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class PluginRepairing extends PluginBase |
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{ |
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bool Repair(PlayerBase player, ItemBase repair_kit, Object item, float specialty_weight, string damage_zone = "", bool use_kit_qty = true) |
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{ |
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switch (item.GetHealthLevel(damage_zone)) |
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{ |
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case GameConstants.STATE_PRISTINE: |
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break; |
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case GameConstants.STATE_RUINED: |
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#ifdef DEVELOPER |
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Debug.Log("repairing from GameConstants.STATE_RUINED"); |
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#endif |
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CalculateHealth( player, repair_kit, item, specialty_weight, damage_zone, use_kit_qty ); |
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break; |
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case GameConstants.STATE_WORN: |
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if (CanRepairToPristine(player) || CanBeRepairedToPristine(item)) |
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{ |
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CalculateHealth( player, repair_kit, item, specialty_weight, damage_zone, use_kit_qty ); |
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} |
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break; |
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default: |
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CalculateHealth( player, repair_kit, item, specialty_weight, damage_zone, use_kit_qty ); |
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break; |
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} |
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return true; |
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} |
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void CalculateHealth( PlayerBase player, ItemBase kit, Object item, float specialty_weight, string damage_zone = "", bool use_kit_qty = true ) |
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{ |
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EntityAI entity; |
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Class.CastTo(entity,item); |
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if (entity != null) |
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{ |
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entity.SetAllowDamage(true); |
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} |
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bool kit_has_quantity = kit.HasQuantity(); |
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int health_levels_count = item.GetNumberOfHealthLevels(damage_zone); |
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float cur_kit_quantity = kit.GetQuantity(); |
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float kit_repair_cost_per_level = GetKitRepairCost( kit, item ); |
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float kit_repair_cost_adjusted; |
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float new_quantity; |
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int target_level = Math.Clamp(item.GetHealthLevel(damage_zone) - 1, 0, health_levels_count - 1); |
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float health_coef; |
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if ( !CanRepairToPristine( player ) && !CanBeRepairedToPristine( item ) ) |
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{ |
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target_level = Math.Clamp(target_level, GameConstants.STATE_WORN, health_levels_count - 1); |
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} |
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health_coef = item.GetHealthLevelValue(target_level,damage_zone); |
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if ( cur_kit_quantity > kit_repair_cost_per_level ) |
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{ |
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kit_repair_cost_adjusted = kit_repair_cost_per_level; |
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kit_repair_cost_adjusted = Math.Clamp( kit_repair_cost_adjusted, 0, 100 ); |
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if(use_kit_qty) |
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{ |
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new_quantity = kit.GetQuantity() - kit_repair_cost_adjusted; |
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kit.SetQuantity( new_quantity ); |
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} |
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} |
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else if (!kit_has_quantity) |
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{ |
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} |
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else |
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{ |
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if(use_kit_qty) |
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{ |
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kit.SetQuantity( 0 ); |
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} |
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} |
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if (item.GetHealth01(damage_zone,"Health") < health_coef) |
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{ |
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item.SetHealth01(damage_zone,"Health",health_coef); |
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} |
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if (entity != null) |
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{ |
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entity.ProcessInvulnerabilityCheck(entity.GetInvulnerabilityTypeString()); |
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} |
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} |
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bool CanRepair( ItemBase repair_kit, Object item, string damage_zone = "" ) |
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{ |
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int state = item.GetHealthLevel(damage_zone); |
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if ( state != GameConstants.STATE_RUINED && (item.CanBeRepairedToPristine() && state >= GameConstants.STATE_WORN) || (!item.CanBeRepairedToPristine() && state >= GameConstants.STATE_DAMAGED ) ) |
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{ |
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int repair_kit_type = repair_kit.ConfigGetInt( "repairKitType" ); |
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array<int> repairable_with_types = new array<int>; |
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item.ConfigGetIntArray( "repairableWithKits", repairable_with_types ); |
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for ( int i = 0; i < repairable_with_types.Count(); i++ ) |
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{ |
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int repairable_with_type = repairable_with_types.Get(i); |
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if ( IsRepairValid( repair_kit_type, repairable_with_type ) ) |
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{ |
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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private bool IsRepairValid(int repair_kit_type, int repairable_with_type) |
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{ |
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if (repair_kit_type > 0 && repairable_with_type > 0) |
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{ |
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return repair_kit_type == repairable_with_type; |
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} |
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return false; |
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} |
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private bool CanRepairToPristine(PlayerBase player) |
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{ |
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return false; |
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} |
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private bool CanBeRepairedToPristine(Object item) |
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{ |
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return item.CanBeRepairedToPristine(); |
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} |
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private float GetKitRepairCost(ItemBase repair_kit, Object item) |
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{ |
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array<int> allowedRepairKitTypes = new array<int>(); |
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array<float> repairKitCosts = new array<float>(); |
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item.ConfigGetIntArray("repairableWithKits", allowedRepairKitTypes); |
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item.ConfigGetFloatArray("repairCosts", repairKitCosts); |
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int repairKitType = repair_kit.ConfigGetInt("repairKitType"); |
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foreach (int i, int allowedKitType : allowedRepairKitTypes) |
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{ |
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if (allowedKitType == repairKitType) |
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{ |
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return repairKitCosts.Get(i); |
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} |
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} |
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return 0; |
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} |
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} |
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