1081 lines
33 KiB
Plaintext
1081 lines
33 KiB
Plaintext
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local ini_parts = itms_manager.ini_parts
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local disassembly_chance
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local max_con_obj = 0.999
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local min_con_obj = 0.001
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local spare_parts = utils_data.collect_section(ini_parts,"weapons_spare_parts")
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local parts_info = {}
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ini_drop = wpo_loot.ini_drops
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parts_list = a_wpo_parts.parts_list
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local ini_custom_repair = ini_file("repair\\importer.ltx")
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gc = game.translate_string
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has_parts = arti_jamming.has_parts
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sec_has_parts = arti_jamming.sec_has_parts
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is_part = arti_jamming.is_part
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print_dbg = arti_jamming.print_dbg
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print_ws = ui_workshop.print_ws
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get_config = a_arti_jamming_mcm.get_config
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math_floor = math.floor
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math_random = math.random
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current_id = arti_jamming.current_id
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reset_cgd = arti_jamming.reset_cgd
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SetTip = ui_workshop.SetTip
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is_barrel = arti_jamming.is_barrel
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is_trigger = arti_jamming.is_trigger
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-- below here is all mostly copied from item repair and workshop, due to difficulty of patching
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-- monkey patches
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EvaluateParts = item_parts.evaluate_parts
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function item_parts.evaluate_parts(obj)
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local sec = obj:section()
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sec = SYS_GetParam(0, sec,"parent_section") or sec
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local id = obj:id()
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local parts = ini_parts:r_string_ex("con_parts_list",sec)
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if parts then
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parts = str_explode(parts,",")
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local data = se_load_var(id, obj:name(), "parts")
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-- premature terminate if data exists
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if has_parts(obj) and data then return
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else
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EvaluateParts(obj)
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end
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end
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end
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-- original functions are local reeeee
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local function disassembly_weapon_spare_parts(sec, condition)
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local single_handed = ini_sys:r_float_ex(sec,"single_handed") or 1
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local weight = ini_sys:r_float_ex(sec,"inv_weight") or 2
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local num,finale = 0,0
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num = math_floor(weight)
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if (single_handed == 1) then num = 1 end
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for i=1,num do
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if (math.random(100) < condition) then
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finale = finale + 1
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end
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end
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return finale
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end
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local function timer_disassembly_weapon(npc_id, result_details, result_conditions, name)
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-- Who is item owner? we must give them the parts
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local npc = npc_id and get_object_by_id(npc_id)
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if (not npc) then
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printf("~ item_parts timer | no owner found")
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return
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end
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-- Send messages to the actor
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if #result_details > 0 then
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local parts_text = item_parts.create_disassemble_list(result_details)
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actor_menu.set_item_news('success', 'weapon_ammo', "st_dis_text_7", name, game.translate_string('st_dis_text_9'), parts_text)
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else
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actor_menu.set_item_news('fail', 'weapon', "st_dis_text_2", name)
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end
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-- Creating parts in inventory
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for i=1,#result_details do
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if result_conditions[i] and result_conditions[i] > 0 then
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local se_result = alife_create(result_details[i], npc:position(), npc:level_vertex_id(), npc:game_vertex_id(), npc:id(), false)
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local data_result = utils_stpk.get_item_data(se_result)
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data_result.condition = clamp( (result_conditions[i]/100) , min_con_obj , max_con_obj )
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utils_stpk.set_item_data(data_result,se_result)
