"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.BlueprintBlitzA = void 0;
const BlueprintChallenge_1 = require("../BlueprintChallenge");
/*
* This challenge is the first week of the blueprint blitz - a test of the systems that I have in place
* NAME: BlueprintBlitzA
* DESC: Create a early-game forge that can produce iron plates in a 16x24 area. Only certain entities are allowed, and
*      scoring rules are in place to discourage electricity usage and expensive entities
* MAX SIZE: 16x24
* ALLOWED ENTITIES - transport-belt, inserter, long-inserter, small-electric-pole, splitter, stone-furnace, underground-belt, burner-inserter
* TRIAL RUNTIME - 15 minutes (54000 ticks)
* SCORE BREAKDOWN:
* - Blueprint Design
*     - (-1) point for each entity that consumes electricity
* - Blueprint Results
*     - 1 point for each iron-plate produced
*
*
* need to load in files in the recipelister folder first to get all this data...
*
*
* */
class BlueprintBlitzA extends BlueprintChallenge_1.BlueprintChallenge {
    // dont need constructor - we are defining this challenge as a sub-class
    constructor() {
        super(null);
        this.name = 'BlueprintBlitzA';
        this.allowedEntities = [
            'transport-belt',
            'inserter',
            'long-handed-inserter',
            'small-electric-pole',
            'splitter',
            'stone-furnace',
            'underground-belt',
            'burner-inserter',
            'electric-energy-interface',
            'infinity-chest',
            'loader'
        ];
        this.entityCountRequirements = [
            {
                label: 'electric-energy-interface',
                minCount: 0,
                maxCount: 1
            },
            {
                label: 'infinity-chest',
                minCount: 3,
                maxCount: 3
            },
            {
                label: 'loader',
                minCount: 0,
                maxCount: 6
            }
        ];
    }
}
exports.BlueprintBlitzA = BlueprintBlitzA;
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