Files
barotrauma-localmods/QuickStackToBag/Lua/Cyka/quickunload.lua
2025-03-30 20:33:04 +02:00

201 lines
6.3 KiB
Lua

-- luacheck: globals Character MyModGlobal Timer
local cursormacroer = require("Cyka.cursormacroer")
local dump = require("Cyka.dump")
---@class InventorySlot
---@field slot Barotrauma.ItemSlot
---@field inventory Barotrauma.ItemInventory
---@field slotIndex number
---@param inventory Barotrauma.ItemInventory
---@param predicate fun(slot: InventorySlot): boolean
---@return InventorySlot[], string?
local function findSlotsThat(inventory, predicate)
local slots = {}
for i, slot in ipairs(inventory.slots) do
local inventorySlot = {
slot = slot,
inventory = inventory,
slotIndex = i - 1
}
if predicate(inventorySlot) then
slots[#slots + 1] = inventorySlot
end
end
return slots
end
---@param slot InventorySlot
local function tryUnloadSlot(slot)
---@type Barotrauma.Item
local item = slot.slot.items[1]
if not item then
MyModGlobal.debugPrint("No item in slot")
return
end
local inventory = item.OwnInventory
if not inventory then
MyModGlobal.debugPrint("Item has no own inventory")
return
end
local toUnload = {}
local toUnloadByPrefab = {}
local inventorySlots = inventory.slots
for _, inventorySlot in ipairs(inventorySlots) do
for _, inventoryItem in ipairs(inventorySlot.items) do
toUnload[#toUnload + 1] = inventoryItem
-- This will only serve as O(1) lookup
toUnloadByPrefab[inventoryItem.Prefab] = true
end
end
-- Where can we put our toUnload items?
local nearbySlots = findSlotsThat(slot.inventory, function(islot)
local isEmpty = #islot.slot.items == 0
if isEmpty then return true end
for _, prefab in ipairs(toUnloadByPrefab) do
local canAccept = islot.inventory.CanBePutInSlot(prefab, islot.slotIndex)
if canAccept then return true end
end
return false
end)
-- print("Before sorting:")
-- dump(nearbySlots)
local slotsPerRow = slot.inventory.slotsPerRow or 1
local getGridPos = function(slotIndex)
local x = slotIndex % slotsPerRow
local y = math.floor(slotIndex / slotsPerRow)
return x, y
end
-- We are offsetting here by 1 because the backend uses 0-indexed slots
-- And the lua uses 1-indexed slots
-- We are trying to match the backend behavior for sorting
local slotx, sloty = getGridPos(slot.slotIndex - 1)
-- print(string.format("Slot position %d: %d, %d", slot.slotIndex, slotx, sloty))
table.sort(nearbySlots, function(a, b)
local ax, ay = getGridPos(a.slotIndex)
local bx, by = getGridPos(b.slotIndex)
local distA = math.max(math.abs(ax - slotx), math.abs(ay - sloty))
local distB = math.max(math.abs(bx - slotx), math.abs(by - sloty))
if distA == distB then
return a.slotIndex < b.slotIndex
end
return distA < distB
end)
-- print(string.format("Current slot: %d at (%d, %d)", slot.slotIndex, slotx, sloty))
for _, iitem in ipairs(toUnload) do
for _, nearbySlot in ipairs(nearbySlots) do
local canAccept = nearbySlot.inventory.CanBePutInSlot(iitem.Prefab, nearbySlot.slotIndex)
if canAccept then
local moved = nearbySlot.inventory.TryPutItem(iitem, nearbySlot.slotIndex, true, false, nil)
-- print(string.format("Moved item %s to slot %d", iitem.Name, nearbySlot.slotIndex))
if moved then break end
end
end
end
end
local function tryUnloadCursorItem()
local slots, err = cursormacroer.getInventorySlotsUnderCursor()
if err then
-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
return
end
if not slots or #slots == 0 then
-- MyModGlobal.debugPrint("No items in slot")
return
end
for _, slot in ipairs(slots) do
tryUnloadSlot(slot)
end
-- local canAccept = inventorySlot.CanBePutInSlot(item, inventorySlot.slotIndex, item.Condition)
-- if canAccept then
-- toUnload[#toUnload + 1] = inventoryItem
-- end
-- local slots = findSlotsThat(inventory, function(slot)
-- local canAccept
-- end)
-- local inventory = targetInventory
-- -- MyModGlobal.debugPrint(string.format("Target inventory: %s", tostring(inventory)))
-- if not inventory then
-- local controlledCharacter = Character.Controlled
-- if not controlledCharacter then
-- -- MyModGlobal.debugPrint("No controlled character found")
-- return
-- end
-- local cinventory = controlledCharacter.Inventory
-- if not cinventory or not cinventory.slots then
-- -- MyModGlobal.debugPrint("No inventory found")
-- return
-- end
-- local bagSlot = cinventory.slots[MyModGlobal.BAG_SLOT]
-- if not bagSlot or not bagSlot.items or not bagSlot.items[1] then
-- -- MyModGlobal.debugPrint("No bag slot found")
-- return
-- end
-- local bagItem = bagSlot.items[1]
-- if not bagItem or not bagItem.OwnInventory then
-- -- MyModGlobal.debugPrint("Bag item has no own inventory")
-- return
-- end
-- local bagInventory = bagItem.OwnInventory
-- if not bagInventory or not bagInventory.slots then
-- -- MyModGlobal.debugPrint("Bag inventory has no slots")
-- return
-- end
-- inventory = bagInventory
-- end
-- if not inventory then
-- -- MyModGlobal.debugPrint("No inventory found")
-- return
-- end
-- local itemTree
-- itemTree, err = quickstack.buildItemTree(inventory)
-- if err then
-- -- MyModGlobal.debugPrint(string.format("Error building item tree: %s", err))
-- return
-- end
-- itemTree = quickstack.sortItemTree(itemTree)
-- local itemsToMove = {}
-- local now = Timer.GetTime()
-- for _, slot in ipairs(slots) do
-- local runAfter = slotThrottle[slot] or 0
-- if now < runAfter then
-- goto continue
-- end
-- -- MyModGlobal.debugPrint(string.format("Enqueuing slot: %s, before: %d", tostring(slot), #itemsToMove))
-- utils.enqueueSlot(slot.slot, itemsToMove)
-- -- MyModGlobal.debugPrint(string.format("Enqueuing slot: %s, after: %d", tostring(slot), #itemsToMove))
-- slotThrottle[slot] = now + 1
-- ::continue::
-- end
-- -- for _, item in ipairs(itemsToMove) do
-- -- MyModGlobal.debugPrint(string.format("Enqueued item: %s", tostring(item)))
-- -- end
-- -- -- MyModGlobal.debugPrint(string.format("Enqueued %d items from the inventory slot", #itemsToMove))
-- -- MyModGlobal.DumpTable(itemTree)
-- quickstack.tryMoveItems(itemsToMove, itemTree, true)
-- -- local errors = quickstack.tryMoveItems(itemsToMove, itemTree, true)
-- -- for _, error in ipairs(errors) do
-- -- MyModGlobal.debugPrint(string.format("Error moving item: %s", error))
-- -- end
end
return {
tryUnloadCursorItem = tryUnloadCursorItem,
}