if SERVER then return end -- Register necessary types and make fields accessible LuaUserData.RegisterType("Barotrauma.Items.Components.ItemContainer+SlotRestrictions") LuaUserData.RegisterType( 'System.Collections.Immutable.ImmutableArray`1[[Barotrauma.Items.Components.ItemContainer+SlotRestrictions, Barotrauma]]') LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.Items.Components.ItemContainer'], 'slotRestrictions') LuaUserData.MakeFieldAccessible(Descriptors['Barotrauma.ItemInventory'], 'slots') LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.CharacterInventory"], "slots") -- Simple configuration local CONFIG = { TRIGGER_KEY = Keys.F, -- Key to press for quick stacking NESTED_CONTAINERS = true, -- Whether to include nested containers DEBUG_MODE = true, -- Print debug messages } -- MOD INFO local MOD_NAME = "Quick Stack To Containers" local MOD_VERSION = "1.1.0" print(MOD_NAME .. " v" .. MOD_VERSION .. " loaded!") -- Debugging helper function local function debugPrint(message) if CONFIG.DEBUG_MODE then print("[" .. MOD_NAME .. "] " .. message) end end ---@class ItemLocation ---@field inventory Barotrauma.ItemInventory ---@field slotIndex number ---@field maxFits number -- The resulting item tree is a table where the key is an ID of an item -- And the value is an object that represents where that item is located -- In our inventory -- Special case are empty slots where any item fits ---@param inventory Barotrauma.ItemInventory ---@param itemTree table ---@return table local function buildItemTree(inventory, itemTree) itemTree = itemTree or {} if not inventory or not inventory.slots then -- debugPrint(string.format("Inventory is nil or has no slots, returning empty itemTree")) return itemTree end -- One slot can have one item but multiple of it -- The number of an item in a slot is #slot.items for slotIndex, slot in ipairs(inventory.slots) do -- debugPrint(string.format("Building item tree for inventory at slot index: %d", slotIndex)) -- debugPrint(string.format("Slot %d has %d items", slotIndex, #slot.items)) if #slot.items == 0 then -- debugPrint(string.format("Slot %d is empty, adding to itemTree as 'empty'", slotIndex)) itemTree['empty'] = itemTree['empty'] or {} itemTree['empty'][#itemTree['empty'] + 1] = { inventory = inventory, slotIndex = slotIndex - 1, maxFits = 60 } -- debugPrint(string.format("Added empty slot to itemTree at index: %d", slotIndex)) else ---@type Barotrauma.Item local item = slot.items[1] local identifier = item.Prefab.Identifier.Value -- debugPrint(string.format("Found item: %s with identifier: %s", item.Name, identifier)) itemTree[identifier] = itemTree[identifier] or {} -- We DO want even slots with maxFits = 0 -- Because that indicates that we DO HAVE the item -- At all -- And based on that we decide to move it itemTree[identifier][#itemTree[identifier] + 1] = { inventory = inventory, slotIndex = slotIndex - 1, maxFits = slot.HowManyCanBePut(item.Prefab) } -- debugPrint(string.format("Added item to itemTree under identifier: %s", identifier)) local tags = item.Prefab.Tags local shouldSuss = false for tag in tags do if tag.value:find("container") then shouldSuss = true break end end if shouldSuss then -- debugPrint(string.format("Searching inside %s for nested containers", item.Name)) buildItemTree(item.OwnInventory, itemTree) end end end -- debugPrint("Completed building item tree") debugPrint("Completed building item tree") return itemTree end ---@param item Barotrauma.Item ---@param itemTree table ---@return string local function tryMoveItem(item, itemTree) local location = itemTree[item.Prefab.Identifier.Value] if not location then return nil, "No locations for item, not stacking" end local moved = false -- First try to move to existing stacks for _, itemLocation in ipairs(location) do if itemLocation.maxFits > 0 then moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil) itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex) end end -- If we can not find an existing stack -- Then move to any of the empty slots if not moved then for _, itemLocation in ipairs(itemTree['empty']) do moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil) itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex) end end -- If we still can not move the item give up if not moved then return "Failed to find valid location for item" end return nil end ---@param items Barotrauma.Item[] ---@param itemTree table ---@return string[] local function tryMoveItems(items, itemTree) local errs = {} for _, item in ipairs(items) do local err = tryMoveItem(item, itemTree) -- oops, this one failed, continue... if err then errs[#errs + 1] = string.format("Failed to move item: %s", item.Prefab.Identifier.Value) end end return errs end -- We got to do this shit because enqueueInventory calls enqueueItem -- And enqueueItem calls enqueueInventory -- So unless we define them both before using them -- We will get an error saying either is undefined local enqueueItem local enqueueSlot local enqueueInventory local _ ---@param item Barotrauma.Item ---@param queue Barotrauma.Item[] ---@return Barotrauma.Item[], string enqueueItem = function(item, queue) queue = queue or {} -- debugPrint(string.format("Enqueuing item: %s", item.Prefab.Identifier.Value)) -- local err if item.OwnInventory then -- debugPrint("Item has its own inventory, enqueuing inventory...") queue, _ = enqueueInventory(item.OwnInventory, queue) -- if err then -- debugPrint(string.format("Error enqueuing inventory: %s", err)) -- end end queue[#queue + 1] = item -- debugPrint(string.format("Item enqueued. Current queue size: %d", #queue)) return queue, nil end ---@param slot Barotrauma.ItemInventory.Slot ---@param queue Barotrauma.Item[] ---@return