Files
barotrauma-localmods/QuickStackToBag/Lua/Autorun/init.lua
2025-03-30 03:46:36 +02:00

735 lines
29 KiB
Lua

if SERVER then return end
-- Docs: https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/common-questions/
-- 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")
LuaUserData.RegisterType("Barotrauma.Location+StoreInfo")
LuaUserData.MakeMethodAccessible(Descriptors["Barotrauma.CargoManager"], "GetConfirmedSoldEntities")
-- Simple configuration
local CONFIG = {
QUICKSTACK_KEYS = Keys.F,
FABRICATOR_KEY = Keys.V,
MAX_BUY = Keys.B,
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?
local 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, predicate)
-- if err then
-- debugPrint(string.format("Error enqueuing inventory: %s", err))
-- end
end
local ok, stop = predicate(item)
if ok then
queue[#queue + 1] = item
end
if stop then return queue, "Stop" 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, err = enqueueItem(item, queue, predicate)
if err then
return queue, 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[], string?
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, err = enqueueSlot(slot, queue, predicate)
if err then
return queue, 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
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 containerInventory in inventories do
debugPrint(string.format("Enqueuing inventory with %d slots", #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 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.Value
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
-- TODO: Maybe get items from entire sub...?
-- There's no point getting recipes if we don't have all of this bullshit
---@type Barotrauma.Character
local character = instance
if not character then
debugPrint("Character instance is nil.")
return
end
---@type Barotrauma.CharacterInventory
local inventory = character.Inventory
if not inventory then
debugPrint("Character inventory is nil.")
return
end
---@type Barotrauma.ItemInventory.Slot
local bagSlot = inventory.slots[BAG_SLOT]
if not bagSlot then
debugPrint("Bag slot not found.")
return
end
if #bagSlot.items == 0 then
debugPrint("Bag slot is empty.")
return
end
---@type Barotrauma.Item
local bagItem = bagSlot.items[1]
if not bagItem then
debugPrint("Bag item not found.")
return
end
local fabricator, err = getOpenFabricator()
if err then
print(string.format("Error getting open fabricator: %s", err))
return
end
local recipe
recipe, err = getSelectedRecipeRequirements(fabricator.fabricator)
if err then
print(string.format("Error getting selected recipe requirements: %s", err))
return
end
-- DumpTable(recipe)
-- TODO: Maybe make it so every press cycles the input
-- For recipes that have multiple prefabs
-- But then again what if it has 3 items with 4 prefabs each..
-- Is that 4 iterations or 3*4 iterations?
-- We can not use #toFind because we can remove 0th item
-- Which means it's no longer contiguous
-- Which means #toFind returns 0
local toFind = recipe.requiredItems
local remaining = #toFind
---@type Barotrauma.Item[]
local toGet = {}
---@type fun(item: Barotrauma.Item): boolean, boolean
local filter = function(item)
local found = false
-- DumpTable(toFind)
-- toFind are all items we need to find
for i, itemInfo in pairs(toFind) do
-- prefabs are all items that satisfy the requirements
for _, prefab in ipairs(itemInfo.prefabs) do
-- debugPrint(string.format("Checking %s against %s", item.Prefab.Identifier.Value, prefab))
if item.Prefab.Identifier.Value == prefab then
-- debugPrint(string.format("That'll do %s %s", item.Prefab.Identifier.Value, prefab))
toGet[#toGet + 1] = item
itemInfo.amount = itemInfo.amount - 1
found = true
break
end
end
if itemInfo.amount <= 0 then
-- debugPrint(string.format("Removing %s from toFind", itemInfo.prefabs[1]))
toFind[i] = nil
remaining = remaining - 1
end
if found then break end
end
-- DumpTable(toFind)
-- debugPrint(string.format("Found %s %s", item.Prefab.Identifier.Value, tostring(remaining)))
return found, remaining == 0
end
-- DumpTable(toGet)
local items = enqueueInventory(bagItem.OwnInventory, {}, filter)
-- DumpTable(items)
-- TODO: This might explode... Oh well?
local inputInventory = fabricator.item.OwnInventories[1]
for iinventory in fabricator.item.OwnInventories do
if #iinventory.slots > 1 then
inputInventory = iinventory
break
end
end
local slot = -1
local previous = nil
for _, item in ipairs(items) do
if previous ~= item.Prefab.Identifier then slot = slot + 1 end
inputInventory.TryPutItem(item, slot, false, true, nil)
previous = item.Prefab.Identifier
end
DumpTable(items)
end, Hook.HookMethodType.After)
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---@return Barotrauma.Location.StoreInfo[], string?
local function getCurrentStore()
if not Game or not Game.GameSession or not Game.GameSession.Campaign then
return nil, "No game session found"
end
local map = Game.GameSession.Campaign.Map
if not map or not map.CurrentLocation or not map.CurrentLocation.Stores then
return nil, "No map found"
end
local location = map.CurrentLocation
-- Otherwise, determine which store is active by checking the cargo manager
local cargoManager = Game.GameSession.Campaign.CargoManager
if not cargoManager then
return nil, "No cargo manager found"
end
-- Find which store has items in the cart
local stores = {}
for _, store in pairs(location.Stores) do
if #cargoManager:GetBuyCrateItems(store) > 0 then
stores[#stores + 1] = store
end
end
return stores, nil
end
-- Example: Add a key binding to buy all items in the current store
-- when the 'B' key is pressed
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(CONFIG.MAX_BUY) then return end
local cargoManager = Game.GameSession.Campaign.CargoManager
if not cargoManager then
print("No cargo manager available")
return
end
local stores, err = getCurrentStore()
if err then
print(string.format("Error getting current store: %s", err))
return
end
for _, store in ipairs(stores) do
local toAdd = {}
-- Get items available at the store
local items = cargoManager:GetBuyCrateItems(store)
for item in items do
-- We have already added this many of item
toAdd[item.ItemPrefab.Identifier.Value] = {
quantity = -item.Quantity,
prefab = item.ItemPrefab -- Store the ItemPrefab object
}
end
for item in store.Stock do
-- So if we add the total amount available
-- We get the amount we have to add to buy entire stock
local idValue = item.ItemPrefab.Identifier.Value
if toAdd[idValue] then
toAdd[idValue].quantity = toAdd[idValue].quantity + item.Quantity
end
end
for idValue, info in pairs(toAdd) do
if info.quantity > 0 then
print(string.format("Adding %d of %s to the buy crate", info.quantity, idValue))
-- Use the stored ItemPrefab object, not the string identifier
cargoManager:ModifyItemQuantityInBuyCrate(store.Identifier, info.prefab, info.quantity)
end
end
end
end, Hook.HookMethodType.After)
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local amountExperience = 600
local passiveExperienceDelay = 2
local passiveExperienceTimer = 0
Hook.Add("think", "examples.passiveExperience", function()
if Timer.GetTime() < passiveExperienceTimer then return end
for k, v in pairs(Character.CharacterList) do
if not v.IsDead and v.Info ~= nil then
v.Info.GiveExperience(amountExperience)
end
end
passiveExperienceTimer = Timer.GetTime() + passiveExperienceDelay
end)