Clean up quickstack
This commit is contained in:
@@ -35,305 +35,6 @@ local function debugPrint(message)
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end
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end
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---@param table table
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---@param depth number?
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function DumpTable(table, depth)
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if depth == nil then
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depth = 0
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end
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if (depth > 200) then
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print("Error: Depth > 200 in dumpTable()")
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return
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end
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for k, v in pairs(table) do
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if (type(v) == "table") then
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print(string.rep(" ", depth) .. k .. ":")
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DumpTable(v, depth + 1)
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else
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print(string.rep(" ", depth) .. k .. ": ", v)
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end
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end
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end
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-- Show notification to player
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-- Helper function to check if an item is a tool rather than a container
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local function isTool(item)
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if not item or not item.Prefab or not item.Prefab.Identifier then return false end
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-- Never exclude priority containers
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local identifier = item.Prefab.Identifier.Value:lower()
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for _, alwaysInclude in ipairs(CONFIG.ALWAYS_INCLUDE) do
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if identifier:find(alwaysInclude) then
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debugPrint("Always including high priority container: " .. item.Name)
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return false
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end
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end
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-- Check tags first - most reliable method
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local hasTags = false
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pcall(function()
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if item.Tags and item.Tags ~= "" then
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hasTags = true
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local tags = item.Tags:lower()
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-- If item has explicit container tag, it's a container
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if tags:find("container") then
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debugPrint("Item has container tag: " .. item.Name)
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return false
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end
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-- If item has tool or weapon tag, it's a tool
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if tags:find("tool") or tags:find("weapon") then
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debugPrint("Item has tool/weapon tag: " .. item.Name)
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return true
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end
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end
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end)
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-- If we found tags and made a decision based on them, return the result
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if hasTags then
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-- If we got here, the tags didn't conclusively identify this as a tool
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-- For items with tags but no tool/weapon tag, check the number of slots
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if item.OwnInventory and item.OwnInventory.slots and #item.OwnInventory.slots > 1 then
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-- Items with multiple slots are likely containers
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return false
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end
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end
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-- Fall back to identifier checks
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for _, toolId in ipairs(CONFIG.TOOL_IDENTIFIERS) do
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if identifier:find(toolId) then
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-- Skip known exceptions
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if toolId == "tool" and identifier:find("toolbox") or identifier:find("toolbelt") then
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return false
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end
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return true
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end
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end
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-- Final check based on slots - tools typically have 1 slot, containers have multiple
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if item.OwnInventory and item.OwnInventory.slots then
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-- Consider items with more than 2 slots as containers
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if #item.OwnInventory.slots > 2 then
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return false
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elseif #item.OwnInventory.slots == 1 then
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-- Most single-slot inventories are tools, but check for exceptions
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-- Some special container items might have 1 slot but still be containers
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if identifier:find("container") or identifier:find("box") or identifier:find("crate") then
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return false
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end
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-- Otherwise likely a tool
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return true
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end
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end
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-- When in doubt, don't classify as a tool
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return false
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end
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-- Helper function to move an item to a container, but only if matching items exist
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local function moveItemToContainer(item, containerInv)
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if not item or not containerInv then return false end
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debugPrint("Attempting to stack with existing items in container (" .. #containerInv.slots .. " slots)")
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-- Get max stack size for this item (default to 1 if we can't determine)
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local maxStackSize = 60
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pcall(function()
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print(item.Prefab.MaxStackSize)
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if item.Prefab and item.Prefab.MaxStackSize then
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maxStackSize = item.Prefab.MaxStackSize
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end
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end)
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-- Get current condition/quality of item (for proper stacking)
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local itemCondition = 100
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pcall(function()
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if item.Condition then
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itemCondition = item.Condition
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end
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end)
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-- Check if the container has any matching items first
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local foundMatchingItem = false
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local matchingSlots = {}
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-- First pass: find all matching slots
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for slotIndex = 0, #containerInv.slots - 1 do
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for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
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if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
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-- Check similar condition/quality (within 10%)
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local containerItemCondition = 100
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pcall(function()
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if containerItem.Condition then
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containerItemCondition = containerItem.Condition
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end
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end)
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-- Only consider similar quality items
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if math.abs(containerItemCondition - itemCondition) <= 10 then
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foundMatchingItem = true
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table.insert(matchingSlots, {
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slotIndex = slotIndex,
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currentSize = #containerInv.slots[slotIndex + 1].items,
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remainingSpace = maxStackSize - #containerInv.slots[slotIndex + 1].items
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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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-- If no matching items exist in the container, don't move the item
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if not foundMatchingItem then
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debugPrint("No matching items in container, skipping " .. item.Name)
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return false
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end
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-- Sort slots by most available space first
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table.sort(matchingSlots, function(a, b)
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return a.remainingSpace > b.remainingSpace
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end)
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-- Try to stack with existing items that have space
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for _, matchingSlot in ipairs(matchingSlots) do
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-- Only try to put in slots that have space
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if matchingSlot.remainingSpace > 0 then
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debugPrint("Trying to stack " ..
