107 lines
2.8 KiB
Plaintext
107 lines
2.8 KiB
Plaintext
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-- monkeypatchable inv upgrades to effect repair cost
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-- inv upgrades
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ini_parts = itms_manager.ini_parts
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function section_has_parts(sec)
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local psec = ini_sys:r_string_ex(sec,"parent_section") or sec
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local parts = ini_parts:r_string_ex("con_parts_list", psec)
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return parts ~= nil
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end
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-- mp meeeee
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function how_much_repair( item_name, item_condition )
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local cost = ini_sys:r_u32(item_name, "cost")
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local class = ini_sys:r_string_ex(item_name, "class")
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local cof = game_difficulties.get_eco_factor("repair") or 1.67
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--return math.floor( cost * factor * math.pow(1 - item_condition , 1.63) )
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return math.floor( cost * (1 - item_condition) * cof ) -- CoP formula
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end
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function inventory_upgrades.can_afford_repair_item( item_name, item_condition )
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local price = how_much_repair( item_name, item_condition )
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if db.actor:money() < price then
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return false
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end
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return true
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end
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function inventory_upgrades.question_repair_item( item_name, item_condition, can, mechanic ) --( string, float, bool, string )
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if(item_name=="pri_a17_gauss_rifle") then
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return game.translate_string("st_gauss_cannot_be_repaired")
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end
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if can then
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local price = how_much_repair( item_name, item_condition )
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if db.actor:money() < price then
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return game.translate_string("st_upgr_cost")..": "..price.." RU\\n"..game.translate_string("ui_inv_not_enought_money")..": "..price-db.actor:money().." RU"
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end
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return game.translate_string("st_upgr_cost").." "..price.." RU. "..game.translate_string("ui_st_inv_repair").."?"
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end
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return nil
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end
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function inventory_upgrades.effect_repair_item( item_name, item_condition)
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local price = how_much_repair( item_name, item_condition )
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db.actor:give_money(-price)
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if (ui_options.get("gameplay/general/mechanic_feature") ~= true) then
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return
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end
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local item
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local function itr(actor,itm)
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if (itm and itm:section() == item_name and itm:condition() == item_condition) then
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item = itm
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return true
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end
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return false
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end
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db.actor:iterate_inventory(itr,db.actor)
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if (item) then
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local cls = item:clsid()
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if (cls == "WP_BINOC") then
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return
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end
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local victim = get_speaker()
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if (victim) then
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local damage_factor = 1.0 - clamp(item_condition, 0.0, 1.0)
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inventory_upgrades.lend_item_for_repair(item,victim:section(),6000*damage_factor)
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end
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end
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end
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local repair_id
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OnRepair = ui_inventory.UIInventory.RMode_OnRepair
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function ui_inventory.UIInventory:RMode_OnRepair()
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self:Print(nil, "RMode_OnRepair")
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if (not self.upgr.id) then
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return
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end
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local obj = level.object_by_id(self.upgr.id)
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if (not obj) then
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return
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end
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repair_id = self.upgr.id
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OnRepair(self)
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end
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RepairYes = ui_inventory.UIInventory.RMode_RepairYes
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function ui_inventory.UIInventory:RMode_RepairYes()
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RepairYes(self)
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repair_id = nil
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end
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function get_repair_id()
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return repair_id
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end
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