Files
barotrauma-localmods/QuickStackToBag/Lua/Autorun/init.lua

434 lines
16 KiB
Lua

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
HAND_SLOTS = { 6, 7 }, -- Slot numbers for hands (typically slots 6 and 7)
}
-- 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<string, ItemLocation[]>
---@return table
local function buildItemTree(inventory, itemTree)
itemTree = itemTree or {}
if not inventory or not inventory.slots then
-- debugPrint("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("Building item tree for inventory at slot index: " .. slotIndex)
-- debugPrint("Slot " .. slotIndex .. " has " .. #slot.items .. " items")
if #slot.items == 0 then
-- debugPrint("Slot " .. slotIndex .. " is empty, adding to itemTree as 'empty'")
itemTree['empty'] = itemTree['empty'] or {}
itemTree['empty'][#itemTree['empty'] + 1] = {
inventory = inventory,
slotIndex = slotIndex - 1,
maxFits = 60
}
-- debugPrint("Added empty slot to itemTree at index: " .. slotIndex)
else
---@type Barotrauma.Item
local item = slot.items[1]
local identifier = item.Prefab.Identifier.Value
-- debugPrint("Found item: " .. item.Name .. " with identifier: " .. 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("Added item to itemTree under identifier: " .. 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("Searching inside " .. item.Name .. " for nested containers")
buildItemTree(item.OwnInventory, itemTree)
end
end
end
-- debugPrint("Completed building item tree")
return itemTree
end
---@param slot Barotrauma.ItemInventory.Slot
---@param itemLocation ItemLocation
local function moveItemsTo(slot, itemLocation)
local totalHere = #slot.items
local moveHere = math.min(itemLocation.maxFits, totalHere)
debugPrint("Attempting to move " ..
moveHere .. " items to inventory at slot index: " .. itemLocation.slotIndex)
if moveHere > 0 then
for _, item in ipairs(slot.items) do
itemLocation.inventory.TryPutItem(item, itemLocation.slotIndex, false, true, nil)
itemLocation.maxFits = itemLocation.inventory.HowManyCanBePut(item.Prefab, itemLocation.slotIndex)
if itemLocation.maxFits <= 0 then return end
end
end
end
---@param item Barotrauma.Item
---@param itemTree table<string, ItemLocation[]>
---@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<string, ItemLocation[]>
---@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
---@param item Barotrauma.Item
---@param queue Barotrauma.Item[]
---@return Barotrauma.Item[], string
enqueueItem = function(item, queue)
queue = queue or {}
-- debugPrint("Enqueuing item: " .. item.Prefab.Identifier.Value) -- Debug log for item being enqueued
if item.OwnInventory then
-- debugPrint("Item has its own inventory, enqueuing inventory...") -- Debug log for own inventory
queue = enqueueInventory(item.OwnInventory, queue)
end
queue[#queue + 1] = item
-- debugPrint("Item enqueued. Current queue size: " .. #queue) -- Debug log for current queue size
return queue
end
---@param slot Barotrauma.ItemInventory.Slot
---@param queue Barotrauma.Item[]
---@return Barotrauma.Item[], string
enqueueSlot = function(slot, queue)
queue = queue or {}
-- debugPrint("Enqueuing slot with " .. #slot.items .. " items.") -- Debug log for slot items count
-- 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, err = enqueueItem(item, queue)
if err then
-- debugPrint("Error enqueuing item: " .. err) -- Debug log for error enqueuing item
end
end
-- debugPrint("Finished enqueuing slot. Current queue size: " .. #queue) -- Debug log for current queue size
return queue
end
---@param inventory Barotrauma.ItemInventory
---@param queue Barotrauma.Item[]
---@return Barotrauma.Item[], string[]
enqueueInventory = function(inventory, queue)
queue = queue or {}
-- debugPrint("Enqueuing inventory with " .. #inventory.slots .. " slots.") -- Debug log for inventory slots count
local err
for _, slot in ipairs(inventory.slots) do
queue, err = enqueueSlot(slot, queue)
if err then
-- debugPrint("Error enqueuing slot: " .. err) -- Debug log for error enqueuing slot
end
end
-- debugPrint("Finished enqueuing inventory. Current queue size: " .. #queue) -- Debug log for current queue size
return queue
end
local function stackInventoryItems(inventory, itemTree)
debugPrint("Starting to stack inventory items...")