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item.Name .. " with existing items (slot has " .. matchingSlot.remainingSpace .. " space)")
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-- Try to move the full item
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if containerInv.TryPutItem(item, matchingSlot.slotIndex, true, false, nil) then
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debugPrint("Successfully stacked " .. item.Name)
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return true
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else
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debugPrint("Failed full stack, likely due to size limits")
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-- If full stack failed, try to split and move part of it (if possible)
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pcall(function()
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-- Check if we can split stacks and if the item is a stack
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if item.SplitStack and maxStackSize > 1 then
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local currentStackSize = 1
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-- Try to determine current stack size
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pcall(function()
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if item.Count then currentStackSize = item.Count end
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end)
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-- If current stack is larger than 1, try to split it
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if currentStackSize > 1 then
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-- Calculate how much we can move
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local amountToMove = math.min(matchingSlot.remainingSpace, currentStackSize - 1)
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if amountToMove > 0 then
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debugPrint("Attempting to split stack and move " .. amountToMove .. " items")
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-- Try to split the stack
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local splitItem = item:SplitStack(amountToMove)
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if splitItem then
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-- Try to put the split item into the slot
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if containerInv.TryPutItem(splitItem, matchingSlot.slotIndex, true, false, nil) then
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debugPrint("Successfully moved partial stack of " .. splitItem.Name)
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return true
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else
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debugPrint("Failed to move split stack")
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-- If it fails, try to recombine the original stack
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pcall(function()
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item:AddItem(splitItem)
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end)
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end
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else
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debugPrint("Failed to split stack")
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end
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end
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end
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end
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end)
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end
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end
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end
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-- If we couldn't stack with existing partial stacks, look for empty slots
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-- But only if we're still stacking by finding matching items
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debugPrint("Failed to stack with existing items, checking for empty slots")
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-- Find empty slots
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local emptySlots = {}
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for slotIndex = 0, #containerInv.slots - 1 do
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if #containerInv.slots[slotIndex + 1].items == 0 then
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table.insert(emptySlots, slotIndex)
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end
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end
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-- If there are empty slots, try to put the item there
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for _, slotIndex in ipairs(emptySlots) do
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debugPrint("Trying to put " .. item.Name .. " in empty slot " .. slotIndex)
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if containerInv.TryPutItem(item, slotIndex, false, false, nil) then
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debugPrint("Successfully put " .. item.Name .. " in empty slot")
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return true
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end
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end
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debugPrint("Failed to stack with existing items or find empty slots")
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return false
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end
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-- Sort containers by priority
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local function sortContainersByPriority(containers)
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table.sort(containers, function(a, b)
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local aPriority = -1
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local bPriority = -1
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-- Check priority for first container
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for i, identifier in ipairs(CONFIG.PRIORITY_CONTAINERS) do
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if a.Prefab.Identifier.Value:find(identifier) then
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aPriority = i
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break
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end
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end
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-- Check priority for second container
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for i, identifier in ipairs(CONFIG.PRIORITY_CONTAINERS) do
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if b.Prefab.Identifier.Value:find(identifier) then
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bPriority = i
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break
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end
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end
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return aPriority < bPriority
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end)
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return containers
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end
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-- Recursively find all containers in the player's inventory, including nested ones
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local function findAllContainers(inventory, containers)
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if not inventory or not inventory.slots then return containers end
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containers = containers or {}
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for _, slot in ipairs(inventory.slots) do
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for _, item in ipairs(slot.items) do
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if item.OwnInventory then
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-- Skip tools if configured to do so
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if CONFIG.EXCLUDE_TOOLS and isTool(item) then
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debugPrint("Skipping tool: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
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else
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-- Add this container
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debugPrint("Found container: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
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table.insert(containers, item)
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-- Recursively search inside this container if enabled
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if CONFIG.NESTED_CONTAINERS then
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debugPrint("Searching inside " .. item.Name .. " for nested containers")
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findAllContainers(item.OwnInventory, containers)
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end
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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 containers
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end
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---@class ItemLocation
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---@field inventory Barotrauma.ItemInventory
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---@field slotIndex number
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@@ -426,9 +127,7 @@ local function moveItemsTo(slot, itemLocation)
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for _, item in ipairs(slot.items) do
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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if itemLocation.maxFits <= 0 then
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return
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end
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if itemLocation.maxFits <= 0 then return end
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end
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end
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end
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@@ -521,151 +220,11 @@ local function quickStackItems(character)
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local itemTree = buildItemTree(inventory, {})
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itemTree = sortItemtreeBySlots(itemTree)
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stackInventoryItems(inventory, itemTree)
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local openContainerInventory = getOpenContainer()
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if openContainerInventory then
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stackInventoryItems(openContainerInventory, itemTree)
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end
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-- Find all containers in player inventory, including nested ones
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-- local containers = findAllContainers(inventory, {})
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-- -- Fallback: If no containers found, try a direct search for known container types
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-- if #containers == 0 then
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-- debugPrint("No containers found with standard method, trying fallback method...")
