tibia-client/modules/game/widgets/uigamemap.lua

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UIGameMap = extends(UIMap)
function UIGameMap.create()
local gameMap = UIGameMap.internalCreate()
return gameMap
end
function UIGameMap:onDragEnter(mousePos)
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local tile = self:getTile(mousePos)
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if not tile then return false end
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local thing = tile:getTopMoveThing()
if not thing then return false end
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self.parsed = false
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self.currentDragThing = thing
Mouse.setTargetCursor()
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return true
end
function UIGameMap:onDragLeave(droppedWidget, mousePos)
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if not self.parsed then
self.currentDragThing = nil
end
Mouse.restoreCursor()
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return true
end
function UIGameMap:onDrop(widget, mousePos)
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if not widget or not widget.currentDragThing then return false end
local tile = self:getTile(mousePos)
if not tile then return false end
local count = widget.currentDragThing:getCount()
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if widget.currentDragThing:isStackable() and count > 1 then
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widget.parsed = true
local moveWindow = createWidget('CountWindow', rootWidget)
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local spinbox = moveWindow:getChildById('spinbox')
spinbox:setMaximum(count)
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spinbox:setMinimum(1)
spinbox:setCurrentIndex(count)
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local okButton = moveWindow:getChildById('buttonOk')
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okButton.onClick = function()
g_game.move(widget.currentDragThing, tile:getPosition(), spinbox:getCurrentIndex())
okButton:getParent():destroy()
widget.currentDragThing = nil
end
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moveWindow.onEnter = okButton.onClick
else
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g_game.move(widget.currentDragThing, tile:getPosition(), 1)
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end
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return true
end
function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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local tile = self:getTile(mousePosition)
if tile == nil then return false end
if GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then
return true
elseif mouseButton == MouseLeftButton then
local fromPos = g_game.getLocalPlayer():getPosition()
local toPos = tile:getPosition()
if fromPos.z ~= toPos.z then
TextMessage.displayStatus('There is no way.')
return true
end
-- simple and stupid pathfinding algorithm
local dirs = {}
local pathPos = fromPos
while pathPos.x ~= toPos.x or pathPos.y ~= toPos.y do
if pathPos.x < toPos.x then
pathPos.x = pathPos.x + 1
table.insert(dirs, East)
elseif pathPos.x > toPos.x then
pathPos.x = pathPos.x - 1
table.insert(dirs, West)
elseif pathPos.y < toPos.y then
pathPos.y = pathPos.y + 1
table.insert(dirs, South)
else --if pathPos.y > toPos.y then
pathPos.y = pathPos.y - 1
table.insert(dirs, North)
end
end
g_game.autoWalk(dirs)
return true
end
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return false
end