/*
* Settings.cs
* Authors:
* Copyright (c) 2007-2008 Cornell University
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
namespace StellarProspector
{
///
/// Holder for global 'const' values that are loaded from the config files at run time, specific to StellarProspector.
///
public static class Settings
{
///
/// The amount of time that a stimulus can wait since the last stimulus disappeared before it must spawn
///
public static double StimulusWaitMax;
///
/// The amount of time that a stimulus must wait since the last stimulus disappeared before it can spawn
///
public static double StimulusWaitMin = 0.0;
///
/// The amount of time that a distractor can wait since the last distractor disappeared before it must spawn
///
public static double DistractorWaitMax;
///
/// The amount of time that a distractor must wait since the last distractor disappeared before it can spawn
///
public static double DistractorWaitMin = 0.0;
///
/// The amount of time that a distractor can live for since it spawned before it must disappear
///
public static double DistractorLifeMax;
///
/// The amount of time that a distractor must live for since it spawned before it can disappear
///
public static double DistractorLifeMin = 0.0;
///
/// The amount of time that a stimulus can live for since it spawned before it must disappear
///
public static double StimulusLifeMax;
///
/// The amount of stimuli that must appear before the early detection cue can change sectors
///
public static int StimuliPerCueMin = 0;
///
/// The amount of stimuli that can appear before the early detection cue must change sectors
///
public static int StimuliPerCueMax;
///
/// The amount of progess that is needed in order for stellar prospector to be beaten
/// *Note* this is in arbitrary units
///
public static int MaxProgress;
///
/// The amount of progress that can be gained from correctly responding to a peripheral stimulus
///
public static int PeripheralProgress;
///
/// The amount of progress that is lost from an incorrect response
///
public static int ProgressLostPerMiss;
///
/// The amount of progress drained every two seconds while a central stimulus is present
///
public static int CentralStimulusProgressDrain;
///
/// Determines whether or not to use flickering
///
public static bool UseFlickering = false;
///
/// Whether the frames on/off and intensities of the flickering effect are automatically calculated by the frequency
/// or are just taken from the manually set values.
///
public static bool AutoCalculateFlickering = true;
///
/// The rate at which the center sector flickers per second
///
public static double CenterHertz = 6.67;
///
/// How many frames (out of 60 frames per second) in a row does the center sector remain flickered on
///
public static int CenterOnFrames = 4;
///
/// How many frames (out of 60 frames per second) in a row does the center sector remain flickered off
///
public static int CenterOffFrames = 5;
///
/// The percentage of intensity of the center sector when it is flickered on. 1.0 denotes 100% intensity.
///
public static double CenterIntensity = 1.25;
///
/// The rate at which sector one flickers per second
///
public static double Sector1Hertz = 8.57;
///
/// How many frames (out of 60 frames per second) in a row does sector one remain flickered on
///
public static int Sector1OnFrames = 3;
///
/// How many frames (out of 60 frames per second) in a row does sector one remain flickered off
///
public static int Sector1OffFrames = 4;
///
/// The percentage of intensity of sector one when it is flickered on. 1.0 denotes 100% intensity.
///
public static double Sector1Intensity = 1.33;
///
/// The rate at which sector two flickers per second
///
public static double Sector2Hertz = 10;
///
/// How many frames (out of 60 frames per second) in a row does sector two remain flickered on
///
public static int Sector2OnFrames = 3;
///
/// How many frames (out of 60 frames per second) in a row does sector two remain flickered off
///
public static int Sector2OffFrames = 3;
///
/// The percentage of intensity of sector two when it is flickered on. 1.0 denotes 100% intensity.
///
public static double Sector2Intensity = 1.0;
///
/// The rate at which sector three flickers per second
///
public static double Sector3Hertz = 12;
///
/// How many frames (out of 60 frames per second) in a row does sector three remain flickered on
///
public static int Sector3OnFrames = 2;
///
/// How many frames (out of 60 frames per second) in a row does sector three remain flickered off
///
public static int Sector3OffFrames = 3;
///
/// The percentage of intensity of sector three when it is flickered on. 1.0 denotes 100% intensity.
///
public static double Sector3Intensity = 1.5;
///
/// The rate at which sector four flickers per second
///
public static double Sector4Hertz = 15;
///
/// How many frames (out of 60 frames per second) in a row does sector four remain flickered on
///
public static int Sector4OnFrames = 2;
///
/// How many frames (out of 60 frames per second) in a row does sector four remain flickered off
///
public static int Sector4OffFrames = 2;
///
/// The percentage of intensity of sector four when it is flickered on. 1.0 denotes 100% intensity.
///
public static double Sector4Intensity = 1.0;
}
}