# Dummy: only for way points
# ignore-creeps = bot-owned && (attack-move || assault-move) used for Bots AutoTargeting
^AutoTargetGround:
	AutoTarget:
		AttackAnythingCondition: stance-attackanything
	AutoTargetPriority@DEFAULT:
		ValidTargets: Infantry, Vehicle, Water, Defense, Tank
	AutoTargetPriority@ATTACKANYTHING:
		ValidTargets: Infantry, Vehicle, Water, Structure, Defense, Tank
	AutoTargetPriority@CREEPS:
		ValidTargets: Creep
	
^AutoTargetAll:
	AutoTarget:
		AttackAnythingCondition: stance-attackanything
	AutoTargetPriority@DEFAULT:
		RequiresCondition: !stance-attackanything
		ValidTargets: Infantry, Vehicle, Tank, Water, Air, Defense
	AutoTargetPriority@ATTACKANYTHING:
		RequiresCondition: stance-attackanything
		ValidTargets: Infantry, Vehicle, Tank, Water, Air, Structure, Defense
	AutoTargetPriority@CREEPS:
		ValidTargets: Creep

^temporarycloak:
	ExternalCondition@temporeryclock:
		Condition: temporery_clock
	Cloak@temporeryclock:
		RequiresCondition: temporery_clock
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Dock, Damage, Heal
		InitialDelay: 10
		CloakDelay: 30
		IsPlayerPalette: true

^chaos_bomb_influence:
	ExternalCondition@Trigger:
		Condition: chaos_bomb
	Armament@chaos_bomb_influence:
		TargetRelationships: Enemy, Ally, Neutral
		RequiresCondition: chaos_bomb
	AttackWander:
		WanderMoveRadius: 3
		RequiresCondition: chaos_bomb
	RejectsOrders@chaos_bomb_influence:
		RequiresCondition: chaos_bomb
	WithDecoration@skullFromRA: #dekoration notifies that unit is under gas influence
		Image: pips
		Sequence: pip-skull
		Palette: temperat
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: chaos_bomb

^jammedvision:
	ExternalCondition@jammed:
		Condition: jammed
	ReloadDelayMultiplier@jammer:
		Modifier: 120
		RequiresCondition: jammed
	InaccuracyMultiplier@jammer:
		Modifier: 170
		RequiresCondition: jammed
	RangeMultiplier@jammer:
		Modifier: 60
		RequiresCondition: jammed
	RevealsShroud: # jam area ability
		RevealGeneratedShroud: false
	RevealsShroud@jammed: # used when jammer is near
		Range: 3c512
		RevealGeneratedShroud: true
	WithDecoration@skullFromRA: #dekoration notifies that unit is jammed
		Image: pips
		Sequence: pip-jammer
		Palette: disabled
		Position: TopLeft
		ValidRelationships: Ally, Enemy, Neutral
		RequiresCondition: jammed



^botDeployLogic:
	GrantConditionOnBotOwner@Imstupidbotthatcandeploy:
		Condition: Imbot
		Bots: omnius, vidious, gladius
	GrantConditionOnAttack@deploing:
		Condition: dummyfire
		RevokeDelay: 400
		ArmamentNames: secondary
		RequiresCondition: Imbot
	GrantConditionOnAttack@beforedeploy:
		Condition: beforedeploy
		RevokeDelay: 40
		ArmamentNames: primary
		RequiresCondition: Imbot
	GrantCondition@deploythrowattack:
		Condition: deployed
		RequiresCondition: dummyfire
	Armament@botAiming:
		Weapon: dummy_aim
		FireDelay: 40
		Name: secondary
		PauseOnCondition: deployed
		RequiresCondition: Imbot
	Armament@botAiming2:
		Weapon: dummy_aim2
		FireDelay: 0
		Name: primary
		PauseOnCondition: deployed
		RequiresCondition: Imbot
	WithIdleOverlay@botdeployanim:
		Sequence: deploying
		RequiresCondition: beforedeploy && !deployed
		PauseOnCondition: dummyfire
	AmbientSound@botdeploysound:
		SoundFiles: audio/EBoD_MortarDeploy.wav
		Interval: 100
		Delay: 2
		RequiresCondition: beforedeploy && !deployed
	RejectsOrders@noundeploy:
		Reject: AttackMove, AssaultMove
		RequiresCondition: !Imbot && deployed

^GainsExperience:
	ChangesHealth@ELITE:
		Step: 0
		PercentageStep: 4
		Delay: 125
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: rank-veteran >= 3

^wormslowing: #slow down actor before worm eat it
	ExternalCondition@wormIsnear:
		Condition: worm_attack
	ExternalCondition@stop:
		Condition: stop
	SpeedMultiplier@wormeated
		Modifier: 0
		RequiresCondition: stop
	SpeedMultiplier@worm_eating
		Modifier: 20
		RequiresCondition: worm_attack

^Infantry:
	Inherits@temporerycloak: ^temporarycloak
	Inherits@jammer: ^jammedvision
	Inherits@chaos: ^chaos_bomb_influence
	Inherits@wormslowing: ^wormslowing
	GrantRandomCondition:
		Conditions: inf_cond01, inf_cond02, inf_cond03 # used for different SFX
	Crushable: #different crushable sounds
		CrushSound: CRUSH1.WAV
		RequiresCondition: inf_cond01
	Crushable@2:
		CrushSound: audio/crush_guy_2.wav
		RequiresCondition: inf_cond02
	Crushable@3:
		CrushSound: audio/crush_guy_4.wav
		RequiresCondition: inf_cond03
	Crushable@worm: #wormrider crushing
		CrushClasses: worm_dinner
		WarnProbability: 0
		CrushedByFriendlies: true
		CrushSound: audio/EBoD_normal_dying_3.wav
		RequiresCondition: inf_cond01
	Crushable@worm2:
		CrushClasses: worm_dinner
		WarnProbability: 0
		CrushedByFriendlies: true
		CrushSound: CRUSH1.WAV
		RequiresCondition: inf_cond02
	Crushable@worm3:
		CrushClasses: worm_dinner
		WarnProbability: 0
		CrushedByFriendlies: true
		CrushSound: audio/EBoD_normal_dying_3.wav
		RequiresCondition: inf_cond03
	TurnOnIdle:
	WithInfantryBody:
		MinIdleDelay: 50
		MaxIdleDelay: 160
	WithDeathAnimation:
		DeathTypes:
			ExplosionDeath: 1
			SoundDeath: 2
			SmallExplosionDeath: 3
			BulletDeath: 4
			FireDeath: 6, 3
	DeathSounds@choke:
		Voice: Choke
		DeathTypes: ChokeDeath
		VolumeMultiplier: 0.8
	DeathSounds@burn:
		Voice: Burn
		DeathTypes: FireDeath
		VolumeMultiplier: 0.8
	ExternalCondition@bonuses: #activate bonuses from officer aura
		Condition: officerAura
	SpeedMultiplier@officerAuraspeedBonus:
		Modifier: 110
		RequiresCondition: officerAura
	DamageMultiplier@officerAuraArmorbonus:
		Modifier: 50
		RequiresCondition: officerAura
	TakeCover: #disable prone when officer is nearby
		RequiresCondition: !officerAura
	-HitShape:
	HitShape@infantry:
		Type: Circle
			Radius: 52
	Demolishable@wormCrush:
	RevealsShroud@jammed: # used when jammer is near
		Range: 3c112



^Vehicle:
	Inherits@chaosbomb: ^chaos_bomb_influence
	Inherits@temporerycloak: ^temporarycloak
	Inherits@jammer: ^jammedvision
	Inherits@wormslowing: ^wormslowing
	GrantConditionOnDamageState@HEAVY:
		Condition: heavy-damage
		ValidDamageStates: Heavy, Critical
	ExternalCondition:
		Condition: unitCapturated #block deploy while devastator is captured with Deviator
	RevealsShroud:
		RequiresCondition: !unitCapturated
		RevealGeneratedShroud: false
	RevealsShroud@whileCaptured
		Range: 3c512
		RequiresCondition: unitCapturated
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	Crushable: # demolition is bugged
		CrushClasses: vehicle
		WarnProbability: 0
		CrushedByFriendlies: true
		CrushSound: WORM.WAV
	WithDamageOverlay:
		MinimumDamageState: Heavy
		Image: smoke_m
		IdleSequence: smokeFromRA01idle
		LoopSequence: smokeFromRA01loop
	Targetable: #deviator capture logic
		TargetTypes: Ground, Vehicle, C4
		RequiresCondition: !unitCapturated
	Targetable@CAPTURED:
		TargetTypes: CapturedUnit, Ground
		RequiresCondition: unitCapturated


