106 lines
4.0 KiB
C#

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<MinimapComponent>().Initialize("Crafting");
this.GetComponent<HousingComponent>().Set(AnvilItem.HousingVal);
}
public override void Destroy()
{
base.Destroy();
}
}
[Serialized]
public partial class AnvilItem : WorldObjectItem<AnvilObject>
{
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<AnvilItem>(),
};
this.Ingredients = new CraftingElement[]
{
new CraftingElement<IronIngotItem>(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<MortaredStoneItem>(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<HewnLogItem>(typeof(MetalworkingEfficiencySkill), 20, MetalworkingEfficiencySkill.MultiplicativeStrategy),
};
SkillModifiedValue value = new SkillModifiedValue(20, MetalworkingSpeedSkill.MultiplicativeStrategy, typeof(MetalworkingSpeedSkill), Localizer.Do("craft time"));
SkillModifiedValueManager.AddBenefitForObject(typeof(AnvilRecipe), Item.Get<AnvilItem>().UILink(), value);
SkillModifiedValueManager.AddSkillBenefit(Item.Get<AnvilItem>().UILink(), value);
this.CraftMinutes = value;
this.Initialize("Anvil", typeof(AnvilRecipe));
CraftingComponent.AddRecipe(typeof(BloomeryObject), this);
}
}
}