More fixes and edits!
* Fixed a bug with client_exit module button appearing on full reload. * Fixed the battle window to work properly now (left click: attack, right click: menu). * Added auto walk checker for more accurate aut walking: - It will always find the path now, except in rare occasions gets stuck running back and forward - Re-calculates path every 10 steps and also when you hit an object that cancels your step. - Right now this is just a temporary method. - Cancels the checker when you move or press escape (has to be done client-side). * Added a new setting to UIComboBox class 'mouse-scroll' to enable/disable mouse wheel scrolling. * Added support for no ping in cooldowns. * Added missing PlayerStates (hungry and bleeding).
This commit is contained in:
parent
fddbafebd3
commit
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@ -4,7 +4,9 @@ local exitWindow
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local exitButton
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function Exit.init()
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exitButton = TopMenu.addRightButton('exitButton', tr('Exit Client'), 'exit.png', Exit.tryExit)
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if not g_game.isOnline() then
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exitButton = TopMenu.addRightButton('exitButton', tr('Exit Client'), 'exit.png', Exit.tryExit)
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end
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connect(g_game, {
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onGameStart = Exit.hide,
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@ -5,6 +5,7 @@ function UIComboBox.create()
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local combobox = UIComboBox.internalCreate()
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combobox.options = {}
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combobox.currentIndex = -1
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combobox.mouseScroll = true
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return combobox
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end
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@ -76,6 +77,9 @@ function UIComboBox:onMousePress(mousePos, mouseButton)
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end
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function UIComboBox:onMouseWheel(mousePos, direction)
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if not self.mouseScroll then
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return false
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end
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if direction == MouseWheelUp and self.currentIndex > 1 then
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self:setCurrentIndex(self.currentIndex - 1)
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elseif direction == MouseWheelDown and self.currentIndex < #self.options then
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@ -90,6 +94,19 @@ function UIComboBox:onStyleApply(styleName, styleNode)
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self:addOption(option)
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end
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end
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for name,value in pairs(styleNode) do
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if name == 'mouse-scroll' then
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self.mouseScroll = value
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end
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end
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end
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function UIComboBox:setMouseScroll(scroll)
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self.mouseScroll = scroll
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end
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function UIComboBox:canMouseScroll()
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return self.mouseScroll
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end
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function UIComboBox:onOptionChange(optionText, optionData)
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@ -230,10 +230,10 @@ function onMouseRelease(self, mousePosition, mouseButton)
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mouseWidget.cancelNextRelease = true
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g_game.look(self.creature)
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return true
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elseif mouseButton == MouseRightButton and g_keyboard.isCtrlPressed() and not g_mouse.isPressed(MouseLeftButton) then
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elseif mouseButton == MouseRightButton and not g_mouse.isPressed(MouseLeftButton) then
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modules.game_interface.createThingMenu(mousePosition, nil, nil, self.creature)
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return true
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elseif mouseButton == MouseRightButton and not g_mouse.isPressed(MouseLeftButton) then
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elseif mouseButton == MouseLeftButton and not g_mouse.isPressed(MouseRightButton) then
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if self.isTarget then
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g_game.cancelAttack()
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else
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@ -78,7 +78,8 @@ function onSpellCooldown(iconId, duration)
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local spellName = SpelllistSettings[modules.game_spelllist.getSpelllistProfile()].spellIcons[iconId]
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if not spellName then return end
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local duration = duration - (g_game.getPing()/2)
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local ping = g_game.getPing()
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if ping > 0 then local duration = duration - (ping/2) end
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local otcIconId = tonumber(SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon)
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if not otcIconId and SpellIcons[SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon] then
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otcIconId = SpellIcons[SpellInfo[modules.game_spelllist.getSpelllistProfile()][spellName].icon][1]
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@ -103,7 +104,8 @@ end
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function onSpellGroupCooldown(groupId, duration)
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if not SpellGroups[groupId] then return end
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local duration = duration - (g_game.getPing()/2)
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local ping = g_game.getPing()
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if ping > 0 then local duration = duration - (ping/2) end
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local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId])
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local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId])
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if icon then
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@ -1,4 +1,5 @@
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WALK_AUTO_REPEAT_DELAY = 150
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WALK_STEPS_RETRY = 10
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gameRootPanel = nil
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gameMapPanel = nil
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@ -27,9 +28,17 @@ arrowKeys = {
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function init()
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g_ui.importStyle('styles/countwindow.otui')
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connect(g_game, { onGameStart = show,
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onGameEnd = hide,
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onLoginAdvice = onLoginAdvice }, true)
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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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}, 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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@ -83,7 +92,7 @@ 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() g_game.cancelAttackAndFollow() 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('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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@ -184,6 +193,45 @@ 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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@ -233,6 +281,7 @@ 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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@ -517,12 +566,10 @@ function processMouseAction(menuPosition, mouseButton, autoWalkPos, lookThing, u
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end
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if autoWalkPos and keyboardModifiers == KeyboardNoModifier and mouseButton == MouseLeftButton then
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local dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), autoWalkPos, 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 true
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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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end
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g_game.autoWalk(dirs)
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return true
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end
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@ -382,12 +382,8 @@ function onMinimapMouseRelease(self, mousePosition, mouseButton)
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end
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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 dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), pos, 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 true
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end
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g_game.autoWalk(dirs)
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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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return true
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end
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return false
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@ -16,7 +16,9 @@ PlayerStates = {
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Cursed = 2048,
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PartyBuff = 4096,
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PzBlock = 8192,
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Pz = 16384
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Pz = 16384,
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Bleeding = 32768,
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Hungry = 65536
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}
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InventorySlotOther = 0
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@ -96,3 +98,47 @@ 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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@ -5,7 +5,7 @@ endif(${CMAKE_MAJOR_VERSION} EQUAL 2 AND ${CMAKE_MINOR_VERSION} EQUAL 6)
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# otclient options
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add_definitions(-DOTCLIENT)
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option(BOT_PROTECTION "Enable bot protection" ON)
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option(BOT_PROTECTION "Enable bot protection" OFF)
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if(BOT_PROTECTION)
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add_definitions(-DBOT_PROTECTION)
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message(STATUS "Bot protection: ON")
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@ -255,7 +255,9 @@ namespace Otc
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IconCursed = 2048,
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IconPartyBuff = 4096,
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IconPzBlock = 8192,
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IconPz = 16384
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IconPz = 16384,
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IconBleeding = 32768,
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IconHungry = 65536
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};
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enum MessageMode {
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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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}, 4000);
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}, 3000);
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}
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}
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@ -160,6 +160,8 @@ void LocalPlayer::cancelWalk(Otc::Direction direction)
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// turn to the cancel direction
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if(direction != Otc::InvalidDirection)
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setDirection(direction);
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callLuaField("onCancelWalk", direction);
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}
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void LocalPlayer::stopWalk()
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@ -458,6 +458,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction<LocalPlayer>("isKnown", &LocalPlayer::isKnown);
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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.registerClass<Tile>();
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g_lua.bindClassMemberFunction<Tile>("clean", &Tile::clean);
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