<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--=================================== 레시피 설정 ===================================-->
  <AutomataRace.ThingDefInjectDef>
    <defName>Recipe_PN_RemoveBrain_Inject</defName>
    <conditions>
      <li Class="AutomataRace.ThingDefInject.IsHumanlike"></li>
      <li Class="AutomataRace.ThingDefInject.IsFlesh"></li>
      <li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
        <not>true</not>
        <defName>Paniel_Race</defName>
      </li>
    </conditions>
    <recipes>
      <li>PN_ExtractBrain</li>
    </recipes>
  </AutomataRace.ThingDefInjectDef>

  <!--==================================== 시체 설정 ====================================-->
  <AutomataRace.ThingDefInjectDef>
    <defName>Comp_CorpseSelfDestruct_Inject</defName>
    <conditions>
      <li Class="AutomataRace.ThingDefInject.IsDefNameEqual">
        <defName>Corpse_Paniel_Race</defName>
      </li>
    </conditions>
    <comps>
      <li Class="AutomataRace.CompProperties_SelfResurrect">
        <resurrectDelayTick>200</resurrectDelayTick>
        <hediffCondition>PN_ResurrectModule</hediffCondition>
        <removeHediffAfterResurrect>true</removeHediffAfterResurrect>
      </li>

      <li Class="CompProperties_Explosive">
        <compClass>AutomataRace.CompExplosiveInstant</compClass>
        <explosiveRadius>1.5</explosiveRadius>
        <explosiveDamageType>Bomb</explosiveDamageType>
        <requiredDamageTypeToExplode>Bomb</requiredDamageTypeToExplode>
        <wickTicks>200~750</wickTicks>
      </li>
    </comps>
  </AutomataRace.ThingDefInjectDef>

  <!--<DamageDef>
    <defName>PN_CorpseBomb</defName>
    <label>bomb</label>
    <workerClass>DamageWorker_AddInjury</workerClass>
    <externalViolence>true</externalViolence>
    <isExplosive>true</isExplosive>
    <deathMessage>{0} has died in an explosion.</deathMessage>
    <hediff>Shredded</hediff>
    <hediffSolid>Crack</hediffSolid>
    <harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
    <impactSoundType>Blunt</impactSoundType>
    <armorCategory>Sharp</armorCategory>
    <minDamageToFragment>15</minDamageToFragment>
    <defaultDamage>10</defaultDamage>
    <defaultStoppingPower>0.5</defaultStoppingPower>
    <defaultArmorPenetration>0.0</defaultArmorPenetration>
    <buildingDamageFactor>1</buildingDamageFactor>
    <plantDamageFactor>1</plantDamageFactor>
    <explosionAffectOutsidePartsOnly>false</explosionAffectOutsidePartsOnly>
    <explosionHeatEnergyPerCell>5</explosionHeatEnergyPerCell>
    <explosionCellMote>Mote_BlastDry</explosionCellMote>
    <explosionColorCenter>(1, 0.5, 0.3)</explosionColorCenter>
    <explosionColorEdge>(0.6, 0.5, 0.4)</explosionColorEdge>
    <soundExplosion>Explosion_Bomb</soundExplosion>
    <combatLogRules>Damage_Bomb</combatLogRules>
  </DamageDef>-->

  <!--==================================== 고어 설정 ====================================-->
  <ThingDef ParentName="BaseFilth">
    <defName>Paniel_Oil</defName>
    <label>Oil</label>
    <thingClass>LiquidFuel</thingClass>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <statBases>
      <Beauty>-30</Beauty>
      <Cleanliness>-10</Cleanliness>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>2.0</Flammability>
    </statBases>
    <graphicData>
      <texPath>Things/Filth/Spatter</texPath>
      <color>(51, 51, 51, 180)</color>
    </graphicData>
    <filth>
      <disappearsInDays>35~40</disappearsInDays>
      <rainWashes>true</rainWashes>
      <cleaningWorkToReduceThickness>70</cleaningWorkToReduceThickness>
      <canFilthAttach>true</canFilthAttach>
      <maxThickness>1</maxThickness>
      <cleaningSound>Interact_CleanFilth_Fluid</cleaningSound>
    </filth>
  </ThingDef>

