Proper fix for autowalk lag issue
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@ -65,6 +65,14 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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-- happens when clicking outside of map boundaries
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if not autoWalkPos then return false end
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local localPlayerPos = g_game.getLocalPlayer():getPosition()
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if autoWalkPos.z ~= localPlayerPos.z then
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local dz = autoWalkPos.z - localPlayerPos.z
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autoWalkPos.x = autoWalkPos.x + dz
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autoWalkPos.y = autoWalkPos.y + dz
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autoWalkPos.z = localPlayerPos.z
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end
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local lookThing
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local useThing
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@ -76,18 +84,6 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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lookThing = tile:getTopLookThing()
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useThing = tile:getTopUseThing()
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creatureThing = tile:getTopCreature()
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if tile:isWalkable() then
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local localPlayerPos = g_game.getLocalPlayer():getPosition()
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if autoWalkPos.z ~= localPlayerPos.z then
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local dz = autoWalkPos.z - localPlayerPos.z
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autoWalkPos.x = autoWalkPos.x + dz
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autoWalkPos.y = autoWalkPos.y + dz
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autoWalkPos.z = localPlayerPos.z
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end
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else
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autoWalkPos = nil
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end
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end
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local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing)
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@ -561,6 +561,20 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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return ret;
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}
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// check the goal pos is walkable
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if(g_map.isAwareOfPosition(goalPos)) {
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const TilePtr goalTile = getTile(goalPos);
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if(!goalTile || !goalTile->isWalkable()) {
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return ret;
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}
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}
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else {
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const MinimapTile& goalTile = g_minimap.getTile(goalPos);
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if(goalTile.hasFlag(MinimapTileNotWalkable)) {
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return ret;
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}
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}
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std::unordered_map<Position, Node*, PositionHasher> nodes;
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std::priority_queue<Node*, std::vector<Node*>, LessNode> searchList;
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