Refactor quickreload
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@@ -3,24 +3,77 @@ local cursormacroer = require("Cyka.cursormacroer")
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local utils = require("Cyka.utils")
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local dump = require("Cyka.dump")
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-- Some items allow multiple items to be loaded
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-- Such as welders and cutters
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-- But we don't really want to disqualify those programmatically
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-- Because it is not so obvious what item we REALLY want to load
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-- So we will just hardcode tools and their whitelisted magazines
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---@type table<string, table<string, boolean>>
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local LOAD_MAP = {
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}
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---@param inventory Barotrauma.ItemInventory
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---@param predicate fun(slot: InventorySlot): boolean
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---@return InventorySlot[], string?
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local function findSlotsThat(inventory, predicate)
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---@return InventorySlot[]
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local function getSlots(inventory)
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local slots = {}
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for i, slot in ipairs(inventory.slots) do
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local inventorySlot = {
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slot = slot,
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local inventorySlots = inventory.slots
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for i, inventorySlot in ipairs(inventorySlots) do
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slots[#slots + 1] = {
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inventory = inventory,
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slotIndex = i - 1
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slotIndex = i - 1,
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slot = inventorySlot
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}
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if predicate(inventorySlot) then
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slots[#slots + 1] = inventorySlot
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end
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end
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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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-- 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)
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-- MyModGlobal.debugPrint("Checking item:")
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-- dump(slots)
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-- MyModGlobal.debugPrint(ititem.Prefab.Identifier.Value)
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for _, inventorySlot in ipairs(slots) do
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local canMove = inventorySlot.inventory.CanBePutInSlot(ititem, inventorySlot.slotIndex)
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-- MyModGlobal.debugPrint(string.format("Can move to slot %d: %s", inventorySlot.slotIndex, tostring(canMove)))
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if canMove then
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movableBySlot[inventorySlot] = movableBySlot[inventorySlot] or {}
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movableBySlot[inventorySlot][#movableBySlot[inventorySlot] + 1] = ititem
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return true
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end
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end
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return false
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end)
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return movableBySlot
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end
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---@param movableBySlot table<InventorySlot, Barotrauma.Item[]>
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---@return table<InventorySlot, table<Barotrauma.ItemPrefab, boolean>>
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local function getPermissibleItemsPerSlot(movableBySlot)
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-- The point of this exercise is to eliminate slots that can have
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-- Multiple items
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-- What do we put into those? Any? All?
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-- What if those slots belong to a container?
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-- Are we reloading 30 slot containers?
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---@type table<InventorySlot, table<Barotrauma.ItemPrefab, boolean>>
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local permissibleItemsPerSlot = {}
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for inventorySlot, items in pairs(movableBySlot) do
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for _, ititem in ipairs(items) do
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local thisone = tostring(ititem.Prefab.Identifier.Value)
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permissibleItemsPerSlot[inventorySlot][thisone] = true
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end
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end
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return permissibleItemsPerSlot
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end
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---@param slot InventorySlot
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---@param preferMinCondition boolean
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local function tryReloadSlot(slot, preferMinCondition)
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@@ -36,17 +89,6 @@ local function tryReloadSlot(slot, preferMinCondition)
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return
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end
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---@type InventorySlot[]
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local toLoad = {}
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local inventorySlots = inventory.slots
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for i, inventorySlot in ipairs(inventorySlots) do
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toLoad[#toLoad + 1] = {
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inventory = inventory,
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slotIndex = i - 1,
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slot = inventorySlot
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}
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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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@@ -58,47 +100,24 @@ local function tryReloadSlot(slot, preferMinCondition)
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return
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end
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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 InventorySlot[]
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local slots = getSlots(inventory)
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-- MyModGlobal.debugPrint("Slots:")
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-- dump(slots)
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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(characterInventory, {}, function(ititem)
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for _, inventorySlot in ipairs(toLoad) do
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local canMove = inventorySlot.inventory.CanBePutInSlot(ititem, inventorySlot.slotIndex)
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if canMove then
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movableBySlot[inventorySlot] = movableBySlot[inventorySlot] or {}
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movableBySlot[inventorySlot][#movableBySlot[inventorySlot] + 1] = ititem
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return true
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end
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end
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return false
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end)
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-- print("movableBySlot")
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local movableBySlot = getItemsPerSlot(characterInventory, slots)
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-- MyModGlobal.debugPrint("Movable by slot:")
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-- dump(movableBySlot)
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-- The point of this exercise is to eliminate slots that can have
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-- Multiple items
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-- What do we put into those? Any? All?
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-- What if those slots belong to a container?
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-- Are we reloading 30 slot containers?
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---@type table<InventorySlot, Barotrauma.ItemPrefab>
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local permissibleItemsPerSlot = {}
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for inventorySlot, items in pairs(movableBySlot) do
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for _, ititem in ipairs(items) do
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local existing = permissibleItemsPerSlot[inventorySlot]
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local thisone = ititem.Prefab
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if existing and not existing.Equals(thisone) then
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print("Already have an item in this slot, can not have 2?")
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movableBySlot[inventorySlot] = nil
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end
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permissibleItemsPerSlot[inventorySlot] = thisone
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end
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local permissibleItems = LOAD_MAP[tostring(item.Prefab.Identifier.Value)]
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if not permissibleItems then
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MyModGlobal.debugPrint("No permissible items for item")
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local permissibleItemsPerSlot = getPermissibleItemsPerSlot(movableBySlot)
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MyModGlobal.debugPrint("Can load per slot:")
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dump(permissibleItemsPerSlot)
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return
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end
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-- print("permissibleItemsPerSlot")
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-- dump(permissibleItemsPerSlot)
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-- print("movableBySlot")
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-- dump(movableBySlot)
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-- Sort items by condition (asc or desc) but also
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-- Make sure items with 0 condition are at the end
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@@ -116,7 +135,7 @@ local function tryReloadSlot(slot, preferMinCondition)
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end
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end)
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end
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dump(movableBySlot)
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-- dump(movableBySlot)
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for inventorySlot, items in pairs(movableBySlot) do
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for _, ititem in ipairs(items) do
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