#include "station.odf"

// General (upgradeable) values the Player sees for each system
hullLevel = 800
weaponsLevel = 0
sensorsLevel = 1200
shieldsLevel = 800
enginesLevel = 0

warpSuppressionRadiusMultiplier = 1.0

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
//Name of station class in Display window & in edit mode & tooltip
unitName = "Shipyard"

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//**********************************************************************

//Runtime class label for instantiation of object.
classLabel = "starbase"

//**********************************************************************
//   UPGRADES AND BUILD LISTS
//**********************************************************************
// upgrade to which level max (from 0)
maxUpgradeLevel = 2

//**********************************************************************
//   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 = 0.0f

// The normalized intrinsic value of a target.  High value craft make good
// attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

// All shipyards have repair and decommissioning
repairFacility = 1
decommissionFacility = 1

//************************************************************************
//Destruction Radius
selfDestructRadius = 300; // this applies when our ship is destroyed - sls
selfDestructDamage = 300; // the damage applied when we blow up - sls

//**********************************************************************
//   Additions for context sensitive menus
//**********************************************************************

alert = 0
combat = 1
can_undock = 1
can_upgrade = 1

// played on ship destruction, initial explosion
explosionParticleSystemsMajor = "psexplosion_minor"
// sub-explosions
explosionParticleSystemsMinor = "psexplosion_blast_wide1"

// played when a component (e.g., engine nacelle) is broken off; initial explosion
breakParticleSystemsMajor = "psexplosion_blast_wide3"
// sub-explosions
breakParticleSystemsSecondary = "psexplosion_blast_wide2"
