code is outdated and will not
      work anymore - so for now don't enable this. -->
  <networking enable="false"/>

  <!-- disable-while-unskid: Disable steering when stop skidding during 
           the time it takes to adjust the physical body with the graphics.
       camera-follow-skid: If true the camera will stay behind the kart,
           potentially making it easier to see where the kart is going to 
           after a skid. -->
  <steer disable-while-unskid="false"
         camera-follow-skid="true"     />

  <!-- Default values for all karts
       ============================ -->
  <general-kart-defaults>
  
    <!-- Camera: Distance between kart and camera. 
         forward-up-angle: Angle between camera and plane of kart (pitch) 
                 when the camera is pointing forward
         backward-up-angke: Angle between camera and plane of kart (pitch)
                 when the camera is pointing backwards. This is usually 
                 larger than the forward-up-angle, since the kart itself
                 otherwise obstricts too much of the view.  -->
    <camera distance="1.5" forward-up-angle="15"
            backward-up-angle="30"/>

    <!-- If a kart starts within the specified time after 'go',
         it receives the corresponding bonus from 'boost'. Those
         fields must have the same size, and must be sorted by
         increasing times. -->
    <startup time   = "0.3 0.5"
             boost  = "6 3"  />

    <!-- Rescue: time: How long it takes the kart to be raised.
         height: how height the kart will be raised before it is
         dropped back onto the track. 
         vert rescue offset: used to raise karts a bit higher before
         releasing them on the ground after a rescue. Used to avoid
         resetting karts into the track. Not sure if this is still
         necessary. -->
    <rescue vert-offset="0.0" time="1.2" height="2"/>

    <!-- Nitro: engine-force: additional engine power
         consumption: nitro consumption - heavier characters can be set
             to need more nitro than lighter character.
         small-container: how much energy a small container gives.
         big-container: how much energy a big container gives. 
         max-speed-increase: How much the speed of a kart might exceed
             its maximum speed (in m/s). 
         duration: How long the increased speed will be valid after
             the kart stops using nitro (and the fade-out-time starts).
         fade-out-time: Duration during which the increased maximum
             speed due to nitro fades out. 
         max: How much nitro a kart can store.
     -->
    <nitro engine-force="500" consumption="1" small-container="1" big-container="3"
           max-speed-increase="5" duration="1" fade-out-time="2" max="16"/>

    <!-- time: Time a zipper is active. 
         force: Additional zipper force. 
         speed-gain: One time additional speed.
         max-speed-increase: Additional speed allowed on top of the 
             kart-specific maximum kart speed. 
         fade-out-time: determines how long it takes for a zipper 
             to fade out (after 'time').
     -->
    <zipper time="3.5" force="250.0" speed-gain="4.5" max-speed-increase="15"
            fade-out-time="1.0"  />

    <!-- Skidding: increase: multiplicative increase of skidding factor in each frame.
         decrease: multiplicative decrease of skidding factor in each frame.
         max: maximum skidding factor = maximum increase of steering angle.
         time-till-max: Time till maximum skidding is reached.
         visual: Additional graphical rotation of kart. The graphical rotation
           of the kart also determines the direction the kart is driving to
           when skidding is stopped.
         visual-time: How long it takes for the visual skid to reach maximum.
         revert-visual-time: how long it takes when stopping a skid to revert
           the visual skid and bring visuals and physics in sync again.
         angular-velocity: Angular velocity to be used for the kart when skidding.
         min-speed: Minimum speed a kart must have before it can skid. Must be
           >0, otherwise the kart can skid at the start of the race.
         time-till-bonus: How long a kart needs to skid in order to get a bonus.
         bonus-force: A speedup applied to the kart whick skidded for a while.
         bonus-time: How long the bonus-force is applied.
         bonus-force: Additional engine force (this is used to offset the fact
           that turning after skidding (e.g. to correct direction) often uses
           up the skid bonus).
         post-skid-rotate-factor: a factor to be used to determine how much 
           the chassis of a kart should rotate to match the graphical view. 
           A factor of 1 is identical, a smaller factor will rotate the kart
           less (which might  feel better).   
         physical-jump-time: Time for a physical jump at the beginning of a skid.
         graphical-jump-time: Time for a graphics-only jump at the beginning
           of a skid.
         reduce-turn-min/max: The steering done by the controller (which is in
           [-1,1]) is mapped to [reduce-turn-min, reduce-turn-max] when skidding
           is active (for left turn, right turn will use [-max, -min]). The 
           effect is that while you skid (say left) you can adjust the direction
           of the turn the kart is doing somewhat by steering to the left and right,
           but you will always keep on doing a left turn, just more or less. -->

