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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);
}
bool kit_has_quantity = kit.HasQuantity();
int health_levels_count = item.GetNumberOfHealthLevels(damage_zone);
float cur_kit_quantity = kit.GetQuantity();
float kit_repair_cost_per_level = GetKitRepairCost( kit, item );
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 ( 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" );
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;
}
}