#region base
- type: entity
  abstract: true
  parent:
  - NFMobNoEquipmentOnGib
  - MobStaminaFodder
  - MobMovementSpeedModifierRanged
  - MobHumanoidHostileBase
  - MobHumanoidInvetory
  - MobHumanoidHostileAISimpleRanged
  id: MobSyndicateNavalBase
  name: syndicate naval agent
  components:
  - type: Body
    prototype: HumanSyntheticOrgans # New set of synthetic organs grants faster removal of toxins from bloodstream
    requiredLegs: 2
  - type: NpcFactionMember
    factions:
    - NFSyndicate
  - type: RandomHumanoidAppearance
    randomizeName: false
  - type: RandomMetadata
    nameSegments:
    - NamesSyndicatePrefix
    - NamesSyndicateNormal
    - NamesSyndicateElite
  #- type: AutoImplant
    #implants:
    #- DeathRattleImplant
    #- DeathAcidifierImplantNF
    #- DeathAcidifierImplant
    #- MicroBombImplant
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 1
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: Vocalizer
    hideChat: true
    minVocalizeInterval: 30
    maxVocalizeInterval: 120
  - type: DatasetVocalizer
    dataset: syndicatehumanoidchatter
  - type: AutoWakeUp

# region Tier 1



# region Deckhand (.35 pistol)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalDeckhandA
  categories: [ HideSpawnMenu ]
  name: syndicate deckhand
  description: Lowest ranking member of the Syndicate Naval Forces. Your regular "Johnny-on-the-spot" when it comes to menial tasks.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT1Deckhand
    - type: BasicEntityAmmoProvider
      proto: NFBulletPistol35Uranium
      capacity: 4
      count: 4
    - type: Gun
      showExamineText: false
      fireRate: 0.5
      selectedMode: FullAuto
      availableModes:
      - FullAuto
      soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

- type: entity
  parent: MobSyndicateNavalDeckhandA
  id: MobSyndicateNavalDeckhandB
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFBulletPistol35Incendiary
      capacity: 4
      count: 4

- type: entity
  parent: MobSyndicateNavalDeckhandA
  id: MobSyndicateNavalDeckhandC
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFBulletPistol35Overpressure
      capacity: 4
      count: 4

- type: entity
  parent: MobSyndicateNavalDeckhandA
  id: MobSyndicateNavalDeckhandD
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFBulletPistol35
      capacity: 4
      count: 4

# region Saboteur (EMP Viper)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalSaboteurA
  categories: [ HideSpawnMenu ]
  name: syndicate saboteur
  description: Specialist trained in the art of sabotaging NT shuttles and facilities. Equipped with EMP rounds, take caution.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT1Saboteur
    - type: RechargeBasicEntityAmmo
      rechargeCooldown: 1
      rechargeSound:
        path: /Audio/_NF/Effects/silence.ogg
    - type: BasicEntityAmmoProvider
      proto: NFCartridgePistol35Emp
      capacity: 4
      count: 4
    - type: Gun
      showExamineText: false
      fireRate: 6
      selectedMode: FullAuto
      availableModes:
      - FullAuto
      soundGunshot: /Audio/Weapons/Guns/Gunshots/pistol.ogg

# region Victim of Experimentation (shiv)
- type: entity
  name: captive
  parent:
  - MobMovementSpeedModifierMelee
  - MobStaminaFodder
  - MobHumanoidHostileBase
  - MobHumanoidHostileAISimpleMelee
  id: MobExperimentationVictim
  categories: [ HideSpawnMenu ]
  components:
  - type: NameIdentifier
    group: GenericNumber
  - type: NpcFactionMember
    factions:
      - SimpleHostile
  - type: Loadout
    prototypes:
      - SyndicateVictimInsaneGear
  - type: InputMover
  - type: MobMover
  - type: HTN
    rootTask:
      task: SimpleHumanoidHostileCompound
  - type: NFSalvageMobRestrictions
    despawnIfOffLinkedGrid: false
    addComponentsOnDeath: []
    removeComponentsOnDeath:
    - type: Prying
    - type: Tool

