--[[ Copyright (c) 2010 Edvin "Lego3" Linge

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]

-- To keep in line with the original, tables start their indexing at 0.
-- NOTE: This makes index iterations over tables omit the first element!
local configuration = {

  -----------------------------------------------------------
  --      New configuration values added in CorsixTH       --
  -----------------------------------------------------------
  -- Interest rate and overdraft interest rate differential values will
  --  be divided by 10,000
  town = {
    InterestRate = 100,
    StartCash = 40000,
    StartRep = 500,
    OverdraftDiff = 200,
  },

  -- New value, but should only be defined if starting staff is included.
  --start_staff = {
  --  {Doctor = 0, Shrink = 0, Skill = 0},
  --},

  -- Maximum salary value, staff will no longer become unhappy at this stage
  payroll = {
    MaxSalary = 2000,
  },

  -----------------------------------------------------------
  --           Original configuration values               --
  -----------------------------------------------------------
  staff = {
    [0] = {MinSalary = 60}, -- Nurse
    {MinSalary = 75}, -- Doctor
    {MinSalary = 25}, -- Handyman
    {MinSalary = 20}, -- Receptionist
  },
  gbv = {
    SalaryAdd = {
      {},
      {},
      -30, -- Junior
      30,  -- Doctor
      40,  -- Surgeon
      30,  -- Psychiatrist
      100, -- Consultant
      20,  -- Research
    },
    -- Divides ability to find an extra salary addition. must be > 0
    SalaryAbilityDivisor   = 10,
    -- Divides research input to arrive at research points. must be > 0
    ResearchPointsDivisor  = 5,
    -- When a drug is researched what rating does it have
    StartRating            = 100,
    -- When a drug is researched how much does it cost
    StartCost              = 100,
    -- Minimum Drug Cost
    MinDrugCost            = 50,
    -- If contagious how much - rand up to this figure. higher = more contagious. must be > 0
    HowContagious          = 25,
    -- 0-100 Higher equals more chance of spreading.
    ContagiousSpreadFactor = 25,
    -- Reduce cont illnesses until X months have passed
    ReduceContMonths       = 14,
    -- Reduce cont illnesses until X peep have arrived
    ReduceContPeepCount    = 20,
    -- Rate to reduce cont illneses to - 0 means do not produce contagious illnesses at all
    ReduceContRate         = 0,
    -- Hold all visual illnesses until x months. 0 never hold
    HoldVisualMonths       = 2,
    -- Hold all visual illnesses until x peeps have arrived. 0 never hold
    HoldVisualPeepCount    = 6,
    -- Maximum strength value an object can be improved to (by research)
    MaxObjectStrength      = 20,
    -- Increase object strength by this amount when researching
    ResearchIncrement      = 2,
    -- x Start Score for level = ceiling for normal score increases (2 dp)
    ScoreMaxInc            = 300,
    -- Cost per vaccination
    VacCost                = 50,
    -- If epidemic coverup fails - how much per person you are fined max 20000
    EpidemicFine           = 2000,
    -- If an epidemic coverup succeeds how much compensation is received - lo value
    EpidemicCompLo         = 1000,
    -- If an epidemic coverup succeeds how much compensation is received - hi value max 20000
    EpidemicCompHi         = 15000,
    -- How many patients still infected cause a reputation loss as well as a fine if less than EpidemicEvacMinimum then ignored
    EpidemicRepLossMinimum = 5,
    -- How many patients still infected and not-cured cause the hospital to be evacuated
    EpidemicEvacMinimum = 10,
    --How many epidemics can exists at the same time - both active and quietly in the background
    EpidemicConcurrentLimit = 1,
    -- % of research completed for an autopsy
    AutopsyRschPercent     = 33,
    -- % rep hit for discovered autopsy
    AutopsyRepHitPercent   = 25,
    -- Frequency of Mayor visits. Lower is more frequent.
    MayorLaunch            = 150,
    -- Add to student doctor's ability when being taught MIN 1 MAX 255
    TrainingRate           = 40,
    -- MIN 1 MAX 100 (Percentage)
    DrugImproveRate        = 5,
    -- How many months until population allocation is done for real
    AllocDelay             = 3,

