Files
barotrauma-localmods/QuickStackToBag/Lua/Autorun/init.lua
PhatPhuckDave 82ec45b855 Simplify stacker
To hopefully not die
2025-03-29 19:39:57 +01:00

170 lines
5.8 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 HAND_SLOTS = { 6, 7 }
local PRIORITY_CONTAINERS = { "toolbelt", "backpack", "pouch" } -- Identifiers for priority containers
-- Helper function to move an item to a container, but only if matching items exist
local function moveItemToContainer(item, containerInv)
if not item or not containerInv then return false end
print("[QuickStack] Attempting to stack with existing items in container (" .. #containerInv.slots .. " slots)")
-- Only try to find matching items to stack with
local foundMatchingItem = false
-- Check if the container has any matching items first
for slotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
foundMatchingItem = true
print("[QuickStack] Found matching item in container")
break
end
end
if foundMatchingItem then break end
end
-- If no matching items exist in the container, don't move the item
if not foundMatchingItem then
print("[QuickStack] No matching items in container, skipping")
return false
end
-- Try to stack with existing items
for slotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
-- Try to stack with existing item
print("[QuickStack] Stacking with existing item")
if containerInv.TryPutItem(item, slotIndex, true, false, nil) then
return true
end
end
end
end
-- We don't try to place in empty slots anymore, only stack with existing items
print("[QuickStack] Failed to stack with existing items")
return false
end
-- Sort containers by priority
local function sortContainersByPriority(containers)
table.sort(containers, function(a, b)
local aPriority = -1
local bPriority = -1
-- Check priority for first container
for i, identifier in ipairs(PRIORITY_CONTAINERS) do
if a.Prefab.Identifier.Value:find(identifier) then
aPriority = i
break
end
end
-- Check priority for second container
for i, identifier in ipairs(PRIORITY_CONTAINERS) do
if b.Prefab.Identifier.Value:find(identifier) then
bPriority = i
break
end
end
return aPriority < bPriority
end)
return containers
end
-- Function to quickly stack items from inventory to containers
local function quickStackItems(character)
if not character then return end
print("[QuickStack] Function called")
local inventory = character.Inventory
if not inventory or not inventory.slots then return end
-- First identify all containers in inventory
local containers = {}
for slotIndex, slot in ipairs(inventory.slots) do
for _, item in ipairs(slot.items) do
-- Add to containers if it has its own inventory
if item.OwnInventory then
print("[QuickStack] Found container: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
table.insert(containers, item)
end
end
end
print("[QuickStack] Found " .. #containers .. " containers")
if #containers == 0 then
print("[QuickStack] No containers with inventory found!")
return
end
-- Sort containers by priority
containers = sortContainersByPriority(containers)
local itemsMoved = 0
-- Process inventory slots
for slotIndex, slot in ipairs(inventory.slots) do
-- Skip hand slots
local isHandSlot = false
for _, handSlot in ipairs(HAND_SLOTS) do
if slotIndex == handSlot then
isHandSlot = true
break
end
end
if isHandSlot then goto continueSlot end
-- Process items in the slot
for i = #slot.items, 1, -1 do
local item = slot.items[i]
-- Skip container items
if item.OwnInventory then goto nextItem end
-- Try to move the item to each container
for _, container in ipairs(containers) do
if moveItemToContainer(item, container.OwnInventory) then
print("[QuickStack] Stacked " .. item.Name .. " into " .. container.Name)
itemsMoved = itemsMoved + 1
break
end
end
::nextItem::
end
::continueSlot::
end
if itemsMoved > 0 then
print("[QuickStack] Stacked " .. itemsMoved .. " items into containers")
else
print("[QuickStack] No matching items to stack")
end
end
-- Hook into player control to listen for key press
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(Keys.F) then return end
local character = instance
if not character then return end
quickStackItems(character)
end, Hook.HookMethodType.After)