﻿<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef ParentName="BuildingBase">
    <defName>ShipLandingBeacon</defName>
    <label>ship landing beacon</label>
    <description>Marks the corner of a landing area. Four of these placed at the corners of a clear area (minimum 9x9) create a landing pad. Spacecraft usually land on pads if possible.</description>
    <graphicData>
      <texPath>Things/Building/Misc/ShipLandingBeacon</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shadowData>
        <volume>(0.3, 0.2, 0.3)</volume>
        <offset>(0,0,-0.1)</offset>
      </shadowData>
      <damageData>
        <rect>(0.2,0.2,0.6,0.6)</rect>
      </damageData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <minifiedDef>MinifiedThing</minifiedDef>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <statBases>
      <MaxHitPoints>75</MaxHitPoints>
      <WorkToBuild>800</WorkToBuild>
      <Flammability>0.5</Flammability>
      <Mass>5</Mass>
    </statBases>
    <tickerType>Rare</tickerType>
    <drawerType>MapMeshAndRealTime</drawerType>
    <fillPercent>0.15</fillPercent>
    <costList>
      <Steel>40</Steel>
      <ComponentIndustrial>1</ComponentIndustrial>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>50</basePowerConsumption>
      </li>
      <li Class="CompProperties_Glower">
        <glowRadius>2</glowRadius>
        <glowColor>(164, 255, 138, 0)</glowColor>
      </li>
      <li Class="CompProperties_ShipLandingBeacon">
        <edgeLengthRange>9~25</edgeLengthRange>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
    </comps>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <displayNumbersBetweenSameDefDistRange>9~25</displayNumbersBetweenSameDefDistRange>
    <pathCost>14</pathCost>
    <designationCategory>Misc</designationCategory>
    <uiOrder>2100</uiOrder>
    <rotatable>false</rotatable>
    <placeWorkers>
      <li>PlaceWorker_ShipLandingBeacon</li>
    </placeWorkers>
    <designationHotKey>Misc2</designationHotKey>
    <researchPrerequisites>
      <li>Electricity</li>
    </researchPrerequisites>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>MeditationSpot</defName>
    <label>meditation spot</label>
    <description>Designates a spot for meditation. Psycasters can meditate here to gain psyfocus. If a focus object like a sculpture is nearby, the psycaster will be able to focus on it to boost their psyfocus gain. However, different people are able to use different focus objects.</description>
    <graphicData>
      <texPath>Things/Building/Misc/MeditationSpot</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <statBases>
      <WorkToBuild>0</WorkToBuild>
    </statBases>
    <rotatable>false</rotatable>
    <scatterableOnMapGen>false</scatterableOnMapGen>
    <useHitPoints>False</useHitPoints>
    <designationCategory>Misc</designationCategory>
    <uiOrder>2000</uiOrder>
    <passability>Standable</passability>
    <drawGUIOverlay>true</drawGUIOverlay>
    <building>
      <sowTag>SupportPlantsOnly</sowTag>
      <canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
      <ai_chillDestination>false</ai_chillDestination>
      <wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
      <artificialForMeditationPurposes>false</artificialForMeditationPurposes>
    </building>
    <comps>
      <li Class="CompProperties_UsesMeditationFocus"/>
      <li Class="CompProperties_AssignableToPawn">
        <drawUnownedAssignmentOverlay>false</drawUnownedAssignmentOverlay>
        <compClass>CompAssignableToPawn_MeditationSpot</compClass>
      </li>
    </comps>
    <placeWorkers>
      <li>PlaceWorker_MeditationSpot</li>
    </placeWorkers>
    <designationHotKey>Misc12</designationHotKey>
  </ThingDef>
  
  <ThingDef Name="NatureShrineBase" ParentName="BuildingBase" Abstract="True">
    <rotatable>false</rotatable>
    <altitudeLayer>Building</altitudeLayer>
    <designationCategory>Misc</designationCategory>
    <useHitPoints>true</useHitPoints>
    <passability>PassThroughOnly</passability>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <statBases>
      <Flammability>1.0</Flammability>
    </statBases>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <colorPerStuff>
      <li>
        <stuff>WoodLog</stuff>
        <color>(255,255,255)</color>
      </li>
    </colorPerStuff>
    <placeWorkers>
      <li>PlaceWorker_ArtificialBuildingsNear</li>
      <li>PlaceWorker_RequireNaturePsycaster</li>
      <li>PlaceWorker_MeditationOffsetBuildingsNear</li>
    </placeWorkers>
    <building>
      <artificialForMeditationPurposes>false</artificialForMeditationPurposes>
      <ai_neverTrashThis>true</ai_neverTrashThis>
      <ai_chillDestination>false</ai_chillDestination>
      <paintable>true</paintable>
    </building>
    <minifiedDef>MinifiedThing</minifiedDef>
  </ThingDef>

