591 lines
24 KiB
C#
591 lines
24 KiB
C#
using System.Text.Json.Serialization;
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using Core.Helpers;
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using Core.Models.Common;
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using SptCommon.Annotations;
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using Core.Models.Eft.Common;
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using Core.Models.Eft.Common.Tables;
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using Core.Models.Eft.ItemEvent;
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using Core.Models.Eft.Repair;
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using Core.Models.Enums;
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using Core.Models.Utils;
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using Core.Servers;
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using Core.Utils;
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using Core.Models.Spt.Config;
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using Core.Models.Eft.Trade;
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namespace Core.Services;
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[Injectable(InjectionType.Singleton)]
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public class RepairService(
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ISptLogger<RepairService> _logger,
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RandomUtil randomUtil,
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DatabaseService _databaseService,
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ItemHelper _itemHelper,
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TraderHelper _traderHelper,
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PaymentService _paymentService,
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ProfileHelper _profileHelper,
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RepairHelper _repairHelper,
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LocalisationService _localisationService,
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ConfigServer _configServer,
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WeightedRandomHelper _weightedRandomHelper)
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{
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private readonly ISptLogger<RepairService> _logger;
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private readonly RandomUtil _randomUtil;
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private readonly WeightedRandomHelper _weightedRandomHelper;
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private readonly RepairConfig _repairConfig = _configServer.GetConfig<RepairConfig>();
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/// <summary>
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/// Use trader to repair an items durability
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/// </summary>
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/// <param name="sessionID">Session id</param>
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/// <param name="pmcData">Profile to find item to repair in</param>
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/// <param name="repairItemDetails">Details of the item to repair</param>
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/// <param name="traderId">Trader being used to repair item</param>
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/// <returns>RepairDetails object</returns>
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public RepairDetails RepairItemByTrader(
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string sessionID,
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PmcData pmcData,
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RepairItem repairItemDetails,
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string traderId
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)
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{
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var itemToRepair = pmcData.Inventory.Items.FirstOrDefault((item) => item.Id == repairItemDetails.Id);
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if (itemToRepair is null)
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{
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_logger.Error(
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_localisationService.GetText(
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"repair-unable_to_find_item_in_inventory_cant_repair",
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repairItemDetails.Id)
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);
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}
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var priceCoef = _traderHelper.GetLoyaltyLevel(traderId, pmcData).RepairPriceCoefficient;
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var traderRepairDetails = _traderHelper.GetTrader(traderId, sessionID)?.Repair;
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if (traderRepairDetails is null)
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{
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_logger.Error(_localisationService.GetText("repair-unable_to_find_trader_details_by_id", traderId));
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}
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var repairQualityMultiplier = traderRepairDetails.Quality;
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var repairRate = priceCoef <= 0 ? 1 : priceCoef / 100 + 1;
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var items = _databaseService.GetItems();
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var itemToRepairDetails = items[itemToRepair.Template];
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var repairItemIsArmor = itemToRepairDetails.Properties.ArmorMaterial is not null;
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_repairHelper.UpdateItemDurability(
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itemToRepair,
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itemToRepairDetails,
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repairItemIsArmor,
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repairItemDetails.Count.Value,
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false,
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repairQualityMultiplier.Value,
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repairQualityMultiplier != 0 && _repairConfig.ApplyRandomizeDurabilityLoss);
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// get repair price
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var itemRepairCost = items[itemToRepair.Template].Properties.RepairCost;
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if (itemRepairCost is null)
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{
