#Normal windoors
- type: entity
  id: BaseWindoor
  parent: [BaseDeltaPressureGlassQuarter, BaseStructure]
  abstract: true
  placement:
    mode: SnapgridCenter
  components:
  - type: Anchorable
    flags:
    - Anchorable
  - type: Rotatable
  - type: MeleeSound
    soundGroups:
      Brute:
        collection: GlassSmash
  - type: InteractionOutline
  - type: StationAiWhitelist
  - type: Physics
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.49,-0.49,0.49,-0.36"
        density: 1500
        mask:
        - TabletopMachineMask
        layer:
        - GlassAirlockLayer
  - type: Sprite
# Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/windoor.rsi
    sprite: _Harmony/Structures/Doors/Windoors/windoor.rsi
# End of Harmony Change
    layers:
    - state: closed
      map: ["enum.DoorVisualLayers.Base"]
    - state: closed_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseUnlit"]
      visible: false
    - state: welded
      map: ["enum.WeldableLayers.BaseWelded"]
    - state: bolted_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseBolted"]
    - state: emergency_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
    - state: panel_open
      map: ["enum.WiresVisualLayers.MaintenancePanel"]
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: ["enum.ElectrifiedLayers.HUD"]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: ["enum.ElectrifiedLayers.Sparks"]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: AnimationPlayer
  - type: ApcPowerReceiver
  - type: ExtensionCableReceiver
  - type: DoorSignalControl
  - type: DeviceNetwork
    deviceNetId: Wireless
    receiveFrequencyId: BasicDevice
  - type: WirelessNetworkConnection
    range: 200
  - type: DeviceLinkSink
    ports:
      - Open
      - Close
      - Toggle
      - AutoClose
      - DoorBolt
  - type: DeviceLinkSource
    ports:
    - DoorStatus
    lastSignals:
      DoorStatus: false
  - type: Damageable
    damageContainer: StructuralInorganic
    damageModifierSet: Glass
  - type: ExaminableDamage
    messages: WindowMessages
  - type: RCDDeconstructable
    cost: 8
    delay: 8
    fx: EffectRCDDeconstruct8
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 400
      behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 200
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlass:
            min: 1
            max: 2
          SheetSteel1:
            min: 2
            max: 4
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: ContainerFill
    containers:
      board: [ DoorElectronics ]
  - type: AccessReader
    containerAccessProvider: board
  - type: ContainerContainer
    containers:
      board: !type:Container
  - type: Door
    canCrush: false
    openingAnimationTime: 0.9
    closingAnimationTime: 0.9
    openSound:
      path: /Audio/Machines/windoor_open.ogg
    closeSound:
      path: /Audio/Machines/windoor_open.ogg
    denySound:
      path: /Audio/Machines/airlock_deny.ogg
  - type: Airlock
    keepOpenIfClicked: true
    openPanelVisible: true
    denyAnimationTime: 0.4
    animatePanel: false
    openUnlitVisible: true
    # needed so that windoors will close regardless of whether there are people in it; it doesn't crush after all
    safety: false
  - type: NavMapDoor
  - type: DoorBolt
  - type: Electrified
    enabled: false
    usesApcPower: true
  - type: WiresPanel
  - type: Wires
    boardName: wires-board-name-windoor
    layoutId: Airlock
  - type: UserInterface
    interfaces:
      enum.AiUi.Key:
        type: StationAiBoundUserInterface
      enum.WiresUiKey.Key:
        type: WiresBoundUserInterface
  - type: Appearance
  - type: GenericVisualizer
    visuals:
      enum.ElectrifiedVisuals.ShowSparks:
        enum.ElectrifiedLayers.Sparks:
          True: { visible: True }
          False: { visible: False }
  - type: WiresVisuals
  - type: ElectrocutionHUDVisuals
  - type: Airtight
    noAirWhenFullyAirBlocked: false
    airBlockedDirection:
      - South
  - type: Construction
    graph: Windoor
    node: windoor
    containers:
    - board
  - type: StaticPrice
    price: 150
  - type: PryUnpowered

- type: entity
  id: BaseSecureWindoor
  parent: [BaseDeltaPressureReinforcedGlassQuarter, BaseWindoor]
  abstract: true
  components:
  - type: Sprite
# Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/windoor.rsi
    sprite: _Harmony/Structures/Doors/Windoors/windoor.rsi
# End of Harmony Change
    layers:
    - state: secure_underlay
    - state: closed
      map: [ "enum.DoorVisualLayers.Base" ]
    - state: closed_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseUnlit" ]
      visible: false
    - state: welded
      map: [ "enum.WeldableLayers.BaseWelded" ]
    - state: bolted_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseBolted" ]
    - state: emergency_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseEmergencyAccess" ]
    - state: panel_open
      map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
      visible: false
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.HUD" ]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.Sparks" ]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: Damageable
    damageModifierSet: RGlass
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 600
      behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 400
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlass:
            min: 1
            max: 2
          SheetPlasteel1:
            min: 1
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: windoorSecure
  - type: StaticPrice
    price: 350
  - type: Tag
    tags:
      - SecureWindoor
      # This tag is used to nagivate the Airlock construction graph. It's needed because the construction graph is shared between Airlock, AirlockGlass, and HighSecDoor


