Fix goto disasters
This commit is contained in:
@@ -3,22 +3,22 @@ if SERVER then return end
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-- Register necessary types and make fields accessible
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LuaUserData.RegisterType("Barotrauma.Items.Components.ItemContainer+SlotRestrictions")
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LuaUserData.RegisterType(
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'System.Collections.Immutable.ImmutableArray`1[[Barotrauma.Items.Components.ItemContainer+SlotRestrictions, Barotrauma]]')
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'System.Collections.Immutable.ImmutableArray`1[[Barotrauma.Items.Components.ItemContainer+SlotRestrictions, Barotrauma]]')
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LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemContainer'], 'slotRestrictions')
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LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots')
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LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots")
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-- Configuration
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local CONFIG = {
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TRIGGER_KEY = Keys.F, -- Key to press for quick stacking
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BAG_TAGS = { "container", "cargocontainer" }, -- Tags that identify bags/containers
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MAX_ITEMS_TO_PROCESS = 100, -- Safety limit to prevent infinite loops
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PREFER_EXISTING_STACKS = true, -- Prefer stacking into existing item stacks
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CHECK_ALL_CONTAINERS = true, -- Check all containers in inventory, not just bag slot
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PRIMARY_BAG_SLOT = 8, -- Slot number for the primary bag (typically slot 8)
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SKIP_HAND_SLOTS = true, -- Skip hand slots when processing items
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HAND_SLOTS = { 6, 7 }, -- Slot numbers for hands (typically slots 6 and 7)
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SKIP_DIVING_GEAR = true, -- Skip diving gear when processing items
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TRIGGER_KEY = Keys.F, -- Key to press for quick stacking
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BAG_TAGS = { "container", "cargocontainer" }, -- Tags that identify bags/containers
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MAX_ITEMS_TO_PROCESS = 100, -- Safety limit to prevent infinite loops
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PREFER_EXISTING_STACKS = true, -- Prefer stacking into existing item stacks
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CHECK_ALL_CONTAINERS = true, -- Check all containers in inventory, not just bag slot
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PRIMARY_BAG_SLOT = 8, -- Slot number for the primary bag (typically slot 8)
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SKIP_HAND_SLOTS = true, -- Skip hand slots when processing items
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HAND_SLOTS = { 6, 7 }, -- Slot numbers for hands (typically slots 6 and 7)
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SKIP_DIVING_GEAR = true, -- Skip diving gear when processing items
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DIVING_GEAR_TAGS = { "divingsuit", "divingmask", "oxygensource" } -- Tags for diving gear
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}
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@@ -62,7 +62,7 @@ local function findContainersInInventory(character)
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if CONFIG.CHECK_ALL_CONTAINERS then
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for slotIndex, slot in ipairs(inventory.slots) do
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-- Skip the primary bag slot as we already processed it
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if slotIndex == CONFIG.PRIMARY_BAG_SLOT then goto continue end
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if slotIndex == CONFIG.PRIMARY_BAG_SLOT then goto continueSlot end
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-- Skip hand slots if configured to do so
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if CONFIG.SKIP_HAND_SLOTS then
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@@ -73,7 +73,7 @@ local function findContainersInInventory(character)
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break
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end
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end
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if isHandSlot then goto continue end
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if isHandSlot then goto continueSlot end
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end
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for _, item in ipairs(slot.items) do
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@@ -82,7 +82,7 @@ local function findContainersInInventory(character)
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end
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end
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::continue::
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::continueSlot::
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end
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end
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@@ -124,88 +124,94 @@ local function tryStackItemInSlot(container, sourceItem, slotIndex)
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return false
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end
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-- Function to process a single inventory slot
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local function processInventorySlot(playerInv, slotIndex, containers, processedCount, stackedCount)
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-- Check if this slot should be skipped (hand slots)
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if CONFIG.SKIP_HAND_SLOTS then
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for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
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if slotIndex == handSlot then
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return processedCount, stackedCount
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end
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end
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end
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local slot = playerInv.slots[slotIndex]
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if not slot then return processedCount, stackedCount end
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-- Process items in the slot
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for i = #slot.items, 1, -1 do -- Iterate backwards to safely remove
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local item = slot.items[i]
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local success = false
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-- Skip containers themselves
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if isContainer(item) then goto nextItem end
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-- Skip diving gear if configured to do so
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if isDivingGear(item) then goto nextItem end
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processedCount = processedCount + 1
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if processedCount > CONFIG.MAX_ITEMS_TO_PROCESS then
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print("QuickStack: Safety limit reached")
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return processedCount, stackedCount
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end
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-- Try each container in order
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for _, container in ipairs(containers) do
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local containerInv = container.OwnInventory
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if not containerInv then goto nextContainer end
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-- First try to stack with existing stacks if configured to do so
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if CONFIG.PREFER_EXISTING_STACKS then
