Files
Tarkov-UIFixes/ContextMenus/RepairInteractions.cs
2024-07-12 16:17:42 -07:00

181 lines
6.6 KiB
C#

using Comfort.Common;
using EFT.Communications;
using EFT.InventoryLogic;
using EFT.UI;
using System;
using System.Globalization;
using System.Linq;
namespace UIFixes;
public class RepairInteractions : ItemInfoInteractionsAbstractClass<RepairInteractions.ERepairers>
{
private readonly RepairControllerClass repairController;
private readonly int playerRubles;
private readonly R.RepairStrategy repairStrategy;
public RepairInteractions(Item item, ItemUiContext uiContext, int playerRubles) : base(uiContext)
{
repairController = uiContext.Session.RepairController;
// Add empty action because otherwise RepairControllerClass.action_0 is null and it pukes on successful repair
repairController.OnSuccessfulRepairChangedEvent += () => { };
this.playerRubles = playerRubles;
repairStrategy = R.RepairStrategy.Create(item, repairController);
Load();
}
private void Load()
{
foreach (IRepairer repairer in repairStrategy.Repairers)
{
repairStrategy.CurrentRepairer = repairer;
float repairAmount = GetClampedRepairAmount(repairStrategy);
string text;
if (repairAmount < float.Epsilon || !repairStrategy.CanRepair(repairStrategy.CurrentRepairer, repairStrategy.CurrentRepairer.Targets))
{
text = string.Format("<b><color=#C6C4B2>{0}</color></b>", repairer.LocalizedName);
}
else if (R.RepairKit.Type.IsInstanceOfType(repairer))
{
var repairKit = new R.RepairKit(repairer);
float pointsLeft = repairKit.GetRepairPoints();
double amount = repairStrategy.GetRepairPrice(repairAmount, repairKit.Value);
string costColor = amount > pointsLeft ? "#FF0000" : "#ADB8BC";
text = string.Format("<b><color=#C6C4B2>{0}</color> <color={1}>({2} {3})</color></b>", repairer.LocalizedName, costColor, Math.Round(amount, 2).ToString(CultureInfo.InvariantCulture), "RP".Localized());
}
else
{
int price = repairStrategy.GetCurrencyPrice(repairAmount);
string priceColor = price > playerRubles ? "#FF0000" : "#ADB8BC";
text = string.Format("<b><color=#C6C4B2>{0}</color> <color={1}>({2} ₽)</color></b>", repairer.LocalizedName, priceColor, price);
}
base.method_2(MakeInteractionId(repairer.RepairerId), text, () => this.Repair(repairer.RepairerId));
}
}
private static float GetClampedRepairAmount(R.RepairStrategy repairStrategy)
{
float repairAmount = repairStrategy.HowMuchRepairScoresCanAccept();
// The repair window round-trips this amount through a UI element that operatoes on percents, so it divides this by the max durability
// The UI element however has a minimum value of 0.001, which artificially caps how small a repair can be. To emulate this I have to do the same math
float percentAmount = repairAmount / repairStrategy.TemplateDurability();
return percentAmount < 0.001f ? 0 : repairAmount;
}
private async void Repair(string repairerId)
{
repairStrategy.CurrentRepairer = repairStrategy.Repairers.Single(r => r.RepairerId == repairerId);
IResult result = await repairStrategy.RepairItem(repairStrategy.HowMuchRepairScoresCanAccept(), null);
if (result.Succeed)
{
Singleton<GUISounds>.Instance.PlayUISound(EUISoundType.RepairComplete);
NotificationManagerClass.DisplayMessageNotification(string.Format("{0} {1:F1}", "Item successfully repaired to".Localized(null), repairStrategy.Durability()), ENotificationDurationType.Default, ENotificationIconType.Default, null);
}
}
public IResult GetButtonInteraction(string interactionId)
{
string repairerId = interactionId.Split(':')[1];
IRepairer repairer = repairStrategy.Repairers.Single(r => r.RepairerId == repairerId);
repairStrategy.CurrentRepairer = repairer;
if (!repairStrategy.CanRepair(repairStrategy.CurrentRepairer, repairStrategy.CurrentRepairer.Targets))
{
return new FailedResult(ERepairStatusWarning.ExceptionRepairItem.ToString());
}
float repairAmount = GetClampedRepairAmount(repairStrategy);
if (R.RepairKit.Type.IsInstanceOfType(repairer))
{
var repairKit = new R.RepairKit(repairer);
float pointsLeft = repairKit.GetRepairPoints();
double amount = repairStrategy.GetRepairPrice(repairAmount, repairKit.Value);
if (amount > pointsLeft)
{
return new FailedResult(ERepairStatusWarning.NotEnoughRepairPoints.ToString());
}
// This check is only for repair kits
if (repairStrategy.IsNoCorrespondingArea())
{
return new FailedResult(ERepairStatusWarning.NoCorrespondingArea.ToString());
}
}
else
{
int price = repairStrategy.GetCurrencyPrice(repairAmount);
if (price > playerRubles)
{
return new FailedResult(ERepairStatusWarning.NotEnoughMoney.ToString());
}
}
if (repairAmount < float.Epsilon)
{
return new FailedResult(ERepairStatusWarning.NothingToRepair.ToString());
}
// BrokenItemError is not actually an error, they just implemented it that way - it shows a bunch of red text but it doesn't prevent repair
// Leaving this here to remember
/*if (repairStrategy.BrokenItemError())
{
return new FailedResult(ERepairStatusWarning.BrokenItem.ToString());
}*/
return SuccessfulResult.New;
}
public override void ExecuteInteractionInternal(ERepairers interaction)
{
}
public override bool IsActive(ERepairers button)
{
return button == ERepairers.None && !this.repairController.TraderRepairers.Any();
}
public override IResult IsInteractive(ERepairers button)
{
return new FailedResult("No repairers?", 0);
}
public override bool HasIcons
{
get { return false; }
}
public enum ERepairers
{
None
}
private static string MakeInteractionId(string traderId)
{
return "UIFixesRepairerId:" + traderId;
}
public static bool IsRepairInteractionId(string id)
{
return id.StartsWith("UIFixesRepairerId:");
}
}
public static class RepairExtensions
{
public static bool IsRepairInteraction(this DynamicInteractionClass interaction)
{
return interaction.Id.StartsWith("UIFixesRepairerId:");
}
}