    <skid increase="1.05" decrease="0.95" max="2.5" time-till-max="0.5"
          visual="1.25" visual-time="0.7" revert-visual-time="0.7"
          min-speed="10"  time-till-bonus="1.0 3.0" 
          bonus-speed="4.5 6.5" bonus-time="3.0 4.0" 
          bonus-force="250 350"
          physical-jump-time="0" graphical-jump-time="0.4"
          post-skid-rotate-factor="1"
          reduce-turn-min="0.2" reduce-turn-max="0.8"/>

    <!-- Kart-specific settings used by the AI.
         use-slipstream: if the AI should try to overtake karts using slipstream.
         disable-slipstream-usage: even if the AI is not trying to use slipstream,
           it can get a lot of bonus, esp. on easy since the AI creates trains.
           Set this to true to make sure AI does not get any slipstream bonus.
         false-start-probability: Probability of a false start.
         min/max-start-delay: Minimum and maximum start delay.
           See http://www.humanbenchmark.com/tests/reactiontime/stats.php
           Average reaction time is around 0.215 s.
         nitro-usage: "none", "some", "all": if nitro should be used, and
           how much the AI should try to use it good.
         non-random-item-usage: If true, use items in a sophisticated way,
           otherwise use items randomly.
         collect-avoid-items: if the AI should collect and avoid items,
           or just ignore them.
         handle-bomb: If the AI should actively try to pass on a bomb.
         skidding-threshold: only for old-style skidding: when sharp turn
           should be triggered. Smaller values means it will sharp turn
           earlier, resulting in better driving in thight curves.


         max-item-angle: Items that would need more than this change in
           direction are not considered for collection.
         time-full-steer is the time for the AI to go from neutral steering to
           extreme left (or right). This can be used to reduce 
           'shaking' of AI karts caused by changing steering direction
           too often. It also helps with making it easier to push the
           AI karts (otherwise micro-corrections make this nearly
           impossible). A value of 1/maxFPS / 2 will guarantee that
           the wheel can go from -1 to +1 steering in one frame, 
           basically  disabling this mechanism.
         bad-item-closeness is the maximum distance between a good and a
           bad item which can force the AI to abandon a good item in order
           to avoid hitting a bad item. If the distance is larger, it is
           assumed that there will be enough time to change steering
           direction.
         straight-length-for-zipper is the minimum length a straight
           section of the track should have in order to activate a zipper.

           competitive when ahead of the player, or more competitive
           when behind the player. 

         skid-probability: Since the AI is usually very good at using
           skidding, this is used to implement some rubber-banding for
           the AI: depending on distance to the player, the AI will
           change the probability of skidding. This attributes takes
           a space-separated list of "distance:probability" pairs
           (negative distances meaning the kart is behind the player,
           a positive number that the AI is ahead of the player).
           Then list should have at least 2 entries. Depending on
           the actualy distance the kart has the probability is then
           linearly interpolated (if the AI is more than the largest
           distance ahead, the value for the largest distance is used,
           and similarly if the kart is more than the minimum value
           behind).
         speed-cap: Fraction of maximum speed the kart should drive
           at. Used to slow down karts that are ahead of the player.
           Note that setting this to a value >1 does NOT increase
           the speed the kart can drive at!
         collect-item-probability: Probability of the AI actually
           trying to collect an item (if an item is selected for
           collection in the first place). 
    -->
    <ai>
        <easy   time-full-steer="0.1"
                straight-length-for-zipper="35"
                use-slipstream="false"
                disable-slipstream-usage="true"
                false-start-probability="0.08"
                min-start-delay="0.3" max-start-delay="0.5"
                nitro-usage="none"
                non-random-item-usage="false"
                collect-avoid-items="false"
                handle-bomb="false"
                speed-cap="-10:1.0 -5:0.9 5:0.8 20:0.7 50:0.6"
                max-item-angle="0.7" max-item-angle-high-speed="0.3"
                bad-item-closeness="6"
                collect-item-probability="0:0"
                rb-skid-probability="0:0.0"
                skidding-threshold="4.0"
                />
        <medium time-full-steer="0.1"
                straight-length-for-zipper="35"
                use-slipstream="false"
                disable-slipstream-usage="false"
                false-start-probability="0.04"
                min-start-delay="0.25" max-start-delay="0.4"
                nitro-usage="some"
                non-random-item-usage="true"
                collect-avoid-items="true"
                handle-bomb="false"
                speed-cap="10:1.0 50:0.8"
                max-item-angle="0.7" max-item-angle-high-speed="0.3"
                bad-item-closeness="6"
                collect-item-probability="-10:1.0 0:0"
                rb-skid-probability="0:0.0"
                skidding-threshold="3.0"
                />
        <hard   time-full-steer="0.1"
                straight-length-for-zipper="35"
                use-slipstream="true"
                disable-slipstream-usage="false"
                false-start-probability="0.01"
                min-start-delay="0.15" max-start-delay="0.28"
                nitro-usage="all"
                non-random-item-usage="true"
                collect-avoid-items="true"
                handle-bomb="true"
                speed-cap="20:1.0 50:0.8"
                max-item-angle="0.7" max-item-angle-high-speed="0.3"
                bad-item-closeness="6"
                collect-item-probability="10:1.0 20:0"
                rb-skid-probability="-50:1.0 -20:0.7 20:0.2 50:0.0"
                skidding-threshold="2.0"
                />
    </ai>
    <!-- Slipstream: length: How far behind a kart slipstream works
         width: how wide slipstream works furthest away from the kart.
         collect-time: How many seconds of sstream give  maximum benefit
         use-time: How long the benefit will last.
         add-power: Additional power due to sstreaming. 1 = +100%
         min-speed: Minimum speed necessary for slipstream to take effect. 
         max-speed-increase: How much the speed of the kart might exceed
         its normal maximum speed.
         duration: How long the higher speed lasts after slipstream stopped
         working.
         fade-out-time: How long the slip stream speed increase will 
         gradually be reduced.  -->
    <slipstream length="10" width="2" collect-time="2" use-time="5"
                add-power="3" min-speed="10"
                max-speed-increase="5" duration="1" fade-out-time="2"/>

