;
; Gates:  model plus left and right gate models, offsets and sizes.
; Assumed the gates face outward along Z.
; NO double gates, please.
; Using none anywhere here means the items are simply ignored.
;
; Gate types:  wooden; reinforced; iron.
; Short gate - wooden only
; Medium gate - all three
; Huge gate - all three
;
; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
;

gates
{
	gate  short_wooden
	{
		full_health 200
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}

	gate  medium_wooden
	{
		full_health 200
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}


	gate  huge_wooden
	{
		full_health 250
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}

	gate  medium_reinforced
	{
		full_health 250
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}

	gate  huge_reinforced
	{
		full_health 300
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}


	gate  medium_iron
	{
		full_health 300
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}

	gate  huge_iron
	{
		full_health 350
		height 10.0		; TODO -
		pursuit_lockout_radius	80.0
		blocked_lockout_radius	70.0
	}

}

; SHORT WOODEN WALLS
wall
{
	level 0
	siege_tower_size too_small

	wall
	{
		full_health 300
		battle_stats flammability_medium impact_damage_high
		localised_name wall
	}

	gateway
	{
		full_health 10
		battle_stats  flammability_medium impact_damage_high
		localised_name gateway
		projectile_impacts_all_hit_gate
		short_wooden	; Just one type allowed!
	}
	tower
	{
		full_health 120
		control_area_radius 30
		manned 1
		battle_stats  flammability_medium impact_damage_high
		localised_name tower
		
		; as in descr_unit.txt
		level
		{
			stat		12, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  900	   850
			fire_rate normal 750	   850
			fire_rate large  750       850
			fire_rate huge   750       850
		}
	}
}

; TALL WOODEN WALLS
wall
{
	level 1
	siege_tower_size small

	wall
	{
		full_health 400
		battle_stats flammability_medium impact_damage_high
		localised_name wall
	}

	gateway
	{
		full_health 10
		battle_stats flammability_medium impact_damage_high
		localised_name gateway
		projectile_impacts_all_hit_gate
		medium_wooden
		medium_reinforced
		medium_iron
	}
	tower
	{
		full_health 100
		control_area_radius 30
		manned 1
		battle_stats  flammability_medium impact_damage_high
		localised_name tower
		
		; as in descr_unit.txt
		level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  900	   850
			fire_rate normal 750	   850
			fire_rate large  750       850
			fire_rate huge   750       850
		}
	}
}

; SMALL STONE/TOWN WALLS
wall
{
	level 2
	siege_tower_size small

	wall
	{
		full_health 1500
		battle_stats flammability_none impact_damage_high
		localised_name wall
	}
	gateway
	{
		full_health 500
		battle_stats flammability_none impact_damage_high
		localised_name gateway
		medium_wooden
		medium_reinforced
		medium_iron
	}
	tower
	{
		full_health 600
		control_area_radius 30
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name tower
		
		; as in descr_unit.txt
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}
	}
	gatehouse
	{
		full_health 800
		control_area_radius 10
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name gatehouse
		
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	
			fire_angle	90

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}

		oil_level
		{
			stat		1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	boiling_oil_set
			fire_angle	90
			slot_yaw	-135 135
			slot_pitch	-95 -70

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  32500	   	31000
			fire_rate normal 32500	  	31000
			fire_rate large  32500		31000
			fire_rate huge   32500    	31000			
		}
	}
}


wall
{
	level 3
	siege_tower_size medium

	wall
	{
		full_health 2000
		battle_stats flammability_none impact_damage_high
		localised_name wall
	}
	gateway
	{
		full_health 1500
		battle_stats flammability_none impact_damage_high
		localised_name gateway
		medium_wooden
		medium_reinforced
		medium_iron
	}
	tower
	{
		full_health 800
		control_area_radius 30
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name tower
		
		; as in descr_unit.txt
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}

		missile_level
		{
			stat		40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
			stat_attr	no
			shot_sfx	TOWER_BALLISTA_FIRING	
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  4500	   	 6500		
			fire_rate normal 3000	   	 5500
			fire_rate large  2000        4500
			fire_rate huge   1500        3000
		}
		missile_level
		{
			stat		40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
			stat_attr	no
			shot_sfx	CANNON_FIRING	
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  20000	   16000
			fire_rate normal 16000	   16000
			fire_rate large  14000        16000
			fire_rate huge   12000        16000
		}
	}
	gatehouse
	{
		full_health 1200
		control_area_radius 10
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name gatehouse
		
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	
			fire_angle	90

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}

		oil_level
		{
			stat		1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	boiling_oil_set
			fire_angle	90
			slot_yaw	-135 135
			slot_pitch	-95 -70

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  32500	   	31000
			fire_rate normal 32500	  	31000
			fire_rate large  32500		31000
			fire_rate huge   32500    	31000				
		}
	}
}

wall
{
	level 4
	siege_tower_size large

	wall
	{
		full_health 3000
		battle_stats flammability_none impact_damage_high
		localised_name wall
	}
	gateway
	{
		full_health 2000
		battle_stats flammability_none impact_damage_high
		localised_name gateway
		huge_wooden
		huge_reinforced
		huge_iron
	}
	tower
	{
		full_health 1000
		control_area_radius 30
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name tower
		
		; as in descr_unit.txt
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}

		missile_level
		{
			stat		40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
			stat_attr	no
			shot_sfx	TOWER_BALLISTA_FIRING	
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  4500	   	 6500		
			fire_rate normal 3000	   	 5500
			fire_rate large  2000        4500
			fire_rate huge   1500        3000
		}
		

		missile_level
		{
			stat		40, 0, bombard_tower_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
			stat_attr	no
			shot_sfx	CANNON_FIRING	
			fire_angle	45

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  20000	   16000
			fire_rate normal 16000	   16000
			fire_rate large  14000        16000
			fire_rate huge   12000        16000
		}
	}
	gatehouse
	{
		full_health 1500
		control_area_radius 10
		manned 1
		battle_stats flammability_none impact_damage_high
		localised_name gatehouse
		
		missile_level
		{
			stat		12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	
			fire_angle	90

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  1500	   1500
			fire_rate normal 1250	   1500
			fire_rate large  1250      1500
			fire_rate huge   1250      1500
		}

		oil_level
		{
			stat		1, 0, oil, 50, 10, missile, missile_mechanical, piercing, arrow_tower, 40, 1
			stat_attr	no
			shot_sfx	TOWER_ARROW_FIRING
			shot_gfx	boiling_oil_set
			fire_angle	90
			slot_yaw	-135 135
			slot_pitch	-95 -70

			; unit size 	 reload_ms flaming_reload_ms 
			fire_rate small  32500	   	31000
			fire_rate normal 32500	  	31000
			fire_rate large  32500		31000
			fire_rate huge   32500    	31000			
		}
	}
}