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alife():register(se_result)
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else
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alife_create_item(result_details[i], npc)
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end
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end
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return true
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end
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DisassemblyWeapon = item_parts.disassembly_weapon
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function item_parts.disassembly_weapon(obj, obj_d)
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if has_parts(obj) then
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custom_disassembly_weapon(obj, obj_d)
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else
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DisassemblyWeapon(obj, obj_d)
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end
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end
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function custom_disassembly_weapon(obj, obj_d)
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-- Defines
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local id = obj:id()
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local se_obj = alife_object(id)
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local sec = obj:section()
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local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec
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local name = ui_item.get_sec_name(sec)
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local con = obj:condition()
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local parts = item_parts.get_parts_con(obj, nil, true)
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local npc = obj:parent()
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if (not npc) then
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printf("~ item_parts | no owner found for [%s]", obj:name())
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return
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end
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local result_details = {}
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local result_conditions = {}
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local get_ammo = {}
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local with_scope = nil
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local delay = actor_effects.is_animations_on() and 3 or 0
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-- Collect attachments
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with_scope = utils_item.has_scope(sec)
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if with_scope then
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with_scope = string.format('_%s', utils_item.has_scope(sec))
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table.insert(result_details, with_scope:sub(2))
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sec = sec:gsub(with_scope, "")
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end
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if (obj:weapon_scope_status() == 2) and (utils_item.addon_attached(obj,"sc")) then
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local scope_section = utils_data.read_from_ini(nil,sec,"scopes_sect","string",nil)
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local scope = utils_data.read_from_ini(nil,scope_section,"scope_name","string",nil)
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table.insert(result_details, scope)
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end
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if (obj:weapon_silencer_status() == 2) and (utils_item.addon_attached(obj,"sl")) then
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local sil = utils_data.read_from_ini(nil,sec,"silencer_name","string",nil)
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table.insert(result_details, sil)
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end
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if (obj:weapon_grenadelauncher_status() == 2) and (utils_item.addon_attached(obj,"gl")) then
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local gl = utils_data.read_from_ini(nil,sec,"grenade_launcher_name","string",nil)
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table.insert(result_details, gl)
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end
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-- Unload mag and get ammo
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mag_support.eject_mag(obj)
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-- Collect weapon parts
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for k,v in pairs(parts) do
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if (k ~= sec_p) and is_part(k) and v > 0 then
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local index = #result_details
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result_details[index + 1] = k
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result_conditions[index + 1] = IsItem("part",k) and utils_item.get_cond_static(v) or v
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end
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end
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-- Collect weapon spare parts
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for i=1,#spare_parts do
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local num = disassembly_weapon_spare_parts(sec, disassembly_chance/2)
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if (num > 0) then
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for j=1,num do
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table.insert(result_details,spare_parts[i])
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end
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end
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end
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-- Collect installed upgrades
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local installed_upgrades = utils_item.get_upgrades_installed(obj)
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local upgr_tools = {}
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for i=1,#installed_upgrades do
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local tool = utils_item.get_upgrade_sect_tool(sec, installed_upgrades[i])
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table.insert(upgr_tools,tool)
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end
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for i=1,#upgr_tools do
