^concrete:
	AlwaysVisible:
	Building:
		Adjacent: 4
		TerrainTypes: Rock
		BuildSounds: CHUNG.WAV
		AllowInvalidPlacement: true
	LaysTerrain:
		Template: 88
		TerrainTypes: Rock
	Tooltip:
		Name: Concrete
		Description: Provides a strong foundation that prevents\ndamage from the terrain.
	RenderSprites:
	KillsSelf:
		RemoveInstead: true
	Buildable:
		Queue: Building
		BuildPaletteOrder: 10

concretea:
	Inherits: ^concrete
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Valued:
		Cost: 20

concreteb:
	Inherits: ^concrete
	Building:
		Footprint: xxx xxx xxx
		Dimensions: 3,3
	Valued:
		Cost: 50
	Buildable:
		Prerequisites: upgrade.conyard

conyard:
	Inherits: ^Building
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
		Adjacent: 4
	LaysTerrain:
		TerrainTypes: Rock
		Template: 88
	Bib:
	Selectable:
		Bounds: 96,64
	Health:
		HP: 1000
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 10c0
	Production:
		Produces: Building, Upgrade
		MoveIntoWorld: false
	Exit:
	Valued:
		Cost: 2000
	Tooltip:
		Name: Construction Yard
	CustomSellValue:
		Value: 2000
	BaseBuilding:
	ProductionBar:
	Power:
		Amount: 20
	RenderBuilding:
		Image: conyard.harkonnen
		RaceImages:
			atreides: conyard.atreides
			ordos: conyard.ordos
			corrino: conyard.corrino
	WithBuildingPlacedOverlay:
		Palette: d2k
	PrimaryBuilding:

power:
	Inherits: ^Building
	Buildable:
		Queue: Building
		BuildPaletteOrder: 10
	Selectable:
		Bounds: 64,64
	Valued:
		Cost: 300
	Tooltip:
		Name: Windtrap
		Description: Provides power for other structures
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Bib:
	Health:
		HP: 400
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RenderBuilding:
		Image: power.harkonnen
		RaceImages:
			atreides: power.atreides
			ordos: power.ordos
	WithIdleOverlay@ZAPS:
		Sequence: idle-zaps
	Power:
		Amount: 100
	ScalePowerWithHealth:
	ProvidesPrerequisite@buildingname:

barracks:
	Inherits: ^Building
	Buildable:
		Prerequisites: power
		Queue: Building
		BuildPaletteOrder: 40
	Selectable:
		Bounds: 64,64
	Valued:
		Cost: 300
	Tooltip:
		Name: Barracks
		Description: Trains infantry
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Bib:
	Health:
		HP: 800
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 5c0
	RallyPoint:
		RallyPoint: 1,3
	Exit@1:
		SpawnOffset: 352,576,0
		ExitCell: 0,2
	Exit@2:
		SpawnOffset: 512,480,0
		ExitCell: 1,2
	Production:
		Produces: Infantry
	PrimaryBuilding:
	ProductionBar:
	ProvidesPrerequisite@atreides:
		Prerequisite: barracks.atreides
		Factions: atreides
	ProvidesPrerequisite@ordos:
		Prerequisite: barracks.ordos
		Factions: ordos
	ProvidesPrerequisite@harkonnen:
		Prerequisite: barracks.harkonnen
		Factions: harkonnen
	ProvidesPrerequisite@medics:
		Prerequisite: barracks.medics
		Factions: atreides, ordos
	Power:
		Amount: -20
	RenderBuilding:
		Image: barracks.harkonnen
		RaceImages:
			atreides: barracks.atreides
			ordos: barracks.ordos
	ProvidesPrerequisite@buildingname:

refinery:
	Inherits: ^Building
	Buildable:
		Prerequisites: power
		Queue: Building
		BuildPaletteOrder: 20
	Selectable:
		Bounds: 96,64
	Valued:
		Cost: 1500
	Tooltip:
		Name: Spice Refinery
		Description: Harvesters unload Spice here for processing
	Building:
		Footprint: =xx xx=
		Dimensions: 3,2
	Bib:
	Health:
		HP: 900
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 6c0
	Refinery:
		DockAngle: 160
		DockOffset: 2,1
		TickRate: 20
	StoresResources:
		PipColor: green
		PipCount: 10
		Capacity: 2000
	CustomSellValue:
		Value: 500
	FreeActorWithDelivery:
		Actor: harvester
		DeliveryOffset: 2,2
		DeliveringActor: carryall.reinforce
		Facing: 160
	RenderBuilding:
		Image: refinery.harkonnen
		RaceImages:
			atreides: refinery.atreides
			ordos: refinery.ordos
	WithDockingOverlay@SMOKE:
		Sequence: smoke
		Palette: effectAdditive
	Power:
		Amount: -30
	WithIdleOverlay@TOP:
		Sequence: idle-top
	ProvidesPrerequisite@buildingname:

silo:
	Inherits: ^Building
	Buildable:
		Prerequisites: refinery
		Queue: Building
		BuildPaletteOrder: 30
	Selectable:
		Bounds: 32,32
	Valued:
		Cost: 150
	Tooltip:
		Name: Silo
		Description: Stores excess harvested Spice
	Building:
		Adjacent: 4
	-GivesBuildableArea:
	Health:
		HP: 300
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	-RenderBuilding:
	RenderBuildingSilo:
		Image: silo.harkonnen
		RaceImages:
			atreides: silo.atreides
			ordos: silo.ordos
	StoresResources:
		PipColor: green
		PipCount: 5
		Capacity: 2000
	-EmitInfantryOnSell:
	Power:
		Amount: -5
	MustBeDestroyed:
		RequiredForShortGame: false

light:
	Inherits: ^Building
	Buildable:
		Prerequisites: refinery
		Queue: Building
		BuildPaletteOrder: 70
	Selectable:
		Bounds: 96,64
	Valued:
		Cost: 500
	Tooltip:
		Name: Light Factory
		Description: Produces light vehicles
	Building:
		Footprint: xxx xx=
		Dimensions: 3,2
	Bib:
	Health:
		HP: 750
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RenderBuilding:
		Image: light.harkonnen
		RaceImages:
			atreides: light.atreides
			ordos: light.ordos
	RallyPoint:
		RallyPoint: 2,2
	Exit@1:
		SpawnOffset: 544,-224,0
		ExitCell: 2,1
	Production:
		Produces: Vehicle
	PrimaryBuilding:
	ProductionBar:
	ProvidesPrerequisite@atreides:
		Prerequisite: light.atreides
		Factions: atreides
	ProvidesPrerequisite@ordos:
		Prerequisite: light.ordos
		Factions: ordos
	ProvidesPrerequisite@harkonnen:
		Prerequisite: light.harkonnen
		Factions: harkonnen
	ProvidesPrerequisite@trikes:
		Prerequisite: light.regulartrikes
		Factions: atreides, harkonnen
	ProvidesPrerequisite@buildingname:
	WithProductionOverlay@WELDING:
		Sequence: production-welding
	WithIdleOverlay@TOP:
		Sequence: idle-top
	Power:
		Amount: -20

heavy:
	Inherits: ^Building
	Buildable:
		Prerequisites: refinery
		Queue: Building
		BuildPaletteOrder: 100
	Selectable:
		Bounds: 96,68,0,12
	Valued:
		Cost: 2000
	Tooltip:
		Name: Heavy Factory
		Description: Produces heavy vehicles
	Building:
		Footprint: _x_ xxx =xx
		Dimensions: 3,3
	Bib:
	Health:
		HP: 1500
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RallyPoint:
		RallyPoint: 0,3
	Exit@1:
		SpawnOffset: 256,192,0
		ExitCell: 0,2
	Production:
		Produces: Armor
	PrimaryBuilding:
	ProductionBar:
	ProvidesPrerequisite@atreides:
		Prerequisite: heavy.atreides
		Factions: atreides
	ProvidesPrerequisite@ordos:
		Prerequisite: heavy.ordos
		Factions: ordos
	ProvidesPrerequisite@harkonnen:
		Prerequisite: heavy.harkonnen
		Factions: harkonnen
	ProvidesPrerequisite@missiletank:
		Prerequisite: heavy.missiletank
		Factions: atreides, harkonnen
	RenderBuilding:
		Image: heavy.harkonnen
		RaceImages:
			atreides: heavy.atreides
			ordos: heavy.ordos
			corrino: heavy.corrino
	WithProductionOverlay@WELDING:
		Sequence: production-welding
	WithIdleOverlay@TOP:
		Sequence: idle-top
	Power:
		Amount: -30
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 96,96

