Updated to component, Added faceshield hit repair, fixed Helmet repair.
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176
Component.cs
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176
Component.cs
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using BepInEx.Logging;
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using Comfort.Common;
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using EFT;
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using EFT.InventoryLogic;
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using HarmonyLib;
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using UnityEngine;
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namespace armorMod
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{
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internal class AssComponent : MonoBehaviour
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{
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private static GameWorld gameWorld = new GameWorld();
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private static Player player = new Player();
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private static float newRepairRate;
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private static float newMaxDurabilityDrainRate;
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private static RepairableComponent armor;
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private static FaceShieldComponent faceShield;
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private static float maxRepairableDurabilityBasedOnCap;
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private static float timeSinceLastHit = 0f;
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private static Dictionary<EquipmentSlot, List<Item>> equipmentSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
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{
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{ EquipmentSlot.ArmorVest, new List<Item>() },
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{ EquipmentSlot.TacticalVest, new List<Item>() },
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{ EquipmentSlot.Eyewear, new List<Item>() },
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{ EquipmentSlot.FaceCover, new List<Item>() },
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{ EquipmentSlot.Headwear, new List<Item>() },
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};
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protected static ManualLogSource Logger
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{
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get; private set;
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}
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private AssComponent()
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{
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if (Logger == null)
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{
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Logger = BepInEx.Logging.Logger.CreateLogSource(nameof(AssComponent));
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}
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}
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private void Start()
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{
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player = Singleton<GameWorld>.Instance.MainPlayer;
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player.BeingHitAction += Player_BeingHitAction;
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}
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internal static void Enable()
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{
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if (Singleton<IBotGame>.Instantiated)
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{
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gameWorld = Singleton<GameWorld>.Instance;
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gameWorld.GetOrAddComponent<AssComponent>();
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Logger.LogDebug("ASS: AssComponent enabled");
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}
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}
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private async void Update()
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{
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if (AssPlugin.ArmorServiceMode.Value)
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{
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timeSinceLastHit += Time.deltaTime;
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if (timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
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{
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RepairArmor();
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}
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}
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}
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private async Task RepairArmor()
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{
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newRepairRate = AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
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newMaxDurabilityDrainRate = AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
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foreach (EquipmentSlot slot in equipmentSlotDictionary.Keys.ToArray())
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{
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Slot tempSlot = getEquipSlot(slot);
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if (tempSlot == null || tempSlot.ContainedItem == null)
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{
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continue;
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}
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foreach (var item in tempSlot.ContainedItem.GetAllItems())
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{
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//get the armorcomponent of each item in items and check to see if all item componenets (even helmet side ears) are max durability
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//Logger.LogDebug("Examining the item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " for repairable component");
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item.TryGetItemComponent<RepairableComponent>(out armor);
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if (armor == null)
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{
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//Logger.LogDebug("Item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " does not have a repairable component");
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continue;
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}
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if (slot == EquipmentSlot.Headwear)
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{
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item.TryGetItemComponent<FaceShieldComponent>(out faceShield);
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//if has faceshield repair bullet damage hits
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if (faceShield != null)
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{
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//Logger.LogDebug("Item has a faceshield component, setting hits to 0");
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if (faceShield.Hits > 0)
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{
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faceShield.Hits = 0;
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faceShield.HitsChanged.Invoke();
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}
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}
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}
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maxRepairableDurabilityBasedOnCap = ((AssPlugin.MaxDurabilityCap.Value / 100) * armor.MaxDurability);
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//check if it needs repair for the current item in loop of all items for the slot
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if(armor.Durability < maxRepairableDurabilityBasedOnCap)
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{
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//increase armor durability by newRepairRate until maximum then set as maximum durability
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if (armor.Durability + newRepairRate >= armor.MaxDurability)
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{
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armor.Durability = armor.MaxDurability;
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}
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else
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{
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armor.Durability += newRepairRate;
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armor.MaxDurability -= newMaxDurabilityDrainRate;
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}
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}
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await Task.Delay(1);
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}
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}
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}
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private void Player_BeingHitAction(DamageInfo dmgInfo, EBodyPart bodyPart, float hitEffectId) => timeSinceLastHit = 0f;
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private static Slot slotContents;
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private static InventoryControllerClass inventoryController;
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private Slot getEquipSlot(EquipmentSlot slot)
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{
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// Use AccessTools to get the protected field _inventoryController
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inventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
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if (inventoryController != null)
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{
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slotContents = inventoryController.Inventory.Equipment.GetSlot(slot);
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if (slotContents.ContainedItem == null)
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{
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return null;
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}
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return slotContents;
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}
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return null;
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}
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}
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}
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