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barotrauma-localmods/CykaQuick/Lua/Cyka/quickstack.lua

409 lines
14 KiB
Lua

-- luacheck: globals MyModGlobal Character CLIENT
-- luacheck: max line length 420
if not CLIENT then return end
local utils = require("Cyka.utils")
---@class ItemLocation
---@field inventory Barotrauma.ItemInventory
---@field slotIndex number
---@field depth 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<string, ItemLocation[]>
---@param depth number
---@return table<string, ItemLocation[]>
local function buildItemTree(inventory, itemTree, depth)
itemTree = itemTree or {}
depth = depth or 0
if not inventory or not inventory.slots then
-- MyModGlobal.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
-- MyModGlobal.debugPrint(string.format("Building item tree for inventory at slot index: %d", slotIndex))
-- MyModGlobal.debugPrint(string.format("Slot %d has %d items", slotIndex, #slot.items))
if #slot.items == 0 then
-- MyModGlobal.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,
depth = depth
}
-- MyModGlobal.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
-- MyModGlobal.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),
depth = depth
}
-- MyModGlobal.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
-- MyModGlobal.debugPrint(string.format("Searching inside %s for nested containers", item.Name))
buildItemTree(item.OwnInventory, itemTree, depth + 1)
end
end
end
-- MyModGlobal.debugPrint("Completed building item tree")
return itemTree
end
-- We would like to fill larger stacks first
---@param itemTree table<string, ItemLocation[]>
---@return table<string, ItemLocation[]>
local function sortItemTree(itemTree)
for _, item in pairs(itemTree) do
table.sort(item, function(a, b)
---@cast a ItemLocation
---@cast b ItemLocation
if a.depth ~= b.depth then
return a.depth < b.depth
elseif a.maxFits ~= b.maxFits then
return a.maxFits > b.maxFits
else
return a.slotIndex < b.slotIndex
end
end)
end
return itemTree
end
---@param item Barotrauma.Item
---@param itemTree table<string, ItemLocation[]>
---@param force boolean
---@return string
local function tryMoveItem(item, itemTree, force)
-- MyModGlobal.debugPrint(string.format("Attempting to move item: %s", item.Prefab.Identifier.Value))
force = force or false
local location = itemTree[item.Prefab.Identifier.Value]
if not location and not force then
-- MyModGlobal.debugPrint("No locations for item, not stacking (not forced)")
return nil, "No locations for item, not stacking (not forced)"
end
-- MyModGlobal.debugPrint(string.format("Attempting to move item: %s", item.Prefab.Identifier.Value))
-- MyModGlobal.DumpTable(location)
local moved = false
if location then
-- First try to move to existing stacks
for _, itemLocation in ipairs(location) do
-- We cannot stack items with decreased condition
local canBePut = itemLocation.inventory.CanBePutInSlot(item.Prefab, itemLocation.slotIndex, item.Condition)
-- MyModGlobal.debugPrint(string.format("Can be put in slot %d: %s", itemLocation.slotIndex, tostring(canBePut)))
if itemLocation.maxFits > 0 and canBePut then
moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, Character.Controlled, true)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
end
-- if moved then
-- MyModGlobal.debugPrint(string.format("Moved item to existing stack at slot index: %d", itemLocation .slotIndex))
-- else
-- MyModGlobal.debugPrint(string.format("Failed to move item to existing stack at slot index: %d", itemLocation .slotIndex))
-- end
end
end
end
-- If we can not find an existing stack
-- Then move to any of the empty slots
if not moved then
-- MyModGlobal.debugPrint("No existing stacks found, trying empty slots...")
for _, itemLocation in ipairs(itemTree['empty']) do
local maxFits = itemLocation.maxFits
-- These empty slots are not guranteed to be empty, ironically
-- After we insert an item into one it's no longer empty
-- But it still is in the empty table
-- So we want to make sure we can insert our item
-- Into the maybe empty slots
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
if maxFits > 0 then
-- MyModGlobal.debugPrint(string.format("Trying to move item to empty slot at index: %d", itemLocation.slotIndex))
moved = moved or itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, true, false, Character.Controlled, true)
if moved then
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
end
-- if moved then
-- MyModGlobal.debugPrint(string.format("Moved item to empty slot at index: %d", itemLocation.slotIndex))
-- else
-- MyModGlobal.debugPrint(string.format("Failed to move item to empty slot at index: %d", itemLocation.slotIndex))
-- end
end
end
end
-- If we still can not move the item give up
if not moved then
-- MyModGlobal.debugPrint("Failed to find valid location for item")
return "Failed to find valid location for item"
end
-- MyModGlobal.debugPrint("Item moved successfully")
return nil
end
---@param items Barotrauma.Item[]
---@param itemTree table<string, ItemLocation[]>
---@param force boolean
---@return string[]
local function tryMoveItems(items, itemTree, force)
force = force or false
local errs = {}
for _, item in ipairs(items) do
local err = tryMoveItem(item, itemTree, force)
-- 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
---@param character Barotrauma.Character
---@return table<string, ItemLocation[]>, string
local function tryBuildCharacterItemTree(character)
local itemTree = {}
-- MyModGlobal.debugPrint(string.format("Preparing to stack items into the bag..."))
