230 lines
7.5 KiB
Lua
230 lines
7.5 KiB
Lua
-- luacheck: globals Character MyModGlobal Timer
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local cursormacroer = require("Cyka.cursormacroer")
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local utils = require("Cyka.utils")
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local dump = require("Cyka.dump")
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-- Some items allow multiple items to be loaded
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-- Such as welders and cutters
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-- But we don't really want to disqualify those programmatically
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-- Because it is not so obvious what item we REALLY want to load
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-- So we will just hardcode tools and their whitelisted magazines
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---@type table<string, table<string, boolean>>
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local LOAD_MAP = {
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}
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---@param inventory Barotrauma.ItemInventory
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---@return InventorySlot[]
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local function getSlots(inventory)
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local slots = {}
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local inventorySlots = inventory.slots
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for i, inventorySlot in ipairs(inventorySlots) do
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slots[#slots + 1] = {
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inventory = inventory,
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slotIndex = i - 1,
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slot = inventorySlot
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}
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end
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return slots
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end
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---@param from Barotrauma.ItemInventory
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---@param slots InventorySlot[]
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---@return table<InventorySlot, Barotrauma.Item[]>
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local function getItemsPerSlot(from, slots)
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-- How many items can we move to what slot
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-- We don't yet know what can fit into what slot
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---@type table<InventorySlot, Barotrauma.Item[]>
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local movableBySlot = {}
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-- Get all the items and then we will sort them by condition and shit
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utils.enqueueInventory(from, {}, function(ititem)
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-- MyModGlobal.debugPrint("Checking item:")
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-- dump(slots)
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-- MyModGlobal.debugPrint(ititem.Prefab.Identifier.Value)
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for _, inventorySlot in ipairs(slots) do
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local canMove = inventorySlot.inventory.CanBePutInSlot(ititem, inventorySlot.slotIndex)
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-- MyModGlobal.debugPrint(string.format("Can move to slot %d: %s", inventorySlot.slotIndex, tostring(canMove)))
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if canMove then
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movableBySlot[inventorySlot] = movableBySlot[inventorySlot] or {}
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movableBySlot[inventorySlot][#movableBySlot[inventorySlot] + 1] = ititem
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return true
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end
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end
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return false
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end)
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return movableBySlot
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end
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---@param movableBySlot table<InventorySlot, Barotrauma.Item[]>
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---@return table<InventorySlot, table<Barotrauma.ItemPrefab, boolean>>
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local function getPermissibleItemsPerSlot(movableBySlot)
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-- The point of this exercise is to eliminate slots that can have
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-- Multiple items
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-- What do we put into those? Any? All?
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-- What if those slots belong to a container?
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-- Are we reloading 30 slot containers?
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---@type table<InventorySlot, table<Barotrauma.ItemPrefab, boolean>>
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local permissibleItemsPerSlot = {}
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for inventorySlot, items in pairs(movableBySlot) do
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for _, ititem in ipairs(items) do
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local thisone = tostring(ititem.Prefab.Identifier.Value)
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permissibleItemsPerSlot[inventorySlot][thisone] = true
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end
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end
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return permissibleItemsPerSlot
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end
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---@param slot InventorySlot
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---@param preferMinCondition boolean
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local function tryReloadSlot(slot, preferMinCondition)
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---@type Barotrauma.Item
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local item = slot.slot.items[1]
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if not item then
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MyModGlobal.debugPrint("No item in slot")
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return
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end
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local inventory = item.OwnInventory
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if not inventory then
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MyModGlobal.debugPrint("Item has no own inventory")
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return
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end
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local character = Character.Controlled
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if not character then
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MyModGlobal.debugPrint("No character")
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return
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end
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local characterInventory = character.Inventory
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if not characterInventory then
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MyModGlobal.debugPrint("No character inventory")
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return
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end
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---@type InventorySlot[]
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local slots = getSlots(inventory)
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-- MyModGlobal.debugPrint("Slots:")
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-- dump(slots)
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---@type table<InventorySlot, Barotrauma.Item[]>
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local movableBySlot = getItemsPerSlot(characterInventory, slots)
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-- MyModGlobal.debugPrint("Movable by slot:")
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-- dump(movableBySlot)
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local permissibleItems = LOAD_MAP[tostring(item.Prefab.Identifier.Value)]
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if not permissibleItems then
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MyModGlobal.debugPrint("No permissible items for item")
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local permissibleItemsPerSlot = getPermissibleItemsPerSlot(movableBySlot)
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MyModGlobal.debugPrint("Can load per slot:")
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dump(permissibleItemsPerSlot)
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return
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end
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-- Sort items by condition (asc or desc) but also
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-- Make sure items with 0 condition are at the end
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-- We don't really want to load those
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for _, items in pairs(movableBySlot) do
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table.sort(items, function(a, b)
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if a.ConditionPercentage == 0 and b.ConditionPercentage ~= 0 then
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return false
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elseif a.ConditionPercentage ~= 0 and b.ConditionPercentage == 0 then
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return true
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elseif preferMinCondition then
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return a.ConditionPercentage < b.ConditionPercentage
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else
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return a.ConditionPercentage > b.ConditionPercentage
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end
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end)
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end
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-- dump(movableBySlot)
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for inventorySlot, items in pairs(movableBySlot) do
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for _, ititem in ipairs(items) do
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local moved = inventorySlot.inventory.TryPutItem(ititem, inventorySlot.slotIndex, false, true, nil)
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-- When the slot is full no more will be able to be moved
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-- And tat that point we're done with that slot
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if not moved then break end
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end
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end
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-- -- Where can we put our toUnload items?
