Add quick access
Now we're telepathic
This commit is contained in:
@@ -22,6 +22,8 @@ MyModGlobal = {
|
||||
LOOT = Keys.L,
|
||||
SONAR = Keys.X,
|
||||
AOEPICKUP = Keys.Y,
|
||||
QICK_FABRICATOR = Keys.K,
|
||||
QICK_DECONSTRUCTOR = Keys.J,
|
||||
NESTED_CONTAINERS = true,
|
||||
DEBUG_MODE = true,
|
||||
},
|
||||
@@ -67,6 +69,7 @@ local quickreload= require("Cyka.quickreload")
|
||||
local quickloot = require("Cyka.quickloot")
|
||||
local sonarpinger = require("Cyka.sonarpinger")
|
||||
local aoepickup = require("Cyka.aoepickup")
|
||||
local quickaccess = require("Cyka.quickaccess")
|
||||
require("Cyka.xpticker")
|
||||
require("Cyka.zoom")
|
||||
|
||||
@@ -160,3 +163,13 @@ Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptab
|
||||
if not PlayerInput.KeyHit(MyModGlobal.CONFIG.AOEPICKUP) then return end
|
||||
aoepickup.tryAoePickup()
|
||||
end, Hook.HookMethodType.After)
|
||||
|
||||
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
|
||||
if not PlayerInput.KeyHit(MyModGlobal.CONFIG.QICK_FABRICATOR) then return end
|
||||
quickaccess.tryAccessFabricator()
|
||||
end, Hook.HookMethodType.After)
|
||||
|
||||
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
|
||||
if not PlayerInput.KeyHit(MyModGlobal.CONFIG.QICK_DECONSTRUCTOR) then return end
|
||||
quickaccess.tryAccessDeconstructor()
|
||||
end, Hook.HookMethodType.After)
|
||||
|
||||
80
QuickStackToBag/Lua/Cyka/quickaccess.lua
Normal file
80
QuickStackToBag/Lua/Cyka/quickaccess.lua
Normal file
@@ -0,0 +1,80 @@
|
||||
-- luacheck: globals MyModGlobal Character
|
||||
local utils = require "Cyka.utils"
|
||||
local dump = require "Cyka.dump"
|
||||
|
||||
local function tryAccessFabricator()
|
||||
local items = utils.enqueueAllSubmarineItems({}, function(item)
|
||||
return item.Prefab.Identifier.Value == "fabricator", item.Prefab.Identifier.Value == "fabricator"
|
||||
end)
|
||||
if #items == 0 then
|
||||
MyModGlobal.debugPrint("No fabricator found")
|
||||
return
|
||||
end
|
||||
if #items > 1 then
|
||||
MyModGlobal.debugPrint("Multiple fabricators found, using first one")
|
||||
end
|
||||
|
||||
---@type Barotrauma.Item
|
||||
local fabricator = items[1]
|
||||
---@type Barotrauma.Items.Components.Fabricator
|
||||
local fabricatorComponent
|
||||
for component in fabricator.Components do
|
||||
if component.Name == "Fabricator" then
|
||||
fabricatorComponent = component
|
||||
end
|
||||
end
|
||||
if not fabricatorComponent then
|
||||
MyModGlobal.debugPrint("No fabricator component found")
|
||||
return
|
||||
end
|
||||
|
||||
local me = Character.Controlled
|
||||
if not me then
|
||||
MyModGlobal.debugPrint("No controlled character found")
|
||||
return
|
||||
end
|
||||
MyModGlobal.debugPrint("Selecting fabricator")
|
||||
-- fabricatorComponent.Select(me)
|
||||
me.SelectedItem = fabricator
|
||||
end
|
||||
|
||||
local function tryAccessDeconstructor()
|
||||
local items = utils.enqueueAllSubmarineItems({}, function(item)
|
||||
return item.Prefab.Identifier.Value == "deconstructor", item.Prefab.Identifier.Value == "deconstructor"
|
||||
end)
|
||||
if #items == 0 then
|
||||
MyModGlobal.debugPrint("No deconstructor found")
|
||||
return
|
||||
end
|
||||
if #items > 1 then
|
||||
MyModGlobal.debugPrint("Multiple deconstructors found, using first one")
|
||||
end
|
||||
|
||||
---@type Barotrauma.Item
|
||||
local deconstructor = items[1]
|
||||
---@type Barotrauma.Items.Components.Deconstructor
|
||||
local deconstructorComponent
|
||||
for component in deconstructor.Components do
|
||||
if component.Name == "Deconstructor" then
|
||||
deconstructorComponent = component
|
||||
end
|
||||
end
|
||||
if not deconstructorComponent then
|
||||
MyModGlobal.debugPrint("No deconstructor component found")
|
||||
return
|
||||
end
|
||||
|
||||
local me = Character.Controlled
|
||||
if not me then
|
||||
MyModGlobal.debugPrint("No controlled character found")
|
||||
return
|
||||
end
|
||||
MyModGlobal.debugPrint("Selecting deconstructor")
|
||||
-- deconstructorComponent.Select(me)
|
||||
me.SelectedItem = deconstructor
|
||||
end
|
||||
|
||||
return {
|
||||
tryAccessFabricator = tryAccessFabricator,
|
||||
tryAccessDeconstructor = tryAccessDeconstructor,
|
||||
}
|
||||
Reference in New Issue
Block a user