using SptCommon.Annotations; using Core.Models.Eft.Common.Tables; using Props = Core.Models.Eft.Common.Props; namespace Core.Helpers; [Injectable] public class RepairHelper { /// /// Alter an items durability after a repair by trader/repair kit /// /// item to update durability details /// db details of item to repair /// Is item being repaired a piece of armor /// how many unit of durability to repair /// Is item being repaired with a repair kit /// Trader quality value from traders base json /// should item have max durability reduced public void UpdateItemDurability( Item itemToRepair, TemplateItem itemToRepairDetails, bool isArmor, int amountToRepair, bool useRepairKit, double traderQualityMultipler, bool applyMaxDurabilityDegradation = true ) { throw new NotImplementedException(); } /// /// Repairing armor reduces the total durability value slightly, get a randomised (to 2dp) amount based on armor material /// /// What material is the armor being repaired made of /// Was a repair kit used /// Max amount of durability item can have /// Different traders produce different loss values /// Amount to reduce max durability by protected double GetRandomisedArmorRepairDegradationValue( string armorMaterial, bool isRepairKit, int armorMax, double traderQualityMultipler ) { throw new NotImplementedException(); } /// /// Repairing weapons reduces the total durability value slightly, get a randomised (to 2dp) amount /// /// Weapon properties /// Was a repair kit used /// Max amount of durability item can have /// Different traders produce different loss values /// Amount to reduce max durability by protected double GetRandomisedWeaponRepairDegradationValue( Props itemProps, bool isRepairKit, int weaponMax, double traderQualityMultipler ) { throw new NotImplementedException(); } }