<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


	<ThingDef Name="BuildingBase" Abstract="True">
		<category>Building</category>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<selectable>true</selectable>
		<drawerType>MapMeshAndRealTime</drawerType>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<repairEffect>Repair</repairEffect>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<filthLeaving>BuildingRubble</filthLeaving>
	</ThingDef>


	<!--========================= Doors =============================-->

	<ThingDef ParentName="BuildingBase" Name="DoorBase" Abstract="True">
		<thingClass>Building_Door</thingClass>
		<blueprintClass>Blueprint_Door</blueprintClass>
		<category>Building</category>
		<blueprintGraphicData>
			<texPath>Things/Building/Door/Door_Blueprint</texPath>
		</blueprintGraphicData>
		<altitudeLayer>DoorMoveable</altitudeLayer>
		<fillPercent>1</fillPercent>
		<useHitPoints>true</useHitPoints>
		<stuffCategories>
			<li>Metallic</li>
			<li>Woody</li>
			<li>Stony</li>
		</stuffCategories>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<selectable>true</selectable>
		<tickerType>Normal</tickerType>
		<rotatable>false</rotatable>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Structure</designationCategory>
		<holdsRoof>true</holdsRoof>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<drawerType>RealtimeOnly</drawerType>
		<building>
			<soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
			<soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
			<soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
			<soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
			<ignoreNeedsPower>true</ignoreNeedsPower>
			<canPlaceOverWall>true</canPlaceOverWall>
		</building>
	</ThingDef>

	<ThingDef ParentName="DoorBase">
		<defName>BlastDoor</defName>
		<label>Blast Door</label>
		<description>Divides rooms. Powered operation and incredibly strong. Designed to withstand Orbital Kinetic Bombardment...</description>
		<statBases>
			<MaxHitPoints>1500</MaxHitPoints>
			<WorkToMake>2200</WorkToMake>
		</statBases>
		<graphicData>
			<texPath>Things/Building/Door/Autodoor_Mover</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<uiIconPath>Things/Building/Door/Autodoor_MenuIcon</uiIconPath>
		<costList>
			<Titanium>100</Titanium>
			<MagneticCoil>1</MagneticCoil>
		</costList>
		<costStuffCount>120</costStuffCount>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>80</basePowerConsumption>
			</li>
		</comps>
		<researchPrerequisite>AdvancedArmor</researchPrerequisite>
	</ThingDef>

	<!--========================= Walls =============================-->

	<ThingDef ParentName="BuildingBase" Name="Wall" Abstract="True">
		<defName>Wall</defName>
		<label>wall</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>An impassable wall. Capable of holding up a roof.</description>
		<blueprintGraphicData>
			<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
		</blueprintGraphicData>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToMake>150</WorkToMake>
			<Flammability>1.0</Flammability>
		</statBases>
		<costStuffCount>5</costStuffCount>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<altitudeLayer>BuildingTall</altitudeLayer>
		<passability>Impassable</passability>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
		<coversFloor>true</coversFloor>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<tickerType>Never</tickerType>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<holdsRoof>true</holdsRoof>
		<designationCategory>Structure</designationCategory>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<stuffCategories>
			<li>Metallic</li>
			<li>Woody</li>
			<li>Stony</li>
		</stuffCategories>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<damageMultipliers>
			<li>
				<damageDef>Bomb</damageDef>
				<multiplier>2</multiplier>
			</li>
		</damageMultipliers>
	</ThingDef>

	<ThingDef ParentName="Wall">
		<defName>WallWindow</defName>
		<label>Wall window</label>
		<description>A wall with a bullet proof window and power conduit.</description>
		<graphicData>
			<texPath>Things/Building/Linked/Window_Atlas</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Wall</li>
				<li>Rock</li>
			</linkFlags>
		</graphicData>
		<uiIconPath>Things/Building/Linked/Window_MenuIcon</uiIconPath>
		<statBases>
			<MaxHitPoints>1225</MaxHitPoints>
			<WorkToMake>150</WorkToMake>
			<Flammability>1.0</Flammability>
		</statBases>
		<costList>
			<Titanium>10</Titanium>
		</costList>
		<blockLight>false</blockLight>
		<researchPrerequisite>TWindows</researchPrerequisite>
	</ThingDef>

	<!--========================= Lighted =============================-->

	<ThingDef ParentName="Wall" Name="WallLight">
		<defName>WallLight_White</defName>
		<label>Wall light</label>
		<description>A Wall with a light, for those awkward hallways where lamps just don't fit.</description>
		<graphicData>
			<texPath>Things/Building/Linked/Light_Atlas</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Wall</li>
				<li>Rock</li>
			</linkFlags>
		</graphicData>
		<uiIconPath>Things/Building/Linked/Light_MenuIcon</uiIconPath>
		<statBases>
			<MaxHitPoints>1225</MaxHitPoints>
			<WorkToMake>150</WorkToMake>
			<Flammability>1.0</Flammability>
		</statBases>
		<costList>
			<Titanium>10</Titanium>
		</costList>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>150</basePowerConsumption>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
				<transmitsPower>true</transmitsPower>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(217,217,217,0)</glowColor>
			</li>
		</comps>
		<researchPrerequisite>TLights</researchPrerequisite>
	</ThingDef>

	<ThingDef ParentName="WallLight">
		<defName>WallLight_Red</defName>
		<label>Wall red light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(217,0,0,0)</glowColor>
			</li>
		</comps>
	</ThingDef>

	<ThingDef ParentName="WallLight">
		<defName>WallLight_Green</defName>
		<label>Wall green light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(0,217,0,0)</glowColor>
			</li>
		</comps>
	</ThingDef>
	
	<ThingDef ParentName="WallLight">
		<defName>WallLight_Blue</defName>
		<label>Wall blue light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(0,0,217,0)</glowColor>
			</li>
		</comps>
	</ThingDef>
	
	<ThingDef ParentName="WallLight">
		<defName>WallLight_Yellow</defName>
		<label>Wall yellow light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(217,217,0,0)</glowColor>
			</li>
		</comps>
	</ThingDef>
	
	<ThingDef ParentName="WallLight">
		<defName>WallLight_Purple</defName>
		<label>Wall purple light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(217,0,217,0)</glowColor>
			</li>
		</comps>
	</ThingDef>
	
	<ThingDef ParentName="WallLight">
		<defName>WallLight_Cyan</defName>
		<label>Wall cyan light</label>
		<comps>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>12</glowRadius>
				<glowColor>(0,217,217,0)</glowColor>
			</li>
		</comps>
	</ThingDef>

</Buildings>