^Tank:
	Targetable:
		TargetTypes: Ground, C4, Tank
	-GrantConditionOnDamageState@HEAVY:
	GrantConditionOnDamageState@critical:
		ValidDamageStates: Critical
		Condition: critical-damage
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 80
	RevealsShroud@jammed:
		Range: 4c0
	WithDamageOverlay:
		MinimumDamageState: Critical

mcv:
	Valued:
		Cost: 2000
	Buildable:
		Prerequisites: repair_pad, ~techlevel.medium
		Queue: Armor
		BuildPaletteOrder: 110
		BuildDuration: 750
	Health:
		HP: 45000
	Armor:
		Type: light
	Mobile:
		Speed: 31
	RevealsShroud:
		Range: 2c768
	SpawnActorOnDeath:
		RequiresCondition: !worm_attack
	-Armament@chaos_bomb_influence:

thumper:
	Buildable:
		Prerequisites: ~disabled

harvester:
	-Armament@chaos_bomb_influence:
	Buildable:
		Queue: Armor
		Prerequisites: refinery
		BuildDuration: 600
		Description: Collects Spice for processing\n  Explode after death
	Valued:
		Cost: 1200
	WithDockingAnimation:
	Harvester:
		Capacity: 28
		HarvestFacings: 8
		Resources: Spice
		BaleUnloadDelay: 6
		SearchFromProcRadius: 30
		SearchFromHarvesterRadius: 15
		EmptyCondition: harvesterEmpty
	Health:
		HP: 45000
	Mobile:
		Speed: 38
	RevealsShroud:
		Range: 3c768
	Explodes:
		Weapon: UnitExplodeLarge
		EmptyWeapon: UnitExplodeLarge
	SpawnActorOnDeath:
		Actor: harvester.Husk
		OwnerType: InternalName
		RequiresCondition: !worm_attack
		EffectiveOwnerFromOwner: true
	ThrowsShrapnel@ShrapnelNotEmpty:
		Weapons: Debris, Debris2, Debris3, Debris4
		Pieces: 3, 5
		Range: 1c0, 6c0
		RequiresCondition: !harvesterEmpty
	ThrowsShrapnel@DeathHandClusterDebris:
		Weapons: DeathHandClusterDebris
		Pieces: 1, 3
		Range: 1c0, 5c0
		RequiresCondition: !harvesterEmpty
	ThrowsShrapnel@ShrapnelEmpty:
		Weapons: Debris, Debris2
		Pieces: 0, 2
		Range: 1c0, 6c0
		RequiresCondition: harvesterEmpty
	ThrowsShrapnel@throwSpice:
		Weapons: HarvesterSpiceExplosion
		Pieces: 1, 4
		Range: 1c0, 5c0
		RequiresCondition: !harvesterEmpty
	ThrowsShrapnel@wheel:
		Weapons: debris_harvester_wheel01, debris_harvester_wheel02
		Pieces: 0, 2
		Range: 3c0, 5c0
	-SpeedMultiplier@HEAVYDAMAGE: # no need. harvester is slower when full.
	-GrantConditionOnDamageState@critical:


trike:
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Structure
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	Buildable:
		Prerequisites: ~light.trike
		BuildDuration: 225
			Description: Scout\n Excellent visibility\n Strong vs Infantry\n  Weak vs Tanks, Rockets
	Valued:
		Cost: 350
	Selectable:
		Class: trike
	Health:
		HP: 9000
	Armor:
		Type: light
	Mobile:
		Locomotor: light_vehicle
		TurnSpeed: 40
		Speed: 102
	RevealsShroud:
		Range: 7c820
	Armament@damage:
		FireDelay: 0 # sound desynch, ignoring for now, but some armlock delay would be nice
		Weapon: HMG
		LocalOffset: 180,0,110
	Armament@chaos_bomb_influence:
		Weapon: HMG
		LocalOffset: 180,0,110
	Armament@muzzle:
		FireDelay: 0 
		Weapon: HMG_muzzle
		LocalOffset: -544,0,0
		MuzzleSequence: muzzle
	Armament@muzzlechaosbomb:
		FireDelay: 0 
		Weapon: HMG_muzzle
		LocalOffset: -544,0,0
		MuzzleSequence: muzzle
		RequiresCondition: chaos_bomb
		TargetRelationships: Enemy, Ally, Neutral
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	RevealsShroud@jammed:
		Range: 5c0


raider:
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Structure
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	Buildable:
		Prerequisites: ~light.raider
		BuildDuration: 225
		Description: Fast scout \n Excellent visibility \n Strong vs Infantry\n  Weak vs Tanks, Rockets
	Valued:
		Cost: 400
	Tooltip:
		Name: Raider Trike
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 10000
	Armor:
		Type: light
	Mobile:
		Locomotor: light_vehicle
		TurnSpeed: 40
		Speed: 120
	RevealsShroud:
		Range: 7c512
	WithMuzzleOverlay:
	Armament@damage:
		Weapon: HMGo
		LocalOffset: 170,0,0
	Armament@chaos_bomb_influence:
		Weapon: HMGo
		LocalOffset: 170,0,0
	Armament@muzzle:
		Weapon: HMGo_muzzle
		LocalOffset: 170,0,0
	Armament@muzzlechaosbomb:
		Weapon: HMGo_muzzle
		LocalOffset: 170,0,0
		MuzzleSequence: muzzle
		RequiresCondition: chaos_bomb
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75

quad:
	AutoTargetPriority@bot:
		ValidTargets: Vehicle, Structure, Tank
		InvalidTargets: Infantry
		Priority: 50
		RequiresCondition: ignore-creeps # mean this bot-owned && (attack-move || assault-move)
	Buildable:
		Prerequisites: upgrade.light, ~light.quad, ~techlevel.medium
		BuildDuration: 353
		BuildDurationModifier: 100
		Description: Missile Scout\n  Excellent vs Light Armor\n Modest vs Tanks\n Weak vs  Moving Targets, Infantry
	Valued:
		Cost: 450
	Health:
		HP: 11000
	Armor:
		Type: light
	Mobile:
		Locomotor: light_vehicle
		TurnSpeed: 40
		Speed: 86
	RevealsShroud:
		Range: 6c224
	Armament:
		Weapon: Rocket
		LocalOffset: 128,64,64, 128,-64,64
	Armament@chaos_bomb_influence:
		Weapon: Rocket
		LocalOffset: 128,64,64, 128,-64,64
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: heavy-damage
		Modifier: 75
	RevealsShroud@jammed:
		Range: 5c0

stealth_raider:
	Inherits: raider
	Buildable:
		Prerequisites: ~light.ordos, upgrade.light, research_centre, ~techlevel.high
		BuildPaletteOrder: 30
		BuildDuration: 270
		Description: Invisible Raider Trike\n Can be detected by infantry(1 cell), Turrets(2 cells), Outpost (5 cells)
	Valued:
		Cost: 500
	Mobile:
		TurnSpeed: 32
		Speed: 100
	Tooltip:
		Name: Stealth Raider Trike
	RevealsShroud:
		Range: 5c512
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Cloak:
		InitialDelay: 45
		CloakDelay: 90
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Dock, Damage, Heal
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled

siege_tank:
	Buildable:
		Queue: Armor
		Prerequisites: upgrade.heavy, ~techlevel.medium
		BuildDuration: 400
		BuildDurationModifier: 100
		Description: Siege Artillery\n  High range, high Inaccuracy\n Strong vs Infantry, Buildings\n  Weak vs Tanks, Quads
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Defense
		InvalidTargets: Tanks
		Priority: 50
		RequiresCondition: ignore-creeps # mean this: bot-owned && (attack-move || assault-move)
	AutoTargetPriority@bot2:
		ValidTargets: Vehicle
		InvalidTargets: Tanks
		Priority: 10
		RequiresCondition: bot-owned
	AttackFrontal:
		ForceFireIgnoresActors: True
		TargetFrozenActors: True
	Valued:
		Cost: 800
	Health:
		HP: 13000
	Armor:
		Type: light
	Mobile:
		Speed: 38
		TurnSpeed: 12
	RevealsShroud:
		Range: 5c512
	Turreted:
		TurnSpeed: 12
		Offset: 0,0,-32
	-RevealOnFire:
	Armament:
		Weapon: 155mm
		Recoil: 150
		RecoilRecovery: 19
		LocalOffset: 512,0,320
		MuzzleSequence: muzzle
	Armament@chaos_bomb_influence:
		Weapon: 155mm
		Recoil: 150
		RecoilRecovery: 19
		LocalOffset: 512,0,320
		MuzzleSequence: muzzle
	Explodes:
		Weapon: UnitExplodeMed
		EmptyWeapon: UnitExplodeMed
	SpawnActorOnDeath:
		Actor: siege_tank.husk
		OwnerType: InternalName
		EffectiveOwnerFromOwner: true
		RequiresCondition: !worm_attack
	ThrowsShrapnel:
		Weapons: DerbisSiegetank, Debris3
		Pieces: 1, 2
		Range: 2c0, 4c0
	ThrowsShrapnel@turret:
		Weapons: derbisSiegetank.turret
		Pieces: 1, 1
		Range: 0c512, 2c0

