171 lines
7.2 KiB
TypeScript
171 lines
7.2 KiB
TypeScript
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;
|
|
}
|
|
|
|
// Update Repairable properties with new values after repair
|
|
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));
|
|
}
|
|
}
|