Recursively stack to containers in containers

This commit is contained in:
2025-03-29 19:43:59 +01:00
parent 82ec45b855
commit a1a3952645

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@@ -2,8 +2,7 @@ if SERVER then return end
-- Register necessary types and make fields accessible -- Register necessary types and make fields accessible
LuaUserData.RegisterType("Barotrauma.Items.Components.ItemContainer+SlotRestrictions") LuaUserData.RegisterType("Barotrauma.Items.Components.ItemContainer+SlotRestrictions")
LuaUserData.RegisterType( LuaUserData.RegisterType('System.Collections.Immutable.ImmutableArray`1[[Barotrauma.Items.Components.ItemContainer+SlotRestrictions, Barotrauma]]')
'System.Collections.Immutable.ImmutableArray`1[[Barotrauma.Items.Components.ItemContainer+SlotRestrictions, Barotrauma]]')
LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemContainer'], 'slotRestrictions') LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemContainer'], 'slotRestrictions')
LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots') LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots')
LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots") LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots")
@@ -85,6 +84,90 @@ local function sortContainersByPriority(containers)
return containers return containers
end end
-- Recursively find all containers in the player's inventory, including nested ones
local function findAllContainers(inventory, containers)
if not inventory or not inventory.slots then return containers end
containers = containers or {}
for _, slot in ipairs(inventory.slots) do
for _, item in ipairs(slot.items) do
if item.OwnInventory then
-- Add this container
print("[QuickStack] Found container: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
table.insert(containers, item)
-- Recursively search inside this container
findAllContainers(item.OwnInventory, containers)
end
end
end
return containers
end
-- Find the currently open container using the better approach with opened GUIs
local function getOpenContainer()
-- Check if any ItemContainer GUIs are open
for _, gui in pairs(GUI.OpenGuis) do
if gui.UserData ~= nil and gui.UserData.Inventory ~= nil then
-- Make sure it's not the player's inventory
if gui.UserData.Item ~= nil and gui.UserData.Item.Inventory ~= Character.Controlled.Inventory then
print("[QuickStack] Found open container: " .. gui.UserData.Item.Name)
return gui.UserData.Item
end
end
end
-- Try an alternative approach using opened inventories
for _, inventory in pairs(ItemInventory.OpenInventories) do
if inventory.Owner ~= nil and inventory.Owner.Inventory ~= Character.Controlled.Inventory then
-- Found a non-player inventory
print("[QuickStack] Found open inventory: " .. inventory.Owner.Name)
return inventory.Owner
end
end
print("[QuickStack] No open container found")
return nil
end
-- Function to stack from open container to player containers
local function stackFromOpenContainer(character, playerContainers, openContainer)
if not character or not openContainer or not openContainer.OwnInventory then return 0 end
print("[QuickStack] Stacking from open container: " .. openContainer.Name)
local itemsMoved = 0
local openContainerInv = openContainer.OwnInventory
-- Process each slot in the open container
for slotIndex = 0, #openContainerInv.slots - 1 do
local slot = openContainerInv.slots[slotIndex + 1]
-- Process items in the slot
for i = #slot.items, 1, -1 do
local item = slot.items[i]
-- Skip container items
if item.OwnInventory then goto nextItem end
-- Try to move the item to each player container
for _, container in ipairs(playerContainers) do
if moveItemToContainer(item, container.OwnInventory) then
print("[QuickStack] Stacked " .. item.Name .. " from open container into " .. container.Name)
itemsMoved = itemsMoved + 1
break
end
end
::nextItem::
end
end
return itemsMoved
end
-- Function to quickly stack items from inventory to containers -- Function to quickly stack items from inventory to containers
local function quickStackItems(character) local function quickStackItems(character)
if not character then return end if not character then return end
@@ -93,20 +176,10 @@ local function quickStackItems(character)
local inventory = character.Inventory local inventory = character.Inventory
if not inventory or not inventory.slots then return end if not inventory or not inventory.slots then return end
-- First identify all containers in inventory -- Find all containers in player inventory, including nested ones
local containers = {} local containers = findAllContainers(inventory, {})
for slotIndex, slot in ipairs(inventory.slots) do print("[QuickStack] Found " .. #containers .. " containers (including nested)")
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
print("[QuickStack] Found " .. #containers .. " containers")
if #containers == 0 then if #containers == 0 then
print("[QuickStack] No containers with inventory found!") print("[QuickStack] No containers with inventory found!")
return return
@@ -151,6 +224,13 @@ local function quickStackItems(character)
::continueSlot:: ::continueSlot::
end end
-- Check if there's an open container to stack from
local openContainer = getOpenContainer()
if openContainer then
local openContainerItemsMoved = stackFromOpenContainer(character, containers, openContainer)
itemsMoved = itemsMoved + openContainerItemsMoved
end
if itemsMoved > 0 then if itemsMoved > 0 then
print("[QuickStack] Stacked " .. itemsMoved .. " items into containers") print("[QuickStack] Stacked " .. itemsMoved .. " items into containers")
else else