# simple demo for formation testing

# list of gun types
#    gunName bulletTexture bulletColor(rgba) damage speed chargeRate chargeCost maxCharge minCharge fireRate shieldAbsorbtion% burstfire?

#    name         texture        r g   b   a     d    s   cr  cc  Mc  mc    fr s%  b       ps
gunT Military-RPC data/shot.bmp  1 0.3 0.3 0.8   6    4   1   20  200 0     10 75  NOBURST 2.5
gunT Military-RPC data/shot.bmp  0.3 1 0.3 0.8   6    4   1   20  200 0     10 75  NOBURST 2.5
gunt SLICE        data/shot.bmp  1 0.3 0.3 0.8   6    2   20  50  300 250   1  100 BURST   5
gunt SLICE        data/shot.bmp  0.3 1 0.3 0.8   6    2   20  50  300 250   1  100 BURST   5




# dimensions of galaxy
width 600
height 600

# list of ship types
#shipT shipfile(*.shp) P/NP (player can/player can't use)

shipT data/ships/mule.shp NP
shipT data/ships/gladiator.shp NP




# faction 0 is player, hence there will be numfact+1 actual factions
numfact 2

# fact faction_name numShips relations (independant, faction 1, faction 2, faction 3...)
fact RED_BURBOUN 0 1 10 1
fact PSYCHADELIC 0 1 1 10

# specific objects
#     int      int    / shields  \
#ship faction shipType mk1 mk2 mk3 gunType(as many as there are guns on that ship)
#    f t 1 2 3 g g
# three gladiator's of faction 0

ship 0 1 0 0 4 2 2 
ship 0 0 0 1 0 0 0 0
ship 0 0 0 1 0 0 0 0
ship 0 0 0 1 0 0 0 0
ship 0 0 0 1 0 0 0 0


ship 1 1 0 0 4 3 3
ship 1 0 0 1 0 1 1 1
ship 1 0 0 1 0 1 1 1
ship 1 0 0 1 0 1 1 1
ship 1 0 0 1 0 1 1 1







# random objects
rinert 30

