# ied crafted from random stuff
# ideally it would be dynamic and work by actually sparking the solution but that doesnt exist yet :(
# with that you could make napalm ied instead of welding fuel with no additional complexity
- type: entity
  parent: [ BaseItem, BaseItemDestructible, BaseMinorContraband ]
  id: FireBomb
  name: fire bomb
  description: A weak, improvised incendiary device.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Bombs/ied.rsi
    layers:
    - state: base
      map: ["enum.TriggerVisualLayers.Base"]
    - state: fuel
    - state: wires
  - type: Item
    sprite: Objects/Weapons/Bombs/ied.rsi
  - type: TriggerOnUse
  - type: TimerTrigger
    delay: 5
    examinable: false
    initialBeepDelay: 0
    beepSound:
      path: /Audio/Weapons/Guns/MagOut/pistol_magout.ogg
      params:
        volume: 1
  - type: RandomTimerTrigger
    min: 0
    max: 15
  - type: Explosive # Weak explosion in a very small radius. Ignites surrounding entities.
    explosionType: FireBomb
    totalIntensity: 25
    intensitySlope: 5
    maxIntensity: 3
    canCreateVacuum: false
  - type: ExplodeOnTrigger
    keysIn:
    - timer
  - type: Appearance
  - type: AnimationPlayer
  - type: TimerTriggerVisuals
    unprimedSprite: base
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 50
      behaviors:
      - !type:ExplodeBehavior
  - type: Construction
    graph: FireBomb
    node: firebomb

# has igniter but no fuel or wires
- type: entity
  parent: [ DrinkColaCanEmpty, BaseMinorContraband ]
  id: FireBombEmpty
  name: fire bomb
  suffix: empty
  description: A weak, improvised incendiary device. This one has no fuel.
  components:
  - type: Sprite
    sprite: Objects/Weapons/Bombs/ied.rsi
    layers:
    - state: base
      map: ["enum.OpenableVisuals.Layer"]
  # bad dog
  - type: GenericVisualizer
    visuals:
      enum.OpenableVisuals.Opened:
        enum.OpenableVisuals.Layer:
          True: {state: "base"}
          False: {state: "base"}
  - type: Construction
    graph: FireBomb
    node: empty
    defaultTarget: firebomb
  - type: Tag
    tags:
    - Trash
    # no DrinkCan, prevent using it to make another ied

- type: entity
  parent: FireBombEmpty
  id: FireBombFuel
  suffix: fuel
  description: A weak, improvised incendiary device. This one is missing wires.
  components:
  - type: Sprite
    layers:
    - state: base
      map: ["enum.OpenableVisuals.Layer"]
    - state: fuel
  - type: Solution
    solution:
      reagents:
      - ReagentId: WeldingFuel
        Quantity: 40
  - type: Construction
    node: fuel
    defaultTarget: firebomb
  - type: Tag
    tags: []