    AbilityThreshold = {
      [0] = {Value = 75}, -- SURGEON
      {Value = 60}, -- PSYCHIATRIST
      {Value = 45}, -- RESEARCHER
    },
    TrainingValue = {
      [0] = {Value = 10}, -- Projector
      {Value = 15}, -- Skeleton
      {Value = 20}, -- Bookcase
    },
    -- >This value gives doctor
    DoctorThreshold = 250,
    -- >This value gives consultant
    ConsultantThreshold = 750,
    -- % of original rsch cost required to improve
    RschImproveCostPercent = 10,
    -- %-point increase in improve cost per improvement
    RschImproveIncrementPercent = 10,
    -- Per mille point of attribute fatigue to be just tired (hospital policy "go to staffroom")
    Tired = 600,
    -- Per mille point of attribute fatigue to be very tired
    VeryTired = 700,
    -- Per mille point of attribute fatigue to be crack up (extremely) tired
    CrackUpTired = 800,
  },

  towns = {
    {StartCash = 40000, InterestRate = 100, StartRep = 500, OverdraftDiff = 200}, --  Level 1
    {StartCash = 40000, InterestRate = 200, StartRep = 500, OverdraftDiff = 200}, --  Level 2
    {StartCash = 50000, InterestRate = 300, StartRep = 500, OverdraftDiff = 200}, --  Level 3
    {StartCash = 50000, InterestRate = 400, StartRep = 500, OverdraftDiff = 200}, --  Level 4
    {StartCash = 50000, InterestRate = 500, StartRep = 500, OverdraftDiff = 200}, --  Level 5
    {StartCash = 50000, InterestRate = 600, StartRep = 500, OverdraftDiff = 200}, --  Level 6
    {StartCash = 50000, InterestRate = 700, StartRep = 500, OverdraftDiff = 200}, --  Level 7
    {StartCash = 60000, InterestRate = 700, StartRep = 500, OverdraftDiff = 200}, --  Level 8
    {StartCash = 60000, InterestRate = 800, StartRep = 500, OverdraftDiff = 200}, --  Level 9
    {StartCash = 60000, InterestRate = 800, StartRep = 500, OverdraftDiff = 200}, --  Level 10
    {StartCash = 70000, InterestRate = 900, StartRep = 500, OverdraftDiff = 200}, --  Level 11
    {StartCash = 70000, InterestRate = 900, StartRep = 500, OverdraftDiff = 200}, --  Level 12
    {StartCash = 70000, InterestRate = 900, StartRep = 500, OverdraftDiff = 200}, --  Level 12
  },
  popn = {
    [0] = {Month = 0, Change = 4}, -- Standard: 4 patients the first month.
    [1] = {Month = 1, Change = 1}, -- Then increase by one per month.
    [2] = {Month = 27, Change = 0}, -- Cap at 30, or population will go crazy.
  },
  expertise = {
    {StartPrice = 100, Known = 1, RschReqd = 0}, -- GENERAL_PRACTICE
    {StartPrice = 850, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, -- BLOATY_HEAD
    {StartPrice = 1150, Known = 0, RschReqd = 40000, MaxDiagDiff = 250}, --  HAIRYITUS
    {StartPrice = 1600, Known = 0, RschReqd = 60000, MaxDiagDiff = 250}, --  ELVIS
    {StartPrice = 1400, Known = 0, RschReqd = 60000, MaxDiagDiff = 250}, --  INVIS
    {StartPrice = 1800, Known = 0, RschReqd = 60000, MaxDiagDiff = 250}, --  RADIATION
    {StartPrice = 900, Known = 0, RschReqd = 40000, MaxDiagDiff = 250}, --  SLACK_TONGUE
    {StartPrice = 2000, Known = 0, RschReqd = 60000, MaxDiagDiff = 350}, --  ALIEN
    {StartPrice = 450, Known = 0, RschReqd = 20000, MaxDiagDiff = 250}, --  BROKEN_BONES
    {StartPrice = 950, Known = 0, RschReqd = 40000, MaxDiagDiff = 250}, --  BALDNESS
    {StartPrice = 700, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  DISCRETE_ITCHING
    {StartPrice = 1000, Known = 0, RschReqd = 40000, MaxDiagDiff = 1000}, --  JELLYITUS
    {StartPrice = 750, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  SLEEPING_ILLNESS
    {StartPrice = 0, Known = 0, RschReqd = 5000, MaxDiagDiff = 400}, --  PREGNANT
    {StartPrice = 800, Known = 0, RschReqd = 40000, MaxDiagDiff = 350}, --  TRANSPARENCY
    {StartPrice = 300, Known = 0, RschReqd = 20000, MaxDiagDiff = 350}, --  UNCOMMON_COLD
    {StartPrice = 1300, Known = 0, RschReqd = 60000, MaxDiagDiff = 1000}, --  BROKEN_WIND
    {StartPrice = 1100, Known = 0, RschReqd = 20000, MaxDiagDiff = 350}, --  SPARE_RIBS
    {StartPrice = 1050, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  KIDNEY_BEANS
