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	<Tags></Tags>
	<Includes>
		<Include
			type="all"
			source="DATA:GlobalData/GlobalDefines.xml" />
		<Include
			type="all"
			source="ART:GBTeraSta_SKN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_ASN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_AAN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D2SN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D2AN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D3SN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_D3AN.w3x" />
		<Include
			type="all"
			source="ART:GBTeraSta_FX.w3x" />
		<Include
			type="all"
			source="ART:FXspotlight.w3x" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<GameObject
		id="GDITerraformingStation"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_GDISonicEmitter"
		ButtonImage="Portrait_GDISonicEmitter"
		Side="GDI"
		EditorSorting="STRUCTURE"
		TransportSlotCount="1"
		BuildCost="2000"
		BuildTime="20"
		EnergyProduction="-15"
		CommandSet="GDITerraformingStationCommandSet"
		KindOf="STRUCTURE SELECTABLE CAN_ATTACK IMMOBILE CAN_CAST_REFLECTIONS FS_BASE_DEFENSE POWERED AUTO_ACQUIRABLE_BY_AI COVER CAN_SEE_THROUGH_STRUCTURE ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS"
		RadarPriority="STRUCTURE"
		ProductionQueueType="OTHER_STRUCTURE"
		BuildPlacementTypeFlag="OTHER_STRUCTURE"
		EditorName="GDITerraformingStation"
		WeaponCategory="CANNON"
		TypeDescription="Type:GDITerraformingStation"
		Description="Desc:GDITerraformingStation">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDITerraformingStation</DisplayName>
		<GameDependency>
			<RequiredObject>GDIArmory</RequiredObject>
		</GameDependency>
		<ArmorSet
			Armor="GDITerraformingStationArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="SPREAD"
			ConquerMetricsOverrideDPS="250"
			ConquerMetricsOverrideDamageType="CANNON" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FX_WEAPON">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBTeraSta_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FX_WEAPON_" />
					<Turret
						TurretNameKey="Bone_Turret"
						TurretPitch="Bone_Turret_Pitch"
						TurretID="1" />
				</ModelConditionState>
				<!-- BUILD UP -->
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="GBTeraSta_ASN" />
				</ModelConditionState>				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="GBTeraSta_D3SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="GBTeraSta_D2SN" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="GBTeraSta_SKN" />
					<Texture
						Original="GBTeraformStation"
						New="GBTeraformStation_D" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT">
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Animation
						AnimationName="GBTeraSta_AAN"
						AnimationMode="ONCE" />
					<ParticleSysBone
						BoneName="NONE"
						FXParticleSystemTemplate="Con_Small"
						FollowBone="true" />
				</AnimationState>				
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="GBTeraSta_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="GBTeraSta_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="GBTeraSta_D2AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="GBTeraSta_D3AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>
			<SpotlightDraw
				id="ModuleTag_Spotlight"
				AttachToBoneInAnotherModule="bone_stealthdetector"
				RefreshTime="2.0s"
				SweepTime="1.0s">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXspotlight" />
				</ModelConditionState>
			</SpotlightDraw> 
			<!-- DRAW CRYSTAL -->
			<ScriptedModelDraw
				id="ModuleTag_Draw_Crystal"
				AttachToBoneInAnotherModule="FX_WEAPON_01"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="GBTeraSta_FX" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PREPARING">
					<Model
						Name="GBTeraSta_FX" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBTeraSta_FX"
						AnimationMode="ONCE_BACKWARDS" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="UNPACKING">
					<Animation
						AnimationName="GBTeraSta_FX"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="PREPARING"
					Flags="START_FRAME_FIRST">
					<Animation
						AnimationName="GBTeraSta_FX"
						AnimationMode="MANUAL" />
					<ParticleSysBone
						BoneName="FX_FireBone"
