<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--==================================== 오토캐논 ====================================-->
  <ThingDef ParentName="BuildingBase">
    <defName>PN_Artillery_Base_Core</defName>
    <label>PnL Howitzer</label>
    <description>Howitzer designed by PnL Industry. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</description>
    <!--<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 />
    <!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
    <altitudeLayer>Building</altitudeLayer>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-3)</interactionCellOffset>    <!--상호작용 위치-->
    <stealable>false</stealable>
    <size>(3,3)</size>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <fillPercent>0.4</fillPercent>
    <thingCategories Inherit="false" />
    <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>
      <PN_BrainCasing>1</PN_BrainCasing>
    </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>Shots until core overload</fuelLabel>
        <fuelGizmoLabel>Core overload</fuelGizmoLabel>
        <outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
        <fuelFilter>
          <thingDefs>
            <li>PN_BrainCasing</li>
          </thingDefs>
        </fuelFilter>
        <fuelIsMortarBarrel>true</fuelIsMortarBarrel>
        <fuelCapacity>10</fuelCapacity>
        <fuelMultiplier>10</fuelMultiplier>
        <initialFuelPercent>1</initialFuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <initialAllowAutoRefuel>true</initialAllowAutoRefuel>
        <autoRefuelPercent>0</autoRefuelPercent>
        <fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
      </li>
    </comps>
    <statBases>
      <MaxHitPoints>520</MaxHitPoints>
      <Flammability>0.7</Flammability>
      <WorkToBuild>15000</WorkToBuild>
      <Mass>200</Mass>
      <Beauty>-20</Beauty>
      <ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
    </statBases>
    <building>
      <turretGunDef>PN_Artillery_Turret</turretGunDef>
      <turretTopDrawSize>3.0</turretTopDrawSize>
      <turretTopOffset>(0, 0.35)</turretTopOffset>
      <turretBurstWarmupTime>0.5</turretBurstWarmupTime>
      <turretBurstCooldownTime>7.0</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>0.9</uiIconScale>
  </ThingDef>

  <ThingDef ParentName="BaseWeaponTurret">
    <defName>PN_Artillery_Turret</defName>
    <label>PnL Howitzer Turret</label>
    <description>Howitzer designed by PnL Industries. Using an automaton brain core, it has very good accuracy. However, it is necessary to periodically change the brain core due to excessive load in calculations.</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>
    <!--<statBases>
      <AccuracyTouch>0.20</AccuracyTouch>
      <AccuracyShort>0.85</AccuracyShort>
      <AccuracyMedium>0.98</AccuracyMedium>
      <AccuracyLong>0.80</AccuracyLong>
    </statBases>-->
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
        <warmupTime>2.0</warmupTime>
        <forcedMissRadius>0</forcedMissRadius>
        <forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
        <!--<isMortar>true</isMortar>-->
        <requireLineOfSight>false</requireLineOfSight>
        <minRange>29.9</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>
          <thingDefs>
            <li>PN_Shell_HE</li>
            <li>PN_Shell_AP</li>
            <li>PN_Shell_CI</li>
            <li>PN_Shell_EMP</li>
            <li>PN_Shell_FF</li>
            <li>PN_Shell_Smoke</li>
            <li>PN_Shell_AG</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <filter>
          <categories>
            <li>PN_Shell</li>
          </categories>
          <disallowedThingDefs>
            <li>PN_Shell_AP</li>
            <li>PN_Shell_EMP</li>
            <li>PN_Shell_FF</li>
            <li>PN_Shell_Smoke</li>
            <li>PN_Shell_AG</li>
          </disallowedThingDefs>
        </filter>
      </defaultStorageSettings>
    </building>
  </ThingDef>

