- type: entity
  id: BaseTarget
  parent: BaseStructureDynamic
  abstract: true
  components:
  - type: Sprite
    sprite: Objects/Specific/Security/target.rsi
    state: target_stake
    noRot: true
  - type: Repairable
  - type: DamagePopup
    allowTypeChange: true
    damagePopupType: Combined
  - type: Fixtures
    fixtures:
      fix1:
        shape:
          !type:PhysShapeCircle
          radius: 0.35
        density: 200
        mask:
        - FullTileMask
        layer:
        - WallLayer
  - type: InteractionOutline
  - type: Physics
  - type: Damageable
  - type: Injurable
    damageContainer: Inorganic
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 500
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          SheetSteel:
            min: 5
            max: 5
      - !type:PlaySoundBehavior
        sound:
          collection: MetalBreak
      - !type:DoActsBehavior
        acts: [ "Destruction" ]

- type: entity
  name: human target
  id: TargetHuman
  parent: BaseTarget
  description: A shooting target. This one is a human.
  components:
  - type: Sprite
    sprite: Objects/Specific/Security/target.rsi
    state: target_h

- type: entity
  name: syndicate target
  id: TargetSyndicate
  parent: BaseTarget
  description: A shooting target. This one is a syndicate agent.
  components:
  - type: Sprite
    sprite: Objects/Specific/Security/target.rsi
    state: target_s

- type: entity
  name: clown target
  id: TargetClown
  parent: BaseTarget
  description: A shooting target. This one is a clown.
  components:
  - type: Sprite
    sprite: Objects/Specific/Security/target.rsi
    state: target_c

# put it on a salvage or something
- type: entity
  name: strange target
  id: TargetStrange
  parent: BaseTarget
  description: A shooting target. You aren't quite sure what this one is, but it seems to be extra robust.
  components:
  - type: Sprite
    sprite: Objects/Specific/Security/target.rsi
    state: target_f
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 2000
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          SheetSteel:
            min: 10
            max: 10
      - !type:PlaySoundBehavior
        sound:
          collection: MetalBreak
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