missile_tank:
	AutoTargetPriority@bot:
		ValidTargets: Tank, Defense, Air
		InvalidTargets: Infantry
		Priority: 50
		RequiresCondition: ignore-creeps
	AutoTargetPriority@bot2:
		ValidTargets: Structure, Vehicle
		InvalidTargets: Infantry
		Priority: 20
		RequiresCondition: ignore-creeps
	AttackFrontal:
		ForceFireIgnoresActors: false
		TargetFrozenActors: true
	GrantRandomCondition:
		Conditions: shrapnel_01, shrapnel_02, shrapnel_03
	Buildable:
		BuildDuration: 512
		Prerequisites: ~heavy.missile_tank, heavy_factory,upgrade.heavy, high_tech_factory, ~techlevel.high
		Description: Rocket Artillery\n Excellent vs moving targets, Tanks\n Strong vs Vehicles, Aircraft\n  Weak vs Infantry, Quads
	Valued:
		Cost: 900
	Mobile:
		Speed: 45
		TurnSpeed: 20
	Health:
		HP: 15000
	Armor:
		Type: light
	RevealsShroud:
		Range: 5c512
	Armament:
		Weapon: mtank_pri
		LocalOffset: -128,128,171, -128,-128,171
	Armament@chaos_bomb_influence:
		Weapon: mtank_pri
		LocalOffset: -128,128,171, -128,-128,171
	-RevealOnFire:
	ThrowsShrapnel@01:
		Weapons: Debris, Debris4, Debris3
		Pieces: 0,1
		Range: 1c0, 3c0
		RequiresCondition: shrapnel_01  && !worm_attack
	ThrowsShrapnel@02:
		Weapons: Debris3, Debris
		Pieces: 1,2
		Range: 2c0, 3c0
		RequiresCondition: shrapnel_02  && !worm_attack
	ThrowsShrapnel@02_02:
		Weapons: DerbisMissile
		Pieces: 0,2
		Range: 3c0, 5c0
		RequiresCondition: shrapnel_02 && !worm_attack
	ThrowsShrapnel@03:
		Weapons: DerbisMissile, Debris, Debris4, Debris3
		Pieces: 1,3
		Range: 4c0, 6c0
		RequiresCondition: shrapnel_03 && !worm_attack
	SpawnActorOnDeath:
		RequiresCondition: !worm_attack

sonic_tank:
	AutoTargetPriority@bot:
		ValidTargets: Vehicle, Defense, Structure, Infantry
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
	Buildable:
		Queue: Armor
		Prerequisites: ~heavy.atreides,upgrade.heavy, research_centre, ~techlevel.high
		BuildDuration: 630
		Description: Fires sonic shocks\n  Excellent vs Infantry, Buildings, Turrets\n Modest vs vehicles \n  Weak vs Tanks, Missiles,\n Friendly Fire
	Valued:
		Cost: 1100
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 30000
	Armor:
		Type: light
	Mobile:
		TurnSpeed: 15 #faster turnspeed
		Speed: 27
	RevealsShroud:
		Range: 5c768
	Armament:
		Weapon: Sound
		LocalOffset: 600,0,427
	Armament@chaos_bomb_influence:
		Weapon: Sound
		LocalOffset: 600,0,427
	-RevealOnFire:
	SpawnActorOnDeath:
		RequiresCondition: !worm_attack

devastator:
	GrantConditionOnDamageState@forbot:
		Condition: lowhp
		ValidDamageStates: Critical
	GrantCondition@botselfdestruct:
		Condition: overload
		RequiresCondition: lowhp && bot-owned
	Buildable:
		Prerequisites: ~heavy.harkonnen, research_centre, upgrade.heavy, ~techlevel.high
		BuildDuration: 700
		Description: Super Heavy Tank\n  Decent damage vs everthing\n weak vs missile\n SelfDestruction damage 8 square cells
	ExternalCondition:
		Condition: unitCapturated #block deploy while devastator is captured with Deviator
	Valued:
		Cost: 1200
	Health:
		HP: 65000
	Armor:
		Type: heavy
	Mobile:
		TurnSpeed: 12
		Speed: 27
		Locomotor: devastator
		RequiresCondition: !overload
		PauseOnCondition: notmobile
	RevealsShroud:
		Range: 4c768
	Armament:
		Weapon: DevBullet
		LocalOffset: 640,0,32
		MuzzleSequence: muzzle
	Armament@chaos_bomb_influence:
		Weapon: DevBullet
		LocalOffset: 640,0,32
		MuzzleSequence: muzzle
	Explodes@OVERLOAD:
		Weapon: PlasmaExplosion
		EmptyWeapon: PlasmaExplosion
		RequiresCondition: meltdown
	GrantConditionOnDeploy@REACTOR:
		DeployedCondition: overload
		PauseOnCondition: overload
		RequiresCondition: !unitCapturated
	WithIdleOverlay@OVERLOAD:
		Sequence: active
		RequiresCondition: overload
	WithIdleOverlay@OVERLOAD2:
		Sequence: active-2
		RequiresCondition: overload
	KillsSelf@MELTDOWN:
		Delay: 120
		RequiresCondition: overload
		GrantsCondition: meltdown
	AttractsWorms:
		Intensity: 700
	ChangesHealth:
		Step: 40
		Delay: 3
		StartIfBelow: 50
	-RevealOnFire:
	Selectable:
		DecorationBounds: 44,38,0,0
	AmbientSound@onMeltDown:
		SoundFiles: audio/DevastatorMeltdown01.wav
		RequiresCondition: overload
	ThrowsShrapnel@TrowOnMeldown:
		Weapons: Debris2, DeathHandClusterDebris, Debris4, DerbisSiegetank
		Pieces: 7, 15
		Range: 3c512, 7c0
		RequiresCondition: meltdown
	ThrowsShrapnel@standart:
		Weapons: Debris, Debris3, DerbisSiegetank
		Pieces: 1, 2
		RequiresCondition: !meltdown
	SpawnActorOnDeath:
		RequiresCondition: !meltdown && !worm_attack
	SpawnActorOnDeath@crater:
		Actor: crater_big
		RequiresCondition: meltdown
		Offset: -1,0

deviator:
	AutoTargetPriority@bot:
		ValidTargets: Tank, Vehicle
		InvalidTargets: Infantry, Structure, Defense
		Priority: 50
		RequiresCondition: ignore-creeps
	Valued:
		Cost: 1100
	Buildable:
		Prerequisites: ~heavy.ordos, research_centre,upgrade.heavy, ~techlevel.high
		BuildDuration: 618
		Description: Fires a Gas which changes\nthe allegiance of enemy vehicles\n Gas leaks from Deviator husk dead\n weak vs everythink
	Mobile:
		TurnSpeed: 12
		Speed: 47
	Health:
		HP: 11000
	Armor:
		Type: light
	RevealsShroud:
		Range: 5c112
	RevealOnFire:
		Duration: 50
	Armament:
		Weapon: DeviatorMissile
		LocalOffset: -299,0,85
	Armament@chaos_bomb_influence:
		Weapon: DeviatorMissile
		LocalOffset: -299,0,85
	ThrowsShrapnel:
		Weapons:  Debris4, Debris
		Pieces: 0,2
		Range: 0c512, 4c512
	SpawnActorOnDeath:
		RequiresCondition: !worm_attack
	SpawnActorOnDeath@dummygas1: # gasLeaks have effects only if husk is alive
		Actor: dummygas01
		Offset: 0, 0
	SpawnActorOnDeath@dummygas2:
		Actor: dummygas02
		Offset: 0, 0
	SpawnActorOnDeath@dummygas3:
		Actor: dummygas03
		SpawnAfterDefeat: false
	SpawnActorOnDeath@dummygas4:
		Actor: dummygas04
		SpawnAfterDefeat: false
	SpawnActorOnDeath@dummygas5:
		Actor: dummygas05
		SpawnAfterDefeat: false
	SpawnActorOnDeath@dummygas6:
		Actor: dummygas06
		SpawnAfterDefeat: false
	SpawnActorOnDeath@dummygas7:
		Actor: dummygas07
		SpawnAfterDefeat: false
	SpawnActorOnDeath@dummygas8:
		Actor: dummygas08
		SpawnAfterDefeat: false

