require "TimedActions/ISBaseTimedAction" ISUpgradeWeapon = ISBaseTimedAction:derive("ISUpgradeWeapon"); local function predicateNotBroken(item) return not item:isBroken() end function ISUpgradeWeapon:isValid() if not self.character:getInventory():containsTagEval("Screwdriver", predicateNotBroken) then return false end if self.weapon:getWeaponPart(self.part:getPartType()) then return false end return self.character:getInventory():contains(self.part); end function ISUpgradeWeapon:update() self.weapon:setJobDelta(self:getJobDelta()); self.part:setJobDelta(self:getJobDelta()); self.character:setMetabolicTarget(Metabolics.LightDomestic); end function ISUpgradeWeapon:start() self.weapon:setJobType(getText("ContextMenu_Add_Weapon_Upgrade")); self.weapon:setJobDelta(0.0); self.part:setJobType(getText("ContextMenu_Add_Weapon_Upgrade")); self.part:setJobDelta(0.0); end function ISUpgradeWeapon:stop() ISBaseTimedAction.stop(self); self.weapon:setJobDelta(0.0); self.part:setJobDelta(0.0); end function ISUpgradeWeapon:perform() self.weapon:setJobDelta(0.0); self.part:setJobDelta(0.0); self.weapon:attachWeaponPart(self.part) self.character:getInventory():Remove(self.part); self.character:setSecondaryHandItem(nil); -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); end function ISUpgradeWeapon:new(character, weapon, part, time) local o = {} setmetatable(o, self) self.__index = self o.character = character; o.weapon = weapon; o.part = part; o.stopOnWalk = true; o.stopOnRun = true; o.maxTime = time; if character:isTimedActionInstant() then o.maxTime = 1; end return o; end