// 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(MinimapComponent))]
    [RequireComponent(typeof(LinkComponent))]
    [RequireComponent(typeof(CraftingComponent))]
    [RequireComponent(typeof(PowerGridComponent))]
    [RequireComponent(typeof(PowerConsumptionComponent))]
    [RequireComponent(typeof(HousingComponent))]
    [RequireComponent(typeof(SolidGroundComponent))]
    [RequireComponent(typeof(PluginModulesComponent))]
    public partial class ScreeningMachineObject : WorldObject, IRepresentsItem
    {
        public virtual Type RepresentedItemType => typeof(ScreeningMachineItem);
        public override LocString DisplayName => Localizer.DoStr("Screening Machine");
        public override TableTextureMode TableTexture => TableTextureMode.Metal;

        protected override void Initialize()
        {
            this.ModsPreInitialize();
            this.GetComponent<MinimapComponent>().Initialize(Localizer.DoStr("Crafting"));
            this.GetComponent<PowerConsumptionComponent>().Initialize(400);
            this.GetComponent<PowerGridComponent>().Initialize(5, new MechanicalPower());
            this.GetComponent<HousingComponent>().HomeValue = ScreeningMachineItem.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("Screening Machine")]
    [Ecopedia("Work Stations", "Craft Tables", createAsSubPage: true, display: InPageTooltip.DynamicTooltip)]
    [AllowPluginModules(Tags = new[] { "AdvancedUpgrade" }, ItemTypes = new[] { typeof(MiningAdvancedUpgradeItem) })] //noloc
    public partial class ScreeningMachineItem : WorldObjectItem<ScreeningMachineObject>, IPersistentData
    {
        public override LocString DisplayDescription => Localizer.DoStr("A machine for dry concentration that produces less harmful tailings. Can only be used to concentrate Iron.");

        [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(400)}w of {new MechanicalPower().Name} power");
        [Serialized, TooltipChildren] public object PersistentData { get; set; }
    }

    [RequiresSkill(typeof(MechanicsSkill), 3)]
    public partial class ScreeningMachineRecipe : RecipeFamily
    {
        public ScreeningMachineRecipe()
        {
            var recipe = new Recipe();
            recipe.Init(
                "ScreeningMachine",  //noloc
                Localizer.DoStr("Screening Machine"),
                new List<IngredientElement>
                {
                    new IngredientElement(typeof(IronBarItem), 40, typeof(MechanicsSkill), typeof(MechanicsLavishResourcesTalent)),
                    new IngredientElement(typeof(ScrewsItem), 15, typeof(MechanicsSkill), typeof(MechanicsLavishResourcesTalent)),
                    new IngredientElement(typeof(IronGearItem), 10, typeof(MechanicsSkill), typeof(MechanicsLavishResourcesTalent)),
                },
                new List<CraftingElement>
                {
                    new CraftingElement<ScreeningMachineItem>()
                });
            this.Recipes = new List<Recipe> { recipe };
            this.ExperienceOnCraft = 5;
            this.LaborInCalories = CreateLaborInCaloriesValue(300, typeof(MechanicsSkill));
            this.CraftMinutes = CreateCraftTimeValue(typeof(ScreeningMachineRecipe), 5, typeof(MechanicsSkill), typeof(MechanicsFocusedSpeedTalent), typeof(MechanicsParallelSpeedTalent));
            this.ModsPreInitialize();
            this.Initialize(Localizer.DoStr("Screening Machine"), typeof(ScreeningMachineRecipe));
            this.ModsPostInitialize();
            CraftingComponent.AddRecipe(typeof(MachinistTableObject), 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();
    }
}