^combat_tank:
	GrantRandomCondition:
		Conditions: Husk01, Husk02, Husk03, Husk04 #random dead effects
	AutoTargetPriority@bot:
		InvalidTargets: Infantry
		ValidTargets: Vehicle, Defense, Structure, Tank
		Priority: 40
		RequiresCondition: ignore-creeps
	Buildable:
		Queue: Armor
		BuildDuration: 432
		Description: Main Battle Tank\n  Modest vs Tanks, vehicles\n  Weak vs Infantry, Missiles \n Can crush Infantry
	Valued:
		Cost: 700
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 22000
	Armor:
		Type: heavy
	Mobile:
		Speed: 67
		TurnSpeed: 20
	RevealsShroud:
		Range: 5c0
	Turreted:
		TurnSpeed: 20
		RealignDelay: 0
	Armament:
		Weapon: 80mm_A
		Recoil: 128
		RecoilRecovery: 32
		LocalOffset: 256,0,0
		MuzzleSequence: muzzle
	ThrowsShrapnel:
		Weapons: Debris, Debris3, debris_vehicle02, debris_vehicle01
		Pieces: 0, 2
		Range: 2c0, 4c0
	-RevealOnFire:

combat_tank_a:
	Inherits: ^combat_tank
	Buildable:
		Prerequisites: ~heavy.atreides_combat
		Description: Atreides Combat Tank \n Modest speed/HP \n Combat bonus: Longer Range
	Mobile:
		TurnSpeed: 20
	Tooltip:
		Name: Atreides Combat Tank
	Armament:
		Weapon: 80mm_A
	Armament@chaos_bomb_influence:
		Weapon: 80mm_A
	SpawnActorOnDeath:
		Actor: combat_tank_a.husk
		RequiresCondition: Husk01 && !worm_attack
	SpawnActorOnDeath@husk02:
		Actor: combat_tank_a.husk02
		RequiresCondition: Husk02 && !worm_attack
	SpawnActorOnDeath@husk03:
		Actor: combat_tank_a.husk03
		RequiresCondition: Husk03 && !worm_attack
	SpawnActorOnDeath@husk04:
		Actor: combat_tank_a.husk04
		RequiresCondition: Husk04 && !worm_attack
	ThrowsShrapnel@turret:
		Weapons: debris_turret.atreides
		Pieces: 1,1
		Range: 0c250, 2c512
		RequiresCondition: Husk01
	ThrowsShrapnel@turret01:
		Weapons: debris_turret01.atreides
		Pieces: 1,1
		Range: 1c0, 2c512
		RequiresCondition: Husk02


combat_tank_h:
	Inherits: ^combat_tank
	Buildable:
		Prerequisites: ~heavy.harkonnen_combat
		Description: Harkonnen Combat tank \n More Healt, low Speed \n Combat Bonus: Damage \n less affected by Dune terrain
	Armament:
		Weapon: 80mm_H
	Armament@chaos_bomb_influence:
		Weapon: 80mm_H
	Tooltip:
		Name: Harkonnen Combat Tank
	Mobile:
		Speed: 57
		TurnSpeed: 17
		Locomotor: tank_harkonnen #faster on dunes
	SpeedMultiplier@HEAVYDAMAGE: # Speed reduction When damaged is lower compared to others.
		RequiresCondition: critical-damage
		Modifier: 90
	Health:
		HP: 29000
	SpawnActorOnDeath:
		Actor: combat_tank_h.husk
		RequiresCondition: Husk01 && !worm_attack
	SpawnActorOnDeath@husk02:
		Actor: combat_tank_h.husk02
		RequiresCondition: Husk02 && !worm_attack
	SpawnActorOnDeath@husk03:
		Actor: combat_tank_h.husk03
		RequiresCondition: Husk03 && !worm_attack
	SpawnActorOnDeath@husk04:
		Actor: combat_tank_h.husk04
		RequiresCondition: Husk04 && !worm_attack
	ThrowsShrapnel@turret:
		Weapons: debris_turret.harkonnen
		Pieces: 1,1
		Range: 0c250, 2c512
		RequiresCondition: Husk01
	ThrowsShrapnel@turret01:
		Weapons: debris_turret01.harkonnen
		Pieces: 1,1
		Range: 1c0, 2c512
		RequiresCondition: Husk02

combat_tank_o:
	Inherits: ^combat_tank
	Buildable:
		Prerequisites: ~heavy.ordos_combat
		Description: Ordos tank \n Fast speed, low HP \n Combat Bonus: Rate of fire
	SpeedMultiplier@HEAVYDAMAGE: # speed penalty when damaged is higher compared to others.
		RequiresCondition: critical-damage
		Modifier: 75
	Turreted:
		TurnSpeed: 24
	Armament:
		Weapon: 80mm_O
	Armament@chaos_bomb_influence:
		Weapon: 80mm_O
	Tooltip:
		Name: Ordos Combat Tank
	Mobile:
		Speed: 76
		TurnSpeed: 22
	Health:
		HP: 19000
	SpawnActorOnDeath:
		Actor: combat_tank_o.husk
		RequiresCondition: Husk01 && !worm_attack
	SpawnActorOnDeath@husk02:
		Actor: combat_tank_o.husk02
		RequiresCondition: Husk02 && !worm_attack
	SpawnActorOnDeath@husk03:
		Actor: combat_tank_o.husk03
		RequiresCondition: Husk03 && !worm_attack
	SpawnActorOnDeath@husk04:
		Actor: combat_tank_o.husk04
		RequiresCondition: Husk04 && !worm_attack
	ThrowsShrapnel@turret:
		Weapons: debris_turret.ordos
		Pieces: 1,1
		Range: 1c0, 2c512
		RequiresCondition: Husk01 || Husk02

combat_tank_cheap: #cheap tank for Smugglers, Mercenaries and Fremen
	Inherits: ^combat_tank
	Buildable:
		BuildDuration: 400
		Prerequisites: ~factions.subfaction_allowed, ~heavy.cheap_tank
		Description: Standard combat tank licensed by various manufacturers \n Modest speed, Low HP \n Bonus: Cheaper
	Valued:
		Cost: 600
	Tooltip:
		Name: Generic Combat Tank
	Mobile:
		Speed: 70
		TurnSpeed: 19
		Locomotor: tank 
	Health:
		HP: 20000
	Armament:
		Weapon: 80mm_cheap
	Armament@chaos_bomb_influence:
		Weapon: 80mm_cheap
	SpawnActorOnDeath:
		Actor: combat_tank_cheap.husk
		RequiresCondition: Husk01 && !worm_attack
	SpawnActorOnDeath@husk02:
		Actor: combat_tank_cheap.husk02
		RequiresCondition: Husk02 && !worm_attack
	SpawnActorOnDeath@husk03:
		Actor: combat_tank_cheap.husk03
		RequiresCondition: Husk03 && !worm_attack
	SpawnActorOnDeath@husk04:
		Actor: combat_tank_cheap.husk04
		RequiresCondition: Husk04 && !worm_attack
	ThrowsShrapnel@turret:
		Weapons: debris_turret.harkonnen
		Pieces: 1,1
		Range: 0c250, 2c512
		RequiresCondition: Husk01

combat_tank_corrino:
	Inherits: combat_tank_h
	Buildable:
		Prerequisites: ~heavy.corrino_combat, ~factions.subfaction_allowed
		Description: Corrino Combat tank \n  Better HP, low Speed \n Combat bonus: area damage \n Less affected by Dune terrain
	Tooltip:
		Name: Corrino Combat Tank
	Health:
		HP: 26000
	Mobile:
		Speed: 60
		TurnSpeed: 19
		Locomotor: tank_harkonnen #faster on dunes
	SpeedMultiplier@HEAVYDAMAGE: # Speed reduction When damaged is lower compared to others.
		RequiresCondition: critical-damage
		Modifier: 90
	Armament:
		Weapon: 80mm_corrino
	Armament@chaos_bomb_influence:
		Weapon: 80mm_corrino


carryall.reinforce:
	Inherits: ^Plane #		LandingSounds: adv_carryall_land_1.wav  need local sound implemented
	Valued: #				TakeoffSounds: adv_carryall_takeoff_1.wav
		Cost: 1100
	UpdatesPlayerStatistics:
		AddToAssetsValue: false
	Tooltip:
		Name: Carryall
	Health:
		HP: 12000
	Armor:
		Type: light
	Aircraft:
		CruiseAltitude: 2160
		CruisingCondition: cruising
		Speed: 170
		TurnSpeed: 16
		LandableTerrainTypes: Sand, Rock, Transition, Spice, SpiceSand, Dune, Concrete
		Repulsable: False
		AirborneCondition: airborne
		CanSlide: True
		VTOL: true
		IdleTurnSpeed: 5
		IdleSpeed: 115
	ThrowsShrapnel@derbis:
		Weapons: Debris, Debris2, debris_vehicle01, debris_vehicle02
		Pieces: 1, 3
		Range: 1c0, 6c0
	ThrowsShrapnel@derbisExplosions:
		Weapons: DeathHandClusterDebris
		Pieces: 1 , 3
		Range: 1c0, 5c0
	ThrowsShrapnel@derbisExplosions2:
		Weapons: DeathHandClusterDebris
		Pieces: 0 , 2
		Range: 1c0, 5c0
	SpawnActorOnDeath@rotor:
		Actor: rotor
		SkipMakeAnimations: false
		Offset: 0, 1
		RequiresCondition: cruising
	SpawnActorOnDeath@CRUISING:
		SpawnAfterDefeat: false
	SpawnActorOnDeath@LANDING:
		SpawnAfterDefeat: false
	HiddenUnderFog:
		AlwaysVisibleRelationships: Ally

carryall.reinforce_with_sound:
	Inherits: carryall.reinforce
	Health:
		HP: 9000
	Carryall:
		BeforeUnloadDelay: 200
		BeforeLoadDelay: 100
	Aircraft:
		MinAirborneAltitude: 400
		TakeoffSounds: audio/adv_carryall_takeoff_1.wav
		LandingSounds: audio/adv_carryall_land_1.wav
		Speed: 140
	RevealsShroud@landing:
		Range: 3c0
		RequiresCondition: !cruising
		Type: CenterPosition
	RevealsShroud@onland:
		Range: 4c0
		RequiresCondition: !airborne
		Type: CenterPosition
	AmbientSound:
		SoundFiles: audio/carryallSound(2).wav
		RequiresCondition: cruising
	SpawnActorOnDeath@LANDING:
		Actor: carryall.huskVTOL_reinforce
	SpawnActorOnDeath@rotor2:
		Actor: rotor
		Offset: 0, 1

