Replace calls to utils for factored out functions
This commit is contained in:
@@ -2,105 +2,10 @@
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local quickstack = require("Cyka.quickstack")
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local utils = require("Cyka.utils")
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-- There is actually no need to recurse deep
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-- Because we can only have an item in the inventory open
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-- And not an item in an item in the inventory
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-- So in theory we only need to recurse 1 deep
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---@param inventory Barotrauma.Inventory
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---@param slots InventorySlot[]
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---@param depth number
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---@return InventorySlot[], string?
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local function getMouseoverSlots(inventory, slots, depth)
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slots = slots or {}
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depth = depth or 0
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if depth > 1 then return slots, nil end
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local visualSlots = inventory.visualSlots
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if not visualSlots then return nil, "Inventory has no visual slots" end
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for i, visualSlot in ipairs(visualSlots) do
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local item
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local itemInventory
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-- local err
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local slot = inventory.slots[i]
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if not slot then
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-- MyModGlobal.debugPrint("Slot is not a valid slot")
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goto continue
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end
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if #slot.items == 0 then
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goto mouseover
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end
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item = slot.items[1]
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if not item then
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goto mouseover
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end
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itemInventory = item.OwnInventory
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if not itemInventory then
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goto mouseover
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end
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-- print("Before: " .. #slots)--
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getMouseoverSlots(itemInventory, slots, depth + 1)
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-- if err then
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-- MyModGlobal.debugPrint(string.format("Error getting mouseover slots: %s", err))
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-- end
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-- print("After: " .. #slots)
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::mouseover::
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if visualSlot:MouseOn() then
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slots[#slots + 1] = {
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inventory = inventory,
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slotIndex = i,
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slot = slot
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}
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end
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::continue::
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end
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return slots, nil
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end
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---@return InventorySlot[], string?
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local function getInventorySlotsUnderCursor()
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-- Make sure we have a controlled character
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local controlledCharacter = Character.Controlled
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if not controlledCharacter then return nil, "No controlled character" end
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local inventory = controlledCharacter.Inventory
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if not inventory then return nil, "No inventory" end
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local mouseoverSlots, err = getMouseoverSlots(inventory)
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if err then return mouseoverSlots, err end
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local openContainers = quickstack.getOpenContainers()
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for _, container in ipairs(openContainers) do
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local containerInventories = container.OwnInventories
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for containerInventory in containerInventories do
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for i, visualSlot in ipairs(containerInventory.visualSlots) do
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if visualSlot:MouseOn() then
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local slot = containerInventory.slots[i]
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mouseoverSlots[#mouseoverSlots + 1] = {
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inventory = containerInventory,
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slotIndex = i,
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slot = slot
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}
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end
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end
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end
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end
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return mouseoverSlots, nil
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end
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local targetInventory = nil
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local slotThrottle = {}
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local function tryStackCursorItem()
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local slots, err = getInventorySlotsUnderCursor()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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@@ -181,8 +86,7 @@ local function tryStackCursorItem()
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end
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local function setTargetInventory()
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---@type InventorySlot[]
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local slots, err = getInventorySlotsUnderCursor()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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@@ -224,5 +128,4 @@ end
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return {
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tryStackCursorItem = tryStackCursorItem,
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setTargetInventory = setTargetInventory,
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getInventorySlotsUnderCursor = getInventorySlotsUnderCursor
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}
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@@ -146,7 +146,13 @@ local function tryStackFabricator(character)
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-- dump(itemsOnSubmarine)
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-- MyModGlobal.DumpTable(toGet)
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local items = utils.enqueueInventory(bagItem.OwnInventory, {}, filter)
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local items, _ = utils.enqueueAllOwnedItems({}, filter)
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-- if err then
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-- print(string.format("Error enqueueing all owned items: %s", err))
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-- return
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-- end
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-- dump(items)
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-- MyModGlobal.DumpTable(items)
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-- TODO: This might explode... Oh well?
