Files
SPT-Server-Build/Libraries/SPTarkov.Server.Core/Helpers/RepairHelper.cs
T
2025-09-02 14:27:10 +01:00

157 lines
7.0 KiB
C#

using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Models.Eft.Common.Tables;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
using LogLevel = SPTarkov.Server.Core.Models.Spt.Logging.LogLevel;
namespace SPTarkov.Server.Core.Helpers;
[Injectable]
public class RepairHelper(ISptLogger<RepairHelper> logger, RandomUtil randomUtil, DatabaseService databaseService, ICloner cloner)
{
/// <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="traderQualityMultiplier">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 traderQualityMultiplier,
bool applyMaxDurabilityDegradation = true
)
{
if (logger.IsLogEnabled(LogLevel.Debug))
{
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 isn't 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 don't 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.Value,
useRepairKit,
itemCurrentMaxDurability ?? 0,
traderQualityMultiplier
)
: GetRandomisedWeaponRepairDegradationValue(
itemToRepairDetails.Properties,
useRepairKit,
itemCurrentMaxDurability ?? 0,
traderQualityMultiplier
);
// 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="material">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="traderQualityMultiplier">Different traders produce different loss values</param>
/// <returns>Amount to reduce max durability by</returns>
protected double GetRandomisedArmorRepairDegradationValue(
ArmorMaterial material,
bool isRepairKit,
double armorMax,
double traderQualityMultiplier
)
{
// Degradation value is based on the armor material
if (!databaseService.GetGlobals().Configuration.ArmorMaterials.TryGetValue(material, out var armorMaterialSettings))
{
logger.Error($"Unable to find armor with a type of: {material}");
}
var minMultiplier = isRepairKit ? armorMaterialSettings.MinRepairKitDegradation : armorMaterialSettings.MinRepairDegradation;
var maxMultiplier = isRepairKit ? armorMaterialSettings.MaxRepairKitDegradation : armorMaterialSettings.MaxRepairDegradation;
var duraLossPercent = randomUtil.GetDouble(minMultiplier, maxMultiplier);
var duraLossMultipliedByTraderMultiplier = duraLossPercent * armorMax * traderQualityMultiplier;
return Math.Round(duraLossMultipliedByTraderMultiplier, 2);
}
/// <summary>
/// Repairing weapons reduces the total durability value slightly, get a randomised (to 2dp) amount
/// </summary>
/// <param name="itemProperties">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="traderQualityMultiplier">Different traders produce different loss values</param>
/// <returns>Amount to reduce max durability by</returns>
protected double GetRandomisedWeaponRepairDegradationValue(
TemplateItemProperties itemProperties,
bool isRepairKit,
double weaponMax,
double traderQualityMultiplier
)
{
var minRepairDeg = isRepairKit ? itemProperties.MinRepairKitDegradation : itemProperties.MinRepairDegradation;
var maxRepairDeg = isRepairKit ? itemProperties.MaxRepairKitDegradation : itemProperties.MaxRepairDegradation;
// WORKAROUND: Some items are always 0 when repairkit is true
if (maxRepairDeg == 0)
{
maxRepairDeg = itemProperties.MaxRepairDegradation;
}
var duraLossPercent = randomUtil.GetDouble((double)minRepairDeg, (double)maxRepairDeg);
var duraLossMultipliedByTraderMultiplier = duraLossPercent * weaponMax * traderQualityMultiplier;
return Math.Round(duraLossMultipliedByTraderMultiplier, 2);
}
}