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