radar:
	Inherits: ^Building
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	Buildable:
		Prerequisites: barracks, ~techlevel.medium
		Queue: Building
		BuildPaletteOrder: 50
	Selectable:
		Bounds: 96,64
	Valued:
		Cost: 700
	Tooltip:
		Name: Outpost
		Description: Provides a radar map of the battlefield\n  Requires power to operate
	Building:
		Footprint: xxx xxx
		Dimensions: 3,2
	Bib:
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
	ProvidesRadar:
	DetectCloaked:
		Range: 6
	RenderDetectionCircle:
	RenderBuilding:
		Image: radar.harkonnen
		RaceImages:
			atreides: radar.atreides
			ordos: radar.ordos
	WithIdleOverlay@DISH:
		Sequence: idle-dish
		PauseOnLowPower: yes
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:

starport:
	Inherits: ^Building
	Valued:
		Cost: 2000
	Tooltip:
		Name: Starport
		Description: Dropzone for quick reinforcements, at a price.\n  Requires power to operate
	Buildable:
		Prerequisites: heavy, radar, ~techlevel.high
		Queue: Building
		BuildPaletteOrder: 80
	Building:
		Footprint: xxx x=x =x=
		Dimensions: 3,3
	Selectable:
		Bounds: 96,64
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 7c0
	RallyPoint:
		RallyPoint: 1,3
	Exit@1:
		SpawnOffset: 0,-480,0
		ExitCell: 2,2
	Exit@2:
		SpawnOffset: 0,-480,0
		ExitCell: 0,2
	ProductionAirdrop:
		Produces: Starport
		ActorType: frigate
	RenderBuilding:
		Image: starport.harkonnen
		RaceImages:
			atreides: starport.atreides
			ordos: starport.ordos
			corrino: starport.corrino
	WithDeliveryOverlay:
		Palette: starportlights
	ProductionBar:
	PrimaryBuilding:
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	ProvidesPrerequisite@atreides:
		Prerequisite: starport.atreides
		Factions: atreides
	ProvidesPrerequisite@ordos:
		Prerequisite: starport.ordos
		Factions: ordos
	ProvidesPrerequisite@harkonnen:
		Prerequisite: starport.harkonnen
		Factions: harkonnen
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:

wall:
	HiddenUnderShroud:
	Buildable:
		Queue: Building
		Prerequisites: barracks
		BuildPaletteOrder: 60
	SoundOnDamageTransition:
		DamagedSounds:
		DestroyedSounds: EXPLSML4.WAV
	Valued:
		Cost: 100
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Concrete Wall
		Description: Stop units and blocks enemy fire.
	AppearsOnRadar:
	Building:
		BuildSounds: CHUNG.WAV
		Adjacent: 7
		TerrainTypes: Rock, Concrete
	Health:
		HP: 300
	Armor:
		Type: Concrete
	Crushable:
		CrushClasses: Concretewall
	BlocksProjectiles:
	LineBuild:
		Range: 8
		NodeTypes: wall, turret
	LineBuildNode:
		Types: wall
	TargetableBuilding:
		TargetTypes: Ground
	RenderBuildingWall:
	AutoTargetIgnore:
	Sellable:
		SellSounds: CHUNG.WAV
	Guardable:
	BodyOrientation:
	ThrowsShrapnel:
		Weapons: shrapnel
		Pieces: 3, 7
		Range: 2c0, 5c0