# region Tier 2



# region Captain (.45 revolver)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalCaptainA
  categories: [ HideSpawnMenu ]
  name: syndicate captain
  description: The executive officer in lieu of the commander, syndicate captains ensure operations onboard go smoothly. Equipped with a magnum revolver.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT2Captain
    - type: RechargeBasicEntityAmmo
      rechargeCooldown: 0.75
      rechargeSound:
        path: /Audio/_NF/Effects/silence.ogg
    - type: BasicEntityAmmoProvider
      proto: NFCartridgePistol45Uranium
      capacity: 1
      count: 1
    - type: Gun
      showExamineText: false
      fireRate: 0.75
      selectedMode: SemiAuto
      availableModes:
      - SemiAuto
      soundGunshot: /Audio/Weapons/Guns/Gunshots/revolver.ogg

- type: entity
  parent: MobSyndicateNavalCaptainA
  id: MobSyndicateNavalCaptainB
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFBulletPistol45Incendiary
      capacity: 1
      count: 1

- type: entity
  parent: MobSyndicateNavalCaptainA
  id: MobSyndicateNavalCaptainC
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFCartridgePistol45Overpressure
      capacity: 1
      count: 1

- type: entity
  parent: MobSyndicateNavalCaptainA
  id: MobSyndicateNavalCaptainD
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFCartridgePistol45
      capacity: 1
      count: 1

# region Engineer (shotgun)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalEngineerA
  categories: [ HideSpawnMenu ]
  name: syndicate engineer
  description: On a shuttle, the engineer has the annoying job of making sure absolutely everything is running correctly. Syndicate shuttles are no different.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT2Engineer
    - type: RechargeBasicEntityAmmo
      rechargeCooldown: 2
      rechargeSound:
        path: /Audio/_NF/Effects/silence.ogg
    - type: BasicEntityAmmoProvider
      proto: NFShellShotgunUranium
      capacity: 1
      count: 1
    - type: Gun
      showExamineText: false
      fireRate: 2
      minAngle: 10
      maxAngle: 20
      angleIncrease: 5
      angleDecay: 3
      selectedMode: SemiAuto
      availableModes:
      - SemiAuto
      soundGunshot: /Audio/Weapons/Guns/Gunshots/shotgun.ogg

- type: entity
  parent: MobSyndicateNavalEngineerA
  id: MobSyndicateNavalEngineerB
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFShellShotgunIncendiary
      capacity: 1
      count: 1

- type: entity
  parent: MobSyndicateNavalEngineerB
  id: MobSyndicateNavalEngineerC
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFShellShotgunBuckshotOverpressure
      capacity: 1
      count: 1

- type: entity
  parent: MobSyndicateNavalEngineerB
  id: MobSyndicateNavalEngineerD
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: NFShellShotgunBeanbag
      capacity: 1
      count: 1

# region Syndicate "Medic" (darts)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalMedicA
  categories: [ HideSpawnMenu ]
  name: syndicate medic
  description: Medical specialist. Knows how to treat patients humanely and how to treat prisoners inhumanely. Uses darts laced with harmful chemicals - impedrezene or chloral hydrate.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT2Medic
    - type: RechargeBasicEntityAmmo
      rechargeCooldown: 2
      rechargeSound:
        path: /Audio/_NF/Effects/silence.ogg
    - type: BasicEntityAmmoProvider
      proto: DartSyndicateImpedrezene
      capacity: 1
      count: 1
    - type: Gun
      showExamineText: false
      fireRate: 4
      minAngle: 5
      maxAngle: 20
      angleIncrease: 2
      angleDecay: 3
      selectedMode: SemiAuto
      availableModes:
      - SemiAuto
      soundGunshot:
        collection: BulletMiss

- type: entity
  parent: MobSyndicateNavalMedicA
  id: MobSyndicateNavalMedicB
  categories: [ HideSpawnMenu ]

- type: entity
  parent: MobSyndicateNavalMedicA
  id: MobSyndicateNavalMedicC
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: DartSyndicateTranquilizer
      capacity: 1
      count: 1

- type: entity
  parent: MobSyndicateNavalMedicA
  id: MobSyndicateNavalMedicD
  categories: [ HideSpawnMenu ]
  components:
    - type: BasicEntityAmmoProvider
      proto: DartSyndicateTranquilizer
      capacity: 1
      count: 1

