First commit
This commit is contained in:
		@@ -0,0 +1,431 @@
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smartWalkDirs = {}
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smartWalkDir = nil
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wsadWalking = false
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nextWalkDir = nil
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lastWalkDir = nil
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lastFinishedStep = 0
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autoWalkEvent = nil
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firstStep = true
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walkLock = 0
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walkEvent = nil
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lastWalk = 0
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lastTurn = 0
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lastTurnDirection = 0
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lastStop = 0
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lastManualWalk = 0
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autoFinishNextServerWalk = 0
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turnKeys = {}
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function init()
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  connect(LocalPlayer, {
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    onPositionChange = onPositionChange,
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    onWalk = onWalk,
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    onTeleport = onTeleport,
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    onWalkFinish = onWalkFinish,
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    onCancelWalk = onCancelWalk
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  })
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  modules.game_interface.getRootPanel().onFocusChange = stopSmartWalk
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  bindKeys()
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end
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function terminate()
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  disconnect(LocalPlayer, {
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    onPositionChange = onPositionChange,
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    onWalk = onWalk,
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    onTeleport = onTeleport,
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    onWalkFinish = onWalkFinish
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  })
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  removeEvent(autoWalkEvent)
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  stopSmartWalk()
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  unbindKeys()
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  disableWSAD()
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end
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function bindKeys()
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  bindWalkKey('Up', North)
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  bindWalkKey('Right', East)
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  bindWalkKey('Down', South)
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  bindWalkKey('Left', West)
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  bindWalkKey('Numpad8', North)
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  bindWalkKey('Numpad9', NorthEast)
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  bindWalkKey('Numpad6', East)
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  bindWalkKey('Numpad3', SouthEast)
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  bindWalkKey('Numpad2', South)
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  bindWalkKey('Numpad1', SouthWest)
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  bindWalkKey('Numpad4', West)
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  bindWalkKey('Numpad7', NorthWest)
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  bindTurnKey('Ctrl+Up', North)
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  bindTurnKey('Ctrl+Right', East)
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  bindTurnKey('Ctrl+Down', South)
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  bindTurnKey('Ctrl+Left', West)
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  bindTurnKey('Ctrl+Numpad8', North)
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  bindTurnKey('Ctrl+Numpad6', East)
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  bindTurnKey('Ctrl+Numpad2', South)
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  bindTurnKey('Ctrl+Numpad4', West)
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end
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function unbindKeys()
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  unbindWalkKey('Up', North)
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  unbindWalkKey('Right', East)
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  unbindWalkKey('Down', South)
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  unbindWalkKey('Left', West)
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  unbindWalkKey('Numpad8', North)
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  unbindWalkKey('Numpad9', NorthEast)
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  unbindWalkKey('Numpad6', East)
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  unbindWalkKey('Numpad3', SouthEast)
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  unbindWalkKey('Numpad2', South)
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  unbindWalkKey('Numpad1', SouthWest)
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  unbindWalkKey('Numpad4', West)
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  unbindWalkKey('Numpad7', NorthWest)
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  unbindTurnKey('Ctrl+Up', North)
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  unbindTurnKey('Ctrl+Right', East)
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  unbindTurnKey('Ctrl+Down', South)
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  unbindTurnKey('Ctrl+Left', West)
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  unbindTurnKey('Ctrl+Numpad8', North)
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  unbindTurnKey('Ctrl+Numpad6', East)
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  unbindTurnKey('Ctrl+Numpad2', South)
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  unbindTurnKey('Ctrl+Numpad4', West)
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end
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function enableWSAD()
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  if wsadWalking then
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    return
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  end
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  wsadWalking = true  
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  local player = g_game.getLocalPlayer()
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  if player then
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    player:lockWalk(100) -- 100 ms walk lock for all directions    
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  end
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  bindWalkKey("W", North)
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  bindWalkKey("D", East)
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  bindWalkKey("S", South)
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  bindWalkKey("A", West)
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  bindTurnKey("Ctrl+W", North)
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  bindTurnKey("Ctrl+D", East)
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  bindTurnKey("Ctrl+S", South)
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  bindTurnKey("Ctrl+A", West)
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  bindWalkKey("E", NorthEast)
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  bindWalkKey("Q", NorthWest)
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  bindWalkKey("C", SouthEast)
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  bindWalkKey("Z", SouthWest)
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end
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function disableWSAD()
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  if not wsadWalking then
