132 lines
4.2 KiB
Lua
132 lines
4.2 KiB
Lua
-- luacheck: globals Character MyModGlobal Timer
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local quickstack = require("Cyka.quickstack")
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local utils = require("Cyka.utils")
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local targetInventory = nil
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local slotThrottle = {}
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local function tryStackCursorItem()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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end
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if not slots or #slots == 0 then
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-- MyModGlobal.debugPrint("No items in slot")
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return
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end
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local inventory = targetInventory
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-- MyModGlobal.debugPrint(string.format("Target inventory: %s", tostring(inventory)))
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if not inventory then
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local controlledCharacter = Character.Controlled
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if not controlledCharacter then
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-- MyModGlobal.debugPrint("No controlled character found")
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return
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end
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local cinventory = controlledCharacter.Inventory
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if not cinventory or not cinventory.slots then
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-- MyModGlobal.debugPrint("No inventory found")
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return
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end
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local bagSlot = cinventory.slots[MyModGlobal.BAG_SLOT]
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if not bagSlot or not bagSlot.items or not bagSlot.items[1] then
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-- MyModGlobal.debugPrint("No bag slot found")
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return
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end
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local bagItem = bagSlot.items[1]
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if not bagItem or not bagItem.OwnInventory then
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-- MyModGlobal.debugPrint("Bag item has no own inventory")
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return
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end
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local bagInventory = bagItem.OwnInventory
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if not bagInventory or not bagInventory.slots then
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-- MyModGlobal.debugPrint("Bag inventory has no slots")
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return
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end
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inventory = bagInventory
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end
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if not inventory then
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-- MyModGlobal.debugPrint("No inventory found")
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return
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end
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local itemTree
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itemTree, err = quickstack.buildItemTree(inventory)
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if err then
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-- MyModGlobal.debugPrint(string.format("Error building item tree: %s", err))
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return
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end
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itemTree = quickstack.sortItemTree(itemTree)
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local itemsToMove = {}
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local now = Timer.GetTime()
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for _, slot in ipairs(slots) do
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local runAfter = slotThrottle[slot] or 0
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if now < runAfter then
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goto continue
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end
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-- MyModGlobal.debugPrint(string.format("Enqueuing slot: %s, before: %d", tostring(slot), #itemsToMove))
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utils.enqueueSlot(slot.slot, itemsToMove)
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-- MyModGlobal.debugPrint(string.format("Enqueuing slot: %s, after: %d", tostring(slot), #itemsToMove))
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slotThrottle[slot] = now + 1
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::continue::
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end
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-- for _, item in ipairs(itemsToMove) do
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-- MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
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-- end
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-- -- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
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-- MyModGlobal.DumpTable(itemTree)
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quickstack.tryMoveItems(itemsToMove, itemTree, true)
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-- local errors = quickstack.tryMoveItems(itemsToMove, itemTree, true)
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-- for _, error in ipairs(errors) do
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-- MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
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-- end
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end
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local function setTargetInventory()
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local slots, err = utils.getSlotsUnderCursor()
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if err then
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MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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end
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if not slots or #slots == 0 then
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MyModGlobal.debugPrint("No inventory slots found")
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return
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end
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-- Yes we do this in a loop
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-- The idea is if we get one slot we're golden, great!
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-- If we get multiple we'll use the first valid one
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-- Although everything is valid to us...
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for _, slot in ipairs(slots) do
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local item
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local items = slot.slot.items
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if not items or #items == 0 then
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print(string.format("Slot is empty, setting target inventory to %s", tostring(slot.inventory)))
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targetInventory = slot.inventory
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goto continue
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end
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item = items[1]
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if not item then
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print(string.format("Item in slot is nil, setting target inventory to %s", tostring(slot.inventory)))
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targetInventory = slot.inventory
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goto continue
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end
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if not item.OwnInventory then
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print(string.format("Item has no own inventory, setting target inventory to %s", tostring(slot.inventory)))
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targetInventory = slot.inventory
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goto continue
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end
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print(string.format("Item has own inventory, setting target inventory to %s", tostring(item.OwnInventory)))
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targetInventory = item.OwnInventory
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break
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::continue::
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end
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end
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return {
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tryStackCursorItem = tryStackCursorItem,
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setTargetInventory = setTargetInventory,
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}
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