carryall.bomber:
	Inherits: ^Plane
	RejectsOrders: #prevent crash when bot use attack bomber triat
	RenderSprites:
		Image: carryall
	Health:
		HP: 9000
	Aircraft:
		MinAirborneAltitude: 500
		AirborneCondition: airborne
		CruiseAltitude: 2500
		Speed: 170
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	AmmoPool:
		Ammo: 1
	AmbientSound:
		SoundFiles: audio/carryallSound(2).wav
	ThrowsShrapnel@derbis:
		Weapons: Debris, Debris2, debris_vehicle01
		Pieces: 1, 3
		Range: 0c512, 2c0
	HitShape:
		Type: Circle
			Radius: 32
	AttackBomber:
	Armament:
		Weapon: chaosbomb1
	Armament@2:
		Weapon: chaosbomb2
		FireDelay: 5
	Armament@3:
		Weapon: chaosbomb3
		FireDelay: 11
	Armament@4:
		Weapon: chaosbomb4
		FireDelay: 17
	SpawnActorOnDeath:
		Actor: carryall.bomberhusk

light_inf:
	ExternalCondition@chaos_bomb:
		Condition: chaos_bomb
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Structure
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	AutoTargetPriority@bot2:
		ValidTargets: Vehicle
		Priority: 20
		RequiresCondition: bot-owned
	Buildable:
		Queue: Infantry
		BuildDuration: 62
	Valued:
		Cost: 50
	Health:
		HP: 6000
	Mobile:
		Speed: 43
	Armament:
		Weapon: LMG
	Armament@chaos_bomb_influence:
		Weapon: LMG
	WithInfantryBody:
		-DefaultAttackSequence:
		AttackSequences:
			primary: shoot
	Armament@chaossounds: #sound decoration when chaos bomb is used
		Weapon: chaosambiencesounds
		TargetRelationships: Enemy, Ally, Neutral
		Name: secondary
		RequiresCondition: chaos_bomb

ordos_light_drop_squadleader:
	Inherits: light_inf
	RenderSprites:
		Image: light_inf
	ProducibleWithLevel:
		Prerequisites: techlevel.medium
		InitialLevels: 4
	UpdatesPlayerStatistics:
		OverrideActor: light_inf
	-Buildable:

ordos_light_drop:
	Inherits: light_inf
	RenderSprites:
		Image: light_inf
	ProducibleWithLevel:
		Prerequisites: techlevel.medium
		InitialLevels: 3
	UpdatesPlayerStatistics:
		OverrideActor: light_inf
	-Buildable:

ordos_trooper_drop:
	Inherits: trooper
	RenderSprites:
		Image: trooper
	ProducibleWithLevel:
		Prerequisites: techlevel.medium
		InitialLevels: 2
	UpdatesPlayerStatistics:
		OverrideActor: trooper
	-Buildable:

trooper:
	AutoTargetPriority@bot:
		InvalidTargets: Infantry
		ValidTargets: Vehicle, Defense, Structure, Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	Buildable:
		Prerequisites: upgrade.barracks, ~techlevel.medium
		BuildDuration: 112
		Description: Anti-tank infantry\n  Strong vs Tanks\n  Weak vs Infantry, Artillery, Moving targets 
	Valued:
		Cost: 100
	Health:
		HP: 7000
	RevealsShroud:
		Range: 4c768
	Mobile:
		Speed: 31
	Armament:
		Weapon: Bazooka
		LocalOffset: 128,0,256
	Armament@chaos_bomb_influence:
		Weapon: Bazooka
		LocalOffset: 128,0,256
	TakeCover:
		ProneOffset: 324,0,-204
	WithInfantryBody:
		-DefaultAttackSequence:
		AttackSequences:
			primary: shoot
	Armament@chaossounds: # aditional sound decoration when chaos bomb is used
		Weapon: chaosambiencesounds
		TargetRelationships: Enemy, Ally, Neutral
		Name: secondary
		RequiresCondition: chaos_bomb

engineer:
	Buildable:
		Prerequisites: upgrade.barracks, ~techlevel.medium
		BuildDuration: 160
		Description: Infiltrates and captures enemy structures\n  Attracts nearby worms when deployed\n Can repair Buildings \n Capture husks
	Valued:
		Cost: 400
	Health:
		HP: 5000
	RevealsShroud:
		Range: 2c768
	Mobile:
		Speed: 31
		PauseOnCondition: deployed
	EngineerRepair:
		Types: Building
	-Passenger:
	CaptureManager:
	Captures:
		CaptureTypes: building
	Captures@cliff:
		CaptureTypes: cliff
		ConsumedByCapture: false
		CaptureDelay: 150
	Captures@husks:
		CaptureTypes: husk
	GrantConditionOnDeploy:
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		Facing: 512
		SkipMakeAnimation: true
		AllowedTerrainTypes: Sand, Spice, Dune, SpiceSand
	WithInfantryBody:
		RequiresCondition: undeployed
	WithSpriteBody@DEPLOYED:
		Sequence: thump
		RequiresCondition: !undeployed
	WithIdleOverlay@DEPLOYED:
		Sequence: thump-sand
		RequiresCondition: deployed
	AmbientSound:
		SoundFiles: THUMPER1.WAV
		Interval: 60
		RequiresCondition: deployed
	AttractsWorms:
		Intensity: 1000
		Falloff: 0, 0, 0, 100, 100, 100, 25, 11, 6, 4, 3, 2, 1, 0
		RequiresCondition: deployed
	-Armament@chaos_bomb_influence:

grenadier:
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Structure
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps # mean this bot-owned && (attack-move || assault-move)
	Buildable:
		Prerequisites: ~barracks.atreides, upgrade.barracks, high_tech_factory, ~techlevel.medium
		BuildDuration: 105
	Valued:
		Cost: 80
	Health:
		HP: 6000
	Mobile:
		Speed: 43
	Armament:
		Weapon: grenade
		LocalOffset: 192,0,224
		FireDelay: 3
	Armament@chaos_bomb_influence:
		Weapon: grenade
		LocalOffset: 192,0,224
		FireDelay: 3
	TakeCover:
		ProneOffset: 96,100,-64
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: GrenDeath
		EmptyWeapon: GrenDeath


mpsardaukar:
	Buildable:
		Prerequisites: ~barracks.harkonnen, upgrade.barracks, high_tech_factory, ~techlevel.medium, ~factions.standard
		BuildDuration: 175
		Description: Elite assault infantry of Corrino\n  Strong vs Vehicles\n Modest vs Infantry\n  Weak vs Artillery, Sonic Beams
	Valued:
		Cost: 200
	Health:
		HP: 10000
	Mobile:
		Speed: 31
	Armament@PRIMARY:
		Weapon: M_LMG_H
	Armament@SECONDARY:
		Weapon: M_HMG_H
	Armament@chaos_bomb_influence:
		Weapon: M_LMG_H
	Armament@chaos_bomb_influence2:
		Weapon: M_HMG_H
		RequiresCondition: chaos_bomb
	GrantConditionOnPrerequisite@supportpoweractivator:
		Condition: stimpack
		Prerequisites: productionSpeedup.sardaukar
	TakeCover:
		RequiresCondition: !officerAura || !stimpack
	SpeedMultiplier@corrinosupportposer:
		Modifier: 135
		RequiresCondition: stimpack

mpsardaukar.corrino:
	Inherits: mpsardaukar
	Buildable:
		Prerequisites: ~barracks.corrino, upgrade.barracks, high_tech_factory, ~techlevel.medium, ~factions.subfaction_allowed
	ProductionTimeMultiplier:
		Multiplier: 40
		Queue: Infantry
		Prerequisites: productionSpeedup.sardaukar
	ProductionCostMultiplier:
		Multiplier: 50
		Prerequisites: productionSpeedup.sardaukar
	ProducibleWithLevel:
		InitialLevels: 1
		Prerequisites: productionSpeedup.sardaukar


mpsardaukar.level4:
	Inherits: mpsardaukar
	RenderSprites:
		Image: sardaukar
	ProducibleWithLevel:
		InitialLevels: 4
	UpdatesPlayerStatistics:
		OverrideActor: mpsardaukar
	Buildable:
		Prerequisites: ~disabled

mpsardaukar.level3:
	Inherits: mpsardaukar
	RenderSprites:
		Image: sardaukar
	ProducibleWithLevel:
		InitialLevels: 3
	UpdatesPlayerStatistics:
		OverrideActor: mpsardaukar
	Buildable:
		Prerequisites: ~disabled

mpsardaukar.level2:
	Inherits: mpsardaukar
	RenderSprites:
		Image: sardaukar
	ProducibleWithLevel:
		InitialLevels: 2
	UpdatesPlayerStatistics:
		OverrideActor: mpsardaukar
	Buildable:
		Prerequisites: ~disabled

