<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
	
  <ThingDef ParentName="BuildingBase">
    <defName>GDI_PowerConduit</defName>
    <label>gdi power conduit</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
    <graphicData>
      <texPath>things/building/GDI/Misc/IonPC</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <linkType>Transmitter</linkType>
      <linkFlags>
        <li>PowerConduit</li>
      </linkFlags>
      <damageData>
        <rect>(0,0.35,1,0.3)</rect>
      </damageData>
    </graphicData>
    <blueprintGraphicData>
      <texPath>things/building/GDI/Misc/IonPC_Blueprint</texPath>
    </blueprintGraphicData>
    <uiIconPath>things/building/GDI/Misc/IonPC_Icon</uiIconPath>
    <building>
			<ai_chillDestination>false</ai_chillDestination>
			<isInert>true</isInert>
      <ignoreNeedsPower>true</ignoreNeedsPower>
      <isEdifice>false</isEdifice>
    </building>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <passability>Standable</passability>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <statBases>
      <MaxHitPoints>175</MaxHitPoints>
      <WorkToBuild>45</WorkToBuild>
      <Flammability>0</Flammability>
      <Beauty>4</Beauty>
    </statBases>
    <description>A set of electrical cables for moving power around. Can be placed under walls and other buildings. GDI's ion control makes it very durable.</description>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <costList>
      <Steel>3</Steel>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTransmitter</compClass>
        <transmitsPower>true</transmitsPower>
      </li>
	  <li Class="CompProperties_Glower">
			<glowRadius>1</glowRadius>
			<glowColor>(200,200,255)</glowColor>
	  </li>
    </comps>
    <placeWorkers>
      <li>PlaceWorker_Conduit</li>
    </placeWorkers>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Tiberium</designationCategory>
    <constructEffect>ConstructMetal</constructEffect>
    <researchPrerequisites>
      <li>Electricity</li>
	  <li>GDIResearch_Technology</li>
    </researchPrerequisites>
  </ThingDef>
  
  <ThingDef ParentName="LampBase">
    <defName>Light_GDI</defName>
    <label>Ion Lamp</label>
    <description>GDI uses the ionizing feature of Tiberium to power this lamp.</description>
    <graphicData>
      <texPath>things/building/GDI/Misc/Light_GDI</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <statBases>
	  <Beauty>5</Beauty>
	  <MaxHitPoints>75</MaxHitPoints>
	  <WorkToMake>330</WorkToMake>
	  <Mass>20</Mass>
	  <Flammability>0.05</Flammability>
    </statBases>
    <comps>
      <li Class="CompProperties_Glower">
        <glowRadius>15</glowRadius>
        <glowColor>(200,200,255)</glowColor>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>50</basePowerConsumption>
        <shortCircuitInRain>false</shortCircuitInRain>
      </li>
    </comps>
    <costList>
      <Steel>15</Steel>
	  <Component>1</Component>
    </costList>
	<designationCategory>Tiberium</designationCategory>
    <researchPrerequisites>
      <li>Electricity</li>
	  <li>GDIResearch_Technology</li>
    </researchPrerequisites>
  </ThingDef>
  
    <ThingDef ParentName="BuildingBase">
    <defName>GDI_Grave</defName>
    <label>Honorable Grave</label>
    <thingClass>Building_Grave</thingClass>
    <graphicData>
      <texPath>things/building/GDI/Misc/Grave/CemeteryOpen</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(1.5,1.5)</drawSize>
    </graphicData>
    <constructEffect>ConstructDirt</constructEffect>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <useHitPoints>false</useHitPoints>
    <description>This honorable grave is for those who fought in the most stressful situations. Our soldiers shall not be forgotten!</description>
    <size>(2,2)</size>
    <tickerType>Rare</tickerType>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <WorkToBuild>1150</WorkToBuild>
	  <Beauty>25</Beauty>
    </statBases>
    <passability>PassThroughOnly</passability>
    <building>
		<ai_chillDestination>false</ai_chillDestination>
      <isInert>true</isInert>
      <preventDeterioration>true</preventDeterioration>
      <fullGraveGraphicData>
				<texPath>things/building/GDI/Misc/Grave/Cemetery</texPath>
				<graphicClass>Graphic_Multi</graphicClass>
				<drawSize>(1.5,1.5)</drawSize>
			</fullGraveGraphicData>
      <fixedStorageSettings>
        <filter>
          <categories>
            <li>Corpses</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <filter>
          <categories>
            <li>CorpsesHumanlike</li>
          </categories>
        </filter>
      </defaultStorageSettings>
    </building>
	<costList>
		<GDI_ReinforcedPlate>1</GDI_ReinforcedPlate>
	</costList>
    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <terrainAffordanceNeeded>Diggable</terrainAffordanceNeeded>
    <designationCategory>Tiberium</designationCategory>
    <designationHotkey>Misc8</designationHotkey>
	<researchPrerequisites>
		  <li>GDIResearch_Buildings</li>
	</researchPrerequisites>
  </ThingDef>
		
</ThingDefs>