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Make the bag sort family-aware and locale-independent
Two fixes to libbagsort's planning stage. Family-aware placement: the sort treated every bag in the list as interchangeable storage, so with a quiver / soul / profession bag in the set it would try to swap a general item into a slot that can't hold it. The client rejects that swap, but the grid was updated as if it succeeded, desyncing the plan and corrupting the sort from there on. Now each destination slot is tagged with its bag's family (via ClassicAPI's GetItemFamily, which reports bag families reliably) and every item is routed to a cell that accepts it -- matching specialty bag first, overflowing to general -- so nothing lands where it can't go and family items consolidate into their bags for free. Locale-independent categories: SortCategoryPrefix compared the localized itemType/quality strings from GetItemInfo, which silently miscategorize everything on a non-enUS client. Switch to the numeric classID/quality via C_Item.GetItemInfo and ClassicAPI's Enum.ItemClass / Enum.ItemQuality.
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+85
-59
@@ -11,26 +11,27 @@ pfUI.api.libbagsort = libbagsort
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libbagsort.itemGrid = {}
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libbagsort.bagList = nil
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local HEARTHSTONE_ITEM_ID = 6948
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local ItemClass = Enum.ItemClass
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local ItemQuality = Enum.ItemQuality
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-- Lower prefix = sorted earlier in the bag.
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local function SortCategoryPrefix(itemId, itemType, itemSubType, quality)
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if itemId == HEARTHSTONE_ITEM_ID then return "00" end
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if quality == 0 then return "13" end -- Poor (gray) always last
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if itemType == "Weapon" or itemType == "Armor" then
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if quality and quality >= 4 then return "01" end -- Epic+ gear
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if quality == 3 then return "02" end -- Rare gear
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if quality == 2 then return "03" end -- Uncommon gear
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return "04" -- Common/poor gear
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local function SortCategoryPrefix(itemId, classID, quality)
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if itemId == HEARTHSTONE_ITEM_ID then return "00" end
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if quality == ItemQuality.Poor then return "13" end -- gray always last
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if classID == ItemClass.Weapon or classID == ItemClass.Armor then
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if quality and quality >= ItemQuality.Epic then return "01" end -- Epic+ gear
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if quality == ItemQuality.Rare then return "02" end -- Rare gear
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if quality == ItemQuality.Uncommon then return "03" end -- Uncommon gear
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return "04" -- Common/poor gear
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end
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if itemType == "Consumable" then return "05" end
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if itemType == "Reagent" then return "06" end
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if itemType == "Trade Goods" then return "07" end
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if itemType == "Quest" then return "08" end
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if classID == ItemClass.Consumable then return "05" end
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if classID == ItemClass.Reagent then return "06" end
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if classID == ItemClass.Tradegoods then return "07" end
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if classID == ItemClass.Questitem then return "08" end
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-- Non-gear items without a specific type, sorted by quality
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if quality and quality >= 4 then return "09" end
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if quality == 3 then return "10" end
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if quality == 2 then return "11" end
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if quality and quality >= ItemQuality.Epic then return "09" end
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if quality == ItemQuality.Rare then return "10" end
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if quality == ItemQuality.Uncommon then return "11" end
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return "12"
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end
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@@ -41,9 +42,12 @@ local function SortCountSuffix(count)
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return string.sub(s, -6)
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end
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local function SortKey(itemId, name, itype, subtype, quality, count)
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return SortCategoryPrefix(itemId, itype, subtype, quality)
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.. (itype or "") .. "|" .. (subtype or "") .. "|" .. (name or "zzz") .. "|" .. SortCountSuffix(count)
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local function SortKey(itemId, name, classID, subClassID, quality, count)
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-- Zero-pad the class/subclass so the secondary grouping sorts numerically
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-- (as a string, "10" would otherwise precede "2").
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return SortCategoryPrefix(itemId, classID, quality)
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.. string.format("%02d|%02d|", classID or 99, subClassID or 99)
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.. (name or "zzz") .. "|" .. SortCountSuffix(count)
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end
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local function ClearSortData()
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@@ -112,36 +116,61 @@ local function BuildConsolidateOps(bagList)
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return ops
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end
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-- Bag family bitmask (1 << (familyID-1)); 0 = general-purpose (holds
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-- anything). Backpack (0) and bank (-1) are always general. A specialty
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-- bag's family comes from the equipped bag item -- ClassicAPI derives it
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-- from the container subclass when the raw field is empty (Turtle leaves
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-- bags' m_bagFamily at 0), so quivers/soul/profession bags report properly.
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local function BagFamily(bag)
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if bag == 0 or bag == -1 then return 0 end
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local id = GetInventoryItemID("player", ContainerIDToInventoryID(bag))
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return id and C_Item.GetItemFamily(id) or 0
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end
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local function BuildSortGrid()
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local bagList = libbagsort.bagList
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libbagsort.itemGrid = {}
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local normalItems = {}
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local poorItems = {}
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local bagCount = 0
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local bagSlots = {}
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-- Destination cells, split by the family they can accept. A specialty
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-- bag's slots only take items of its own family; general slots take
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-- anything. Cells are collected in forward order (bag order, slot 1..n).
