# region base GunSafe
- type: entity
  id: GunSafeSunrise
  parent: GunSafe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/lethal.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: EntityStorageVisuals
    stateBaseClosed: base
    stateDoorOpen: open
    stateDoorClosed: door
  - type: Transform
    anchored: true
  - type: Physics
    bodyType: Static

- type: entity
  id: GunSafeBaseSecureSunrise
  parent: GunSafeSunrise
  suffix: Armory, Locked
  components:
  - type: AccessReader
    access: [["Armory"]]

- type: entity
  id: GunSafeHandgunSunrise
  parent: GunSafeSunrise
  name: handgun safe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/small_lethal.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]

- type: entity
  id: GunSafeHandgunBaseSecureSunrise
  parent: GunSafeHandgunSunrise
  suffix: Armory, Locked
  components:
  - type: AccessReader
    access: [["Armory"]]

- type: entity
  id: GunSafeNonlethalHandgunSunrise
  parent: GunSafeSunrise
  name: non-lethal handgun safe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/small_nonlethal.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.3,-0.3,0.3,0.2"
        density: 150
        mask:
        - MachineMask
        layer:
        - MachineLayer

- type: entity
  id: GunSafeNonlethalHandgunBaseSecureSunrise
  parent: GunSafeNonlethalHandgunSunrise
  suffix: Security, Locked
  components:
  - type: AccessReader
    access: [["Security"]]

- type: entity
  id: GunSafeNonlethalSunrise
  parent: GunSafeSunrise
  name: non-lethal safe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/nonlethal.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]

- type: entity
  id: GunSafeNonlethalBaseSecureSunrise
  parent: GunSafeNonlethalSunrise
  suffix: Security, Locked
  components:
  - type: AccessReader
    access: [["Security"]]

- type: entity
  id: GunSafeSyndicateSunrise
  parent: GunSafeSunrise
  name: syndicate gun safe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/syndicate.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]

- type: entity
  id: GunSafeSyndicateBaseSecureSunrise
  parent: GunSafeSyndicateSunrise
  suffix: Syndicate, Locked
  components:
  - type: AccessReader
    access: [["SyndicateAgent"]]

- type: entity
  id: GunSafeSuperweapon
  parent: GunSafeSunrise
  name: superweapon gun safe
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/Gunsafes/super.rsi
    noRot: true
    layers:
    - state: base
      map: ["enum.StorageVisualLayers.Base"]
    - state: door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.3,-0.3,0.3,0.2"
        density: 800
        mask:
        - MachineMask
        layer:
        - MachineLayer

- type: entity
  id: GunSafeSuperweaponBaseSecure
  parent: GunSafeSuperweapon
  suffix: Armory, Locked
  components:
  - type: AccessReader
    access: [["Armory"]]

- type: entity
  id: GunSafeSuperweaponSecureGamma
  description: Heavy reinforced safe delivered from NanoTrasen Smart Arms Division for field testing. Autounlocked at Gamma code.
  parent: GunSafeSuperweapon
  suffix: Gamma, Locked
  components:
  - type: AccessReader
    access: [["CentralCommand"]]
    alertAccesses:
      gamma: GammaAlertAccesses
  - type: Tag
    tags:
    - EmagImmune
    - AccessBreakerImmune
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 99999
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Anchorable
    flags:
    - Anchorable
# region End

- type: entity
  id: LockerBlueShield
  parent: LockerBaseSecure
  name: blue shield officer's locker
  components:
    - type: Appearance
    - type: Sprite
      sprite: _Sunrise/Structures/Storage/closet.rsi
      noRot: true
      layers:
      - state: generic
        map: ["enum.StorageVisualLayers.Base"]
      - state: generic_door
        map: ["enum.StorageVisualLayers.Door"]
      - state: locked
        map: ["enum.LockVisualLayers.Lock"]
        shader: unshaded
      - state: welded
        visible: false
        map: ["enum.WeldableLayers.BaseWelded"]
    - type: EntityStorageVisuals
      stateBaseClosed: bssecure
      stateDoorOpen: bssecure_open
      stateDoorClosed: bssecure_door
    - type: AccessReader
      access: [["BlueShield"]]

- type: entity
  id: LockerBlueShieldEnsign
  parent: LockerBlueShield
  name: blue shield ensign locker
  components:
  - type: AccessReader
    access: [["BlueShieldEnsign"]]

