Files
Tarkov_ArmorStitchingService/Component.cs

126 lines
4.7 KiB
C#

using System.Collections.Generic;
using BepInEx.Logging;
using Comfort.Common;
using EFT;
using EFT.InventoryLogic;
using HarmonyLib;
using UnityEngine;
namespace armorMod
{
internal class AssComponent : MonoBehaviour
{
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;
internal static List<EquipmentSlot> equipmentSlotDictionary = new List<EquipmentSlot>
{
{ EquipmentSlot.ArmorVest},
{ EquipmentSlot.TacticalVest},
{ EquipmentSlot.Eyewear},
{ EquipmentSlot.FaceCover},
{ EquipmentSlot.Headwear},
};
internal static List<EquipmentSlot> weaponSlotDictionary = new List<EquipmentSlot>
{
{ EquipmentSlot.FirstPrimaryWeapon },
{ EquipmentSlot.SecondPrimaryWeapon },
{ EquipmentSlot.Holster },
};
private void Awake()
{
if (Logger == null)
Logger = BepInEx.Logging.Logger.CreateLogSource(nameof(AssComponent));
}
private void Start()
{
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>();
}
}
}
}