<?xml version="1.0" encoding="utf-8"?>
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	<Tags></Tags>
	<Includes>
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:NOD/Structures/NODTechAssemblyPlant.xml" />
	</Includes>
	<GameObject
		id="BlackHandTechAssemblyPlant"
		inheritFrom="NODTechAssemblyPlant"
		Side="BlackHand"
		EditorSorting="STRUCTURE"
		CommandSet="BlackHandTechAssemblyPlantCommandSet"
		EditorName="BlackHandTechAssemblyPlant"
		Description="Desc:BlackHandTechAssemblyPlant"
		TypeDescription="Type:BlackHandTechAssemblyPlant">
		<GameDependency
			xai:joinAction="Replace">
			<RequiredObject>BlackHandOperationsCenter</RequiredObject>
		</GameDependency>
		<!--<ArmorSet
			Armor="NODTechAssemblyPlantArmor"
			DamageFX="FactionStructureDamageFX" />-->
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD" />
		<Draws>
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NB_TechPlant" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILD_PLACEMENT_CURSOR">
					<Model
						Name="NB_TechPlant" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="NB_TechPlantA_SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="NB_TechPlant_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NB_TechPlant_D2SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NB_TechPlant" />
					<Texture
						Original="NB_Tech"
						New="NB_Tech_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>		
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="BUILD_PLACEMENT_CURSOR">
					<Script>
						CurDrawableHideSubObject("UG_EMP")
						CurDrawableHideSubObject("UG_Lasers")
						CurDrawableHideSubObject("UG_SigGen")
						CurDrawableHideSubObject("UG_DozerBlades")
					</Script>	
				</AnimationState>		
				<!-- BUILDUP ANIMATION -->						
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="NB_TechPlantA_AN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Large"
						FollowBone="true" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="NB_TechPlant_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="NB_TechPlant_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="NB_TechPlant_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="NB_TechPlant_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			
			<GrantUpgradeAreaOfEffectSpecialPower
				id="ModuleTag_RedemptionTrigger"
				xai:joinAction="Remove" />
							
			<OCLSpecialPower
				id="ModuleTag_Redemption"
				xai:joinAction="Remove" />

			<AISpecialPowerUpdate
				id="ModuleTag_NODTechLabRedemptionAI"
				xai:joinAction="Remove"	/>	
				
			<SubObjectsUpgrade
				xai:joinAction="Remove"
				id="ModuleTag_LaserCapacitorSubObject"
				ShowSubObjects="UG_Lasers">
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</SubObjectsUpgrade>		
			<SubObjectsUpgrade
				id="ModuleTag_ChargedParticleBeamSubObject"
				ShowSubObjects="CHARGEDPARTICALBEAM_01 CHARGEDPARTICALBEAM_02 CHARGEDPARTICALBEAM_03">
				<TriggeredBy>Upgrade_NodTechCenterChargedParticleBeam</TriggeredBy>
			</SubObjectsUpgrade>
<!-- Decoy Temple Power -->		
			<OCLSpecialPower
				id="ModuleTag_SpecialPowerDecoyTemple"
				SpecialPowerTemplate="SpecialPower_DecoyTemple"
				OCL="OCL_CreateDecoyTemple"
				CreateLocation="CREATE_AT_LOCATION"
			/>	

			<GrantUpgradeAreaOfEffectSpecialPower
				xai:joinAction="Remove"
				id="ModuleTag_CloakingField"
				SpecialPowerTemplate="SpecialPower_LaserFencing" 
				TriggerFX="FX_NOD_LaserFencingTriggeredByBuilding"
				Radius="10">
				<AcceptObjectFilter
					Rule="ANY"
					Relationship="ALLIES"
					Include="STRUCTURE"
				/>
				<UpgradeTemplate>Upgrade_CloakingFieldInvisibility</UpgradeTemplate>
			</GrantUpgradeAreaOfEffectSpecialPower>
			<WeaponFireSpecialAbilityUpdate
				xai:joinAction="Remove"
				id="ModuleTag_WeaponFireSpecialAbilityUpdateLaserFencing"
				SpecialPowerTemplate="SpecialPower_LaserFencing"
				SpecialWeapon="CloakingFieldKillInfantryWeapon"
				WhichSpecialWeapon="2"
			/>
			<AISpecialPowerUpdate
				xai:joinAction="Remove"
				id="ModuleTag_NODTechLabLaserFencingAI"
				CommandButtonName="Command_SpecialPowerLaserFencing"
				AllyUnitInclude="STRUCTURE"
				SpecialPowerRadius="100.0" 
				SpecialPowerAIType="SPECIAL_POWER_AOE_BUFF"
			/>			
			<xi:include
				xai:joinAction="Remove"
				href="../../Includes/AdvancedNODBuildingDestruction.xml" />
			<xi:include
				xai:joinAction="Remove"
				href="../../Includes/AdvancedNODBuildingSuicide.xml" />
			
			<xi:include
				href="../../Includes/AdvancedBlackHandBuildingDestruction.xml" />
			<xi:include
				href="../../Includes/AdvancedBlackHandBuildingSuicide.xml" />


				
					
		</Behaviors>
	</GameObject>
</AssetDeclaration>