Files
SPT-Server-Build/Libraries/Core/Helpers/RepairHelper.cs
T
2025-01-24 18:18:50 +00:00

159 lines
6.8 KiB
C#

using Core.Models.Eft.Common;
using SptCommon.Annotations;
using Core.Models.Eft.Common.Tables;
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(
ISptLogger<RepairHelper> _logger,
RandomUtil _randomUtil,
DatabaseService _databaseService,
ConfigServer _configServer,
ICloner _cloner
)
{
protected RepairConfig _repairConfig = _configServer.GetConfig<RepairConfig>();
/// <summary>
/// Alter an items durability after a repair by trader/repair kit
/// </summary>
/// <param name="itemToRepair">item to update durability details</param>
/// <param name="itemToRepairDetails">db details of item to repair</param>
/// <param name="isArmor">Is item being repaired a piece of armor</param>
/// <param name="amountToRepair">how many unit of durability to repair</param>
/// <param name="useRepairKit">Is item being repaired with a repair kit</param>
/// <param name="traderQualityMultipler">Trader quality value from traders base json</param>
/// <param name="applyMaxDurabilityDegradation">should item have max durability reduced</param>
public void UpdateItemDurability(
Item itemToRepair,
TemplateItem itemToRepairDetails,
bool isArmor,
double amountToRepair,
bool useRepairKit,
double traderQualityMultipler,
bool applyMaxDurabilityDegradation = true
)
{
_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;
}
}
/// <summary>
/// Repairing armor reduces the total durability value slightly, get a randomised (to 2dp) amount based on armor material
/// </summary>
/// <param name="armorMaterial">What material is the armor being repaired made of</param>
/// <param name="isRepairKit">Was a repair kit used</param>
/// <param name="armorMax">Max amount of durability item can have</param>
/// <param name="traderQualityMultipler">Different traders produce different loss values</param>
/// <returns>Amount to reduce max durability by</returns>
protected double GetRandomisedArmorRepairDegradationValue(
string armorMaterial,
bool isRepairKit,
double armorMax,
double traderQualityMultipler
)
{
// 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);
}
/// <summary>
/// Repairing weapons reduces the total durability value slightly, get a randomised (to 2dp) amount
/// </summary>
/// <param name="itemProps">Weapon properties</param>
/// <param name="isRepairKit">Was a repair kit used</param>
/// <param name="weaponMax">Max amount of durability item can have</param>
/// <param name="traderQualityMultipler">Different traders produce different loss values</param>
/// <returns>Amount to reduce max durability by</returns>
protected double GetRandomisedWeaponRepairDegradationValue(
Props itemProps,
bool isRepairKit,
double weaponMax,
double traderQualityMultipler
)
{
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);
}
}