Make G work with open containers too
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@@ -3,6 +3,7 @@
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if not CLIENT then return end
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local utils = require("Cyka.utils")
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local dump = require("Cyka.dump")
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---@class ItemLocation
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---@field inventory Barotrauma.ItemInventory
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@@ -124,7 +125,9 @@ local function tryMoveItem(item, itemTree, force)
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-- MyModGlobal.debugPrint(string.format("Can be put in slot %d: %s", itemLocation.slotIndex, tostring(canBePut)))
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if itemLocation.maxFits > 0 and canBePut then
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moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, Character.Controlled, true)
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moved = moved or
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, Character.Controlled,
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true)
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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end
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@@ -152,7 +155,9 @@ local function tryMoveItem(item, itemTree, force)
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if maxFits > 0 then
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-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
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moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, Character.Controlled, true)
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moved = moved or
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itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, Character.Controlled,
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true)
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if moved then
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itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
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end
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@@ -225,7 +230,9 @@ end
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-- Function to quickly stack items from inventory to containers
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-- 6 and 7 are hands
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-- 9..18 are main slots
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local inventorySlotsToStack = { 6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 }
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local inventorySlotsToStack = { 6, 7, }
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-- local inventorySlotsToStack = { 6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 }
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---@param character Barotrauma.Character
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local function quickStackItems(character)
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if not character then
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MyModGlobal.debugPrint("No character found")
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@@ -257,31 +264,38 @@ local function quickStackItems(character)
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--DumpTable(itemTree)
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local toMove = {}
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for _, slotid in ipairs(inventorySlotsToStack) do
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MyModGlobal.debugPrint(string.format("Processing inventory slot: %d", slotid))
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local slot = inventory.slots[slotid]
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if #slot.items > 0 then
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local item = slot.items[1]
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local tags = item.Prefab.Tags
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local shouldSuss = true
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for tag in tags do
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if tag.value:find("tool") or tag.value:find("weapon") then
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MyModGlobal.debugPrint(string.format("Item '%s' is a tool or weapon, skipping", item.Name))
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shouldSuss = false
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break
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end
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end
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if shouldSuss then
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local before = #toMove
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toMove = utils.enqueueSlot(slot, toMove)
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local after = #toMove
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MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot %d", after - before,
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slotid))
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end
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for item in character.HeldItems do
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MyModGlobal.debugPrint(string.format("Item: %s", item.Prefab.Identifier.Value))
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if item.OwnInventory then
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toMove = utils.enqueueInventory(item.OwnInventory, toMove)
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end
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end
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-- for _, slotid in ipairs(inventorySlotsToStack) do
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-- MyModGlobal.debugPrint(string.format("Processing inventory slot: %d", slotid))
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-- local slot = inventory.slots[slotid]
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-- if #slot.items > 0 then
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-- -- local item = slot.items[1]
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-- -- local tags = item.Prefab.Tags
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-- local shouldSuss = true
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-- -- for tag in tags do
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-- -- if tag.value:find("tool") or tag.value:find("weapon") then
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-- -- MyModGlobal.debugPrint(string.format("Item '%s' is a tool or weapon, skipping", item.Name))
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-- -- shouldSuss = false
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-- -- break
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-- -- end
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-- -- end
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-- if shouldSuss then
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-- local before = #toMove
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-- toMove = utils.enqueueSlot(slot, toMove)
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-- local after = #toMove
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-- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot %d", after - before,
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-- slotid))
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-- end
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-- end
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-- end
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local openContainers = utils.getOpenContainers()
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for _, container in ipairs(openContainers) do
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local inventories = container.OwnInventories
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@@ -308,8 +322,38 @@ local function stackToCursor()
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return
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end
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for _, slot in ipairs(slots) do
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local item
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local item, slot
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local function predicate(ititem)
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if ititem.Prefab.Identifier.Value == item.Prefab.Identifier.Value then
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if item == ititem then return false end
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-- We are moving items in the predicate because we expect to only
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-- Select a small subset of all items
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-- And it is much easier to let the game decide when we can not move
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-- Any more items (via return value of TryPutItem)
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-- And we then know that we can safely stop
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- What other shit? Wish I knew
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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
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true)
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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.slotIndex - 1))
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-- return false, true
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end
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local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
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if maxFits <= 0 then
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MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
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.slotIndex - 1))
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return false, true
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end
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end
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end
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-- We gotta do a little juggling...
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for _, sslot in ipairs(slots) do
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slot = sslot
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local items
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if not slot.slot.items or #slot.slot.items == 0 then
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MyModGlobal.debugPrint("No items in slot")
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goto continue
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@@ -317,32 +361,9 @@ local function stackToCursor()
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item = slot.slot.items[1]
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MyModGlobal.debugPrint(string.format("Stacking all player items to %s", item.Prefab.Identifier.Value))
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utils.enqueueAllPlayerItems({}, function(ititem)
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if ititem.Prefab.Identifier.Value == item.Prefab.Identifier.Value then
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if item == ititem then return false end
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-- We are moving items in the predicate because we expect to only
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-- Select a small subset of all items
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-- And it is much easier to let the game decide when we can not move
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-- Any more items (via return value of TryPutItem)
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-- And we then know that we can safely stop
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- What other shit? Wish I knew
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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled, true)
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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.slotIndex - 1))
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-- return false, true
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end
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local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
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if maxFits <= 0 then
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MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
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.slotIndex - 1))
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return false, true
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end
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end
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end)
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items = {}
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utils.enqueueAllPlayerItems(items, predicate)
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utils.enqueueOpenContainers(items, predicate)
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::continue::
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end
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end
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@@ -374,7 +395,8 @@ local function stackAllToCursor()
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-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
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-- What other shit? Wish I knew
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-- So we'll use HowManyCanBePut instead...
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled, true)
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local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled,
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true)
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if not moved then
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MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
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.slotIndex - 1))
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