local ini_parts = itms_manager.ini_parts local disassembly_chance local max_con_obj = 0.999 local min_con_obj = 0.001 local spare_parts = utils_data.collect_section(ini_parts,"weapons_spare_parts") local parts_info = {} ini_drop = wpo_loot.ini_drops parts_list = a_wpo_parts.parts_list local ini_custom_repair = ini_file("repair\\importer.ltx") gc = game.translate_string has_parts = arti_jamming.has_parts sec_has_parts = arti_jamming.sec_has_parts is_part = arti_jamming.is_part print_dbg = arti_jamming.print_dbg get_jammed = arti_jamming.get_jammed print_ws = ui_workshop.print_ws get_config = a_arti_jamming_mcm.get_config math_floor = math.floor math_random = math.random current_id = arti_jamming.current_id reset_cgd = arti_jamming.reset_cgd SetTip = ui_workshop.SetTip is_barrel = arti_jamming.is_barrel is_trigger = arti_jamming.is_trigger -- below here is all mostly copied from item repair and workshop, due to difficulty of patching -- monkey patches EvaluateParts = item_parts.evaluate_parts function item_parts.evaluate_parts(obj) local sec = obj:section() sec = SYS_GetParam(0, sec,"parent_section") or sec local id = obj:id() local parts = ini_parts:r_string_ex("con_parts_list",sec) if parts then parts = str_explode(parts,",") local data = se_load_var(id, obj:name(), "parts") -- premature terminate if data exists if has_parts(obj) and data then return else EvaluateParts(obj) end end end -- original functions are local reeeee local function disassembly_weapon_spare_parts(sec, condition) local single_handed = ini_sys:r_float_ex(sec,"single_handed") or 1 local weight = ini_sys:r_float_ex(sec,"inv_weight") or 2 local num,finale = 0,0 num = math_floor(weight) if (single_handed == 1) then num = 1 end for i=1,num do if (math.random(100) < condition) then finale = finale + 1 end end return finale end local function timer_disassembly_weapon(npc_id, result_details, result_conditions, name) -- Who is item owner? we must give them the parts local npc = npc_id and get_object_by_id(npc_id) if (not npc) then printf("~ item_parts timer | no owner found") return end -- Send messages to the actor if #result_details > 0 then local parts_text = item_parts.create_disassemble_list(result_details) actor_menu.set_item_news('success', 'weapon_ammo', "st_dis_text_7", name, game.translate_string('st_dis_text_9'), parts_text) else actor_menu.set_item_news('fail', 'weapon', "st_dis_text_2", name) end -- Creating parts in inventory for i=1,#result_details do if result_conditions[i] and result_conditions[i] > 0 then local se_result = alife_create(result_details[i], npc:position(), npc:level_vertex_id(), npc:game_vertex_id(), npc:id(), false) local data_result = utils_stpk.get_item_data(se_result) data_result.condition = clamp( (result_conditions[i]/100) , min_con_obj , max_con_obj ) utils_stpk.set_item_data(data_result,se_result) alife():register(se_result) else alife_create_item(result_details[i], npc) end end return true end DisassemblyWeapon = item_parts.disassembly_weapon function item_parts.disassembly_weapon(obj, obj_d) if has_parts(obj) then custom_disassembly_weapon(obj, obj_d) else DisassemblyWeapon(obj, obj_d) end end function custom_disassembly_weapon(obj, obj_d) -- Defines local id = obj:id() local se_obj = alife_object(id) local sec = obj:section() local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec local name = ui_item.get_sec_name(sec) local con = obj:condition() local parts = item_parts.get_parts_con(obj, nil, true) local npc = obj:parent() if (not npc) then printf("~ item_parts | no owner found for [%s]", obj:name()) return end local result_details = {} local result_conditions = {} local get_ammo = {} local with_scope = nil local delay = actor_effects.is_animations_on() and 3 or 0 -- Collect attachments with_scope = utils_item.has_scope(sec) if with_scope then with_scope = string.format('_%s', utils_item.has_scope(sec)) table.insert(result_details, with_scope:sub(2)) sec = sec:gsub(with_scope, "") end if (obj:weapon_scope_status() == 2) and (utils_item.addon_attached(obj,"sc")) then local scope_section = utils_data.read_from_ini(nil,sec,"scopes_sect","string",nil) local scope = utils_data.read_from_ini(nil,scope_section,"scope_name","string",nil) table.insert(result_details, scope) end if (obj:weapon_silencer_status() == 2) and (utils_item.addon_attached(obj,"sl")) then local sil = utils_data.read_from_ini(nil,sec,"silencer_name","string",nil) table.insert(result_details, sil) end if (obj:weapon_grenadelauncher_status() == 2) and (utils_item.addon_attached(obj,"gl")) then local gl = utils_data.read_from_ini(nil,sec,"grenade_launcher_name","string",nil) table.insert(result_details, gl) end -- Unload mag and get ammo mag_support.eject_mag(obj) -- Collect weapon parts for k,v in pairs(parts) do if (k ~= sec_p) and is_part(k) and v > 0 then local index = #result_details result_details[index + 1] = k result_conditions[index + 1] = IsItem("part",k) and utils_item.get_cond_static(v) or v end end -- Collect weapon spare parts for i=1,#spare_parts do local num = disassembly_weapon_spare_parts(sec, disassembly_chance/2) if (num > 0) then for j=1,num do table.insert(result_details,spare_parts[i]) end end end -- Collect installed upgrades local installed_upgrades = utils_item.get_upgrades_installed(obj) local upgr_tools = {} for i=1,#installed_upgrades do local tool = utils_item.get_upgrade_sect_tool(sec, installed_upgrades[i]) table.insert(upgr_tools,tool) end for i=1,#upgr_tools do if math.random(100) < con*50 then table.insert(result_details,upgr_tools[i]) end end -- Release weapon alife_release(se_obj) -- Degrade disassemble tool local diss_tools = GetItemList("disassemble") local degr_val = diss_tools[obj_d:section()] utils_item.degrade( obj_d , degr_val ) -- Increase Statistic game_statistics.increment_statistic("items_disassembled") item_parts.clear_parts_con(id) -- Play animation actor_effects.play_item_fx("disassemble_metal_fast") -- Process CreateTimeEvent(0,"delay_disassembly" .. id, delay, timer_disassembly_weapon, npc:id(), result_details, result_conditions, name) end -- here we go again WorkshopReplacePart = ui_workshop.UIWorkshopRepair.ReplacePart function ui_workshop.UIWorkshopRepair:ReplacePart() local obj = self.CC["inventory"]:GetCell_Selected(true) if (not obj) then return end if not has_parts(obj) then WorkshopReplacePart(self) return end local obj_part = self.CC["parts"]:GetCell_Selected(true) if not (obj_part and self.selected_btn) then return end self.itm_selected[self.selected_btn]:InitTexture("ui_button_inv_t") print_ws("- UIWorkshopRepair:ReplacePart() | picked replacement part (%s) [%s] - condition: %s", obj_part:id(), obj_part:section(), obj_part:condition()) -- Save the condition of selected part local new_part_con = math.ceil(obj_part:condition()*100) self.new_con[self.selected_btn] = {} self.new_con[self.selected_btn].id = obj_part:id() self.new_con[self.selected_btn].con = new_part_con -- Calculate individual condition and update text self.btn_repair:Enable(true) local cnt = 0 for i=1,6 do if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") then local t = self.parts[i].con if self.new_con[i] then t = self.new_con[i].con end local clr = utils_xml.get_color_con(t) local str = t < 0 and "[X]" or t .. "%" self.itm_con[i]:SetText(clr .. str) end end -- Calculate total condition and update text local tot_con = clamp(math.ceil(obj:condition() * 100),0,100) self.itm_con_r:SetText(tot_con .. "%") -- Update remaining toolkit count -- weapon_parts_overhaul do not consume toolkit charges for swapping parts --self:UpdateToolkits(active) -- Hide part inventory self.CC["parts"]:Reset() utils_obj.play_sound("interface\\items\\inv_items_cloth_" .. tostring(math.random(2,3))) SetTip("repair_tip_4", nil, nil, nil, true, self.info_text) -- Reset self.selected_btn = nil self.highlight_btn = nil end WorkshopPartScheme = ui_workshop.UIWorkshopRepair.ListPartScheme function ui_workshop.UIWorkshopRepair:ListPartScheme() WorkshopPartScheme(self) for i=1,6 do if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") and self.parts[i].con < 0 then self.itm_con[i]:SetText(utils_xml.get_color("d_red") .. "[X]") end end end WorkshopRepair = ui_workshop.UIWorkshopRepair.Repair function ui_workshop.UIWorkshopRepair:Repair() local obj = self.CC["inventory"]:GetCell_Selected(true) if (not obj) then return end if not has_parts(obj) then print_dbg("Repair: Not weapon, going through original route") WorkshopRepair(self) return end local tot_con = 0 local cnt = 0 if is_not_empty(self.new_con) then for i=1,6 do if self.parts[i] and self.parts[i].sec and (self.parts[i].sec ~= "na") then if self.new_con[i] and self.new_con[i].id then -- weapon_parts_overhaul refund parts local temp = self.parts[i].con self.parts[i].con = self.new_con[i].con 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) -- Release replacement parts if temp < 0 then alife_release_id(self.new_con[i].id) else local part = get_object_by_id(self.new_con[i].id) part:set_condition(temp/100) end -- weapon_parts_overhaul end end tot_con = tot_con + self.parts[i].con --AdjustCon(self.parts[i].sec, self.parts[i].con, #self.parts, IsOutfit(self.object)) cnt = cnt + 1 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) end end else print_ws("! UIWorkshopRepair:Repair() | no new parts have been replaced") return end -- Discharge tools for i=1,#self.toolkit_pick do local obj_tool = level.object_by_id(self.toolkit_pick[i]) if obj_tool then utils_item.discharge(obj_tool) print_ws("/ UIWorkshopRepair:Repair() | discharged toolkit (%s)", self.toolkit_pick[i]) else printe("!ERROR UIWorkshopRepair:Repair() | can't discharge toolkit with id (%s). Object not found!", self.toolkit_pick[i]) end end -- Apply condition changes local id = obj:id() local sec = obj:section() sec = ini_sys:r_string_ex(sec,"parent_section") or sec -- for weapons with scopes local final_con = (cnt > 0) and (clamp(math.ceil(tot_con/cnt),1,100)/100) local weapon = level.object_by_id(id) if weapon and final_con and (final_con >= 0) and (final_con <= 1) then -- weapon_parts_overhaul do not update condition if not has_parts(weapon) then weapon:set_condition(final_con) print_ws("- UIWorkshopRepair:Repair() | object with id (%s) is set to a new condition: %s", id, final_con) end else printe("! UIWorkshopRepair:Repair() | object with id (%s) is either not found. Or didn't register new condition (%s)!", id, final_con) end local result_part_tbl = {} result_part_tbl[sec] = has_parts(weapon) and math.ceil(weapon:condition() * 100) or math.ceil(tot_con/cnt) for i=1,#self.parts do result_part_tbl[self.parts[i].sec] = self.parts[i].con end item_parts.set_parts_con(id, result_part_tbl) for k,v in pairs(result_part_tbl) do print_dbg("~ UIWorkshopRepair:Repair() | item's new part table [%s] = %s",k,v) end -- Effect actor_effects.play_item_fx("craft_dummy") self:Close() end --[[ 0 = clean only 1 = clean parts (req. basic) 2 = full service ]] -- check the existing weapon and what services are available for it function analyze_weapon(npc, wpn) local parts = item_parts.get_parts_con(wpn, nil, true) local to_do = {} for k,v in pairs(parts) do if not string.find(k, "prt_w") or v > 98 then -- weapon part or something, do nothing elseif v >= 60 then -- also add pricing to_do[#to_do + 1] = { part = k, name = get_part_short_name(k), action = "clean", cost = get_service_cost(wpn:section()) } elseif npc and npc:object(k) ~= nil and v < 60 then to_do[#to_do + 1] = { part = k, name = get_part_short_name(k), action = "replace", 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 npc = mob_trade.GetTalkingNpc() if not npc then return end local actions = analyze_weapon(npc, 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 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 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