  <ThingDef ParentName="NatureShrineBase">
    <defName>NatureShrine_Small</defName>
    <label>small nature shrine</label>
    <description>A small shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them.</description>
    <graphicData>
      <graphicClass>Graphic_Appearances</graphicClass>
      <texPath>Things/Building/Misc/NatureShrine_Small</texPath>
      <drawSize>(2,2)</drawSize>
      <shadowData>
        <volume>(1.4, 1, 0.8)</volume>
        <offset>(0,0,-0.5)</offset>
      </shadowData>
    </graphicData>
    <size>(2,2)</size>
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <comps>
      <li Class="CompProperties_MeditationFocus">
        <statDef>MeditationFocusStrength</statDef>
        <focusTypes>
          <li>Natural</li>
        </focusTypes>
        <offsets>
          <li Class="FocusStrengthOffset_ArtificialBuildings">
            <radius>34.9</radius>
            <curve>
              <points>
                <li>(0,   0.0)</li>
                <li>(5,  -0.06)</li>
                <li>(10, -0.12)</li>
                <li>(50, -0.22)</li>
              </points>
            </curve>
          </li>
          <li Class="FocusStrengthOffset_BuildingDefs">
            <defs><AnimusStone>0.02</AnimusStone></defs>
            <radius>9.9</radius>
            <maxBuildings>4</maxBuildings>
            <explanationKey>MeditationFocusPerAnimusStone</explanationKey>
            <explanationKeyAbstract>MeditationFocusPerAnimusStoneAbstract</explanationKeyAbstract>
          </li>
        </offsets>
      </li>
    </comps>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <WorkToBuild>15000</WorkToBuild>
      <Beauty>10</Beauty>
      <MeditationFocusStrength>0.22</MeditationFocusStrength>
      <Mass>25</Mass>
    </statBases>
    <costStuffCount>150</costStuffCount>
    <building>
      <paintable>true</paintable>
    </building>
  </ThingDef>

  <ThingDef ParentName="NatureShrineBase">
    <defName>NatureShrine_Large</defName>
    <label>large nature shrine</label>
    <description>A large shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them.</description>
    <graphicData>
      <graphicClass>Graphic_Appearances</graphicClass>
      <texPath>Things/Building/Misc/NatureShrine_Large</texPath>
      <drawSize>(3,3)</drawSize>
      <shadowData>
        <volume>(1.3,1.5,0.8)</volume>
        <offset>(0,0,-0.9)</offset>
      </shadowData>
    </graphicData>
    <size>(3,3)</size>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <comps>
      <li Class="CompProperties_MeditationFocus">
        <statDef>MeditationFocusStrength</statDef>
        <focusTypes>
          <li>Natural</li>
        </focusTypes>
        <offsets>
          <li Class="FocusStrengthOffset_ArtificialBuildings">
            <radius>34.9</radius>
            <curve>
              <points>
                <li>(0,   0.0)</li>
                <li>(5,  -0.06)</li>
                <li>(10, -0.13)</li>
                <li>(50, -0.30)</li>
              </points>
            </curve>
          </li>
          <li Class="FocusStrengthOffset_BuildingDefs">
            <defs><AnimusStone>0.02</AnimusStone></defs>
            <radius>9.9</radius>
            <maxBuildings>4</maxBuildings>
            <explanationKey>MeditationFocusPerAnimusStone</explanationKey>
            <explanationKeyAbstract>MeditationFocusPerAnimusStoneAbstract</explanationKeyAbstract>
          </li>
        </offsets>
      </li>
    </comps>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <WorkToBuild>30000</WorkToBuild>
      <MeditationFocusStrength>0.30</MeditationFocusStrength>
      <Beauty>20</Beauty>
      <Mass>50</Mass>
    </statBases>
    <costStuffCount>300</costStuffCount>
  </ThingDef>
  
  <ThingDef ParentName="BuildingBase">
    <defName>AnimusStone</defName>
    <label>animus stone</label>
    <description>An ancient jade stone marked with sacred tribal carvings. Tribal psycasters can focus on these stones during meditation to increase their psyfocus gain more than a typical nature shrine.\n\nDifferent tribal cultures tell different stories about these stones, but most agree that they were crafted by an ancient world spirit during a time of great power. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them.</description>
    <graphicData>
      <graphicClass>Graphic_Single</graphicClass>
      <texPath>Things/Building/Misc/AnimusStone</texPath>
      <color>(85,118,69)</color>
      <shadowData>
        <volume>(0.45,0.8,0.45)</volume>
      </shadowData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <minifiedDef>MinifiedThing</minifiedDef>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <fillPercent>0.35</fillPercent>
    <rotatable>false</rotatable>
    <tradeability>Buyable</tradeability>
    <statBases>
      <MarketValue>5000</MarketValue>
      <MaxHitPoints>100</MaxHitPoints>
      <Mass>5</Mass>
      <MeditationFocusStrength>0.34</MeditationFocusStrength>
    </statBases>
    <placeWorkers>
      <li>PlaceWorker_ArtificialBuildingsNear</li>
      <li>PlaceWorker_MeditationOffsetBuildingsNear</li>
    </placeWorkers>
    <building>
      <artificialForMeditationPurposes>false</artificialForMeditationPurposes>
      <ai_neverTrashThis>true</ai_neverTrashThis>
      <ai_chillDestination>false</ai_chillDestination>
      <destroySound>BuildingDestroyed_Stone_Small</destroySound>
    </building>
    <comps>
      <li Class="CompProperties_MeditationFocus">
        <statDef>MeditationFocusStrength</statDef>
        <focusTypes>
          <li>Natural</li>
        </focusTypes>
        <offsets>
          <li Class="FocusStrengthOffset_ArtificialBuildings">
            <radius>34.9</radius>
            <curve>
              <points>
                <li>(0,   0.0)</li>
                <li>(5,  -0.08)</li>
                <li>(10, -0.16)</li>
                <li>(50, -0.34)</li>
              </points>
            </curve>
          </li>
          <li Class="FocusStrengthOffset_BuildingDefs">
            <defs><AnimusStone>0.02</AnimusStone></defs>
            <radius>9.9</radius>
            <maxBuildings>4</maxBuildings>
            <explanationKey>MeditationFocusPerAnimusStone</explanationKey>
            <explanationKeyAbstract>MeditationFocusPerAnimusStoneAbstract</explanationKeyAbstract>
          </li>
        </offsets>
      </li>
    </comps>
  </ThingDef>

</Defs>