250 lines
8.8 KiB
Lua
250 lines
8.8 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('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 HAND_SLOTS = { 6, 7 }
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local PRIORITY_CONTAINERS = { "toolbelt", "backpack", "pouch" } -- Identifiers for priority containers
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-- Helper function to move an item to a container, but only if matching items exist
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local function moveItemToContainer(item, containerInv)
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if not item or not containerInv then return false end
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print("[QuickStack] Attempting to stack with existing items in container (" .. #containerInv.slots .. " slots)")
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-- Only try to find matching items to stack with
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local foundMatchingItem = false
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-- Check if the container has any matching items first
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for slotIndex = 0, #containerInv.slots - 1 do
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for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
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if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
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foundMatchingItem = true
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print("[QuickStack] Found matching item in container")
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break
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end
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end
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if foundMatchingItem then break end
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end
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-- If no matching items exist in the container, don't move the item
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if not foundMatchingItem then
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print("[QuickStack] No matching items in container, skipping")
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return false
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end
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-- Try to stack with existing items
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for slotIndex = 0, #containerInv.slots - 1 do
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for _, containerItem in ipairs(containerInv.slots[slotIndex + 1].items) do
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if containerItem.Prefab.Identifier.Equals(item.Prefab.Identifier) then
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-- Try to stack with existing item
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print("[QuickStack] Stacking with existing item")
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if containerInv.TryPutItem(item, slotIndex, true, false, nil) then
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return true
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end
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end
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end
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end
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-- We don't try to place in empty slots anymore, only stack with existing items
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print("[QuickStack] Failed to stack with existing items")
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return false
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end
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-- Sort containers by priority
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local function sortContainersByPriority(containers)
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table.sort(containers, function(a, b)
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local aPriority = -1
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local bPriority = -1
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-- Check priority for first container
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for i, identifier in ipairs(PRIORITY_CONTAINERS) do
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if a.Prefab.Identifier.Value:find(identifier) then
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aPriority = i
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break
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end
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end
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-- Check priority for second container
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for i, identifier in ipairs(PRIORITY_CONTAINERS) do
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if b.Prefab.Identifier.Value:find(identifier) then
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bPriority = i
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break
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end
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end
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return aPriority < bPriority
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end)
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return containers
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end
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-- Recursively find all containers in the player's inventory, including nested ones
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local function findAllContainers(inventory, containers)
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if not inventory or not inventory.slots then return containers end
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containers = containers or {}
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for _, slot in ipairs(inventory.slots) do
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for _, item in ipairs(slot.items) do
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if item.OwnInventory then
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-- Add this container
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print("[QuickStack] Found container: " .. item.Name .. " (" .. item.Prefab.Identifier.Value .. ")")
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table.insert(containers, item)
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-- Recursively search inside this container
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findAllContainers(item.OwnInventory, containers)
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end
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end
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end
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return containers
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end
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-- Find the currently open container using the better approach with opened GUIs
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local function getOpenContainer()
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-- Check if any ItemContainer GUIs are open
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for _, gui in pairs(GUI.OpenGuis) do
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if gui.UserData ~= nil and gui.UserData.Inventory ~= nil then
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-- Make sure it's not the player's inventory
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if gui.UserData.Item ~= nil and gui.UserData.Item.Inventory ~= Character.Controlled.Inventory then
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print("[QuickStack] Found open container: " .. gui.UserData.Item.Name)
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return gui.UserData.Item
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end
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end
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end
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-- Try an alternative approach using opened inventories
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for _, inventory in pairs(ItemInventory.OpenInventories) do
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if inventory.Owner ~= nil and inventory.Owner.Inventory ~= Character.Controlled.Inventory then
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-- Found a non-player inventory
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print("[QuickStack] Found open inventory: " .. inventory.Owner.Name)
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return inventory.Owner
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end
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end
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print("[QuickStack] No open container found")
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return nil
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end
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-- Function to stack from open container to player containers
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local function stackFromOpenContainer(character, playerContainers, openContainer)
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if not character or not openContainer or not openContainer.OwnInventory then return 0 end
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print("[QuickStack] Stacking from open container: " .. openContainer.Name)
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local itemsMoved = 0
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local openContainerInv = openContainer.OwnInventory
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-- Process each slot in the open container
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for slotIndex = 0, #openContainerInv.slots - 1 do
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local slot = openContainerInv.slots[slotIndex + 1]
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-- Process items in the slot
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for i = #slot.items, 1, -1 do
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local item = slot.items[i]
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-- Skip container items
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if item.OwnInventory then goto nextItem end
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-- Try to move the item to each player container
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for _, container in ipairs(playerContainers) do
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if moveItemToContainer(item, container.OwnInventory) then
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print("[QuickStack] Stacked " .. item.Name .. " from open container into " .. container.Name)
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itemsMoved = itemsMoved + 1
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break
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end
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end
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::nextItem::
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end
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end
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return itemsMoved
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end
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-- Function to quickly stack items from inventory to containers
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local function quickStackItems(character)
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if not character then return end
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print("[QuickStack] Function called")
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local inventory = character.Inventory
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if not inventory or not inventory.slots then return end
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-- Find all containers in player inventory, including nested ones
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local containers = findAllContainers(inventory, {})
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print("[QuickStack] Found " .. #containers .. " containers (including nested)")
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if #containers == 0 then
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print("[QuickStack] No containers with inventory found!")
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return
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end
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-- Sort containers by priority
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containers = sortContainersByPriority(containers)
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local itemsMoved = 0
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-- Process inventory slots
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for slotIndex, slot in ipairs(inventory.slots) do
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-- Skip hand slots
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local isHandSlot = false
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for _, handSlot in ipairs(HAND_SLOTS) do
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if slotIndex == handSlot then
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isHandSlot = true
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break
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end
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end
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if isHandSlot then goto continueSlot end
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-- Process items in the slot
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for i = #slot.items, 1, -1 do
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local item = slot.items[i]
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-- Skip container items
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if item.OwnInventory then goto nextItem end
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-- Try to move the item to each container
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for _, container in ipairs(containers) do
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if moveItemToContainer(item, container.OwnInventory) then
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print("[QuickStack] Stacked " .. item.Name .. " into " .. container.Name)
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itemsMoved = itemsMoved + 1
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break
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end
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end
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::nextItem::
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end
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::continueSlot::
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end
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-- Check if there's an open container to stack from
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local openContainer = getOpenContainer()
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if openContainer then
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local openContainerItemsMoved = stackFromOpenContainer(character, containers, openContainer)
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itemsMoved = itemsMoved + openContainerItemsMoved
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end
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if itemsMoved > 0 then
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print("[QuickStack] Stacked " .. itemsMoved .. " items into containers")
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else
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print("[QuickStack] No matching items to stack")
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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(Keys.F) 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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