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(PowerGridComponent))] [RequireComponent(typeof(PowerConsumptionComponent))] [RequireComponent(typeof(HousingComponent))] public partial class SteelCeilingLightObject : WorldObject { public override string FriendlyName { get { return "Steel Ceiling Light"; } } protected override void Initialize() { this.GetComponent().Initialize("Lights"); this.GetComponent().Initialize(35); this.GetComponent().Initialize(10, new ElectricPower()); this.GetComponent().Set(SteelCeilingLightItem.HousingVal); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class SteelCeilingLightItem : WorldObjectItem { public override string FriendlyName { get { return "Steel Ceiling Light"; } } public override string Description { get { return "A more modern way to light up a room."; } } static SteelCeilingLightItem() { } [TooltipChildren] public HousingValue HousingTooltip { get { return HousingVal; } } [TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue() { Category = "General", Val = 5, TypeForRoomLimit = "Lights", DiminishingReturnPercent = 0.8f };}} } [RequiresSkill(typeof(SteelworkingSkill), 3)] public partial class SteelCeilingLightRecipe : Recipe { public SteelCeilingLightRecipe() { this.Products = new CraftingElement[] { new CraftingElement(), }; this.Ingredients = new CraftingElement[] { new CraftingElement(typeof(SteelworkingEfficiencySkill), 10, SteelworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(SteelworkingEfficiencySkill), 2, SteelworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement(typeof(SteelworkingEfficiencySkill), 5, SteelworkingEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(10, SteelworkingSpeedSkill.MultiplicativeStrategy, typeof(SteelworkingSpeedSkill), Localizer.Do("craft time")); SkillModifiedValueManager.AddBenefitForObject(typeof(SteelCeilingLightRecipe), Item.Get().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get().UILink(), value); this.CraftMinutes = value; this.Initialize("Steel Ceiling Light", typeof(SteelCeilingLightRecipe)); CraftingComponent.AddRecipe(typeof(FactoryObject), this); } } }