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