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    return
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  end
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  wsadWalking = false
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  unbindWalkKey("W")
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  unbindWalkKey("D")
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  unbindWalkKey("S")
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  unbindWalkKey("A")
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  unbindTurnKey("Ctrl+W")
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  unbindTurnKey("Ctrl+D")
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  unbindTurnKey("Ctrl+S")
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  unbindTurnKey("Ctrl+A")
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  unbindWalkKey("E")
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  unbindWalkKey("Q")
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  unbindWalkKey("C")
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  unbindWalkKey("Z")
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end
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function bindWalkKey(key, dir)
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  local gameRootPanel = modules.game_interface.getRootPanel()
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  g_keyboard.bindKeyDown(key, function() changeWalkDir(dir) end, gameRootPanel, true)
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  g_keyboard.bindKeyUp(key, function() changeWalkDir(dir, true) end, gameRootPanel, true)
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  g_keyboard.bindKeyPress(key, function(c, k, ticks) smartWalk(dir, ticks) end, gameRootPanel)
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end
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function unbindWalkKey(key)
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  local gameRootPanel = modules.game_interface.getRootPanel()
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  g_keyboard.unbindKeyDown(key, gameRootPanel)
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  g_keyboard.unbindKeyUp(key, gameRootPanel)
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  g_keyboard.unbindKeyPress(key, gameRootPanel)
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end
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function bindTurnKey(key, dir)
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  turnKeys[key] = dir
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  local gameRootPanel = modules.game_interface.getRootPanel()
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  g_keyboard.bindKeyDown(key, function() turn(dir, false) end, gameRootPanel)
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  g_keyboard.bindKeyPress(key, function() turn(dir, true) end, gameRootPanel)
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  g_keyboard.bindKeyUp(key, function() local player = g_game.getLocalPlayer() if player then player:lockWalk(200) end end, gameRootPanel)
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end
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function unbindTurnKey(key)
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  turnKeys[key] = nil
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  local gameRootPanel = modules.game_interface.getRootPanel()
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  g_keyboard.unbindKeyDown(key, gameRootPanel)
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  g_keyboard.unbindKeyPress(key, gameRootPanel)
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  g_keyboard.unbindKeyUp(key, gameRootPanel)
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end
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function stopSmartWalk()
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  smartWalkDirs = {}
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  smartWalkDir = nil
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end
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function changeWalkDir(dir, pop)
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  while table.removevalue(smartWalkDirs, dir) do end
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  if pop then
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    if #smartWalkDirs == 0 then
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      stopSmartWalk()
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      return
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    end
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  else
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    table.insert(smartWalkDirs, 1, dir)
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  end
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  smartWalkDir = smartWalkDirs[1]
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  if modules.client_options.getOption('smartWalk') and #smartWalkDirs > 1 then
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    for _,d in pairs(smartWalkDirs) do
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      if (smartWalkDir == North and d == West) or (smartWalkDir == West and d == North) then
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        smartWalkDir = NorthWest
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        break
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      elseif (smartWalkDir == North and d == East) or (smartWalkDir == East and d == North) then
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        smartWalkDir = NorthEast
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        break
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      elseif (smartWalkDir == South and d == West) or (smartWalkDir == West and d == South) then
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        smartWalkDir = SouthWest
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        break
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      elseif (smartWalkDir == South and d == East) or (smartWalkDir == East and d == South) then
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        smartWalkDir = SouthEast
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        break
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      end
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    end
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  end
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end
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function smartWalk(dir, ticks)
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  walkEvent = scheduleEvent(function() 
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    if g_keyboard.getModifiers() == KeyboardNoModifier then
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      local direction = smartWalkDir or dir
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      walk(direction, ticks)
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      return true
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    end
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    return false
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  end, 20)
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end
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function canChangeFloorDown(pos)
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  pos.z = pos.z + 1
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  toTile = g_map.getTile(pos)
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  return toTile and toTile:hasElevation(3)
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end
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function canChangeFloorUp(pos)
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  pos.z = pos.z - 1
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  toTile = g_map.getTile(pos)
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  return toTile and toTile:isWalkable()
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end
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function onPositionChange(player, newPos, oldPos)
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end
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function onWalk(player, newPos, oldPos)
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  if autoFinishNextServerWalk + 200 > g_clock.millis() then
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    player:finishServerWalking()
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  end
