UIGameMap = extends(UIMap) function UIGameMap.create() local gameMap = UIGameMap.internalCreate() gameMap:setKeepAspectRatio(true) gameMap:setVisibleDimension({width = 15, height = 11}) 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.currentDragThing = thing g_mouse.setTargetCursor() return true end function UIGameMap:onDragLeave(droppedWidget, mousePos) self.currentDragThing = nil g_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 thing = widget.currentDragThing local toPos = tile:getPosition() local thingPos = thing:getPosition() if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end if thing:asItem() and thing:getCount() > 1 then modules.game_interface.moveStackableItem(thing, toPos) else g_game.move(thing, toPos, 1) end return true end function UIGameMap:onMousePress() self.cancelNextRelease = false end function UIGameMap:onMouseRelease(mousePosition, mouseButton) if self.cancelNextRelease then self.cancelNextRelease = false return true end local tile = self:getTile(mousePosition) if tile == nil then return false end local localPlayerPos = g_game.getLocalPlayer():getPosition() local autoWalkPos = tile:getPosition() if autoWalkPos.z ~= localPlayerPos.z then local dz = autoWalkPos.z - localPlayerPos.z autoWalkPos.x = autoWalkPos.x + dz autoWalkPos.y = autoWalkPos.y + dz autoWalkPos.z = localPlayerPos.z end local lookThing = tile:getTopLookThing() local useThing = tile:getTopUseThing() local creatureThing = tile:getTopCreature() local multiUseThing = tile:getTopMultiUseThing() local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, multiUseThing) if ret then self.cancelNextRelease = true end return ret end