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-- local nearbySlots = findSlotsThat(slot.inventory, function(islot)
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-- local isEmpty = #islot.slot.items == 0
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-- if isEmpty then return true end
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-- for _, prefab in ipairs(toUnloadByPrefab) do
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-- local canAccept = islot.inventory.CanBePutInSlot(prefab, islot.slotIndex)
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-- if canAccept then return true end
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-- end
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-- return false
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-- end)
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-- -- print("Before sorting:")
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-- -- dump(nearbySlots)
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-- -- Some inventories don't have slots per row, like the player inventory
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-- local slotsPerRow = 900
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-- local ok, err = pcall(function()
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-- slotsPerRow = slot.inventory.slotsPerRow
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-- end)
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-- if not ok then
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-- MyModGlobal.debugPrint(string.format("Error getting slots per row: %s", err))
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-- end
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-- local getGridPos = function(slotIndex)
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-- local x = slotIndex % slotsPerRow
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-- local y = math.floor(slotIndex / slotsPerRow)
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-- return x, y
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-- end
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-- -- We are offsetting here by 1 because the backend uses 0-indexed slots
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-- -- And the lua uses 1-indexed slots
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-- -- We are trying to match the backend behavior for sorting
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-- local slotx, sloty = getGridPos(slot.slotIndex - 1)
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-- -- print(string.format("Slot position %d: %d, %d", slot.slotIndex, slotx, sloty))
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-- table.sort(nearbySlots, function(a, b)
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-- local ax, ay = getGridPos(a.slotIndex)
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-- local bx, by = getGridPos(b.slotIndex)
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-- local distA = math.max(math.abs(ax - slotx), math.abs(ay - sloty))
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-- local distB = math.max(math.abs(bx - slotx), math.abs(by - sloty))
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-- if distA == distB then
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-- return a.slotIndex < b.slotIndex
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-- end
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-- return distA < distB
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-- end)
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-- -- print(string.format("Current slot: %d at (%d, %d)", slot.slotIndex, slotx, sloty))
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-- for _, iitem in ipairs(toUnload) do
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-- for _, nearbySlot in ipairs(nearbySlots) do
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-- local canAccept = nearbySlot.inventory.CanBePutInSlot(iitem.Prefab, nearbySlot.slotIndex)
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-- if canAccept then
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-- local moved = nearbySlot.inventory.TryPutItem(iitem, nearbySlot.slotIndex, true, false, nil)
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-- -- print(string.format("Moved item %s to slot %d", iitem.Name, nearbySlot.slotIndex))
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-- if moved then break end
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-- end
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-- end
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-- end
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end
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---@param minCondition boolean Prefer items with lowest condition
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local function tryReloadCursorItem(preferMinCondition)
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local slots, err = cursormacroer.getInventorySlotsUnderCursor()
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if err then
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-- MyModGlobal.debugPrint(string.format("Error getting inventory slot: %s", err))
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return
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end
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if not slots or #slots == 0 then
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-- MyModGlobal.debugPrint("No items in slot")
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return
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end
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for _, slot in ipairs(slots) do
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tryReloadSlot(slot, preferMinCondition)
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end
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end
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return {
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tryReloadCursorItem = tryReloadCursorItem,
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}
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