- type: entity
  id: LockerPilot
  parent: LockerBaseSecure
  name: security pilot's locker
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
    noRot: true
    layers:
    - state: generic
      map: ["enum.StorageVisualLayers.Base"]
    - state: generic_door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: EntityStorageVisuals
    stateBaseClosed: pilot
    stateDoorOpen: pilot_open
    stateDoorClosed: pilot_door
  - type: AccessReader
    access: [["Security"]]

- type: entity
  id: ClosetPatologoanatom
  name: patologoanatom's locker
  parent: LockerBaseSecure
  suffix: Empty
  components:
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
    noRot: true
    layers:
    - state: generic
      map: ["enum.StorageVisualLayers.Base"]
    - state: generic_door
      map: ["enum.StorageVisualLayers.Door"]
    - state: locked
      map: ["enum.LockVisualLayers.Lock"]
      shader: unshaded
    - state: welded
      visible: false
      map: ["enum.WeldableLayers.BaseWelded"]
  - type: Appearance
  - type: EntityStorageVisuals
    stateBaseClosed: patologoanatom
    stateDoorOpen: patologoanatom_open
    stateDoorClosed: patologoanatom_door
  - type: AccessReader
    access: [["Medical"]]
    alertAccesses:
      red: RedAlertAccesses
      blue: BlueAlertAccessesHOS
      gamma: GammaAlertAccesses

- type: entity
  id: ClosetPatologoanatomFilled
  parent: ClosetPatologoanatom
  suffix: Filled
  components:
  - type: EntityTableContainerFill
    containers:
      entity_storage: !type:AllSelector
        children:
        - id: ClothingUniformJumpsuitMedicalDoctor
        - id: HandheldHealthAnalyzer
        - id: BoxForensicPad
        - id: ClothingHeadsetMedical
        - id: HeadSkeleton
        - id: ClothingHeadHatPatologonatHat
        - id: Scalpel
        - id: ClothingHandsGlovesNitrile
        - id: ClothingShoesColorBlack
        - id: RubberStampPath
        - id: ClothingOuterHospitalGown
          amount: 2

- type: entity
  id: LockerMiningSpecialist
  parent: LockerBaseSecure
  suffix: Empty
  name: mining specialist's equipment
  description: Nevermind the pickaxe.
  components:
  - type: Appearance
  - type: Sprite
    sprite: _Sunrise/Structures/Storage/closet.rsi
  - type: EntityStorageVisuals
    stateBaseClosed: mining
    stateDoorOpen: mining_open
    stateDoorClosed: mining_door
  - type: AccessReader
    access: [["Mining"]]
    alertAccesses:
      red: RedAlertAccesses
      blue: BlueAlertAccessesHOS
      gamma: GammaAlertAccesses

- type: entity
  id: LockerMiningSpecialistFilled
  parent: LockerMiningSpecialist
  suffix: Filled, Hardsuit
  name: mining specialist's equipment
  description: Nevermind the pickaxe.
  components:
  - type: EntityTableContainerFill
    containers:
      entity_storage: !type:AllSelector
        children:
        - id: ClothingOuterHardsuitSpaceHazard
        - id: ToolboxMechanicalFilledAllTools
        - id: ClothingMaskGasExplorer
        - id: AirTankFilled
        - id: RadioHandheld
        - id: OreBag
        - id: Nanopaste

# Representative
- type: entity
  id: LockerRepresentative
  name: representative locker
  parent: LockerBaseSecure
  components:
  - type: Appearance
  - type: AccessReader
    access: [["Ntrep"]]
  - type: EntityStorageVisuals
    stateBaseClosed: hop
    stateDoorOpen: hop_open
    stateDoorClosed: representative_door

- type: entity
  id: LockerRepresentativeEmpty
  name: representative locker
  parent: LockerBaseSecure
  suffix: Empty
  components:
  - type: Appearance
  - type: AccessReader
    access: [["Ntrep"]]
  - type: EntityStorageVisuals
    stateBaseClosed: hop
    stateDoorOpen: hop_open
    stateDoorClosed: representative_door

- type: entity
  id: LockerRepresentativeFilled
  parent: LockerRepresentative
  suffix: Filled
  components:
  - type: EntityTableContainerFill
    containers:
      entity_storage: !type:AllSelector
        children:
        - id: HandheldFax

