Simplify stacker

To hopefully not die
This commit is contained in:
2025-03-29 19:33:12 +01:00
parent 7115a9fe36
commit 82ec45b855

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@@ -8,236 +8,162 @@ LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemCon
LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots')
LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots")
-- Configuration
local CONFIG = {
TRIGGER_KEY = Keys.F, -- Key to press for quick stacking
BAG_TAGS = { "container", "cargocontainer" }, -- Tags that identify bags/containers
MAX_ITEMS_TO_PROCESS = 100, -- Safety limit to prevent infinite loops
PREFER_EXISTING_STACKS = true, -- Prefer stacking into existing item stacks
CHECK_ALL_CONTAINERS = true, -- Check all containers in inventory, not just bag slot
PRIMARY_BAG_SLOT = 8, -- Slot number for the primary bag (typically slot 8)
SKIP_HAND_SLOTS = true, -- Skip hand slots when processing items
HAND_SLOTS = { 6, 7 }, -- Slot numbers for hands (typically slots 6 and 7)
SKIP_DIVING_GEAR = true, -- Skip diving gear when processing items
DIVING_GEAR_TAGS = { "divingsuit", "divingmask", "oxygensource" } -- Tags for diving gear
}
-- Simple configuration
local HAND_SLOTS = { 6, 7 }
local PRIORITY_CONTAINERS = { "toolbelt", "backpack", "pouch" } -- Identifiers for priority containers
-- Function to check if an item is a bag/container
local function isContainer(item)
if not item then return false end
-- Helper function to move an item to a container, but only if matching items exist
local function moveItemToContainer(item, containerInv)
if not item or not containerInv then return false end
for _, tag in ipairs(CONFIG.BAG_TAGS) do
if item.HasTag(tag) then return true end
print("[QuickStack] Attempting to stack with existing items in container (" .. #containerInv.slots .. " slots)")
-- Only try to find matching items to stack with
local foundMatchingItem = false
-- Check if the container has any matching items first
for slotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
foundMatchingItem = true
print("[QuickStack] Found matching item in container")
break
end
end
if foundMatchingItem then break end
end
-- If no matching items exist in the container, don't move the item
if not foundMatchingItem then
print("[QuickStack] No matching items in container, skipping")
return false
end
-- Function to check if an item is diving gear
local function isDivingGear(item)
if not CONFIG.SKIP_DIVING_GEAR or not item then return false end
for _, tag in ipairs(CONFIG.DIVING_GEAR_TAGS) do
if item.HasTag(tag) then return true end
-- Try to stack with existing items
for slotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
-- Try to stack with existing item
print("[QuickStack] Stacking with existing item")
if containerInv.TryPutItem(item, slotIndex, true, false, nil) then
return true
end
end
end
end
-- We don't try to place in empty slots anymore, only stack with existing items
print("[QuickStack] Failed to stack with existing items")
return false
end
-- Function to find all containers in inventory
local function findContainersInInventory(character)
local containers = {}
-- Sort containers by priority
local function sortContainersByPriority(containers)
table.sort(containers, function(a, b)
local aPriority = -1
local bPriority = -1
-- Check priority for first container
for i, identifier in ipairs(PRIORITY_CONTAINERS) do
if a.Prefab.Identifier.Value:find(identifier) then
aPriority = i
break
end
end
-- Check priority for second container
for i, identifier in ipairs(PRIORITY_CONTAINERS) do
if b.Prefab.Identifier.Value:find(identifier) then
bPriority = i
break
end
end
return aPriority < bPriority
end)
return containers
end
-- Function to quickly stack items from inventory to containers
local function quickStackItems(character)
if not character then return end
print("[QuickStack] Function called")
local inventory = character.Inventory
if not inventory or not inventory.slots then return end
if not inventory or not inventory.slots then return containers end
-- First identify all containers in inventory
local containers = {}
-- First add the primary bag if available (priority container)
if #inventory.slots >= CONFIG.PRIMARY_BAG_SLOT then
for _, item in ipairs(inventory.slots[CONFIG.PRIMARY_BAG_SLOT].items) do
if isContainer(item) and item.OwnInventory then
for slotIndex, slot in ipairs(inventory.slots) do
for _, item in ipairs(slot.items) do
-- Add to containers if it has its own inventory
if item.OwnInventory then
print("[QuickStack] Found container: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
table.insert(containers, item)
end
end
end
-- Add all other containers if configured to do so
if CONFIG.CHECK_ALL_CONTAINERS then
for slotIndex, slot in ipairs(inventory.slots) do
-- Skip the primary bag slot as we already processed it
if slotIndex == CONFIG.PRIMARY_BAG_SLOT then goto continueSlot end
print("[QuickStack] Found " .. #containers .. " containers")
if #containers == 0 then
print("[QuickStack] No containers with inventory found!")
