UIGameMap = extends(UIMap) function UIGameMap.create() local gameMap = UIGameMap.internalCreate() return gameMap end function UIGameMap:onDragEnter(mousePos) local tile = self:getTile(mousePos) if not tile then return false end local thing = tile:getTopMoveThing() if not thing then return false end self.parsed = false self.currentDragThing = thing Mouse.setTargetCursor() return true end function UIGameMap:onDragLeave(droppedWidget, mousePos) if not self.parsed then self.currentDragThing = nil end Mouse.restoreCursor() return true end function UIGameMap:onDrop(widget, mousePos) 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() if widget.currentDragThing:isStackable() and count > 1 then widget.parsed = true local moveWindow = createWidget('CountWindow', rootWidget) local spinbox = moveWindow:getChildById('spinbox') spinbox:setMaximum(count) spinbox:setMinimum(1) spinbox:setCurrentIndex(count) local okButton = moveWindow:getChildById('buttonOk') okButton.onClick = function() g_game.move(widget.currentDragThing, tile:getPosition(), spinbox:getCurrentIndex()) okButton:getParent():destroy() widget.currentDragThing = nil end moveWindow.onEnter = okButton.onClick else g_game.move(widget.currentDragThing, tile:getPosition(), 1) end return true end function UIGameMap:onMouseRelease(mousePosition, mouseButton) 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 return false end