EcoGSCE-Modpack/AutoGen/WorldObject/SolarGenerator.cs

112 lines
4.7 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(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<MinimapComponent>().Initialize("Power");
this.GetComponent<PowerGridComponent>().Initialize(30, new ElectricPower());
this.GetComponent<PowerGeneratorComponent>().Initialize(1000);
this.GetComponent<HousingComponent>().Set(SolarGeneratorItem.HousingVal);
}
public override void Destroy()
{
base.Destroy();
}
}
[Serialized]
public partial class SolarGeneratorItem : WorldObjectItem<SolarGeneratorObject>
{
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<SolarGeneratorItem>(),
};
this.Ingredients = new CraftingElement[]
{
new CraftingElement<SteelItem>(typeof(ElectronicEngineeringEfficiencySkill), 20, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<GearboxItem>(typeof(ElectronicEngineeringEfficiencySkill), 10, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<CircuitItem>(typeof(ElectronicEngineeringEfficiencySkill), 10, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy),
new CraftingElement<ReinforcedConcreteItem>(typeof(ElectronicEngineeringEfficiencySkill), 4, ElectronicEngineeringEfficiencySkill.MultiplicativeStrategy),
};
SkillModifiedValue value = new SkillModifiedValue(50, ElectronicEngineeringSpeedSkill.MultiplicativeStrategy, typeof(ElectronicEngineeringSpeedSkill), Localizer.Do("craft time"));
SkillModifiedValueManager.AddBenefitForObject(typeof(SolarGeneratorRecipe), Item.Get<SolarGeneratorItem>().UILink(), value);
SkillModifiedValueManager.AddSkillBenefit(Item.Get<SolarGeneratorItem>().UILink(), value);
this.CraftMinutes = value;
this.Initialize("Solar Generator", typeof(SolarGeneratorRecipe));
CraftingComponent.AddRecipe(typeof(ElectronicsAssemblyObject), this);
}
}
}