############################################################
###                      Mandibles                       ###
############################################################

# Neutronium-Infused Mandibles
weapon_component_template = {
	key = ESC_MANDIBLES_4
	size = torpedo
	entity = "invisible_turret_entity"
	icon = GFX_esc_mandibles_4
	icon_frame = 1
	type = instant

	damage = { min = 28.0 max = 70.0 }
	windup = { min = 2.0 max = 6.0 }
	total_fire_time = 9
	range = @ESC_WEAPON_MIN_RANGE_2
	accuracy = 1.0
	power = -28

	size_damage_factor = 0.1
	firing_arc = 25.0

	hull_damage = @ESC_WEAPON_mandible_hull_damage
	armor_penetration = @ESC_WEAPON_mandible_armor_penetration
	armor_damage = @ESC_WEAPON_mandible_armor_damage
	shield_penetration = @ESC_WEAPON_mandible_shield_penetration
	shield_damage = @ESC_WEAPON_mandible_shield_damage
	tracking = 0.6

	prerequisites = { esc_tech_mandibles_4 }
	component_set = ESC_MANDIBLES_4
	projectile_gfx = "biogenesis_01_mandible_attack"
	tags = { weapon_type_mandible weapon_type_kinetic g_slot }
	ai_tags = { weapon_role_anti_armor }
	upgrades_to = ESC_MANDIBLES_5
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_melee

	potential = {
		ship_uses_mauler_components = yes
	}

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 6
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# Adamantine Mandibles
weapon_component_template = {
	key = ESC_MANDIBLES_5
	size = torpedo
	entity = "invisible_turret_entity"
	icon = GFX_esc_mandibles_5
	icon_frame = 1
	type = instant

	damage = { min = 36.0 max = 84.0 }
	windup = { min = 2.0 max = 6.0 }
	total_fire_time = 9
	range = @ESC_WEAPON_MIN_RANGE_2
	accuracy = 1.0
	power = -35

	size_damage_factor = 0.1
	firing_arc = 25.0

	hull_damage = @ESC_WEAPON_mandible_hull_damage
	armor_penetration = @ESC_WEAPON_mandible_armor_penetration
	armor_damage = @ESC_WEAPON_mandible_armor_damage
	shield_penetration = @ESC_WEAPON_mandible_shield_penetration
	shield_damage = @ESC_WEAPON_mandible_shield_damage
	tracking = 0.6

	prerequisites = { esc_tech_mandibles_5 }
	component_set = ESC_MANDIBLES_5
	projectile_gfx = "biogenesis_01_mandible_attack"
	tags = { weapon_type_mandible weapon_type_kinetic g_slot }
	ai_tags = { weapon_role_anti_armor }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_melee

	potential = {
		ship_uses_mauler_components = yes
	}

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# Cybernetically-Enhanced Mandibles
weapon_component_template = {
	key = ESC_MANDIBLES_CYBER_1
	size = torpedo
	entity = "invisible_turret_entity"
	icon = GFX_esc_cyber_mandibles_1
	icon_frame = 1
	type = instant

	damage = { min = 31.0 max = 75.0 }
	windup = { min = 2.0 max = 6.0 }
	total_fire_time = 7
	range = @ESC_WEAPON_MIN_RANGE_2
	accuracy = 1.0
	power = -28

	size_damage_factor = 0.1
	firing_arc = 25.0

	hull_damage = @ESC_WEAPON_cyber_mandible_hull_damage
	armor_penetration = @ESC_WEAPON_cyber_mandible_armor_penetration
	armor_damage = @ESC_WEAPON_cyber_mandible_armor_damage
	shield_penetration = @ESC_WEAPON_cyber_mandible_shield_penetration
	shield_damage = @ESC_WEAPON_cyber_mandible_shield_damage
	tracking = 0.6

	prerequisites = { esc_tech_mandibles_cyber_1 }
	component_set = ESC_MANDIBLES_CYBER_1
	projectile_gfx = "biogenesis_01_mandible_attack"
	tags = { weapon_type_mandible weapon_type_kinetic g_slot }
	ai_tags = { weapon_role_anti_armor }
	upgrades_to = ESC_MANDIBLES_CYBER_2
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_melee

	potential = {
		ship_uses_mauler_components = yes
	}

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 7
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}

# Bionic Mandibles
weapon_component_template = {
	key = ESC_MANDIBLES_CYBER_2
	size = torpedo
	entity = "invisible_turret_entity"
	icon = GFX_esc_cyber_mandibles_2
	icon_frame = 1
	type = instant

	damage = { min = 36.0 max = 85.0 }
	windup = { min = 2.0 max = 6.0 }
	total_fire_time = 7
	range = @ESC_WEAPON_MIN_RANGE_2
	accuracy = 1.0
	power = -28

	size_damage_factor = 0.1
	firing_arc = 25.0

	hull_damage = @ESC_WEAPON_cyber_mandible_hull_damage
	armor_penetration = @ESC_WEAPON_cyber_mandible_armor_penetration
	armor_damage = @ESC_WEAPON_cyber_mandible_armor_damage
	shield_penetration = @ESC_WEAPON_cyber_mandible_shield_penetration
	shield_damage = @ESC_WEAPON_cyber_mandible_shield_damage
	tracking = 0.6

	prerequisites = { esc_tech_mandibles_cyber_2 }
	component_set = ESC_MANDIBLES_CYBER_2
	projectile_gfx = "biogenesis_01_mandible_attack"
	tags = { weapon_type_mandible weapon_type_kinetic g_slot }
	ai_tags = { weapon_role_anti_armor }
	military_power_multiplier = @ESC_MILITARY_POWER_MULT_melee

	potential = {
		ship_uses_mauler_components = yes
	}

	inline_script = {
		script = component_costs/shorthands/esc_inlines_standard_cost
		COMPONENT_TYPE = WEAPON
		SIZE = m
		TIER = 8
		STRATEGIC_RESOURCE_TYPE = rare_crystals
	}

	ai_weight = {
		weight = 1
		modifier = {
			factor = 0.0
			no_resource_for_component = { RESOURCE = rare_crystals }
		}
		modifier = {
			factor = @cosmic_storm_shroud_ai_weight_factor
			has_country_flag = affected_by_shroud_storm
		}
	}
}