local inventory = character.Inventory
if not inventory or not inventory.slots then
return itemTree, "Character has no inventory"
end
local bagSlot = inventory.slots[MyModGlobal.BAG_SLOT]
if bagSlot then
-- MyModGlobal.debugPrint(string.format("Bag slot found at index 8 with %d items.", #bagSlot.items))
if #bagSlot.items > 0 then
local item = bagSlot.items[1]
-- MyModGlobal.debugPrint(string.format("Found item in bag slot: %s", item.Name))
if item and item.OwnInventory then
-- MyModGlobal.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 " .. tostring(MyModGlobal.BAG_SLOT)
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
MyModGlobal.debugPrint("No character found")
return
end
local inventory = character.Inventory
if not inventory or not inventory.slots then
MyModGlobal.debugPrint("Character has no inventory")
return
end
-- 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
MyModGlobal.debugPrint("Quick stack function called")
local itemTree, err = tryBuildCharacterItemTree(character)
if err then
MyModGlobal.debugPrint(string.format("Error building item tree: %s", err))
return
end
itemTree = sortItemTree(itemTree)
--DumpTable(itemTree)
local toMove = {}
for _, slotid in ipairs(inventorySlotsToStack) do
MyModGlobal.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
MyModGlobal.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 = utils.enqueueSlot(slot, toMove)
local after = #toMove
MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot %d", after - before,
slotid))
end
end
end
local openContainers = utils.getOpenContainers()
for _, container in ipairs(openContainers) do
local inventories = container.OwnInventories
MyModGlobal.debugPrint(string.format("Found %d inventories in the open container", #inventories))
for containerInventory in inventories do
MyModGlobal.debugPrint(string.format("Enqueuing inventory with %d slots", #containerInventory.slots))
local before = #toMove
toMove = utils.enqueueInventory(containerInventory, toMove)
local after = #toMove
MyModGlobal.debugPrint(string.format("Enqueued %d items from the open container", after - before))
end
end
local errors = tryMoveItems(toMove, itemTree)
for _, error in ipairs(errors) do
MyModGlobal.debugPrint(string.format("Error stacking item: %s", error))
end
end
local function stackToCursor()
local slots, err = utils.getSlotsUnderCursor()
if err then
MyModGlobal.debugPrint(string.format("Error getting slots under cursor: %s", err))
return
end
for _, slot in ipairs(slots) do
local item
if not slot.slot.items or #slot.slot.items == 0 then
MyModGlobal.debugPrint("No items in slot")
goto continue
end
item = slot.slot.items[1]
MyModGlobal.debugPrint(string.format("Stacking all player items to %s", item.Prefab.Identifier.Value))
utils.enqueueAllPlayerItems({}, function(ititem)
if ititem.Prefab.Identifier.Value == item.Prefab.Identifier.Value then
if item == ititem then return false end
-- We are moving items in the predicate because we expect to only
-- Select a small subset of all items
-- And it is much easier to let the game decide when we can not move
-- Any more items (via return value of TryPutItem)
-- And we then know that we can safely stop
-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
-- What other shit? Wish I knew
-- So we'll use HowManyCanBePut instead...
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled, true)
if not moved then
MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
.slotIndex - 1))
-- return false, true
end
local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
if maxFits <= 0 then
MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
.slotIndex - 1))
return false, true
end
end
end)
::continue::
end
end
local function stackAllToCursor()
local slots, err = utils.getSlotsUnderCursor()
if err then
MyModGlobal.debugPrint(string.format("Error getting slots under cursor: %s", err))
return
end
for _, slot in ipairs(slots) do
local item, predicate
if not slot.slot.items or #slot.slot.items == 0 then
MyModGlobal.debugPrint("No items in slot")
goto continue
end
item = slot.slot.items[1]
MyModGlobal.debugPrint(string.format("Stacking all items to %s", item.Prefab.Identifier.Value))
predicate = function(ititem)
if ititem.Prefab.Identifier.Value == item.Prefab.Identifier.Value then
if item == ititem then return false end
-- We are moving items in the predicate because we expect to only
-- Select a small subset of all items
-- And it is much easier to let the game decide when we can not move
-- Any more items (via return value of TryPutItem)
-- And we then know that we can safely stop
-- UPDATE: OK well that was a stupid idea, it returns an error for other shit as well
-- What other shit? Wish I knew
-- So we'll use HowManyCanBePut instead...
local moved = slot.inventory.TryPutItem(ititem, slot.slotIndex - 1, false, true, Character.Controlled, true)
if not moved then
MyModGlobal.debugPrint(string.format("Failed to move item %s to slot %d", ititem.Name, slot
.slotIndex - 1))
-- return false, true
end
local maxFits = slot.inventory.HowManyCanBePut(ititem.Prefab, slot.slotIndex - 1)
if maxFits <= 0 then
MyModGlobal.debugPrint(string.format("Item %s has no more fits in slot %d", ititem.Name, slot
.slotIndex - 1))
return false, true
end
end
end
utils.enqueueAllSubmarineItems({}, predicate)
utils.enqueueAllPlayerItems({}, predicate)
::continue::
end
end
return {
buildItemTree = buildItemTree,
tryBuildCharacterItemTree = tryBuildCharacterItemTree,
sortItemTree = sortItemTree,
tryMoveItem = tryMoveItem,
tryMoveItems = tryMoveItems,
quickStackItems = quickStackItems,
stackToCursor = stackToCursor,
stackAllToCursor = stackAllToCursor,
}