Implement auto filling fabricators
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@@ -28,7 +28,7 @@ print(MOD_NAME .. " v" .. MOD_VERSION .. " loaded!")
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---@param table table
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---@param depth number?
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function DumpTable(table, depth)
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local function DumpTable(table, depth)
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if depth == nil then
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depth = 0
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end
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@@ -527,23 +527,53 @@ Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptab
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return
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end
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local recipe, err = getSelectedRecipeRequirements(fabricator.fabricator)
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local recipe
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recipe, err = getSelectedRecipeRequirements(fabricator.fabricator)
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if err then
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print(string.format("Error getting selected recipe requirements: %s", err))
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end
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DumpTable(recipe)
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local toGet = recipe.requiredItems
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-- TODO: Maybe make it so every press cycles the input
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-- For recipes that have multiple prefabs
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-- But then again what if it has 3 items with 4 prefabs each..
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-- Is that 4 iterations or 3*4 iterations?
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local toFind = recipe.requiredItems
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---@type Barotrauma.Item[]
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local toGet = {}
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---@type fun(item: Barotrauma.Item): boolean
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local filter = function(item)
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if item.Prefab.Identifier == recipe.targetItem.identifier then
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return true
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local found = false
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if #toFind == 0 then return false end
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-- toFind are all items we need to find
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for i, itemInfo in ipairs(toFind) do
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-- prefabs are all items that satisfy the requirements
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for _, prefab in ipairs(itemInfo.prefabs) do
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if item.Prefab.Identifier == prefab then
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toGet[#toGet + 1] = item
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itemInfo.amount = itemInfo.amount - 1
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found = true
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break
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end
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end
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if itemInfo.amount <= 0 then
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toFind[i] = nil
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end
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if found then break end
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end
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return false
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return found
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end
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local items = enqueueInventory(bagItem.OwnInventory, {}, filter)
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-- TODO: This might explode... Oh well?
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local inputInventory = fabricator.item.OwnInventories[1]
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local slot = -1
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local previous = nil
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for _, item in ipairs(items) do
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if previous ~= item.Prefab.Identifier then slot = slot + 1 end
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inputInventory.TryPutItem(item, slot, false, true, nil)
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previous = item.Prefab.Identifier
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end
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DumpTable(items)
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end, Hook.HookMethodType.After)
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