- type: entity
  id: BaseClockworkWindoor
  name: clockwork windoor
  parent: BaseWindoor
  abstract: true
  components:
  - type: Sprite
    sprite: Structures/Doors/Windoors/clockwork_windoor.rsi
    layers:
    - state: closed
      map: ["enum.DoorVisualLayers.Base"]
    - state: closed_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseUnlit"]
      visible: false
    - state: welded
      map: ["enum.WeldableLayers.BaseWelded"]
    - state: bolted_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseBolted"]
    - state: emergency_unlit
      shader: unshaded
      map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
    - state: panel_open
      map: ["enum.WiresVisualLayers.MaintenancePanel"]
    - state: electrified_ai
      sprite: Interface/Misc/ai_hud.rsi
      shader: unshaded
      visible: false
      map: ["enum.ElectrifiedLayers.HUD"]
    - state: electrified
      sprite: Effects/electricity.rsi
      shader: unshaded
      visible: false
      map: ["enum.ElectrifiedLayers.Sparks"]
  - type: Destructible
    thresholds:
    - trigger:
        !type:DamageTrigger
        damage: 400
      behaviors: #excess damage (nuke?). avoid computational cost of spawning entities.
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
    - trigger:
        !type:DamageTrigger
        damage: 200
      behaviors:
      - !type:SpawnEntitiesBehavior
        spawn:
          ShardGlassClockwork:
            min: 1
            max: 2
          SheetBrass1:
            min: 0
            max: 2
      - !type:DoActsBehavior
        acts: [ "Destruction" ]
  - type: Construction
    graph: Windoor
    node: windoorClockwork
    containers:
    - board
  - type: StaticPrice
    price: 240
