Rework finding mouseover slots to not go over inventories that can not be open at this time

This commit is contained in:
2025-03-30 18:22:17 +02:00
parent 254f384648
commit e463b84bf6
2 changed files with 99 additions and 57 deletions

View File

@@ -1,121 +1,162 @@
local quickstack = require("Cyka.quickstack")
local utils = require("Cyka.utils")
---@return Barotrauma.VisualSlot|nil, Barotrauma.Inventory|nil, Barotrauma.Inventory.ItemSlot|nil
-- There is actually no need to recurse deep
-- Because we can only have an item in the inventory open
-- And not an item in an item in the inventory
-- So in theory we only need to recurse 1 deep
---@param inventory Barotrauma.Inventory
---@param slots Barotrauma.Inventory.SlotReference[]
---@return Barotrauma.Inventory.SlotReference[], string?
local function getMouseoverSlots(inventory, slots, depth)
slots = slots or {}
depth = depth or 0
if depth > 1 then return slots, nil end
local visualSlots = inventory.visualSlots
if not visualSlots then return nil, "Inventory has no visual slots" end
for i, visualSlot in ipairs(visualSlots) do
local item
local itemInventory
-- local err
local slot = inventory.slots[i]
if not slot then
-- MyModGlobal.debugPrint("Slot is not a valid slot")
goto continue
end
if #slot.items == 0 then
goto mouseover
end
item = slot.items[1]
if not item then
goto mouseover
end
itemInventory = item.OwnInventory
if not itemInventory then
goto mouseover
end
-- print("Before: " .. #slots)--
getMouseoverSlots(itemInventory, slots, depth + 1)
-- if err then
-- MyModGlobal.debugPrint(string.format("Error getting mouseover slots: %s", err))
-- end
-- print("After: " .. #slots)
::mouseover::
if visualSlot:MouseOn() then
slots[#slots + 1] = slot
end
::continue::
end
return slots, nil
end
---@return Barotrauma.Inventory.ItemSlot[]?, string?
local function getInventorySlotUnderCursor()
-- Make sure we have a controlled character
local controlledCharacter = Character.Controlled
if not controlledCharacter then return nil, nil, nil end
if not controlledCharacter then return nil, "No controlled character" end
-- Check player inventory first
local charInventory = controlledCharacter.Inventory
if charInventory and charInventory.visualSlots then
for i, visualSlot in ipairs(charInventory.visualSlots) do
-- Check if mouse is over this slot
if visualSlot:MouseOn() then
local slot = charInventory.slots[i]
return visualSlot, charInventory, slot
end
end
end
local inventory = controlledCharacter.Inventory
if not inventory then return nil, "No inventory" end
-- Check if selected item has inventory (containers, etc.)
local selectedItem = controlledCharacter.SelectedItem
if selectedItem and selectedItem.OwnInventory and selectedItem.OwnInventory.visualSlots then
local itemInv = selectedItem.OwnInventory
for i, visualSlot in ipairs(itemInv.visualSlots) do
if visualSlot:MouseOn() then
local slot = itemInv.slots[i]
return visualSlot, itemInv, slot
end
end
end
local mouseoverSlots, err = getMouseoverSlots(inventory)
if err then return mouseoverSlots, err end
-- Check open containers or other items with visible inventories
for item in Item.ItemList do
if item and item.OwnInventory and item.OwnInventory.visualSlots then
local itemInv = item.OwnInventory
for i, visualSlot in ipairs(itemInv.visualSlots) do
local openContainers = quickstack.getOpenContainers()
for _, container in ipairs(openContainers) do
local containerInventories = container.OwnInventories
for containerInventory in containerInventories do
for i, visualSlot in ipairs(containerInventory.visualSlots) do
if visualSlot:MouseOn() then
local slot = itemInv.slots[i]
return visualSlot, itemInv, slot
local slot = containerInventory.slots[i]
