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

609 lines
23 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")
LuaUserData.RegisterType("Barotrauma.Store")
LuaUserData.RegisterType("Barotrauma.GUIComponent")
LuaUserData.RegisterType("Barotrauma.PurchasedItem")
LuaUserData.RegisterType("Barotrauma.ItemPrefab")
-- Simple configuration
local CONFIG = {
QUICKSTACK_KEYS = Keys.F,
FABRICATOR_KEY = Keys.V,
NESTED_CONTAINERS = true,
DEBUG_MODE = true,
}
-- MOD INFO
local MOD_NAME = "Quick Stack To Containers"
local MOD_VERSION = "1.1.0"
print(MOD_NAME .. " v" .. MOD_VERSION .. " loaded!")
---@param table table
---@param depth number?
function DumpTable(table, depth)
if depth == nil then
depth = 0
end
if (depth > 200) then
print("Error: Depth > 200 in dumpTable()")
return
end
for k, v in pairs(table) do
if (type(v) == "table") then
print(string.rep(" ", depth) .. k .. ":")
DumpTable(v, depth + 1)
else
print(string.rep(" ", depth) .. k .. ": ", v)
end
end
end
-- 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(string.format("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(string.format("Building item tree for inventory at slot index: %d", slotIndex))
-- debugPrint(string.format("Slot %d has %d items", slotIndex, #slot.items))
if #slot.items == 0 then
-- debugPrint(string.format("Slot %d is empty, adding to itemTree as 'empty'", slotIndex))
itemTree['empty'] = itemTree['empty'] or {}
itemTree['empty'][#itemTree['empty'] + 1] = {
inventory = inventory,
slotIndex = slotIndex - 1,
maxFits = 60
}
-- debugPrint(string.format("Added empty slot to itemTree at index: %d", slotIndex))
else
---@type Barotrauma.Item
local item = slot.items[1]
local identifier = item.Prefab.Identifier.Value
-- debugPrint(string.format("Found item: %s with identifier: %s", item.Name, 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(string.format("Added item to itemTree under identifier: %s", 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(string.format("Searching inside %s for nested containers", item.Name))
buildItemTree(item.OwnInventory, itemTree)
end
end
end
-- debugPrint("Completed building item tree")
debugPrint("Completed building item tree")
return itemTree
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
local _
---@param item Barotrauma.Item
---@param queue Barotrauma.Item[]
---@param predicate? fun(item: Barotrauma.Item): boolean
---@return Barotrauma.Item[], string
enqueueItem = function(item, queue, predicate)
queue = queue or {}
predicate = predicate or function() return true end
-- debugPrint(string.format("Enqueuing item: %s", item.Prefab.Identifier.Value))
-- local err
if item.OwnInventory then
-- As far as I know every item has only one inventory
-- Only machines have multiple
-- So inventrorY should be fine here
-- debugPrint("Item has its own inventory, enqueuing inventory...")
queue, _ = enqueueInventory(item.OwnInventory, queue)
-- if err then
-- debugPrint(string.format("Error enqueuing inventory: %s", err))
-- end
end
if predicate(item) then queue[#queue + 1] = item end
-- debugPrint(string.format("Item enqueued. Current queue size: %d", #queue))
return queue, nil
end
---@param slot Barotrauma.ItemInventory.Slot
---@param queue Barotrauma.Item[]
---@param predicate? fun(item: Barotrauma.Item): boolean
---@return Barotrauma.Item[], string
enqueueSlot = function(slot, queue, predicate)
queue = queue or {}
predicate = predicate or function() return true end
-- debugPrint(string.format("Enqueuing slot with %d items.", #slot.items))
-- 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
-- Only the final leaf nodes decide upon the predicate
queue, _ = enqueueItem(item, queue, predicate)
-- if err then
-- debugPrint(string.format("Error enqueuing item: %s", err))
-- end
end
-- debugPrint(string.format("Finished enqueuing slot. Current queue size: %d", #queue))
return queue
end
---@param inventory Barotrauma.ItemInventory
---@param queue Barotrauma.Item[]
---@param predicate? fun(item: Barotrauma.Item): boolean
---@return Barotrauma.Item[]
enqueueInventory = function(inventory, queue, predicate)
queue = queue or {}
predicate = predicate or function() return true end
-- debugPrint(string.format("Enqueuing inventory with %d slots.", #inventory.slots))
-- local err
for _, slot in ipairs(inventory.slots) do
-- Only the final leaf nodes decide upon the predicate
queue, _ = enqueueSlot(slot, queue, predicate)
-- if err then
-- debugPrint(string.format("Error enqueuing slot: %s", err))
-- end
end
-- debugPrint(string.format("Finished enqueuing inventory. Current queue size: %d", #queue))
return queue
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
local controlledCharacter = Character.Controlled
if not controlledCharacter then return {} end
local selectedItem = controlledCharacter.SelectedItem
if not selectedItem then return {} end
return { selectedItem }
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(string.format("Preparing to stack items into the bag..."))