Barotrauma.Item[], string enqueueSlot = function(slot, queue) queue = queue or {} -- debugPrint(string.format("Enqueuing slot with %d items.", #slot.items)) -- We don't want to shadow queue -- local err -- If the slot is empty there's nothing to iterate -- And we will naturally return queue as is for _, item in ipairs(slot.items) do queue, _ = enqueueItem(item, queue) -- if err then -- debugPrint(string.format("Error enqueuing item: %s", err)) -- end end -- debugPrint(string.format("Finished enqueuing slot. Current queue size: %d", #queue)) return queue end ---@param inventory Barotrauma.ItemInventory ---@param queue Barotrauma.Item[] ---@return Barotrauma.Item[] enqueueInventory = function(inventory, queue) queue = queue or {} -- debugPrint(string.format("Enqueuing inventory with %d slots.", #inventory.slots)) -- local err for _, slot in ipairs(inventory.slots) do queue, _ = enqueueSlot(slot, queue) -- if err then -- debugPrint(string.format("Error enqueuing slot: %s", err)) -- end end -- debugPrint(string.format("Finished enqueuing inventory. Current queue size: %d", #queue)) return queue end -- This is a bit fucking sucky..... -- But I really don't know better -- Maybe it will be fine... ---@return Barotrauma.Item[] local function getOpenContainers() debugPrint("Attempting to find open container...") -- local containers = {} -- for item in Item.ItemList do -- ---@cast item Barotrauma.Item -- local isok = true -- isok = isok and item ~= nil -- isok = isok and item.OwnInventory ~= nil -- isok = isok and item.OwnInventory.visualSlots ~= nil -- isok = isok and #item.OwnInventory.visualSlots > 0 -- -- I don't know what rootContainer is -- -- It seems to be the parent of the current item...? -- -- Maybe the world object... -- -- Either way - static objects that we may open have it -- -- And our own inventory does not -- -- So it's a good selector for now -- isok = isok and item.rootContainer ~= nil -- if isok then -- containers[#containers + 1] = item -- end -- end local controlledCharacter = Character.Controlled if not controlledCharacter then return {} end local selectedItem = controlledCharacter.SelectedItem if not selectedItem then return {} end return { selectedItem } end -- We would like to fill larger stacks first ---@param itemTree table ---@return table local function sortItemtreeBySlots(itemTree) for _, item in pairs(itemTree) do table.sort(item, function(a, b) ---@cast a ItemLocation ---@cast b ItemLocation return a.maxFits < b.maxFits end) end return itemTree end ---@param inventory Barotrauma.ItemInventory ---@return table, string local function tryBuildItemTree(inventory) local itemTree = {} -- debugPrint(string.format("Preparing to stack items into the bag...")) local bagSlot = inventory.slots[8] if bagSlot then -- debugPrint(string.format("Bag slot found at index 8 with %d items.", #bagSlot.items)) if #bagSlot.items > 0 then local item = bagSlot.items[1] -- debugPrint(string.format("Found item in bag slot: %s", item.Name)) if item and item.OwnInventory then -- debugPrint(string.format("Item has its own inventory, building item tree for it...")) itemTree = buildItemTree(item.OwnInventory, itemTree) else return itemTree, "Bag does not have its own inventory." end else return itemTree, "Bag slot is empty." end else return itemTree, "No bag slot found at index 8." end return itemTree, nil end -- Function to quickly stack items from inventory to containers -- 6 and 7 are hands -- 9..18 are main slots local inventorySlotsToStack = { 6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 } local function quickStackItems(character) if not character then debugPrint("No character found") return end debugPrint("Quick stack function called") local inventory = character.Inventory if not inventory or not inventory.slots then debugPrint("Character has no inventory") return end local itemTree, err = tryBuildItemTree(inventory) if err then debugPrint(string.format("Error building item tree: %s", err)) return end itemTree = sortItemtreeBySlots(itemTree) local toMove = {} for i, slot in ipairs(inventory.slots) do if #slot.items > 0 then local item = slot.items[1] local identifier = item.Prefab.Identifier.Value print(string.format("Item at slot %d is %s", i, identifier)) end end for _, slotid in ipairs(inventorySlotsToStack) do debugPrint(string.format("Processing inventory slot: %d", slotid)) local slot = inventory.slots[slotid] if #slot.items > 0 then local item = slot.items[1] local tags = item.Prefab.Tags local shouldSuss = true for tag in tags do if tag.value:find("tool") or tag.value:find("weapon") then debugPrint(string.format("Item '%s' is a tool or weapon, skipping", item.Name)) shouldSuss = false break end end if shouldSuss then local before = #toMove toMove = enqueueSlot(slot, toMove) local after = #toMove debugPrint(string.format("Enqueued %d items from the inventory slot %d", after - before, slotid)) end end end local openContainers = getOpenContainers() for _, container in ipairs(openContainers) do debugPrint(string.format("Enqueuing inventory %s with %d slots", container.Name, #container.OwnInventory.slots)) local before = #toMove toMove = enqueueInventory(container.OwnInventory, toMove) local after = #toMove debugPrint(string.format("Enqueued %d items from the open container", after - before)) end local errors = tryMoveItems(toMove, itemTree) for _, error in ipairs(errors) do print(string.format("Error stacking item: %s", error)) end end -- Hook into player control to listen for key press Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable) if not PlayerInput.KeyHit(CONFIG.TRIGGER_KEY) then return end local character = instance if not character then return end quickStackItems(character) end, Hook.HookMethodType.After)