# region Second Officer (laser)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalSecondOfficerA
  categories: [ HideSpawnMenu ]
  name: syndicate second officer
  description: The captain's right hand is entrusted with relaying the captain's orders to the crew and ensuring they are carried out promptly. Carries a laser pistol for self-defense.
  components:
    - type: Loadout
      prototypes:
        - SyndicateNavalGearT2SecondOfficer
    - type: ProjectileBatteryAmmoProvider
      proto: NFBulletLaserLow
      fireCost: 100
    - type: BatterySelfRecharger
      autoRecharge: true
      autoRechargeRate: 50
    - type: Battery
      maxCharge: 600
      startingCharge: 600
    - type: Gun
      showExamineText: false
      fireRate: 1
      minAngle: 5
      maxAngle: 20
      angleIncrease: 1
      angleDecay: 3
      selectedMode: SemiAuto
      availableModes:
        - SemiAuto
      soundGunshot: /Audio/Weapons/Guns/Gunshots/laser_cannon.ogg

- type: entity
  parent: MobSyndicateNavalSecondOfficerA
  id: MobSyndicateNavalSecondOfficerB
  categories: [ HideSpawnMenu ]

- type: entity
  parent: MobSyndicateNavalSecondOfficerA
  id: MobSyndicateNavalSecondOfficerC
  categories: [ HideSpawnMenu ]

- type: entity
  parent: MobSyndicateNavalSecondOfficerA
  id: MobSyndicateNavalSecondOfficerD
  categories: [ HideSpawnMenu ]
  components:
    - type: ProjectileBatteryAmmoProvider
      proto: NFBulletLaserLow
      fireCost: 50

# region Tier 3



# region Operative (SMG)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalOperatorA
  categories: [ HideSpawnMenu ]
  name: syndicate operative
  description: |-
   "Everything is a nail if you have a hammer." In this case, everything is a target because he has an SMG and an itchy trigger finger.
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalGearT3Operator
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 1.5
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35Uranium
    capacity: 7
    count: 7
  - type: Gun
    showExamineText: false
    minAngle: 10
    maxAngle: 30
    fireRate: 5
    angleIncrease: 3
    angleDecay: 6
    selectedMode: FullAuto
    availableModes:
    - FullAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/smg.ogg

- type: entity
  parent: MobSyndicateNavalOperatorA
  id: MobSyndicateNavalOperatorB
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35Incendiary
    capacity: 7
    count: 7

- type: entity
  parent: MobSyndicateNavalOperatorA
  id: MobSyndicateNavalOperatorC
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35Overpressure
    capacity: 7
    count: 7

- type: entity
  parent: MobSyndicateNavalOperatorA
  id: MobSyndicateNavalOperatorD
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol35
    capacity: 7
    count: 7

# region Special



# region Grenadier (China Lake)
- type: entity
  parent: MobSyndicateNavalBase
  id: MobSyndicateNavalGrenadierA
  categories: [ HideSpawnMenu ]
  name: syndicate grenadier
  description: |-
   "Huh? Say it louder! I can't hear you!" Equipped with the infamous China Lake, grenadiers have immense destructive capability, and should be priority targets.
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalGearT3Grenadier
  - type: AutoImplant
    implants:
    - DeathAcidifierImplantNF
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 5
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: BasicEntityAmmoProvider
    proto: NFGrenadeFrag
    capacity: 1
    count: 1
  - type: Gun
    showExamineText: false
    fireRate: 1
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/grenade_launcher.ogg

- type: entity
  parent: MobSyndicateNavalGrenadierA
  id: MobSyndicateNavalGrenadierB
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFGrenadeBlast
    capacity: 1
    count: 1

- type: entity
  parent: MobSyndicateNavalGrenadierA
  id: MobSyndicateNavalGrenadierC
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFGrenadeBaton
    capacity: 1
    count: 1

- type: entity
  parent: MobSyndicateNavalGrenadierA
  id: MobSyndicateNavalGrenadierD
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFGrenadeFlash
    capacity: 2
    count: 2

# region Mime (melee)
- type: entity
  parent: [MobStaminaSpecial, MobMovementSpeedModifierSpecial, MobSyndicateNavalBase, MobHumanoidHostileAISimpleMelee]
  id: MobSyndicateNavalMime
  name: syndicate mime
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalGearT3Mime
  - type: Vocalizer
    hideChat: true
    minVocalizeInterval: 120
    maxVocalizeInterval: 240
  - type: DatasetVocalizer
    dataset: mimehumanoidchatter

# region Chemwarrior
- type: entity
  parent: [MobStaminaSpecial, MobSyndicateNavalBase]
  id: MobSyndicateNavalChemwarriorA
  categories: [ HideSpawnMenu ]
  name: syndicate chemwarrior
  description: Carrying tanks filled with dangerous chemicals, chemwarriors attack their enemies with a noxious spray.
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalGearT3ChemwarriorAlt
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 2
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: BasicEntityAmmoProvider
    proto: SplatterChemCold
    capacity: 3
    count: 3
  - type: Gun
    showExamineText: false
    fireRate: 1
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/water_spray.ogg

