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

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.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.Modules;
    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;
    using Eco.Gameplay.Housing.PropertyValues;
    using static Eco.Gameplay.Housing.PropertyValues.HomeFurnishingValue;

    [Serialized]
    [RequireComponent(typeof(OnOffComponent))]
    [RequireComponent(typeof(PropertyAuthComponent))]
    [RequireComponent(typeof(MinimapComponent))]
    [RequireComponent(typeof(LinkComponent))]
    [RequireComponent(typeof(CraftingComponent))]
    [RequireComponent(typeof(PowerGridComponent))]
    [RequireComponent(typeof(PowerConsumptionComponent))]
    [RequireComponent(typeof(HousingComponent))]
    [RequireComponent(typeof(SolidGroundComponent))]
    [RequireComponent(typeof(PluginModulesComponent))]
    [RequireComponent(typeof(RoomRequirementsComponent))]
    [RequireRoomContainment]
    [RequireRoomVolume(45)]
    [RequireRoomMaterialTier(2.3f, typeof(AdvancedMasonryLavishReqTalent), typeof(AdvancedMasonryFrugalReqTalent))]
    public partial class AdvancedMasonryTableObject : WorldObject, IRepresentsItem
    {
        public override LocString DisplayName { get { return Localizer.DoStr("Advanced Masonry Table"); } }
        public override TableTextureMode TableTexture => TableTextureMode.Metal;
        public virtual Type RepresentedItemType { get { return typeof(AdvancedMasonryTableItem); } }

        protected override void Initialize()
        {
            this.ModsPreInitialize();
            this.GetComponent<MinimapComponent>().Initialize(Localizer.DoStr("Crafting"));
            this.GetComponent<PowerConsumptionComponent>().Initialize(250);
            this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower());
            this.GetComponent<HousingComponent>().HomeValue = AdvancedMasonryTableItem.HomeValue;
            this.ModsPostInitialize();
        }

        public override void Destroy()
        {
            base.Destroy();
        }

        /// <summary>Hook for mods to customize WorldObject before initialization. You can change housing values here.</summary>
        partial void ModsPreInitialize();
        /// <summary>Hook for mods to customize WorldObject after initialization.</summary>
        partial void ModsPostInitialize();
    }

    [Serialized]
    [LocDisplayName("Advanced Masonry Table")]
    [Ecopedia("Work Stations", "Craft Tables", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)]
    [AllowPluginModules(Tags = new[] { "ModernUpgrade" }, ItemTypes = new[] { typeof(AdvancedMasonryUpgradeItem) })] //noloc
    public partial class AdvancedMasonryTableItem : WorldObjectItem<AdvancedMasonryTableObject>, IPersistentData
    {
        public override LocString DisplayDescription => Localizer.DoStr("A workbench for the advanced shaping of rocks into beautiful stone.");

        [TooltipChildren] public HomeFurnishingValue HousingTooltip { get { return HomeValue; } }
        public static readonly HomeFurnishingValue HomeValue = new HomeFurnishingValue()
        {
            Category                 = RoomCategory.Industrial,
            TypeForRoomLimit         = Localizer.DoStr(""),
        };

        [Tooltip(7)] private LocString PowerConsumptionTooltip => Localizer.Do($"Consumes: {Text.Info(250)}w of {new ElectricPower().Name} power");
        [Serialized, TooltipChildren] public object PersistentData { get; set; }
    }

    [RequiresSkill(typeof(IndustrySkill), 1)]
    public partial class AdvancedMasonryTableRecipe : RecipeFamily
    {
        public AdvancedMasonryTableRecipe()
        {
            var recipe = new Recipe();
            recipe.Init(
                "AdvancedMasonryTable",  //noloc
                Localizer.DoStr("Advanced Masonry Table"),
                new List<IngredientElement>
                {
                    new IngredientElement(typeof(SteelPlateItem), 10, typeof(IndustrySkill), typeof(IndustryLavishResourcesTalent)),
                    new IngredientElement(typeof(SteelSawBladeItem), 10, typeof(IndustrySkill), typeof(IndustryLavishResourcesTalent)),
                },
                new List<CraftingElement>
                {
                    new CraftingElement<AdvancedMasonryTableItem>()
                });
            this.Recipes = new List<Recipe> { recipe };
            this.ExperienceOnCraft = 10;
            this.LaborInCalories = CreateLaborInCaloriesValue(1000, typeof(IndustrySkill));
            this.CraftMinutes = CreateCraftTimeValue(typeof(AdvancedMasonryTableRecipe), 15, typeof(IndustrySkill), typeof(IndustryFocusedSpeedTalent), typeof(IndustryParallelSpeedTalent));
            this.ModsPreInitialize();
            this.Initialize(Localizer.DoStr("Advanced Masonry Table"), typeof(AdvancedMasonryTableRecipe));
            this.ModsPostInitialize();
            CraftingComponent.AddRecipe(typeof(ElectricMachinistTableObject), 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();
    }
}