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_logger.Error(
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_localisationService.GetText("repair-unable_to_find_item_repair_cost", itemToRepair.Template));
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}
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var repairCost = Math.Round(
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itemRepairCost.Value * repairItemDetails.Count.Value * repairRate.Value * _repairConfig.PriceMultiplier);
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_logger.Debug($"item base repair cost: ${ itemRepairCost}");
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_logger.Debug($"price multiplier: ${ _repairConfig.PriceMultiplier}");
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_logger.Debug($"repair cost: ${ repairCost}");
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return new RepairDetails{
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RepairCost = repairCost,
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RepairedItem = itemToRepair,
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RepairedItemIsArmor = repairItemIsArmor,
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RepairAmount = repairItemDetails.Count,
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RepairedByKit = false };
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}
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/// <summary>
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/// </summary>
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/// <param name="sessionID">Session id</param>
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/// <param name="pmcData">Profile to take money from</param>
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/// <param name="repairedItemId">Repaired item id</param>
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/// <param name="repairCost">Cost to repair item in roubles</param>
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/// <param name="traderId">Id of the trader who repaired the item / who is paid</param>
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/// <param name="output"></param>
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public void PayForRepair(
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string sessionID,
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PmcData pmcData,
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string repairedItemId,
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double repairCost,
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string traderId,
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ItemEventRouterResponse output
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)
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{
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var options = new ProcessBuyTradeRequestData {
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SchemeItems = [new() { Count = Math.Round(repairCost), Id = Money.ROUBLES }],
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TransactionId = traderId,
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Action = "SptRepair",
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Type = "",
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ItemId = "",
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Count = 0,
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SchemeId = 0
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};
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_paymentService.PayMoney(pmcData, options, sessionID, output);
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}
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/// <summary>
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/// Add skill points to profile after repairing an item
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="repairDetails">Details of item repaired, cost/item</param>
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/// <param name="pmcData">Profile to add points to</param>
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public void AddRepairSkillPoints(string sessionId, RepairDetails repairDetails, PmcData pmcData)
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{
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// Handle kit repair of weapon
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if (
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repairDetails.RepairedByKit.GetValueOrDefault(false) &&
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_itemHelper.IsOfBaseclass(repairDetails.RepairedItem.Template, BaseClasses.WEAPON)
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)
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{
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var skillPoints = GetWeaponRepairSkillPoints(repairDetails);
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if (skillPoints > 0)
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{
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_logger.Debug($"Added: { skillPoints} WEAPON_TREATMENT points to skill");
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_profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.WeaponTreatment, skillPoints, true);
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}
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}
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// Handle kit repair of armor
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if (
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repairDetails.RepairedByKit.GetValueOrDefault(false) &&
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_itemHelper.IsOfBaseclasses(repairDetails.RepairedItem.Template, [
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BaseClasses.ARMOR_PLATE,
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BaseClasses.BUILT_IN_INSERTS,
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])
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)
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{
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var itemDetails = _itemHelper.GetItem(repairDetails.RepairedItem.Template);
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if (!itemDetails.Key)
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{
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// No item found
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_logger.Error(
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_localisationService.GetText(
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"repair-unable_to_find_item_in_db",
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repairDetails.RepairedItem.Template)
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);
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return;
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}