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if math.random(100) < con*50 then
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table.insert(result_details,upgr_tools[i])
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end
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end
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-- Release weapon
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alife_release(se_obj)
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-- Degrade disassemble tool
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local diss_tools = GetItemList("disassemble")
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local degr_val = diss_tools[obj_d:section()]
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utils_item.degrade( obj_d , degr_val )
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-- Increase Statistic
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game_statistics.increment_statistic("items_disassembled")
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item_parts.clear_parts_con(id)
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-- Play animation
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actor_effects.play_item_fx("disassemble_metal_fast")
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-- Process
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CreateTimeEvent(0,"delay_disassembly" .. id, delay, timer_disassembly_weapon, npc:id(), result_details, result_conditions, name)
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end
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-- here we go again
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WorkshopReplacePart = ui_workshop.UIWorkshopRepair.ReplacePart
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function ui_workshop.UIWorkshopRepair:ReplacePart()
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local obj = self.CC["inventory"]:GetCell_Selected(true)
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if (not obj) then
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return
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end
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if not has_parts(obj) then
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WorkshopReplacePart(self)
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return
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end
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local obj_part = self.CC["parts"]:GetCell_Selected(true)
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if not (obj_part and self.selected_btn) then
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return
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end
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self.itm_selected[self.selected_btn]:InitTexture("ui_button_inv_t")
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print_ws("- UIWorkshopRepair:ReplacePart() | picked replacement part (%s) [%s] - condition: %s", obj_part:id(), obj_part:section(), obj_part:condition())
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-- Save the condition of selected part
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local new_part_con = math.ceil(obj_part:condition()*100)
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self.new_con[self.selected_btn] = {}
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self.new_con[self.selected_btn].id = obj_part:id()
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self.new_con[self.selected_btn].con = new_part_con
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-- Calculate individual condition and update text
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self.btn_repair:Enable(true)
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local cnt = 0
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for i=1,6 do
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if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") then
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local t = self.parts[i].con
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if self.new_con[i] then
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t = self.new_con[i].con
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end
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local clr = utils_xml.get_color_con(t)
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local str = t < 0 and "[X]" or t .. "%"
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self.itm_con[i]:SetText(clr .. str)
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end
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end
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-- Calculate total condition and update text
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local tot_con = clamp(math.ceil(obj:condition() * 100),0,100)
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self.itm_con_r:SetText(tot_con .. "%")
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-- Update remaining toolkit count
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-- weapon_parts_overhaul do not consume toolkit charges for swapping parts
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--self:UpdateToolkits(active)
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-- Hide part inventory
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self.CC["parts"]:Reset()
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utils_obj.play_sound("interface\\items\\inv_items_cloth_" .. tostring(math.random(2,3)))
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SetTip("repair_tip_4", nil, nil, nil, true, self.info_text)
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-- Reset
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self.selected_btn = nil
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self.highlight_btn = nil
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end
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WorkshopPartScheme = ui_workshop.UIWorkshopRepair.ListPartScheme
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function ui_workshop.UIWorkshopRepair:ListPartScheme()
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WorkshopPartScheme(self)
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for i=1,6 do
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if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") and self.parts[i].con < 0 then
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self.itm_con[i]:SetText(utils_xml.get_color("d_red") .. "[X]")
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end
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end
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end
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WorkshopRepair = ui_workshop.UIWorkshopRepair.Repair
