local m, public, private = Aux.module'stack' local state function private.stack_size(slot) local container_item_info = Aux.info.container_item(unpack(slot)) return container_item_info and container_item_info.count or 0 end function private.charges(slot) local container_item_info = Aux.info.container_item(unpack(slot)) return container_item_info and container_item_info.charges end function private.max_stack(slot) local container_item_info = Aux.info.container_item(unpack(slot)) return container_item_info and container_item_info.max_stack end function private.locked(slot) local container_item_info = Aux.info.container_item(unpack(slot)) return container_item_info and container_item_info.locked end function private.find_item_slot(partial) for slot in Aux.util.inventory() do if m.matching_item(slot, partial) and not Aux.util.table_eq(slot, state.target_slot) then return slot end end end function private.matching_item(slot, partial) local item_info = Aux.info.container_item(unpack(slot)) return item_info and item_info.item_key == state.item_key and Aux.info.auctionable(item_info.tooltip) and (not partial or item_info.count < item_info.max_stack) end function private.find_empty_slot() for slot, type in Aux.util.inventory() do if type == 1 and not GetContainerItemInfo(unpack(slot)) then return slot end end end function private.find_charge_item_slot() for slot in Aux.util.inventory() do if m.matching_item(slot) and m.charges(slot) == state.target_size then return slot end end end function private.move_item(from_slot, to_slot, amount, k) if m.locked(from_slot) or m.locked(to_slot) then return Aux.control.wait(k) end amount = min(m.max_stack(from_slot) - m.stack_size(to_slot), m.stack_size(from_slot), amount) local expected_size = m.stack_size(to_slot) + amount ClearCursor() SplitContainerItem(from_slot[1], from_slot[2], amount) PickupContainerItem(unpack(to_slot)) return Aux.control.wait_until(function() return m.stack_size(to_slot) == expected_size end, k) end function private.process() if not state.target_slot or not m.matching_item(state.target_slot) then state.target_slot = m.find_item_slot() if not state.target_slot then return m.stop() end end if m.charges(state.target_slot) then state.target_slot = m.find_charge_item_slot() return m.stop() end if m.stack_size(state.target_slot) > state.target_size then local slot = m.find_item_slot(true) or m.find_empty_slot() if slot then return m.move_item( state.target_slot, slot, m.stack_size(state.target_slot) - state.target_size, m.process ) end elseif m.stack_size(state.target_slot) < state.target_size then local slot = m.find_item_slot() if slot then return m.move_item( slot, state.target_slot, state.target_size - m.stack_size(state.target_slot), m.process ) end end return m.stop() end function public.stop() if state then Aux.control.kill_thread(state.thread_id) local callback, slot = state.callback, state.target_slot if slot and not m.matching_item(slot) then slot = nil end state = nil if callback then callback(slot) end end end function public.start(item_key, size, callback) m.stop() local thread_id = Aux.control.new_thread(m.process) state = { thread_id = thread_id, item_key = item_key, target_size = size, callback = callback, } end