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

namespace Eco.Mods.TechTree
{
    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using Eco.Core.Items;
    using Eco.Gameplay.Blocks;
    using Eco.Gameplay.Components;
    using Eco.Gameplay.DynamicValues;
    using Eco.Gameplay.Items;
    using Eco.Gameplay.Players;
    using Eco.Gameplay.Skills;
    using Eco.Gameplay.Systems.TextLinks;
    using Eco.Shared.Localization;
    using Eco.Shared.Serialization;
    using Eco.Shared.Utils;
    using Eco.World;
    using Eco.World.Blocks;
    using Eco.Gameplay.Pipes;
    using Eco.Shared.Math;

    [RequiresSkill(typeof(AdvancedSmeltingSkill), 1)]   
    [RepairRequiresSkill(typeof(AdvancedSmeltingSkill), 2)] 
    public partial class SteelAxeRecipe :
        RecipeFamily
    {
        public SteelAxeRecipe()
        {
            this.Recipes = new List<Recipe>
            {
                new Recipe(
                    "SteelAxe",
                    Localizer.DoStr("Steel Axe"),
                    new IngredientElement[]
                    {
               new IngredientElement(typeof(SteelBarItem), 10, typeof(AdvancedSmeltingSkill), typeof(AdvancedSmeltingLavishResourcesTalent)),   
               new IngredientElement("Lumber", 5, typeof(AdvancedSmeltingSkill), typeof(AdvancedSmeltingLavishResourcesTalent)),   
                    },
                new CraftingElement<SteelAxeItem>()
                )
            };
            this.LaborInCalories = CreateLaborInCaloriesValue(250, typeof(AdvancedSmeltingSkill)); 
            this.CraftMinutes = CreateCraftTimeValue(typeof(SteelAxeRecipe), 0.5f, typeof(AdvancedSmeltingSkill), typeof(AdvancedSmeltingFocusedSpeedTalent), typeof(AdvancedSmeltingParallelSpeedTalent));    
            this.ModsPreInitialize();
            this.Initialize(Localizer.DoStr("Steel Axe"), typeof(SteelAxeRecipe));
            this.ModsPostInitialize();
            CraftingComponent.AddRecipe(typeof(AnvilObject), this);
        }
        /// <summary>Hook for mods to customize RecipeFamily before initialization. You can change recipes, xp, labor, time here.</summary>
        partial void ModsPreInitialize();
        /// <summary>Hook for mods to customize RecipeFamily after initialization, but before registration. You can change skill requirements here.</summary>
        partial void ModsPostInitialize();
    }

    [Serialized]
    [LocDisplayName("Steel Axe")]
    [Tier(3)] 
    [Weight(1000)]
    [Category("Tool")]
    [Tag("Tool", 1)]
    [Ecopedia("Items", "Tools", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)]                    
    public partial class SteelAxeItem : AxeItem
    {
        // Static values
        private static IDynamicValue caloriesBurn = new MultiDynamicValue(MultiDynamicOps.Multiply, new TalentModifiedValue(typeof(SteelAxeItem), typeof(LoggingToolEfficiencyTalent)), CreateCalorieValue(15, typeof(LoggingSkill), typeof(SteelAxeItem), new SteelAxeItem().UILink()));
        private static IDynamicValue damage = CreateDamageValue(2, typeof(LoggingSkill), typeof(SteelAxeItem), new SteelAxeItem().UILink()); 
        private static IDynamicValue exp = new ConstantValue(0.1f);
        private static IDynamicValue tier = new MultiDynamicValue(MultiDynamicOps.Sum, new ConstantValue(3), new TalentModifiedValue(typeof(SteelAxeItem), typeof(LoggingToolStrengthTalent), 0));
        private static SkillModifiedValue skilledRepairCost = new SkillModifiedValue(8, AdvancedSmeltingSkill.MultiplicativeStrategy, typeof(AdvancedSmeltingSkill), Localizer.DoStr("repair cost"), DynamicValueType.Efficiency); 
        

        // Tool overrides

        public override IDynamicValue CaloriesBurn      => caloriesBurn;
        public override IDynamicValue Damage            => damage; 
        public override Type ExperienceSkill            => typeof(LoggingSkill);
        public override IDynamicValue ExperienceRate    => exp;
        public override IDynamicValue Tier              => tier;
        public override IDynamicValue SkilledRepairCost => skilledRepairCost;
        public override float DurabilityRate            => DurabilityMax / 1250f;
        public override Item RepairItem                 => Item.Get<SteelBarItem>();
        public override int FullRepairAmount            => 8;
    }
}