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function ui_workshop.UIWorkshopRepair:Repair()
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local obj = self.CC["inventory"]:GetCell_Selected(true)
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if (not obj) then
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return
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end
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if not has_parts(obj) then
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print_dbg("Repair: Not weapon, going through original route")
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WorkshopRepair(self)
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return
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end
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local tot_con = 0
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local cnt = 0
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if is_not_empty(self.new_con) then
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for i=1,6 do
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if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") then
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if self.new_con[i] and self.new_con[i].id then
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-- weapon_parts_overhaul refund parts
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local temp = self.parts[i].con
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self.parts[i].con = self.new_con[i].con
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print_dbg("- UIWorkshopRepair:Repair() | replaced part spotted | part: %s - condition: %s - order: %s - id: %s", self.parts[i].sec, self.new_con[i].con, i, self.new_con[i].id)
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-- Release replacement parts
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if temp < 0 then
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alife_release_id(self.new_con[i].id)
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else
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local part = get_object_by_id(self.new_con[i].id)
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part:set_condition(temp/100)
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end
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-- weapon_parts_overhaul end
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end
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tot_con = tot_con + self.parts[i].con --AdjustCon(self.parts[i].sec, self.parts[i].con, #self.parts, IsOutfit(self.object))
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cnt = cnt + 1
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print_ws("/ UIWorkshopRepair:Repair() | total condition calculation | part: %s - condition: %s - order: %s - total sum: %s", self.parts[i].sec, self.parts[i].con, i, tot_con)
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end
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end
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else
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print_ws("! UIWorkshopRepair:Repair() | no new parts have been replaced")
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return
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end
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-- Discharge tools
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for i=1,#self.toolkit_pick do
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local obj_tool = level.object_by_id(self.toolkit_pick[i])
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if obj_tool then
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utils_item.discharge(obj_tool)
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print_ws("/ UIWorkshopRepair:Repair() | discharged toolkit (%s)", self.toolkit_pick[i])
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else
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printe("!ERROR UIWorkshopRepair:Repair() | can't discharge toolkit with id (%s). Object not found!", self.toolkit_pick[i])
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end
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end
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-- Apply condition changes
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local id = obj:id()
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local sec = obj:section()
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sec = ini_sys:r_string_ex(sec,"parent_section") or sec -- for weapons with scopes
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local final_con = (cnt > 0) and (clamp(math.ceil(tot_con/cnt),1,100)/100)
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local weapon = level.object_by_id(id)
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if weapon and final_con and (final_con >= 0) and (final_con <= 1) then
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-- weapon_parts_overhaul do not update condition
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if not has_parts(weapon) then
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weapon:set_condition(final_con)
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print_ws("- UIWorkshopRepair:Repair() | object with id (%s) is set to a new condition: %s", id, final_con)
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end
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else
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printe("! UIWorkshopRepair:Repair() | object with id (%s) is either not found. Or didn't register new condition (%s)!", id, final_con)
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end
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local result_part_tbl = {}
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result_part_tbl[sec] = has_parts(weapon) and math.ceil(weapon:condition() * 100) or math.ceil(tot_con/cnt)
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for i=1,#self.parts do
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result_part_tbl[self.parts[i].sec] = self.parts[i].con
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end
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item_parts.set_parts_con(id, result_part_tbl)
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for k,v in pairs(result_part_tbl) do
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print_dbg("~ UIWorkshopRepair:Repair() | item's new part table [%s] = %s",k,v)
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end
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-- Effect
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actor_effects.play_item_fx("craft_dummy")
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self:Close()
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end
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--[[
