Auto walker update must be done from C++ not lua due to bot protection.
* Moved the auto walk checker to the source. * Implemented a temporary fix for findPath method (will now choose other tiles over null tiles).
This commit is contained in:
parent
493202afcf
commit
a1a8d28f5c
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@ -31,15 +31,9 @@ function init()
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connect(g_game, {
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onGameStart = show,
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onGameEnd = hide,
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onLoginAdvice = onLoginAdvice,
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onWalk = onWalk
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onLoginAdvice = onLoginAdvice
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}, true)
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connect(LocalPlayer, {
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onCancelWalk = onCancelWalk,
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onPositionChange = onPositionChange
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})
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gameRootPanel = g_ui.displayUI('gameinterface.otui')
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gameRootPanel:hide()
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gameRootPanel:lower()
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@ -92,13 +86,12 @@ function bindKeys()
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g_keyboard.bindKeyPress('Ctrl+Numpad6', function() g_game.turn(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Ctrl+Numpad2', function() g_game.turn(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Ctrl+Numpad4', function() g_game.turn(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Escape', function() cancelAutoWalkCheck() g_game.cancelAttackAndFollow() end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Escape', function() g_game.cancelAttackAndFollow() end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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g_keyboard.bindKeyPress('Ctrl+=', function() gameMapPanel:zoomIn() end, gameRootPanel, 250)
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g_keyboard.bindKeyPress('Ctrl+-', function() gameMapPanel:zoomOut() end, gameRootPanel, 250)
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g_keyboard.bindKeyDown('Ctrl+Q', logout, gameRootPanel)
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g_keyboard.bindKeyDown('Ctrl+L', logout, gameRootPanel)
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g_keyboard.bindKeyDown('Ctrl+W', function() g_map.cleanTexts() modules.game_textmessage.clearMessages() end, gameRootPanel)
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g_keyboard.bindKeyDown('Ctrl+;', toggleDash, gameRootPanel)
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g_keyboard.bindKeyDown('Ctrl+.', toggleAspectRatio, gameRootPanel)
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g_keyboard.bindKeyDown('Ctrl+N', function() gameMapPanel:setDrawTexts(not gameMapPanel:isDrawingTexts()) end, gameRootPanel)
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end
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@ -193,45 +186,6 @@ function tryLogout()
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anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
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end
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function onWalk(dir)
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cancelAutoWalkCheck()
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end
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function onPositionChange(newPos, oldPos)
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checkAutoWalking()
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end
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function onCancelWalk(dir)
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checkAutoWalking(true)
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end
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function checkAutoWalking(stepCancelled)
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local stepCancelled = stepCancelled or false
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local player = g_game.getLocalPlayer()
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if not player:isAutoWalking() then
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player:clearWalkSteps()
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end
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local lastDestination = player:getLastDestination()
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if not lastDestination then
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return -- auto walk has been cancelled
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end
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player:setWalkStep(lastDestination)
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local playerPos = player:getPosition()
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local walkSteps = player:getWalkSteps(lastDestination)
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if (not table.empty(walkSteps) and #walkSteps >= WALK_STEPS_RETRY) or stepCancelled then
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if lastDestination then player:autoWalk(lastDestination) end
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end
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end
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function cancelAutoWalkCheck()
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local player = g_game.getLocalPlayer()
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player:setLastDestination(nil) -- cancel retries
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player:clearWalkSteps()
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end
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function smartWalk(defaultDir)
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local rebindKey = false
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local lastKey = arrowKeys[lastWalkDir]
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@ -281,7 +235,6 @@ function smartWalk(defaultDir)
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else
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g_game.walk(dir)
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end
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cancelAutoWalkCheck() -- cancel the auto walker check
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if rebindKey then
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g_keyboard.bindKeyPress(lastKey, function() smartWalk(lastWalkDir) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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@ -565,12 +518,14 @@ function processMouseAction(menuPosition, mouseButton, autoWalkPos, lookThing, u
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end
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end
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local player = g_game.getLocalPlayer()
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player:stopAutoWalkUpdate()
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if autoWalkPos and keyboardModifiers == KeyboardNoModifier and mouseButton == MouseLeftButton then
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local player = g_game.getLocalPlayer()
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if not player:autoWalk(autoWalkPos) then
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return false
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modules.game_textmessage.displayStatusMessage(tr('There is no way.'))
