<?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:ABTNexus.w3x" />
		<Include
			type="all"
			source="ART:ABTNexus_D2.w3x" />
		<Include
			type="all"
			source="ART:ABTNexusD2_AN.w3x" />
		<Include
			type="all"
			source="ART:ABTNexus_D3.w3x" />
		<Include
			type="all"
			source="ART:ABTNexusD3_AN.w3x" />
		<Include
			type="all"
			source="ART:ABTNexus.xml" />
		<Include
			type="all"
			source="ART:ABTNexus_D.xml" />
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:BaseObjects/BaseStructure.xml" />
	</Includes>
	<!-- PowerPlant -->
	<GameObject
		id="MG_Alien_TerraformingNexus"
		inheritFrom="BaseStructure"
		SelectPortrait="Portrait_TerraformingNexus"
		ButtonImage="Portrait_TerraformingNexus"
		Side="ALIEN"
		EditorSorting="STRUCTURE"
		Browser="REGION METAGAME ALIEN"
		BuildCost="100"
		BuildTime="1"
		PlacementViewAngle="315d"
		CommandSet="EmptyCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS UNIQUE_UNIT AUTO_ACQUIRABLE_BY_AI NOT_AUTOACQUIRABLE COVER POWERED IGNORE_CAN_NOT_BUILD"
		RadarPriority="STRUCTURE"
		ProductionQueueType="MAIN_STRUCTURE"
		BuildPlacementTypeFlag="MAIN_STRUCTURE"
		EditorName="MG_Alien_TerraformingNexus"
		Description="Desc:MG_Alien_TerraformingNexus"
		TypeDescription="Type:MG_Alien_TerraformingNexus">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">NAME:MG_Alien_TerraformingNexus</DisplayName>
		<ArmorSet
			Armor="AlienPowerProjectorArmor"
			DamageFX="FactionStructureDamageFX" />
		<SkirmishAIInformation
			BaseBuildingLocation="HOMEBASE" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="ABTNexus" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">
					<Model
						Name="ABTNexus" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
					<Model
						Name="ABTNexus_D3" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="ABTNexus_D2" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow01"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFireGlow02"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="ABTNexus" />
					<Texture
						Original="ABTNexus"
						New="ABTNexus_D" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlant"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone01"
						FXParticleSystemTemplate="AlienPowerPlantGlow"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="FXBone02"
						FXParticleSystemTemplate="AlienDamageFire01"
						FollowBone="true" />
				</ModelConditionState>
        <AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					StateName="STATE_bored"
					Flags="">
          <Animation
						AnimationName="ABTNexus"
						AnimationBlendTime="1"
						AnimationPriority="1"
						AnimationMode="LOOP"/>
        </AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="STRUCTURE_UNPACKING">

				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
					<Animation
						AnimationName="ABTNexus_D3"
						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="ABTNexus_D2"
						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="ABTNexusD2_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
					<Animation
						AnimationName="ABTNexusD3_AN"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
				</AnimationState>
			</ScriptedModelDraw>

		</Draws>
		<!-- This needs to be in every Stategic Buildings XML
		            DO NOT CHANGE THE id. it must be the same in all files-->
      	
		<Behaviors>
			<FXListBehavior
				id="ModuleTag_FXList">
				<DieMuxData
					DeathTypes="ALL" />
				<Event
					Index="onTransitionToDamaged"
					FX="FX_AlienBuildingDamagedM" />
				<Event
					Index="onTransitionToReallyDamaged"
					FX="FX_AlienBuildingDamagedM" />
				<Event
					Index="onTransitionToRubble"
					FX="FX_AlienBuildingRubbleM" />
			</FXListBehavior>
			<SlowDeath
				id="ModuleTag_Death"
				SinkDelay="3.0s"
				SinkRate="4.0"
				DestructionDelay="8.0s">
				<Sound Type="INITIAL" List="ALI_Building_Die" />
				<DieMuxData
					DeathTypes="ALL" />
			</SlowDeath>
			<StructureUnpackUpdate
				id="StructureUnpackUpdate"
				UnpackTime="2.0s" />
			<xi:include
				href="../../Includes/GenericBuildingRepair.xml" />
			<xi:include
				href="../../Includes/GenericEngineerContain.xml" />
      <xi:include
				href="../../Includes/AdvancedAlienBuildingDestruction.xml" />
      <xi:include
				href="../../Includes/AdvancedAlienBuildingSuicide.xml" />
<!-- This needs to be in every Stategic Buildings XML
            DO NOT CHANGE THE id. it must be the same in all files-->
      <MetaGameStratButtonInfo
        id="ModuleTag_MetaGameStratButtonInfo"
        MetaGameDescription="DESC:MG_Alien_TerraformingNexus"
        MetaGameTypeDescription="Type:MetaAlienRiftGenerator"
        >
        <!-- you can list as many powers as you want here -->
				<Powers
						Image="Button_PlayerPowerIchorInjection"
						Title="NAME:PlayerPowerIchorInjection"
						TypeDescription="TYPE:PlayerPowerIchorInjection"
						Description="DESC:PlayerPowerIchorInjection" 
						MetaGameOp="SCRIN_POWER_ICHOR_INJECTION"/>		
		
			<Powers
					Image="Button_PlayerPowerPlanetaryBombardment"
					Title="NAME:PlayerPowerPlanetaryBombardment"
					TypeDescription="TYPE:PlayerPowerPlanetaryBombardment"
					Description="DESC:PlayerPowerPlanetaryBombardment" 
					MetaGameOp="SCRIN_POWER_PLANETARY_BOMBARDMENT"/>

        <Powers
						Image="Button_PlayerPowerIonSuperStorm"
						Title="NAME:PlayerPowerIonSuperStorm"
						TypeDescription="TYPE:PlayerPowerIonSuperStorm"
						Description="DESC:PlayerPowerIonSuperStorm"
						MetaGameOp="SCRIN_POWER_ION_SUPERSTORM"/>

      </MetaGameStratButtonInfo>			
		</Behaviors>
    <AI>
      <AIUpdate
				id="ModuleTag_AI" />
    </AI>
		<Body>
			<ActiveBody
				id="ModuleTag_Body"
				MaxHealth="4000.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="CYLINDER"
				MajorRadius="41.5067"
				MinorRadius="41.5067"
				Height="9.5105">
				<Offset
					x="7.73712"
					y="-1.90735e-006"
					z="0.0" />
			</Shape>
			<Shape
				Type="CYLINDER"
				MajorRadius="19.0931"
				MinorRadius="19.0931"
				Height="38.605"
				ContactPointGeneration="INFANTRY">
				<Offset
					x="5.75443"
					y="-9.53674e-007"
					z="0.0" />
			</Shape>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="ALI_Reactor_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="100"
			ShroudClearingRange="100" />
		<ProjectedBuildabilityInfo
			Radius="175"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
	</GameObject>
</AssetDeclaration>