  <!--==================================== 레일건 ====================================-->
  <ThingDef ParentName="BuildingBase">
    <defName>PN_Railgun_Base_Core</defName>
    <label>PnL Railgun</label>
    <description>Railgun designed by PnL Industry.</description>
    <!--<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 />
    <!--<altitudeLayer>MoteOverhead</altitudeLayer>-->
    <altitudeLayer>Building</altitudeLayer>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-3)</interactionCellOffset>    <!--상호작용 위치-->
    <stealable>false</stealable>
    <size>(3,3)</size>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <fillPercent>0.4</fillPercent>
    <thingCategories Inherit="false" />
    <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>
      <ComponentSpacer>12</ComponentSpacer>
      <PN_BrainCasing>1</PN_BrainCasing>
    </costList>
    <inspectorTabs>
      <li>ITab_Shells</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Mannable">
        <manWorkType>Violent</manWorkType>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>3600</basePowerConsumption>
      </li>
      <li Class="CompProperties_Explosive">
        <wickTicks>240</wickTicks>
        <explosiveRadius>14.9</explosiveRadius>
        <explosiveDamageType>EMP</explosiveDamageType>
        <chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
      </li>
      <li Class="CompProperties_Refuelable">
        <fuelLabel>Shots until core overload</fuelLabel>
        <fuelGizmoLabel>Core overload</fuelGizmoLabel>
        <outOfFuelMessage>Cannot shoot: Needs new core</outOfFuelMessage>
        <fuelFilter>
          <thingDefs>
            <li>PN_BrainCasing</li>
          </thingDefs>
        </fuelFilter>
        <fuelIsMortarBarrel>true</fuelIsMortarBarrel>
        <fuelCapacity>1</fuelCapacity>
        <fuelMultiplier>1</fuelMultiplier>
        <initialFuelPercent>1</initialFuelPercent>
        <showFuelGizmo>true</showFuelGizmo>
        <minimumFueledThreshold>1</minimumFueledThreshold>
        <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        <initialAllowAutoRefuel>true</initialAllowAutoRefuel>
        <autoRefuelPercent>0</autoRefuelPercent>
        <fuelIconPath>Things/Building/PN_cannoncore</fuelIconPath>
      </li>
    </comps>
    <statBases>
      <MaxHitPoints>520</MaxHitPoints>
      <Flammability>0.7</Flammability>
      <WorkToBuild>15000</WorkToBuild>
      <Mass>200</Mass>
      <Beauty>-20</Beauty>
      <ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
    </statBases>
    <building>
      <turretGunDef>PN_Railgun_Turret</turretGunDef>
      <turretTopDrawSize>3.0</turretTopDrawSize>
      <turretTopOffset>(0, 0.35)</turretTopOffset>
      <turretBurstWarmupTime>4.5</turretBurstWarmupTime>
      <turretBurstCooldownTime>7.0</turretBurstCooldownTime>
      <buildingTags Inherit="false">
      </buildingTags>
    </building>
    <placeWorkers>
      <li>PlaceWorker_TurretTop</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>PNRP_Railgun</li>
    </researchPrerequisites>
    <uiIconPath>Things/Building/PN_Railgun_Ui</uiIconPath>
    <uiIconScale>0.9</uiIconScale>
  </ThingDef>

  <ThingDef ParentName="BaseWeaponTurret">
    <defName>PN_Railgun_Turret</defName>
    <label>PnL Railgun Turret</label>
    <description>Railgun designed by PnL Industries.</description>
    <graphicData>
      <texPath>Things/Building/PN_Railgun_Turret</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(6.0,6.0)</drawSize>
    </graphicData>
    <recoilPower>30</recoilPower>
    <altitudeLayer>MoteOverhead</altitudeLayer>
    <weaponTags Inherit="false">
    </weaponTags>
    <!--<statBases>
      <AccuracyTouch>0.20</AccuracyTouch>
      <AccuracyShort>0.85</AccuracyShort>
      <AccuracyMedium>0.98</AccuracyMedium>
      <AccuracyLong>0.80</AccuracyLong>
    </statBases>-->
    <verbs>
      <li>
        <verbClass>Verb_Shoot</verbClass>
        <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
        <warmupTime>4.5</warmupTime>
        <forcedMissRadius>0</forcedMissRadius>
        <forcedMissRadiusClassicMortars>0</forcedMissRadiusClassicMortars>
        <!--<isMortar>true</isMortar>-->
        <requireLineOfSight>true</requireLineOfSight>
        <minRange>4.9</minRange>
        <range>500</range>
        <burstShotCount>1</burstShotCount>
        <soundAiming>PN_PrototypeRailGun_Warmup_Sound</soundAiming>
        <soundCast>PN_PrototypeRailGun_Fire_Sound</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>16</muzzleFlashScale>
        <consumeFuelPerShot>1</consumeFuelPerShot>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
      </li>
    </verbs>
    <comps>
      <li Class="CompProperties_ChangeableProjectile" />
    </comps>
    <building>
      <fixedStorageSettings>
        <filter>
          <thingDefs>
            <li>PN_Shell_RG</li>
          </thingDefs>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <filter>
          <thingDefs>
            <li>PN_Shell_RG</li>
          </thingDefs>
        </filter>
      </defaultStorageSettings>
    </building>
  </ThingDef>
</Defs>