// 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 Eco.Gameplay.Civics.Objects;
    using static Eco.Gameplay.Housing.PropertyValues.HomeFurnishingValue;

    [Serialized]
    [RequireComponent(typeof(OnOffComponent))]
    [RequireComponent(typeof(PropertyAuthComponent))]
    [RequireComponent(typeof(LinkComponent))]
    [RequireComponent(typeof(FuelSupplyComponent))]
    [RequireComponent(typeof(FuelConsumptionComponent))]
    [RequireComponent(typeof(HousingComponent))]
    [RequireComponent(typeof(SolidGroundComponent))]
    public partial class BrazierObject : WorldObject, IRepresentsItem
    {
        public virtual Type RepresentedItemType => typeof(BrazierItem);
        public override LocString DisplayName => Localizer.DoStr("Brazier");
        public override TableTextureMode TableTexture => TableTextureMode.Metal;
        private static string[] fuelTagList = new[] { "Burnable Fuel" }; //noloc

        protected override void Initialize()
        {
            this.ModsPreInitialize();
            this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTagList);
            this.GetComponent<FuelConsumptionComponent>().Initialize(1);
            this.GetComponent<HousingComponent>().HomeValue = BrazierItem.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("Brazier")]
    [Ecopedia("Housing Objects", "Lights", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)]
    [Tag("Housing", 1)]
    public partial class BrazierItem : WorldObjectItem<BrazierObject>
    {
        public override LocString DisplayDescription => Localizer.DoStr("A metal stand which can hold burning fuel to provide light.");

        [TooltipChildren] public HomeFurnishingValue HousingTooltip { get { return HomeValue; } }
        public static readonly HomeFurnishingValue HomeValue = new HomeFurnishingValue()
        {
            Category                 = RoomCategory.General,
            SkillValue               = 1.2f,
            TypeForRoomLimit         = Localizer.DoStr("Lights"),
            DiminishingReturnPercent = 0.7f
        };

        [Tooltip(7)] private LocString PowerConsumptionTooltip => Localizer.Do($"Consumes: {Text.Info(1)}w of {new HeatPower().Name} power from fuel");
    }

    [RequiresSkill(typeof(SmeltingSkill), 2)]
    public partial class BrazierRecipe : RecipeFamily
    {
        public BrazierRecipe()
        {
            var recipe = new Recipe();
            recipe.Init(
                "Brazier",  //noloc
                Localizer.DoStr("Brazier"),
                new List<IngredientElement>
                {
                    new IngredientElement(typeof(IronBarItem), 4, typeof(SmeltingSkill), typeof(SmeltingLavishResourcesTalent)),
                    new IngredientElement(typeof(TallowItem), 2, typeof(SmeltingSkill), typeof(SmeltingLavishResourcesTalent)),
                },
                new List<CraftingElement>
                {
                    new CraftingElement<BrazierItem>()
                });
            this.Recipes = new List<Recipe> { recipe };
            this.ExperienceOnCraft = 3;
            this.LaborInCalories = CreateLaborInCaloriesValue(120, typeof(SmeltingSkill));
            this.CraftMinutes = CreateCraftTimeValue(typeof(BrazierRecipe), 4, typeof(SmeltingSkill), typeof(SmeltingFocusedSpeedTalent), typeof(SmeltingParallelSpeedTalent));
            this.ModsPreInitialize();
            this.Initialize(Localizer.DoStr("Brazier"), typeof(BrazierRecipe));
            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();
    }
}
