Fix up some more minor issues with stacker
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@@ -1,6 +1,7 @@
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local quickstack = require("Cyka.quickstack")
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local utils = require("Cyka.utils")
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---@return Barotrauma.VisualSlot|nil, Barotrauma.ItemInventory|nil, Barotrauma.Item|nil
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---@return Barotrauma.VisualSlot|nil, Barotrauma.ItemInventory|nil, Barotrauma.InventorySlot|nil
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local function getInventorySlotUnderCursor()
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-- Make sure we have a controlled character
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local controlledCharacter = Character.Controlled
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@@ -13,11 +14,7 @@ local function getInventorySlotUnderCursor()
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-- Check if mouse is over this slot
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if visualSlot:MouseOn() then
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local slot = charInventory.slots[i]
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local item = nil
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if #slot.items > 0 then
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item = slot.items[1]
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end
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return visualSlot, charInventory, item
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return visualSlot, charInventory, slot
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end
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end
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end
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@@ -29,11 +26,7 @@ local function getInventorySlotUnderCursor()
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for i, visualSlot in ipairs(itemInv.visualSlots) do
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if visualSlot:MouseOn() then
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local slot = itemInv.slots[i]
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local item = nil
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if #slot.items > 0 then
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item = slot.items[1]
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end
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return visualSlot, itemInv, item
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return visualSlot, itemInv, slot
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end
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end
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end
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@@ -45,11 +38,7 @@ local function getInventorySlotUnderCursor()
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for i, visualSlot in ipairs(itemInv.visualSlots) do
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if visualSlot:MouseOn() then
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local slot = itemInv.slots[i]
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local slotItem = nil
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if #slot.items > 0 then
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slotItem = slot.items[1]
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end
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return visualSlot, itemInv, slotItem
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return visualSlot, itemInv, slot
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end
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end
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end
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@@ -61,14 +50,14 @@ end
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local function tryStackCursorItem()
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MyModGlobal.debugPrint("Shift + Left Click detected")
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local visualSlot, itemInv, item = getInventorySlotUnderCursor()
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if not visualSlot or not itemInv or not item then
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local visualSlot, itemInv, slot = getInventorySlotUnderCursor()
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if not visualSlot or not itemInv or not slot then
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MyModGlobal.debugPrint(string.format("No inventory slot or item found"))
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return
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end
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MyModGlobal.debugPrint(string.format("Visual slot: %s", tostring(visualSlot)))
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MyModGlobal.debugPrint(string.format("Item inventory: %s", tostring(itemInv)))
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MyModGlobal.debugPrint(string.format("Item: %s", tostring(item)))
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-- MyModGlobal.debugPrint(string.format("Visual slot: %s", tostring(visualSlot)))
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-- MyModGlobal.debugPrint(string.format("Item inventory: %s", tostring(itemInv)))
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-- MyModGlobal.debugPrint(string.format("Inventory slot: %s", tostring(slot)))
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local controlledCharacter = Character.Controlled
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if not controlledCharacter then
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@@ -83,10 +72,15 @@ local function tryStackCursorItem()
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end
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itemTree = quickstack.sortItemTree(itemTree)
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err = quickstack.tryMoveItem(item, itemTree, true)
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if err then
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MyModGlobal.debugPrint(string.format("Error moving item: %s", err))
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return
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local itemsToMove = utils.enqueueSlot(slot)
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for _, item in ipairs(itemsToMove) do
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MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
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end
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-- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
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local errors = quickstack.tryMoveItems(itemsToMove, itemTree)
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for _, error in ipairs(errors) do
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MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
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end
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end
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@@ -112,19 +112,19 @@ local function tryMoveItem(item, itemTree, force)
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-- MyModGlobal.debugPrint(string.format("Attempting to move item: %s", item.Prefab.Identifier.Value))
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-- MyModGlobal.DumpTable(location)
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if item.Condition <= item.MaxCondition then
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-- MyModGlobal.debugPrint(string.format("Item %s has condition %.2f(<=%.2f), not stacking", item.Prefab.Identifier.Value, item.Condition, item.MaxCondition))
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-- Don't even TRY to stack them
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location = nil
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end
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local moved = false
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if location then
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-- First try to move to existing stacks
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for _, itemLocation in ipairs(location) do
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if itemLocation.maxFits > 0 then
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-- We cannot stack items with decreased condition
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local canBePut = itemLocation.inventory.CanBePutInSlot(item.Prefab, itemLocation.slotIndex, item.Condition)
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-- MyModGlobal.debugPrint(string.format("Can be put in slot %d: %s", itemLocation.slotIndex, tostring(canBePut)))
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if itemLocation.maxFits > 0 and canBePut then
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moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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end
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-- if moved then
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-- MyModGlobal.debugPrint(string.format("Moved item to existing stack at slot index: %d", itemLocation .slotIndex))
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-- else
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@@ -139,13 +139,26 @@ local function tryMoveItem(item, itemTree, force)
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if not moved then
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-- MyModGlobal.debugPrint("No existing stacks found, trying empty slots...")
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for _, itemLocation in ipairs(itemTree['empty']) do
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moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, true, nil)
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local maxFits = itemLocation.maxFits
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-- These empty slots are not guranteed to be empty, ironically
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-- After we insert an item into one it's no longer empty
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-- But it still is in the empty table
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-- So we want to make sure we can insert our item
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-- Into the maybe empty slots
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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-- if moved then
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-- MyModGlobal.debugPrint(string.format("Moved item to empty slot at index: %d", itemLocation.slotIndex))
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-- else
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-- MyModGlobal.debugPrint(string.format("Failed to move item to empty slot at index: %d", itemLocation.slotIndex))
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-- end
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if maxFits > 0 then
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-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
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moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, nil)
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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end
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-- if moved then
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-- MyModGlobal.debugPrint(string.format("Moved item to empty slot at index: %d", itemLocation.slotIndex))
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-- else
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-- MyModGlobal.debugPrint(string.format("Failed to move item to empty slot at index: %d", itemLocation.slotIndex))
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-- end
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end
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end
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end
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@@ -250,7 +263,12 @@ local function quickStackItems(character)
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return
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end
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-- local inventory = character.Inventory
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local inventory = character.Inventory
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if not inventory or not inventory.slots then
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MyModGlobal.debugPrint("Character has no inventory")
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return
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end
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-- for i, slot in ipairs(inventory.slots) do
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-- if #slot.items > 0 then
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-- local item = slot.items[1]
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