<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_defensive_wall">
  <!-- We need a Cost component, although gates cannot be built directly, as Cost/BuildTime is required to prevent instantaneous repair -->
  <Auras datatype="tokens">
    structures/wall_garrisoned
  </Auras>
  <Cost>
    <BuildTime>30</BuildTime>
    <Resources>
      <wood>12</wood>
      <stone>18</stone>
    </Resources>
  </Cost>
  <Gate>
    <PassRange>2</PassRange>
  </Gate>
  <Health>
    <Max>2500</Max>
    <SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_long</SpawnEntityOnDeath>
  </Health>
  <Identity>
    <GenericName>Gate</GenericName>
    <SelectionGroupName>template_structure_defensive_wall_gate</SelectionGroupName>
    <Tooltip>Allow units access through Walls. Can be locked to prevent access.</Tooltip>
    <VisibleClasses datatype="tokens">Gate</VisibleClasses>
    <Icon>structures/gate.png</Icon>
  </Identity>
  <Loot>
    <wood>2</wood>
    <stone>4</stone>
  </Loot>
  <Obstruction>
    <Static disable=""/>
  </Obstruction>
  <Sound>
    <SoundGroups>
      <select>interface/select/building/sel_gate.xml</select>
      <upgraded>interface/complete/building/complete_gate.xml</upgraded>
      <constructed>interface/complete/building/complete_gate.xml</constructed>
      <gate_closing>actor/gate/stonegate_close.xml</gate_closing>
      <gate_opening>actor/gate/stonegate_open.xml</gate_opening>
      <gate_locked>interface/select/building/sel_gate.xml</gate_locked>
      <gate_unlocked>interface/select/building/sel_gate.xml</gate_unlocked>
    </SoundGroups>
  </Sound>
  <VisualActor>
    <FoundationActor>structures/fndn_9x3_wall.xml</FoundationActor>
  </VisualActor>
  <WallPiece>
    <Length>36</Length>
  </WallPiece>
</Entity>
