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();
}
}