saboteur:
	-Passenger:
	Buildable:
		Prerequisites: ~disabled
		Description: Always cloaked. \n Destroy buildings \n SelfKill explosion
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	WithDecoration@ScullIcon:
		Image: skullicon
		Sequence: idle
		ValidRelationships: Enemy, Neutral, Ally
		Palette: effect
		Position: BottomRight
		Margin: 5, 6
	Health:
		HP: 6000
	Mobile:
		Speed: 43
		PauseOnCondition: SuicideAtt
	Demolition:
		DetonationDelay: 50
		Flashes: 3
		EnterBehaviour: Suicide
	-RevealOnFire:
	Cloak:
		InitialDelay: 85
		CloakDelay: 85
		CloakSound: STEALTH1.WAV
		UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
		RequiresCondition: !SuicideAtt
	Explodes@Selfkill:
		Weapon: PlasmaSaboteur
		EmptyWeapon: PlasmaSaboteur
		RequiresCondition: kamikadze
	GrantConditionOnDeploy:
		DeployedCondition: SuicideAtt
		PauseOnCondition: SuicideAtt
	KillsSelf@SuicideKillCount:
		Delay: 50
		RequiresCondition: SuicideAtt
		GrantsCondition: kamikadze
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Voiced:
		VoiceSet: SaboteurVoice
	AmbientSound@onSuicide:
		SoundFiles: audio/explodeSaboteurEmperor02.wav
		RequiresCondition: SuicideAtt
	-AttackFrontal:
	TakeCover:
		RequiresCondition: SuicideAtt
	SpawnActorOnDeath@crater:
		Actor: crater_big
		RequiresCondition: kamikadze
		Offset: -1,0
	-Armament@chaos_bomb_influence:

fremen:
	Buildable:
		Prerequisites: ~disabled
	Mobile:
		Speed: 43
	Valued:
		Cost: 200 ## actually 0, but spawns from support power at Palace
	Health:
		HP: 7000
	RevealsShroud:
		Range: 4c768
	AutoTarget:
		ScanRadius: 7
		InitialStance: HoldFire
		InitialStanceAI: ReturnFire
	Armament@PRIMARY:
		Weapon: Fremen_S
	Armament@SECONDARY:
		Weapon: Fremen_L
	Armament@chaos_bomb_influence:
		Weapon: Fremen_S
	Armament@chaos_bomb_influence2:
		Weapon: Fremen_L
	ChangesHealth@regen:
		Step: 0
		PercentageStep: 4
		Delay: 125
		StartIfBelow: 50
		DamageCooldown: 125	

ornithopter:
	Inherits: ^Plane
	Health:
		HP: 7000
	Aircraft:
		MinAirborneAltitude: 500
		AirborneCondition: airborne
	Targetable@AIRBORNE:
		TargetTypes: Air
		RequiresCondition: airborne
	AmbientSound:
		SoundFiles: audio/ornithopterMotor01.wav
	ThrowsShrapnel@derbis:
		Weapons: Debris, Debris2, debris_vehicle01
		Pieces: 1, 3
		Range: 0c512, 2c0
	HitShape:
		Type: Circle
			Radius: 32

#
# SubFaction units
#

mortar_inf:
	Inherits: ^Infantry
	Inherits@botlogic: ^botDeployLogic
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	AutoTargetPriority@bot: 
		ValidTargets: Infantry, Structure
		InvalidTargets: Tank
		Priority: 50
		RequiresCondition: ignore-creeps
	Selectable:
		Priority: 10
		PriorityModifiers: Ctrl, Alt
	RevealsShroud:
		Range: 5c856
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 60
		Prerequisites: ~barracks.mercenary, upgrade.barracks, ~techlevel.medium, outpost, ~factions.subfaction_allowed
		BuildDuration: 130
		BuildDurationModifier: 100
		Description: Mortar infantry, \n Strong VS infantry, Buildings\n Weak VS Tanks, Trikes \n Must be deployed to fire
	Valued:
		Cost: 140
	Tooltip:
		Name: Mortar Infantry
	WithRangeCircle:
		RequiresCondition: deployed
		Range: 6c512
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Health:
		HP: 6200
	Mobile:
		Speed: 35
		PauseOnCondition: deployed
	GrantConditionOnDeploy:
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		Facing: 768
		UndeployOnMove: false
		DeploySounds: audio/EBoD_MortarDeploy.wav
		UndeploySounds: audio/EBoD_MortarUndeploy.wav
		SkipMakeAnimation: false
	WithMakeAnimation:
		Sequence: deploying
	WithInfantryBody:
		RequiresCondition: undeployed && !beforedeploy && !dummyfire
	WithSpriteBody@DEPLOYED:
		Sequence: invisible
		RequiresCondition: !undeployed
	Turreted:
		Turret: turret
	WithSpriteTurret@idle:
		RequiresCondition: deployed && !AnimateTurret
	WithSpriteTurret@animated:
		RequiresCondition: deployed && AnimateTurret
		Sequence: thump
	WithIdleOverlay@sand:
		Sequence: thump-sand
		RequiresCondition: deployed && AnimateTurret
	GrantConditionOnAttack:
		Condition: AnimateTurret
		RevokeDelay: 14
	Armament:
		Weapon: 40mm_mortar
		RequiresCondition: deployed
		LocalOffset: 0,100,200
	Armament@chaos_bomb_influence:
		Weapon: 40mm_mortar
		RequiresCondition: deployed && chaos_bomb
		LocalOffset: 0,100,200
	GrantCondition:
		Condition: editorhack
	WithInfantryBody@Editor: # HACK: negative conditions don't count in EnabledByDefault, we can use this duplicate WIB to render it on map editor
		RequiresCondition: !editorhack

assassin:
	Inherits: ^Infantry
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 110
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 70
		Prerequisites: ~!factions.standard, ~barracks.harkonnen, upgrade.barracks, high_tech_factory, ~techlevel.high
		BuildDuration: 130
		BuildDurationModifier: 60
		Description: Infantry with long range rifle\n  Attacks only infantry\n  Inaccuracy is high at long range \n No armor
	Tooltip:
		Name: Assassin
	Health:
		HP: 5200
	Mobile:
		Speed: 38
	RevealsShroud:
		Range: 5c0
	Armament:
		Weapon: SniperRifle
		FireDelay: 2
	Armament@chaos_bomb_influence:
		Weapon: SniperRifle
		FireDelay: 2
	AttackFrontal:
	WithInfantryBody:
		DefaultAttackSequence: shoot
		MinIdleDelay: 90
		MaxIdleDelay: 200
	GrantConditionOnTerrain:
		TerrainTypes: Rough
		Condition: hiddenbetweenrocks
	Cloak:
		InitialDelay: 120
		CloakDelay: 120
		UncloakOn: Move, Damage
		IsPlayerPalette: true
		RequiresCondition: !cloak-force-disabled && hiddenbetweenrocks
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	-MustBeDestroyed:


officer:
	Inherits: ^Infantry
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Infantry
		BuildPaletteOrder: 100
		Prerequisites: ~disabled, ~factions.subfaction_allowed
		Description: Speed and armor bonus to nearby infantry units. \n Disable prone effect on infantry \n Aura range 5 cells
	Tooltip:
		Name: Officer
	RevealsShroud:
		Range: 5c112
	Valued:
		Cost: 200
	Health:
		HP: 7500
	Mobile:
		Speed: 41
	Armament:
		Weapon: dummy.targeting #just for targeting no Damage
	-Armament@chaos_bomb_influence:
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	WithInfantryBody:
		DefaultAttackSequence: shoot
	WithRangeCircle:
		Range: 4c0
		Color: 09FF00C7
	ProximityExternalCondition: #bonus aura
		Range: 5c0
		AffectsParent: true
		ValidRelationships: Ally
		Condition: officerAura
	-TakeCover:

fremen_fedaykin:
	Inherits: fremen
	RenderSprites:
		Image: fremen
	Tooltip:
		Name: Fremen Fedaykin
	AutoTarget:
		ScanRadius: 7
		InitialStance: Defend
		InitialStanceAI: Defend
	GrantConditionOnTerrain:
		Condition: rockterain
		TerrainTypes: Rock, Concrete
	Valued:
		Cost: 180
	Buildable:
		Queue: Infantry
		Prerequisites: ~factions.subfaction_allowed, ~barracks.fremen, research_centre, ~techlevel.medium
		BuildDuration: 160
		BuildDurationModifier: 100
		Description: Fremen Fedaykin \n Strong VS Infantry, Vehicles, Tanks \n Weak VS Buildings, Defenses. \n  Pernamently clocked on Sand
	Armament@PRIMARY:
		Weapon: Fremen_S_MP
	Armament@SECONDARY:
		Weapon: Fremen_L_MP
	Armament@chaos_bomb_influence:
		Weapon: Fremen_S_MP
		RequiresCondition: chaos_bomb
	Armament@chaos_bomb_influence2:
		Weapon: Fremen_L_MP
		RequiresCondition: chaos_bomb
	Cloak:
		PauseOnCondition: cloak-force-disabled || rockterain

