Btw: alle diese Variablen sind auch als globale Variablen direkt im lua-state zugreifbar.
-- Weltraumprogrammiernacht Config file, for dynamically controllable parameters of the -- simulation. -- Maximum amount of cycles a ship may use per lua function call lua_max_cycles = 200000 -- Send a full map every 500 seconds (?) map_interval = 5000 -- Minimum time of one "tick", in microseconds -- (this is 1000000/framerate) frametime = 100000 -- Name of the initial lua code file that will be executed before any player- -- specific code, in a new ship computer. ship_init_code_file = "init.lua" -- Estimated maximum amount of ships and bases. These do not have to be really realistic, -- and are just a hint for memory allocation max_ship_size = 1 -- Do not change, or everything will be blown into pieces (this is the radius btw) max_ship_estimation = 8192 max_base_estimation = 32 -- Map configuration maximum_cluster_size = 500; minimum_planet_size = 30; maximum_planet_size = 50; planets = 300; asteroids = 250; minimum_asteroids = 5; maximum_asteroids = 5; average_grid_size = 500; map_size_x = 170000.; map_size_y = 96250.; -- Range Limits: weapon_range = 300 docking_range = 100 colonize_range = 100 scanner_range = 5000 -- Durations for a number of actions (measured in ticks) docking_duration = 3 undocking_duration = 3 transfer_duration = 3 mining_duration = 100 manufacture_duration = 20 build_ship_duration = 50 colonize_duration = 50 upgrade_base_duration = 50 -- This better be a multiple of 24, so a large ship can fire every x timesteps laser_recharge_duration = 24 -- Hit probabilities when shooting at stuff ship_hit_probability = 0.8 base_hit_probability = 0.8 asteroid_hit_probability = 0.8 -- Tunables of the physics engine dt = 0.5 vmax = 250 m0_small = 1 -- Leergewicht eines kleinen Schiffs (3 slots) m0_medium = 2 -- Leergewicht eines mittleren Schiffs (6 slots) m0_large = 4 -- Leergewicht eines grossen Schiffs (12 slots) m0_huge = 8 -- Leergewicht eines riesigen Schiffs (24 slots) m0_klotz = 1 -- Gewicht eines Klotzes (thruster, resource, laser) F_thruster = 20 -- Schub eines thrusters epsilon = 1e-10 -- // Missmatches im Kurs durch Rundungsfehler ab denen die Physiksengine sich beklagen soll asteroid_radius_to_slots_ratio = 1 planet_size = 50 -- Stuff in astroids upon creation in percent -- First drives are filled, then weapons, then ore. -- Once the astroid is full we stop putting stuff in. -- Remaining slots are filled with "empty". initial_asteroid_drive = 2 initial_asteroid_weapon = 2 initial_asteroid_ore = 86 -- When building a new ship, offset it from the building bases' position by this -- amount. (This should always be larger than the collision distance) build_offset_x = -50 build_offset_y = 50 -- A new player starts with a base of this size initial_base_size = 12