| 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, 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; |
| 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); |
| |
| |
| if ( cur_kit_quantity > kit_repair_cost_per_level ) |
| { |
| kit_repair_cost_adjusted = kit_repair_cost_per_level; |
| |
| 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) |
| { |
| } |
| 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; |
| } |
|
|
| |
| private bool CanRepairToPristine(PlayerBase player) |
| { |
| return false; |
| } |
| |
| |
| 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; |
| } |
| } |
|
|