Format Style Fixes
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@@ -44,9 +44,7 @@ public class RepairHelper(
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{
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if (logger.IsLogEnabled(LogLevel.Debug))
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{
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logger.Debug(
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$"Adding {amountToRepair} to {itemToRepairDetails.Name} using kit: {useRepairKit}"
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);
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logger.Debug($"Adding {amountToRepair} to {itemToRepairDetails.Name} using kit: {useRepairKit}");
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}
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var itemMaxDurability = cloner.Clone(itemToRepair.Upd.Repairable.MaxDurability);
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@@ -69,11 +67,7 @@ public class RepairHelper(
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}
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// Update Repairable properties with new values after repair
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itemToRepair.Upd.Repairable = new UpdRepairable
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{
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Durability = newCurrentDurability,
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MaxDurability = newCurrentMaxDurability,
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};
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itemToRepair.Upd.Repairable = new UpdRepairable { Durability = newCurrentDurability, MaxDurability = newCurrentMaxDurability };
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// when modders set the repair coefficient to 0 it means that they dont want to lose durability on items
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// the code below generates a random degradation on the weapon durability
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@@ -126,26 +120,17 @@ public class RepairHelper(
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)
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{
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// Degradation value is based on the armor material
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if (
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!databaseService
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.GetGlobals()
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.Configuration.ArmorMaterials.TryGetValue(material, out var armorMaterialSettings)
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)
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if (!databaseService.GetGlobals().Configuration.ArmorMaterials.TryGetValue(material, out var armorMaterialSettings))
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{
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logger.Error($"Unable to find armor with a type of: {material}");
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}
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var minMultiplier = isRepairKit
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? armorMaterialSettings.MinRepairKitDegradation
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: armorMaterialSettings.MinRepairDegradation;
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var minMultiplier = isRepairKit ? armorMaterialSettings.MinRepairKitDegradation : armorMaterialSettings.MinRepairDegradation;
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var maxMultiplier = isRepairKit
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? armorMaterialSettings.MaxRepairKitDegradation
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: armorMaterialSettings.MaxRepairDegradation;
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var maxMultiplier = isRepairKit ? armorMaterialSettings.MaxRepairKitDegradation : armorMaterialSettings.MaxRepairDegradation;
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var duraLossPercent = randomUtil.GetDouble((double)minMultiplier, (double)maxMultiplier);
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var duraLossMultipliedByTraderMultiplier =
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duraLossPercent * armorMax * traderQualityMultiplier;
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var duraLossMultipliedByTraderMultiplier = duraLossPercent * armorMax * traderQualityMultiplier;
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return Math.Round(duraLossMultipliedByTraderMultiplier, 2);
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}
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@@ -165,12 +150,8 @@ public class RepairHelper(
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double traderQualityMultipler
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)
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{
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var minRepairDeg = isRepairKit
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? itemProps.MinRepairKitDegradation
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: itemProps.MinRepairDegradation;
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var maxRepairDeg = isRepairKit
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? itemProps.MaxRepairKitDegradation
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: itemProps.MaxRepairDegradation;
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var minRepairDeg = isRepairKit ? itemProps.MinRepairKitDegradation : itemProps.MinRepairDegradation;
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var maxRepairDeg = isRepairKit ? itemProps.MaxRepairKitDegradation : itemProps.MaxRepairDegradation;
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// WORKAROUND: Some items are always 0 when repairkit is true
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if (maxRepairDeg == 0)
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@@ -179,8 +160,7 @@ public class RepairHelper(
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}
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var duraLossPercent = randomUtil.GetDouble((double)minRepairDeg, (double)maxRepairDeg);
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var duraLossMultipliedByTraderMultiplier =
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duraLossPercent * weaponMax * traderQualityMultipler;
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var duraLossMultipliedByTraderMultiplier = duraLossPercent * weaponMax * traderQualityMultipler;
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return Math.Round(duraLossMultipliedByTraderMultiplier, 2);
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}
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