148 lines
4.7 KiB
Lua
148 lines
4.7 KiB
Lua
local quickstack = require("Cyka.quickstack")
|
|
local utils = require("Cyka.utils")
|
|
|
|
---@return Barotrauma.VisualSlot|nil, Barotrauma.Inventory|nil, Barotrauma.Inventory.ItemSlot|nil
|
|
local function getInventorySlotUnderCursor()
|
|
-- Make sure we have a controlled character
|
|
local controlledCharacter = Character.Controlled
|
|
if not controlledCharacter then return nil, nil, nil 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
|
|
|
|
-- 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
|
|
|
|
-- 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
|
|
if visualSlot:MouseOn() then
|
|
local slot = itemInv.slots[i]
|
|
return visualSlot, itemInv, slot
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return nil, nil, 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"))
|
|
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")
|
|
return
|
|
end
|
|
|
|
local inventory = targetInventory
|
|
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")
|
|
return
|
|
end
|
|
local cinventory = controlledCharacter.Inventory
|
|
if not cinventory or not cinventory.slots then
|
|
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")
|
|
return
|
|
end
|
|
local bagItem = bagSlot.items[1]
|
|
if not bagItem or not bagItem.OwnInventory then
|
|
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")
|
|
return
|
|
end
|
|
inventory = bagInventory
|
|
end
|
|
if not inventory then
|
|
MyModGlobal.debugPrint("No inventory found")
|
|
return
|
|
end
|
|
|
|
local itemTree, err = quickstack.buildItemTree(inventory)
|
|
if err then
|
|
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)))
|
|
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
|
|
end
|
|
|
|
local function setTargetInventory()
|
|
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"))
|
|
return
|
|
end
|
|
if not slot.items or #slot.items == 0 then
|
|
MyModGlobal.debugPrint("Slot is empty")
|
|
return
|
|
end
|
|
local item = slot.items[1]
|
|
if not item then
|
|
MyModGlobal.debugPrint("Slot is empty")
|
|
return
|
|
end
|
|
if not item.OwnInventory then
|
|
MyModGlobal.debugPrint("Item has no own inventory")
|
|
return
|
|
end
|
|
print(string.format("Setting target inventory to %s", tostring(item.OwnInventory)))
|
|
targetInventory = item.OwnInventory
|
|
end
|
|
|
|
return {
|
|
tryStackCursorItem = tryStackCursorItem,
|
|
setTargetInventory = setTargetInventory
|
|
}
|