    {StartPrice = 1900, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  BROKEN_HEART
    {StartPrice = 1600, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  RUPTURED_NODULES
    {StartPrice = 800, Known = 0, RschReqd = 40000, MaxDiagDiff = 350}, --  MULTIPLE_TV_PERSONALITIES
    {StartPrice = 1500, Known = 0, RschReqd = 60000, MaxDiagDiff = 350}, --  INFECTIOUS_LAUGHTER
    {StartPrice = 800, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  CORRUGATED_ANKLES
    {StartPrice = 800, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  CHRONIC_NOSEHAIR
    {StartPrice = 550, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  3RD_DEGREE_SIDEBURNS
    {StartPrice = 800, Known = 0, RschReqd = 40000, MaxDiagDiff = 350}, --  FAKE_BLOOD
    {StartPrice = 650, Known = 0, RschReqd = 40000, MaxDiagDiff = 700}, --  GASTRIC_EJECTIONS
    {StartPrice = 400, Known = 0, RschReqd = 20000, MaxDiagDiff = 1000}, --  THE_SQUITS
    {StartPrice = 1700, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  IRON_LUNGS
    {StartPrice = 600, Known = 0, RschReqd = 40000, MaxDiagDiff = 1000}, --  SWEATY_PALMS
    {StartPrice = 400, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  HEAPED_PILES
    {StartPrice = 350, Known = 0, RschReqd = 20000, MaxDiagDiff = 1000}, --  GUT_ROT
    {StartPrice = 1600, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  GOLF_STONES
    {StartPrice = 500, Known = 0, RschReqd = 20000, MaxDiagDiff = 700}, --  UNEXPECTED_SWELLING
    {StartPrice = 300, Known = 0, RschReqd = 40000}, --    I_D_SCANNER
    {StartPrice = 250, Known = 0, RschReqd = 50000}, --    I_D_BLOOD_MACHINE       DIAGNOSIS
    {StartPrice = 150, Known = 0, RschReqd = 20000}, --    I_D_CARDIO              DIAGNOSIS
    {StartPrice = 200, Known = 0, RschReqd = 30000}, --    I_D_XRAY                DIAGNOSIS
    {StartPrice = 250, Known = 0, RschReqd = 60000}, --    I_D_ULTRASCAN           DIAGNOSIS
    {StartPrice = 150, Known = 0, RschReqd = 20000}, --    I_D_STANDARD            DIAGNOSIS
    {StartPrice = 100, Known = 0, RschReqd = 20000}, --    I_D_WARD                DIAGNOSIS
    {StartPrice = 200, Known = 0, RschReqd = 20000}, --    I_D_SHRINK              DIAGNOSIS
    {StartPrice = 500, Known = 0, RschReqd = 15000}, --    I_X_RESEARCH virtual treatment,auto autopsy
    {StartPrice = 500, Known = 0, RschReqd = 30000}, --    I_X_MIXER virtual treatment,atom analyser
    {StartPrice = 500, Known = 0, RschReqd = 30000}, --    I_X_COMPUTER virtual treatment,research computer
  },
  objects = {
    {StartCost = 100, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  1 Desk
    {StartCost = 100, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  2 Cabinet
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  3 Door
    {StartCost = 40, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  4 Bench
    {StartCost = 60, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  5 Table
    {StartCost = 20, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  6 Chair
    {StartCost = 500, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  7 Drinks
    {StartCost = 200, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  8 Bed
    {StartCost = 2500, StartAvail = 0, WhenAvail = 0, StartStrength = 8, AvailableForLevel = 0}, --  9 Inflator Machine
    {StartCost = 150, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  10 Snooker Table
    {StartCost = 150, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  11 New Receptionists Station
    {StartCost = 5, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  12 Build Room Trestle Table
    {StartCost = 1000, StartAvail = 0, WhenAvail = 0, StartStrength = 13, AvailableForLevel = 0}, --  13 Cardiogram
    {StartCost = 5000, StartAvail = 0, WhenAvail = 0, StartStrength = 12, AvailableForLevel = 0}, --  14 Scanner
    {StartCost = 3000, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  15 Scanner Console
    {StartCost = 30, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  16 Screen