local bagSlot = inventory.slots[8]
if bagSlot then
-- debugPrint(string.format("Bag slot found at index 8 with %d items.", #bagSlot.items))
if #bagSlot.items > 0 then
local item = bagSlot.items[1]
-- debugPrint(string.format("Found item in bag slot: %s", item.Name))
if item and item.OwnInventory then
-- debugPrint(string.format("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
-- 6 and 7 are hands
-- 9..18 are main slots
local inventorySlotsToStack = { 6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18 }
local BAG_SLOT = 8
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
-- for i, slot in ipairs(inventory.slots) do
-- if slot.items and #slot.items > 0 then
-- print(string.format("Item at slot %d is %s", i, slot.items[1].Prefab.Identifier.Value))
-- end
-- end
local itemTree, err = tryBuildItemTree(inventory)
if err then
debugPrint(string.format("Error building item tree: %s", err))
return
end
itemTree = sortItemtreeBySlots(itemTree)
local toMove = {}
for i, slot in ipairs(inventory.slots) do
if #slot.items > 0 then
local item = slot.items[1]
local identifier = item.Prefab.Identifier.Value
print(string.format("Item at slot %d is %s", i, identifier))
end
end
for _, slotid in ipairs(inventorySlotsToStack) do
debugPrint(string.format("Processing inventory slot: %d", slotid))
local slot = inventory.slots[slotid]
if #slot.items > 0 then
local item = slot.items[1]
local tags = item.Prefab.Tags
local shouldSuss = true
for tag in tags do
if tag.value:find("tool") or tag.value:find("weapon") then
debugPrint(string.format("Item '%s' is a tool or weapon, skipping", item.Name))
shouldSuss = false
break
end
end
if shouldSuss then
local before = #toMove
toMove = enqueueSlot(slot, toMove)
local after = #toMove
debugPrint(string.format("Enqueued %d items from the inventory slot %d", after - before, slotid))
end
end
end
local openContainers = getOpenContainers()
for _, container in ipairs(openContainers) do
local inventories = container.OwnInventories
debugPrint(string.format("Found %d inventories in the open container", #inventories))
for i, containerInventory in ipairs(inventories) do
debugPrint(string.format("Enqueuing inventory %d with %d slots", i, #containerInventory.slots))
local before = #toMove
toMove = enqueueInventory(containerInventory, toMove)
local after = #toMove
debugPrint(string.format("Enqueued %d items from the open container", after - before))
end
end
local errors = tryMoveItems(toMove, itemTree)
for _, error in ipairs(errors) do
print(string.format("Error stacking item: %s", error))
end
end
-- Hook into player control to listen for key press
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(CONFIG.QUICKSTACK_KEYS) then return end
local character = instance
if not character then return end
quickStackItems(character)
end, Hook.HookMethodType.After)
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---@return {item: Barotrauma.Item, fabricator: Barotrauma.FabricatorComponent}, string?
local function getOpenFabricator()
-- Get the controlled character
local controlledCharacter = Character.Controlled
if not controlledCharacter then return nil, "No controlled character found" end
-- Check if the character has a selected item
local selectedItem = controlledCharacter.SelectedItem
if not selectedItem then return nil, "No selected item found" end
-- Check if the selected item has a Fabricator component
local fabricator = Game.GetFabricatorComponent(selectedItem)
if not fabricator then return nil, "No fabricator component found" end
return {
item = selectedItem,
fabricator = fabricator
}
end
--- Recipes can have multiple inputs, for example ammo
--- Can be made either out of copper iron or steel, 1 of either
---@class RecipeInfo
---@field targetItem {identifier: string, name: string, amount: number}
---@field requiredItems {amount: number, minCondition: number, maxCondition: number, prefabs: string[]}[]
---@param fabricator Barotrauma.FabricatorComponent
---@return RecipeInfo, string?
