public string IsValidTarget(NWCreature user, NWItem item, NWObject target, Location targetLocation) { NWItem targetItem = target.Object; float maxDurability = _durability.GetMaxDurability(targetItem); float durability = _durability.GetDurability(targetItem); if (target.ObjectType != NWScript.OBJECT_TYPE_ITEM) { return("Only items may be targeted by repair kits."); } if (targetItem.CustomItemType != (CustomItemType)item.GetLocalInt("REPAIR_CUSTOM_ITEM_TYPE_ID")) { return("You cannot repair that item with this repair kit."); } if (maxDurability <= 0.0f || durability >= maxDurability) { return("That item does not need to be repaired."); } if (durability <= 0.0f) { return("That item is broken and cannot be repaired."); } if (maxDurability <= 0.1f) { return("You cannot repair that item any more."); } SkillType skillType = GetSkillType(item); int techLevel = item.GetLocalInt("TECH_LEVEL"); if (skillType == SkillType.Armorsmith) { if (_perk.GetPCPerkLevel(user.Object, PerkType.ArmorRepair) < techLevel) { return("Your level in the 'Armor Repair' perk is too low to use this repair kit."); } } else if (skillType == SkillType.Weaponsmith) { if (_perk.GetPCPerkLevel(user.Object, PerkType.WeaponRepair) < techLevel) { return("Your level in the 'Weapon Repair' perk is too low to use this repair kit."); } } else if (skillType == SkillType.Engineering) { if (_perk.GetPCPerkLevel(user.Object, PerkType.ElectronicRepair) < techLevel) { return("Your level in the 'Electronic Repair' perk is too low to use this repair kit."); } } return(null); }
public bool Run(params object[] args) { NWCreature attacker = (_.GetLastDamager(Object.OBJECT_SELF)); NWPlaceable tower = (Object.OBJECT_SELF); NWItem weapon = (_.GetLastWeaponUsed(attacker.Object)); int damage = _.GetTotalDamageDealt(); var structureID = tower.GetLocalString("PC_BASE_STRUCTURE_ID"); PCBaseStructure structure = _data.Single <PCBaseStructure>(x => x.ID == new Guid(structureID)); int maxShieldHP = _base.CalculateMaxShieldHP(structure); PCBase pcBase = _data.Get <PCBase>(structure.PCBaseID); var playerIDs = _data.Where <PCBasePermission>(x => x.PCBaseID == structure.PCBaseID && !x.IsPublicPermission) .Select(s => s.PlayerID); var toNotify = NWModule.Get().Players.Where(x => playerIDs.Contains(x.GlobalID)); DateTime timer = DateTime.UtcNow.AddSeconds(30); string clock = timer.ToString(CultureInfo.InvariantCulture); string sector = _base.GetSectorOfLocation(attacker.Location); if (DateTime.UtcNow <= DateTime.Parse(clock)) { foreach (NWPlayer player in toNotify) { player.SendMessage("Your base in " + attacker.Area.Name + " " + sector + " is under attack!"); } } pcBase.ShieldHP -= damage; if (pcBase.ShieldHP <= 0) { pcBase.ShieldHP = 0; } float hpPercentage = (float)pcBase.ShieldHP / (float)maxShieldHP * 100.0f; if (hpPercentage <= 25.0f && pcBase.ReinforcedFuel > 0) { pcBase.IsInReinforcedMode = true; pcBase.ShieldHP = (int)(maxShieldHP * 0.25f); } attacker.SendMessage("Tower Shields: " + hpPercentage.ToString("0.00") + "%"); if (pcBase.IsInReinforcedMode) { attacker.SendMessage("Control tower is in reinforced mode and cannot be damaged. Reinforced mode will be disabled when the tower runs out of fuel."); } _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectHeal(9999), tower.Object); var durability = _durability.GetDurability(weapon) - _random.RandomFloat(0.01f, 0.03f); _durability.SetDurability(weapon, durability); if (pcBase.ShieldHP <= 0) { pcBase.ShieldHP = 0; structure.Durability -= _random.RandomFloat(0.5f, 2.0f); if (structure.Durability < 0.0f) { structure.Durability = 0.0f; } attacker.SendMessage("Structure Durability: " + structure.Durability.ToString("0.00")); if (structure.Durability <= 0.0f) { structure.Durability = 0.0f; BlowUpBase(pcBase); return(true); } } _data.SubmitDataChange(pcBase, DatabaseActionType.Update); _data.SubmitDataChange(structure, DatabaseActionType.Update); return(true); }