    {StartCost = 5000, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  17 Jukebox
    {StartCost = 100, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  18 Couch
    {StartCost = 150, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  19 Sofa
    {StartCost = 250, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  20 Crash Trolley
    {StartCost = 50, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  21 TV set
    {StartCost = 6000, StartAvail = 0, WhenAvail = 0, StartStrength = 9, AvailableForLevel = 0}, --  22 Ultrascan
    {StartCost = 10000, StartAvail = 0, WhenAvail = 0, StartStrength = 7, AvailableForLevel = 0}, --  23 DNA Restorer
    {StartCost = 2000, StartAvail = 0, WhenAvail = 0, StartStrength = 11, AvailableForLevel = 0}, --  24 Cast Remover
    {StartCost = 1000, StartAvail = 0, WhenAvail = 0, StartStrength = 8, AvailableForLevel = 0}, --  25 Hair restorer
    {StartCost = 1500, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  26 Slicer for slack tongues
    {StartCost = 4000, StartAvail = 0, WhenAvail = 0, StartStrength = 12, AvailableForLevel = 0}, --  27 X-Ray
    {StartCost = 2000, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  28 Radiation Shield
    {StartCost = 500, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  29 X-Ray Viewer
    {StartCost = 5000, StartAvail = 0, WhenAvail = 0, StartStrength = 12, AvailableForLevel = 0}, --  30 Operating Table
    {StartCost = 2000, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  31 Lamp
    {StartCost = 30, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  32 Bathroom Sink
    {StartCost = 50, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  33 Op Sink 1
    {StartCost = 50, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  34 Op Sink 2
    {StartCost = 200, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  35 Surgeon Screen
    {StartCost = 50, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  36 Lecture Chair
    {StartCost = 100, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  37 Projector
    {StartCost = 200, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  38 Bed Screen Open
    {StartCost = 1000, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  39 Pharmacy Cabinet
    {StartCost = 5000, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  40 Research Computer
    {StartCost = 10000, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  41 Chemical Mixer
    {StartCost = 3000, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  42 Blood Machine
    {StartCost = 25, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  43 Fire Extinguisher
    {StartCost = 20, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  44 Radiator
    {StartCost = 5, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  45 Plant1
    {StartCost = 3500, StartAvail = 0, WhenAvail = 0, StartStrength = 8, AvailableForLevel = 0}, --  46 Electrolysis Machine
    {StartCost = 6500, StartAvail = 0, WhenAvail = 0, StartStrength = 7, AvailableForLevel = 0}, --  47 Jellyitus Moulding Machine
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  48 Gates to Hell
    {StartCost = 200, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  49 Bed Screen Closed
    {StartCost = 5, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  50 Bin
    {StartCost = 300, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  51 Toilet
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  52 Double Door Part #1
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  53 Double Door Part #2
    {StartCost = 6500, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  54 Decontamination Shower
    {StartCost = 4000, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  55 Autopsy Research Machine
    {StartCost = 350, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  56 Bookcase
    {StartCost = 200, StartAvail = 0, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 0}, --  57 Video Game
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  58 Entrance Left Door