    <!-- Kart-specific settings for the swatter:
         duration: how long can the swatter be active.
         distance: How close a kart or an item must be before it can be hit.
         squash-duration: How long a kart will remain squashed.
         squash-slowdown: percentage of max speed that a kart is
                 restricted to.  -->
    <swatter duration="10" distance="3" squash-duration="5" 
             squash-slowdown="0.5"/>

    <!-- turn-radius defines the turn radius of the kart at
         a given speed. The actual steering angle is dependent on the
         wheel base of the kart: radius = wheel_base/sin(steering_angle).
         The values below define that at speed 0 the turn radius is 2, at
         speed 10 the radius is 7.5 etc.
         The actual turn radius is piece-wise linearly interpolated. This
         allows for tighter turning at lower speeds, and also avoids that
         the kart becomes too hard to control at high speed (speeds of higher
         than 23 can only be reached with powerups).
         time-full-steer: This is the amount of change in steering depending
           on current steering. So if the steering is between 0 and 0.5,
           the time-for-steering-change is 0.25. If the current steering is
           between 0.5 and 1.0, the time-for-steering-change is 0.15.
           The speed is used as dt/time-for-steering-change.
           In short: steering at less than halfway is somewhat slower,
           making it easier with a keyboard to get minor changes, but
           faster when you want to steer more. Overwall with the current
           settings the expected time-to-full-steer is:
           0.5 * 0.25 + 0.5 * 0.15 = 0.2 ... which is overall the same
           time we had previously.
    -->
    <turn turn-radius="0:2.0 10:7.5 25:15 45:30"
          time-full-steer ="0:0.15 0.5:0.15 0.5:0.25 1.0:0.25" 
          time-reset-steer="0.1" />

    <!-- Speed and acceleration related values: power and max-speed (in m/s) 
         have 3 values, one for low, medium, and hard.
         brake-factor: Value used when braking. max-speed-reverse-ratio is
         the percentage of max speed for reverse gear. -->
    <engine power="450 475 500"  max-speed="17 21 23" brake-factor="11.0"
            max-speed-reverse-ratio="0.3"/>

    <!-- Simulated gears: switch-ratio defines at what ratio of the maximum
         speed what gear is selected, e.g. 0.25 means that if the speed is
         bigger or equal to 0.25 x maxSpeed then use gear 1, 0.5 means if 
         the speed is bigger or equal to 0.5 x maxSpeed then gear 2.
         gear-power-increase contains the increase in max power (to simulate
         different gears), e.g. 2.5 as first entry means: 2.5*maxPower in gear 1
         | first  | second |  third | . -->
    <gear switch-ratio="0.25 0.7 1.0" power-increase="2.2 1.7 1.3"/>