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0 = clean only
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1 = clean parts (req. basic)
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2 = full service
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]]
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-- check the existing weapon and what services are available for it
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function analyze_weapon(npc, wpn)
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local parts = item_parts.get_parts_con(wpn, nil, true)
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local to_do = {}
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for k,v in pairs(parts) do
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if not string.find(k, "prt_w") or v > 98 then
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-- weapon part or something, do nothing
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elseif v >= 60 then
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-- also add pricing
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to_do[#to_do + 1] = {
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part = k,
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name = get_part_short_name(k),
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action = "clean",
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cost = get_service_cost(wpn:section())
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}
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elseif npc:object(k) ~= nil and v < 60 then
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to_do[#to_do + 1] = {
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part = k,
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name = get_part_short_name(k),
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action = "replace",
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||
|
cost = get_service_cost(wpn:section(), k)
|
||
|
}
|
||
|
end
|
||
|
end
|
||
|
return to_do
|
||
|
end
|
||
|
|
||
|
-- up to 5 buttons, one for each thing
|
||
|
|
||
|
-- create all buttons on the left that hides everything
|
||
|
-- button_sort_tab_6
|
||
|
function ui_inventory.UIInventory:InitRepairPartsButton()
|
||
|
self.repair_xml = CScriptXmlInit()
|
||
|
self.repair_xml:ParseFile("ui_wpo_repair.xml")
|
||
|
|
||
|
self.repair_parts_togglebtn = self.repair_xml:Init3tButton("button", self.npc_up_dialog)
|
||
|
self:Register(self.repair_parts_togglebtn, "repair_parts_toggle")
|
||
|
-- to the left of the repair button
|
||
|
self.repair_parts_togglebtn:SetWndPos(vector2():set(
|
||
|
self.npc_up_repair:GetWndPos().x - self.repair_parts_togglebtn:GetWidth(),
|
||
|
self.npc_up_repair:GetWndPos().y
|
||
|
))
|
||
|
self:AddCallback("repair_parts_toggle", ui_events.BUTTON_CLICKED, self.repair_parts_toggle, self)
|
||
|
self.repair_parts_togglebtn:Show(false)
|
||
|
|
||
|
-- bg
|
||
|
self.repair_parts_bkg = self.repair_xml:InitStatic("background", self.npc_up_dialog)
|
||
|
self:Register(self.repair_parts_bkg, "repair_parts_bkg")
|
||
|
|
||
|
self.repair_parts_bkg:SetWndPos(vector2():set(
|
||
|
self.repair_parts_togglebtn:GetWndPos().x,
|
||
|
self.repair_parts_togglebtn:GetWndPos().y
|
||
|
))
|
||
|
self.repair_parts_buttons = {}
|
||
|
self.repair_parts_texts = {}
|
||
|
self.repair_parts_info = {} -- this holds the info the buttons use
|
||
|
|
||
|
starting_y = self.repair_parts_togglebtn:GetWndPos().y + self.repair_parts_togglebtn:GetHeight()
|
||
|
for i=1,5 do
|
||
|
self.repair_parts_buttons[i] = self.repair_xml:Init3tButton("button2", self.npc_up_dialog)
|
||
|
self:Register(self.repair_parts_buttons[i], "repair_parts_buttons"..i)
|
||
|
|
||
|
self.repair_parts_texts[i] = self.repair_xml:InitTextWnd("txt_box", self.npc_up_dialog)
|
||
|
self:Register(self.repair_parts_texts[i], "repair_parts_texts"..i)
|
||
|
|
||
|
self.repair_parts_buttons[i]:SetWndPos(vector2():set(
|
||
|
self.repair_parts_togglebtn:GetWndPos().x,
|
||
|
starting_y
|
||
|
))
|
||
|
self.repair_parts_texts[i]:SetWndPos(vector2():set(
|
||
|
self.repair_parts_togglebtn:GetWndPos().x + self.repair_parts_buttons[i]:GetWidth(),
|
||
|
starting_y
|
||
|
))
|
||
|
|
||
|
starting_y = starting_y + self.repair_parts_buttons[i]:GetHeight()
|
||
|
end
|
||
|
|
||
|
self:AddCallback("repair_parts_buttons1", ui_events.BUTTON_CLICKED, self.repair_part1, self)
|
||
|
self:AddCallback("repair_parts_buttons2", ui_events.BUTTON_CLICKED, self.repair_part2, self)
|
||
|
self:AddCallback("repair_parts_buttons3", ui_events.BUTTON_CLICKED, self.repair_part3, self)
|
||
|
self:AddCallback("repair_parts_buttons4", ui_events.BUTTON_CLICKED, self.repair_part4, self)
|
||
|
self:AddCallback("repair_parts_buttons5", ui_events.BUTTON_CLICKED, self.repair_part5, self)
|
||
|
-- message box
|
||
|
|
||
|
self.message_box_parts = CUIMessageBoxEx()
|
||
|
self:Register(self.message_box_parts, "mbpr")
|
||
|
|
||
|
self:AddCallback("mbpr", ui_events.MESSAGE_BOX_YES_CLICKED, self.repair_part_confirm, self)
|
||
|
self:AddCallback("mbpr", ui_events.MESSAGE_BOX_NO_CLICKED, self.Discard, self)
|
||
|
end
|
||
|
|
||
|
function ui_inventory.UIInventory:repair_parts_purge()
|
||
|
self.repair_parts_info = {}
|
||
|
self.repair_parts_bkg:Show(false)
|
||
|
for i=1,5 do
|
||
|
self.repair_parts_buttons[i]:Enable(false)
|
||
|
self.repair_parts_buttons[i]:Show(false)
|
||
|
self.repair_parts_texts[i]:SetText("")
|
||
|
self.repair_parts_texts[i]:Show(false)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- show/hide the five small buttons
|
||
|
function ui_inventory.UIInventory:repair_parts_toggle()
|
||
|
-- show and hide the five sub-buttons
|
||
|
if (not self.upgr.id) then return end
|
||
|
|
||
|
local wpn = level.object_by_id(self.upgr.id)
|
||
|
if (not wpn) then
|
||
|
return
|
||
|
end
|
||
|
-- hide all buttons
|
||
|
for i=1,5 do
|
||
|
self.repair_parts_buttons[i]:Enable(false)
|
||
|
self.repair_parts_buttons[i]:Show(false)
|
||
|
self.repair_parts_texts[i]:SetText("")
|
||
|
self.repair_parts_texts[i]:Show(false)
|
||
|
end
|
||
|
if self.repair_parts_bkg:IsShown() then
|
||
|
self.repair_parts_bkg:Show(false)
|
||
|
return
|
||
|
else
|
||
|
self.repair_parts_bkg:Show(true)
|
||
|
end
|
||
|
|
||
|
local actions = analyze_weapon(mob_trade.GetTalkingNpc(), wpn)
|
||
|
if is_empty(actions) then return end
|
||
|
self.repair_parts_info = actions
|
||
|
for k,v in pairs(self.repair_parts_info) do
|
||
|
self.repair_parts_texts[k]:SetText(v.action .. " " .. game.translate_string("st_name_"..v.name))
|
||
|
self.repair_parts_texts[k]:Show(true)
|
||
|
self.repair_parts_buttons[k]:Enable(true)
|
||
|
self.repair_parts_buttons[k]:Show(true)
|
||
|
end
|
||
|
|
||
|
end
|
||
|
|
||
|
function ui_inventory.UIInventory:repair_part1()
|
||
|
self:repair_part(1)
|
||
|
end
|
