166 lines
6.4 KiB
Lua
166 lines
6.4 KiB
Lua
if SERVER then return end
|
|
-- Docs: https://evilfactory.github.io/LuaCsForBarotrauma/lua-docs/manual/common-questions/
|
|
|
|
---@class MyModGlobal
|
|
---@field CONFIG {QUICKSTACK_KEYS: Keys, FABRICATOR_KEY: Keys, MAX_BUY: Keys, NESTED_CONTAINERS: boolean, DEBUG_MODE: boolean}
|
|
---@field MOD_NAME string
|
|
---@field MOD_VERSION string
|
|
---@field DumpTable fun(table: table, depth?: number)
|
|
---@field debugPrint fun(message: string)
|
|
MyModGlobal = {
|
|
CONFIG = {
|
|
QUICKSTACK_KEYS = Keys.F,
|
|
FABRICATOR_KEY = Keys.V,
|
|
MAX_BUY = Keys.B,
|
|
NESTED_CONTAINERS = true,
|
|
DEBUG_MODE = true,
|
|
},
|
|
MOD_NAME = "Quick Stack To Containers",
|
|
MOD_VERSION = "1.1.0",
|
|
BAG_SLOT = 8,
|
|
}
|
|
|
|
---@param table table
|
|
---@param depth number?
|
|
MyModGlobal.DumpTable = function(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 .. ":")
|
|
MyModGlobal.DumpTable(v, depth + 1)
|
|
else
|
|
print(string.rep(" ", depth) .. k .. ": ", v)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Debugging helper function
|
|
MyModGlobal.debugPrint = function(message)
|
|
if MyModGlobal.CONFIG.DEBUG_MODE then
|
|
print("[" .. MyModGlobal.MOD_NAME .. "] " .. message)
|
|
end
|
|
end
|
|
|
|
require("Cyka.quickstack")
|
|
|
|
print(MyModGlobal.MOD_NAME .. " v" .. MyModGlobal.MOD_VERSION .. " loaded!")
|
|
|
|
-- 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")
|
|
|
|
-- -- Register necessary type to access VisualSlot
|
|
-- LuaUserData.RegisterType("Barotrauma.VisualSlot")
|
|
--
|
|
-- ---@return Barotrauma.VisualSlot|nil, Barotrauma.ItemInventory|nil, Barotrauma.Item|nil
|
|
-- local function getInventorySlotUnderCursor()
|
|
-- -- Make sure we have a controlled character
|
|
-- local controlledCharacter = Character.Controlled
|
|
-- if not controlledCharacter then return nil, nil, nil end
|
|
--
|
|
-- -- Check player inventory first
|
|
-- local charInventory = controlledCharacter.Inventory
|
|
-- if charInventory and charInventory.visualSlots then
|
|
-- for i, visualSlot in ipairs(charInventory.visualSlots) do
|
|
-- -- Check if mouse is over this slot
|
|
-- if visualSlot:MouseOn() then
|
|
-- local slot = charInventory.slots[i]
|
|
-- local item = nil
|
|
-- if #slot.items > 0 then
|
|
-- item = slot.items[1]
|
|
-- end
|
|
-- return visualSlot, charInventory, item
|
|
-- end
|
|
-- end
|
|
-- end
|
|
--
|
|
-- -- Check if selected item has inventory (containers, etc.)
|
|
-- local selectedItem = controlledCharacter.SelectedItem
|
|
-- if selectedItem and selectedItem.OwnInventory and selectedItem.OwnInventory.visualSlots then
|
|
-- local itemInv = selectedItem.OwnInventory
|
|
-- for i, visualSlot in ipairs(itemInv.visualSlots) do
|
|
-- if visualSlot:MouseOn() then
|
|
-- local slot = itemInv.slots[i]
|
|
-- local item = nil
|
|
-- if #slot.items > 0 then
|
|
-- item = slot.items[1]
|
|
-- end
|
|
-- return visualSlot, itemInv, item
|
|
-- end
|
|
-- end
|
|
-- end
|
|
--
|
|
-- -- Check open containers or other items with visible inventories
|
|
-- for item in Item.ItemList do
|
|
-- if item and item.OwnInventory and item.OwnInventory.visualSlots then
|
|
-- local itemInv = item.OwnInventory
|
|
-- for i, visualSlot in ipairs(itemInv.visualSlots) do
|
|
-- if visualSlot:MouseOn() then
|
|
-- local slot = itemInv.slots[i]
|
|
-- local slotItem = nil
|
|
-- if #slot.items > 0 then
|
|
-- slotItem = slot.items[1]
|
|
-- end
|
|
-- return visualSlot, itemInv, slotItem
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
--
|
|
-- return nil, nil, nil
|
|
-- end
|
|
|
|
-- -- Register necessary types for detecting repairable objects
|
|
-- LuaUserData.RegisterType("Barotrauma.Items.Components.Repairable")
|
|
-- LuaUserData.MakeFieldAccessible(Descriptors["Barotrauma.Items.Components.Repairable"], "RepairButton")
|
|
--
|
|
-- ---@return Barotrauma.Item|nil, Barotrauma.Items.Components.Repairable|nil
|
|
-- local function getRepairableObjectInFocus()
|
|
-- -- Make sure we have a controlled character
|
|
-- local controlledCharacter = Character.Controlled
|
|
-- if not controlledCharacter then return nil, nil end
|
|
--
|
|
-- -- Check if we have a selected item - this is necessary for repair interfaces to show
|
|
-- local selectedItem = controlledCharacter.SelectedItem
|
|
-- if not selectedItem then return nil, nil end
|
|
--
|
|
-- -- Check if the selected item is in fact the repairable object itself
|
|
-- for _, component in pairs(selectedItem.Components) do
|
|
-- if component.name == "Repairable" then
|
|
-- -- Check if repair interface should be shown
|
|
-- if component:ShouldDrawHUD(controlledCharacter) then
|
|
-- return selectedItem, component
|
|
-- end
|
|
-- end
|
|
-- end
|
|
--
|
|
-- -- Nothing found
|
|
-- return nil, nil
|
|
-- end
|
|
--
|
|
-- ---@return boolean
|
|
-- local function isRepairButtonVisible()
|
|
-- local _, repairableComponent = getRepairableObjectInFocus()
|
|
-- if not repairableComponent then return false end
|
|
--
|
|
-- -- Check if the repair button exists and is visible
|
|
-- local repairButton = repairableComponent.RepairButton
|
|
-- return repairButton ~= nil and repairButton.Visible
|
|
-- end
|