Add shop example and fuck with fabricator a little

This commit is contained in:
2025-03-30 00:36:00 +01:00
parent b0a5cbd02d
commit abf2f008b9

View File

@@ -7,6 +7,10 @@ LuaUserData.RegisterType(
LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemContainer'], 'slotRestrictions')
LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots')
LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots")
LuaUserData.RegisterType("Barotrauma.Store")
LuaUserData.RegisterType("Barotrauma.GUIComponent")
LuaUserData.RegisterType("Barotrauma.PurchasedItem")
LuaUserData.RegisterType("Barotrauma.ItemPrefab")
-- Simple configuration
local CONFIG = {
@@ -22,6 +26,26 @@ local MOD_VERSION = "1.1.0"
print(MOD_NAME .. " v" .. MOD_VERSION .. " loaded!")
---@param table table
---@param depth number?
function DumpTable(table, depth)
if depth == nil then
depth = 0
end
if (depth > 200) then
print("Error: Depth > 200 in dumpTable()")
return
end
for k, v in pairs(table) do
if (type(v) == "table") then
print(string.rep(" ", depth) .. k .. ":")
DumpTable(v, depth + 1)
else
print(string.rep(" ", depth) .. k .. ": ", v)
end
end
end
-- Debugging helper function
local function debugPrint(message)
if CONFIG.DEBUG_MODE then
@@ -299,6 +323,7 @@ end
-- 6 and 7 are hands
-- 9..18 are main slots
local inventorySlotsToStack = { 6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 }
local BAG_SLOT = 8
local function quickStackItems(character)
if not character then
debugPrint("No character found")
@@ -313,6 +338,12 @@ local function quickStackItems(character)
return
end
-- for i, slot in ipairs(inventory.slots) do
-- if slot.items and #slot.items > 0 then
-- print(string.format("Item at slot %d is %s", i, slot.items[1].Prefab.Identifier.Value))
-- end
-- end
local itemTree, err = tryBuildItemTree(inventory)
if err then
debugPrint(string.format("Error building item tree: %s", err))
@@ -370,8 +401,6 @@ local function quickStackItems(character)
for _, error in ipairs(errors) do
print(string.format("Error stacking item: %s", error))
end
PrintSelectedRecipeRequirements()
end
-- Hook into player control to listen for key press
@@ -427,12 +456,13 @@ end
---@field targetItem {identifier: string, name: string, amount: number}
---@field requiredItems {amount: number, minCondition: number, maxCondition: number, prefabs: string[]}[]
---@param fabricator Barotrauma.FabricatorComponent
---@return RecipeInfo, string?
local function getSelectedRecipeRequirements()
local openFabricator, err = getOpenFabricator()
if err then return nil, err end
local function getSelectedRecipeRequirements(fabricator)
-- local openFabricator, err = getOpenFabricator()
-- if err then return nil, err end
-- local fabricator = openFabricator.fabricator
local fabricator = openFabricator.fabricator
local selectedRecipe = fabricator.SelectedItem
if not selectedRecipe then return nil, "No selected recipe found" end
@@ -469,9 +499,110 @@ Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptab
local character = instance
if not character then return end
local recipe, err = getSelectedRecipeRequirements()
local fabricator, err = getOpenFabricator()
if err then
print(string.format("Error getting open fabricator: %s", err))
return
end
local recipe, err = getSelectedRecipeRequirements(fabricator.fabricator)
if err then
print(string.format("Error getting selected recipe requirements: %s", err))
end
DumpTable(recipe)
local toGet = recipe.requiredItems
---@type fun(item: Barotrauma.Item): boolean
local filter = function(item)
return true
end
local items = enqueueInventory(character.inventory.slots[BAG_SLOT], {}, filter)
DumpTable(items)
end, Hook.HookMethodType.After)
-- -- Hook into GUI creation for the store interface
-- Hook.Add("gui.storeinterface.created", "storeHandler", function(storeInterface)
-- print("Store opened!")
--
-- -- Wait a moment for store to initialize
-- Timer.Wait(function()
-- -- Get cargo manager and current store
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- if currentStore then
-- print("In store: " .. currentStore.Name.Value)
--
-- -- Display items available in store
-- if currentStore.Stock then
-- print("Store has " .. #currentStore.Stock .. " items for sale")
--
-- -- Example: Add the first item from stock to cart
-- if #currentStore.Stock > 0 then
-- local firstItem = currentStore.Stock[1]
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, firstItem.ItemPrefab, 1)
-- print("Added 1 " .. firstItem.ItemPrefab.Name.Value .. " to cart")
-- end
-- end
-- end
-- end, 500)
-- end)
--
-- -- Check if a player is currently in a store dialog
-- local function isInStore()
-- if Game and Game.GameSession and Game.GameSession.Campaign then
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- if cargoManager and cargoManager.CurrentStore then
-- return true, cargoManager.CurrentStore
-- end
-- end
-- return false, nil
-- end
--
-- -- Usage example
-- local inStore, currentStore = isInStore()
-- if inStore then
-- print("Player is in store: " .. currentStore.Name.Value)
-- end
--
-- -- To modify the quantity of an item in the cart:
-- local function modifyCartItemQuantity(itemPrefab, newQuantity)
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- -- Find the item in the cart
-- local cartItem = cargoManager:GetBuyCrateItem(currentStore, itemPrefab)
--
-- if cartItem then
-- -- Change needed = new quantity - current quantity
-- local changeAmount = newQuantity - cartItem.Quantity
-- -- Use the ModifyItemQuantityInBuyCrate method to change quantity
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, itemPrefab, changeAmount)
-- return true
-- end
--
-- return false
-- end
--
-- -- To clear specific item from cart:
-- local function removeItemFromCart(itemPrefab)
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- -- Find the item in the cart
-- local cartItem = cargoManager:GetBuyCrateItem(currentStore, itemPrefab)
--
-- if cartItem then
-- -- Remove by setting quantity to negative of current quantity
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, itemPrefab, -cartItem.Quantity)
-- return true
-- end
--
-- return false
-- end
--
-- -- To clear all items from cart:
-- local function clearCart()
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- cargoManager:ClearItemsInBuyCrate()
-- end