//This is the main file for all craft (non-stations)
 
shipclass = "battleship"
showclass = "GUI_CLASS_BATTLESHIP"


// Targeting Boost System
hasTargetingBoost 		= 1	// Determines whether craft has targeting boost system
boostModifier     		= 0.02	// speed at which the reticles move towards lock
phaserTargetingBoostThreshold 	= 0.36	// base % chance to hit before phasers accumulate boost
photonTargetingBoostThreshold 	= 0.8	// base % chance to hit before photons accumulate boost
maxPhaserBoost 			= 0.8	// max boost value for phasers
maxPhotonBoost 			= 0.3	// max boost value for photons
phaserTargetLockLossValue 	= 0.3	// once phaser lock lost, boost is set to this value as count down timer
photonTargetLockLossValue 	= 0.3	// once pohton lock lost, boost is set to this value as count down timer



energyPerPulsePhaser = 0.06

// General (upgradeable) values the Player sees for each system
hullLevel    = 1000
weaponsLevel = 1000
sensorsLevel = 1000
enginesLevel = 1000
shieldsLevel = 1000


// chances for each maneuver; these should sum to ~1
chanceFlyBy = 0.25
chanceCircle = 0.25
chanceCloverleaf = 0.25
chanceChase = 0.25

 
// Normal craft have captains
hasCaptain = 1

//default commandpoint cost of the ship
commandPointCost = 0

// Hull System
// we have a hull system
hasHull = 1

// This overrides the cfg_DedicatedRepairPoints in the CONFIG file
// which means placing it here makes it a moot point. 
//dedicatedRepairPoints = 5


// Shield System
hasShields = 1
shieldRechargeRateModifier = 1.0 	// Per ship modifier for shield recharge rate. -tmob

shieldDisableTime = 10		// how long to disable shields
shieldMaxAbsorption = .7	// how much damage absorbed at full shields
shieldMinAbsorption = .3	// how much damage absorbed at low shields

// How big each shield facing is relative to each other.
shieldFrontProportion =	1
shieldBackProportion =	1
shieldRightProportion = 1
shieldLeftProportion =	1

// Engines
hasEngines = 1
engineMinHitpoints = 100
engineMinStatistic = 1	// speed scaling factor
engineMaxStatistic = 2

//These are used in the scaling of all engine upgrades
enginesMinLevel = 100
enginesMaxLevel = 2000

// Sensors
hasSensors = 1

// Weapons
hasWeapons = 1

// Shield facing hit probabilities
frontHullHitChance	= 100
frontShieldHitChance	= 0
frontEngineHitChance	= 0
frontSensorHitChance 	= 0
frontWeaponHitChance	= 0

backHullHitChance	= 100
backShieldHitChance	= 0
backEngineHitChance	= 0
backSensorHitChance 	= 0
backWeaponHitChance	= 0

leftHullHitChance	= 100
leftShieldHitChance	= 0
leftEngineHitChance	= 0
leftSensorHitChance 	= 0
leftWeaponHitChance	= 0

rightHullHitChance	= 100
rightShieldHitChance	= 0
rightEngineHitChance	= 0
rightSensorHitChance	= 0
rightWeaponHitChance	= 0

// points per second we can repair.
repairRate = 1
//.005

// This is the size of the build animation sparks.
weldingRadius = 1.0

// this is the percent (1.0 = 100%) the ships health and shields or crew must be at
// before a warning is given (only when in a dangerous nebula)
// percentNebulaWarn = 0.3f

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

//programming thing DO NOT CHANGE
classLabel = "craft"

//AI stuff UNKNOWN May be related to sound stuff
aiName = "CraftProcess"



//************************************************************
// Tara additions for context sensitive menus
ship = 1
has_hitpoints = 1
has_crew = 1
has_orders = 1
transporter = 1
SHOW_MOVEMENT_AUTONOMY = 1
can_explore = 1

//************************************************************
//
// default explosion parameters (purely cosmetic; no gameplay)
//

// Explosions played when the craft explodes and breaks into chunks on death
explosionParticleSystemsMajor = "psexplosion_major_Khan"
// minor explosions happening in quick succession as the craft drifts before the craft explodes into chunks
explosionParticleSystemsMinor = "psexplosion_major_Khan"
// secondary explosions that happen at the point where the craft will split into chunks, 
// it happens 1.2 second before the major explosion at the same spot
// it is the explosion precursor
explosionParticleSystemsSecondary = "psexplosion_major_Khan"

// played when a craft nacelle breaks appart
breakParticleSystemsMajor = "psexplosion_major_Khan"
// secondary explosions for nacelle breaking, happens before the main explosion
breakParticleSystemsSecondary = "psexplosion_major_Khan"

// establish the default damage particle systems for a craft when 
// suffering hull damage, the list is all played at once.
damageParticleSystems = "psfire_venting"
// the smoke attached to chunks when they fragment, all the particle system are attached
ChunkSmokeParticleSystems = "psdebris_trail_smoke"
// the fire attached to burning chunks when they fly off
ChunkSmokeParticleSystems = "psdebris_trail_fire"

ShieldDestructionEffect = "psexplosion_shields"
EngineDestructionEffect = "psexplosion_engines"
SensorDestructionEffect = "psexplosion_sensors"
WeaponDestructionEffect = "psexplosion_weapons"

ShieldDestructionHardpoints = "hp15"
EngineDestructionHardpoints = "hp10"
SensorDestructionHardpoints = "hp16"
WeaponDestructionHardpoints = "hp01"


insideHullDamageMaterial = "damageInterior"


//***********************************************************************
// Collision Avoidance Parameters
//***********************************************************************

// how far to lookahead in time, maximally.  A collision here is minimally urgent.  
// N.B. This is game core time.
avoidanceMaxLookaheadTime = 4.0

// at which estimated collision time the steering force is maximal
avoidanceMinTimeForMaxSteeringUrgency = 1.0

// the maximum radius used for the RadiusSearch for potential 
// collisions.  Normally, radius =  MaxLookaheadTime * GetSpeed();.
avoidanceMaxSearchRadius = 2000.0

// how long (gametime) after we don't see a collision anymore
// to interpolate back onto our pathing course.  
avoidanceTimeToInterpolateBackToDesiredChase = 0.25

// multiply the prevention ellipsoid for a craft by this much
// to get the avoidance ellipsoid ("shell").
avoidanceBoundingEllipsoidScaleForCraft = 1.1

// multiply the prevention ellipsoid for NONcraft (asteroids, in particular)
// by this amount to get the avoidance shell.
avoidanceBoundingEllipsoidScaleForNonCraft = 1.3

// multiply the avoidance shell by this scale to get the 
// "awareness shell" of an obstacle.  If we predict a collision
// with the awareness shell, we maintain course until it is 
// past so we don't oscillate as much, though we do
// tend to take longer paths.  Should be greater than 1.0.
avoidanceHysteresisScaleForAwareness = 1.015

//**********************************************************************
//  Death sounds
//**********************************************************************
explosionMajorSoundGroup = "ST_GRP_EXP_Ship_Large"
explosionMinorSoundGroup = "ST_GRP_EXP_Ship_Small"
breakMajorSoundGroup = "ST_GRP_EXP_Ship_Medium"
breakMinorSoundGroup = "ST_GRP_EXP_Ship_Small"





