111 lines
4.5 KiB
C#
111 lines
4.5 KiB
C#
namespace Eco.Mods.TechTree
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{
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using Eco.Gameplay.Blocks;
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using Eco.Gameplay.Components;
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using Eco.Gameplay.Components.Auth;
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using Eco.Gameplay.DynamicValues;
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using Eco.Gameplay.Economy;
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using Eco.Gameplay.Housing;
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using Eco.Gameplay.Interactions;
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using Eco.Gameplay.Items;
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using Eco.Gameplay.Minimap;
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using Eco.Gameplay.Objects;
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using Eco.Gameplay.Players;
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using Eco.Gameplay.Property;
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using Eco.Gameplay.Skills;
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using Eco.Gameplay.Systems.TextLinks;
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using Eco.Gameplay.Pipes.LiquidComponents;
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using Eco.Gameplay.Pipes.Gases;
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using Eco.Gameplay.Systems.Tooltip;
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using Eco.Shared;
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using Eco.Shared.Math;
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using Eco.Shared.Localization;
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using Eco.Shared.Serialization;
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using Eco.Shared.Utils;
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using Eco.Shared.View;
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using Eco.Shared.Items;
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using Eco.Gameplay.Pipes;
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using Eco.World.Blocks;
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[Serialized]
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[RequireComponent(typeof(OnOffComponent))]
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[RequireComponent(typeof(PropertyAuthComponent))]
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[RequireComponent(typeof(MinimapComponent))]
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[RequireComponent(typeof(PowerGridComponent))]
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[RequireComponent(typeof(PowerConsumptionComponent))]
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[RequireComponent(typeof(HousingComponent))]
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public partial class SteelCeilingLightObject :
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WorldObject
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{
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public override string FriendlyName { get { return "Steel Ceiling Light"; } }
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protected override void Initialize()
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{
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this.GetComponent<MinimapComponent>().Initialize("Lights");
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this.GetComponent<PowerConsumptionComponent>().Initialize(35);
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this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower());
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this.GetComponent<HousingComponent>().Set(SteelCeilingLightItem.HousingVal);
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}
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public override void Destroy()
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{
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base.Destroy();
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}
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}
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[Serialized]
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public partial class SteelCeilingLightItem : WorldObjectItem<SteelCeilingLightObject>
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{
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public override string FriendlyName { get { return "Steel Ceiling Light"; } }
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public override string Description { get { return "A more modern way to light up a room."; } }
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static SteelCeilingLightItem()
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{
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}
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[TooltipChildren] public HousingValue HousingTooltip { get { return HousingVal; } }
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[TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue()
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{
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Category = "General",
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Val = 5,
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TypeForRoomLimit = "Lights",
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DiminishingReturnPercent = 0.8f
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};}}
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}
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[RequiresSkill(typeof(SteelworkingSkill), 3)]
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public partial class SteelCeilingLightRecipe : Recipe
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{
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public SteelCeilingLightRecipe()
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{
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this.Products = new CraftingElement[]
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{
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new CraftingElement<SteelCeilingLightItem>(),
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};
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this.Ingredients = new CraftingElement[]
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{
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new CraftingElement<SteelItem>(typeof(SteelworkingEfficiencySkill), 10, SteelworkingEfficiencySkill.MultiplicativeStrategy),
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new CraftingElement<CopperWiringItem>(typeof(SteelworkingEfficiencySkill), 2, SteelworkingEfficiencySkill.MultiplicativeStrategy),
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new CraftingElement<GlassItem>(typeof(SteelworkingEfficiencySkill), 5, SteelworkingEfficiencySkill.MultiplicativeStrategy),
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};
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SkillModifiedValue value = new SkillModifiedValue(10, SteelworkingSpeedSkill.MultiplicativeStrategy, typeof(SteelworkingSpeedSkill), Localizer.Do("craft time"));
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SkillModifiedValueManager.AddBenefitForObject(typeof(SteelCeilingLightRecipe), Item.Get<SteelCeilingLightItem>().UILink(), value);
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SkillModifiedValueManager.AddSkillBenefit(Item.Get<SteelCeilingLightItem>().UILink(), value);
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this.CraftMinutes = value;
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this.Initialize("Steel Ceiling Light", typeof(SteelCeilingLightRecipe));
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CraftingComponent.AddRecipe(typeof(FactoryObject), this);
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}
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}
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} |