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

namespace Eco.Mods.TechTree
{
    using System;
    using System.Collections.Generic;
    using Eco.Gameplay.Components;
    using Eco.Gameplay.DynamicValues;
    using Eco.Gameplay.Items;
    using Eco.Gameplay.Players;
    using Eco.Gameplay.Skills;
    using Eco.Shared.Utils;
    using Eco.World;
    using Eco.World.Blocks;
    using Gameplay.Systems.TextLinks;
    using Eco.Shared.Localization;
    using Eco.Core.Controller;
    using Eco.Gameplay.Settlements.ClaimStakes;
    using Eco.Gameplay.Items.Recipes;


    /// <summary>
    /// <para>Server side recipe definition for "SawHardwoodBoards".</para>
    /// <para>More information about RecipeFamily objects can be found at https://docs.play.eco/api/server/eco.gameplay/Eco.Gameplay.Items.RecipeFamily.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>
    [RequiresSkill(typeof(LoggingSkill), 1)]
    [ForceCreateView]
    public partial class SawHardwoodBoardsRecipe : Recipe
    {
        public SawHardwoodBoardsRecipe()
        {
            this.Init(
                name: "SawHardwoodBoards",  //noloc
                displayName: Localizer.DoStr("Saw Hardwood Boards"),

                // Defines the ingredients needed to craft this recipe. An ingredient items takes the following inputs
                // type of the item, the amount of the item, the skill required, and the talent used.
                ingredients: new List<IngredientElement>
                {
                    new IngredientElement("Hardwood", 2,typeof(LoggingSkill)), //noloc
                },

                // Define our recipe output items.
                // For every output item there needs to be one CraftingElement entry with the type of the final item and the amount
                // to create.
                items: new List<CraftingElement>
                {
                    new CraftingElement<HardwoodBoardItem>(3),
                });
            // Perform post initialization steps for user mods and initialize our recipe instance as a tag product with the crafting system
            this.ModsPostInitialize();
            CraftingComponent.AddTagProduct(typeof(SawmillObject), typeof(SawBoardsRecipe), this);
        }


        /// <summary>Hook for mods to customize RecipeFamily after initialization, but before registration. You can change skill requirements here.</summary>
        partial void ModsPostInitialize();
    }
}
