#include "B_class_battleship.odf"
#include "Repair_borg.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Tactical Cube 2"

// Tooltips
tooltip = "b_tos_cube_class"
verboseTooltip = "b_tos_cube_class_v"

// Race which can build ship & starting race of ship
race = "borg"

//Energy per shot
energyPerPulsePhaser = 0.00001

photonHullDamageReduction = 0.65

// points per second we can repair (including HULL)
repairRate = 225.0

//**********************************************************************
//SHIP SYSTEM INFORMATION
//**********************************************************************

// General (upgradeable) values the Player sees for each system
hullLevel    = 2500
weaponsLevel = 1800
sensorsLevel = 1300
enginesLevel =  200
shieldsLevel =    0
hasShields =      0

// WEAPON values
numberOfPhaserBeams = 5
numberOfForePhotons = 6
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 0
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 30000
startYear = 2270
endYear   = 2350

// global WEAPON values
photonReplenishRate 		= 2.8    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.6  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.4		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.0		// how much energy expended when firing a photon torpedo


//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"C954-16743" "C954-39652" "C954-56718" "C954-46577"
	"C954-58648" "C954-13448" "C954-79719" "C954-10868"
	"C954-35844" "C954-53388" "C954-73544" "C954-63384"
	"C954-92344" "C954-74597" "C954-76587" "C954-71577"
	"C954-25962" "C954-16475" "C954-59871" "C954-24635"
	"C954-44575" "C954-95682" "C954-06764" "C954-36691"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// Phaser
weapon1 = "borg_tos_phaser_1beam"
weaponHardpoints1 = "hp01" "hp04" "hp07" "hp10"  "hp18"
	
// Phaser
weapon2 = "borg_tos_phaser_1beam"
weaponHardpoints2 = "hp02" "hp05" "hp08" "hp11"  "hp21"

// Phaser 
weapon3 = "borg_tos_phaser_1beam"
weaponHardpoints3 = "hp03" "hp06" "hp09" "hp12" "hp15"  

// Phaser 
weapon17 = "borg_tos_phaser_1beam"
weaponHardpoints17 = "hp13" "hp16" "hp14" "hp17" "hp24"

//*******************************************
// Photon Torpedo
weapon4 = "borg_tos_battleship_photon"
weaponHardpoints4 = "hp21" "hp24" "hp03" "hp06" "hp09" "hp12" "hp15" "hp18"  

// tractor beam
weapon5 = "f_tractor_bm"
weaponHardpoints5 = "hp33" 

// Warp
weapon6 = "gwarp"
weaponHardpoints6 = "hp34"

//Self Destruct
weapon7 = "gselfdes"
weaponHardpoints7 = "hp35"

// long range sensor
weapon8 = "long_range_sensor"
weaponHardpoints8 = "hp39"

// Pulse
weapon9 = "borg_tos_longpulse"
weaponHardpoints9 = "hp25"

// Pulse
weapon10 = "borg_tos_longpulse"
weaponHardpoints10 = "hp26"

// Pulse
weapon11 = "borg_tos_longpulse"
weaponHardpoints11 = "hp27"

// Pulse
weapon12 = "borg_tos_longpulse"
weaponHardpoints12 = "hp28"

// Pulse
weapon13 = "borg_tos_longpulse"
weaponHardpoints13 = "hp29"

// Pulse
weapon14 = "borg_tos_longpulse"
weaponHardpoints14 = "hp30"

// Pulse
weapon15 = "borg_tos_longpulse"
weaponHardpoints15 = "hp31"

// Pulse
weapon16 = "borg_tos_longpulse"
weaponHardpoints16 = "hp32"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp36"
WeaponTargetHardpoints = "hp37"
//ShieldTargetHardpoints = "hp38"
SensorTargetHardpoints = "hp39"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hpxx"
WeaponDestructionHardpoints = "hpxx"
//ShieldDestructionHardpoints = "hpxx"
SensorDestructionHardpoints = "hpxx"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 1000

//This is the range in meters which the ships sensors can see (LOS)
//This number must be *at least* twice as big as the ship's radius
//I just made it 2/3 of the length, and it seems to work
rangeScan = 1000.0f

// Scale for the camera radius
cameraRadiusScale = 1.7
pivotRadiusScale = 2.0

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Cube II, generated Mon Dec 16 15:42:02 2002
hasHull = 1;
hasShield = 0;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

selfDestructRadius = 1200; // this applies when our ship is destroyed - sls
selfDestructDamage = 1600; // the damage applied when we blow up - sls

damageModelSizeModifier = 5

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************
PhysicsFile = "class_borg_battleship_physics.odf";

//**********************************************************************