||
|
function ui_inventory.UIInventory:repair_part2()
|
||
|
self:repair_part(2)
|
||
|
end
|
||
|
function ui_inventory.UIInventory:repair_part3()
|
||
|
self:repair_part(3)
|
||
|
end
|
||
|
function ui_inventory.UIInventory:repair_part4()
|
||
|
self:repair_part(4)
|
||
|
end
|
||
|
function ui_inventory.UIInventory:repair_part5()
|
||
|
self:repair_part(5)
|
||
|
end
|
||
|
function ui_inventory.UIInventory:repair_part(ind)
|
||
|
local wpn = level.object_by_id(self.upgr.id)
|
||
|
if (not wpn) then
|
||
|
return
|
||
|
end
|
||
|
-- calculate cost and part
|
||
|
local part = self.repair_parts_info[ind].action == "replace" and self.repair_parts_info[ind].part
|
||
|
local cost = self.repair_parts_info[ind].cost
|
||
|
local str = game.translate_string("st_wpn_service_cost").." " .. cost .. " RU"
|
||
|
if db.actor:money() >= cost then
|
||
|
self.repair_part_idx = ind
|
||
|
-- cost will be xxx
|
||
|
self.message_box_parts:InitMessageBox("message_box_yes_no")
|
||
|
else
|
||
|
self.message_box_parts:InitMessageBox("message_box_ok")
|
||
|
end
|
||
|
self.message_box_parts:SetText(str)
|
||
|
self.message_box_parts:ShowDialog(true)
|
||
|
-- reset ui
|
||
|
end
|
||
|
|
||
|
function ui_inventory.UIInventory:repair_part_confirm()
|
||
|
|
||
|
local wpn = level.object_by_id(self.upgr.id)
|
||
|
if (not wpn) then
|
||
|
printf("No weapon")
|
||
|
return
|
||
|
end
|
||
|
local parts = item_parts.get_parts_con(wpn, nil, true)
|
||
|
local part_to_fix = self.repair_parts_info[self.repair_part_idx]
|
||
|
if part_to_fix.action == "replace" then
|
||
|
local tech = mob_trade.GetTalkingNpc()
|
||
|
local tech_part = tech:object(part_to_fix.part)
|
||
|
alife_release_id(tech_part:id())
|
||
|
end
|
||
|
parts[part_to_fix.part] = 99
|
||
|
item_parts.set_parts_con(self.upgr.id, parts)
|
||
|
local cost = part_to_fix.cost
|
||
|
db.actor:give_money(-cost)
|
||
|
reset_cgd()
|
||
|
-- reset
|
||
|
self.repair_part_idx = nil
|
||
|
self:repair_parts_purge()
|
||
|
self:repair_parts_toggle()
|
||
|
end
|
||
|
|
||
|
-- B
|
||
|
InitItem = ui_inventory.UIInventory.RMode_InitItem
|
||
|
function ui_inventory.UIInventory:RMode_InitItem(obj, bag, idx)
|
||
|
InitItem(self, obj, bag, idx)
|
||
|
-- initial creation
|
||
|
if not self.repair_parts_togglebtn then self:InitRepairPartsButton() end
|
||
|
-- purge
|
||
|
local is_wep = IsWeapon(obj) and sec_has_parts(obj:section())
|
||
|
-- re render
|
||
|
self:repair_parts_purge()
|
||
|
self.repair_parts_togglebtn:Show(is_wep)
|
||
|
end
|
||
|
|
||
|
-- Close = ui_inventory.UIInventory.Close
|
||
|
-- function ui_inventory.UIInventory:Close()
|
||
|
-- self:repair_parts_purge()
|
||
|
-- Close(self)
|
||
|
-- end
|
||
|
|
||
|
HowMuch = inventory_upgrades_mp.how_much_repair
|
||
|
function inventory_upgrades_mp.how_much_repair( item_name, item_condition )
|
||
|
local base_cost = HowMuch(item_name, item_condition)
|
||
|
local cof = sec_has_parts(item_name) and 0.25 or 1
|
||
|
return math_floor(base_cost * cof)
|
||
|
end
|
||
|
local clean_costs = {
|
||
|
["pistol"] = 950,
|
||
|
["shotgun"] = 1050,
|
||
|
["rifle_5"] = 1200,
|
||
|
["rifle_7"] = 1500,
|
||
|
}
|
||
|
function get_service_cost(item_name, part)
|
||
|
local cof = game_difficulties.get_eco_factor("repair") or 1.67
|
||
|
cof = 0.5 + cof/2
|
||
|
local repair_type = SYS_GetParam(0, item_name, "repair_type")
|
||
|
if not part then
|
||
|
return cof * (clean_costs[repair_type])
|
||
|
else
|
||
|
-- pay 1.5x cleaning cost plus part
|
||
|
-- should lock behind toolkit? maybe later
|
||
|
return cof * (1.5 * clean_costs[repair_type] + (parts_list[part] or 0))
|
||
|
end
|
||
|
end
|
||
|
quality_map = {
|
||
|
[0] = "broken",
|
||
|
[1] = "damaged",
|
||
|
[2] = "worn",
|
||
|
[3] = "dirty",
|
||
|
}
|
||
|
|
||
|
unique_mapping = {
|
||
|
["prt_w_gas_tube_9"] = "extractor",
|
||
|
["prt_w_gas_tube_10"] = "extractor",
|
||
|
["prt_w_gas_tube_8"] = "ejector",
|
||
|
["prt_w_gas_tube_2"] = "pump",
|
||
|
["prt_w_bolt_11"] = "hammers",
|
||
|
["prt_w_bolt_12"] = "hammers",
|
||
|
["prt_w_bolt_carrier_8"] = "chock",
|
||
|
["prt_w_bolt_carrier_9"] = "chock",
|
||
|
}
|
||
|
|
||
|
name_mapping = {
|
||
|
"spring",
|
||
|
"bolt_carrier",
|
||
|
"bolt",
|
||
|
"gas_tube",
|
||
|
"barrel",
|
||
|
"trigger"
|
||
|
}
|
||
|
|
||
|
--Patching ui_item.script
|
||
|
local string_find = string.find
|
||
|
local math_ceil = math.ceil
|
||
|
local gc = game.translate_string
|
||
|
local clr_r = utils_xml.get_color("d_red")
|
||
|
local clr_o = utils_xml.get_color("d_orange")
|
||
|
local clr_y = utils_xml.get_color("yellow")
|
||
|
local clr_g = utils_xml.get_color("d_green")
|
||
|
local clr_p = utils_xml.get_color("d_purple")
|
||
|
|
||
|
function get_part_short_name(name)
|
||
|
if not string_find(name, "prt_w") then return "" end
|
||
|
local i = 1
|
||
|
local part_name = ""
|
||
|
if unique_mapping[name] then
|
||
|
part_name = unique_mapping[name]
|
||
|
else
|
||
|
while part_name == "" and i < 7 do
|
||
|
-- print_dbg("it %s, name %s", i, name)
|
||
|
if string_find(name, name_mapping[i]) then
|
||
|
part_name = name_mapping[i]
|
||
|
end
|
||
|
i = i + 1
|
||
|
end
|
||
|
end
|
||
|
return part_name
|
||
|
end
|
||
|
|
||
|
|
||
|
function process_part(name, condition)
|
||
|
local severity = condition == -1 and "missing" or math_floor(condition / 20)
|
||
|
local clr = clr_o
|
||
|
if condition > 79 then clr = clr_g
|
||
|
elseif condition > 59 then clr = clr_y
|
||
|
elseif condition == -1 then clr = clr_r end
|
||
|
local part_name = get_part_short_name(name)
|
||
|
if part_name == "" then return "" end
|
||
|
print_dbg("part %s, category %s, sev %s", name, part_name, severity)
|
||
|
|
||
|
return " " .. clr .. gc("st_dot") .. " " .. gc("st_damage_"..severity) .. " " .. gc("st_name_"..part_name) .. "\\n"
|
||
|
end
|
||
|
|
||
|
local clr_o = utils_xml.get_color("d_orange")
|
||
|
local clr_1 = utils_xml.get_color("ui_gray_2")
|
||
|
local clr_2 = utils_xml.get_color("ui_gray_1")
|
||
|
original_build_desc_footer = ui_item.build_desc_footer
|
||
|
function ui_item.build_desc_footer(obj, sec, str)
|
||
|
str = original_build_desc_footer(obj, sec, str)
|
||
|
local threshold_repair = ini_custom_repair:section_exist(sec) and ini_custom_repair:r_float_ex(sec, "repair_threshold") or 0
|
||
|
if threshold_repair > 0 then
|
||
|
str = str .. clr_o .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. gc("st_clean_half") .. ": " .. clr_2 .. " " .. tostring(math_ceil(threshold_repair*100)) .. "% \\n"
|
||
|
end
|
||
|
|
||
|
return str
|
||
|
end
|
||
|
|
||
|
original_build_desc_header = ui_item.build_desc_header
|
||
|
function ui_item.build_desc_header(obj, sec, str)
|
||
|
local _str = ""
|
||
|
local _str2 = original_build_desc_header(obj, sec, str)
|
||
|
|
||
|
if get_config("display") and obj and IsWeapon(obj) and not IsAmmo(obj) and arti_jamming.has_parts(obj) then
|
||
|
