diff --git a/Libraries/Core/Helpers/RepairHelper.cs b/Libraries/Core/Helpers/RepairHelper.cs index f11703c1..dc22e354 100644 --- a/Libraries/Core/Helpers/RepairHelper.cs +++ b/Libraries/Core/Helpers/RepairHelper.cs @@ -1,12 +1,26 @@ +using Core.Models.Eft.Common; using SptCommon.Annotations; using Core.Models.Eft.Common.Tables; -using Props = Core.Models.Eft.Common.Props; +using Core.Models.Spt.Config; +using Core.Models.Utils; +using Core.Servers; +using Core.Services; +using Core.Utils; +using Core.Utils.Cloners; namespace Core.Helpers; [Injectable] -public class RepairHelper +public class RepairHelper( + ISptLogger _logger, + RandomUtil _randomUtil, + DatabaseService _databaseService, + ConfigServer _configServer, + ICloner _cloner +) { + protected RepairConfig _repairConfig = _configServer.GetConfig(); + /// /// Alter an items durability after a repair by trader/repair kit /// @@ -27,7 +41,58 @@ public class RepairHelper bool applyMaxDurabilityDegradation = true ) { - throw new NotImplementedException(); + _logger.Debug($"Adding {amountToRepair} to {itemToRepairDetails.Name} using kit: {useRepairKit}"); + + var itemMaxDurability = _cloner.Clone(itemToRepair.Upd.Repairable.MaxDurability); + var itemCurrentDurability = _cloner.Clone(itemToRepair.Upd.Repairable.Durability); + var itemCurrentMaxDurability = _cloner.Clone(itemToRepair.Upd.Repairable.MaxDurability); + + var newCurrentDurability = itemCurrentDurability + amountToRepair; + var newCurrentMaxDurability = itemCurrentMaxDurability + amountToRepair; + + // Ensure new max isnt above items max + if (newCurrentMaxDurability > itemMaxDurability) { + newCurrentMaxDurability = itemMaxDurability; + } + + // Ensure new current isnt above items max + if (newCurrentDurability > itemMaxDurability) { + newCurrentDurability = itemMaxDurability; + } + + // Update Repairable properties with new values after repair + itemToRepair.Upd.Repairable = new UpdRepairable { Durability = newCurrentDurability, MaxDurability = newCurrentMaxDurability }; + + // when modders set the repair coefficient to 0 it means that they dont want to lose durability on items + // the code below generates a random degradation on the weapon durability + if (applyMaxDurabilityDegradation) { + var randomisedWearAmount = isArmor + ? GetRandomisedArmorRepairDegradationValue( + itemToRepairDetails.Properties.ArmorMaterial, + useRepairKit, + itemCurrentMaxDurability ?? 0, + traderQualityMultipler + ) + : GetRandomisedWeaponRepairDegradationValue( + itemToRepairDetails.Properties, + useRepairKit, + itemCurrentMaxDurability ?? 0, + traderQualityMultipler + ); + + // Apply wear to durability + itemToRepair.Upd.Repairable.MaxDurability -= randomisedWearAmount; + + // After adjusting max durability with degradation, ensure current dura isnt above max + if (itemToRepair.Upd.Repairable.Durability > itemToRepair.Upd.Repairable.MaxDurability) { + itemToRepair.Upd.Repairable.Durability = itemToRepair.Upd.Repairable.MaxDurability; + } + } + + // Repair mask cracks + if (itemToRepair.Upd.FaceShield is not null && itemToRepair.Upd.FaceShield?.Hits > 0) { + itemToRepair.Upd.FaceShield.Hits = 0; + } } /// @@ -41,11 +106,25 @@ public class RepairHelper protected double GetRandomisedArmorRepairDegradationValue( string armorMaterial, bool isRepairKit, - int armorMax, + double armorMax, double traderQualityMultipler ) { - throw new NotImplementedException(); + // Degradation value is based on the armor material + var armorMaterialSettings = _databaseService.GetGlobals().Configuration.ArmorMaterials[armorMaterial]; + + var minMultiplier = isRepairKit + ? armorMaterialSettings.MinRepairKitDegradation + : armorMaterialSettings.MinRepairDegradation; + + var maxMultiplier = isRepairKit + ? armorMaterialSettings.MaxRepairKitDegradation + : armorMaterialSettings.MaxRepairDegradation; + + var duraLossPercent = _randomUtil.GetFloat((float)minMultiplier, (float)maxMultiplier); + var duraLossMultipliedByTraderMultiplier = duraLossPercent * armorMax * traderQualityMultipler; + + return Math.Round(duraLossMultipliedByTraderMultiplier, 2); } /// @@ -59,10 +138,21 @@ public class RepairHelper protected double GetRandomisedWeaponRepairDegradationValue( Props itemProps, bool isRepairKit, - int weaponMax, + double weaponMax, double traderQualityMultipler ) { - throw new NotImplementedException(); + var minRepairDeg = isRepairKit ? itemProps.MinRepairKitDegradation : itemProps.MinRepairDegradation; + var maxRepairDeg = isRepairKit ? itemProps.MaxRepairKitDegradation : itemProps.MaxRepairDegradation; + + // WORKAROUND: Some items are always 0 when repairkit is true + if (maxRepairDeg == 0) { + maxRepairDeg = itemProps.MaxRepairDegradation; + } + + var duraLossPercent = _randomUtil.GetFloat((float)minRepairDeg, (float)maxRepairDeg); + var duraLossMultipliedByTraderMultiplier = duraLossPercent * weaponMax * traderQualityMultipler; + + return Math.Round(duraLossMultipliedByTraderMultiplier, 2); } }