Fix logic for repair rate per second and make code cleaner

This commit is contained in:
dvize
2024-04-13 20:19:14 -07:00
parent 252a848806
commit 91364aab2b
2 changed files with 92 additions and 124 deletions

View File

@@ -1,5 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using BepInEx.Logging;
using Comfort.Common;
using EFT;
@@ -7,151 +6,121 @@ using EFT.InventoryLogic;
using HarmonyLib;
using UnityEngine;
#pragma warning disable IDE0044
namespace armorMod
{
internal class AssComponent : MonoBehaviour
{
private static GameWorld gameWorld = new GameWorld();
private static Player player = new Player();
private static InventoryControllerClass _cachedInventoryController;
internal static ManualLogSource Logger;
internal static GameWorld gameWorld;
internal static Player player;
internal static float timeSinceLastHit = 0f;
internal static float timeSinceLastRepair = 0f; // New variable to control repair frequency
internal static Slot slotContents;
internal static InventoryControllerClass inventoryController;
private static float newRepairRate;
private static float newMaxDurabilityDrainRate;
private static float newWeaponRepairRate;
private static float newWeaponMaxDurabilityDrainRate;
private static RepairableComponent armor;
private static FaceShieldComponent faceShield;
private static RepairableComponent weapon;
private static float maxRepairableDurabilityBasedOnCap;
private static float maxWeaponRepairableDurabilityBasedOnCap;
private static float timeSinceLastHit = 0f;
private static Slot tempSlot;
private int frameCount = 0;
private static Dictionary<EquipmentSlot, List<Item>> equipmentSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
internal static List<EquipmentSlot> equipmentSlotDictionary = new List<EquipmentSlot>
{
{ EquipmentSlot.ArmorVest, new List<Item>() },
{ EquipmentSlot.TacticalVest, new List<Item>() },
{ EquipmentSlot.Eyewear, new List<Item>() },
{ EquipmentSlot.FaceCover, new List<Item>() },
{ EquipmentSlot.Headwear, new List<Item>() },
{ EquipmentSlot.ArmorVest},
{ EquipmentSlot.TacticalVest},
{ EquipmentSlot.Eyewear},
{ EquipmentSlot.FaceCover},
{ EquipmentSlot.Headwear},
};
private static Dictionary<EquipmentSlot, List<Item>> weaponSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
internal static List<EquipmentSlot> weaponSlotDictionary = new List<EquipmentSlot>
{
{ EquipmentSlot.FirstPrimaryWeapon, new List<Item>() },
{ EquipmentSlot.SecondPrimaryWeapon, new List<Item>() },
{ EquipmentSlot.Holster, new List<Item>() },
{ EquipmentSlot.FirstPrimaryWeapon },
{ EquipmentSlot.SecondPrimaryWeapon },
{ EquipmentSlot.Holster },
};
protected static ManualLogSource Logger
{
get; private set;
}
private AssComponent()
private void Awake()
{
if (Logger == null)
{
Logger = BepInEx.Logging.Logger.CreateLogSource(nameof(AssComponent));
}
}
private void Start()
{
player = Singleton<GameWorld>.Instance.MainPlayer;
player.BeingHitAction += Player_BeingHitAction;
timeSinceLastHit = 0;
_cachedInventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
player = gameWorld.MainPlayer;
inventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
player.BeingHitAction += ResetTimeSinceLastHit;
Logger.LogDebug("AssComponent enabled successfully.");
}
private void Update()
{
timeSinceLastHit += Time.deltaTime;
timeSinceLastRepair += Time.deltaTime;
if (timeSinceLastRepair >= 1.0f)
{
if (timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value && AssPlugin.ArmorServiceMode.Value)
{
RepairItems(equipmentSlotDictionary, true);
}
if (timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value && AssPlugin.WeaponServiceMode.Value)
{
RepairItems(weaponSlotDictionary, false);
}
timeSinceLastRepair = 0f;
}
}
private static void RepairItems(List<EquipmentSlot> slots, bool isArmor)
{
float repairRate = isArmor ? AssPlugin.ArmorRepairRateOverTime.Value : AssPlugin.weaponRepairRateOverTime.Value;
