88c4cf949c
Remove redundant function `isWeaponTemplate()` log warning message when `reparentPresets()` reassigns root item tpl
171 lines
7.2 KiB
TypeScript
171 lines
7.2 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { Item } from "@spt-aki/models/eft/common/tables/IItem";
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import { ITemplateItem, Props } from "@spt-aki/models/eft/common/tables/ITemplateItem";
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import { BaseClasses } from "@spt-aki/models/enums/BaseClasses";
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import { ConfigTypes } from "@spt-aki/models/enums/ConfigTypes";
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import { IRepairConfig } from "@spt-aki/models/spt/config/IRepairConfig";
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import { ILogger } from "@spt-aki/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt-aki/servers/ConfigServer";
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import { DatabaseServer } from "@spt-aki/servers/DatabaseServer";
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import { JsonUtil } from "@spt-aki/utils/JsonUtil";
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import { RandomUtil } from "@spt-aki/utils/RandomUtil";
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@injectable()
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export class RepairHelper
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{
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protected repairConfig: IRepairConfig;
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constructor(
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("JsonUtil") protected jsonUtil: JsonUtil,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("DatabaseServer") protected databaseServer: DatabaseServer,
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@inject("ConfigServer") protected configServer: ConfigServer,
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)
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{
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this.repairConfig = this.configServer.getConfig(ConfigTypes.REPAIR);
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}
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/**
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* Alter an items durability after a repair by trader/repair kit
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* @param itemToRepair item to update durability details
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* @param itemToRepairDetails db details of item to repair
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* @param isArmor Is item being repaired a piece of armor
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* @param amountToRepair how many unit of durability to repair
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* @param useRepairKit Is item being repaired with a repair kit
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* @param traderQualityMultipler Trader quality value from traders base json
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* @param applyMaxDurabilityDegradation should item have max durability reduced
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*/
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public updateItemDurability(
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itemToRepair: Item,
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itemToRepairDetails: ITemplateItem,
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isArmor: boolean,
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amountToRepair: number,
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useRepairKit: boolean,
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traderQualityMultipler: number,
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applyMaxDurabilityDegradation = true,
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): void
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{
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this.logger.debug(`Adding ${amountToRepair} to ${itemToRepairDetails._name} using kit: ${useRepairKit}`);
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const itemMaxDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.MaxDurability);
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const itemCurrentDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.Durability);
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const itemCurrentMaxDurability = this.jsonUtil.clone(itemToRepair.upd.Repairable.MaxDurability);
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let newCurrentDurability = itemCurrentDurability + amountToRepair;
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let newCurrentMaxDurability = itemCurrentMaxDurability + amountToRepair;
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// Ensure new max isnt above items max
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if (newCurrentMaxDurability > itemMaxDurability)
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{
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newCurrentMaxDurability = itemMaxDurability;
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}
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// Ensure new current isnt above items max
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if (newCurrentDurability > itemMaxDurability)
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{
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newCurrentDurability = itemMaxDurability;
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}
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// Construct object to return
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itemToRepair.upd.Repairable = { Durability: newCurrentDurability, MaxDurability: newCurrentMaxDurability };
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// when modders set the repair coefficient to 0 it means that they dont want to lose durability on items
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// the code below generates a random degradation on the weapon durability
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if (applyMaxDurabilityDegradation)
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{
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const randomisedWearAmount = isArmor
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? this.getRandomisedArmorRepairDegradationValue(
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itemToRepairDetails._props.ArmorMaterial,
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useRepairKit,
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itemCurrentMaxDurability,
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traderQualityMultipler,
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)
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: this.getRandomisedWeaponRepairDegradationValue(
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itemToRepairDetails._props,
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useRepairKit,
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itemCurrentMaxDurability,
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traderQualityMultipler,
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);
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// Apply wear to durability
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itemToRepair.upd.Repairable.MaxDurability -= randomisedWearAmount;
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// After adjusting max durability with degradation, ensure current dura isnt above max
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if (itemToRepair.upd.Repairable.Durability > itemToRepair.upd.Repairable.MaxDurability)
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{
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itemToRepair.upd.Repairable.Durability = itemToRepair.upd.Repairable.MaxDurability;
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}
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}
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// Repair mask cracks
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if (itemToRepair.upd.FaceShield && itemToRepair.upd.FaceShield.Hits > 0)
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{
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itemToRepair.upd.FaceShield.Hits = 0;
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}
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}
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/**
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* Repairing armor reduces the total durability value slightly, get a randomised (to 2dp) amount based on armor material
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* @param armorMaterial What material is the armor being repaired made of
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* @param isRepairKit Was a repair kit used
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* @param armorMax Max amount of durability item can have
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* @param traderQualityMultipler Different traders produce different loss values
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* @returns Amount to reduce max durability by
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*/
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protected getRandomisedArmorRepairDegradationValue(
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armorMaterial: string,
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isRepairKit: boolean,
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armorMax: number,
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traderQualityMultipler: number,
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): number
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{
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// Degradation value is based on the armor material
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const armorMaterialSettings = this.databaseServer.getTables().globals.config.ArmorMaterials[armorMaterial];
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const minMultiplier = isRepairKit
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? armorMaterialSettings.MinRepairKitDegradation
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: armorMaterialSettings.MinRepairDegradation;
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const maxMultiplier = isRepairKit
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? armorMaterialSettings.MaxRepairKitDegradation
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: armorMaterialSettings.MaxRepairDegradation;
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const duraLossPercent = this.randomUtil.getFloat(minMultiplier, maxMultiplier);
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const duraLossMultipliedByTraderMultiplier = (duraLossPercent * armorMax) * traderQualityMultipler;
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return Number(duraLossMultipliedByTraderMultiplier.toFixed(2));
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}
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/**
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* Repairing weapons reduces the total durability value slightly, get a randomised (to 2dp) amount
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* @param itemProps Weapon properties
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* @param isRepairKit Was a repair kit used
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* @param weaponMax ax amount of durability item can have
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* @param traderQualityMultipler Different traders produce different loss values
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* @returns Amount to reduce max durability by
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*/
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protected getRandomisedWeaponRepairDegradationValue(
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itemProps: Props,
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isRepairKit: boolean,
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weaponMax: number,
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traderQualityMultipler: number,
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): number
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{
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const minRepairDeg = isRepairKit ? itemProps.MinRepairKitDegradation : itemProps.MinRepairDegradation;
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let maxRepairDeg = isRepairKit ? itemProps.MaxRepairKitDegradation : itemProps.MaxRepairDegradation;
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// WORKAROUND: Some items are always 0 when repairkit is true
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if (maxRepairDeg === 0)
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{
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maxRepairDeg = itemProps.MaxRepairDegradation;
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}
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const duraLossPercent = this.randomUtil.getFloat(minRepairDeg, maxRepairDeg);
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const duraLossMultipliedByTraderMultiplier = (duraLossPercent * weaponMax) * traderQualityMultipler;
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return Number(duraLossMultipliedByTraderMultiplier.toFixed(2));
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}
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}
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