namespace Eco.Mods.TechTree { using System; using System.Collections.Generic; using System.ComponentModel; using Eco.Gameplay.Blocks; using Eco.Gameplay.Components; using Eco.Gameplay.Components.Auth; using Eco.Gameplay.DynamicValues; using Eco.Gameplay.Economy; using Eco.Gameplay.Housing; using Eco.Gameplay.Interactions; using Eco.Gameplay.Items; using Eco.Gameplay.Minimap; using Eco.Gameplay.Objects; using Eco.Gameplay.Players; using Eco.Gameplay.Property; using Eco.Gameplay.Skills; using Eco.Gameplay.Systems.TextLinks; using Eco.Gameplay.Pipes.LiquidComponents; using Eco.Gameplay.Pipes.Gases; using Eco.Gameplay.Systems.Tooltip; using Eco.Shared; using Eco.Shared.Math; using Eco.Shared.Localization; using Eco.Shared.Serialization; using Eco.Shared.Utils; using Eco.Shared.View; using Eco.Shared.Items; using Eco.Gameplay.Pipes; using Eco.World.Blocks; [Serialized] [RequireComponent(typeof(PropertyAuthComponent))] [RequireComponent(typeof(MinimapComponent))] [RequireComponent(typeof(LinkComponent))] [RequireComponent(typeof(CraftingComponent))] [RequireComponent(typeof(HousingComponent))] [RequireComponent(typeof(SolidGroundComponent))] public partial class AnvilObject : WorldObject { public override string FriendlyName { get { return "Anvil"; } } protected override void Initialize() { this.GetComponent().Initialize("Crafting"); this.GetComponent().Set(AnvilItem.HousingVal); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class AnvilItem : WorldObjectItem { public override string FriendlyName { get { return "Anvil"; } } public override string Description { get { return "A solid shaped piece of metal used to hammer ingots into tools and other useful things."; } } static AnvilItem() { } [TooltipChildren] public HousingValue HousingTooltip { get { return HousingVal; } } [TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue() { Category = "Industrial", TypeForRoomLimit = "", };}} } [RequiresSkill(typeof(MetalworkingSkill), 1)] public partial class AnvilRecipe : Recipe { public AnvilRecipe() { this.Products = new CraftingElement[] { new CraftingElement(), }; this.Ingredients = new CraftingElement[] { new CraftingElement(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(20, MetalworkingSpeedSkill.MultiplicativeStrategy, typeof(MetalworkingSpeedSkill), Localizer.Do("craft time")); SkillModifiedValueManager.AddBenefitForObject(typeof(AnvilRecipe), Item.Get().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get().UILink(), value); this.CraftMinutes = value; this.Initialize("Anvil", typeof(AnvilRecipe)); CraftingComponent.AddRecipe(typeof(BloomeryObject), this); } } }