    <!-- mass  -->
    <mass value="225"/>

    <!-- Suspension related values. stiffness: kart's suspension stiffness.
         rest: Length of suspension when at rest. 
         travel-cm: maximum movement of suspension - in cm!! 
         exp-string-response: dampen the suspension spring reaction 
            exponentially.
         max-force: Maximum suspension force -->
    <suspension stiffness="248" rest="0.2" travel-cm="19"
         exp-spring-response="false" max-force="12000"/>

    <!-- Wheel related parameters: damping-relaxation/compression: for
         bullet, damping parameters. Radius and width of wheel.
         front-right, front-left, rear-right and rear-left give the 
         position of the physics raycast wheels relative to the center of
         gravity. Default is to use the corners of the chassis to attach 
         the wheels to. -->
    <wheels damping-relaxation="20"  damping-compression="4.4" radius="0.25">
      <front-right position="0.38 0 0.6"  />
      <front-left  position="-0.38 0 0.6" />
      <rear-right  position="0.38 0 -0.6" />
      <rear-left   position="-0.38 0 -0.6"/>
    </wheels>

    <!-- friction: slip used for bullet skidding. A high value 
         (like 10000000) disables bullet skidding. -->
    <friction slip="10000000"/>

    <!-- Values related to stability of the chassis: damping, and reduced
         impact of roll. 
         downward-impulse-factor: A speed proportional impulse applied each
           frame that pushes the vehicle onto the ground. 
         track-connection-accel: An artificial force that pulls a wheel to
           the ground if its off ground. Reduces the affect if a kart loses
           contact with the ground (i.e. it then can't steer or accelerate
           anymore). -->
    <stability roll-influence="0.03"
               chassis-linear-damping="0.2"
               chassis-angular-damping="0"
               downward-impulse-factor="0"
               track-connection-accel="2"/>

    <!-- Parameters for the upright constraint, which keeps karts upright. -->
    <upright tolerance="0.2" max-force="30"/>

    <!-- collision
         impulse-type: STK can apply an additional impulse in case of
           kart-track collision:
             'none' : no additional impulse
             'normal': impulse along the normal
             'driveline': impulse towards the nearest driveline.
           An impulse towards the driveline works nice when the kart is
           driving more or less correctly on the track - it pushes the 
           kart in the right direction. But if the kart is significanlty
           off track, it has severe problems (since an incorrect
           driveline point can be selected, pusing the kart in the
           wrong direction, sometimes even causing a 'zip-along-obstacle'
           effect.
         impulse: an additional impulse to be applied in a non-frontal
           collision to push two karts away from each other.
         impulse-time: The impulse will be applied over a certain time
           period, which results in less abrupt changes. If set to 0,
           the impulse is only applied once.
         resitution: restitution value to be used for the kart rigid bodies.
         bevel-factor: for each point of the chassis collision box one 
           additional point is added, resulting in a bevelled box shape.
           The original Z coordinate of the chassis is multiplied by 
           1-bevelZ (i.e. the main box part of the shape is shortened).
           The bevel point has the original Z coordinate, and the X and 
           Y coordinates of the box are multiplied with (1-bevelX) and 
           (1-bevelY).  A value of 0 for all bevel coordinates disables
           bevelling, and uses a simple box shape.
           As an example, a value of 1 for x and z will result in a 
           sharp 'arrow' like shape.  -->
    <collision impulse-type="normal" 
               impulse="3000" impulse-time="0.1" terrain-impulse="8000"
               restitution="1.0" bevel-factor="0.5 0.0 0.5" />

    <!-- Kart-specific plunger and rubber band handling: max-length is
         the maximum length of rubber band before it snaps. force is
         the force a plunger/rubber band applies to the kart(s).
         duration is the duration a rubber band acts. 
         in-face-time determines how long it takes before a plunger 
           in your face is removed. -->
    <plunger band-max-length="50" band-force="1500" band-duration="1"
          band-speed-increase="7" band-fade-out-time="3"
          in-face-time="3 4 4.5"/>

    <!-- Kart-specific explosion parameters. 
         Time: how long it takes before the kart can drive again (this
               determines how height the kart is being thrown).
         Invulnerability-time: how long a kart will be invulnerable
               after being hit by an explosion.
         radius: Kart closer to this value will be affected by
               an explosion as well.  -->
    <explosion time="2" radius="5" 
         invulnerability-time="6" />

  </general-kart-defaults>
</config>