#Plasma Windoors
- type: entity
  id: BasePlasmaWindoor
  parent: [BaseDeltaPressurePlasmaQuarter, BaseWindoor]
  abstract: true
  components:
  - type: Sprite
# Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/plasma.rsi
    sprite: _Harmony/Structures/Doors/Windoors/plasma.rsi
# End of Harmony Change
    layers:
    - state: closed
      map: [ "enum.DoorVisualLayers.Base" ]
    - state: closed_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseUnlit" ]
      visible: false
    - state: welded
      map: [ "enum.WeldableLayers.BaseWelded" ]
    - state: bolted_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseBolted" ]
    - state: emergency_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseEmergencyAccess" ]
    - state: panel_open
      map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
      visible: false
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.HUD" ]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.Sparks" ]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 480
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 240
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlassPlasma:
            min: 1
            max: 2
          SheetSteel1:
            min: 1
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: pwindoor
  - type: StaticPrice
    price: 500
  - type: RadiationBlocker
    resistance: 2

- type: entity
  id: BaseSecurePlasmaWindoor
  parent: [BaseDeltaPressureReinforcedPlasmaQuarter, BaseSecureWindoor]
  abstract: true
  components:
  - type: Sprite
# Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/plasma.rsi
    sprite: _Harmony/Structures/Doors/Windoors/plasma.rsi
# End of Harmony Change
    layers:
    - state: secure_underlay
    - state: closed
      map: [ "enum.DoorVisualLayers.Base" ]
    - state: closed_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseUnlit" ]
      visible: false
    - state: welded
      map: [ "enum.WeldableLayers.BaseWelded" ]
    - state: bolted_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseBolted" ]
    - state: emergency_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseEmergencyAccess" ]
    - state: panel_open
      map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
      visible: false
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.HUD" ]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.Sparks" ]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 800
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 530
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlassPlasma:
            min: 1
            max: 2
          SheetPlasteel1:
            min: 1
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: pwindoorSecure
  - type: StaticPrice
    price: 500
  - type: RadiationBlocker
    resistance: 4
  - type: Tag
    tags:
      - SecurePlasmaWindoor
      # This tag is used to nagivate the Airlock construction graph. It's needed because the construction graph is shared between Airlock, AirlockGlass, and HighSecDoor


#Uranium Windoors
- type: entity
  id: BaseUraniumWindoor
  parent: [BaseDeltaPressurePlasmaQuarter, BaseWindoor]
  abstract: true
  components:
  - type: Sprite
# Start of Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/uranium.rsi
    sprite: _Harmony/Structures/Doors/Windoors/uranium.rsi
# End of Harmony Change
    layers:
    - state: closed
      map: [ "enum.DoorVisualLayers.Base" ]
    - state: closed_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseUnlit" ]
      visible: false
    - state: welded
      map: [ "enum.WeldableLayers.BaseWelded" ]
    - state: bolted_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseBolted" ]
    - state: emergency_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseEmergencyAccess" ]
    - state: panel_open
      map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
      visible: false
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.HUD" ]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.Sparks" ]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 400
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 240
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlassUranium:
            min: 1
            max: 2
          SheetSteel1:
            min: 1
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: uwindoor
  - type: StaticPrice
    price: 560
  - type: RadiationBlocker
    resistance: 3

- type: entity
  id: BaseSecureUraniumWindoor
  parent: [BaseDeltaPressureReinforcedPlasmaQuarter, BaseSecureWindoor]
  abstract: true
  components:
  - type: Sprite
# Start of Harmony Change: Updates Sprite Pathing
#    sprite: Structures/Doors/Windoors/uranium.rsi
    sprite: _Harmony/Structures/Doors/Windoors/uranium.rsi
# End of Harmony Change
    layers:
    - state: secure_underlay
    - state: closed
      map: [ "enum.DoorVisualLayers.Base" ]
    - state: closed_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseUnlit" ]
      visible: false
    - state: welded
      map: [ "enum.WeldableLayers.BaseWelded" ]
    - state: bolted_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseBolted" ]
    - state: emergency_unlit
      shader: unshaded
      map: [ "enum.DoorVisualLayers.BaseEmergencyAccess" ]
    - state: panel_open
      map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
      visible: false
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.HUD" ]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: [ "enum.ElectrifiedLayers.Sparks" ]
    - state: sparks
      map: ["enum.DoorVisualLayers.BaseEmagging"]
      shader: unshaded
      visible: false
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 1200
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 400
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlassUranium:
            min: 1
            max: 2
          SheetPlasteel1:
            min: 1
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: uwindoorSecure
  - type: StaticPrice
    price: 750
  - type: RadiationBlocker
    resistance: 5
  - type: Tag
    tags:
      - SecureUraniumWindoor
      # This tag is used to nagivate the Airlock construction graph. It's needed because the construction graph is shared between Airlock, AirlockGlass, and HighSecDoor
