Update for SPT 3.8.0
This commit is contained in:
145
Component.cs
145
Component.cs
@@ -7,12 +7,15 @@ using EFT.InventoryLogic;
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using HarmonyLib;
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using UnityEngine;
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#pragma warning disable IDE0044
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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 InventoryControllerClass _cachedInventoryController;
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private static float newRepairRate;
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private static float newMaxDurabilityDrainRate;
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@@ -58,6 +61,7 @@ namespace armorMod
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player = Singleton<GameWorld>.Instance.MainPlayer;
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player.BeingHitAction += Player_BeingHitAction;
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timeSinceLastHit = 0;
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_cachedInventoryController = (InventoryControllerClass)AccessTools.Field(typeof(Player), "_inventoryController").GetValue(player);
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}
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internal static void Enable()
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{
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@@ -72,133 +76,54 @@ namespace armorMod
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private void Update()
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{
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timeSinceLastHit += Time.deltaTime;
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if ((timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value) && AssPlugin.ArmorServiceMode.Value)
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if (AssPlugin.ArmorServiceMode.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
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{
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RepairArmor();
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var armorItems = equipmentSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(armorItems, isWeapon: false);
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}
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if ((timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value) && AssPlugin.WeaponServiceMode.Value)
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if (AssPlugin.WeaponServiceMode.Value && timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value)
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{
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RepairWeapon();
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var weaponItems = weaponSlotDictionary.Values.SelectMany(slot => slot).SelectMany(slot => slot.GetAllItems());
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RepairItems(weaponItems, isWeapon: true);
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}
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}
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private void RepairArmor()
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private void RepairItems(IEnumerable<Item> items, bool isWeapon)
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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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float repairRate = isWeapon ? AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime : AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
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float maxDurabilityDrainRate = isWeapon ? AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime : AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
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foreach (EquipmentSlot slot in equipmentSlotDictionary.Keys.ToArray())
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foreach (var item in items)
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{
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tempSlot = getEquipSlot(slot);
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if (tempSlot == null || tempSlot.ContainedItem == null)
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if (!isWeapon)
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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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// Specifically for face shields, if the item has a FaceShieldComponent.
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if (item.TryGetItemComponent<FaceShieldComponent>(out var faceShield) && AssPlugin.fixFaceShieldBullets.Value)
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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 (faceShield != null)
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// Check if face shield has been hit and reset hits if so.
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if (faceShield.Hits > 0)
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{
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if (faceShield.Hits > 0 && AssPlugin.fixFaceShieldBullets.Value)
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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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faceShield.Hits = 0;
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// Assuming faceShield has a method or event to notify changes. If not, adjust as necessary.
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faceShield.HitsChanged?.Invoke();
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}
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}
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}
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}
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}
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private void RepairWeapon()
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{
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newWeaponRepairRate = AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime;
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newWeaponMaxDurabilityDrainRate = AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
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foreach (EquipmentSlot slot in weaponSlotDictionary.Keys.ToArray())
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{
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tempSlot = getEquipSlot(slot);
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if (tempSlot == null || tempSlot.ContainedItem == null)
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if (item.TryGetItemComponent<RepairableComponent>(out var repairable))
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{
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continue;
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}
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float maxRepairableDurabilityBasedOnCap = ((isWeapon ? AssPlugin.weaponMaxDurabilityCap.Value : AssPlugin.MaxDurabilityCap.Value) / 100) * repairable.MaxDurability;
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foreach (var item in tempSlot.ContainedItem.GetAllItems())
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{
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item.TryGetItemComponent<RepairableComponent>(out weapon);
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if (weapon == null)
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if (repairable.Durability < maxRepairableDurabilityBasedOnCap)
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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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//Logger.LogDebug("Item: " + item.Name.Localized() + " in slot: " + slot.ToString() + " has a repairable component");
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maxWeaponRepairableDurabilityBasedOnCap = ((AssPlugin.weaponMaxDurabilityCap.Value / 100) * weapon.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 (weapon.Durability < maxWeaponRepairableDurabilityBasedOnCap)
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{
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//increase weapon durability by newWeaponRepairRate until maximum then set as maximum durability
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if (weapon.Durability + newWeaponRepairRate >= weapon.MaxDurability)
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{
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weapon.Durability = weapon.MaxDurability;
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}
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else
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{
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weapon.Durability += newWeaponRepairRate;
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weapon.MaxDurability -= newWeaponMaxDurabilityDrainRate;
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}
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repairable.Durability = Mathf.Min(repairable.Durability + repairRate, repairable.MaxDurability);
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repairable.MaxDurability = Mathf.Max(repairable.MaxDurability - maxDurabilityDrainRate, 0);
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}
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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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@@ -208,21 +133,11 @@ namespace armorMod
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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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if (_cachedInventoryController != 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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var slotContents = _cachedInventoryController.Inventory.Equipment.GetSlot(slot);
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return slotContents.ContainedItem == null ? null : slotContents;
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}
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return null;
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}
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@@ -7,8 +7,8 @@ using EFT;
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namespace armorMod
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{
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[BepInPlugin("com.dvize.ASS", "dvize.ASS", "1.5.2")]
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[BepInDependency("com.spt-aki.core", "3.7.4")]
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[BepInPlugin("com.dvize.ASS", "dvize.ASS", "1.6.0")]
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//[BepInDependency("com.spt-aki.core", "3.7.4")]
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public class AssPlugin : BaseUnityPlugin
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{
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internal static ConfigEntry<Boolean> ArmorServiceMode
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