local function getSelectedRecipeRequirements(fabricator)
-- local openFabricator, err = getOpenFabricator()
-- if err then return nil, err end
-- local fabricator = openFabricator.fabricator
local selectedRecipe = fabricator.SelectedItem
if not selectedRecipe then return nil, "No selected recipe found" end
local requiredItems = {}
for _, requiredItem in pairs(selectedRecipe.RequiredItems) do
local itemInfo = {
amount = tonumber(requiredItem.Amount),
minCondition = tonumber(requiredItem.MinCondition),
maxCondition = tonumber(requiredItem.MaxCondition),
prefabs = {}
}
for prefab in requiredItem.ItemPrefabs do
itemInfo.prefabs[#itemInfo.prefabs + 1] = prefab.Identifier
end
requiredItems[#requiredItems + 1] = itemInfo
end
return {
targetItem = {
identifier = selectedRecipe.TargetItem.Identifier,
name = selectedRecipe.TargetItem.Name,
amount = selectedRecipe.Amount
},
requiredItems = requiredItems
}
end
-- Hook into player control to listen for key press
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(CONFIG.FABRICATOR_KEY) then return end
local character = instance
if not character then return end
local fabricator, err = getOpenFabricator()
if err then
print(string.format("Error getting open fabricator: %s", err))
return
end
local recipe, err = getSelectedRecipeRequirements(fabricator.fabricator)
if err then
print(string.format("Error getting selected recipe requirements: %s", err))
end
DumpTable(recipe)
local toGet = recipe.requiredItems
---@type fun(item: Barotrauma.Item): boolean
local filter = function(item)
return true
end
local items = enqueueInventory(character.inventory.slots[BAG_SLOT], {}, filter)
DumpTable(items)
end, Hook.HookMethodType.After)
-- -- Hook into GUI creation for the store interface
-- Hook.Add("gui.storeinterface.created", "storeHandler", function(storeInterface)
-- print("Store opened!")
--
-- -- Wait a moment for store to initialize
-- Timer.Wait(function()
-- -- Get cargo manager and current store
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- if currentStore then
-- print("In store: " .. currentStore.Name.Value)
--
-- -- Display items available in store
-- if currentStore.Stock then
-- print("Store has " .. #currentStore.Stock .. " items for sale")
--
-- -- Example: Add the first item from stock to cart
-- if #currentStore.Stock > 0 then
-- local firstItem = currentStore.Stock[1]
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, firstItem.ItemPrefab, 1)
-- print("Added 1 " .. firstItem.ItemPrefab.Name.Value .. " to cart")
-- end
-- end
-- end
-- end, 500)
-- end)
--
-- -- Check if a player is currently in a store dialog
-- local function isInStore()
-- if Game and Game.GameSession and Game.GameSession.Campaign then
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- if cargoManager and cargoManager.CurrentStore then
-- return true, cargoManager.CurrentStore
-- end
-- end
-- return false, nil
-- end
--
-- -- Usage example
-- local inStore, currentStore = isInStore()
-- if inStore then
-- print("Player is in store: " .. currentStore.Name.Value)
-- end
--
-- -- To modify the quantity of an item in the cart:
-- local function modifyCartItemQuantity(itemPrefab, newQuantity)
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- -- Find the item in the cart
-- local cartItem = cargoManager:GetBuyCrateItem(currentStore, itemPrefab)
--
-- if cartItem then
-- -- Change needed = new quantity - current quantity
-- local changeAmount = newQuantity - cartItem.Quantity
-- -- Use the ModifyItemQuantityInBuyCrate method to change quantity
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, itemPrefab, changeAmount)
-- return true
-- end
--
-- return false
-- end
--
-- -- To clear specific item from cart:
-- local function removeItemFromCart(itemPrefab)
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- local currentStore = cargoManager.CurrentStore
--
-- -- Find the item in the cart
-- local cartItem = cargoManager:GetBuyCrateItem(currentStore, itemPrefab)
--
-- if cartItem then
-- -- Remove by setting quantity to negative of current quantity
-- cargoManager:ModifyItemQuantityInBuyCrate(currentStore.Identifier, itemPrefab, -cartItem.Quantity)
-- return true
-- end
--
-- return false
-- end
--
-- -- To clear all items from cart:
-- local function clearCart()
-- local cargoManager = Game.GameSession.Campaign.CargoManager
-- cargoManager:ClearItemsInBuyCrate()
-- end