mouseoverSlots[#mouseoverSlots + 1] = slot
end
end
end
end
return nil, nil, nil
return mouseoverSlots, nil
end
local targetInventory = nil
local function tryStackCursorItem()
local visualSlot, itemInv, slot = getInventorySlotUnderCursor()
if not visualSlot or not itemInv or not slot then
MyModGlobal.debugPrint(string.format("No inventory slot or item found"))
local slots, err = getInventorySlotUnderCursor()
if err then
-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
return
end
-- MyModGlobal.debugPrint(string.format("Visual slot: %s", tostring(visualSlot)))
-- MyModGlobal.debugPrint(string.format("Item inventory: %s", tostring(itemInv)))
-- MyModGlobal.debugPrint(string.format("Inventory slot: %s", tostring(slot)))
if not slot or not slot.items or not slot.items[1] then
MyModGlobal.debugPrint("No items in slot")
if not slots or #slots == 0 then
-- MyModGlobal.debugPrint("No items in slot")
return
end
local inventory = targetInventory
MyModGlobal.debugPrint(string.format("Target inventory: %s", tostring(inventory)))
-- MyModGlobal.debugPrint(string.format("Target inventory: %s", tostring(inventory)))
if not inventory then
local controlledCharacter = Character.Controlled
if not controlledCharacter then
MyModGlobal.debugPrint("No controlled character found")
-- MyModGlobal.debugPrint("No controlled character found")
return
end
local cinventory = controlledCharacter.Inventory
if not cinventory or not cinventory.slots then
MyModGlobal.debugPrint("No inventory found")
-- MyModGlobal.debugPrint("No inventory found")
return
end
local bagSlot = cinventory.slots[MyModGlobal.BAG_SLOT]
if not bagSlot or not bagSlot.items or not bagSlot.items[1] then
MyModGlobal.debugPrint("No bag slot found")
-- MyModGlobal.debugPrint("No bag slot found")
return
end
local bagItem = bagSlot.items[1]
if not bagItem or not bagItem.OwnInventory then
MyModGlobal.debugPrint("Bag item has no own inventory")
-- MyModGlobal.debugPrint("Bag item has no own inventory")
return
end
local bagInventory = bagItem.OwnInventory
if not bagInventory or not bagInventory.slots then
MyModGlobal.debugPrint("Bag inventory has no slots")
-- MyModGlobal.debugPrint("Bag inventory has no slots")
return
end
inventory = bagInventory
end
if not inventory then
MyModGlobal.debugPrint("No inventory found")
-- MyModGlobal.debugPrint("No inventory found")
return
end
local itemTree, err = quickstack.buildItemTree(inventory)
local itemTree
itemTree, err = quickstack.buildItemTree(inventory)
if err then
MyModGlobal.debugPrint(string.format("Error building item tree: %s", err))
-- MyModGlobal.debugPrint(string.format("Error building item tree: %s", err))
return
end
itemTree = quickstack.sortItemTree(itemTree)
local itemsToMove = utils.enqueueSlot(slot)
for _, item in ipairs(itemsToMove) do
MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
local itemsToMove = {}
for _, slot in ipairs(slots) do
utils.enqueueSlot(slot, itemsToMove)
end
-- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
-- for _, item in ipairs(itemsToMove) do
-- MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
-- end
-- -- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
-- MyModGlobal.DumpTable(itemTree)
local errors = quickstack.tryMoveItems(itemsToMove, itemTree, true)
for _, error in ipairs(errors) do
MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
end
-- for _, error in ipairs(errors) do
-- MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
-- end
end
local function setTargetInventory()

View File

@@ -338,5 +338,6 @@ return {
sortItemTree = sortItemTree,
tryMoveItem = tryMoveItem,
tryMoveItems = tryMoveItems,
quickStackItems = quickStackItems
quickStackItems = quickStackItems,
getOpenContainers = getOpenContainers
}