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var isHeavyArmor = itemDetails.Value.Properties.ArmorType == "Heavy";
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var vestSkillToLevel = isHeavyArmor ? SkillTypes.HeavyVests : SkillTypes.LightVests;
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if (repairDetails.RepairPoints is null)
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{
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_logger.Error(
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_localisationService.GetText(
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"repair-item_has_no_repair_points",
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repairDetails.RepairedItem.Template)
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);
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}
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var pointsToAddToVestSkill =
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repairDetails.RepairPoints * _repairConfig.ArmorKitSkillPointGainPerRepairPointMultiplier;
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_logger.Debug($"Added: { pointsToAddToVestSkill} { vestSkillToLevel} skill");
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_profileHelper.AddSkillPointsToPlayer(pmcData, vestSkillToLevel, pointsToAddToVestSkill);
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}
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// Handle giving INT to player - differs if using kit/trader and weapon vs armor
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var intellectGainedFromRepair = GetIntellectGainedFromRepair(repairDetails);
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if (intellectGainedFromRepair > 0)
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{
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_logger.Debug($"Added: { intellectGainedFromRepair} intellect skill");
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_profileHelper.AddSkillPointsToPlayer(pmcData, SkillTypes.Intellect, intellectGainedFromRepair);
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}
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}
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protected double GetIntellectGainedFromRepair(RepairDetails repairDetails)
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{
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if (repairDetails.RepairedByKit.GetValueOrDefault(false))
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{
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// Weapons/armor have different multipliers
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var intRepairMultiplier = _itemHelper.IsOfBaseclass(repairDetails.RepairedItem.Template, BaseClasses.WEAPON)
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? _repairConfig.RepairKitIntellectGainMultiplier.Weapon
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: _repairConfig.RepairKitIntellectGainMultiplier.Armor;
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// Limit gain to a max value defined in config.maxIntellectGainPerRepair
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if (repairDetails.RepairPoints is null)
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{
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_logger.Error(
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_localisationService.GetText(
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"repair-item_has_no_repair_points",
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repairDetails.RepairedItem.Template)
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);
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}
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return Math.Min(
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repairDetails.RepairPoints.Value * intRepairMultiplier,
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_repairConfig.MaxIntellectGainPerRepair.Kit);
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}
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// Trader repair - Not as accurate as kit, needs data from live
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return Math.Min(repairDetails.RepairAmount.Value / 10, _repairConfig.MaxIntellectGainPerRepair.Trader);
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}
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/// <summary>
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/// Return an approximation of the amount of skill points live would return for the given repairDetails
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/// </summary>
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/// <param name="repairDetails">The repair details to calculate skill points for</param>
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/// <returns>The number of skill points to reward the user</returns>
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protected double GetWeaponRepairSkillPoints(RepairDetails repairDetails)
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{
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var random = new Random();
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// This formula and associated configs is calculated based on 30 repairs done on live
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// The points always came out 2-aligned, which is why there's a divide/multiply by 2 with ceil calls
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var gainMult = _repairConfig.WeaponTreatment.PointGainMultiplier;
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// First we get a baseline based on our repair amount, and gain multiplier with a bit of rounding
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var step1 = Math.Ceiling(repairDetails.RepairAmount.Value / 2) * gainMult;
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// Then we have to get the next even number
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var step2 = Math.Ceiling(step1 / 2) * 2;
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// Then multiply by 2 again to hopefully get to what live would give us
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var skillPoints = step2 * 2;
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// You can both crit fail and succeed at the same time, for fun (Balances out to 0 with default settings)
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// Add a random chance to crit-fail
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if (random.Next() <= _repairConfig.WeaponTreatment.CritFailureChance)
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{
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skillPoints -= _repairConfig.WeaponTreatment.CritFailureAmount;
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}
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// Add a random chance to crit-succeed
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if (random.Next() <= _repairConfig.WeaponTreatment.CritSuccessChance)
