Fix setting target inventory
This commit is contained in:
@@ -7,8 +7,9 @@ local utils = require("Cyka.utils")
|
||||
-- And not an item in an item in the inventory
|
||||
-- So in theory we only need to recurse 1 deep
|
||||
---@param inventory Barotrauma.Inventory
|
||||
---@param slots Barotrauma.Inventory.SlotReference[]
|
||||
---@return Barotrauma.Inventory.SlotReference[], string?
|
||||
---@param slots InventorySlot[]
|
||||
---@param depth number
|
||||
---@return InventorySlot[], string?
|
||||
local function getMouseoverSlots(inventory, slots, depth)
|
||||
slots = slots or {}
|
||||
depth = depth or 0
|
||||
@@ -51,7 +52,11 @@ local function getMouseoverSlots(inventory, slots, depth)
|
||||
|
||||
::mouseover::
|
||||
if visualSlot:MouseOn() then
|
||||
slots[#slots + 1] = slot
|
||||
slots[#slots + 1] = {
|
||||
inventory = inventory,
|
||||
slotIndex = i,
|
||||
slot = slot
|
||||
}
|
||||
end
|
||||
|
||||
::continue::
|
||||
@@ -60,8 +65,13 @@ local function getMouseoverSlots(inventory, slots, depth)
|
||||
return slots, nil
|
||||
end
|
||||
|
||||
---@return Barotrauma.Inventory.ItemSlot[]?, string?
|
||||
local function getInventorySlotUnderCursor()
|
||||
---@class InventorySlot
|
||||
---@field inventory Barotrauma.Inventory
|
||||
---@field slotIndex number
|
||||
---@field slot Barotrauma.Inventory.ItemSlot
|
||||
|
||||
---@return InventorySlot[], string?
|
||||
local function getInventorySlotsUnderCursor()
|
||||
-- Make sure we have a controlled character
|
||||
local controlledCharacter = Character.Controlled
|
||||
if not controlledCharacter then return nil, "No controlled character" end
|
||||
@@ -79,7 +89,11 @@ local function getInventorySlotUnderCursor()
|
||||
for i, visualSlot in ipairs(containerInventory.visualSlots) do
|
||||
if visualSlot:MouseOn() then
|
||||
local slot = containerInventory.slots[i]
|
||||
mouseoverSlots[#mouseoverSlots + 1] = slot
|
||||
mouseoverSlots[#mouseoverSlots + 1] = {
|
||||
inventory = containerInventory,
|
||||
slotIndex = i,
|
||||
slot = slot
|
||||
}
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -90,7 +104,7 @@ end
|
||||
|
||||
local targetInventory = nil
|
||||
local function tryStackCursorItem()
|
||||
local slots, err = getInventorySlotUnderCursor()
|
||||
local slots, err = getInventorySlotsUnderCursor()
|
||||
if err then
|
||||
-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
|
||||
return
|
||||
@@ -162,32 +176,44 @@ local function tryStackCursorItem()
|
||||
end
|
||||
|
||||
local function setTargetInventory()
|
||||
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"))
|
||||
---@type InventorySlot[]
|
||||
local slots, err = getInventorySlotsUnderCursor()
|
||||
if err then
|
||||
MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
|
||||
return
|
||||
end
|
||||
if not slot.items or #slot.items == 0 then
|
||||
MyModGlobal.debugPrint("Slot is empty")
|
||||
print(string.format("Setting target inventory to %s", tostring(itemInv)))
|
||||
targetInventory = itemInv
|
||||
if not slots or #slots == 0 then
|
||||
MyModGlobal.debugPrint("No inventory slots found")
|
||||
return
|
||||
end
|
||||
local item = slot.items[1]
|
||||
if not item then
|
||||
MyModGlobal.debugPrint("Slot is empty")
|
||||
print(string.format("Setting target inventory to %s", tostring(itemInv)))
|
||||
targetInventory = itemInv
|
||||
return
|
||||
-- Yes we do this in a loop
|
||||
-- The idea is if we get one slot we're golden, great!
|
||||
-- If we get multiple we'll use the first valid one
|
||||
-- Although everything is valid to us...
|
||||
for _, slot in ipairs(slots) do
|
||||
local item
|
||||
local items = slot.slot.items
|
||||
if not items or #items == 0 then
|
||||
print(string.format("Slot is empty, setting target inventory to %s", tostring(slot.inventory)))
|
||||
targetInventory = slot.inventory
|
||||
goto continue
|
||||
end
|
||||
item = items[1]
|
||||
if not item then
|
||||
print(string.format("Item in slot is nil, setting target inventory to %s", tostring(slot.inventory)))
|
||||
targetInventory = slot.inventory
|
||||
goto continue
|
||||
end
|
||||
if not item.OwnInventory then
|
||||
print(string.format("Item has no own inventory, setting target inventory to %s", tostring(slot.inventory)))
|
||||
targetInventory = slot.inventory
|
||||
goto continue
|
||||
end
|
||||
print(string.format("Item has own inventory, setting target inventory to %s", tostring(item.OwnInventory)))
|
||||
targetInventory = item.OwnInventory
|
||||
break
|
||||
::continue::
|
||||
end
|
||||
if not item.OwnInventory then
|
||||
MyModGlobal.debugPrint("Item has no own inventory")
|
||||
print(string.format("Setting target inventory to %s", tostring(itemInv)))
|
||||
targetInventory = itemInv
|
||||
return
|
||||
end
|
||||
print(string.format("Setting target inventory to %s", tostring(item.OwnInventory)))
|
||||
targetInventory = item.OwnInventory
|
||||
end
|
||||
|
||||
return {
|
||||
|
||||
Reference in New Issue
Block a user