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for bagSlotIndex = 0, #containerInv.slots - 1 do
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for _, containerItem in ipairs(containerInv.slots[bagSlotIndex + 1].items) do
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if canStackWith(containerItem, item) then
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success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
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if success then break end
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end
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end
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if success then break end
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end
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end
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-- If not stacked yet, try any valid slot
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if not success then
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for bagSlotIndex = 0, #containerInv.slots - 1 do
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success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
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if success then break end
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end
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end
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if success then
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stackedCount = stackedCount + 1
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break -- Stop trying containers if we succeeded
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end
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::nextContainer::
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end
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::nextItem::
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end
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return processedCount, stackedCount
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end
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-- Function to quick stack items into containers
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local function quickStackToContainers(character, containers)
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if not character or #containers == 0 then return end
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if not character or #containers == 0 then return 0 end
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local playerInv = character.Inventory
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local processedCount = 0
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local stackedCount = 0
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-- Process inventory slots
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-- Process each inventory slot
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for slotIndex = 1, #playerInv.slots do
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-- Skip hand slots if configured to do so
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if CONFIG.SKIP_HAND_SLOTS then
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local isHandSlot = false
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for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
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if slotIndex == handSlot then
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isHandSlot = true
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break
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end
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end
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if isHandSlot then goto continue end
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end
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local slot = playerInv.slots[slotIndex]
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if not slot then goto continue end
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-- Process items in the slot
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for i = #slot.items, 1, -1 do -- Iterate backwards to safely remove
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local item = slot.items[i]
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-- Declare success variable outside any potential goto jumps
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local success = false
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-- Skip containers themselves
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if isContainer(item) then goto nextItem end
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-- Skip diving gear if configured to do so
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if isDivingGear(item) then goto nextItem end
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processedCount = processedCount + 1
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if processedCount > CONFIG.MAX_ITEMS_TO_PROCESS then
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print("QuickStack: Safety limit reached")
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return stackedCount
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end
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-- Try to stack the item into the containers
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-- Try each container in order
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for _, container in ipairs(containers) do
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local containerInv = container.OwnInventory
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if not containerInv then goto nextContainer end
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-- First try to stack with existing stacks if configured to do so
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if CONFIG.PREFER_EXISTING_STACKS then
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for bagSlotIndex = 0, #containerInv.slots - 1 do
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for _, containerItem in ipairs(containerInv.slots[bagSlotIndex + 1].items) do
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if canStackWith(containerItem, item) then
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success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
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if success then break end
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end
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end
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if success then break end
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end
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end
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-- If not stacked yet, try any valid slot
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if not success then
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for bagSlotIndex = 0, #containerInv.slots - 1 do
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success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
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if success then break end
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end
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end
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if success then
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stackedCount = stackedCount + 1
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break -- Stop trying containers if we succeeded
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end
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::nextContainer::
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end
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::nextItem::
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end
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::continue::
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processedCount, stackedCount = processInventorySlot(
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playerInv,
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slotIndex,
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containers,
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processedCount,
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stackedCount
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)
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end
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return stackedCount
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