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{
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skillPoints += _repairConfig.WeaponTreatment.CritSuccessAmount;
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}
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return Math.Max(skillPoints, 0);
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}
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/// <summary>
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/// </summary>
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/// <param name="sessionId">Session id</param>
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/// <param name="pmcData">Profile to update repaired item in</param>
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/// <param name="repairKits">List of Repair kits to use</param>
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/// <param name="itemToRepairId">Item id to repair</param>
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/// <param name="output">ItemEventRouterResponse</param>
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/// <returns>Details of repair, item/price</returns>
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public RepairDetails RepairItemByKit(
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string sessionId,
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PmcData pmcData,
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List<RepairKitsInfo> repairKits,
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string itemToRepairId,
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ItemEventRouterResponse output
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)
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{
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// Find item to repair in inventory
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var itemToRepair = pmcData.Inventory.Items.FirstOrDefault((x) => x.Id == itemToRepairId);
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if (itemToRepair is null)
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{
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_logger.Error(_localisationService.GetText("repair-item_not_found_unable_to_repair", itemToRepairId));
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}
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var itemsDb = _databaseService.GetItems();
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var itemToRepairDetails = itemsDb[itemToRepair.Template];
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var repairItemIsArmor = itemToRepairDetails.Properties.ArmorMaterial is not null;
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var repairAmount = repairKits[0].Count / GetKitDivisor(itemToRepairDetails, repairItemIsArmor, pmcData);
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var shouldApplyDurabilityLoss = ShouldRepairKitApplyDurabilityLoss(
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pmcData,
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_repairConfig.ApplyRandomizeDurabilityLoss);
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_repairHelper.UpdateItemDurability(
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itemToRepair,
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itemToRepairDetails,
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repairItemIsArmor,
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repairAmount.Value,
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true,
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1,
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shouldApplyDurabilityLoss);
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// Find and use repair kit defined in body
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foreach (var repairKit in repairKits) {
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var repairKitInInventory = pmcData.Inventory.Items.FirstOrDefault((item) => item.Id == repairKit.Id);
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if (repairKitInInventory is null)
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{
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_logger.Error(
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_localisationService.GetText("repair-repair_kit_not_found_in_inventory", repairKit.Id));
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}
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var repairKitDetails = itemsDb[repairKitInInventory.Template];
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var repairKitReductionAmount = repairKit.Count;
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AddMaxResourceToKitIfMissing(repairKitDetails, repairKitInInventory);
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// reduce usages on repairkit used
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repairKitInInventory.Upd.RepairKit.Resource -= repairKitReductionAmount;
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output.ProfileChanges[sessionId].Items.ChangedItems.Add(repairKitInInventory);
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}
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return new RepairDetails{
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RepairPoints = repairKits[0].Count,
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RepairedItem = itemToRepair,
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RepairedItemIsArmor = repairItemIsArmor,
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RepairAmount = repairAmount,
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RepairedByKit = true
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};
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}
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/// <summary>
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/// Calculate value repairkit points need to be divided by to get the durability points to be added to an item
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/// </summary>
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/// <param name="itemToRepairDetails">Item to repair details</param>
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/// <param name="isArmor">Is the item being repaired armor</param>
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/// <param name="pmcData">Player profile</param>
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/// <returns>Number to divide kit points by</returns>
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protected double GetKitDivisor(TemplateItem itemToRepairDetails, bool isArmor, PmcData pmcData)
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{
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var globals = _databaseService.GetGlobals();
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var globalConfig = globals.Configuration;