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end
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function onTeleport(player, newPos, oldPos)
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  if not newPos or not oldPos then
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    return
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  end
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  -- floor change is also teleport
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  if math.abs(newPos.x - oldPos.x) >= 3 or math.abs(newPos.y - oldPos.y) >= 3 or math.abs(newPos.z - oldPos.z) >= 2 then  
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    -- far teleport, lock walk for 100ms
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    walkLock = g_clock.millis() + g_settings.getNumber('walkTeleportDelay')
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  else
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    walkLock = g_clock.millis() + g_settings.getNumber('walkStairsDelay')
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  end
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  nextWalkDir = nil -- cancel autowalk
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end
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function onWalkFinish(player)
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  lastFinishedStep = g_clock.millis()
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  if nextWalkDir ~= nil then
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    removeEvent(autoWalkEvent)
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    autoWalkEvent = addEvent(function() if nextWalkDir ~= nil then walk(nextWalkDir, 0) end end, false)
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  end
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end
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function onCancelWalk(player)
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  player:lockWalk(50)
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end
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function walk(dir, ticks) 
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  lastManualWalk = g_clock.millis()
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  local player = g_game.getLocalPlayer()
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  if not player or g_game.isDead() or player:isDead() then
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    return
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  end
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  if player:isWalkLocked() then
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    nextWalkDir = nil
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    return
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  end
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  if g_game.isFollowing() then
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    g_game.cancelFollow()
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  end
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  if player:isAutoWalking() then
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    if lastStop + 100 < g_clock.millis() then
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      lastStop = g_clock.millis()
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      player:stopAutoWalk()
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      g_game.stop()
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    end
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  end
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  local dash = false
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  local ignoredCanWalk = false
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  if not g_game.getFeature(GameNewWalking) then
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    dash = g_settings.getBoolean("dash", false)
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  end
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  local ticksToNextWalk = player:getStepTicksLeft()
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  if not player:canWalk(dir) then -- canWalk return false when previous walk is not finished or not confirmed by server
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    if dash then 
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      ignoredCanWalk = true
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    else
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      if ticksToNextWalk < 500 and (lastWalkDir ~= dir or ticks == 0) then
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        nextWalkDir = dir
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      end
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      if ticksToNextWalk < 30 and lastFinishedStep + 400 > g_clock.millis() and nextWalkDir == nil then -- clicked walk 20 ms too early, try to execute again as soon possible to keep smooth walking
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        nextWalkDir = dir
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      end
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      return
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    end
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  end
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  --if nextWalkDir ~= nil and lastFinishedStep + 200 < g_clock.millis() then
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  --  print("Cancel " .. nextWalkDir)
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  --  nextWalkDir = nil
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  --end
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  if nextWalkDir ~= nil and nextWalkDir ~= lastWalkDir then 
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    dir = nextWalkDir
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  end
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  local toPos = player:getPrewalkingPosition(true)
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  if dir == North then
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    toPos.y = toPos.y - 1
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  elseif dir == East then
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    toPos.x = toPos.x + 1
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  elseif dir == South then
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    toPos.y = toPos.y + 1
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  elseif dir == West then
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    toPos.x = toPos.x - 1
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  elseif dir == NorthEast then
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    toPos.x = toPos.x + 1
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    toPos.y = toPos.y - 1
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  elseif dir == SouthEast then
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    toPos.x = toPos.x + 1
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    toPos.y = toPos.y + 1
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  elseif dir == SouthWest then
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    toPos.x = toPos.x - 1
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    toPos.y = toPos.y + 1
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  elseif dir == NorthWest then
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    toPos.x = toPos.x - 1
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    toPos.y = toPos.y - 1
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  end
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  local toTile = g_map.getTile(toPos)
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  if walkLock >= g_clock.millis() and lastWalkDir == dir then
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    nextWalkDir = nil
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    return
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  end
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  if firstStep and lastWalkDir == dir and lastWalk + g_settings.getNumber('walkFirstStepDelay') > g_clock.millis() then
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    firstStep = false
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    walkLock = lastWalk + g_settings.getNumber('walkFirstStepDelay')
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    return
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  end
 | 
			