float maxDurabilityDrainRate = isArmor ? AssPlugin.MaxDurabilityDegradationRateOverTime.Value : AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value;
foreach (var slot in slots)
{
var slotContents = GetEquipSlot(slot);
if (slotContents?.ContainedItem == null) continue;
foreach (Item item in slotContents.ContainedItem.GetAllItems())
{
if (item.TryGetItemComponent<RepairableComponent>(out var component))
{
float maxCap = isArmor ? AssPlugin.MaxDurabilityCap.Value : AssPlugin.weaponMaxDurabilityCap.Value;
float maxRepairableDurability = (maxCap / 100) * component.MaxDurability;
if (component.Durability < maxRepairableDurability)
{
#if DEBUG
Logger.LogWarning($"Repairing {item.Name.Localized()} in {slot} with {component.Durability} / {component.MaxDurability} durability");
#endif
component.Durability = Mathf.Min(component.Durability + repairRate, component.MaxDurability);
component.MaxDurability = Mathf.Max(component.MaxDurability - maxDurabilityDrainRate, 0);
}
}
}
}
}
private static void ResetTimeSinceLastHit(DamageInfo dmgInfo, EBodyPart bodyPart, float hitEffectId)
{
timeSinceLastHit = 0f;
}
private static Slot GetEquipSlot(EquipmentSlot slot)
{
if (inventoryController != null)
{
slotContents = inventoryController.Inventory.Equipment.GetSlot(slot);
return slotContents.ContainedItem == null ? null : slotContents;
}
return null;
}
internal static void Enable()
{
if (Singleton<IBotGame>.Instantiated)
{
gameWorld = Singleton<GameWorld>.Instance;
gameWorld.GetOrAddComponent<AssComponent>();
Logger.LogDebug("AssComponent enabled");
}
}
private void Update()
{
frameCount++;
// Perform actions every 60 frames
if (frameCount >= 60)
{
frameCount = 0; // Reset frame count
// Assuming Time.deltaTime accumulates over 60 frames for calculations
float accumulatedDeltaTime = Time.deltaTime * 60;
timeSinceLastHit += accumulatedDeltaTime;
if (AssPlugin.ArmorServiceMode.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
{
var armorItems = equipmentSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
RepairItems(armorItems, isWeapon: false, accumulatedDeltaTime);
}
if (AssPlugin.WeaponServiceMode.Value && timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value)
{
var weaponItems = weaponSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
RepairItems(weaponItems, isWeapon: true, accumulatedDeltaTime);
}
}
}
private void RepairItems(IEnumerable<Item> items, bool isWeapon, float accumulatedDeltaTime)
{
float repairRate = isWeapon ? AssPlugin.weaponRepairRateOverTime.Value * accumulatedDeltaTime : AssPlugin.ArmorRepairRateOverTime.Value * accumulatedDeltaTime;
float maxDurabilityDrainRate = isWeapon ? AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * accumulatedDeltaTime : AssPlugin.MaxDurabilityDegradationRateOverTime.Value * accumulatedDeltaTime;
foreach (var item in items)
{
if (!isWeapon)
{
if (item.TryGetItemComponent<FaceShieldComponent>(out var faceShield) && AssPlugin.fixFaceShieldBullets.Value)
{
if (faceShield.Hits > 0)
{
faceShield.Hits = 0;
faceShield.HitsChanged?.Invoke();
}
}
}
if (item.TryGetItemComponent<RepairableComponent>(out var repairable))
{
float maxRepairableDurabilityBasedOnCap = ((isWeapon ? AssPlugin.weaponMaxDurabilityCap.Value : AssPlugin.MaxDurabilityCap.Value) / 100) * repairable.MaxDurability;
if (repairable.Durability < maxRepairableDurabilityBasedOnCap)
{
repairable.Durability = Mathf.Min(repairable.Durability + repairRate, repairable.MaxDurability);
repairable.MaxDurability = Mathf.Max(repairable.MaxDurability - maxDurabilityDrainRate, 0);
}
}
}
}
private void Player_BeingHitAction(DamageInfo dmgInfo, EBodyPart bodyPart, float hitEffectId) => timeSinceLastHit = 0f;
private static Slot slotContents;
private static InventoryControllerClass inventoryController;
private Slot getEquipSlot(EquipmentSlot slot)
{
if (_cachedInventoryController != null)
{
var slotContents = _cachedInventoryController.Inventory.Equipment.GetSlot(slot);
return slotContents.ContainedItem == null ? null : slotContents;
}
return null;
}
}
}
}