Fix up some more minor issues with stacker

This commit is contained in:
2025-03-30 15:55:38 +02:00
parent e1b658721e
commit 24848cfe5f
2 changed files with 52 additions and 40 deletions

View File

@@ -1,6 +1,7 @@
local quickstack = require("Cyka.quickstack")
local utils = require("Cyka.utils")
---@return Barotrauma.VisualSlot|nil, Barotrauma.ItemInventory|nil, Barotrauma.Item|nil
---@return Barotrauma.VisualSlot|nil, Barotrauma.ItemInventory|nil, Barotrauma.InventorySlot|nil
local function getInventorySlotUnderCursor()
-- Make sure we have a controlled character
local controlledCharacter = Character.Controlled
@@ -13,11 +14,7 @@ local function getInventorySlotUnderCursor()
-- Check if mouse is over this slot
if visualSlot:MouseOn() then
local slot = charInventory.slots[i]
local item = nil
if #slot.items > 0 then
item = slot.items[1]
end
return visualSlot, charInventory, item
return visualSlot, charInventory, slot
end
end
end
@@ -29,11 +26,7 @@ local function getInventorySlotUnderCursor()
for i, visualSlot in ipairs(itemInv.visualSlots) do
if visualSlot:MouseOn() then
local slot = itemInv.slots[i]
local item = nil
if #slot.items > 0 then
item = slot.items[1]
end
return visualSlot, itemInv, item
return visualSlot, itemInv, slot
end
end
end
@@ -45,11 +38,7 @@ local function getInventorySlotUnderCursor()
for i, visualSlot in ipairs(itemInv.visualSlots) do
if visualSlot:MouseOn() then
local slot = itemInv.slots[i]
local slotItem = nil
if #slot.items > 0 then
slotItem = slot.items[1]
end
return visualSlot, itemInv, slotItem
return visualSlot, itemInv, slot
end
end
end
@@ -61,14 +50,14 @@ end
local function tryStackCursorItem()
MyModGlobal.debugPrint("Shift + Left Click detected")
local visualSlot, itemInv, item = getInventorySlotUnderCursor()
if not visualSlot or not itemInv or not item then
local visualSlot, itemInv, slot = getInventorySlotUnderCursor()
if not visualSlot or not itemInv or not slot then
MyModGlobal.debugPrint(string.format("No inventory slot or item found"))
return
end
MyModGlobal.debugPrint(string.format("Visual slot: %s", tostring(visualSlot)))
MyModGlobal.debugPrint(string.format("Item inventory: %s", tostring(itemInv)))
MyModGlobal.debugPrint(string.format("Item: %s", tostring(item)))
-- MyModGlobal.debugPrint(string.format("Visual slot: %s", tostring(visualSlot)))
-- MyModGlobal.debugPrint(string.format("Item inventory: %s", tostring(itemInv)))
-- MyModGlobal.debugPrint(string.format("Inventory slot: %s", tostring(slot)))
local controlledCharacter = Character.Controlled
if not controlledCharacter then
@@ -83,10 +72,15 @@ local function tryStackCursorItem()
end
itemTree = quickstack.sortItemTree(itemTree)
err = quickstack.tryMoveItem(item, itemTree, true)
if err then
MyModGlobal.debugPrint(string.format("Error moving item: %s", err))
return
local itemsToMove = utils.enqueueSlot(slot)
for _, item in ipairs(itemsToMove) do
MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
end
-- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
local errors = quickstack.tryMoveItems(itemsToMove, itemTree)
for _, error in ipairs(errors) do
MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
end
end

View File

@@ -112,19 +112,19 @@ local function tryMoveItem(item, itemTree, force)
-- MyModGlobal.debugPrint(string.format("Attempting to move item: %s", item.Prefab.Identifier.Value))
-- MyModGlobal.DumpTable(location)
if item.Condition <= item.MaxCondition then
-- MyModGlobal.debugPrint(string.format("Item %s has condition %.2f(<=%.2f), not stacking", item.Prefab.Identifier.Value, item.Condition, item.MaxCondition))
-- Don't even TRY to stack them
location = nil
end
local moved = false
if location then
-- First try to move to existing stacks
for _, itemLocation in ipairs(location) do
if itemLocation.maxFits > 0 then
-- We cannot stack items with decreased condition
local canBePut = itemLocation.inventory.CanBePutInSlot(item.Prefab, itemLocation.slotIndex, item.Condition)
-- MyModGlobal.debugPrint(string.format("Can be put in slot %d: %s", itemLocation.slotIndex, tostring(canBePut)))
if itemLocation.maxFits > 0 and canBePut then
moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
end
-- if moved then
-- MyModGlobal.debugPrint(string.format("Moved item to existing stack at slot index: %d", itemLocation .slotIndex))
-- else
@@ -139,13 +139,26 @@ local function tryMoveItem(item, itemTree, force)
if not moved then
-- MyModGlobal.debugPrint("No existing stacks found, trying empty slots...")
for _, itemLocation in ipairs(itemTree['empty']) do
moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, true, nil)
local maxFits = itemLocation.maxFits
-- These empty slots are not guranteed to be empty, ironically
-- After we insert an item into one it's no longer empty
-- But it still is in the empty table
-- So we want to make sure we can insert our item
-- Into the maybe empty slots
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
-- if moved then
-- MyModGlobal.debugPrint(string.format("Moved item to empty slot at index: %d", itemLocation.slotIndex))
-- else
-- MyModGlobal.debugPrint(string.format("Failed to move item to empty slot at index: %d", itemLocation.slotIndex))
-- end
if maxFits > 0 then
-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, nil)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
end
-- if moved then
-- MyModGlobal.debugPrint(string.format("Moved item to empty slot at index: %d", itemLocation.slotIndex))
-- else
-- MyModGlobal.debugPrint(string.format("Failed to move item to empty slot at index: %d", itemLocation.slotIndex))
-- end
end
end
end
@@ -250,7 +263,12 @@ local function quickStackItems(character)
return
end
-- local inventory = character.Inventory
local inventory = character.Inventory
if not inventory or not inventory.slots then
MyModGlobal.debugPrint("Character has no inventory")
return
end
-- for i, slot in ipairs(inventory.slots) do
-- if #slot.items > 0 then
-- local item = slot.items[1]