Update for SPT 3.8.0

This commit is contained in:
dvize
2024-04-02 17:08:22 -07:00
parent c991178de7
commit bf1f049f53
2 changed files with 32 additions and 117 deletions

View File

@@ -7,12 +7,15 @@ 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;
private static float newRepairRate;
private static float newMaxDurabilityDrainRate;
@@ -58,6 +61,7 @@ namespace armorMod
player = Singleton<GameWorld>.Instance.MainPlayer;
player.BeingHitAction += Player_BeingHitAction;
timeSinceLastHit = 0;
_cachedInventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
}
internal static void Enable()
{
@@ -72,133 +76,54 @@ namespace armorMod
private void Update()
{
timeSinceLastHit += Time.deltaTime;
if ((timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value) && AssPlugin.ArmorServiceMode.Value)
if (AssPlugin.ArmorServiceMode.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
{
RepairArmor();
var armorItems = equipmentSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
RepairItems(armorItems, isWeapon: false);
}
if ((timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value) && AssPlugin.WeaponServiceMode.Value)
if (AssPlugin.WeaponServiceMode.Value && timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value)
{
RepairWeapon();
var weaponItems = weaponSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
RepairItems(weaponItems, isWeapon: true);
}
}
private void RepairArmor()
private void RepairItems(IEnumerable<Item> items, bool isWeapon)
{
newRepairRate = AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
newMaxDurabilityDrainRate = AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
float repairRate = isWeapon ? AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime : AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
float maxDurabilityDrainRate = isWeapon ? AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime : AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
foreach (EquipmentSlot slot in equipmentSlotDictionary.Keys.ToArray())
foreach (var item in items)
{
tempSlot = getEquipSlot(slot);
if (tempSlot == null || tempSlot.ContainedItem == null)
if (!isWeapon)
{
continue;
}
foreach (var item in tempSlot.ContainedItem.GetAllItems())
{
//get the armorcomponent of each item in items and check to see if all item componenets (even helmet side ears) are max durability
//Logger.LogDebug("Examining the item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " for repairable component");
item.TryGetItemComponent<RepairableComponent>(out armor);
if (armor == null)
// Specifically for face shields, if the item has a FaceShieldComponent.
if (item.TryGetItemComponent<FaceShieldComponent>(out var faceShield) && AssPlugin.fixFaceShieldBullets.Value)
{
//Logger.LogDebug("Item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " does not have a repairable component");
continue;
}
if (slot == EquipmentSlot.Headwear)
{
item.TryGetItemComponent<FaceShieldComponent>(out faceShield);
if (faceShield != null)
// Check if face shield has been hit and reset hits if so.
if (faceShield.Hits > 0)
{
if (faceShield.Hits > 0 && AssPlugin.fixFaceShieldBullets.Value)
{
faceShield.Hits = 0;
faceShield.HitsChanged.Invoke();
}
}
}
maxRepairableDurabilityBasedOnCap = ((AssPlugin.MaxDurabilityCap.Value / 100) * armor.MaxDurability);
//check if it needs repair for the current item in loop of all items for the slot
if (armor.Durability < maxRepairableDurabilityBasedOnCap)
{
//increase armor durability by newRepairRate until maximum then set as maximum durability
if (armor.Durability + newRepairRate >= armor.MaxDurability)
{
armor.Durability = armor.MaxDurability;
}
else
{
armor.Durability += newRepairRate;
armor.MaxDurability -= newMaxDurabilityDrainRate;
faceShield.Hits = 0;
// Assuming faceShield has a method or event to notify changes. If not, adjust as necessary.
faceShield.HitsChanged?.Invoke();
}
}
}
}
}
private void RepairWeapon()
{
newWeaponRepairRate = AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime;
newWeaponMaxDurabilityDrainRate = AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
foreach (EquipmentSlot slot in weaponSlotDictionary.Keys.ToArray())
{
tempSlot = getEquipSlot(slot);
if (tempSlot == null || tempSlot.ContainedItem == null)
if (item.TryGetItemComponent<RepairableComponent>(out var repairable))
{
continue;
}
float maxRepairableDurabilityBasedOnCap = ((isWeapon ? AssPlugin.weaponMaxDurabilityCap.Value : AssPlugin.MaxDurabilityCap.Value) / 100) * repairable.MaxDurability;
foreach (var item in tempSlot.ContainedItem.GetAllItems())
{
item.TryGetItemComponent<RepairableComponent>(out weapon);
if (weapon == null)
if (repairable.Durability < maxRepairableDurabilityBasedOnCap)
{
//Logger.LogDebug("Item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " does not have a repairable component");
continue;
}
//Logger.LogDebug("Item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " has a repairable component");
maxWeaponRepairableDurabilityBasedOnCap = ((AssPlugin.weaponMaxDurabilityCap.Value / 100) * weapon.MaxDurability);
//check if it needs repair for the current item in loop of all items for the slot
if (weapon.Durability < maxWeaponRepairableDurabilityBasedOnCap)
{
//increase weapon durability by newWeaponRepairRate until maximum then set as maximum durability
if (weapon.Durability + newWeaponRepairRate >= weapon.MaxDurability)
{
weapon.Durability = weapon.MaxDurability;
}
else
{
weapon.Durability += newWeaponRepairRate;
weapon.MaxDurability -= newWeaponMaxDurabilityDrainRate;
}
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;
@@ -208,21 +133,11 @@ namespace armorMod
private static InventoryControllerClass inventoryController;
private Slot getEquipSlot(EquipmentSlot slot)
{
// Use AccessTools to get the protected field _inventoryController
inventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
if (inventoryController != null)
if (_cachedInventoryController != null)
{
slotContents = inventoryController.Inventory.Equipment.GetSlot(slot);
if (slotContents.ContainedItem == null)
{
return null;
}
return slotContents;
var slotContents = _cachedInventoryController.Inventory.Equipment.GetSlot(slot);
return slotContents.ContainedItem == null ? null : slotContents;
}
return null;
}

View File

@@ -7,8 +7,8 @@ using EFT;
namespace armorMod
{
[BepInPlugin("com.dvize.ASS", "dvize.ASS", "1.5.2")]
[BepInDependency("com.spt-aki.core", "3.7.4")]
[BepInPlugin("com.dvize.ASS", "dvize.ASS", "1.6.0")]
//[BepInDependency("com.spt-aki.core", "3.7.4")]
public class AssPlugin : BaseUnityPlugin
{
internal static ConfigEntry<Boolean> ArmorServiceMode