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var globalRepairSettings = globalConfig.RepairSettings;
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var intellectRepairPointsPerLevel = globalConfig.SkillsSettings.Intellect.RepairPointsCostReduction;
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var profileIntellectLevel =
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_profileHelper.GetSkillFromProfile(pmcData, SkillTypes.Intellect)?.Progress ?? 0;
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var intellectPointReduction = intellectRepairPointsPerLevel * Math.Truncate(profileIntellectLevel / 100);
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if (isArmor)
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{
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var durabilityPointCostArmor = globalRepairSettings.DurabilityPointCostArmor;
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var repairArmorBonus = GetBonusMultiplierValue(BonusType.RepairArmorBonus, pmcData);
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var armorBonus = 1.0 - (repairArmorBonus - 1.0) - intellectPointReduction;
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var materialType = itemToRepairDetails.Properties.ArmorMaterial ?? "";
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var armorMaterial = globalConfig.ArmorMaterials[materialType];
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var destructability = 1 + armorMaterial.Destructibility;
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var armorClass = itemToRepairDetails.Properties.ArmorClass.Value;
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var armorClassDivisor = globals.Configuration.RepairSettings.ArmorClassDivisor;
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var armorClassMultiplier = 1.0 + armorClass / armorClassDivisor;
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return durabilityPointCostArmor.Value * armorBonus.Value * destructability.Value * armorClassMultiplier.Value;
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}
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var repairWeaponBonus = GetBonusMultiplierValue(BonusType.RepairWeaponBonus, pmcData) - 1;
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var repairPointMultiplier = 1.0 - repairWeaponBonus - intellectPointReduction;
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var durabilityPointCostGuns = globals.Configuration.RepairSettings.DurabilityPointCostGuns;
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return durabilityPointCostGuns.Value * repairPointMultiplier.Value;
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}
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/// <summary>
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/// Get the bonus multiplier for a skill from a player profile
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/// </summary>
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/// <param name="skillBonus">Bonus to get multiplier of</param>
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/// <param name="pmcData">Player profile to look in for skill</param>
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/// <returns>Multiplier value</returns>
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protected double GetBonusMultiplierValue(BonusType skillBonus, PmcData pmcData)
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{
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var bonusesMatched = pmcData?.Bonuses?.Where((b) => b.Type == skillBonus);
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var value = 1d;
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if (bonusesMatched is not null)
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{
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var summedPercentage = bonusesMatched.Sum(x => x.Value ?? 0);
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value = 1 + summedPercentage / 100;
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}
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return value;
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}
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/// <summary>
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/// Should a repair kit apply total durability loss on repair
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/// </summary>
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/// <param name="pmcData">Player profile</param>
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/// <param name="applyRandomizeDurabilityLoss">Value from repair config</param>
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/// <returns>True if loss should be applied</returns>
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protected bool ShouldRepairKitApplyDurabilityLoss(PmcData pmcData, bool applyRandomizeDurabilityLoss)
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{
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var shouldApplyDurabilityLoss = applyRandomizeDurabilityLoss;
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if (shouldApplyDurabilityLoss)
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{
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// Random loss not disabled via config, perform charisma check
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var hasEliteCharisma = _profileHelper.HasEliteSkillLevel(SkillTypes.Charisma, pmcData);
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if (hasEliteCharisma)
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{
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// 50/50 chance of loss being ignored at elite level
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shouldApplyDurabilityLoss = _randomUtil.GetChance100(50);
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}
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}
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return shouldApplyDurabilityLoss;
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}
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/// <summary>
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/// Update repair kits Resource object if it doesn't exist
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/// </summary>
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/// <param name="repairKitDetails">Repair kit details from db</param>
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/// <param name="repairKitInInventory">Repair kit to update</param>
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protected void AddMaxResourceToKitIfMissing(TemplateItem repairKitDetails, Item repairKitInInventory)
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{
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var maxRepairAmount = repairKitDetails.Properties.MaxRepairResource;
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if (repairKitInInventory.Upd is null)
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{