    {StartCost = 0, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  59 Entrance Right Door
    {StartCost = 450, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  60 Skeleton
    {StartCost = 100, StartAvail = 1, WhenAvail = 0, StartStrength = 10, AvailableForLevel = 1}, --  61 Comfy Chair
  },
  -- Cost for the room itself without any objects.
  -- For some reason it starts at 7,
  -- but that must be retained in order to work with the original.
  rooms = {
    [7] = {Cost = 2280}, -- GP_OFFICE
    [8] = {Cost = 2270}, -- PSYCHO
    [9] = {Cost = 1700}, -- WARD
    [10] = {Cost = 2250}, -- OP_THEATRE
    [11] = {Cost = 500}, -- PHARMACY
    [12] = {Cost = 470}, -- CARDIO
    [13] = {Cost = 3970}, -- SCANNER
    [14] = {Cost = 2000}, -- ULTRASCAN
    [15] = {Cost = 3000}, -- BLOOD_MACHINE
    [16] = {Cost = 2000}, -- XRAY
    [17] = {Cost = 1500}, -- INFLATOR
    [18] = {Cost = 7000}, -- ALIEN
    [19] = {Cost = 500}, -- HAIR_RESTORER
    [20] = {Cost = 1500}, -- SLACK_TONGUE
    [21] = {Cost = 500}, -- FRACTURE
    [22] = {Cost = 1850}, -- TRAINING
    [23] = {Cost = 500}, -- ELECTRO
    [24] = {Cost = 4500}, -- JELLY_VAT
    [25] = {Cost = 1350}, -- STAFF ROOM
    [26] = {Cost = 5}, -- TV ??
    [27] = {Cost = 720}, -- GENERAL_DIAG
    [28] = {Cost = 800}, -- RESEARCH
    [29] = {Cost = 1170}, -- TOILETS
    [30] = {Cost = 5500}, -- DECON_SHOWER
  },
  visuals = {
    [0] = {Value = 0}, -- I_BLOATY_HEAD
    {Value = 0}, -- I_HAIRYITUS
    {Value = 0}, -- I_ELVIS
    {Value = 0}, -- I_INVIS
    {Value = 0}, -- I_RADIATION
    {Value = 0}, -- I_SLACK_TONGUE
    {Value = 0}, -- I_ALIEN
    {Value = 0}, -- I_BROKEN_BONES
    {Value = 0}, -- I_BALDNESS
    {Value = 0}, -- I_DISCRETE_ITCHING
    {Value = 0}, -- I_JELLYITUS
    {Value = 0}, -- I_SLEEPING_ILLNESS
    {Value = 0}, -- I_PREGNANT
    {Value = 0}, -- I_TRANSPARENCY
  },
  non_visuals = {
    [0] = {Value = 0}, -- I_UNCOMMON_COLD
    {Value = 0}, -- I_BROKEN_WIND
    {Value = 0}, -- I_SPARE_RIBS
    {Value = 0}, -- I_KIDNEY_BEANS
    {Value = 0}, -- I_BROKEN_HEART
    {Value = 0}, -- I_RUPTURED_NODULES
    {Value = 0}, -- I_MULTIPLE_TV_PERSONALITIES
    {Value = 0}, -- I_INFECTIOUS_LAUGHTER
    {Value = 0}, -- I_CORRUGATED_ANKLES
    {Value = 0}, -- I_CHRONIC_NOSEHAIR
    {Value = 0}, -- I_3RD_DEGREE_SIDEBURNS
    {Value = 0}, -- I_FAKE_BLOOD
    {Value = 0}, -- I_GASTRIC_EJECTIONS
    {Value = 0}, -- I_THE_SQUITS
    {Value = 0}, -- I_IRON_LUNGS
    {Value = 0}, -- I_SWEATY_PALMS
    {Value = 0}, -- I_HEAPED_PILES
    {Value = 0}, -- I_GUT_ROT
    {Value = 0}, -- I_GOLF_STONES
    {Value = 0}, -- I_UNEXPECTED_SWELLING
  },
  visuals_available = {
    [0] = {Value = 0}, -- I_BLOATY_HEAD
    {Value = 12}, -- I_HAIRYITUS
    {Value = 3}, -- I_ELVIS
    {Value = 12}, -- I_INVIS
    {Value = 18}, -- I_RADIATION
    {Value = 6}, -- I_SLACK_TONGUE
    {Value = 0}, -- I_ALIEN
    {Value = 6}, -- I_BROKEN_BONES
    {Value = 12}, -- I_BALDNESS
    {Value = 0}, -- I_DISCRETE_ITCHING
    {Value = 18}, -- I_JELLYITUS
    {Value = 0}, -- I_SLEEPING_ILLNESS
    {Value = 0}, -- I_PREGNANT
    {Value = 6}, -- I_TRANSPARENCY
  },
  -- New feature, by default non-visual illnesses were always available
  -- at the start
  non_visuals_available = {
    [0] = {Value = 0}, -- I_UNCOMMON_COLD
    {Value = 0}, -- I_BROKEN_WIND
    {Value = 0}, -- I_SPARE_RIBS
    {Value = 0}, -- I_KIDNEY_BEANS
    {Value = 0}, -- I_BROKEN_HEART
    {Value = 0}, -- I_RUPTURED_NODULES
    {Value = 0}, -- I_MULTIPLE_TV_PERSONALITIES
    {Value = 0}, -- I_INFECTIOUS_LAUGHTER
    {Value = 0}, -- I_CORRUGATED_ANKLES
    {Value = 0}, -- I_CHRONIC_NOSEHAIR
    {Value = 0}, -- I_3RD_DEGREE_SIDEBURNS
    {Value = 0}, -- I_FAKE_BLOOD
    {Value = 0}, -- I_GASTRIC_EJECTIONS
    {Value = 0}, -- I_THE_SQUITS
    {Value = 0}, -- I_IRON_LUNGS
    {Value = 0}, -- I_SWEATY_PALMS
    {Value = 0}, -- I_HEAPED_PILES
    {Value = 0}, -- I_GUT_ROT
    {Value = 0}, -- I_GOLF_STONES
    {Value = 0}, -- I_UNEXPECTED_SWELLING
  },