worm_rider:
	Inherits: thumper
	Inherits: ^botDeployLogic
	AttackFrontal@deploytargeting:
	GrantConditionOnTerrain@forBotonly:
		TerrainTypes: Sand, Spice, Dune, SpiceSand
		Condition: desert_terain
	-ActorLostNotification:
	Tooltip:
		Name: Wormrider
	Mobile:
		Speed: 43
	KillsSelf:
		Delay: 800
		GrantsCondition: spawnWorm
		RequiresCondition: deployed && desert_terain
	GrantConditionOnDeploy:
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		PauseOnCondition: deployed
	AmbientSound:
		SoundFiles: THUMPER1.WAV
		Delay: 10
		Interval: 20
		RequiresCondition: deployed
	SpawnActorOnDeath@worm:
		Actor: mp_sandworm
		RequiresCondition: spawnWorm
		SkipMakeAnimations: false

mercenary:
	Inherits: ^Infantry
	Inherits: ^botDeployLogic
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	AutoTargetPriority@bot:
		InvalidTargets: Infantry
		ValidTargets: Vehicle, Defense, Structure, Tank
		Priority: 40
		RequiresCondition: ignore-creeps
	Selectable:
		Priority: 10
		PriorityModifiers: Alt
	Buildable:
		Prerequisites: ~disabled, barracks
		BuildDuration: 220
		BuildDurationModifier: 100
		Description: Elite Mercenary Strong VS Vehicles, Tanks \n can shoot only when deployed
	Valued:
		Cost: 250
	Tooltip:
		Name: Mercenary
	Mobile:
		Speed: 34
		PauseOnCondition: deployed
	TakeCover: #for some reason game crash without takecover :(
		PauseOnCondition: deployed
		RequiresCondition: !editorhack
	RevealsShroud:
		Range: 5c0
	Health:
		HP: 8000
	Armor: 
		Type: none
	Armament:
		Weapon: portable_cannon
		PauseOnCondition: !deployed
		LocalOffset: 0,100,0
		MuzzleSequence: muzzle
	-Armament@chaos_bomb_influence:
	WithMuzzleOverlay:
	GrantConditionOnDeploy:
		UndeployOnMove: false
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		Facing: 768
		DeploySounds: audio/EBoD_MortarDeploy.wav
		UndeploySounds: audio/EBoD_MortarUndeploy.wav
		SkipMakeAnimation: false
		PauseOnCondition: deploying
	WithInfantryBody:
		RequiresCondition: undeployed
	WithSpriteBody@DEPLOYED:
		Sequence: invisible
		RequiresCondition: !undeployed
	Turreted:
		TurnSpeed: 200
		InitialFacing: 640
		RealignDelay: -1
		Turret: turret
	WithSpriteTurret@idle:
		RequiresCondition: deployed && !AnimateTurret
	WithSpriteTurret@animated:
		RequiresCondition: deployed && AnimateTurret
		Sequence: turret-shoot
	GrantConditionOnAttack:
		Condition: AnimateTurret
		RevokeDelay: 14
	WithMakeAnimation@DEPLOYING:
		Sequence: deploying
		Condition: deploying
	GrantCondition:
		Condition: editorhack
	WithRangeCircle:
		RequiresCondition: deployed
		Range: 5c256
	WithInfantryBody@Editor: # HACK: negative conditions don't count in EnabledByDefault, we can use this duplicate WIB to render it on map editor
		RequiresCondition: !editorhack


bison_tank:
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits: ^Vehicle
	AutoTargetPriority@bot:
		InvalidTargets: Infantry
		ValidTargets: Vehicle, Defense, Structure, Tank
		Priority: 40
		RequiresCondition: ignore-creeps
	Buildable:
		Queue: Armor
		Prerequisites: ~heavy.bison, research_centre,upgrade.heavy, ~techlevel.high, ~factions.subfaction_allowed
		BuildDuration: 548
		BuildDurationModifier: 100
		BuildPaletteOrder: 100
		Description: Heavy tank licensed from IX \n Strong VS vehicles, Tanks \n Weak VS infantry
	Health:
		HP: 33000
	Valued:
		Cost: 950
	Tooltip:
		Name: Bison tank
	Armor:
		Type: heavy
	Mobile:
		Speed: 56
		TurnSpeed: 20
		Locomotor: tank
		PauseOnCondition: notmobile
	SpeedMultiplier:
		Modifier: 100 # testing
		RequiresCondition: full
	RevealsShroud:
		Range: 5c0
	Cargo:
		Types: Infantry
		MaxWeight: 5
		LoadingCondition: notmobile
		LoadedCondition: full
	Armament:
		Weapon: 90mm_bison
		Recoil: 128
		RecoilRecovery: 32
		LocalOffset: 0,0,0
		MuzzleSequence: muzzle
	Turreted:
		TurnSpeed: 20
		RealignDelay: 0
	AttackTurreted:
	Explodes:
		Weapon: UnitExplodeMed
		EmptyWeapon: UnitExplodeMed
	WithMuzzleOverlay:
	WithSpriteTurret:
	Armament@chaos_bomb_influence:
		Weapon: 90mm_bison
	SpawnActorOnDeath:
		Actor: bison_tank.Husk
		RequiresCondition: !worm_attack

mp_sandworm:
	Inherits@world: ^ExistsInWorld
	Inherits@selectable: ^SelectableCombatUnit
	Inherits@1: ^SpriteActor
	Selectable:
		Bounds: 32, 32, 0, 0
	Tooltip:
		Name: Sandworm
	Health:
		HP: 200000
	HitShape:
		Type: Rectangle
			TopLeft: -512, -512
			BottomRight: 512, 1024
	Armor:
		Type: heavy
	RenderSprites:
		Palette: terrain
	Mobile:
		Speed: 55
		TurnSpeed: 20
		Locomotor: worm_mp
		PauseOnCondition: makeAnimation
	Targetable:
		TargetTypes: Ground, Vehicle
	WithFacingSpriteBody:
	WithIdleOverlay@makeanimfromdummy: 
		RequiresCondition: makeAnimation
		Sequence: make
		Image: mp_sandworm
	WithMakeAnimation:
		Condition: makeAnimation
	AmbientSound:
		SoundFiles: WRMSIGN1.WAV
		Delay: 500
		Interval: 500
	KillsSelf:
		Delay: 2000
		GrantsCondition: dispose
	Explodes:
		Weapon: wormdisapier
		EmptyWeapon: wormdisapier
		RequiresCondition: dispose
	AmbientSound@worm_roar:
		SoundFiles: audio/worm_roar_1_tc.wav, audio/worm_roar_2_tc.wav, audio/worm_roar_5_tc.wav, audio/worm_roar_6_tc.wav,
		Interval: 20, 100
		RequiresCondition: !makeAnimation
	AmbientSound@invoking:
		SoundFiles: audio/worm_sign_elec_1.wav
		RequiresCondition: makeAnimation
	HiddenUnderFog:
	AppearsOnRadar:
		UseLocation: true
	Demolition:
		DetonationDelay: 0
		Flashes: 0
		DamageTypes: Vehicle, Infantry
		EnterBehaviour: Exit
		Cursor: attack
	ExternalCondition:
		Condition: worm_eating_anim
	WithIdleOverlay@mouth:
		Sequence: mouth
		RequiresCondition: worm_eating_anim
	Wanders:
		WanderMoveRadius: 5
		AvoidTerrainTypes: Rock, Rough, Concrete
	IgnoresCloak:
	AnnounceOnSeen:
		Notification: WormSign
		PingRadar: True
	RevealsShroud:
		Range: 8c0
	LeavesTrails:
		Image: sandtrail
		Sequences: traila, trailb, trailc
		Palette: effect
		Type: CenterPosition
		TerrainTypes: Sand, Dune, SpiceSand, Spice
		MovingInterval: 3
		Offsets: -1024,0,0
	RevealOnFire:
		Duration: 50
		Radius: 2c512
	ProximityExternalCondition:
		Range: 1c412
		Condition: worm_attack
		ValidRelationships: Ally, Neutral, Enemy
	ProximityExternalCondition@stop:
		Range: 0c900
		Condition: stop
		ValidRelationships: Neutral, Enemy, Ally
	SpawnActorOnDeath@endofride:
		Actor: fremen_fedaykin
		RequiresCondition: dispose
		SkipMakeAnimations: false

spire: #awfful sprite - disabled for now
	Inherits: quad
	Buildable:
		Prerequisites: upgrade.light, ~disabled, ~factions.subfaction_allowed, ~techlevel.medium
		BuildDuration: 353
		BuildDurationModifier: 100
		Description: Heavy missile Scout\n  Excellent vs Light Armor\n Modest vs Tanks\n Weak vs  Moving Targets, Infantry \n Slower speed, more HP better damage compare to quad
	Valued:
		Cost: 550
	Health:
		HP: 13000
	Tooltip:
		Name: Spire
	Armor:
		Type: light
	Mobile:
		Locomotor: light_vehicle
		TurnSpeed: 40
		Speed: 75
	Armament:
		Weapon: rocket_spike
		LocalOffset: 128,64,64
	Armament@secondrocket:
		Weapon: rocket_spike
		LocalOffset: 128,-64,64
	Armament@chaos_bomb_influence:
		Weapon: Rocket
		LocalOffset: 128,64,64, 128,-64,64



