simplistic autowalk
* add simple and stupid autowalk algorithm * fix issue in classic control
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@ -49,16 +49,6 @@ AlignTopCenter = 20
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AlignBottomCenter = 24
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AlignBottomCenter = 24
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AlignCenter = 48
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AlignCenter = 48
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North = 0
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East = 1
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South = 2
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West = 3
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NorthEast = 4
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SouthEast = 5
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SouthWest = 6
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NorthWest = 7
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KeyUnknown = 0
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KeyUnknown = 0
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KeyEscape = 1
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KeyEscape = 1
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KeyTab = 2
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KeyTab = 2
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@ -22,3 +22,12 @@ EmblemNone = 0
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EmblemGreen = 1
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EmblemGreen = 1
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EmblemRed = 2
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EmblemRed = 2
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EmblemBlue = 3
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EmblemBlue = 3
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North = 0
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East = 1
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South = 2
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West = 3
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NorthEast = 4
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SouthEast = 5
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SouthWest = 6
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NorthWest = 7
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@ -211,7 +211,7 @@ function GameInterface.processMouseAction(menuPosition, mouseButton, autoWalk, l
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return true
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return true
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end
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end
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if not Options['classicControl'] then
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if not Options.getOption('classicControl') then
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if keyboardModifiers == KeyboardNoModifier and mouseButton == MouseRightButton then
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if keyboardModifiers == KeyboardNoModifier and mouseButton == MouseRightButton then
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GameInterface.createThingMenu(menuPosition, lookThing, useThing, creatureThing)
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GameInterface.createThingMenu(menuPosition, lookThing, useThing, creatureThing)
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return true
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return true
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@ -59,6 +59,38 @@ end
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function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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local tile = self:getTile(mousePosition)
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local tile = self:getTile(mousePosition)
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if tile and GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then return true end
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if tile == nil then return false end
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if GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then
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return true
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elseif mouseButton == MouseLeftButton then
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local fromPos = g_game.getLocalPlayer():getPosition()
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local toPos = tile:getPosition()
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if fromPos.z ~= toPos.z then
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TextMessage.displayStatus('There is no way.')
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return true
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end
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-- simple and stupid pathfinding algorithm
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local dirs = {}
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local pathPos = fromPos
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while pathPos.x ~= toPos.x or pathPos.y ~= toPos.y do
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if pathPos.x < toPos.x then
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pathPos.x = pathPos.x + 1
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table.insert(dirs, East)
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elseif pathPos.x > toPos.x then
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pathPos.x = pathPos.x - 1
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table.insert(dirs, West)
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elseif pathPos.y < toPos.y then
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pathPos.y = pathPos.y + 1
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table.insert(dirs, South)
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else --if pathPos.y > toPos.y then
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pathPos.y = pathPos.y - 1
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table.insert(dirs, North)
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end
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end
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g_game.autoWalk(dirs)
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return true
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end
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return false
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return false
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end
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end
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@ -113,7 +113,7 @@ function TextMessage.clearMessages()
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end
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end
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function TextMessage.displayStatus(msg, time)
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function TextMessage.displayStatus(msg, time)
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displayMessage(MessageTypes.warning, msg)
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displayMessage(MessageTypes.statusSmall, msg)
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end
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end
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function TextMessage.displayEventAdvance(msg, time)
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function TextMessage.displayEventAdvance(msg, time)
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@ -372,7 +372,7 @@ void Game::walk(Otc::Direction direction)
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forceWalk(direction);
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forceWalk(direction);
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}
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}
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void Game::walkPath(const std::vector<Otc::Direction>& dir)
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void Game::autoWalk(const std::vector<Otc::Direction>& dir)
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{
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{
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if(!canPerformGameAction())
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if(!canPerformGameAction())
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return;
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return;
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@ -380,7 +380,7 @@ void Game::walkPath(const std::vector<Otc::Direction>& dir)