local parts = item_parts.get_parts_con(obj, nil, true)
|
||
|
local display_str = ""
|
||
|
for k,v in pairs(parts) do
|
||
|
display_str = display_str .. process_part(k, v)
|
||
|
end
|
||
|
if display_str ~= "" then
|
||
|
display_str = " " .. clr_p .. gc("st_name_issues") .. "\\n" .. display_str
|
||
|
_str = _str .. display_str
|
||
|
end
|
||
|
end
|
||
|
_str = _str .. _str2
|
||
|
|
||
|
return _str
|
||
|
end
|
||
|
|
||
|
-- cheap lookup to map repair types to toolkits for weapons
|
||
|
local toolkit_map = {
|
||
|
["pistol"] = {"cleaning_kit_p","toolkit_p"},
|
||
|
["shotgun"] = {"cleaning_kit_s","toolkit_s"},
|
||
|
["rifle_5"] = {"cleaning_kit_r5","toolkit_r5"},
|
||
|
["rifle_7"] = {"cleaning_kit_r7","toolkit_r7"},
|
||
|
}
|
||
|
|
||
|
-- check for suitable repair kit as well as if weapon is suitable to have parts replaced
|
||
|
function has_suitable_kit(obj)
|
||
|
local repair_sec = SYS_GetParam(0, obj:section(), "repair_type") or "none"
|
||
|
local toolkit_sec = toolkit_map[repair_sec] or "none"
|
||
|
print_dbg("checking suitability for %s, repair %s", obj:section(), repair_sec)
|
||
|
local has_clean = db.actor:object(toolkit_sec[1]) or db.actor:object("cleaning_kit_u")
|
||
|
local has_repair = db.actor:object(toolkit_sec[2])
|
||
|
if not (has_clean or has_repair) then return false end
|
||
|
local parts = item_parts.get_parts_con(obj)
|
||
|
local allow = false
|
||
|
for k,v in pairs(parts) do
|
||
|
if is_part(k) then
|
||
|
-- allow for repair
|
||
|
if has_repair and v < 98 then
|
||
|
allow = true
|
||
|
-- allow for clean
|
||
|
elseif v >= 60 and has_clean then
|
||
|
allow = true
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
return allow
|
||
|
end
|
||
|
|
||
|
function get_suitable_kit(obj, clean)
|
||
|
local repair_sec = SYS_GetParam(0, obj:section(), "repair_type") or "none"
|
||
|
local toolkit_sec = toolkit_map[repair_sec] or "none"
|
||
|
if clean then
|
||
|
return db.actor:object(toolkit_sec[1]) or db.actor:object("cleaning_kit_u")
|
||
|
else return db.actor:object(toolkit_sec[2]) end
|
||
|
end
|
||
|
|
||
|
function replace_name(name, clean)
|
||
|
local part_name = ""
|
||
|
if unique_mapping[name] then
|
||
|
part_name = unique_mapping[name]
|
||
|
else
|
||
|
if not string_find(name, "prt_w") then return "" end
|
||
|
local i = 1
|
||
|
while part_name == "" and i < 7 do
|
||
|
-- print_dbg("it %s, name %s", i, name)
|
||
|
if string_find(name, name_mapping[i]) then
|
||
|
part_name = name_mapping[i]
|
||
|
end
|
||
|
i = i + 1
|
||
|
end
|
||
|
end
|
||
|
local repair_logic = get_config("repairkit") and "st_wpo_replace" or "st_wpo_repair"
|
||
|
return (clean and gc("st_wpo_clean") or gc(repair_logic)) .. " " .. gc("st_name_"..part_name)
|
||
|
end
|
||
|
|
||
|
function replace_part(id, part, kit_name, clean)
|
||
|
print_dbg("replacing part %s on item %s", part, id)
|
||
|
local kit = db.actor:object(kit_name)
|
||
|
local parts = se_load_var(id, nil, "parts")
|
||
|
for k,v in pairs(parts) do
|
||
|
print_dbg(k..": "..v)
|
||
|
end
|
||
|
if parts and parts[part] then
|
||
|
if clean then
|
||
|
parts[part] = 99
|
||
|
news_manager.send_tip(db.actor, gc("st_news_cleaned") .. " " .. ui_item.get_sec_name(part), nil, "swiss_knife", 6000)
|
||
|
else
|
||
|
parts[part] = get_config("repairkit") and 99 or clamp(parts[part] + 25, 1, 99)
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_repair_success") .. " " .. ui_item.get_sec_name(part).. " to " ..parts[part].."%", nil, "swiss_knife", 6000)
|
||
|
end
|
||
|
utils_item.discharge(kit)
|
||
|
se_save_var(id, nil, "parts", parts)
|
||
|
-- restore condition too
|
||
|
local wpn = level.object_by_id(id)
|
||
|
wpn:set_condition(clamp(wpn:condition() + 0.1, 0, 0.999) )
|
||
|
if id == current_id() then
|
||
|
reset_cgd()
|
||
|
end
|
||
|
end
|
||
|
|
||
|
GetActorMenu():UpdateItems()
|
||
|
GetActorMenu():UpdateSlots()
|
||
|
|
||
|
end
|
||
|
|
||
|
local maint_gui
|
||
|
|
||
|
|
||
|
function check_maintain(obj)
|
||
|
return has_parts(obj) and has_suitable_kit(obj)
|
||
|
end
|
||
|
function name_maintain(obj)
|
||
|
return gc("st_wpo_replace_parts")
|
||
|
end
|
||
|
|
||
|
function init_maintenance_menu(obj)
|
||
|
|
||
|
local context_str = {}
|
||
|
local context_action = {}
|
||
|
local context_params = {}
|
||
|
|
||
|
local parts = item_parts.get_parts_con(obj)
|
||
|
local clean_kit = get_suitable_kit(obj, true)
|
||
|
local repair_kit = get_suitable_kit(obj, false)
|
||
|
for k,v in pairs(parts) do
|
||
|
if is_part(k) then
|
||
|
if v < 60 and repair_kit then
|
||
|
table.insert(context_str, replace_name(k, false))
|
||
|
table.insert(context_action, "replace_part")
|
||
|
table.insert(context_params, {obj:id(), k, repair_kit:section(), false})
|
||
|
elseif v >= 60 and v < 98 then
|
||
|
if clean_kit then
|
||
|
table.insert(context_str, replace_name(k, true))
|
||
|
table.insert(context_action, "clean_part")
|
||
|
table.insert(context_params, {obj:id(), k, clean_kit:section(), true})
|
||
|
else
|
||
|
table.insert(context_str, replace_name(k, true))
|
||
|
table.insert(context_action, "replace_part")
|
||
|
table.insert(context_params, {obj:id(), k, repair_kit:section(), true})
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
if not maint_gui then maint_gui = utils_ui_custom.UICellPropertiesCustom(replace_part) end
|
||
|
maint_gui:Reset(GetCursorPosition(), context_action, context_str, context_params)
|
||
|
ui_inventory.GUI:PlaySND(sound_object([[interface\inv_properties_2]]))
|
||
|
end
|
||
|
|
||
|
-- custom parts replacement shit
|
||
|
|
||
|
function can_remove(sec)
|
||
|
if is_part(sec) then
|
||
|
if is_barrel(sec) and not get_config("easybarrel") then
|
||
|
elseif is_trigger(sec) and not get_config("easytrigger") then
|
||
|
else
|
||
|
return true
|
||
|
end
|
||
|
end
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
function name_fieldstrip(obj)
|
||
|
return gc("st_field_strip")
|
||
|
end
|
||
|
|
||
|
local allowed_modes = {
|
||
|
["inventory"] = true,
|
||
|
["loot"] = true
|
||
|
}
|
||
|
|
||
|
local allowed_bags = {
|
||
|
["actor_equ"] = true,
|
||
|
["actor_belt"] = true,
|
||
|
["actor_bag"] = true,
|
||
|
["npc_bag"] = true,
|
||
|
}
|
||
|
|
||
|
function has_parts_fieldstrip(wpn, bag, mode)
|
||
|
if not (allowed_modes[mode] and allowed_bags[bag]) then
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
if not has_parts(wpn) then return false end
|
||
|
local parts = item_parts.get_parts_con(wpn, nil, true)
|
||
|
local has_parts = false
|
||
|
for k,v in pairs(parts) do
|
||
|
if v > 0 and can_remove(k) then has_parts = true end
|
||
|
end
|
||
|
return has_parts
|
||
|
end
|
||
|
|
||
|
function remove_name(name)
|
||
|
|
||
|
local part_name = ""
|
||
|
if not name then
|
||
|
part_name = "all"
|
||
|
elseif unique_mapping[name] then
|
||
|
part_name = unique_mapping[name]
|
||
|
else
|
||
|
