<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--==================================== 오토캐논 ====================================-->
  <ThingDef Name="PN_BaseArtilleryBuilding" ParentName="BuildingBase" Abstract="True">
    <!--<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>-->
    <thingClass>Building_TurretGun</thingClass>
    <drawerType>MapMeshAndRealTime</drawerType>
    <graphicData>
      <texPath>Things/Building/PN_Artillery_Base</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(3,3)</drawSize>
    </graphicData>
    <minifiedDef>MinifiedThing</minifiedDef>
    <altitudeLayer>MoteOverhead</altitudeLayer>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-2)</interactionCellOffset>    <!--상호작용 위치-->
    <stealable>false</stealable>
    <size>(3,3)</size>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <fillPercent>0.4</fillPercent>
    <thingCategories>
      <li>BuildingsSecurity</li>
    </thingCategories>
    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <tickerType>Normal</tickerType>
    <designationHotKey>Misc4</designationHotKey>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <designationCategory>Security</designationCategory>
    <costStuffCount>150</costStuffCount>
    <constructionSkillPrerequisite>5</constructionSkillPrerequisite>
    <costList>
      <Steel>150</Steel>
      <ComponentIndustrial>6</ComponentIndustrial>
    </costList>
    <inspectorTabs>
      <li>ITab_Shells</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
      <li Class="CompProperties_Mannable">
        <manWorkType>Violent</manWorkType>
      </li>
      <li Class="CompProperties_Explosive">
        <wickTicks>240</wickTicks>
        <explosiveRadius>5.9</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
        <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
      </li>
      <li Class="CompProperties_Refuelable">
        <fuelLabel>PnL Fuel</fuelLabel>
        <fuelGizmoLabel>Fuel capacity</fuelGizmoLabel>
        <outOfFuelMessage>Cannot shoot: Needs fuel drum can</outOfFuelMessage>
        <fuelFilter>
          <thingDefs>
            <li>PN_Fueldrumcan</li>
          </thingDefs>
        </fuelFilter>
        <fuelIsMortarBarrel>true</fuelIsMortarBarrel>
        <fuelCapacity>20</fuelCapacity>
        <fuelMultiplier>10</fuelMultiplier>
        <initialFuelPercent>0</initialFuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <initialAllowAutoRefuel>true</initialAllowAutoRefuel>
        <autoRefuelPercent>0.5</autoRefuelPercent>
        <showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
        <fuelIconPath>Things/Building/PN_cannonfuel</fuelIconPath>
      </li>
    </comps>
    <statBases>
      <MaxHitPoints>220</MaxHitPoints>
      <Flammability>0.7</Flammability>
      <WorkToBuild>15000</WorkToBuild>
      <Mass>200</Mass>
      <Beauty>-20</Beauty>
    </statBases>
    <building>
      <turretGunDef>PN_Artillery_Turret</turretGunDef>
      <turretTopDrawSize>3.0</turretTopDrawSize>
      <turretTopOffset>(0, 0.35)</turretTopOffset>
      <turretBurstWarmupTime>0.5</turretBurstWarmupTime>
      <turretBurstCooldownTime>3.0</turretBurstCooldownTime>
      <buildingTags Inherit="false">
      </buildingTags>
    </building>
    <placeWorkers>
      <li>PlaceWorker_TurretTop</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>PNRP_AutoArtillery</li>
    </researchPrerequisites>
    <uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
    <uiIconScale>0.6</uiIconScale>
  </ThingDef>

  <ThingDef ParentName="BaseWeaponTurret">
    <defName>PN_Artillery_Turret</defName>
    <label>PnL Auto Artillery Turret</label>
    <description>...</description>
    <graphicData>
      <texPath>Things/Building/PN_Artillery_Turret</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(6.0,6.0)</drawSize>
    </graphicData>
    <recoilPower>30</recoilPower>
    <altitudeLayer>MoteOverhead</altitudeLayer>
    <weaponTags Inherit="false">
    </weaponTags>
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
        <warmupTime>5.5</warmupTime>
        <forcedMissRadius>1</forcedMissRadius>
        <forcedMissRadiusClassicMortars>1</forcedMissRadiusClassicMortars>
        <isMortar>true</isMortar>
        <requireLineOfSight>true</requireLineOfSight>
        <minRange>11.9</minRange>
        <range>500</range>
        <burstShotCount>1</burstShotCount>
        <soundCast>PNCannonSound</soundCast>
        <muzzleFlashScale>16</muzzleFlashScale>
        <consumeFuelPerShot>1</consumeFuelPerShot>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
      </li>
    </verbs>
    <comps>
      <li Class="CompProperties_ChangeableProjectile" />
    </comps>
    <building>
      <fixedStorageSettings>
        <filter>
          <categories>
            <li>PN_Shell</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <filter>
          <categories>
            <li>PN_Shell</li>
          </categories>
          <disallowedThingDefs>
          </disallowedThingDefs>
        </filter>
      </defaultStorageSettings>
    </building>
  </ThingDef>