  win_criteria = {
    [0] = {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
  },
  lose_criteria = {
    [0] = {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
    {Criteria = 0, MaxMin = 0, Value = 0, Group = 0, Bound = 0},
  },

  staff_levels = {
    [0] = {Month = 0, Nurses = 8, Doctors = 8, Handymen = 3, Receptionists = 2,
           ShrkRate = 10, SurgRate = 10, RschRate = 10, ConsRate = 10, JrRate = 5},
  },

  emergency_control = {
    [0] = {StartMonth = 0, EndMonth = 0, Min = 0, Max = 0, Illness = 0, PercWin = 0, Bonus = 0},
  },
  computer = {
    [0] = {Playing = 0, Name = "ORAC"},
    {Playing = 0, Name = "COLOSSUS"},
    {Playing = 0, Name = "HAL"},
    {Playing = 0, Name = "MULTIVAC"},
    {Playing = 0, Name = "HOLLY"},
    {Playing = 0, Name = "DEEP THOUGHT"},
    {Playing = 0, Name = "ZEN"},
    {Playing = 0, Name = "SKYNET"},
    {Playing = 0, Name = "MARVIN"},
    {Playing = 0, Name = "CEREBRO"},
    {Playing = 0, Name = "MOTHER"},
    {Playing = 0, Name = "JAYNE"},
    {Playing = 0, Name = "CORSIX"},
    {Playing = 0, Name = "ROUJIN"},
    {Playing = 0, Name = "EDVIN"},
  },
  awards_trophies = {

