import { inject, injectable } from "tsyringe"; import { Item } from "@spt-aki/models/eft/common/tables/IItem"; import { ITemplateItem, Props } from "@spt-aki/models/eft/common/tables/ITemplateItem"; import { BaseClasses } from "@spt-aki/models/enums/BaseClasses"; import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes"; import { IRepairConfig } from "@spt-aki/models/spt/config/IRepairConfig"; import { ILogger } from "@spt-aki/models/spt/utils/ILogger"; import { ConfigServer } from "@spt-aki/servers/ConfigServer"; import { DatabaseServer } from "@spt-aki/servers/DatabaseServer"; import { JsonUtil } from "@spt-aki/utils/JsonUtil"; import { RandomUtil } from "@spt-aki/utils/RandomUtil"; @injectable() export class RepairHelper { protected repairConfig: IRepairConfig; constructor( @inject("WinstonLogger") protected logger: ILogger, @inject("JsonUtil") protected jsonUtil: JsonUtil, @inject("RandomUtil") protected randomUtil: RandomUtil, @inject("DatabaseServer") protected databaseServer: DatabaseServer, @inject("ConfigServer") protected configServer: ConfigServer, ) { this.repairConfig = this.configServer.getConfig(ConfigTypes.REPAIR); } /** * Alter an items durability after a repair by trader/repair kit * @param itemToRepair item to update durability details * @param itemToRepairDetails db details of item to repair * @param isArmor Is item being repaired a piece of armor * @param amountToRepair how many unit of durability to repair * @param useRepairKit Is item being repaired with a repair kit * @param traderQualityMultipler Trader quality value from traders base json * @param applyMaxDurabilityDegradation should item have max durability reduced */ public updateItemDurability( itemToRepair: Item, itemToRepairDetails: ITemplateItem, isArmor: boolean, amountToRepair: number, useRepairKit: boolean, traderQualityMultipler: number, applyMaxDurabilityDegradation = true, ): void { this.logger.debug(`Adding ${amountToRepair} to ${itemToRepairDetails._name} using kit: ${useRepairKit}`); const itemMaxDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.MaxDurability); const itemCurrentDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.Durability); const itemCurrentMaxDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.MaxDurability); let newCurrentDurability = itemCurrentDurability + amountToRepair; let 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; } // Construct object to return itemToRepair.upd.Repairable = { 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) { const randomisedWearAmount = isArmor ? this.getRandomisedArmorRepairDegradationValue( itemToRepairDetails._props.ArmorMaterial, useRepairKit, itemCurrentMaxDurability, traderQualityMultipler, ) : this.getRandomisedWeaponRepairDegradationValue( itemToRepairDetails._props, useRepairKit, itemCurrentMaxDurability, 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 && itemToRepair.upd.FaceShield.Hits > 0) { itemToRepair.upd.FaceShield.Hits = 0; } } /** * Repairing armor reduces the total durability value slightly, get a randomised (to 2dp) amount based on armor material * @param armorMaterial What material is the armor being repaired made of * @param isRepairKit Was a repair kit used * @param armorMax Max amount of durability item can have * @param traderQualityMultipler Different traders produce different loss values * @returns Amount to reduce max durability by */ protected getRandomisedArmorRepairDegradationValue( armorMaterial: string, isRepairKit: boolean, armorMax: number, traderQualityMultipler: number, ): number { // Degradation value is based on the armor material const armorMaterialSettings = this.databaseServer.getTables().globals.config.ArmorMaterials[armorMaterial]; const minMultiplier = isRepairKit ? armorMaterialSettings.MinRepairKitDegradation : armorMaterialSettings.MinRepairDegradation; const maxMultiplier = isRepairKit ? armorMaterialSettings.MaxRepairKitDegradation : armorMaterialSettings.MaxRepairDegradation; const duraLossPercent = this.randomUtil.getFloat(minMultiplier, maxMultiplier); const duraLossMultipliedByTraderMultiplier = (duraLossPercent * armorMax) * traderQualityMultipler; return Number(duraLossMultipliedByTraderMultiplier.toFixed(2)); } /** * Repairing weapons reduces the total durability value slightly, get a randomised (to 2dp) amount * @param itemProps Weapon properties * @param isRepairKit Was a repair kit used * @param weaponMax ax amount of durability item can have * @param traderQualityMultipler Different traders produce different loss values * @returns Amount to reduce max durability by */ protected getRandomisedWeaponRepairDegradationValue( itemProps: Props, isRepairKit: boolean, weaponMax: number, traderQualityMultipler: number, ): number { const minRepairDeg = isRepairKit ? itemProps.MinRepairKitDegradation : itemProps.MinRepairDegradation; let maxRepairDeg = isRepairKit ? itemProps.MaxRepairKitDegradation : itemProps.MaxRepairDegradation; // WORKAROUND: Some items are always 0 when repairkit is true if (maxRepairDeg === 0) { maxRepairDeg = itemProps.MaxRepairDegradation; } const duraLossPercent = this.randomUtil.getFloat(minRepairDeg, maxRepairDeg); const duraLossMultipliedByTraderMultiplier = (duraLossPercent * weaponMax) * traderQualityMultipler; return Number(duraLossMultipliedByTraderMultiplier.toFixed(2)); } }