public UnitConfiguration(ParseBlock Block)
        {
            var attributes = Block.BreakToAttributes <object>(typeof(Attribute));

            UniqueKey = Block.Name;
            Name      = (string)attributes[(int)Attribute.NAME];
            UnitClass = (UnitClass)attributes[(int)Attribute.UNIT_CLASS];

            var weaponClass    = (WeaponClass)(attributes[(int)Attribute.WEAPON_CLASS] ?? WeaponClass.NA);
            var attack         = (byte)(attributes[(int)Attribute.ATTACK] ?? (byte)0);
            var range          = (byte)(attributes[(int)Attribute.RANGE] ?? (byte)0);
            var canDoubleRange = (bool)(attributes[(int)Attribute.CAN_DOUBLE_RANGE] ?? false);

            PrimaryWeapon = (Weapon)(
                attributes[(int)Attribute.PRIMARY_WEAPON] ?? new Weapon(weaponClass, attack, range, canDoubleRange, 0));
            SecondaryWeapon = (Weapon)(attributes[(int)Attribute.SECONDARY_WEAPON] ?? default(Weapon));
            Defense         = (byte)attributes[(int)Attribute.DEFENSE];
            Movement        = (byte)(attributes[(int)Attribute.MOVEMENT] ?? (byte)(IsAircraft() ? byte.MaxValue : 0));
            IsVehicle       = (bool)(
                attributes[(int)Attribute.IS_VEHICLE] ??
                (IsAircraft() ||
                 UnitClass == UnitClass.AMPHIBIOUS_VEHICLE ||
                 UnitClass == UnitClass.ASSAULT_GUN ||
                 UnitClass == UnitClass.ENGINEER_VEHICLE ||
                 UnitClass == UnitClass.FLAME_TANK ||
                 UnitClass == UnitClass.RECONNAISSANCE_VEHICLE ||
                 UnitClass == UnitClass.SELF_PROPELLED_ARTILLERY ||
                 UnitClass == UnitClass.TANK ||
                 UnitClass == UnitClass.TANK_DESTROYER ||
                 UnitClass == UnitClass.TRANSPORT ||
                 UnitClass == UnitClass.WRECKAGE));
            IsArmored = (bool)(
                attributes[(int)Attribute.IS_ARMORED] ??
                ((IsVehicle && UnitClass != UnitClass.TRANSPORT && !IsAircraft()) || UnitClass == UnitClass.FORT));
            var wrecksAs = (string)(attributes[(int)Attribute.WRECKS_AS] ?? GetDefaultWreck());

            WrecksAs      = wrecksAs == string.Empty ? null : Block.Get <UnitConfiguration>(wrecksAs);
            UnitWeight    = (UnitWeight)(attributes[(int)Attribute.UNIT_WEIGHT] ?? GetDefaultUnitWeight());
            IsParatroop   = (bool)(attributes[(int)Attribute.IS_PARATROOP] ?? false);
            IsCommando    = (bool)(attributes[(int)Attribute.IS_COMMANDO] ?? false);
            HasLowProfile = (bool)(
                attributes[(int)Attribute.HAS_LOW_PROFILE] ??
                (UnitClass == UnitClass.INFANTRY ||
                 UnitClass == UnitClass.COMMAND_POST ||
                 UnitClass == UnitClass.FORT));

            MovementRules = (UnitMovementRules)(attributes[(int)Attribute.MOVEMENT_RULES]
                                                ?? Block.Get <UnitMovementRules>(GetDefaultMovementRules()));

            IsCarrier = (bool)(attributes[(int)Attribute.IS_CARRIER]
                               ?? ((IsVehicle && !IsAircraft()) || UnitClass == UnitClass.TRANSPORT));
            CanOnlyCarryInfantry = (bool)(attributes[(int)Attribute.CAN_ONLY_CARRY_INFANTRY]
                                          ?? IsCarrier && UnitClass != UnitClass.TRANSPORT);
            UnloadsWhenDisrupted = (bool)(attributes[(int)Attribute.UNLOADS_WHEN_DISRUPTED] ?? CanOnlyCarryInfantry);
            CanOnlyCarryLight    = (bool)(attributes[(int)Attribute.CAN_ONLY_CARRY_LIGHT] ?? false);
            CanCarryInWater      = (bool)(attributes[(int)Attribute.CAN_CARRY_IN_WATER] ?? false);
            IsPassenger          = (bool)(attributes[(int)Attribute.IS_PASSENGER]
                                          ?? (UnitClass == UnitClass.INFANTRY ||
                                              UnitClass == UnitClass.COMMAND_POST ||
                                              UnitClass == UnitClass.TOWED_GUN));
            IsOversizedPassenger = (bool)(attributes[(int)Attribute.IS_OVERSIZED_PASSENGER] ?? false);
            CannotUseRoadMovementWithOversizedPassenger = (bool)(
                attributes[(int)Attribute.CANNOT_USE_ROAD_MOVEMENT_WITH_OVERSIZED_PASSENGER] ?? CanOnlyCarryInfantry);
            OversizedPassengerMovementMultiplier = (float)(
                attributes[(int)Attribute.OVERSIZED_PASSENGER_MOVEMENT_MULTIPLIER] ?? 1f);
            WaterDieModifier = (int)(attributes[(int)Attribute.WATER_DIE_MODIFIER] ?? 0);

