<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="ART:ABControl_SKN.w3x" />
		<Include
			type="all"
			source="ART:ABControlBld.w3x" />
		<Include
			type="all"
			source="ART:ABControl_IDLA.w3x" />
		<Include
			type="all"
			source="ART:ABControl_D2SN.w3x" />
		<Include
			type="all"
			source="ART:ABControl_D2AN.w3x" />
		<Include
			type="all"
			source="ART:ABControl_D3SN.w3x" />
		<Include
			type="all"
			source="ART:ABControl_D3AN.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<!-- NerveCenter -->
	<GameObject
		id="AlienControlCenter"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_ALIENNerveCenter"
		ButtonImage="Portrait_ALIENNerveCenter"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="1500"
		PlacementViewAngle="225d"
		BuildTime="15"
		CommandSet="AlienControlCenterCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER POWERED FS_RADAR FS_TECHNOLOGY"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="AlienControlCenter"
		Description="Desc:ALIENControlCenter"
		TypeDescription="Type:AlienControlCenter"
		EnergyProduction="-8">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:ALIENControlCenter</DisplayName>
		<GameDependency>
			<RequiredObject>AlienPowerProjector</RequiredObject>
			<RequiredObject>AlienTiberiumTower</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="AlienControlCenterArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="BACK" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABControl_SKN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABControlBld" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABControl_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABControl_D2SN" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABControl_SKN" />
					<Texture
						Original="ABControl"
						New="ABControl_D" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone03"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="ABControlBld"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="DO_NOT_PLAY_WHEN_UNPOWERED">
					<Animation
						AnimationName="ABControl_IDLA"
						AnimationMode="LOOP" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABControl_D3AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
						CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABControl_D2AN"
						AnimationMode="MANUAL" />
					<Script>
						Prev = CurDrawablePrevAnimationState();
						if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
						CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
					<Animation
						AnimationName="ABControl_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABControl_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedL" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleL" />
			</FXListBehavior>


			<SpecialPower
				id="ModuleTag_TiberiumVibrationScan"
				SpecialPowerTemplate="SpecialPower_TiberiumVibrationScan"
				UpdateModuleStartsAttack="true"
			/>
			<RadarScanMapSpecialAbilityUpdate
				id="ModuleTag_TiberiumVibrationScanUpdate"
				SpecialPowerTemplate="SpecialPower_TiberiumVibrationScan"
				PackTime="10s">
				<IntersectionFlagsFilter
					ObjectStatus="HAS_TIBERIUM_UPGRADE" />
				<IntersectionFlagsFilter
					KindOf="TIBERIUM_BASED HARVESTER FS_MONEY_STORAGE" />
				<IntersectionFlagsFilter
					KindOf="VEHICLE"
					ObjectStatus="HAS_TIBERIUM_AMMO" />
				<IntersectionFlagsFilter
					KindOf="TIBERIUM"
					UseLocalPlayerFilter="false" />
			</RadarScanMapSpecialAbilityUpdate>
			<AISpecialPowerUpdate
				id="ModuleTag_ControlCenterTiberiumVibration"
				CommandButtonName="Command_TiberiumVibrationScan"
				SpecialPowerRadius="999999.0"
				SpecialPowerAIType="SPECIAL_POWER_TARGET_STEALTH"
			/>


			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="2.0s" />

			<OCLSpecialPower
				id="ModuleTag_SwarmOCL"
				SpecialPowerTemplate="SpecialPower_Swarm"
				TriggerFX="FX_AlienBlinkSwarm" 
				OCL="OCL_AlienBuzzers"
				CreateLocation="CREATE_AT_LOCATION">
			</OCLSpecialPower>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienSwarmAI"
				CommandButtonName="Command_SpecialPowerSwarm"
				ReinforceDistance="0.0"
				SpecialPowerRadius="250.0"
				SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"
			/>
			<!-- Seed Tiberium -->
			<OCLSpecialPower
				id="ModuleTag_OCLSpecialPowerAlienSeedTiberium"
				SpecialPowerTemplate="SpecialPower_AlienSeedTiberium"
				OCL="OCL_AlienSeedTiberiumLaserFX"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienCastSeedTiberium"
				CommandButtonName="Command_AlienSeedTiberium"
				SpecialPowerAIType="SPECIAL_POWER_SEED_TIBERIUM" 
			/>			
			

			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				Type="UPGRADE" 
				GiveNoXP="true" />

			<OCLSpecialPower
				id="ModuleTag_LightningSpikeOCL"
				SpecialPowerTemplate="SpecialPower_LightningSpike"
				OCL="OCL_AlienControlCenterLightningSpike"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienLightningSpike"
				CommandButtonName="Command_LightningSpike"
		        ReinforceDistance="100.0" 
				SpecialPowerRadius="300.0"
        SpellMakesAStructure="AlienLightningSpike" 
				SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"
			/>
<!-- Tiberium Hive -->			
			<OCLSpecialPower
				id="ModuleTag_TibHiveOCL"
				SpecialPowerTemplate="SpecialPower_SummonTibHive"
				OCL="OCL_AlienTibHive"
				CreateLocation="CREATE_AT_LOCATION"
			/>
			<AISpecialPowerUpdate
				id="ModuleTag_AlienTibHive"
				CommandButtonName="Command_SummonTibHive"
		        ReinforceDistance="100.0" 
				SpecialPowerRadius="300.0"
        SpellMakesAStructure="AlienTibHive" 
				SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"
			/>

			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/GenericAlienBuildingSuicide.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="AIUpdate" />
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="5000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.192"
				MinorRadius="7.192"
				Height="54.6">
				<Offset
					x="-2.02492"
					y="0.169566"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="12.4"
				MinorRadius="12.4"
				Height="35.0">
				<Offset
					x="-2.02492"
					y="0.169566"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="20.0"
				MinorRadius="20.0"
				Height="20.0">
				<Offset
					x="0.671986"
					y="0.169565"
					z="0.0" />
			</Shape>
			<ContactPoint>
				<Pos
					x="-22.0974"
					y="-22.0142"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="20.8323"
					y="-22.0142"
					z="46.952" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="20.8323"
					y="20.9154"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-22.0974"
					y="20.9154"
					z="46.952" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-22.0974"
					y="-22.0142"
					z="46.952" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="20.8323"
					y="-22.0142"
					z="0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="20.8323"
					y="20.9154"
					z="46.952" />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x="-22.0974"
					y="20.9154"
					z="0.0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_NerveCenter_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="ALI_Building_LightDamage" AudioType="soundOnDamaged" />
			<AudioEntry Sound="ALI_Building_HeavyDamage" AudioType="soundOnReallyDamaged" />
			<AudioEntry Sound="ALI_Building_Placed" AudioType="soundUnderConstruction" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="200"
			ShroudClearingRange="500" />
		<ProjectedBuildabilityInfo
			Radius="175"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>