  <!--<DesignatorDropdownGroupDef>
    <defName>PN_Artillery_Dropdown</defName>
    <label>PnL Auto Artillery</label>
  </DesignatorDropdownGroupDef>

  <ThingDef ParentName="PN_BaseArtilleryBuilding">
    <defName>PN_Artillery_Base_Brain</defName>
    <label>PnL Auto Artillery</label>
    <description>...</description>
    <costList>
      <PN_Brain>1</PN_Brain>
    </costList>
  </ThingDef>-->

  <ThingDef ParentName="PN_BaseArtilleryBuilding">
    <defName>PN_Artillery_Base_Core</defName>
    <label>PnL Auto Artillery</label>
    <description>...</description>
    <costList>
      <PN_BrainCasing>1</PN_BrainCasing>
    </costList>
  </ThingDef>

  <ThingCategoryDef>
    <defName>PN_Shell</defName>
    <label>PnL Shell</label>
    <parent>PN_AutomatonCatagory</parent>
    <resourceReadoutRoot>true</resourceReadoutRoot>
    <iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
  </ThingCategoryDef>

  <ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True">
    <graphicData>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>1.0</drawSize>
    </graphicData>
    <techLevel>Industrial</techLevel>
    <stackLimit>25</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <healthAffectsPrice>false</healthAffectsPrice>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <thingCategories>
      <li>PN_Shell</li>
    </thingCategories>
    <tradeability>Sellable</tradeability>
    <tickerType>Normal</tickerType>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <effectWorking>Cook</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <workAmount>800</workAmount>
      <targetCountAdjustment>5</targetCountAdjustment>
      <workSkill>Crafting</workSkill>
      <recipeUsers Inherit="false">
        <li>PN_AutomatonBench</li>
      </recipeUsers>
      <researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
      <skillRequirements>
        <Crafting>4</Crafting>
      </skillRequirements>
    </recipeMaker>
  </ThingDef>

  <ThingDef ParentName="PN_ShellBase">
    <defName>PN_Shell_HighExplosive</defName>
    <label>PnL high-explosive shell</label>
    <description>...</description>
    <graphicData>
      <texPath>Things/Item/PNShellHE</texPath>
    </graphicData>
    <projectileWhenLoaded>PN_Bullet_Shell_HighExplosive</projectileWhenLoaded>
    <statBases>
      <MaxHitPoints>60</MaxHitPoints>
      <MarketValue>55</MarketValue>
      <Mass>1.25</Mass>
      <Flammability>1.0</Flammability>
      <DeteriorationRate>1.5</DeteriorationRate>
    </statBases>
    <comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>3.9</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
        <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
        <startWickHitPointsPercent>0.7</startWickHitPointsPercent>
        <wickTicks>30~60</wickTicks>
      </li>
    </comps>
    <costList>
      <Steel>25</Steel>
      <PN_AutomatonFuel>15</PN_AutomatonFuel>
    </costList>
  </ThingDef>

  <ThingDef ParentName="BaseBullet">
    <defName>PN_Bullet_Shell_HighExplosive</defName>
    <label>high-explosive shell</label>
    <graphicData>
      <texPath>Things/Projectile/ShellHighExplosive</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>TransparentPostLight</shaderType>
    </graphicData>
    <thingClass>Projectile_Explosive</thingClass>
    <projectile>
      <damageDef>Bomb</damageDef>
      <speed>205</speed>
      <explosionRadius>3.9</explosionRadius>
      <flyOverhead>true</flyOverhead>
      <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
      <soundExplode>MortarBomb_Explode</soundExplode>
      <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
      <soundAmbient>MortarRound_Ambient</soundAmbient>
    </projectile>
  </ThingDef>
</Defs>