#include "station.odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Mining Station"

tooltip = "FED_MINING"
verboseTooltip = "FED_MINING_V"

//Name of the ODF file of the matching freighter to build with the station
freighterName = "ffreight"

//Race which can build ship & starting race of ship
race = "federation"

//Dilithium transfer rate from freighter to station
dilithiumTransferRate = 15.0

//Amount of time required to build ship
buildTime = 50.0

//Number of officers required to build this ship
officerCost = 4

//Number of crew required to build ship & Starting crew
crewCost = 250

//Dilithium Cost to build
dilithiumCost = 0

//Metal cost to build
metalCost = 400

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 2400

//SYSTEM HITPOINTS
shieldGeneratorHitPoints = 60000
enginesHitPoints = 0
weaponsHitPoints = 60000
lifeSupportHitPoints = 60000
sensorsHitPoints = 60000

//**********************************************************************
//Rate at which shield recharges (points per second... we think)
shieldRate = 102.0

//Possible Craft Names
possibleCraftNames = 
	"Station Alpha" "Station Beta" "Station Gamma" "Station Delta" 
	"Station Omicron" "Station Theta" "Station Epsilon"     

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "fbpulse"
weaponHardpoints1 = "hp01" 

// Pulse Phaser
weapon2 = "fbpulse"
weaponHardpoints2 = "hp02" 

// Pulse Phaser
weapon3 = "fbpulse"
weaponHardpoints3 = "hp03"

// Pulse Phaser
weapon4 = "fbpulse"
weaponHardpoints4 = "hp04"

// Pulse Phaser
weapon5 = "fbpulse"
weaponHardpoints5 = "hp05"

// Pulse Phaser
weapon6 = "fbpulse"
weaponHardpoints6 = "hp06"

// Pulse Phaser
weapon7 = "fbpulse"
weaponHardpoints7 = "hp07"

// Pulse Phaser
weapon8 = "fbpulse"
weaponHardpoints8 = "hp08"

// Photon Torpedo
//weapon2 = "fdphot"
//weaponHardpoints2 = "hp200" "hp201" "hp202" "hp203" "hp204" "hp205" "hp206" "hp207"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
lifeSupportTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
sensorsTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16"
hullTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16" "hp17" "hp18" "hp19" "hp20"
criticalTargetHardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp16" "hp17" "hp18" "hp19" "hp20"

//**********************************************************************

//**********************************************************************
//Construction Parameters
buildItem0 = "ffreight"


//Hardpoint location for building.
buildHardpoint = "hp30"

dockinghardpoint = "hp31"

//**********************************************************************
//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 0.50f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f


//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************



//**********************************************************************
//SYSTEM HITPOINTS

// Hitpoints

shieldGeneratorHitPoints = 10000
enginesHitPoints = 0
weaponsHitPoints = 10000
lifeSupportHitPoints = 10000
sensorsHitPoints = 10000

//**********************************************************************



//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 0.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 10.5f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 10.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 13.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying)
crewHitPercent = 13.5f

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 40.0f

//**********************************************************************

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "MiningStationSelect"
eventAcknowledge = "MiningStationAcknowledge"
eventDecommission = "MiningStationDecommission"

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "mining"


//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "mining_station"
hotkeyLabel = "HOTKEY_F5"

//************************************************************
// Brian additions for context sensitive menus
alert = 1
combat = 1
builder_ship = 1
transporter = 1

//*************************************************************
// Make sure we can build this base near dilithium moons and planets
resourcesCanHandle = "dilithium" "latinum" "metal"