  <ThingCategoryDef>
    <defName>PN_CorpseCategory</defName>
    <label>Automaton corpses</label>
    <parent>Corpses</parent>
  </ThingCategoryDef>

  <FleshTypeDef>
    <defName>PN_Flesh</defName>
    <corpseCategory>PN_CorpseCategory</corpseCategory>
    <damageEffecter>Damage_HitMechanoid</damageEffecter>
    <!--<genericWounds>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechA</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechB</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/WoundMechC</texture>
      </li>
    </genericWounds>
    <bandagedWounds>
      <li>
        <texture>Things/Pawn/Wounds/BandagedA</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/BandagedB</texture>
      </li>
      <li>
        <texture>Things/Pawn/Wounds/BandagedC</texture>
      </li>
    </bandagedWounds>
    <hediffWounds>
      <li MayRequire="Ludeon.RimWorld.Ideology">
        <hediff>Scarification</hediff>
        <wounds>
          <li>
            <texture>Things/Pawn/Wounds/ScarificationA</texture>
            <tintWithSkinColor>true</tintWithSkinColor>
            <displayOverApparel>false</displayOverApparel>
            <displayPermanent>false</displayPermanent>
          </li>
          <li>
            <texture>Things/Pawn/Wounds/ScarificationB</texture>
            <tintWithSkinColor>true</tintWithSkinColor>
            <displayOverApparel>false</displayOverApparel>
            <displayPermanent>false</displayPermanent>
          </li>
          <li>
            <texture>Things/Pawn/Wounds/ScarificationC</texture>
            <tintWithSkinColor>true</tintWithSkinColor>
            <displayOverApparel>false</displayOverApparel>
            <displayPermanent>false</displayPermanent>
          </li>
        </wounds>
      </li>
      <li>
        <hediff>MissingBodyPart</hediff>
        <wounds>
          <li>
            <textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
            <textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
            <textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
            <textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
            <flipWest>true</flipWest>
            <onlyOnPart>Eye</onlyOnPart>
            <flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
            <flipOnRotation>South</flipOnRotation>
            <tintWithSkinColor>true</tintWithSkinColor>
            <missingBodyPartFresh>false</missingBodyPartFresh>
            <scale>0.7</scale>
          </li>
          <li>
            <textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
            <textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
            <textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
            <textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
            <flipWest>true</flipWest>
            <onlyOnPart>Eye</onlyOnPart>
            <flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
            <flipOnRotation>South</flipOnRotation>
            <missingBodyPartFresh>true</missingBodyPartFresh>
            <scale>0.7</scale>
          </li>
        </wounds>
      </li>
      <li>
        <hediff>BionicEye</hediff>
        <wounds>
          <li>
            <textureSouth>Things/Pawn/Wounds/BionicEye_south</textureSouth>
            <textureNorth>Things/Pawn/Wounds/BionicEye_south</textureNorth>
            <textureEast>Things/Pawn/Wounds/BionicEye_east</textureEast>
            <textureWest>Things/Pawn/Wounds/BionicEye_east</textureWest>
            <flipWest>true</flipWest>
            <flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
            <flipOnRotation>South</flipOnRotation>
            <scale>0.85</scale>
          </li>
        </wounds>
      </li>
      <li>
        <hediff>ArchotechEye</hediff>
        <wounds>
          <li>
            <textureSouth>Things/Pawn/Wounds/ArchotechEye_south</textureSouth>
            <textureNorth>Things/Pawn/Wounds/ArchotechEye_south</textureNorth>
            <textureEast>Things/Pawn/Wounds/ArchotechEye_east</textureEast>
            <textureWest>Things/Pawn/Wounds/ArchotechEye_east</textureWest>
            <flipWest>true</flipWest>
            <flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
            <flipOnRotation>South</flipOnRotation>
            <scale>0.85</scale>
          </li>
        </wounds>
      </li>
    </hediffWounds>-->
  </FleshTypeDef>
</Defs>