for slotIndex, slot in ipairs(inventory.slots) do
debugPrint("Checking slot index: " .. slotIndex)
-- Cannot stack items if there are no items...
if #slot.items > 0 then
---@type Barotrauma.Item
local item = slot.items[1]
local identifier = item.Prefab.Identifier.Value
debugPrint("Item at slot " .. slotIndex .. " is " .. identifier)
---@type ItemLocation[]
local locations = itemTree[identifier]
-- If there are no locations for this item
-- Then there's nowhere to move it
if locations then
for _, location in ipairs(locations) do
moveItemsTo(slot, location)
if #slot.items == 0 then break end
end
-- If we have processed all the locations and we still have items to move
-- Then put them into the empty slots:
if #slot.items > 0 then
for _, location in ipairs(itemTree['empty']) do
moveItemsTo(slot, location)
if #slot.items == 0 then break end
end
end
end
else
debugPrint("Slot index " .. slotIndex .. " is empty.")
end
end
debugPrint("Completed stacking inventory items.")
end
local function stackPlayerInventoryItems(inventory, itemTree)
debugPrint("Starting to stack player inventory items...")
for slotIndex, slot in ipairs(inventory.slots) do
debugPrint("Checking slot index: " .. slotIndex)
-- Cannot stack items if there are no items...
if #slot.items > 0 then
---@type Barotrauma.Item
local item = slot.items[1]
local identifier = item.Prefab.Identifier.Value
debugPrint("Item at slot " .. slotIndex .. " is " .. identifier)
---@type ItemLocation[]
local locations = itemTree[identifier]
-- If there are no locations for this item
-- Then there's nowhere to move it
if locations then
for _, location in ipairs(locations) do
moveItemsTo(slot, location)
if #slot.items == 0 then break end
end
-- If we have processed all the locations and we still have items to move
-- Then put them into the empty slots:
if #slot.items > 0 then
for _, location in ipairs(itemTree['empty']) do
moveItemsTo(slot, location)
if #slot.items == 0 then break end
end
end
end
else
debugPrint("Slot index " .. slotIndex .. " is empty.")
end
end
debugPrint("Completed stacking inventory items.")
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
return containers
end
-- We would like to fill larger stacks first
---@param itemTree table<string, ItemLocation[]>
---@return table<string, ItemLocation[]>
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, ItemLocation[]>, string
local function tryBuildItemTree(inventory)
local itemTree = {}
-- debugPrint("Preparing to stack items into the bag...")
local bagSlot = inventory.slots[8]
if bagSlot then
-- debugPrint("Bag slot found at index 8 with " .. #bagSlot.items .. " items.")
if #bagSlot.items > 0 then
local item = bagSlot.items[1]
-- debugPrint("Found item in bag slot: " .. item.Name)
if item and item.OwnInventory then
-- debugPrint("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
local inventorySlotsToStack = {}
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("Error building item tree: " .. err)
return
end
itemTree = sortItemtreeBySlots(itemTree)
local toMove = {}
-- toMove = enqueueInventory(inventory, toMove)
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("Enqueued " .. after - before .. " items from the open container")
end
local errors = tryMoveItems(toMove, itemTree)
for _, error in ipairs(errors) do
print("Error stacking item: " .. error)
end
--local handItems = {}
--for _, slotIndex in ipairs(CONFIG.HAND_SLOTS) do
-- local slot = inventory.slots[slotIndex]
-- debugPrint("Checking hand slot index: " .. slotIndex)
-- if slot then
-- debugPrint("Hand slot " .. slotIndex .. " found with " .. #slot.items .. " items.")
-- if #slot.items > 0 then
-- handItems[#handItems + 1] = slot.items[1]
-- debugPrint("Added item " .. slot.items[1].Name .. " from hand slot " .. slotIndex .. " to handItems.")
-- else
-- debugPrint("Hand slot " .. slotIndex .. " is empty.")
-- end
-- else
-- debugPrint("Hand slot " .. slotIndex .. " does not exist.")
-- end
--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)