guntower:
	Inherits: ^Building
	Buildable:
		Queue: Building
		Prerequisites: barracks
		BuildPaletteOrder: 90
	Valued:
		Cost: 650
	Tooltip:
		Name: Gun Turret
		Description: Defensive structure\n  Strong vs Tanks\n  Weak vs Infantry, Aircraft
	Building:
		Adjacent: 4
		BuildSounds: CHUNG.WAV
	Sellable:
		SellSounds: CHUNG.WAV
	Selectable:
		Bounds: 32,32
		Priority: 3
	-GivesBuildableArea:
	Health:
		HP: 400
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 8c0
	RenderRangeCircle:
	-RenderBuilding:
	RenderBuildingWall:
	BodyOrientation:
		QuantizedFacings: 32
	WithTurret:
	WithMuzzleFlash:
	Turreted:
		ROT: 6
		InitialFacing: 128
	Armament:
		Weapon: TurretGun
		LocalOffset: 512,0,432
		MuzzleSequence: muzzle
	AttackTurreted:
	AutoTarget:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5
	-WithCrumbleOverlay:
	-WithMakeAnimation:
	LineBuildNode:
		Types: turret
	Power:
		Amount: -20
	MustBeDestroyed:
		RequiredForShortGame: false
	SelectionDecorations:
		VisualBounds: 32,40,0,-8

rockettower:
	Inherits: ^Building
	Buildable:
		Queue: Building
		Prerequisites: radar, upgrade.conyard, ~techlevel.medium
		BuildPaletteOrder: 120
	Valued:
		Cost: 850
	Tooltip:
		Name: Rocket Turret
		Description: Defensive structure\n  Strong vs Infantry, Aircraft\n  Weak vs Tanks\n\n  Requires power to operate
	Building:
		Adjacent: 4
		BuildSounds: CHUNG.WAV
	Sellable:
		SellSounds: CHUNG.WAV
	Selectable:
		Bounds: 32,32
		Priority: 3
	-GivesBuildableArea:
	Health:
		HP: 400
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 10c0
	RenderRangeCircle:
	-RenderBuilding:
	RenderBuildingWall:
	BodyOrientation:
		QuantizedFacings: 32
	WithTurret:
	Armament:
		Weapon: TowerMissile
		LocalOffset: 256,384,768, 256,-384,768
	AttackTurreted:
	Turreted:
		ROT: 8
		InitialFacing: 128
	AutoTarget:
	RequiresPower:
	CanPowerDown:
	DisabledOverlay:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 6
	-WithCrumbleOverlay:
	-WithMakeAnimation:
	LineBuildNode:
		Types: turret
	Power:
		Amount: -30
	MustBeDestroyed:
		RequiredForShortGame: false
	SelectionDecorations:
		VisualBounds: 32,40,0,-8

repair:
	Inherits: ^Building
	Buildable:
		Queue: Building
		Prerequisites: heavy, upgrade.heavy, ~techlevel.medium
		BuildPaletteOrder: 130
	Valued:
		Cost: 500
	Tooltip:
		Name: Repair Pad
		Description: Repairs vehicles\n Allows construction of MCVs
	Building:
		Footprint: =x= =x= ===
		Dimensions: 3,3
	Health:
		HP: 500
	Armor:
		Type: Concrete
	RevealsShroud:
		Range: 5c0
	Selectable:
		Bounds: 96,64
	SelectionDecorations:
		VisualBounds: 96,80
	Reservable:
	RepairsUnits:
		Interval: 15
		ValuePercentage: 50
		FinishRepairingNotification: UnitRepaired
	RallyPoint:
		RallyPoint: 1,3
	RenderBuilding:
		Image: repair.harkonnen
		RaceImages:
			atreides: repair.atreides
			ordos: repair.ordos
	WithRepairOverlay:
		Palette: effect75alpha
	Power:
		Amount: -10
	ProvidesPrerequisite@buildingname:

hightech:
	Inherits: ^Building
	Buildable:
		Prerequisites: radar, ~techlevel.medium
		Queue: Building
		BuildPaletteOrder: 110
	Selectable:
		Bounds: 96,68,0,12
	Valued:
		Cost: 750
	Tooltip:
		Name: High Tech Factory
		Description: Unlocks advanced technology
	ProductionFromMapEdge:
		Produces: Aircraft
	Exit:
		SpawnOffset: 0,0,728
		ExitCell: 0,0
	Building:
		Footprint: _x_ xxx xxx
		Dimensions: 3,3
	Bib:
	Health:
		HP: 1500
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RenderBuilding:
		Image: hightech.harkonnen
		RaceImages:
			atreides: hightech.atreides
			ordos: hightech.ordos
	ProvidesPrerequisite@upgrade:
		Prerequisite: hightech.atreides
		Factions: atreides
	ProvidesPrerequisite@buildingname:
	AirstrikePower:
		Icon: ornistrike
		Description: Air Strike
		Prerequisites: ~techlevel.superweapons, upgrade.hightech
		ChargeTime: 180
		SquadSize: 3
		LongDesc: Ornithopters hit the target with parabombs
		UnitType: orni.bomber
		SelectTargetSound:
		DisplayBeacon: True
		CameraActor: camera
	WithProductionOverlay@WELDING:
		Sequence: production-welding
	Power:
		Amount: -40
	SelectionDecorations:
		VisualBounds: 96,96

research:
	Inherits: ^Building
	Buildable:
		Queue: Building
		Prerequisites: radar, heavy, upgrade.heavy, ~techlevel.high
		BuildPaletteOrder: 140
	Selectable:
		Bounds: 96,64,0,16
	Valued:
		Cost: 1500
	Tooltip:
		Name: Ix Lab
		Description: Unlocks experimental tanks\n  Special Ability: Carryall Combat Drop
	ParatroopersPower:
		Icon: paratroopers
		Prerequisites: ~techlevel.superweapons
		UnitType: carryall.infantry
		FlareTime: 0
		ChargeTime: 180
		Description: Paratroopers
		LongDesc: A Carryall drops a squad of Infantry \nanywhere on the map
		DropItems: RIFLE, RIFLE, BAZOOKA, BAZOOKA, ENGINEER, BAZOOKA, RIFLE, RIFLE
		SelectTargetSound:
		FlareType:
	Building:
		Footprint: _x_ xxx xxx
		Dimensions: 3,3
	Bib:
	Health:
		HP: 1000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 4c0
	RenderBuilding:
		Image: research.harkonnen
		RaceImages:
			atreides: research.atreides
			ordos: research.ordos
	WithIdleOverlay@LIGHTS:
		Sequence: idle-lights
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 96,80

palace:
	Inherits: ^Building
	Buildable:
		Prerequisites: research, ~techlevel.high
		Queue: Building
		BuildPaletteOrder: 150
	Selectable:
		Bounds: 96,96
	Valued:
		Cost: 2000
	Tooltip:
		Name: Palace
		Description: Unlocks elite infantry
	Building:
		Footprint: xx= xxx =xx
		Dimensions: 3,3
	Bib:
		HasMinibib: True
	Health:
		HP: 2000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 8c0
	RenderBuilding:
		Image: palace.harkonnen
		RaceImages:
			atreides: palace.atreides
			ordos: palace.ordos
			corrino: palace.corrino
	RenderDetectionCircle:
	DetectCloaked:
		Range: 4
	Power:
		Amount: -50
	ProvidesPrerequisite@nuke:
		Prerequisite: palace.nuke
		Factions: harkonnen
	NukePower:
		Cursor: nuke
		Icon: deathhand
		Prerequisites: ~techlevel.superweapons, ~palace.nuke
		ChargeTime: 300
		Description: Death Hand
		LongDesc: Launches a nuclear missile at a target location
		BeginChargeSound: HI_PREP.AUD
		EndChargeSound: HI_DHRDY.AUD
		SelectTargetSound:
		LaunchSound:
		IncomingSound:
		MissileWeapon: atomic
		SpawnOffset: -512,1c171,0
		DisplayBeacon: True
		DisplayRadarPing: True
		CameraActor: camera
	CanPowerDown:
	DisabledOverlay:
	RequiresPower:
	SupportPowerChargeBar:
	ProvidesPrerequisite@buildingname:

conyard.atreides:
	Inherits: conyard
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: atreides
	RenderBuilding:
		Image: conyard.atreides
		-RaceImages:

conyard.harkonnen:
	Inherits: conyard
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: harkonnen
	RenderBuilding:
		Image: conyard.harkonnen
		-RaceImages:

conyard.ordos:
	Inherits: conyard
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		ForceFaction: ordos
	RenderBuilding:
		Image: conyard.ordos
		-RaceImages:

