// Copyright (c) Strange Loop Games. All rights reserved.
// See LICENSE file in the project root for full license information.
// <auto-generated from FoodTemplate.tt/>

namespace Eco.Mods.TechTree
{
    using Eco.Core.Items;
    using Eco.Gameplay.Items;
    using Eco.Gameplay.Players;
    using Eco.Shared.Localization;
    using Eco.Shared.Serialization;
    using Eco.Shared.Utils;
    using Eco.Core.Controller;
    using Eco.Gameplay.Items.Recipes;

    /// <summary>
    /// <para>
    /// Server side food item definition for the "DriedFish" item. 
    /// This object inherits the FoodItem base class to allow for consumption mechanics.
    /// </para>
    /// <para>More information about FoodItem objects can be found at https://docs.play.eco/api/server/eco.gameplay/Eco.Gameplay.Items.FoodItem.html</para>
    /// </summary>
    /// <remarks>
    /// This is an auto-generated class. Don't modify it! All your changes will be wiped with next update! Use Mods* partial methods instead for customization. 
    /// If you wish to modify this class, please create a new partial class or follow the instructions in the "UserCode" folder to override the entire file.
    /// </remarks>
    [Serialized] // Tells the save/load system this object needs to be serialized. 
    [LocDisplayName("Dried Fish")] // Defines the localized name of the item.
    [Weight(250)] // Defines how heavy the DriedFish is.
    [Ecopedia("Food", "Preserved Food", createAsSubPage: true)]
    [LocDescription("Leaving it outdoors somehow made it more digestible.")] //The tooltip description for the food item.
    public partial class DriedFishItem : FoodItem
    {


        /// <summary>The amount of calories awarded for eating the food item.</summary>
        public override float Calories                  => 450;
        /// <summary>The nutritional value of the food item.</summary>
        public override Nutrients Nutrition             => new Nutrients() { Carbs = 1, Fat = 2, Protein = 16, Vitamins = 0};

        /// <summary>Defines the default time it takes for this item to spoil. This value can be modified by the inventory this item currently resides in.</summary>
        protected override float BaseShelfLife            => (float)TimeUtil.HoursToSeconds(144);
    }

}