		||||
  
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  if dash and lastWalkDir == dir and lastWalk + 50 > g_clock.millis() then
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    return
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  end  
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		||||
  
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  firstStep = (not player:isWalking() and lastFinishedStep + 100 < g_clock.millis() and walkLock + 100 < g_clock.millis())
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  if player:isServerWalking() and not dash then
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    walkLock = walkLock + math.max(g_settings.getNumber('walkFirstStepDelay'), 100)
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  end
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  nextWalkDir = nil
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  removeEvent(autoWalkEvent)
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  autoWalkEvent = nil
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  local preWalked = false
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  if toTile and toTile:isWalkable() then
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    if not player:isServerWalking() and not ignoredCanWalk then
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      player:preWalk(dir)
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      preWalked = true
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		||||
    end
 | 
			
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  else
 | 
			
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    local playerTile = player:getTile()
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		||||
    if (playerTile and playerTile:hasElevation(3) and canChangeFloorUp(toPos)) or canChangeFloorDown(toPos) or (toTile and toTile:isEmpty() and not toTile:isBlocking()) then
 | 
			
		||||
      player:lockWalk(100)
 | 
			
		||||
    elseif player:isServerWalking() then
 | 
			
		||||
      g_game.stop()
 | 
			
		||||
      return
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		||||
    elseif not toTile then
 | 
			
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      player:lockWalk(100) -- bug fix for missing stairs down on map
 | 
			
		||||
    else
 | 
			
		||||
      if g_app.isMobile() and dir <= Directions.West then 
 | 
			
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        turn(dir, ticks > 0)
 | 
			
		||||
      end
 | 
			
		||||
      return -- not walkable tile
 | 
			
		||||
    end
 | 
			
		||||
  end
 | 
			
		||||
 | 
			
		||||
  if player:isServerWalking() and not dash then
 | 
			
		||||
    g_game.stop()
 | 
			
		||||
    player:finishServerWalking()
 | 
			
		||||
    autoFinishNextServerWalk = g_clock.millis() + 200
 | 
			
		||||
  end
 | 
			
		||||
  g_game.walk(dir, preWalked)  
 | 
			
		||||
  
 | 
			
		||||
  if not firstStep and lastWalkDir ~= dir then
 | 
			
		||||
    walkLock = g_clock.millis() + g_settings.getNumber('walkTurnDelay')    
 | 
			
		||||
  end
 | 
			
		||||
  
 | 
			
		||||
  lastWalkDir = dir
 | 
			
		||||
  lastWalk = g_clock.millis()
 | 
			
		||||
  return true
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function turn(dir, repeated)
 | 
			
		||||
  local player = g_game.getLocalPlayer()
 | 
			
		||||
  if player:isWalking() and player:getWalkDirection() == dir and not player:isServerWalking() then
 | 
			
		||||
    return
 | 
			
		||||
  end
 | 
			
		||||
  
 | 
			
		||||
  removeEvent(walkEvent)
 | 
			
		||||
  
 | 
			
		||||
  if not repeated or (lastTurn + 100 < g_clock.millis()) then
 | 
			
		||||
    g_game.turn(dir)
 | 
			
		||||
    changeWalkDir(dir)
 | 
			
		||||
    lastTurn = g_clock.millis()
 | 
			
		||||
    if not repeated then
 | 
			
		||||
      lastTurn = g_clock.millis() + 50
 | 
			
		||||
    end
 | 
			
		||||
    lastTurnDirection = dir
 | 
			
		||||
    nextWalkDir = nil
 | 
			
		||||
    player:lockWalk(g_settings.getNumber('walkCtrlTurnDelay'))
 | 
			
		||||
  end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function checkTurn()
 | 
			
		||||
  for keys, direction in pairs(turnKeys) do
 | 
			
		||||
    if g_keyboard.areKeysPressed(keys) then
 | 
			
		||||
      turn(direction, false)
 | 
			
		||||
    end
 | 
			
		||||
  end
 | 
			
		||||
end
 | 
			
		||||
		Reference in New Issue
	
	Block a user