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if(isFollowing())
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if(isFollowing())
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cancelFollow();
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cancelFollow();
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m_protocolGame->sendWalkPath(dir);
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m_protocolGame->sendAutoWalk(dir);
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}
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}
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void Game::forceWalk(Otc::Direction direction)
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void Game::forceWalk(Otc::Direction direction)
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@ -123,7 +123,7 @@ public:
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// walk related
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// walk related
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void walk(Otc::Direction direction);
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void walk(Otc::Direction direction);
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void walkPath(const std::vector<Otc::Direction>& dir);
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void autoWalk(const std::vector<Otc::Direction>& dir);
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void forceWalk(Otc::Direction direction);
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void forceWalk(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void stop();
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void stop();
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@ -82,7 +82,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction("g_game", "forceLogout", std::bind(&Game::forceLogout, &g_game));
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g_lua.bindClassStaticFunction("g_game", "forceLogout", std::bind(&Game::forceLogout, &g_game));
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g_lua.bindClassStaticFunction("g_game", "safeLogout", std::bind(&Game::safeLogout, &g_game));
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g_lua.bindClassStaticFunction("g_game", "safeLogout", std::bind(&Game::safeLogout, &g_game));
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g_lua.bindClassStaticFunction("g_game", "walk", std::bind(&Game::walk, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "walk", std::bind(&Game::walk, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "walkPath", std::bind(&Game::walkPath, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "autoWalk", std::bind(&Game::autoWalk, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "turn", std::bind(&Game::turn, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "turn", std::bind(&Game::turn, &g_game, _1));
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g_lua.bindClassStaticFunction("g_game", "stop", std::bind(&Game::stop, &g_game));
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g_lua.bindClassStaticFunction("g_game", "stop", std::bind(&Game::stop, &g_game));
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@ -155,7 +155,7 @@ namespace Proto {
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ClientEnterGame = 10,
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ClientEnterGame = 10,
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ClientLeaveGame = 20,
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ClientLeaveGame = 20,
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ClientPingResponse = 30,
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ClientPingResponse = 30,
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ClientWalkPath = 100,
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ClientAutoWalk = 100,
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ClientWalkNorth = 101,
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ClientWalkNorth = 101,
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ClientWalkEast = 102,
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ClientWalkEast = 102,
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ClientWalkSouth = 103,
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ClientWalkSouth = 103,
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@ -42,7 +42,7 @@ public:
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void sendLogout();
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void sendLogout();
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void sendPingResponse();
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void sendPingResponse();
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void sendWalkPath(const std::vector<Otc::Direction>& path);
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void sendAutoWalk(const std::vector<Otc::Direction>& path);
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void sendWalkNorth();
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void sendWalkNorth();
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void sendWalkEast();
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void sendWalkEast();
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void sendWalkSouth();
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void sendWalkSouth();
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@ -79,12 +79,44 @@ void ProtocolGame::sendPingResponse()
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send(msg);
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send(msg);
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}
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}
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void ProtocolGame::sendWalkPath(const std::vector<Otc::Direction>& path)
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void ProtocolGame::sendAutoWalk(const std::vector<Otc::Direction>& path)
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{
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{
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OutputMessage msg;
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OutputMessage msg;
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msg.addU8(Proto::ClientAutoWalk);
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msg.addU8(path.size());
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msg.addU8(path.size());
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for(Otc::Direction dir : path)
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for(Otc::Direction dir : path) {
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msg.addU8(dir);
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uint8 byte;
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switch(dir) {
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case Otc::East:
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byte = 1;
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break;
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case Otc::NorthEast:
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byte = 2;
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break;
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case Otc::North:
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byte = 3;
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break;
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case Otc::NorthWest:
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byte = 4;
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break;
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case Otc::West:
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byte = 5;
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break;
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case Otc::SouthWest:
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byte = 6;
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break;
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case Otc::South:
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byte = 7;
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break;
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case Otc::SouthEast:
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byte = 8;
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break;
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default:
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byte = 0;
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break;
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}
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msg.addU8(byte);
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}
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send(msg);
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send(msg);
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}
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}
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