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return true
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end
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return true
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end
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return false
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@ -86,7 +86,6 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, multiUseThing)
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if ret then
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modules.game_interface.cancelAutoWalkCheck()
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self.cancelNextRelease = true
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end
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@ -87,7 +87,6 @@ function UIItem:onMouseRelease(mousePosition, mouseButton)
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self.cancelNextRelease = true
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return true
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elseif modules.game_interface.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item) then
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modules.game_interface.cancelAutoWalkCheck()
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return true
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end
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return false
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@ -383,7 +383,10 @@ function onMinimapMouseRelease(self, mousePosition, mouseButton)
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local pos = self:getPosition(mousePosition)
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if pos and mouseButton == MouseLeftButton and self:isPressed() then
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local player = g_game.getLocalPlayer()
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if not player:autoWalk(pos) then return false end
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if not player:autoWalk(pos) then
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modules.game_textmessage.displayStatusMessage(tr('There is no way.'))
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return false
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end
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return true
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end
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return false
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@ -98,47 +98,3 @@ function Player:dismount()
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g_game.mount(false)
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end
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end
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function Player:getLastDestination()
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return self.lastDestination
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end
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function Player:setLastDestination(destination)
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self.lastDestination = destination
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end
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function Player:getWalkSteps(destination)
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if not self.walkSteps or not destination then
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return nil
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end
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return self.walkSteps[destination]
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end
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function Player:setWalkStep(destination)
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if not self.walkSteps then
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self.walkSteps = {}
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end
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if destination then
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if not self.walkSteps[destination] then
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self.walkSteps[destination] = {}
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end
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table.insert(self.walkSteps[destination], true)
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end
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end
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function Player:clearWalkSteps()
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self.walkSteps = {}
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end
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function Player:autoWalk(destination)
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self:clearWalkSteps()
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self:setLastDestination(destination)
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local dirs = g_map.findPath(self:getPosition(), destination, 127, PathFindFlags.AllowNullTiles)
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if #dirs == 0 then
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modules.game_textmessage.displayStatusMessage(tr('There is no way.'))
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return false
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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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@ -47,7 +47,8 @@ namespace Otc
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ANIMATED_TEXT_DURATION = 1000,
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STATIC_DURATION_PER_CHARACTER = 60,
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MIN_STATIC_TEXT_DURATION = 3000,
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MAX_STATIC_TEXT_WIDTH = 200
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MAX_STATIC_TEXT_WIDTH = 200,
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MAX_AUTOWALK_STEPS_RETRY = 10
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};
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enum DrawFlags {
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@ -158,7 +158,7 @@ void Game::processGameStart()
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m_protocolGame->sendPing();
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disableBotCall();
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}
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}, 3000);
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}, 2000);
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}
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}
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@ -564,6 +564,8 @@ bool Game::walk(Otc::Direction direction)
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return false;
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}
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m_localPlayer->stopAutoWalkUpdate();
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g_lua.callGlobalField("g_game", "onWalk", direction);
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forceWalk(direction);
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@ -824,6 +826,7 @@ void Game::attack(CreaturePtr creature)
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cancelFollow();
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setAttackingCreature(creature);
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m_localPlayer->stopAutoWalkUpdate();
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if(m_protocolVersion >= 963) {
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if(creature)
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@ -847,6 +850,7 @@ void Game::follow(CreaturePtr creature)
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cancelAttack();
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setFollowingCreature(creature);
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m_localPlayer->stopAutoWalkUpdate();
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if(m_protocolVersion >= 963) {
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if(creature)
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@ -867,6 +871,8 @@ void Game::cancelAttackAndFollow()
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if(isAttacking())
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setAttackingCreature(nullptr);
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m_localPlayer->stopAutoWalkUpdate();
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m_protocolGame->sendCancelAttackAndFollow();
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g_lua.callGlobalField("g_game", "onCancelAttackAndFollow");
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@ -161,12 +161,54 @@ void LocalPlayer::cancelWalk(Otc::Direction direction)
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if(direction != Otc::InvalidDirection)
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setDirection(direction);
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updateAutoWalkSteps(true);
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callLuaField("onCancelWalk", direction);
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}
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void LocalPlayer::updateAutoWalkSteps(bool walkFailed)
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{
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if(!m_autoWalking) {
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m_autoWalkSteps.clear();
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return;
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}
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if(!m_lastAutoWalkDestination.isValid()) {
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return;
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}
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// for now this cannot be done from lua, due to bot protection