hunter:
	Inherits: trike
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Prerequisites: ~light.hunter, ~factions.subfaction_allowed
		BuildPaletteOrder: 10
		BuildDuration: 240
		Description: Trike with turret \n  Stronger vs Troopers, moving targets\n Reduced speed
	Tooltip:
		Name: Hunting Trike
	Valued:
		Cost: 400
	Turreted:
		TurnSpeed: 25
		Offset: -200,0,30
		RealignDelay: 0
	-AttackFrontal:
	WithMuzzleOverlay:
	AttackTurreted:
	WithSpriteTurret:
	RevealsShroud:
		Range: 7c512
	Mobile:
		Speed: 94
	Armament@damage:
		Weapon: HMG
		LocalOffset: -200,0,0
		MuzzleSequence: muzzle
	Armament@muzzle:
		Weapon: HMG_muzzle
		LocalOffset: -200,0,0
		MuzzleSequence: muzzle

bombardment_tank:
	Inherits: ^Vehicle
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Buildable:
		Queue: Armor
		Prerequisites: ~heavy.corrino, upgrade.heavy, research_centre, ~factions.subfaction_allowed
		BuildDuration: 690
		BuildDurationModifier: 100
		BuildPaletteOrder: 105
		Description: Heavy missile barrage affecting large area. \n Strong VS Infantry, Light armor \n Weak VS moving targets, tanks \n Ability: can fire 4 missile before reload \n High inaccuraty
	Health:
		HP: 22000
	Valued:
		Cost: 1200
	Tooltip:
		Name: Bombardment tank
	Armor:
		Type: light
	Mobile:
		Speed: 40
		TurnSpeed: 17
	RevealsShroud:
		Range: 5c856
	Turreted:
		TurnSpeed: 15
		Offset: -200,0,170
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	Explodes:
		Weapon: UnitExplodeMed
		EmptyWeapon: UnitExplodeMed
	AmmoPool:
		Ammo: 4
		AmmoCondition: ammo
	ReloadAmmoPool:
		Count: 1
		Delay: 85
	Armament:
		Weapon: clusterMissile
		LocalOffset: -200,128,171, -200,-128,171, -200,70,250, -200,-70,300
		PauseOnCondition: ammo == 0
	Armament@chaos_bomb_influence:
		Weapon: clusterMissile
	WithAmmoPipsDecoration:
		PipCount: 4
	SpawnActorOnDeath:
		Actor: bombardment_tank.husk
		SpawnAfterDefeat: false
		RequiresCondition: !worm_attack
	-RevealOnFire:

flamer:
	Inherits: ^Tank
	Inherits@GAINSEXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	AutoTargetPriority@bot:
		ValidTargets: Infantry, Structure
		InvalidTargets: Tanks
		Priority: 25
		RequiresCondition: ignore-creeps # mean this: bot-owned && (attack-move || assault-move)
	AutoTargetPriority@bot2:
		ValidTargets: Vehicle
		InvalidTargets: Tanks
		Priority: 10
		RequiresCondition: bot-owned
	SpeedMultiplier@HEAVYDAMAGE:
		RequiresCondition: critical-damage
		Modifier: 75
	Buildable:
		Queue: Armor
		BuildDuration: 610
		BuildDurationModifier: 100
		BuildPaletteOrder: 106
		Prerequisites: ~heavy.smuggler, research_centre, upgrade.heavy
		Description: Flamer \n Strong VS Infantry, Light armor, Buildings \n Weak VS Tanks, Defenses \n Destroy spice
	Health:
		HP: 29000
	Valued:
		Cost: 1000
	Tooltip:
		Name: Flamer
	Armor:
		Type: light
	Mobile:
		Speed: 70
	RevealsShroud:
		Range: 5c0
	AttackFrontal:
	AutoTarget:
		ScanRadius: 6
	Explodes:
		Weapon: UnitExplodeMed
		EmptyWeapon: UnitExplodeMed
		DeathTypes: BulletDeath
	Explodes@big:
		Weapon: flamer_explosion_big
		EmptyWeapon: flamer_explosion_big
		DeathTypes: ExplosionDeath, SoundDeath, FireDeath, SmallExplosionDeath
	Explodes@small1:
		Offset: 500,400,0
		Chance: 50
		Weapon: flamer_explosion_small
		EmptyWeapon: flamer_explosion_small
		DeathTypes: ExplosionDeath, SoundDeath, FireDeath, SmallExplosionDeath
	Explodes@small2:
		Offset: -800,-300,0
		Chance: 50
		Weapon: flamer_explosion_small02
		EmptyWeapon: flamer_explosion_small02
		DeathTypes: ExplosionDeath, SoundDeath, FireDeath, SmallExplosionDeath
	Explodes@small3:
		Offset: 200,900,0
		Chance: 50
		Weapon: flamer_explosion_small03
		EmptyWeapon: flamer_explosion_small03
		DeathTypes: ExplosionDeath, SoundDeath, FireDeath
	Armament:
		Weapon: flamethrower
		LocalOffset: 100,0, 200
	Armament@chaos_bomb_influence:
		Weapon: flamethrower
	SpawnActorOnDeath:
		Actor: flamer.husk
		DeathType: BulletDeath
		RequiresCondition: !worm_attack

crawler.light: 
	Inherits: ^Vehicle
	Buildable:
		Queue: Vehicle
		Prerequisites: ~light.crawler, ~factions.subfaction_allowed, upgrade.light, outpost
		BuildDuration: 405
		BuildDurationModifier: 100
		BuildPaletteOrder: 60
		Description: Light transporter \n Can transport 5 infantry units. \n Can crush infantry
	Health:
		HP: 13000
	Valued:
		Cost: 500
	Tooltip:
		Name: Crawler
	Armor:
		Type: light
	Mobile:
		Speed: 85
		Locomotor: tank
		PauseOnCondition: notmobile
	SpeedMultiplier:
		Modifier: 95
		RequiresCondition: full
	RevealsShroud:
		Range: 5c512
	Cargo:
		Types: Infantry
		MaxWeight: 5
		LoadingCondition: notmobile
		LoadedCondition: full
	Explodes:
		Weapon: UnitExplodeSmall
		EmptyWeapon: UnitExplodeSmall
	WithCargoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
	-Armament@chaos_bomb_influence:

frigate.harkonnen:
	Inherits: carryall.reinforce_with_sound
	RenderSprites:
		Image: frigate.harkonnen
	Health:
		HP: 10000
	SpawnActorOnDeath@CRUISING:
		Actor: frigate.husk
		RequiresCondition: cruising
	SpawnActorOnDeath@LANDING:
		Actor: frigate.huskvtol
	-SpawnActorOnDeath@rotor:
	-SpawnActorOnDeath@rotor2:

#
# disabled units
#
thumper:
	Buildable:
		Prerequisites: ~disabled
	-Armament@chaos_bomb_influence:

sardaukar:
	Buildable:
		Prerequisites: ~disabled
	-Armament@chaos_bomb_influence:



#
# merge mode tech tree
#

merged.fremen_fedaykin:
	Inherits: fremen_fedaykin
	Buildable:
		Prerequisites: ~techlevel.high, ~factions.merged, barracks, upgrade.barracks, merged.fremen_sietch, ~merged.fremen
	RenderSprites:
		Image: fremen


merged.sardaukar:
	Inherits: mpsardaukar.corrino
	RenderSprites:
		Image: sardaukar
	Buildable:
		Prerequisites: ~techlevel.high, ~factions.merged, ~merged.corrino, merged.corrino_palace, barracks, upgrade.barracks

merged.bombardment_tank:
	Inherits: bombardment_tank
	RenderSprites:
		Image: bombardment_tank
	Buildable:
		Prerequisites: ~techlevel.high,~factions.merged, ~merged.corrino, merged.corrino_palace, heavy_factory, upgrade.heavy

merged.flamer:
	Inherits: flamer
	RenderSprites:
		Image: flamer
	Buildable:
		Prerequisites: ~techlevel.high, ~factions.merged, ~merged.smuggler, research_centre, heavy_factory, upgrade.heavy, merged.starport_smuggler

merged.hunter:
	Inherits: hunter
	RenderSprites:
		Image: hunter
	Buildable:
		Prerequisites: ~factions.merged, ~light.hunter, upgrade.light, ~merged.smuggler
		BuildPaletteOrder: 50
	RevealsShroud:
		Range: 5c512

merged.crawler.light:
	Inherits: crawler.light
	RenderSprites:
		Image: crawler.light
	Buildable:
		BuildPaletteOrder: 106
		Prerequisites: merged.mercenary_factory, ~merged.mercenary, outpost, ~factions.merged, ~techlevel.high, light_factory, upgrade.light

merged.mortar_inf:
	Inherits: mortar_inf
	RenderSprites:
		Image: mortar_inf
	Buildable: 
		Prerequisites: merged.mercenary_factory, ~merged.mercenary, outpost, ~factions.merged, ~techlevel.high, barracks, upgrade.barracks

