class PluginRepairing extends PluginBase
{
bool Repair(PlayerBase player, ItemBase repair_kit, Object item, float specialty_weight, string damage_zone = "", bool use_kit_qty = true)
{
switch (item.GetHealthLevel(damage_zone))
{
case GameConstants.STATE_PRISTINE:
break;
case GameConstants.STATE_RUINED:
#ifdef DEVELOPER
Debug.Log("repairing from GameConstants.STATE_RUINED");
#endif
CalculateHealth(player, repair_kit, item, specialty_weight, damage_zone, use_kit_qty);
break;
case GameConstants.STATE_WORN:
if (CanRepairToPristine(player) || CanBeRepairedToPristine(item))
{
CalculateHealth(player, repair_kit, item, specialty_weight,/* GameConstants.DAMAGE_PRISTINE_VALUE,*/ damage_zone, use_kit_qty);
}
break;
default:
CalculateHealth(player, repair_kit, item, specialty_weight, damage_zone, use_kit_qty);
break;
}
return true;
}
void CalculateHealth(PlayerBase player, ItemBase kit, Object item, float specialty_weight, string damage_zone = "", bool use_kit_qty = true)
{
EntityAI entity;
Class.CastTo(entity,item);
if (entity != null)
{
entity.SetAllowDamage(true);
}
int health_levels_count = item.GetNumberOfHealthLevels(damage_zone);
float kit_repair_cost_adjusted; //used with specialty_weight, disconnected
float new_quantity;
int target_level = Math.Clamp(item.GetHealthLevel(damage_zone) - 1, 0, health_levels_count - 1);
float health_coef;
if (!CanRepairToPristine(player) && !CanBeRepairedToPristine(item))
{
target_level = Math.Clamp(target_level, GameConstants.STATE_WORN, health_levels_count - 1);
}
health_coef = item.GetHealthLevelValue(target_level,damage_zone);
//handles kit depletion; TODO: move to separate method.
if (kit && kit.ConfigGetInt("repairKitType"))
{
bool kit_has_quantity = kit.HasQuantity();
float cur_kit_quantity = kit.GetQuantity();
float kit_repair_cost_per_level = GetKitRepairCost(kit, item);
if (cur_kit_quantity > kit_repair_cost_per_level)
{
kit_repair_cost_adjusted = kit_repair_cost_per_level; //TODO: removed speciality weight for now, it should affect speed only (?).
//kit_repair_cost_adjusted = player.GetSoftSkillsManager().SubtractSpecialtyBonus(kit_repair_cost_per_level, specialty_weight);
kit_repair_cost_adjusted = Math.Clamp(kit_repair_cost_adjusted, 0, 100);
if (use_kit_qty)
{
new_quantity = kit.GetQuantity() - kit_repair_cost_adjusted;
kit.SetQuantity(new_quantity);
}
}
else if (!kit_has_quantity) //"kit" without quantity (hammers and such) for your every day repairing needs
{
}
else
{
if (use_kit_qty)
{
kit.SetQuantity(0);
}
}
}
if (item.GetHealth01(damage_zone,"Health") < health_coef)
{
item.SetHealth01(damage_zone,"Health",health_coef);
}
if (entity != null)
{
entity.ProcessInvulnerabilityCheck(entity.GetInvulnerabilityTypeString());
}
}
bool CanRepair(ItemBase repair_kit, Object item, string damage_zone = "")
{
int state = item.GetHealthLevel(damage_zone);
if (state != GameConstants.STATE_RUINED && (item.CanBeRepairedToPristine() && state >= GameConstants.STATE_WORN) || (!item.CanBeRepairedToPristine() && state >= GameConstants.STATE_DAMAGED))
{
int repair_kit_type = repair_kit.ConfigGetInt("repairKitType");
if (!repair_kit_type) //outside of regular repair kit logic for some reason, bypass check
{
return true;
}
array<int> repairable_with_types = new array<int>;
item.ConfigGetIntArray("repairableWithKits", repairable_with_types);
for (int i = 0; i < repairable_with_types.Count(); i++)
{
int repairable_with_type = repairable_with_types.Get(i);
if (IsRepairValid(repair_kit_type, repairable_with_type))
{
return true;
}
}
}
return false;
}
private bool IsRepairValid(int repair_kit_type, int repairable_with_type)
{
if (repair_kit_type > 0 && repairable_with_type > 0)
{
return repair_kit_type == repairable_with_type;
}
return false;
}
//! Player can repair items to 100%; currently unused
private bool CanRepairToPristine(PlayerBase player)
{
return false;
}
//! Item can be repaired to 100%
private bool CanBeRepairedToPristine(Object item)
{
return item.CanBeRepairedToPristine();
}
private float GetKitRepairCost(ItemBase repair_kit, Object item)
{
array<int> allowedRepairKitTypes = new array<int>();
array<float> repairKitCosts = new array<float>();
item.ConfigGetIntArray("repairableWithKits", allowedRepairKitTypes);
item.ConfigGetFloatArray("repairCosts", repairKitCosts);
int repairKitType = repair_kit.ConfigGetInt("repairKitType");
foreach (int i, int allowedKitType : allowedRepairKitTypes)
{
if (allowedKitType == repairKitType)
{
return repairKitCosts.Get(i);
}
}
return 0;
}
}