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m_autoWalkSteps.push_back(m_lastAutoWalkDestination);
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if(m_autoWalkSteps.size() >= Otc::MAX_AUTOWALK_STEPS_RETRY || walkFailed) {
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autoWalk(m_lastAutoWalkDestination);
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}
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}
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bool LocalPlayer::autoWalk(const Position& destination)
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{
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m_autoWalkSteps.clear();
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m_lastAutoWalkDestination = destination;
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std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> result = g_map.findPath(m_position, destination, 127, Otc::PathFindAllowNullTiles);
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std::vector<Otc::Direction> dirs = std::get<0>(result);
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if(dirs.size() == 0)
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return false;
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g_game.autoWalk(dirs);
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return true;
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}
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void LocalPlayer::stopAutoWalkUpdate()
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{
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m_lastAutoWalkDestination = Position();
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m_autoWalkSteps.clear();
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}
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void LocalPlayer::stopWalk()
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{
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Creature::stopWalk(); // will call terminateWalk
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m_lastPrewalkDone = true;
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m_lastPrewalkDestionation = Position();
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}
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@ -231,6 +273,13 @@ void LocalPlayer::onAppear()
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lockWalk();
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}
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void LocalPlayer::onPositionChange(const Position& newPos, const Position& oldPos)
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{
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Creature::onPositionChange(newPos, oldPos);
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updateAutoWalkSteps();
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}
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void LocalPlayer::setStates(int states)
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{
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if(m_states != states) {
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@ -37,6 +37,9 @@ public:
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void unlockWalk() { m_walkLockExpiration = 0; }
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void lockWalk(int millis = 250);
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void stopAutoWalkUpdate();
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void updateAutoWalkSteps(bool walkFailed = false);
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bool autoWalk(const Position& destination);
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bool canWalk(Otc::Direction direction);
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void setStates(int states);
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@ -87,6 +90,7 @@ public:
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double getOfflineTrainingTime() { return m_offlineTrainingTime; }
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std::vector<int> getSpells() { return m_spells; }
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ItemPtr getInventoryItem(Otc::InventorySlot inventory) { return m_inventoryItems[inventory]; }
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std::vector<Position> getAutoWalkSteps() { return m_autoWalkSteps; }
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bool hasSight(const Position& pos);
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bool isKnown() { return m_known; }
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@ -99,6 +103,7 @@ public:
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bool isLocalPlayer() { return true; }
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virtual void onAppear();
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virtual void onPositionChange(const Position& newPos, const Position& oldPos);
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protected:
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void walk(const Position& oldPos, const Position& newPos);
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@ -117,6 +122,7 @@ private:
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// walk related
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Timer m_walkPingTimer;
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Position m_lastPrewalkDestionation;
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Position m_lastAutoWalkDestination;
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ScheduledEventPtr m_autoWalkEndEvent;
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ticks_t m_walkLockExpiration;
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int m_lastWalkPing;
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@ -136,6 +142,7 @@ private:
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std::array<int, Otc::LastSkill> m_skillsBaseLevel;
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std::array<int, Otc::LastSkill> m_skillsLevelPercent;
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std::vector<int> m_spells;
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std::vector<Position> m_autoWalkSteps;
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int m_states;
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int m_vocation;
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@ -459,6 +459,10 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction<LocalPlayer>("isPreWalking", &LocalPlayer::isPreWalking);
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g_lua.bindClassMemberFunction<LocalPlayer>("hasSight", &LocalPlayer::hasSight);
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g_lua.bindClassMemberFunction<LocalPlayer>("isAutoWalking", &LocalPlayer::isAutoWalking);
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g_lua.bindClassMemberFunction<LocalPlayer>("stopAutoWalkUpdate", &LocalPlayer::stopAutoWalkUpdate);
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g_lua.bindClassMemberFunction<LocalPlayer>("updateAutoWalkSteps", &LocalPlayer::updateAutoWalkSteps);
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g_lua.bindClassMemberFunction<LocalPlayer>("autoWalk", &LocalPlayer::autoWalk);
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g_lua.bindClassMemberFunction<LocalPlayer>("getAutoWalkSteps", &LocalPlayer::getAutoWalkSteps);
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g_lua.registerClass<Tile>();
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g_lua.bindClassMemberFunction<Tile>("clean", &Tile::clean);
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@ -506,6 +506,7 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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Position neighborPos = currentNode->pos.translated(i, j);
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const TilePtr& tile = getTile(neighborPos);
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float walkFactor = 0;
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if(neighborPos != goalPos) {
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/*
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Known Issue with Otc::PathFindAllowNullTiles flag:
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@ -514,7 +515,7 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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but it is breaking normal path finding.
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*/
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if(!(flags & Otc::PathFindAllowNullTiles) && !tile)
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continue;
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walkFactor = 1.0f;
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if(tile) {
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if(!(flags & Otc::PathFindAllowCreatures) && tile->hasCreature())
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continue;
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@ -525,12 +526,11 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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}
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}
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float walkFactor;
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Otc::Direction walkDir = currentNode->pos.getDirectionFromPosition(neighborPos);
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if(walkDir >= Otc::NorthEast)
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walkFactor = 3.0f;
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walkFactor += 3.0f;
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else
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walkFactor = 1.0f;
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walkFactor += 1.0f;
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int groundSpeed = tile ? tile->getGroundSpeed() : 100;
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float cost = currentNode->cost + (groundSpeed * walkFactor) / 100.0f;
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