- type: entity
  parent: BaseStructure
  id: BaseFenceMetal
  name: chain link fence
  description: A metal piece of fencing cordoning off something likely very important.
  abstract: true
  components:
  - type: MeleeSound
    soundGroups:
      Brute:
        path:
          "/Audio/Weapons/grille_hit.ogg"
  - type: Sprite
    sprite: Structures/Walls/fence.rsi
    drawdepth: WallTops
  - type: Physics
    bodyType: Static
  - type: Transform
    anchored: true
  - type: Damageable
    damageContainer: StructuralInorganic
    damageModifierSet: FlimsyMetallic
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 200
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 150
      behaviors:
      - !type:PlaySoundBehavior
        sound:
          collection: MetalBreak
      - !type:SpawnEntitiesBehavior
        spawn:
          PartRodMetal1:
            min: 3
            max: 5
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Climbable
    delay: 5.0
    startClimbSound:
      collection: FenceRattle
    finishClimbSound:
      collection: FenceRattle
  - type: PowerConsumer
    showInMonitor: false
  - type: Electrified
    requirePower: true
    noWindowInTile: true
    highVoltageNode: high
    mediumVoltageNode: medium
    lowVoltageNode: low
  - type: NodeContainer
    nodes:
      high:
        !type:CableDeviceNode
        nodeGroupID: HVPower
      medium:
        !type:CableDeviceNode
        nodeGroupID: MVPower
      low:
        !type:CableDeviceNode
        nodeGroupID: Apc
  - type: Appearance
  - type: GenericVisualizer
    visuals:
      enum.ElectrifiedVisuals.ShowSparks:
        enum.ElectrifiedLayers.Sparks:
          True: { visible: True }
          False: { visible: False }
  - type: AnimationPlayer
  - type: RCDDeconstructable
    cost: 2
    delay: 2
    fx: EffectRCDDeconstruct2

- type: entity
  parent: BaseFenceMetal
  id: FenceMetalBroken
  name: broken chain link fence
  description: Someone got real mad at an inanimate object.
  components:
  - type: Sprite
    layers:
    - state: straight_broken
    - state: electrified
      sprite: Effects/electricity.rsi
      map: ["enum.ElectrifiedLayers.Sparks"]
      shader: unshaded
      visible: false
  - type: Physics
    canCollide: false
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.10,-0.5,0.10,0.5"
        density: 1000
        mask:
        - FullTileMask
        layer:
        - TableLayer
  - type: InteractionPopup
    interactSuccessString: fence-rattle-success
    messagePerceivedByOthers: fence-rattle-success
    interactSuccessSound:
      collection: FenceRattle
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 100
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 50
      behaviors:
      - !type:PlaySoundBehavior
        sound:
          collection: MetalBreak
      - !type:SpawnEntitiesBehavior
        spawn:
          PartRodMetal1:
            min: 1
            max: 1
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: FenceMetal
    node: broken

- type: entity
  parent: BaseFenceMetal
  id: FenceMetalStraight
  suffix: Straight
  components:
  - type: Icon
    sprite: Structures/Walls/fence.rsi
    state: icon_straight
  - type: Sprite
    layers:
    - state: straight
    - state: electrified
      sprite: Effects/electricity.rsi
      map: ["enum.ElectrifiedLayers.Sparks"]
      shader: unshaded
      visible: false
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.10,-0.5,0.10,0.5"
        density: 1000
        mask:
        - FullTileMask
        layer:
        - MidImpassable
        - LowImpassable
  - type: InteractionPopup
    interactSuccessString: fence-rattle-success
    messagePerceivedByOthers: fence-rattle-success
    interactSuccessSound:
      collection: FenceRattle
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 200
      behaviors:
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 100
      behaviors:
      - !type:PlaySoundBehavior
        sound:
          path: /Audio/Items/wirecutter.ogg
      - !type:SpawnEntitiesBehavior
        spawn:
          PartRodMetal1:
            min: 2
            max: 4
      - !type:ChangeConstructionNodeBehavior
        node: broken
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: FenceMetal
    node: straight

- type: entity
  parent: BaseFenceMetal
  id: FenceMetalCorner
  suffix: Corner
  components:
  - type: Sprite
    layers:
    - state: corner
    - state: electrified
      sprite: Effects/electricity.rsi
      map: ["enum.ElectrifiedLayers.Sparks"]
      shader: unshaded
      visible: false
  - type: Fixtures
    fixtures:
      # needs two shapes to properly handle a triangle corner without weirdness
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.1,-0.1,0.1,0.5"
        density: 1000
        mask:
        - TableMask
        layer:
        - TableLayer
      fix2:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.5,-0.1,-0.1,0.1"
        density: 1000
        mask:
        - TableMask
        layer:
        - MidImpassable
        - LowImpassable
  - type: InteractionPopup
    interactSuccessString: fence-rattle-success
    messagePerceivedByOthers: fence-rattle-success
    interactSuccessSound:
      collection: FenceRattle
  - type: Construction
    graph: FenceMetal
    node: corner

- type: entity
  parent: BaseFenceMetal
  id: FenceMetalEnd
  suffix: End
  components:
  - type: Icon
    sprite: Structures/Walls/fence.rsi
    state: icon_end
  - type: Sprite
    layers:
    - state: end
    - state: electrified
      sprite: Effects/electricity.rsi
      map: ["enum.ElectrifiedLayers.Sparks"]
      shader: unshaded
      visible: false
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.1,-0.5,0.1,0.0"
        density: 1000
        mask:
        - TableMask
        layer:
        - MidImpassable
        - LowImpassable
  - type: InteractionPopup
    interactSuccessString: fence-rattle-success
    messagePerceivedByOthers: fence-rattle-success
    interactSuccessSound:
      collection: FenceRattle
  - type: Construction
    graph: FenceMetal
    node: end

- type: entity
  parent: BaseFenceMetal
  id: FenceMetalGate
  name: chain link fence gate
  description: You could use the door instead of vaulting over--if you're a COWARD, that is.
  components:
  - type: Sprite
    layers:
    - state: end
      map: ["enum.DoorVisualLayers.Base"]
    - state: electrified
      sprite: Effects/electricity.rsi
      map: [ "enum.ElectrifiedLayers.Sparks" ]
      shader: unshaded
      visible: false
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeAabb
          bounds: "-0.5,-0.1,0.5,0.1"
        density: 1000
        mask:
        - TableMask
        layer:
        - MidImpassable
        - LowImpassable
  - type: InteractionOutline
  - type: Door
    openSpriteState: door_opened
    closedSpriteState: door_closed
    canPry: false
    occludes: false
    changeAirtight: false
    bumpOpen: false
    clickOpen: true
    canCrush: false
    closeTimeOne: 0
    closeTimeTwo: 0
    openTimeOne: 0
    openTimeTwo: 0
    openingAnimationTime: 0
    closingAnimationTime: 0
    openSound:
      path: /Audio/Effects/door_open.ogg
    closeSound:
      path: /Audio/Effects/door_close.ogg
  - type: Construction
    graph: FenceMetal
    node: gate
