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pub const FULL_MAP_WIDTH: u8 = 16;
pub const SINGLE_MAP_WIDTH: u8 = FULL_MAP_WIDTH/2;
pub const MAP_HEIGHT: u8 = 8;
pub const MAX_MOVES: u16 = 400;
pub const INIT_SEED: [u8;16] = [0x7b, 0x6a, 0xe1, 0xf4, 0x41, 0x3c, 0xe9, 0x0f, 0x67, 0x81, 0x67, 0x99, 0x77, 0x0a, 0x6b, 0xda];
pub const MISSILE_COOLDOWN: usize = 3;
pub const MISSILE_COOLDOWN_STATES: usize = MISSILE_COOLDOWN+1;
pub const MISSILE_SPEED: usize = 2;
pub const MISSILE_MAX_SINGLE_CELL: usize = SINGLE_MAP_WIDTH as usize / MISSILE_SPEED;
pub const MISSILE_DAMAGE: u8 = 5;
pub const MISSILE_PRICE: u16 = 30;
pub const MISSILE_CONSTRUCTION_TIME: u8 = 1;
pub const DEFENCE_HEALTH: usize = 4; // '20' health is 4 hits
pub const DEFENCE_PRICE: u16 = 30;
pub const DEFENCE_CONSTRUCTION_TIME: u8 = 3;
pub const TESLA_MAX: usize = 2;
pub const TESLA_COOLDOWN: u8 = 10;
pub const TESLA_FIRING_ENERGY: u16 = 100;
pub const TESLA_DAMAGE: u8 = 20;
pub const TESLA_PRICE: u16 = 100;
pub const TESLA_CONSTRUCTION_TIME: u8 = 10;
pub const ENERGY_GENERATED_BASE: u16 = 5;
pub const ENERGY_GENERATED_TOWER: u16 = 3;
pub const ENERGY_PRICE: u16 = 20;
pub const ENERGY_CONSTRUCTION_TIME: u8 = 1;
pub const IRON_CURTAIN_PRICE: u16 = 100;
pub const IRON_CURTAIN_UNLOCK_INTERVAL: u16 = 30;
pub const IRON_CURTAIN_DURATION: u8 = 6;
pub const DECONSTRUCT_ENERGY: u16 = 5;
pub const MAX_CONCURRENT_CONSTRUCTION: usize = 6; //2 teslas, and 3 of anything else, 1 extra because it's push here then update construction times
pub const NUMBER_OF_BUILDING_TYPES: usize = 4;
pub const NUMBER_OF_MAP_POSITIONS: usize = SINGLE_MAP_WIDTH as usize * MAP_HEIGHT as usize;
pub const NUMBER_OF_POSSIBLE_MOVES: usize = NUMBER_OF_MAP_POSITIONS * NUMBER_OF_BUILDING_TYPES + 2;
#[cfg(not(feature = "reduced-time"))]
#[cfg(not(feature = "extended-time"))]
pub const MAX_TIME_MILLIS: i64 = 1950;
#[cfg(feature = "reduced-time")]
pub const MAX_TIME_MILLIS: i64 = 950;
#[cfg(feature = "extended-time")]
pub const MAX_TIME_MILLIS: i64 = 19950;
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