-- luacheck: globals Item Vector2 Character MyModGlobal -- luacheck: max line length 420 local dump = require("Cyka.dump") local quickstack = require("Cyka.quickstack") ---@class ItemLocation ---@field item Barotrauma.Item ---@field distance number ---@param A Vector2 ---@param B Vector2 ---@return number local function getDistanceQuick(A, B) return math.abs(A.X - B.X) + math.abs(A.Y - B.Y) end ---@param source Vector2 ---@param distanceThreshold number ---@return ItemLocation[] local function getNearbyItems(source, distanceThreshold) -- local log = {} ---@type ItemLocation[] local items = {} local whitelistedComponents = "Holdable,Pickable,Wearable" local blacklistedComponents = "ConnectionPanel" for item in Item.ItemList do -- log[#log + 1] = string.format("Checking item %s", tostring(item)) local distance, tags, hasAnyOfComponent ---@cast item Barotrauma.Item local parentInventory = item.ParentInventory if parentInventory then -- log[#log + 1] = string.format("Item %s is in an inventory", tostring(item)) goto continue end tags = tostring(item.Tags) if not string.find(tags, "item") then -- log[#log + 1] = string.format("Item %s is not an item (but a structure) - %s", tostring(item), tags) goto continue end for component in item.Components do -- For some God forsaken reason this does not work -- Not that it classifies the incorrect items -- But it just literally does not work -- The code does not execute -- Some of the items vanish into thin air, as if they never existed -- I have no idea why -- So we'll do this in 2 steps... -- if string.find(blacklistedComponents, component.Name) then -- log[#log + 1] = string.format("Item %s has blacklisted component %s - %s", tostring(item), component.Name, component.Name) -- goto continue -- end if string.find(whitelistedComponents, component.Name) then hasAnyOfComponent = true break end end if not hasAnyOfComponent then -- log[#log + 1] = string.format("Item %s is not %s", tostring(item), whitelistedComponents) goto continue end distance = getDistanceQuick(item.WorldPosition, source) if distance > distanceThreshold then -- log[#log + 1] = string.format("Item %s is too far away - %s", tostring(item), distance) goto continue end items[#items + 1] = { item = item, distance = distance, } ::continue:: end -- print(table.concat(log, "\n")) table.sort(items, function(a, b) return a.distance < b.distance end) -- local str = "" -- for _, item in pairs(items) do -- str = str .. tostring(item.item) .. " " .. item.distance .. " " -- local tags = tostring(item.item.Tags) -- str = str .. tags .. " " -- for component in item.item.Components do -- str = str .. component.Name .. " " -- end -- str = str .. "---" .. "\n" -- end -- print(str) local filteredItems = {} for _, item in pairs(items) do for component in item.item.Components do if string.find(blacklistedComponents, component.Name) then goto continue end end filteredItems[#filteredItems + 1] = item.item ::continue:: end dump(filteredItems) -- str = "" -- for _, item in pairs(filteredItems) do -- str = str .. tostring(item) .. " " -- local tags = tostring(item.Tags) -- str = str .. tags .. " " -- for component in item.Components do -- str = str .. component.Name .. " " -- end -- str = str .. "---" .. "\n" -- end -- print(str) return filteredItems end local function tryAoePickup() MyModGlobal.debugPrint("tryAoePickup") local character = Character.Controlled if not character then MyModGlobal.debugPrint("No controlled character") return end local itemTree, err = quickstack.tryBuildCharacterItemTree(character) if err then MyModGlobal.debugPrint(err) return end local distanceThreshold = 2000 local characterPos = character.WorldPosition local nearbyItems = getNearbyItems(characterPos, distanceThreshold) local errors = quickstack.tryMoveItems(nearbyItems, itemTree, true) for _, error in pairs(errors) do MyModGlobal.debugPrint(string.format("Error moving items: %s", error)) end end return { tryAoePickup = tryAoePickup, }