package gtPlusPlus.xmod.eio.material;

import gtPlusPlus.core.material.*;
import gtPlusPlus.core.material.state.MaterialState;

public class MaterialEIO {

    public static final Material SOULARIUM = new Material(
            "Soularium", // Material Name
            MaterialState.SOLID, // State
            new short[] {95, 90, 54, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            false, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {
                new MaterialStack(ELEMENT.getInstance().GOLD, 1), new MaterialStack(NONMATERIAL.SOULSAND, 1)
            });

    public static final Material CONDUCTIVE_IRON = new Material(
            "Conductive Iron", // Material Name
            MaterialState.SOLID, // State
            new short[] {164, 109, 100, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            false, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {
                new MaterialStack(ELEMENT.getInstance().IRON, 1), new MaterialStack(NONMATERIAL.REDSTONE, 1)
            });

    public static final Material PULSATING_IRON = new Material(
            "Pulsating Iron", // Material Name
            MaterialState.SOLID, // State
            new short[] {50, 91, 21, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            false, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {
                new MaterialStack(ELEMENT.getInstance().IRON, 1), new MaterialStack(NONMATERIAL.ENDERPEARL, 1)
            });

    public static final Material ELECTRICAL_STEEL = new Material(
            "Electrical Steel", // Material Name
            MaterialState.SOLID, // State
            new short[] {194, 194, 194, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            true, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {new MaterialStack(ALLOY.STEEL, 3), new MaterialStack(ELEMENT.getInstance().SILICON, 1)
            });

    public static final Material ENERGETIC_ALLOY = new Material(
            "Energetic Alloy", // Material Name
            MaterialState.SOLID, // State
            new short[] {252, 151, 45, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            true, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {
                new MaterialStack(ELEMENT.getInstance().GOLD, 1),
                new MaterialStack(NONMATERIAL.REDSTONE, 1),
                new MaterialStack(NONMATERIAL.GLOWSTONE, 1)
            });

    public static final Material VIBRANT_ALLOY = new Material(
            "Vibrant Alloy", // Material Name
            MaterialState.SOLID, // State
            new short[] {204, 242, 142, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            true, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {new MaterialStack(ENERGETIC_ALLOY, 1), new MaterialStack(NONMATERIAL.ENDERPEARL, 1)});

    public static final Material REDSTONE_ALLOY = new Material(
            "Redstone Alloy", // Material Name
            MaterialState.SOLID, // State
            new short[] {178, 34, 34, 0}, // Material Colour
            10, // Melting Point in C
            10,
            10,
            10,
            false, // Uses Blast furnace?
            false, // Generates a cell
            // Material Stacks with Percentage of required elements.
            new MaterialStack[] {
                new MaterialStack(ELEMENT.getInstance().SILICON, 1), new MaterialStack(NONMATERIAL.REDSTONE, 1)
            });
}