- type: entity
  parent: MobSyndicateNavalChemwarriorA
  id: MobSyndicateNavalChemwarriorB
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalGearT3Chemwarrior
  - type: BasicEntityAmmoProvider
    proto: SplatterChemDrugs
    capacity: 1
    count: 1

- type: entity
  parent: MobSyndicateNavalChemwarriorB
  id: MobSyndicateNavalChemwarriorC
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: SplatterChemMute
    capacity: 1
    count: 1

- type: entity
  parent: MobSyndicateNavalChemwarriorB
  id: MobSyndicateNavalChemwarriorD
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: SplatterChemWeh
    capacity: 1
    count: 1

# region Tier 4 (Boss)



# region Commander (.25 rifle)
- type: entity
  parent: [MobHostileBossBase, MobSyndicateNavalBase]
  id: MobSyndicateNavalCommanderA
  categories: [ HideSpawnMenu ]
  name: syndicate commander
  description: A regional commander of Syndicate operations, this officer holds ultimate local command and responsibility. Armed with an assault rifle and heavily armored.
  components:
  - type: Loadout
    prototypes:
      - SyndicateNavalGearT4Commander
  - type: AutoImplant
    implants:
    - DeathRattleImplant
    #- DeathAcidifierImplantNF
  - type: RechargeBasicEntityAmmo
    rechargeCooldown: 1.5
    rechargeSound:
      path: /Audio/_NF/Effects/silence.ogg
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle25Uranium
    capacity: 4
    count: 4
  - type: Gun
    showExamineText: false
    fireRate: 4
    selectedMode: SemiAuto
    availableModes:
    - SemiAuto
    soundGunshot: /Audio/Weapons/Guns/Gunshots/rifle2.ogg

- type: entity
  parent: MobSyndicateNavalCommanderA
  id: MobSyndicateNavalCommanderB
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle25Incendiary
    capacity: 4
    count: 4
  - type: Gun
    soundGunshot: /Audio/Weapons/Guns/Gunshots/ltrifle.ogg

- type: entity
  parent: MobSyndicateNavalCommanderB
  id: MobSyndicateNavalCommanderC
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle25Overpressure
    capacity: 4
    count: 4

- type: entity
  parent: MobSyndicateNavalCommanderB
  id: MobSyndicateNavalCommanderD
  categories: [ HideSpawnMenu ]
  components:
  - type: BasicEntityAmmoProvider
    proto: NFCartridgeRifle25
    capacity: 4
    count: 4

# region Void Troopers
# Syndicate Captain, "armed" with Python
- type: entity
  name: syndicate captain
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalCaptainA]
  id: MobSyndicateNavalCaptainVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalCaptainVoidGear
  - type: BasicEntityAmmoProvider
    proto: NFCartridgePistol45Uranium
    capacity: 1
    count: 1

# Second Officer, "armed" with Advanced Laser Pistol
- type: entity
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalSecondOfficerA]
  id: MobSyndicateNavalSecondOfficerVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalSecondOfficerVoidGear

# Syndicate Security Operative, "armed" with Atreides SMG
- type: entity
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalOperatorA]
  id: MobSyndicateNavalOperatorVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalOperatorVoidGear

# Syndicate Engineer, "armed" with shotgun
- type: entity
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalEngineerA]
  id: MobSyndicateNavalEngineerVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Damageable
    damageModifierSet: MobMercenaryDamageModifierSet
  - type: Loadout
    prototypes:
    - SyndicateNavalEngineerVoidGear
  - type: BasicEntityAmmoProvider
    proto: NFShellShotgunUranium
    capacity: 1
    count: 1

# Syndicate Deckhand, "armed" with Viper
- type: entity
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalDeckhandA]
  id: MobSyndicateNavalDeckhandVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Damageable
    damageModifierSet: MobMercenaryDamageModifierSet
  - type: Loadout
    prototypes:
    - SyndicateNavalDeckhandVoidGear

# Syndicate Medic, "armed" poisoned darts
- type: entity
  parent: [MobMovementSpeedModifierEVARanged, MobSyndicateNavalMedicA]
  id: MobSyndicateNavalMedicVoid
  categories: [ HideSpawnMenu ]
  components:
  - type: Loadout
    prototypes:
    - SyndicateNavalMedicVoidGear