if not string_find(name, "prt_w") then return "" end
|
||
|
local i = 1
|
||
|
while part_name == "" and i < 7 do
|
||
|
-- print_dbg("it %s, name %s", i, name)
|
||
|
if string_find(name, name_mapping[i]) then
|
||
|
part_name = name_mapping[i]
|
||
|
end
|
||
|
i = i + 1
|
||
|
end
|
||
|
end
|
||
|
return gc("st_wpo_remove") .. " " .. gc("st_name_"..part_name)
|
||
|
end
|
||
|
|
||
|
local fs_gui
|
||
|
function init_fieldstrip_menu(obj)
|
||
|
|
||
|
local context_str = {}
|
||
|
local context_action = {}
|
||
|
local context_params = {}
|
||
|
|
||
|
local parts = item_parts.get_parts_con(obj)
|
||
|
local num = 0
|
||
|
for k,v in pairs(parts) do
|
||
|
if can_remove(k) and v > 0 then
|
||
|
table.insert(context_str, remove_name(k))
|
||
|
table.insert(context_action, "remove_part")
|
||
|
table.insert(context_params, {obj:id(), k, v})
|
||
|
num = num + 1
|
||
|
end
|
||
|
end
|
||
|
-- remove all
|
||
|
if num > 1 then
|
||
|
table.insert(context_str, remove_name(nil))
|
||
|
table.insert(context_action, "remove_part")
|
||
|
table.insert(context_params, {obj:id(), k, v})
|
||
|
end
|
||
|
if not fs_gui then fs_gui = utils_ui_custom.UICellPropertiesCustom(act_fieldstrip) end
|
||
|
fs_gui:Reset(GetCursorPosition(), context_action, context_str, context_params)
|
||
|
ui_inventory.GUI:PlaySND(sound_object([[interface\inv_properties_2]]))
|
||
|
end
|
||
|
|
||
|
-- remove the given part
|
||
|
-- if no part is specified, remove all
|
||
|
function act_fieldstrip(id, part_name)
|
||
|
print_dbg("Try remove %s from %s", part_name, id)
|
||
|
local parts = se_load_var(id, nil, "parts")
|
||
|
local parts_removed = false
|
||
|
local str_msg = gc("st_news_fieldstrip")
|
||
|
|
||
|
-- eject mag if applicable
|
||
|
print_dbg("Before eject")
|
||
|
mag_support.eject_mag(get_object_by_id(id))
|
||
|
print_dbg("Removed ammo")
|
||
|
if part_name and parts[part_name] then
|
||
|
str_msg = str_msg .. "\\n - " .. ui_item.get_sec_name(part_name)
|
||
|
remove_part(part_name, parts)
|
||
|
parts_removed = true
|
||
|
else
|
||
|
for k,v in pairs(parts) do
|
||
|
if can_remove(k) and v ~= -1 then
|
||
|
str_msg = str_msg .. "\\n - " .. ui_item.get_sec_name(k)
|
||
|
remove_part(k, parts)
|
||
|
parts_removed = true
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
item_parts.set_parts_con(id, parts)
|
||
|
if arti_jamming.get_jammed(id) then
|
||
|
set_jam_status(id, nil)
|
||
|
end
|
||
|
-- send msg
|
||
|
if parts_removed then
|
||
|
news_manager.send_tip(db.actor, str_msg, nil, "swiss_knife", 6000)
|
||
|
end
|
||
|
reset_cgd()
|
||
|
end
|
||
|
|
||
|
function remove_part(part_name, part_list)
|
||
|
print_dbg("Removing part %s", part_name)
|
||
|
if part_list[part_name] and part_list[part_name] ~= -1 then
|
||
|
|
||
|
local part_to_spawn = alife_create(part_name, db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id(), false)
|
||
|
local data = utils_stpk.get_item_data(part_to_spawn)
|
||
|
data.condition = part_list[part_name]/100
|
||
|
utils_stpk.set_item_data(data,part_to_spawn)
|
||
|
alife():register(part_to_spawn)
|
||
|
|
||
|
part_list[part_name] = -1
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
-- SECTION field stripping and part replacement --
|
||
|
|
||
|
-- condition under which parts cannot be field replaced
|
||
|
local REPLACE_THRESHOLD = 0.2
|
||
|
function try_replace_part(wpn, tbl, part, using_tool)
|
||
|
local pid = part:id()
|
||
|
local wid = wpn:id()
|
||
|
local sec = part:section()
|
||
|
local pcon = part:condition()
|
||
|
local wcon = wpn:condition()
|
||
|
if is_barrel(sec) and not get_config("easybarrel") then
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_barrel"), nil, "swiss_knife", 6000)
|
||
|
elseif is_trigger(sec) and not get_config("easytrigger") then
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_trigger"), nil, "swiss_knife", 6000)
|
||
|
elseif (wcon < REPLACE_THRESHOLD) then
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_rusty"), nil, "swiss_knife", 6000)
|
||
|
else
|
||
|
print_dbg("Replacing %s", sec)
|
||
|
local tmp = tbl[sec]
|
||
|
tbl[sec] = math_floor(pcon * 100)
|
||
|
if tmp == -1 then
|
||
|
-- part missing, do not swap conditions
|
||
|
alife_release_id(pid)
|
||
|
else
|
||
|
part:set_condition(tmp/100)
|
||
|
end
|
||
|
item_parts.set_parts_con(wid, tbl)
|
||
|
if (wid == current_id()) then
|
||
|
reset_cgd()
|
||
|
end
|
||
|
-- lose a little condition when replacing parts
|
||
|
if wcon > 0.6 then
|
||
|
local range = using_tool and 3 or 13
|
||
|
wpn:set_condition(wcon - (math_random(3, 3 + range)/100))
|
||
|
end
|
||
|
mag_support.eject_mag(wpn)
|
||
|
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_success") .. " " .. ui_item.get_sec_name(sec), nil, "swiss_knife", 6000)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
local function on_item_drag_dropped(obj_1, obj_2, slot_from, slot_to)
|
||
|
if not (slot_from == EDDListType.iActorBag and (slot_to == EDDListType.iActorBag or slot_to == EDDListType.iActorSlot)) then
|
||
|
return
|
||
|
end
|
||
|
local part = obj_1 and obj_1:section() or nil
|
||
|
local wpn = obj_2 and obj_2:section() or nil
|
||
|
print_dbg("Dragging %s onto %s", part, wpn)
|
||
|
if is_part(part) and has_parts(obj_2) then
|
||
|
local parts = item_parts.get_parts_con(obj_2, nil, true)
|
||
|
if parts and parts[part] then
|
||
|
try_replace_part(obj_2, parts, obj_1, item_parts.get_suitable_dtool(obj_2))
|
||
|
else
|
||
|
news_manager.send_tip(db.actor, gc("st_news_parts_incompatible"), nil, "swiss_knife", 6000)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
|
||
|
RepairOnItemSelect = item_repair.UIRepair.OnItemSelect
|
||
|
function item_repair.UIRepair:OnItemSelect(n)
|
||
|
local obj_1 = self.CC[1]:GetCell_Selected(true) -- item to be fixed
|
||
|
local obj_n = self.CC[n]:GetCell_Selected(true) -- support item
|
||
|
if not (obj_1 and obj_n) then
|
||
|
return
|
||
|
end
|
||
|
local cond_1 = obj_1:condition()
|
||
|
local sec_r = self.obj:section()
|
||
|
local threshold_repair = ini_custom_repair:section_exist(sec_r) and ini_custom_repair:r_float_ex(sec_r, "repair_threshold") or 0
|
||
|
print_dbg("Cond of item is %s, threshold %s", cond_1, threshold_repair)
|
||
|
local repair_add = a_repair_override.get_prop(sec_r,"repair_add_condition", 2) or 0
|
||
|
self.add_condition = threshold_repair < cond_1 and repair_add or repair_add/2
|
||
|
RepairOnItemSelect(self, n)
|
||
|
end
|
||
|
|
||
|
function on_game_start()
|
||
|
|
||
|
disassembly_chance = ini_parts:r_float_ex("settings","disassembly_chance") or 40
|
||
|
custom_functor_autoinject.add_functor("arti_fieldstrip", has_parts_fieldstrip, name_fieldstrip, nil, init_fieldstrip_menu, true)
|
||
|
custom_functor_autoinject.add_functor("arti_maintain", check_maintain, name_maintain, nil, init_maintenance_menu, false)
|
||
|
RegisterScriptCallback("ActorMenu_on_item_drag_drop",on_item_drag_dropped)
|
||
|
end
|