    -- Trophy win conditions
    -- Kill more than this number of rats in a year to win this award
    -- MIN 0
    RatKillsAbsolute  = 25,
    -- Sell more than this number of cans to win the award MIN 0
    CansofCoke = 100,
    -- If player's reputation is >x all through the year then win trophy MIN 0 MAX 1000
    Reputation = 400,
    -- Percentage - keep your plants >x or more watered MIN 0 MAX 100
    Plant = 80,
    -- Percentage - keep mean staff happiness >x throughout the year to win the trophy
    -- MIN 0 MAX 100
    TrophyStaffHappiness = 85,
    -- Percentage - Rats shot:Rats killed - only valid if player kills at least
    -- half the number of rats needed to win the other rats trophy
    RatKillsPercentage =  11,
    -- TODO: this one is hard to understand! percentage of what exactly?
    -- Percentage  (0-100) low is good needs at 2 mayor visits to be triggered
    -- So for now, it is super visits that will trigger this prize
    -- Please all of the VIPs that visit your hospital during the year
    -- you will have to get a super feedback for each visit
    -- TrophyMayor = 25,

    -- Trophy win bonuses

    -- Bonus - MIN 0 MAX 255 (REP BONUS) REP BONUSES ARE NOW PERCENTAGES
    RatKillsAbsoluteBonus = 5,
    -- Bonus - MIN 0 MAX 65535 (MONEY BONUS)
    RatKillsPercentageBonus = 5000,
    -- Bonus - MIN 0 (MONEY BONUS)
    CansofCokeBonus = 1000,
    -- Bonus - MIN 0 (MONEY BONUS)
    TrophyReputationBonus = 2000,
    -- Bonus - MIN 0 MAX 255 (REP BONUS)
    PlantBonus = 5,
    -- Bonus - MIN 0 MAX 255 (REP BONUS)
    TrophyStaffHappinessBonus = 5,
    -- Bonus to money for curing every patient, no deaths or send-homes (MONEY BONUS)
    TrophyAllCuredBonus = 20000,
    -- Bonus to money for NO DEATHS in the year (MONEY BONUS)
    TrophyDeathBonus = 10000,
    -- Bonus to money for over 90% Cure Rate in the year (MONEY BONUS)
    TrophyCuresBonus = 6000,
    -- Bonus to reputation for pleasing VIPs in the year (REPUTATION BONUS)
    TrophyMayorBonus = 5,


    ------------------- Award win/loss criteria -------------------


    -- >x to win the award MIN 0 MAX 255
    CuresAward = 50,
    -- <x to win this award MIN 0 MAX 255
    CuresPoor = 10,
    -- <x to win this award MIN 0 MAX 255
    DeathsAward = 10,
    -- >x to win the award MIN 0 MAX 255
    DeathsPoor = 25,
    -- >x Percentage - to win the award MIN 0 MAX 100
    PopulationPercentageAward = 50,
    -- <x Percentage - to win the award MIN 0 MAX 100
    PopulationPercentagePoor = 15,
    -- >x to win the award MIN 0 MAX 100
    CuresVDeathsAward = 5,
    -- <x to win this award MIN 0 MAX 100
    CuresVDeathsPoor = 1,
    -- >x to win the award MIN 0 MAX 1000
    ReputationAward = 500,
    -- <x to win the award MIN 0 MAX 1000
    ReputationPoor = 200,
    -- >x to win the award MIN 0 MAX 2000000
    HospValueAward = 150000,
    -- <x to win the award MIN 0 MAX 2000000
    HospValuePoor = 50000,
    -- <x Percentage - to win the award MIN 0 MAX 100 - low is good (ie low amount of litter per square)
    CleanlinessAward = 5,
    -- >x Percentage - to win the award MIN 0 MAX 100 - high is bad (ie high amount of litter per square)
    CleanlinessPoor = 40,
    -- >x Percentage - to win the award MIN 0 MAX 100 - percentage of peeps saved in emergencies - at least two emergencies per year  to qualify
    EmergencyAward = 90,
    -- <x Percentage - to win the award MIN 0 MAX 100
    EmergencyPoor = 50,
    -- >x Percentage - to win the award MIN 0 MAX 100 - staff mean happiness throughout the year
    StaffHappinessAward = 75,
    -- <x Percentage - to win the award MIN 0 MAX 100
    StaffHappinessPoor = 25,
    -- >x Percentage - to win the award MIN 0 MAX 100 - peeps mean happiness throughout the year
    PeepHappinessAward = 75,
    -- <x Percentage - to win the award MIN 0 MAX 100
    PeepHappinessPoor = 25,
    -- >x Percentage - to win the award MIN 0 MAX 100 - percentage of BAL_LC_LEAVE - gbv.LeaveMax - high is bad, low is good
    WaitingTimesAward = 25,
    -- <x Percentage - to win the award MIN 0 MAX 100
    WaitingTimesPoor = 75,
    -- Percentages - low is well looked after, high is bad
    WellKeptTechAward = 20,
    WellKeptTechPoor = 70,


