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

238 lines
9.0 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")
-- Configuration
local CONFIG = {
TRIGGER_KEY = Keys.F, -- Key to press for quick stacking
BAG_TAGS = { "container", "cargocontainer" }, -- Tags that identify bags/containers
MAX_ITEMS_TO_PROCESS = 100, -- Safety limit to prevent infinite loops
PREFER_EXISTING_STACKS = true, -- Prefer stacking into existing item stacks
CHECK_ALL_CONTAINERS = true, -- Check all containers in inventory, not just bag slot
PRIMARY_BAG_SLOT = 8, -- Slot number for the primary bag (typically slot 8)
SKIP_HAND_SLOTS = true, -- Skip hand slots when processing items
HAND_SLOTS = { 6, 7 }, -- Slot numbers for hands (typically slots 6 and 7)
SKIP_DIVING_GEAR = true, -- Skip diving gear when processing items
DIVING_GEAR_TAGS = { "divingsuit", "divingmask", "oxygensource" } -- Tags for diving gear
}
-- Function to check if an item is a bag/container
local function isContainer(item)
if not item then return false end
for _, tag in ipairs(CONFIG.BAG_TAGS) do
if item.HasTag(tag) then return true end
end
return false
end
-- Function to check if an item is diving gear
local function isDivingGear(item)
if not CONFIG.SKIP_DIVING_GEAR or not item then return false end
for _, tag in ipairs(CONFIG.DIVING_GEAR_TAGS) do
if item.HasTag(tag) then return true end
end
return false
end
-- Function to find all containers in inventory
local function findContainersInInventory(character)
local containers = {}
local inventory = character.Inventory
if not inventory or not inventory.slots then return containers end
-- First add the primary bag if available (priority container)
if #inventory.slots >= CONFIG.PRIMARY_BAG_SLOT then
for _, item in ipairs(inventory.slots[CONFIG.PRIMARY_BAG_SLOT].items) do
if isContainer(item) and item.OwnInventory then
table.insert(containers, item)
end
end
end
-- Add all other containers if configured to do so
if CONFIG.CHECK_ALL_CONTAINERS then
for slotIndex, slot in ipairs(inventory.slots) do
-- Skip the primary bag slot as we already processed it
if slotIndex == CONFIG.PRIMARY_BAG_SLOT then goto continue end
-- Skip hand slots if configured to do so
if CONFIG.SKIP_HAND_SLOTS then
local isHandSlot = false
for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
if slotIndex == handSlot then
isHandSlot = true
break
end
end
if isHandSlot then goto continue end
end
for _, item in ipairs(slot.items) do
if isContainer(item) and item.OwnInventory and not isDivingGear(item) then
table.insert(containers, item)
end
end
::continue::
end
end
return containers
end
-- Function to check if an item can be stacked with another
local function canStackWith(targetItem, sourceItem)
if not targetItem or not sourceItem then return false end
-- Check if items have same identifier
if not targetItem.Prefab.Identifier.Equals(sourceItem.Prefab.Identifier) then return false end
-- Additional stacking checks could be added here
return true
end
-- Function to try stacking an item into a specific slot in container
local function tryStackItemInSlot(container, sourceItem, slotIndex)
if not container or not sourceItem then return false end
local slot = container.slots[slotIndex + 1] -- +1 because Lua is 1-indexed but slots are 0-indexed
-- Check if slot exists
if not slot then return false end
-- Try to find an existing stack of the same type
for _, targetItem in ipairs(slot.items) do
if canStackWith(targetItem, sourceItem) then
return container.TryPutItem(sourceItem, slotIndex, true, false, nil)
end
end
-- If no existing stack and slot has space, try to put item there
if container.CanBePutInSlot(sourceItem, slotIndex) then
return container.TryPutItem(sourceItem, slotIndex, false, false, nil)
end
return false
end
-- Function to quick stack items into containers
local function quickStackToContainers(character, containers)
if not character or #containers == 0 then return end
local playerInv = character.Inventory
local processedCount = 0
local stackedCount = 0
-- Process inventory slots
for slotIndex = 1, #playerInv.slots do
-- Skip hand slots if configured to do so
if CONFIG.SKIP_HAND_SLOTS then
local isHandSlot = false
for _, handSlot in ipairs(CONFIG.HAND_SLOTS) do
if slotIndex == handSlot then
isHandSlot = true
break
end
end
if isHandSlot then goto continue end
end
local slot = playerInv.slots[slotIndex]
if not slot then goto continue end
-- Process items in the slot
for i = #slot.items, 1, -1 do -- Iterate backwards to safely remove
local item = slot.items[i]
-- Declare success variable outside any potential goto jumps
local success = false
-- Skip containers themselves
if isContainer(item) then goto nextItem end
-- Skip diving gear if configured to do so
if isDivingGear(item) then goto nextItem end
processedCount = processedCount + 1
if processedCount > CONFIG.MAX_ITEMS_TO_PROCESS then
print("QuickStack: Safety limit reached")
return stackedCount
end
-- Try to stack the item into the containers
-- Try each container in order
for _, container in ipairs(containers) do
local containerInv = container.OwnInventory
if not containerInv then goto nextContainer end
-- First try to stack with existing stacks if configured to do so
if CONFIG.PREFER_EXISTING_STACKS then
for bagSlotIndex = 0, #containerInv.slots - 1 do
for _, containerItem in ipairs(containerInv.slots[bagSlotIndex + 1].items) do
if canStackWith(containerItem, item) then
success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
if success then break end
end
end
if success then break end
end
end
-- If not stacked yet, try any valid slot
if not success then
for bagSlotIndex = 0, #containerInv.slots - 1 do
success = tryStackItemInSlot(containerInv, item, bagSlotIndex)
if success then break end
end
end
if success then
stackedCount = stackedCount + 1
break -- Stop trying containers if we succeeded
end
::nextContainer::
end
::nextItem::
end
::continue::
end
return stackedCount
end
-- Hook into the player control to listen for key press
Hook.Patch("Barotrauma.Character", "ControlLocalPlayer", function(instance, ptable)
if not PlayerInput.KeyHit(CONFIG.TRIGGER_KEY) then return end
local character = instance
if not character then return end
-- Find all containers in inventory
local containers = findContainersInInventory(character)
if #containers == 0 then
Game.ShowChatMessage("No containers found in inventory", ChatMessageType.Server)
return
end
-- Perform quick stacking
local stackedCount = quickStackToContainers(character, containers)
-- Notify player
if stackedCount and stackedCount > 0 then
Game.ShowChatMessage("Quick stacked " .. stackedCount .. " items to containers", ChatMessageType.Server)
else
Game.ShowChatMessage("No items could be stacked to containers", ChatMessageType.Server)
end
end, Hook.HookMethodType.After)