						FXParticleSystemTemplate="SonicEmition"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_FireBone"
						FXParticleSystemTemplate="SonicEmition_Spark"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FX_FireBone"
						FXParticleSystemTemplate="SonicEmition_Distort"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			<LaserDraw
				id="ModuleTag_LaserDraw"
				UseDistortionShader="false"
				Texture1_UTile="1"
				Texture1_VTile="1.1"
				Texture1_UScrollRate="0"
				Texture1_VScrollRate="2"
				Texture1_NumFrames="1"
				Texture1_FrameRate="30"
				Texture2_UTile="1"
				Texture2_VTile="1"
				Texture2_UScrollRate="0"
				Texture2_VScrollRate="3"
				Texture2_NumFrames="1"
				Texture2_FrameRate="30"
				LaserWidth="20">
				<FXShader
					ShaderName="Laser.fx"
					TechniqueIndex="0">
					<Constants>
						<Texture
							Name="Texture1">
							<Value>FXBeam</Value>
						</Texture>
						<Texture
							Name="Texture2">
							<Value>FXBeam</Value>
						</Texture>
					</Constants>
				</FXShader>
			</LaserDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_Weapon01SetUpdate">
				<WeaponSlotTurret
					ID="1">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDISonicShockWaveCannon" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="100"
						AllowsPitch="true"
						MinimumPitch="-60d"
						PitchHeight="90%"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="5.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			<LinearDamageUpdate
				id="ModuleData_LinearDamageUpdate"
				StartDistanceOffset="=$GDI_TERRAFORM_WEAPON_MIN_DISTANCE"
				Radius="=$GDI_TERRAFORM_WEAPON_LINE_RADIUS"
				Length="400"
				SweepFXList="FX_TeraSweep"
				SweepWeapon="GDITerrainformingStationSweepWeapon"
				Speed="100" />
			<!--Storm Shield Ability-->
			<SpawnBehavior
				id="ModuleTag_StormShieldObject"
				SpawnNumberData="1"
				InitialBurst="1"
				SpawnReplaceDelayData="1s"
				SpawnedRequireSpawner="true"
				KillSpawnsOnCaptured="true"
				SpawnInsideBuilding="true"
				KillSpawnsOnDisabled="true">
				<Die
					DeathTypes="ALL" />
				<SpawnTemplate>GDITerraformingStationIonStormKiller</SpawnTemplate>
			</SpawnBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_BuildDamaged_Small" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_BuildRubble_Small" />
			</FXListBehavior>
			<StructureUnpackUpdate
				UnpackTime="1.5s" />
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="=$GDI_TERRAFORMINGSTATION_STEALTH_DETECTION_RANGE" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="DATA:Includes/RepairAlliesEngineerContain.xml" />
			<xi:include
				href="../../Includes/GenericGDIBuildingSuicide.xml" />
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					CanPickDynamicTargets="false" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="7000" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape 
				Type= "BOX"
				MajorRadius = "18.3775"
				MinorRadius = "18.3773"
				Height = "4.70465" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "8.74401"
				MinorRadius = "12.3495"
				Height = "41.2188" >
				<Offset
					x = "0.0"
					y = "0.0"
					z = "0.0" />
			</Shape>
			<Shape 
				Type= "BOX"
				MajorRadius = "9.44857"
				MinorRadius = "4.62317"
				Height = "9.20792" >
				<Offset
					x = "15.7154"
					y = "3.33786e-006"
					z = "25.5002" />
			</Shape>
			<ContactPoint>
				<Pos x= "-7.28801" y = "-5.06412" z = "0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "8.86416" y = "-5.06412" z = "37.4835" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "8.86416" y = "11.088" z = "0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-7.28801" y = "11.0881" z = "37.4835" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-7.28801" y = "-5.06412" z = "37.4835" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "8.86416" y = "-5.06412" z = "0.0" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "8.86416" y = "11.0881" z = "37.4835" />
			</ContactPoint>
			<ContactPoint>
				<Pos x= "-7.28801" y = "11.088" z = "0.0" />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="AudioEvent:GDI_TerraformingStationSelect"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound>
		<ShadowInfo
			Type="VOLUME" />
		<VisionInfo
			VisionRange="375"
			ShroudClearingRange="500" />
		<ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>