Add faceshield bullet clearing and faceshield view change option.

This commit is contained in:
dvize
2023-06-29 13:04:19 -07:00
parent 3e3ad1320a
commit d00c6cf3a8
4 changed files with 346 additions and 56 deletions

View File

@@ -1,9 +1,11 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using BepInEx.Logging;
using Comfort.Common;
using EFT;
using EFT.Interactive;
using EFT.InventoryLogic;
using HarmonyLib;
using UnityEngine;
@@ -17,9 +19,13 @@ namespace armorMod
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 Dictionary<EquipmentSlot, List<Item>> equipmentSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
@@ -31,6 +37,12 @@ namespace armorMod
{ EquipmentSlot.Headwear, new List<Item>() },
};
private static Dictionary<EquipmentSlot, List<Item>> weaponSlotDictionary = new Dictionary<EquipmentSlot, List<Item>>
{
{ EquipmentSlot.FirstPrimaryWeapon, new List<Item>() },
{ EquipmentSlot.SecondPrimaryWeapon, new List<Item>() },
{ EquipmentSlot.Holster, new List<Item>() },
};
protected static ManualLogSource Logger
{
get; private set;
@@ -55,24 +67,67 @@ namespace armorMod
gameWorld = Singleton<GameWorld>.Instance;
gameWorld.GetOrAddComponent<AssComponent>();
Logger.LogDebug("ASS: AssComponent enabled");
Logger.LogDebug("AssComponent enabled");
}
}
private async void Update()
private void Update()
{
if (AssPlugin.ArmorServiceMode.Value)
{
timeSinceLastHit += Time.deltaTime;
if (timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
timeSinceLastHit += Time.deltaTime;
if ((timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value) && AssPlugin.ArmorServiceMode.Value)
{
RepairArmor();
}
if ((timeSinceLastHit >= AssPlugin.weaponTimeDelayRepairInSec.Value) && AssPlugin.WeaponServiceMode.Value)
{
RepairWeapon();
}
if(AssPlugin.faceShieldNoMask.Value || AssPlugin.fixFaceShieldBullets.Value)
{
faceShieldCheck();
}
}
private void faceShieldCheck()
{
var slot = EquipmentSlot.Headwear;
Slot tempSlot = getEquipSlot(slot);
if (tempSlot == null || tempSlot.ContainedItem == null)
{
return;
}
foreach (var item in tempSlot.ContainedItem.GetAllItems())
{
item.TryGetItemComponent<FaceShieldComponent>(out faceShield);
//if has faceshield repair bullet damage hits
if (faceShield != null)
{
RepairArmor();
//Logger.LogDebug("Item has a faceshield component, setting hits to 0");
//use access tools to set property of faceshield.mask to no mask
if (faceShield.Mask != FaceShieldComponent.EMask.NoMask && AssPlugin.faceShieldNoMask.Value)
{
AccessTools.Property(faceShield.GetType(), "Mask").SetValue(faceShield, FaceShieldComponent.EMask.NoMask);
}
if (faceShield.Hits > 0 && AssPlugin.fixFaceShieldBullets.Value && timeSinceLastHit >= AssPlugin.TimeDelayRepairInSec.Value)
{
faceShield.Hits = 0;
faceShield.HitsChanged.Invoke();
}
}
}
}
private async Task RepairArmor()
private void RepairArmor()
{
newRepairRate = AssPlugin.ArmorRepairRateOverTime.Value * Time.deltaTime;
newMaxDurabilityDrainRate = AssPlugin.MaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
@@ -97,33 +152,14 @@ namespace armorMod
if (armor == null)
{
//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() + " does not have a repairable component");
continue;
}
if (slot == EquipmentSlot.Headwear)
{
item.TryGetItemComponent<FaceShieldComponent>(out faceShield);
//if has faceshield repair bullet damage hits
if (faceShield != null)
{
//Logger.LogDebug("Item has a faceshield component, setting hits to 0");
if (faceShield.Hits > 0)
{
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)
if (armor.Durability < maxRepairableDurabilityBasedOnCap)
{
//increase armor durability by newRepairRate until maximum then set as maximum durability
if (armor.Durability + newRepairRate >= armor.MaxDurability)
@@ -136,14 +172,58 @@ namespace armorMod
armor.MaxDurability -= newMaxDurabilityDrainRate;
}
}
await Task.Delay(1);
}
}
}
private void RepairWeapon()
{
newWeaponRepairRate = AssPlugin.weaponRepairRateOverTime.Value * Time.deltaTime;
newWeaponMaxDurabilityDrainRate = AssPlugin.weaponMaxDurabilityDegradationRateOverTime.Value * Time.deltaTime;
foreach (EquipmentSlot slot in weaponSlotDictionary.Keys.ToArray())
{
Slot tempSlot = getEquipSlot(slot);
if (tempSlot == null || tempSlot.ContainedItem == null)
{
continue;
}
foreach (var item in tempSlot.ContainedItem.GetAllItems())
{
item.TryGetItemComponent<RepairableComponent>(out weapon);
if (weapon == null)
{
//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;
}
}
}
}
}
private void Player_BeingHitAction(DamageInfo dmgInfo, EBodyPart bodyPart, float hitEffectId) => timeSinceLastHit = 0f;