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local inputInventory = fabricator.item.OwnInventories[1]
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@@ -157,49 +163,6 @@ local function tryStackFabricator(character)
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end
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end
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-- If we looked at all items we have on person and still are missing some
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-- Look at all the items on the submarine
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local hasAny = false
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for _, itemInfo in pairs(toFind) do
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if itemInfo.amount > 0 then
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hasAny = true
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break
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end
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end
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if hasAny then
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local submarine = character.Submarine
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local found
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if not submarine then
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MyModGlobal.debugPrint("Submarine not found.")
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goto done
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end
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for item in submarine.GetItems(false) do
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if remaining == 0 then goto done end
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for i, itemInfo in pairs(toFind) do
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found = false
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for _, prefab in ipairs(itemInfo.prefabs) do
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-- MyModGlobal.debugPrint(string.format("Checking %s against %s", item.Prefab.Identifier.Value, prefab))
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if tostring(item.Prefab.Identifier.Value) == prefab then
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-- MyModGlobal.debugPrint(string.format("That'll do %s %s", item.Prefab.Identifier.Value, prefab))
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items[#items + 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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-- MyModGlobal.debugPrint(string.format("Removing %s from toFind", itemInfo.prefabs[1]))
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toFind[i] = nil
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remaining = remaining - 1
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end
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if found then break end
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end
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end
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::done::
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end
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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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@@ -26,16 +26,15 @@ local function getSlots(inventory)
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return slots
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end
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---@param from Barotrauma.ItemInventory
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---@param slots InventorySlot[]
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---@return table<InventorySlot, Barotrauma.Item[]>
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local function getItemsPerSlot(from, slots)
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local function getItemsPerSlot(slots)
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-- How many items can we move to what slot
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-- We don't yet know what can fit into what slot
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---@type table<InventorySlot, Barotrauma.Item[]>
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local movableBySlot = {}
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-- Get all the items and then we will sort them by condition and shit
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utils.enqueueInventory(from, {}, function(ititem, itemRef)
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utils.enqueueAllPlayerItems({}, function(ititem, itemRef)
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-- We don't want to take oxygen out of our diving suit to load our plasma cutter
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-- Most loadable items have 1 capacity
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-- But some have 2 or 3 (coil speargun)
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@@ -108,17 +107,6 @@ local function tryReloadSlot(slot, preferMinCondition)
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return
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end
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local character = Character.Controlled
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if not character then
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MyModGlobal.debugPrint("No character")
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return
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end
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local characterInventory = character.Inventory
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if not characterInventory then
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MyModGlobal.debugPrint("No character inventory")
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return
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end
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---@type InventorySlot[]
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local slots = getSlots(inventory)
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if #slots == 0 then
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@@ -129,7 +117,7 @@ local function tryReloadSlot(slot, preferMinCondition)
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-- dump(slots)
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---@type table<InventorySlot, Barotrauma.Item[]>
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local movableBySlot = getItemsPerSlot(characterInventory, slots)
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local movableBySlot = getItemsPerSlot(slots)
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-- MyModGlobal.debugPrint("Movable by slot:")
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-- dump(movableBySlot)
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@@ -186,16 +174,11 @@ local function tryReloadSlot(slot, preferMinCondition)
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MyModGlobal.debugPrint(string.format("Moved %d items to load %s", numMoved, tostring(item.Prefab.Identifier.Value)))
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end
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---@param minCondition boolean Prefer items with lowest condition
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---@param preferMinCondition boolean Prefer items with lowest condition
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local function tryReloadCursorItem(preferMinCondition)
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local slots, err = cursormacroer.getInventorySlotsUnderCursor()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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end
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if not slots or #slots == 0 then
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-- MyModGlobal.debugPrint("No items in slot")
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MyModGlobal.debugPrint(string.format("Error getting slots under cursor: %s", err))
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return
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end
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@@ -106,7 +106,7 @@ local function tryUnloadSlot(slot)
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end
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local function tryUnloadCursorItem()
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local slots, err = cursormacroer.getInventorySlotsUnderCursor()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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