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-- -- Direct slot search for common container types
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-- for _, slot in ipairs(inventory.slots) do
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-- for _, item in ipairs(slot.items) do
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-- if item.OwnInventory then
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-- local identifier = item.Prefab.Identifier.Value:lower()
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-- -- Force include specific items that we know should be containers
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-- if identifier:find("toolbelt") or identifier:find("backpack") or
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-- identifier:find("pouch") or identifier:find("container") or
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-- identifier:find("box") or identifier:find("crate") or
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-- item.Name:find("Container") or item.Name:find("Box") then
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-- debugPrint("Fallback: Force including known container: " .. item.Name)
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-- table.insert(containers, item)
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-- -- Also check container slots
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-- if CONFIG.NESTED_CONTAINERS and #item.OwnInventory.slots > 2 then
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-- for _, containerSlot in ipairs(item.OwnInventory.slots) do
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-- for _, containerItem in ipairs(containerSlot.items) do
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-- if containerItem.OwnInventory and
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-- (containerItem.Prefab.Identifier.Value:lower():find("container") or
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-- containerItem.Name:find("Container")) then
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-- debugPrint("Fallback: Found nested container: " .. containerItem.Name)
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-- table.insert(containers, containerItem)
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- debugPrint("Found " .. #containers .. " containers" .. (CONFIG.NESTED_CONTAINERS and " (including nested)" or ""))
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-- if #containers == 0 then
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-- debugPrint("No containers with inventory found!")
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-- showNotification("No containers found! Make sure you have a backpack, toolbelt, or storage box.")
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-- return
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-- end
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-- -- Sort containers by priority
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-- containers = sortContainersByPriority(containers)
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-- for i, container in ipairs(containers) do
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-- debugPrint(i .. ": " .. container.Name .. " - priority container: " ..
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-- tostring(container.Prefab.Identifier.Value:find(CONFIG.PRIORITY_CONTAINERS[1]) ~= nil))
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-- end
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-- local itemsMoved = 0
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-- -- Create a cache of processable items to avoid redundant checks
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-- local itemsToProcess = {}
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-- local processedIdentifiers = {}
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-- -- First collect all items we might want to stack
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-- for slotIndex, slot in ipairs(inventory.slots) do
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-- -- Skip hand slots
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-- local isHandSlot = false
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-- for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
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-- if slotIndex == handSlot then
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-- isHandSlot = true
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-- break
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-- end
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-- end
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-- if isHandSlot then
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-- debugPrint("Skipping hand slot: " .. slotIndex)
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-- goto continueSlot
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-- end
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-- -- Process items in the slot
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-- for i = #slot.items, 1, -1 do
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-- local item = slot.items[i]
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-- local identifierValue = item.Prefab.Identifier.Value
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-- -- Skip container items
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-- if item.OwnInventory then
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-- debugPrint("Skipping container item: " .. item.Name)
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-- goto nextItem
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-- end
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-- -- Skip if we've already processed an item of this type
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-- if processedIdentifiers[identifierValue] then
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-- debugPrint("Already processed items of type: " .. identifierValue)
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-- goto nextItem
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-- end
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-- debugPrint("Adding to process list: " .. item.Name)
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-- table.insert(itemsToProcess, {
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-- item = item,
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-- slotIndex = slotIndex
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-- })
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-- -- Mark identifier as scheduled for processing
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-- processedIdentifiers[identifierValue] = true
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-- ::nextItem::
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-- end
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-- ::continueSlot::
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-- end
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-- -- Now process the collected items - this greatly reduces redundant container checks
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-- for _, itemData in ipairs(itemsToProcess) do
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-- local item = itemData.item
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-- debugPrint("Processing inventory item: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
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-- -- Try to move the item to each container
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-- for _, container in ipairs(containers) do
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-- debugPrint("Trying container: " .. container.Name)
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-- if moveItemToContainer(item, container.OwnInventory) then
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-- debugPrint("Stacked " .. item.Name .. " into " .. container.Name)
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-- itemsMoved = itemsMoved + 1
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-- break
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-- end
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-- end
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-- end
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-- -- Check if there's an open container to stack from
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-- local openContainer = getOpenContainer()
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-- if openContainer then
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-- debugPrint("Found open container to stack from: " .. openContainer.Name)
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-- local openContainerItemsMoved = stackFromOpenContainer(character, containers, openContainer)
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-- itemsMoved = itemsMoved + openContainerItemsMoved
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-- else
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-- debugPrint("No open container found to stack from")
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-- end
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-- if itemsMoved > 0 then
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-- debugPrint("Stacked " .. itemsMoved .. " items into containers")
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-- else
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-- debugPrint("No matching items to stack")
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-- end
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end
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-- Hook into player control to listen for key press
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Block a user