real autowalking

* smart autowalking using A* path finding algorithm
This commit is contained in:
Eduardo Bart
2012-03-23 17:36:58 -03:00
parent 8bc63e25df
commit fe86dc8050
9 changed files with 126 additions and 27 deletions

View File

@@ -63,32 +63,11 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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
local dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), tile:getPosition(), 255)
if #dirs == 0 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