return
end
-- Skip hand slots if configured to do so
if CONFIG.SKIP_HAND_SLOTS then
-- Sort containers by priority
containers = sortContainersByPriority(containers)
local itemsMoved = 0
-- Process inventory slots
for slotIndex, slot in ipairs(inventory.slots) do
-- Skip hand slots
local isHandSlot = false
for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
for _, handSlot in ipairs(HAND_SLOTS) do
if slotIndex == handSlot then
isHandSlot = true
break
end
end
if isHandSlot then goto continueSlot end
end
for _, item in ipairs(slot.items) do
if isContainer(item) and item.OwnInventory and not isDivingGear(item) then
table.insert(containers, item)
end
end
::continueSlot::
end
end
return containers
end
-- Function to check if an item can be stacked with another
local function canStackWith(targetItem, sourceItem)
if not targetItem or not sourceItem then return false end
-- Check if items have same identifier
if not targetItem.Prefab.Identifier.Equals(sourceItem.Prefab.Identifier) then return false end
-- Additional stacking checks could be added here
return true
end
-- Function to try stacking an item into a specific slot in container
local function tryStackItemInSlot(container, sourceItem, slotIndex)
if not container or not sourceItem then return false end
local slot = container.slots[slotIndex + 1] -- +1 because Lua is 1-indexed but slots are 0-indexed
-- Check if slot exists
if not slot then return false end
-- Try to find an existing stack of the same type
for _, targetItem in ipairs(slot.items) do
if canStackWith(targetItem, sourceItem) then
return container.TryPutItem(sourceItem, slotIndex, true, false, nil)
end
end
-- If no existing stack and slot has space, try to put item there
if container.CanBePutInSlot(sourceItem, slotIndex) then
return container.TryPutItem(sourceItem, slotIndex, false, false, nil)
end
return false
end
-- Function to process a single inventory slot
local function processInventorySlot(playerInv, slotIndex, containers, processedCount, stackedCount)
-- Check if this slot should be skipped (hand slots)
if CONFIG.SKIP_HAND_SLOTS then
for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
if slotIndex == handSlot then
return processedCount, stackedCount
end
end
end
local slot = playerInv.slots[slotIndex]
if not slot then return processedCount, stackedCount end
-- Process items in the slot
for i = #slot.items, 1, -1 do -- Iterate backwards to safely remove
for i = #slot.items, 1, -1 do
local item = slot.items[i]
local success = false
-- Skip containers themselves
if isContainer(item) then goto nextItem end
-- Skip container items
if item.OwnInventory then goto nextItem end
-- Skip diving gear if configured to do so
if isDivingGear(item) then goto nextItem end
processedCount = processedCount + 1
if processedCount > CONFIG.MAX_ITEMS_TO_PROCESS then
print("QuickStack: Safety limit reached")
return processedCount, stackedCount
end
-- Try each container in order
-- Try to move the item to each container
for _, container in ipairs(containers) do
local containerInv = container.OwnInventory
if not containerInv then goto nextContainer end
-- First try to stack with existing stacks if configured to do so
if CONFIG.PREFER_EXISTING_STACKS then
for bagSlotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[bagSlotIndex + 1].items) do
if canStackWith(containerItem, item) then
success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
if success then break end
if moveItemToContainer(item, container.OwnInventory) then
print("[QuickStack] Stacked " .. item.Name .. " into " .. container.Name)
itemsMoved = itemsMoved + 1
break
end
end
if success then break end
end
end
-- If not stacked yet, try any valid slot
if not success then
for bagSlotIndex = 0, #containerInv.slots - 1 do
success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
if success then break end
end
end
if success then
stackedCount = stackedCount + 1
break -- Stop trying containers if we succeeded
end
::nextContainer::
end
::nextItem::
end
return processedCount, stackedCount
::continueSlot::
end
-- Function to quick stack items into containers
local function quickStackToContainers(character, containers)
if not character or #containers == 0 then return 0 end
local playerInv = character.Inventory
local processedCount = 0
local stackedCount = 0
-- Process each inventory slot
for slotIndex = 1, #playerInv.slots do
processedCount, stackedCount = processInventorySlot(
playerInv,
slotIndex,
containers,
processedCount,
stackedCount
)
if itemsMoved > 0 then
print("[QuickStack] Stacked " .. itemsMoved .. " items into containers")
else
print("[QuickStack] No matching items to stack")
end
end
return stackedCount
end
-- Hook into the player control to listen for key press
-- Hook into player control to listen for key press
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(CONFIG.TRIGGER_KEY) then return end
if not PlayerInput.KeyHit(Keys.F) then return end
local character = instance
if not character then return end
-- Find all containers in inventory
local containers = findContainersInInventory(character)
if #containers == 0 then
Game.ShowChatMessage("No containers found in inventory", ChatMessageType.Server)
return
end
-- Perform quick stacking
local stackedCount = quickStackToContainers(character, containers)
-- Notify player
if stackedCount and stackedCount > 0 then
Game.ShowChatMessage("Quick stacked " .. stackedCount .. " items to containers", ChatMessageType.Server)
else
Game.ShowChatMessage("No items could be stacked to containers", ChatMessageType.Server)
end
quickStackItems(character)
end, Hook.HookMethodType.After)