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_logger.Debug($"Repair kit: ${ repairKitInInventory.Id} in inventory lacks upd object, adding");
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repairKitInInventory.Upd = new Upd{ RepairKit = new UpdRepairKit{ Resource = maxRepairAmount } };
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}
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if (repairKitInInventory.Upd.RepairKit?.Resource is null)
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{
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repairKitInInventory.Upd.RepairKit = new UpdRepairKit{ Resource = maxRepairAmount };
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}
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}
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/// <summary>
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/// Chance to apply buff to an item (Armor/weapon) if repaired by armor kit
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/// </summary>
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/// <param name="repairDetails">Repair details of item</param>
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/// <param name="pmcData">Player profile</param>
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public void AddBuffToItem(RepairDetails repairDetails, PmcData pmcData)
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{
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// Buffs are repair kit only
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if (!repairDetails.RepairedByKit.GetValueOrDefault(false))
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{
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return;
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}
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if (ShouldBuffItem(repairDetails, pmcData))
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{
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if (
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_itemHelper.IsOfBaseclasses(repairDetails.RepairedItem.Template, [
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BaseClasses.ARMOR,
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BaseClasses.VEST,
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BaseClasses.HEADWEAR,
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BaseClasses.ARMOR_PLATE,
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])
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)
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{
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var armorConfig = _repairConfig.RepairKit.Armor;
|
|
AddBuff(armorConfig, repairDetails.RepairedItem);
|
|
}
|
|
else if (_itemHelper.IsOfBaseclass(repairDetails.RepairedItem.Template, BaseClasses.WEAPON))
|
|
{
|
|
var weaponConfig = _repairConfig.RepairKit.Weapon;
|
|
AddBuff(weaponConfig, repairDetails.RepairedItem);
|
|
}
|
|
// TODO: Knife repair kits may be added at some point, a bracket needs to be added here
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add random buff to item
|
|
/// </summary>
|
|
/// <param name="itemConfig">weapon/armor config</param>
|
|
/// <param name="item">Item to repair</param>
|
|
public void AddBuff(Models.Spt.Config.BonusSettings itemConfig, Item item)
|
|
{
|
|
var bonusRarityName = _weightedRandomHelper.GetWeightedValue(itemConfig.RarityWeight);
|
|
var bonusTypeName = _weightedRandomHelper.GetWeightedValue(itemConfig.BonusTypeWeight);
|
|
|
|
var bonusRarity = bonusRarityName == "Rare" ? itemConfig.Rare : itemConfig.Common;
|
|
var bonusValues = bonusRarity[bonusTypeName].ValuesMinMax;
|
|
var bonusValue = _randomUtil.GetDouble(bonusValues.Min.Value, bonusValues.Max.Value);
|
|
|
|
var bonusThresholdPercents = bonusRarity[bonusTypeName].ActiveDurabilityPercentMinMax;
|
|
var bonusThresholdPercent = _randomUtil.GetDouble(bonusThresholdPercents.Min.Value, bonusThresholdPercents.Max.Value);
|
|
|
|
item.Upd.Buff = new UpdBuff {
|
|
Rarity = bonusRarityName,
|
|
BuffType = bonusTypeName,
|
|
Value = bonusValue,
|
|
ThresholdDurability = Math.Round(_randomUtil.GetPercentOfValue(bonusThresholdPercent, item.Upd.Repairable.Durability.Value))
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if item should be buffed by checking the item type and relevant player skill level
|
|
/// </summary>
|
|
/// <param name="repairDetails">Item that was repaired</param>
|
|
/// <param name="itemTpl">tpl of item to be buffed</param>
|
|
/// <param name="pmcData">Player profile</param>
|
|
/// <returns>True if item should have buff applied</returns>
|
|
protected bool ShouldBuffItem(RepairDetails repairDetails, PmcData pmcData)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Based on item, what underlying skill does this item use for buff settings
|
|
/// </summary>
|
|
/// <param name="itemTemplate">Item to check for skill</param>
|
|
/// <returns>Skill name</returns>
|
|
protected SkillTypes? GetItemSkillType(TemplateItem itemTemplate)
|
|
{
|
|
var isArmorRelated = _itemHelper.IsOfBaseclasses(itemTemplate.Id, [
|
|
BaseClasses.ARMOR,
|
|
BaseClasses.VEST,
|
|
BaseClasses.HEADWEAR,
|
|
BaseClasses.ARMOR_PLATE,
|
|
]);
|
|
|
|
if (isArmorRelated)
|
|
{
|
|
var armorType = itemTemplate.Properties.ArmorType;
|
|
if (armorType == "Light")
|
|
{
|
|
return SkillTypes.LightVests;
|
|
}
|
|
|
|
if (armorType == "Heavy")
|
|
{
|
|
return SkillTypes.HeavyVests;
|
|
}
|
|
}
|
|
|
|
if (_itemHelper.IsOfBaseclass(itemTemplate.Id, BaseClasses.WEAPON))
|
|
{
|
|
return SkillTypes.WeaponTreatment;
|
|
}
|
|
|
|
if (_itemHelper.IsOfBaseclass(itemTemplate.Id, BaseClasses.KNIFE))
|
|
{
|
|
return SkillTypes.Melee;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensure multiplier is between 1 and 0.01
|
|
/// </summary>
|
|
/// <param name="receiveDurabilityMaxPercent">Max durability percent</param>
|
|
/// <param name="receiveDurabilityPercent">current durability percent</param>
|
|
/// <returns>durability multiplier value</returns>
|
|
protected double GetDurabilityMultiplier(double receiveDurabilityMaxPercent, double receiveDurabilityPercent)
|
|
{
|
|
// Ensure the max percent is at least 0.01
|
|
var validMaxPercent = Math.Max(0.01, receiveDurabilityMaxPercent);
|
|
// Calculate the ratio and constrain it between 0.01 and 1
|
|
return Math.Min(1, Math.Max(0.01, receiveDurabilityPercent / validMaxPercent));
|
|
}
|
|
}
|
|
|
|
public class RepairDetails
|
|
{
|
|
[JsonPropertyName("repairCost")]
|
|
public double? RepairCost { get; set; }
|
|
|
|
[JsonPropertyName("repairPoints")]
|
|
public double? RepairPoints { get; set; }
|
|
|
|
[JsonPropertyName("repairedItem")]
|
|
public Item? RepairedItem { get; set; }
|
|
|
|
[JsonPropertyName("repairedItemIsArmor")]
|
|
public bool? RepairedItemIsArmor { get; set; }
|
|
|
|
[JsonPropertyName("repairAmount")]
|
|
public double? RepairAmount { get; set; }
|
|
|
|
[JsonPropertyName("repairedByKit")]
|
|
public bool? RepairedByKit { get; set; }
|
|
}
|