    ---------------- Award bonuses and penalties --------------------


    -- MIN -32000 MAX +32000 - MONEY
    CuresBonus = 2000,
    -- MIN -32000 MAX +32000 - MONEY
    CuresPenalty = -3000,
    -- MIN -32000 MAX +32000 - MONEY
    AllCuresBonus = 5000,
    -- MIN -32000 MAX +32000 - MONEY
    DeathsBonus = 3000,
    -- MIN -32000 MAX +32000 - MONEY
    DeathsPenalty = -5000,
    -- MIN -127 MAX +127 - REP - REP BONUSES ARE NOW PERCENTAGES
    PopulationPercentageBonus = 4,
    -- MIN -127 MAX +127 - REP
    PopulationPercentagePenalty = -5,
    -- MIN -32000 MAX +32000 - MONEY
    CuresVDeathsBonus = 4000,
    -- MIN -32000 MAX +32000 - MONEY
    CuresVDeathsPenalty = -4000,
    -- MIN -32000 MAX +32000 - MONEY
    AwardReputationBonus = 2000,
    -- MIN -32000 MAX +32000 - MONEY
    AwardReputationPenalty = -3000,
    -- MIN -127 MAX +127 - REP
    HospValueBonus = 3,
    -- MIN -127 MAX +127 - REP
    HospValuePenalty = -6,
    -- MIN -127 MAX +127 - REP
    CleanlinessBonus = 6,
    -- MIN -127 MAX +127 - REP
    CleanlinessPenalty = -12,
    -- MIN -127 MAX +127 - REP
    EmergencyBonus = 7,
    -- MIN -127 MAX +127 - REP
    EmergencyPenalty = -11,
    -- MIN -127 MAX +127 - REP
    AwardStaffHappinessBonus = 4,
    -- MIN -127 MAX +127 - REP
    AwardStaffHappinessPenalty = -10,
    -- MIN -127 MAX +127 - REP
    PeepHappinessBonus = 4,
    -- MIN -127 MAX +127 - REP
    PeepHappinessPenalty = -9,
    -- MIN -127 MAX +127 - REP
    WaitingTimesBonus = 2,
    -- MIN -127 MAX +127 - REP
    WaitingTimesPenalty = -6,
    -- MIN -127 MAX +127 - REP
    WellKeptTechBonus = 7,
    -- MIN -127 MAX +127 - REP
    WellKeptTechPenalty = -5,
    -- 0-4,000,000
    NewTechAward = 2000,
    -- 0-4,000,000
    NewTechPoor = 0,
    -- MIN -127 MAX +127 reputation bonus
    ResearchBonus = 5,
    -- MIN -127 MAX +127 reputation penalty
    ResearchPenalty = -6,
  },
}

return configuration
