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(OnOffComponent))] [RequireComponent(typeof(PropertyAuthComponent))] [RequireComponent(typeof(MinimapComponent))] [RequireComponent(typeof(LinkComponent))] [RequireComponent(typeof(PowerGridComponent))] [RequireComponent(typeof(PowerGeneratorComponent))] [RequireComponent(typeof(HousingComponent))] [RequireComponent(typeof(SolidGroundComponent))] public partial class SolarGeneratorObject : WorldObject { public override string FriendlyName { get { return "Solar Generator"; } } protected override void Initialize() { this.GetComponent().Initialize("Power"); this.GetComponent().Initialize(30, new ElectricPower()); this.GetComponent().Initialize(1000); this.GetComponent().Set(SolarGeneratorItem.HousingVal); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class SolarGeneratorItem : WorldObjectItem { public override string FriendlyName { get { return "Solar Generator"; } } public override string Description { get { return "Generates electrical power from the sun! It also stores energy to work at night."; } } static SolarGeneratorItem() { } [TooltipChildren] public HousingValue HousingTooltip { get { return HousingVal; } } [TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue() { Category = "Industrial", TypeForRoomLimit = "", };}} } [RequiresSkill(typeof(ElectronicEngineeringSkill), 4)] public partial class SolarGeneratorRecipe : Recipe { public SolarGeneratorRecipe() { this.Products = new CraftingElement[] { new CraftingElement(), }; this.Ingredients = new CraftingElement[] { new CraftingElement(typeof(ElectronicEngineeringEfficiencySkill), 20, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(ElectronicEngineeringEfficiencySkill), 10, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(ElectronicEngineeringEfficiencySkill), 10, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(ElectronicEngineeringEfficiencySkill), 4, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(50, ElectronicEngineeringSpeedSkill.MultiplicativeStrategy, typeof(ElectronicEngineeringSpeedSkill), Localizer.Do("craft time")); SkillModifiedValueManager.AddBenefitForObject(typeof(SolarGeneratorRecipe), Item.Get().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get().UILink(), value); this.CraftMinutes = value; this.Initialize("Solar Generator", typeof(SolarGeneratorRecipe)); CraftingComponent.AddRecipe(typeof(ElectronicsAssemblyObject), this); } } }