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local generalCells = {} -- { {bag=,slot=}, ... }
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local specialtyCells = {} -- family -> { {bag=,slot=}, ... }
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for _, bag in ipairs(bagList) do
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bagCount = bagCount + 1
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local fam = BagFamily(bag)
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local numSlots = GetContainerNumSlots(bag)
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bagSlots[bagCount] = numSlots
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if numSlots > 0 then
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libbagsort.itemGrid[bag] = {}
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for slot = 1, numSlots do
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if fam == 0 then
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tinsert(generalCells, {bag=bag, slot=slot})
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else
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specialtyCells[fam] = specialtyCells[fam] or {}
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tinsert(specialtyCells[fam], {bag=bag, slot=slot})
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end
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local itemId = C_Container.GetContainerItemID(bag, slot)
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if itemId then
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-- pfUI's compat layer shims GetItemInfo to the modern 10-field
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-- signature (inserts nil for itemLevel between quality and
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-- minlevel) — so itype/subtype sit at positions 6/7, not 5/6.
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local name, _, quality, _, _, itype, subtype = GetItemInfo(itemId)
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-- C_Item.GetItemInfo is the full 18-field tuple; classID/subClassID
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-- sit at positions 12/13. We categorize on those numeric class IDs
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-- rather than the localized itemType/itemSubType strings. (pfUI's
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-- shimmed global GetItemInfo is only 10 fields and lacks them.)
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local name, _, quality, _, _, _, _, _, _, _, _, classID, subClassID = C_Item.GetItemInfo(itemId)
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local _, count = GetContainerItemInfo(bag, slot)
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local item = {
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key = SortKey(itemId, name, itype, subtype, quality, count),
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key = SortKey(itemId, name, classID, subClassID, quality, count),
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-- vanilla items carry at most one family bit, so equality
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-- against a bag family suffices (no bit.band needed).
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family = C_Item.GetItemFamily(itemId) or 0,
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srcBag = bag,
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srcSlot = slot,
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curBag = bag,
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curSlot = slot,
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}
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if quality == 0 then
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if quality == ItemQuality.Poor then
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tinsert(poorItems, item)
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else
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tinsert(normalItems, item)
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@@ -157,41 +186,38 @@ local function BuildSortGrid()
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-- back-to-front (last poor item lands on the last slot).
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table.sort(poorItems, function(a, b) return a.key > b.key end)
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-- Forward pass: assign normal items from slot 1 of bag 1 onward
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local bagIdx, destSlot = 1, 1
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while bagIdx <= bagCount and bagSlots[bagIdx] == 0 do
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bagIdx = bagIdx + 1
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end
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-- Forward pass: route each normal item into the next free cell that
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-- accepts it -- a matching specialty bag first, overflowing to general.
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local genIdx = 1
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local specIdx = {} -- family -> next free index into specialtyCells[family]
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for _, item in ipairs(normalItems) do
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while bagIdx <= bagCount do
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if destSlot <= bagSlots[bagIdx] then break end
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bagIdx = bagIdx + 1
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destSlot = 1
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local cell
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local fam = item.family
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if fam ~= 0 and specialtyCells[fam] then
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local i = specIdx[fam] or 1
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if i <= table.getn(specialtyCells[fam]) then
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cell = specialtyCells[fam][i]
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specIdx[fam] = i + 1
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end
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end
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if bagIdx > bagCount then break end
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local grid = libbagsort.itemGrid[item.srcBag][item.srcSlot]
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grid.destBag = bagList[bagIdx]
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grid.destSlot = destSlot
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destSlot = destSlot + 1
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if not cell and genIdx <= table.getn(generalCells) then
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cell = generalCells[genIdx]
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genIdx = genIdx + 1
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end
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if not cell then break end
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item.destBag = cell.bag
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item.destSlot = cell.slot
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end
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-- Reverse pass: assign poor items from the last slot of the last bag backward
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local rBagIdx = bagCount
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local rDestSlot = 0
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while rBagIdx >= 1 do
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if bagSlots[rBagIdx] > 0 then rDestSlot = bagSlots[rBagIdx]; break end
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rBagIdx = rBagIdx - 1
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end
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-- Reverse pass: poor items are general; fill remaining general cells from
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-- the back, stopping before the ones the forward pass already claimed.
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local genBack = table.getn(generalCells)
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for _, item in ipairs(poorItems) do
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while rBagIdx >= 1 and rDestSlot < 1 do
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rBagIdx = rBagIdx - 1
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rDestSlot = rBagIdx >= 1 and bagSlots[rBagIdx] or 0
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end
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if rBagIdx < 1 then break end
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local grid = libbagsort.itemGrid[item.srcBag][item.srcSlot]
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grid.destBag = bagList[rBagIdx]
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grid.destSlot = rDestSlot
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rDestSlot = rDestSlot - 1
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if genBack < genIdx then break end
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local cell = generalCells[genBack]
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genBack = genBack - 1
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item.destBag = cell.bag
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item.destSlot = cell.slot
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end
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end
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