            IsEngineer    = (bool)(attributes[(int)Attribute.IS_ENGINEER] ?? false);
            CanDirectFire = (bool)(attributes[(int)Attribute.CAN_DIRECT_FIRE]
                                   ?? (PrimaryWeapon.Attack > 0 && UnitClass != UnitClass.MINEFIELD && !IsAircraft()));
            CanIndirectFire = (bool)(attributes[(int)Attribute.CAN_INDIRECT_FIRE]
                                     ?? (UnitClass == UnitClass.SELF_PROPELLED_ARTILLERY ||
                                         PrimaryWeapon.WeaponClass == WeaponClass.MORTAR));
            CanOverrun = (bool)(attributes[(int)Attribute.CAN_OVERRUN]
                                ?? (IsVehicle &&
                                    IsArmored &&
                                    UnitClass != UnitClass.SELF_PROPELLED_ARTILLERY && CanDirectFire));
            CanOnlyOverrunUnarmored = (bool)(attributes[(int)Attribute.CAN_ONLY_OVERRUN_UNARMORED]
                                             ?? (CanOverrun && PrimaryWeapon.WeaponClass == WeaponClass.INFANTRY));
            CanCloseAssault = (bool)(attributes[(int)Attribute.CAN_CLOSE_ASSAULT]
                                     ?? (UnitClass == UnitClass.INFANTRY || UnitClass == UnitClass.CAVALRY));
            CanOnlySupportCloseAssault = (bool)(attributes[(int)Attribute.CAN_ONLY_SUPPORT_CLOSE_ASSAULT] ?? false);
            CanAirAttack             = (bool)(attributes[(int)Attribute.CAN_AIR_ATTACK] ?? UnitClass == UnitClass.FIGHTER_BOMBER);
            CanAntiAircraft          = (bool)(attributes[(int)Attribute.CAN_ANTI_AIRCRAFT] ?? false);
            CanClearMines            = (bool)(attributes[(int)Attribute.CAN_CLEAR_MINES] ?? IsEngineer);
            CanPlaceMines            = (bool)(attributes[(int)Attribute.CAN_PLACE_MINES] ?? IsEngineer);
            CanPlaceBridges          = (bool)(attributes[(int)Attribute.CAN_PLACE_BRIDGES] ?? IsEngineer);
            InnatelyClearsMines      = (bool)(attributes[(int)Attribute.INNATELY_CLEARS_MINES] ?? false);
            ImmuneToMines            = (bool)(attributes[(int)Attribute.IMMUNE_TO_MINES] ?? (InnatelyClearsMines || IsAircraft()));
            MinimumIndirectFireRange =
                (byte)(attributes[(int)Attribute.MINIMUM_INDIRECT_FIRE_RANGE]
                       ?? (UnitClass == UnitClass.TOWED_GUN || PrimaryWeapon.WeaponClass == WeaponClass.MORTAR
                                                   ? (byte)1
                                                   : (byte)((PrimaryWeapon.Range + 1) / 2)));

            CanSpot    = (bool)(attributes[(int)Attribute.CAN_SPOT] ?? GetDefaultCanSpot());
            CanReveal  = (bool)(attributes[(int)Attribute.CAN_REVEAL] ?? CanSpot && !IsAircraft());
            SpotRange  = (byte)(attributes[(int)Attribute.SPOT_RANGE] ?? GetDefaultSpotRange());
            SightRange = IsEmplaceable() ? (byte)0 : Math.Max((byte)20, SpotRange);

            DismountAs = (UnitConfiguration)attributes[(int)Attribute.DISMOUNT_AS];
            CanRemount = (bool)(attributes[(int)Attribute.CAN_REMOUNT] ?? DismountAs != null);

            CanSupportArmored   = (bool)(attributes[(int)Attribute.CAN_SUPPORT_ARMORED] ?? false);
            CloseAssaultCapture = (bool)(attributes[(int)Attribute.CLOSE_ASSAULT_CAPTURE]
                                         ?? UnitClass == UnitClass.COMMAND_POST);
            AreaControlCapture = (bool)(attributes[(int)Attribute.AREA_CONTROL_CAPTURE] ?? UnitClass == UnitClass.FORT);
        }